From: hgn Date: Tue, 18 Jul 2023 00:13:31 +0000 (+0100) Subject: seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW) X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;ds=inline;h=09fc72b08113fa157a3abb2ded6086babedd10cf;p=carveJwlIkooP6JGAAIwe30JlM.git seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW) --- diff --git a/blender_export.py b/blender_export.py index ae8b641..3f1b04f 100644 --- a/blender_export.py +++ b/blender_export.py @@ -476,6 +476,31 @@ def sr_filter_ent_type( obj, ent_types ): return False #} +def v4_dot( a, b ):#{ + return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] + a[3]*b[3] +#} + +def q_identity( q ):#{ + q[0] = 0.0 + q[1] = 0.0 + q[2] = 0.0 + q[3] = 1.0 +#} + +def q_normalize( q ):#{ + l2 = v4_dot(q,q) + if( l2 < 0.00001 ):#{ + q_identity( q ) + #} + else:#{ + s = 1.0/math.sqrt(l2) + q[0] *= s + q[1] *= s + q[2] *= s + q[3] *= s + #} +#} + def compile_obj_transform( obj, transform ): #{ co = obj.matrix_world @ Vector((0,0,0)) @@ -483,6 +508,7 @@ def compile_obj_transform( obj, transform ): # This was changed from matrix_local on 09.05.23 q = obj.matrix_world.to_quaternion() s = obj.scale + q_normalize( q ) # Setup transform # @@ -1397,6 +1423,7 @@ def sr_compile_armature( obj ): lc_m = smtx.inverted() @ lc_m #} rq = lc_m.to_quaternion() + q_normalize( rq ) kf = mdl_transform() kf.co[0] = loc[0] diff --git a/ent_skateshop.c b/ent_skateshop.c index 7cb0e9a..42eefa2 100644 --- a/ent_skateshop.c +++ b/ent_skateshop.c @@ -430,7 +430,7 @@ VG_STATIC void skateshop_render_boardshop(void){ q_nlerp( xform.q, mark_display->transform.q, t, xform.q ); v3_lerp( xform.s, mark_display->transform.s, t, xform.s ); - struct board_pose pose = {0}; + struct player_board_pose pose = {0}; m4x3f mmdl; mdl_transform_m4x3( &xform, mmdl ); render_board( &skaterift.cam, world, board, mmdl, diff --git a/models_src/ch_none.mdl b/models_src/ch_none.mdl index f08ed10..ff975bc 100644 Binary files a/models_src/ch_none.mdl and b/models_src/ch_none.mdl differ diff --git a/player.c b/player.c index b0888ea..52949ec 100644 --- a/player.c +++ b/player.c @@ -281,6 +281,11 @@ PLAYER_API void player__kill( player_instance *player ){ } +PLAYER_API void player__begin_holdout( player_instance *player ){ + memcpy( &player->holdout_pose, &player->pose, sizeof(player->pose) ); + player->holdout_time = 1.0f; +} + /* implementation */ #include "player_common.c" #include "player_walk.c" diff --git a/player.h b/player.h index 2ae0485..cb60d04 100644 --- a/player.h +++ b/player.h @@ -86,11 +86,10 @@ struct player_instance{ u16 board_view_slot, playermodel_view_slot; + player_pose pose; player_pose holdout_pose; float holdout_time; - struct board_pose board_pose; - /* * Subsystems * ------------------------------------------------- @@ -167,13 +166,21 @@ void( *_player_im_gui[])( player_instance *player ) = { }; VG_STATIC -void( *_player_animate[])( player_instance *player, player_animation *dest ) = { +void( *_player_animate[])( player_instance *player ) = { player__walk_animate, player__skate_animate, player__dead_animate, player__drive_animate }; +VG_STATIC +void( *_player_pose[] )( player_instance *player ) = { + player__walk_pose, + player__skate_pose, + player__dead_pose, + player__drive_pose, +}; + VG_STATIC void( *_player_post_animate[])( player_instance *player ) = { player__walk_post_animate, @@ -200,6 +207,7 @@ PLAYER_API void player__im_gui( player_instance *player ); PLAYER_API void player__setpos( player_instance *player, v3f pos ); PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ); PLAYER_API void player__kill( player_instance *player ); +PLAYER_API void player__begin_holdout( player_instance *player ); VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] ); VG_STATIC void player_apply_transport_to_cam( m4x3f transport ); diff --git a/player_api.h b/player_api.h index a009d6d..0165841 100644 --- a/player_api.h +++ b/player_api.h @@ -7,19 +7,24 @@ #define PLAYER_API VG_STATIC typedef struct player_instance player_instance; -typedef mdl_keyframe player_pose[32]; -typedef struct player_animation player_animation; +typedef struct player_pose player_pose; -struct player_animation{ - player_pose pose; - v3f root_co; - v4f root_q; - - enum player_animation_type { - k_player_animation_type_fk, /* regular FK animation */ - k_player_animation_type_absolute /* decomposition of the final matrices */ +struct player_pose{ + enum player_pose_type { + k_player_pose_type_fk, /* regular FK animation */ + k_player_pose_type_absolute /* decomposition of the final matrices */ } type; + + v3f root_co; + v4f root_q; + + mdl_keyframe keyframes[32]; + + struct player_board_pose { + f32 lean; + } + board; }; #endif /* PLAYER_API_H */ diff --git a/player_dead.c b/player_dead.c index acb434a..b6312cb 100644 --- a/player_dead.c +++ b/player_dead.c @@ -8,21 +8,24 @@ VG_STATIC void player__dead_update ( player_instance *player ) player_ragdoll_iter( &player->ragdoll ); } -VG_STATIC void player__dead_animate ( player_instance *player, - player_animation *anim ) -{ - v3_zero( anim->root_co ); - q_identity( anim->root_q ); +VG_STATIC void player__dead_animate ( player_instance *player ){ + /* nothing here */ +} + +VG_STATIC void player__dead_pose ( player_instance *player ){ + player_pose *pose = &player->pose; + v3_zero( pose->root_co ); + q_identity( pose->root_q ); - for( int i=0; ipose ); i ++ ){ - v3_zero( anim->pose[i].co ); - v3_fill( anim->pose[i].s, 1.0f ); - q_identity( anim->pose[i].q ); + for( int i=0; ikeyframes); i ++ ){ + /* FUUUUTUUREEEE: squangle the rigidbodies back into OK keyframes */ + v3_zero( pose->keyframes[i].co ); + v3_fill( pose->keyframes[i].s, 1.0f ); + q_identity( pose->keyframes[i].q ); } } -VG_STATIC void player__dead_post_animate( player_instance *player ) -{ +VG_STATIC void player__dead_post_animate( player_instance *player ){ struct player_avatar *av = player->playeravatar; struct player_dead *d = &player->_dead; @@ -44,13 +47,11 @@ VG_STATIC void player__dead_post_animate( player_instance *player ) v3_zero( player->rb.w ); } -VG_STATIC void player__dead_im_gui ( player_instance *player ) -{ +VG_STATIC void player__dead_im_gui ( player_instance *player ){ } -VG_STATIC void player__dead_transition ( player_instance *player ) -{ +VG_STATIC void player__dead_transition ( player_instance *player ){ player->subsystem = k_player_subsystem_dead; copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll, player->rb.v ); diff --git a/player_dead.h b/player_dead.h index fbdb47f..43f7574 100644 --- a/player_dead.h +++ b/player_dead.h @@ -8,8 +8,8 @@ struct player_dead{ }; VG_STATIC void player__dead_update ( player_instance *player ); -VG_STATIC void player__dead_animate ( player_instance *player, - player_animation *anim ); +VG_STATIC void player__dead_animate ( player_instance *player ); +VG_STATIC void player__dead_pose ( player_instance *player ); VG_STATIC void player__dead_post_animate( player_instance *player ); VG_STATIC void player__dead_im_gui ( player_instance *player ); diff --git a/player_drive.c b/player_drive.c index 216ec89..157ef40 100644 --- a/player_drive.c +++ b/player_drive.c @@ -29,14 +29,16 @@ VG_STATIC void player__drive_post_update( player_instance *player ) v3_copy( drive->vehicle->obj.rb.w, player->rb.w ); } -VG_STATIC void player__drive_animate( player_instance *player, - player_animation *dest ) -{ +VG_STATIC void player__drive_animate( player_instance *player ){} + +VG_STATIC void player__drive_pose( player_instance *player ){ struct player_drive *drive = &player->_drive; struct skeleton *sk = &player->playeravatar->sk; - skeleton_sample_anim( sk, drive->anim_drive, 0.0f, dest->pose ); - v3_copy( player->rb.co, dest->root_co ); - v4_copy( player->rb.q, dest->root_q ); + player_pose *pose = &player->pose; + + skeleton_sample_anim( sk, drive->anim_drive, 0.0f, pose->keyframes ); + v3_copy( player->rb.co, pose->root_co ); + v4_copy( player->rb.q, pose->root_q ); } VG_STATIC void player__drive_post_animate( player_instance *player ) diff --git a/player_drive.h b/player_drive.h index 4ce05ba..dcf689e 100644 --- a/player_drive.h +++ b/player_drive.h @@ -12,8 +12,9 @@ struct player_drive { VG_STATIC void player__drive_pre_update( player_instance *player ); VG_STATIC void player__drive_update( player_instance *player ); VG_STATIC void player__drive_post_update( player_instance *player ); -VG_STATIC void player__drive_animate( player_instance *player, - player_animation *dest ); +VG_STATIC void player__drive_animate( player_instance *player ); +VG_STATIC void player__drive_pose( player_instance *player ); + VG_STATIC void player__drive_post_animate( player_instance *player ); VG_STATIC void player__drive_im_gui( player_instance *player ); VG_STATIC void player__drive_bind( player_instance *player ); diff --git a/player_render.c b/player_render.c index ba50fc1..283b251 100644 --- a/player_render.c +++ b/player_render.c @@ -139,33 +139,35 @@ VG_STATIC void player_model_unload( struct player_model *board ){ } VG_STATIC void player__animate( player_instance *player ){ - if( _player_animate[ player->subsystem ] ){ - player_animation res; - res.type = k_player_animation_type_fk; + if( _player_animate[ player->subsystem ] && + _player_pose[ player->subsystem ] ){ + _player_animate[ player->subsystem ]( player ); + _player_pose[ player->subsystem ]( player ); - _player_animate[ player->subsystem ]( player, &res ); + player_pose *pose = &player->pose; m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); + q_m3x3( pose->root_q, transform ); + v3_copy( pose->root_co, transform[3] ); struct skeleton *sk = &player->playeravatar->sk; if( player->holdout_time > 0.0f ){ - skeleton_lerp_pose( sk, res.pose, player->holdout_pose, - player->holdout_time, res.pose ); + skeleton_lerp_pose( sk, + pose->keyframes, player->holdout_pose.keyframes, + player->holdout_time, pose->keyframes ); player->holdout_time -= vg.time_frame_delta * 2.0f; } - if( res.type == k_player_animation_type_fk ){ - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); + if( pose->type == k_player_pose_type_fk ){ + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); } else { - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute ); } skeleton_debug( sk ); @@ -180,11 +182,11 @@ VG_STATIC void player__animate( player_instance *player ){ VG_STATIC void player__animate_from_replay( player_instance *player, replay_buffer *replay ){ /* TODO: holdout blending (from when the game has to slow down) */ - - player_animation res; replay_frame *frame = replay->cursor_frame, *next = NULL; + player_pose *pose = &player->pose; + if( frame ){ next = frame->r; @@ -192,23 +194,21 @@ VG_STATIC void player__animate_from_replay( player_instance *player, f32 t = replay_subframe_time( replay ); struct skeleton *sk = &player->playeravatar->sk; - skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose); - v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co ); - q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q ); - res.type = k_player_animation_type_absolute; - player->board_pose.lean = vg_lerpf( frame->board_pose.lean, - next->board_pose.lean, t ); - } - else { - memcpy( &res, &frame->anim, sizeof(frame->anim) ); - memcpy( &frame->board_pose, &player->board_pose, - sizeof(player->board_pose) ); + skeleton_lerp_pose( sk, frame->pose.keyframes, next->pose.keyframes, + t, pose->keyframes ); + v3_lerp( frame->pose.root_co, next->pose.root_co, t, pose->root_co ); + q_nlerp( frame->pose.root_q, next->pose.root_q, t, pose->root_q ); + pose->type = k_player_pose_type_absolute; + pose->board.lean = vg_lerpf( frame->pose.board.lean, + next->pose.board.lean, t ); } + else + memcpy( pose, &frame->pose, sizeof(frame->pose) ); } else return; struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute ); + skeleton_apply_pose( sk, pose->keyframes, k_anim_apply_absolute ); } VG_STATIC void player__pre_render( player_instance *player ){ @@ -234,7 +234,7 @@ VG_STATIC void player__pre_render( player_instance *player ){ VG_STATIC void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, - struct board_pose *pose, + struct player_board_pose *pose, enum board_shader shader ) { if( !board ) return; @@ -425,7 +425,7 @@ PLAYER_API void player__render( camera *cam, player_instance *player ){ render_board( cam, world, board, player->playeravatar->sk.final_mtx[ player->playeravatar->id_board], - &player->board_pose, + &player->pose.board, k_board_shader_player ); SDL_AtomicUnlock( &addon_system.sl_cache_using_resources ); diff --git a/player_render.h b/player_render.h index f33e2db..5a11bea 100644 --- a/player_render.h +++ b/player_render.h @@ -57,10 +57,6 @@ struct player_board{ board; }; -struct board_pose { - f32 lean; -}; - struct player_model{ struct dynamic_model_1texture mdl; }; @@ -83,7 +79,7 @@ VG_STATIC void player_model_unload( struct player_model *board ); VG_STATIC void render_board( camera *cam, world_instance *world, struct player_board *board, m4x3f root, - struct board_pose *pose, + struct player_board_pose *pose, enum board_shader shader ); VG_STATIC void render_playermodel( camera *cam, world_instance *world, diff --git a/player_replay.c b/player_replay.c index 5313f93..319cf03 100644 --- a/player_replay.c +++ b/player_replay.c @@ -299,15 +299,15 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){ replay->cursor = vg.time; replay->cursor_frame = frame; - player_animation *res = &frame->anim; + player_pose *res = &frame->pose; v3_zero( res->root_co ); q_identity( res->root_q ); - res->type = k_player_animation_type_absolute; + res->type = k_player_pose_type_absolute; struct skeleton *sk = &localplayer.playeravatar->sk; - memcpy( &frame->board_pose, &localplayer.board_pose, - sizeof(localplayer.board_pose) ); + memcpy( &frame->pose.board, &localplayer.pose.board, + sizeof(localplayer.pose.board) ); frame->time = vg.time; v3_copy( localplayer.cam.pos, frame->cam_pos ); @@ -317,14 +317,14 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){ for( u32 i=1; ibone_count; i++ ){ struct skeleton_bone *sb = &sk->bones[i]; - mdl_keyframe *kf = &res->pose[i-1]; + mdl_keyframe *kf = &res->keyframes[i-1]; m4x3f mtx; m4x3_mul( localplayer.gate_waiting->transport, sk->final_mtx[i], mtx ); m4x3_decompose( mtx, kf->co, kf->q, kf->s ); } } else - skeleton_decompose_mtx_absolute( sk, res->pose ); + skeleton_decompose_mtx_absolute( sk, res->keyframes ); v3_copy( localplayer.cam.angles, frame->cam_angles ); frame->cam_fov = localplayer.cam.fov; diff --git a/player_replay.h b/player_replay.h index 9a3f2ab..73bbb22 100644 --- a/player_replay.h +++ b/player_replay.h @@ -20,8 +20,7 @@ struct replay_buffer { }; struct replay_frame { - player_animation anim; - struct board_pose board_pose; + player_pose pose; v3f cam_pos, cam_angles; f32 cam_fov; diff --git a/player_skate.c b/player_skate.c index 49cd6e7..fe34de2 100644 --- a/player_skate.c +++ b/player_skate.c @@ -722,15 +722,15 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3f Fd, Fs, F; v3f strength = { 3.7f, 3.6f, 8.0f }; - v3_muls( s->state.board_trick_residualv, -4.0f , Fd ); - v3_muls( s->state.board_trick_residuald, -10.0f, Fs ); + v3_muls( s->state.trick_residualv, -4.0f , Fd ); + v3_muls( s->state.trick_residuald, -10.0f, Fs ); v3_add( Fd, Fs, F ); v3_mul( strength, F, F ); - v3_muladds( s->state.board_trick_residualv, F, k_rb_delta, - s->state.board_trick_residualv ); - v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv, - k_rb_delta, s->state.board_trick_residuald ); + v3_muladds( s->state.trick_residualv, F, k_rb_delta, + s->state.trick_residualv ); + v3_muladds( s->state.trick_residuald, s->state.trick_residualv, + k_rb_delta, s->state.trick_residuald ); if( s->state.activity <= k_skate_activity_air_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) @@ -763,7 +763,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); s->state.trick_euler[2] = roundf( s->state.trick_euler[2] ); - v3_copy( s->state.trick_vel, s->state.board_trick_residualv ); + v3_copy( s->state.trick_vel, s->state.trick_residualv ); v3_zero( s->state.trick_vel ); } @@ -1096,28 +1096,14 @@ VG_STATIC void skate_integrate( player_instance *player ) rb_update_transform( &player->rb ); } -/* - * 1 2 or 3 - */ - -VG_STATIC void skate_copy_holdout( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; - skeleton_copy_pose( sk, s->holdout, player->holdout_pose ); -} - -VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ) -{ +VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){ return (button_press( k_srbind_trick0 ) ) | (button_press( k_srbind_trick1 ) << 1) | (button_press( k_srbind_trick2 ) << 1) | (button_press( k_srbind_trick2 ) ); } -VG_STATIC void player__skate_pre_update( player_instance *player ) -{ +VG_STATIC void player__skate_pre_update( player_instance *player ){ struct player_skate *s = &player->_skate; if( button_down( k_srbind_use ) ){ @@ -1127,8 +1113,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) v3_copy( player->cam.angles, angles ); angles[2] = 0.0f; - skate_copy_holdout( player ); - player->holdout_time = 0.34f; + player__begin_holdout( player ); player__skate_kill_audio( player ); player__walk_transition( player, angles ); return; @@ -1157,8 +1142,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) } } -VG_STATIC void player__skate_post_update( player_instance *player ) -{ +VG_STATIC void player__skate_post_update( player_instance *player ){ struct player_skate *s = &player->_skate; for( int i=0; ipossible_jump_count; i++ ){ @@ -1320,8 +1304,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) VG_STATIC int skate_compute_surface_alignment( player_instance *player, v3f ra, u32 colour, - v3f surface_normal, v3f axel_dir ) -{ + v3f surface_normal, v3f axel_dir ){ struct player_skate *s = &player->_skate; world_instance *world = world_current_instance(); @@ -1341,8 +1324,7 @@ int skate_compute_surface_alignment( player_instance *player, int res_l = 0, res_r = 0; - for( int i=0; i<8; i++ ) - { + for( int i=0; i<8; i++ ){ float t = 1.0f - (float)i * (1.0f/8.0f); v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left ); v3_muladds( left, player->rb.to_world[1], k_board_radius, left ); @@ -1354,8 +1336,7 @@ int skate_compute_surface_alignment( player_instance *player, break; } - for( int i=0; i<8; i++ ) - { + for( int i=0; i<8; i++ ){ float t = 1.0f - (float)i * (1.0f/8.0f); v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right ); v3_muladds( right, player->rb.to_world[1], k_board_radius, right ); @@ -1373,20 +1354,17 @@ int skate_compute_surface_alignment( player_instance *player, v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint ); v3_zero( tangent_average ); - if( res_l || res_r ) - { + if( res_l || res_r ){ v3f p0, p1, t; v3_copy( midpoint, p0 ); v3_copy( midpoint, p1 ); - if( res_l ) - { + if( res_l ){ v3_copy( ray_l.pos, p0 ); v3_cross( ray_l.normal, player->rb.to_world[0], t ); v3_add( t, tangent_average, tangent_average ); } - if( res_r ) - { + if( res_r ){ v3_copy( ray_r.pos, p1 ); v3_cross( ray_r.normal, player->rb.to_world[0], t ); v3_add( t, tangent_average, tangent_average ); @@ -1395,14 +1373,12 @@ int skate_compute_surface_alignment( player_instance *player, v3_sub( p1, p0, v0 ); v3_normalize( v0 ); } - else - { + else{ /* fallback: use the closes point to the trucks */ v3f closest; int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f ); - if( idx != -1 ) - { + if( idx != -1 ){ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ]; v3f verts[3]; @@ -1443,8 +1419,7 @@ int