X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_animation.h;h=b255f14c71b176d52e3032fc549f6d4891e2f6cc;hb=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;hp=9f0c0d536e832c7d39c8927d4589ec12c3685b6d;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_animation.h b/player_animation.h index 9f0c0d5..b255f14 100644 --- a/player_animation.h +++ b/player_animation.h @@ -7,7 +7,7 @@ #include "player.h" -static void player_animate_offboard(void) +VG_STATIC void player_animate_offboard(void) { { float fly = player.phys.in_air, @@ -20,7 +20,8 @@ static void player_animate_offboard(void) player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta ); player.frun = vg_lerpf( player.frun, - vg_get_axis("walk/push")*0.5f+0.5f, + player.walk * + (1.0f + player.input_walk->button.value*0.5f), 2.0f*vg.time_delta ); } @@ -29,7 +30,6 @@ static void player_animate_offboard(void) mdl_keyframe apose[32], bpose[32]; struct skeleton *sk = &player.mdl.sk; - if( player.walk > 0.025f ) { /* TODO move */ @@ -83,10 +83,12 @@ static void player_animate_offboard(void) skeleton_debug( &player.mdl.sk ); } -static void player_animate(void) +VG_STATIC void player_animate(void) { struct player_phys *phys = &player.phys; rb_extrapolate_transform( &player.phys.rb, player.visual_transform ); + v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, + player.visual_transform[3] ); v4f qfake_rot; m3x3f fake_rot; @@ -104,10 +106,7 @@ static void player_animate(void) } /* Camera position */ - v3_sub( phys->rb.v, phys->v_last, phys->a ); - v3_copy( phys->rb.v, phys->v_last ); - - v3_add( phys->m, phys->a, phys->m ); + v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m ); v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m ); phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f ); @@ -160,7 +159,7 @@ static void player_animate(void) { float dirz = phys->reverse > 0.0f? 0.0f: 1.0f, dirx = phys->slip < 0.0f? 0.0f: 1.0f, - fly = phys->in_air? 1.0f: 0.0f; + fly = (phys->in_air|phys->grind)? 1.0f: 0.0f; player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta ); player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta ); @@ -179,7 +178,12 @@ static void player_animate(void) /* stand/crouch */ float dir_frame = player.fdirz * (15.0f/30.0f), stand_blend = offset[1]*-2.0f; - + + v3f local_cog; + m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog ); + + stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 ); + skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose ); skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose ); skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); @@ -224,7 +228,7 @@ static void player_animate(void) mdl_keyframe air_pose[32]; { - float target = -vg_get_axis("lookh"); + float target = -player.input_js1h->axis.value; player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta ); float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); @@ -232,8 +236,15 @@ static void player_animate(void) skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose ); static v2f grab_choice; - v2_lerp( grab_choice, (v2f){vg_get_axis("grabh"), vg_get_axis("grabv")}, - 0.04f, grab_choice ); + + v2f grab_input = { player.input_js2h->axis.value, + player.input_js2v->axis.value }; + v2_add( player.phys.grab_mouse_delta, grab_input, grab_input ); + if( v2_length2( grab_input ) <= 0.001f ) + grab_input[0] = -1.0f; + else + v2_normalize_clamp( grab_input ); + v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice ); float ang = atan2f( grab_choice[0], grab_choice[1] ), ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), @@ -260,6 +271,32 @@ static void player_animate(void) apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } + + v3f bo; + v3_muls( player.board_offset, add_grab_mod, bo ); + + v3_add( bo, apose[ player.mdl.id_board-1 ].co, + apose[ player.mdl.id_board-1 ].co ); + v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co, + apose[ player.mdl.id_ik_foot_l-1 ].co ); + v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co, + apose[ player.mdl.id_ik_foot_r-1 ].co ); + + m3x3f c; + q_m3x3( player.board_rotation, c ); + + v3f d; + v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d ); + m3x3_mulv( c, d, d ); + v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co ); + + v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d ); + m3x3_mulv( c, d, d ); + v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co ); + + q_mul( player.board_rotation, apose[ player.mdl.id_board-1 ].q , + apose[ player.mdl.id_board-1 ].q ); + q_normalize( apose[ player.mdl.id_board-1 ].q ); } skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); @@ -274,7 +311,7 @@ static void player_animate(void) skeleton_debug( &player.mdl.sk ); } -static void player_animate_death_cam(void) +VG_STATIC void player_animate_death_cam(void) { v3f delta; v3f head_pos; @@ -300,14 +337,64 @@ static void player_animate_death_cam(void) if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) v3_add( hit.pos, min_height, player.camera_pos ); - player.camera_pos[1] = - vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); + if( world.water.enabled ) + { + player.camera_pos[1] = + vg_maxf( world.water.height + 2.0f, player.camera_pos[1] ); + } player.angles[0] = atan2f( delta[0], -delta[2] ); player.angles[1] = -asinf( delta[1] ); } -static void player_animate_camera(void) +VG_STATIC void player_animate_follow_cam( v3f target, float dist, float speed ) +{ + v3f delta; + + v3_sub( target, player.camera_pos, delta ); + v3_normalize( delta ); + + v3f follow_pos; + v3_muladds( target, delta, -dist, follow_pos ); + v3_lerp( player.camera_pos, follow_pos, + speed * vg.time_delta, player.camera_pos ); + + /* + * Make sure the camera stays above the ground + */ + v3f min_height = {0.0f,1.0f,0.0f}; + + v3f sample; + v3_add( player.camera_pos, min_height, sample ); + ray_hit hit; + hit.dist = min_height[1]*2.0f; + + if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) + v3_add( hit.pos, min_height, player.camera_pos ); + +#if 0 + if( world.water.enabled ) + { + player.camera_pos[1] = + vg_maxf( world.water.height + 2.0f, player.camera_pos[1] ); + } +#endif + + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); +} + +VG_STATIC void player_animate_camera_thirdperson(void) +{ + static v3f lerp_cam = { 0.0f, 0.0f, 0.0f }; + v3f target; + + v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target ); + + player_animate_follow_cam( target, 1.5f, 20.0f ); +} + +VG_STATIC void player_animate_camera(void) { struct player_phys *phys = &player.phys; @@ -325,15 +412,21 @@ static void player_animate_camera(void) /* Look angles */ v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl ); + player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta ); + float yaw = atan2f( phys->vl[0], -phys->vl[2] ), - pitch = atan2f( -phys->vl[1], - sqrtf( - phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2] - )) * 0.7f; + pitch = atan2f + ( + -phys->vl[1], + sqrtf + ( + phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2] + ) + ) + * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind ); player.angles[0] = yaw; - player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, - player.fonboard ); + player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard ); /* Camera shake */ static v2f shake_damp = {0.0f,0.0f}; @@ -350,11 +443,13 @@ static void player_animate_camera(void) else { float speed = vg.time_delta * k_look_speed; +#if 0 player.angles[0] += vg_get_axis( "lookh" ) * speed; player.angles[1] += vg_get_axis( "lookv" ) * speed; player.angles[1] = vg_clampf( player.angles[1], -k_pitch_limit, k_pitch_limit ); +#endif float s = sinf(player.angles[0]) * 0.2f, c = -cosf(player.angles[0]) * 0.2f; @@ -370,7 +465,7 @@ static void player_animate_camera(void) m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); v3_add( cam_pos, forward_dir, player.camera_pos ); - v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl ); + v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl ); } }