-/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#ifndef PLAYER_ANIMATION_H
-#define PLAYER_ANIMATION_H
-
-#include "player.h"
-#include "player_physics_walk.h"
-
-VG_STATIC void player_animate_offboard(void)
-{
- player_walk_animate( &player_walky, &player.mdl.sk, NULL );
-}
-
-VG_STATIC void player_animate(void)
-{
-#if 0
- 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;
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
- q_axis_angle( qfake_rot, phys->rb.up, phys->siY*substep );
- q_m3x3( qfake_rot, fake_rot );
- m3x3_mul( fake_rot, player.visual_transform, player.visual_transform );
-
- m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
-
- if( phys->controller == k_player_controller_walk )
- {
- player_animate_offboard();
- return;
- }
-
- /* Camera position */
- 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 );
- phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
- phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
- v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
-
- /* Head */
- float lslip = fabsf(phys->slip);
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
- m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
- float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
- float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
-
- offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
-
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
-
- offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f);
- offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
-
- /*
- * Animation blending
- * ===========================================
- */
-
- /* scalar blending information */
- float speed = v3_length( phys->rb.v );
-
- /* sliding */
- {
- float desired = vg_clampf( lslip, 0.0f, 1.0f );
- player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
- }
-
- /* movement information */
- {
- int iair = (player_skate.activity == k_skate_activity_air) ||
- (player_skate.activity == k_skate_activity_grind );
-
- float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
- dirx = phys->slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 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 );
- player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
- }
-
- struct skeleton *sk = &player.mdl.sk;
-
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
- player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
-
- /* 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 );
-
- /* sliding */
- float slide_frame = player.fdirx * (15.0f/30.0f);
- skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
- /* pushing */
- double push_time = vg.time - player.phys.start_push;
-
- player.fpush = vg_lerpf( player.fpush,
- (vg.time - player.phys.cur_push) < 0.125,
- 6.0f*vg.time_delta );
-
- float pt = push_time + vg.accumulator;
- if( phys->reverse > 0.0f )
- skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
-
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
-
- player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
-
- float setup_frame = phys->jump * jump_start_frame,
- setup_blend = vg_minf( player.fjump, 1.0f );
-
- float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
-
- struct skeleton_anim *jump_anim = phys->jump_dir?
- player.mdl.anim_ollie:
- player.mdl.anim_ollie_reverse;
-
- skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- 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);
-
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
-
- static v2f 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),
- grab_frame = ang_unit * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, phys->grab, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
- float add_grab_mod = 1.0f - player.ffly;//*phys->grab;
-
- /* additive effects */
- {
- u32 apply_to[] = { player.mdl.id_hip,
- player.mdl.id_ik_hand_l,
- player.mdl.id_ik_hand_r,
- player.mdl.id_ik_elbow_l,
- player.mdl.id_ik_elbow_r };
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
- 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 );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
- skeleton_apply_inverses( &player.mdl.sk );
-
- skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
- skeleton_debug( &player.mdl.sk );
-#endif
-}
-
-VG_STATIC void player_animate_death_cam(void)
-{
- v3f delta;
- v3f head_pos;
- v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
-
- v3_sub( head_pos, player.camera_pos, delta );
- v3_normalize( delta );
-
- v3f follow_pos;
- v3_muladds( head_pos, delta, -2.5f, follow_pos );
- v3_lerp( player.camera_pos, follow_pos, 0.1f, 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( 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] );
-}
-
-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.rb.co, player.rb.up, 1.2f, target );
-
- player_animate_follow_cam( target, 1.5f, 20.0f );
-}
-
-VG_STATIC void player_animate_camera(void)
-{
- static v3f lerp_cam = {0.0f,0.0f,0.0f};
- v3f cam_pos;
-
- int _on_board = player.controller == k_player_controller_skate;
- player.fonboard = vg_lerpf( player.fonboard, _on_board, vg.time_delta );
-
- if( _on_board )
- {
-#if 0
- v3f offs = { -0.4f, 0.15f, 0.0f };
- v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
- v3_add( lerp_cam, offs, cam_pos );
-
- /* Look angles */
- v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
-
- int _grind = player_skate.activity == k_skate_activity_grind;
-
- player.fgrind = vg_lerpf( player.fgrind, _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 + vg_lerpf( 0.30f, 0.90f, player.fgrind );
-
- player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
-
- /* Camera shake */
- static v2f shake_damp = {0.0f,0.0f};
- v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(phys->rb.v)*0.3f
- * (1.0f+fabsf(phys->slip)), shake);
-
- v2_lerp( shake_damp, shake, 0.01f, shake_damp );
- shake_damp[0] *= 0.2f;
-
- v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
- m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
-#endif
- }
- else
- {
-#if 0
- float speed = vg.time_delta * k_look_speed;
- 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;
- v3f forward_dir = { s,0.15f,c };
-
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
- -player.angles[0] -VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.visual_transform[3], mtx[3] );
-
- m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
- v3_add( cam_pos, forward_dir, player.camera_pos );
-
-#if 0
- v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
-#endif
- }
-}
-
-#endif /* PLAYER_ANIMATION_H */