skate_compute_surface_alignment( player_instance *player, return 1; } -VG_STATIC void skate_weight_distribute( player_instance *player ) -{ +VG_STATIC void skate_weight_distribute( player_instance *player ){ struct player_skate *s = &player->_skate; v3_zero( s->weight_distribution ); @@ -1502,8 +1477,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) } } -VG_STATIC void skate_adjust_up_direction( player_instance *player ) -{ +VG_STATIC void skate_adjust_up_direction( player_instance *player ){ struct player_skate *s = &player->_skate; if( s->state.activity == k_skate_activity_ground ){ @@ -1526,8 +1500,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) } } -VG_STATIC int skate_point_visible( v3f origin, v3f target ) -{ +VG_STATIC int skate_point_visible( v3f origin, v3f target ){ v3f dir; v3_sub( target, origin, dir ); @@ -1542,16 +1515,14 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) return 1; } -VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ) -{ +VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){ v3_copy( inf->dir, mtx[0] ); v3_copy( inf->n, mtx[1] ); v3_cross( mtx[0], mtx[1], mtx[2] ); } VG_STATIC void skate_grind_friction( player_instance *player, - struct grind_info *inf, float strength ) -{ + struct grind_info *inf, float strength ){ v3f v2; v3_muladds( player->rb.to_world[2], inf->n, -v3_dot( player->rb.to_world[2], inf->n ), v2 ); @@ -1564,8 +1535,7 @@ VG_STATIC void skate_grind_friction( player_instance *player, } VG_STATIC void skate_grind_decay( player_instance *player, - struct grind_info *inf, float strength ) -{ + struct grind_info *inf, float strength ){ m3x3f mtx, mtx_inv; skate_grind_orient( inf, mtx ); m3x3_transpose( mtx, mtx_inv ); @@ -1580,8 +1550,7 @@ VG_STATIC void skate_grind_decay( player_instance *player, VG_STATIC void skate_grind_truck_apply( player_instance *player, float sign, struct grind_info *inf, - float strength ) -{ + float strength ){ struct player_skate *s = &player->_skate; /* REFACTOR */ @@ -2669,20 +2638,16 @@ VG_STATIC void player__skate_im_gui( player_instance *player ){ s->state.trick_euler[2] ); } -VG_STATIC void player__skate_animate( player_instance *player, - player_animation *dest ) -{ +VG_STATIC void player__skate_animate( player_instance *player ){ struct player_skate *s = &player->_skate; struct player_skate_state *state = &player->_skate.state; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; + struct player_skate_animator *animator = &s->animator; /* Head */ float kheight = 2.0f, kleg = 0.6f; - v3f offset; - v3_zero( offset ); + v3_zero( animator->offset ); v3f cog_local, cog_ideal; m4x3_mulv( player->rb.to_local, s->state.cog, cog_local ); @@ -2691,33 +2656,35 @@ VG_STATIC void player__skate_animate( player_instance *player, v3_normalize( cog_ideal ); m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal ); - v3_sub( cog_ideal, cog_local, offset ); + v3_sub( cog_ideal, cog_local, animator->offset ); - - v3_muls( offset, 4.0f, offset ); - offset[1] *= -1.0f; + v3_muls( animator->offset, 4.0f, animator->offset ); + animator->offset[1] *= -1.0f; float curspeed = v3_length( player->rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), kicks = (vg_randf64()-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); - state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, - 6.0f*vg.time_delta); - state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0], - 2.4f*vg.time_delta); + animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, + 6.0f*vg.time_delta); + animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0], + 2.4f*vg.time_delta); + + animator->offset[0] *= 0.26f; + animator->offset[0] += animator->wobble[1]*3.0f; - offset[0] *= 0.26f; - offset[0] += state->wobble[1]*3.0f; + animator->offset[1] *= -0.3f; + animator->offset[2] *= 0.01f; - offset[1] *= -0.3f; - offset[2] *= 0.01f; + animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)* + (1.0f-fabsf(animator->slide)*0.9f); + animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f); - offset[0]=vg_clampf(offset[0],-0.8f,0.8f) - *(1.0f-fabsf(state->blend_slide)*0.9f); - offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( animator->offset, 0.3f, player->cam_control.tpv_offset_extra ); - v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra ); + /* localized vectors */ + m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog ); /* * Animation blending @@ -2730,387 +2697,404 @@ VG_STATIC void player__skate_animate( player_instance *player, if( s->state.activity == k_skate_activity_ground ) desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); - state->blend_slide = - vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta); + animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta); } /* movement information */ - { - int iair = s->state.activity <= k_skate_activity_air_to_grind; + int iair = s->state.activity <= k_skate_activity_air_to_grind; + + float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f, + dirx = s->state.slip < 0.0f? 0.0f: 1.0f, + fly = iair? 1.0f: 0.0f, + wdist= s->weight_distribution[2] / k_board_length; + + if( s->state.activity >= k_skate_activity_grind_any ) + wdist = 0.0f; + + animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta ); + animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta ); + animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta ); + animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta ); + + float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f ); + animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta ); + animator->reverse = s->state.reverse; + + if( fabsf(s->state.slip) > 0.3f ){ + f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0])); + s->state.delayed_slip_dir = slide_dir; + } + + /* grinding */ + f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; + animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta ); + + f32 grind_frame = 0.5f; - float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f, - dirx = s->state.slip < 0.0f? 0.0f: 1.0f, - fly = iair? 1.0f: 0.0f, - wdist= s->weight_distribution[2] / k_board_length; + if( s->state.activity == k_skate_activity_grind_front50 ) + grind_frame = 0.0f; + else if( s->state.activity == k_skate_activity_grind_back50 ) + grind_frame = 1.0f; + + animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, + 5.0f*vg.time_delta ); + + /* pushing */ + animator->push_time = vg.time - s->state.start_push; + animator->push = vg_lerpf( animator->push, + (vg.time - s->state.cur_push) < 0.125, + 6.0f*vg.time_delta ); + + /* jumping */ + animator->jump_charge = s->state.jump_charge; + animator->jump = vg_lerpf( animator->jump, animator->jump_charge, + 8.4f*vg.time_delta ); + + /* trick setup */ + animator->jump_dir = s->state.jump_dir; + f32 jump_start_frame = 14.0f/30.0f; + animator->jump_time = animator->jump_charge * jump_start_frame; + f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) + animator->jump_time = jump_frame; + + /* trick */ + float jump_t = vg.time-s->state.jump_time; + float k=17.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); + extra *= s->state.slap * 4.0f; + + v3_add( s->state.trick_euler, s->state.trick_residuald, + animator->board_euler ); + v3_muls( animator->board_euler, VG_TAUf, animator->board_euler ); + + animator->board_euler[0] *= 0.5f; + animator->board_euler[1] += extra; + animator->trick_type = s->state.trick_type; + + /* feet placement */ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); + if( board ){ + if( animator->weight > 0.0f ){ + animator->foot_offset[0] = + board->truck_positions[k_board_truck_back][2]+0.3f; + } + else{ + animator->foot_offset[1] = + board->truck_positions[k_board_truck_front][2]-0.3f; + } + } + + f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); + animator->slap = s->state.slap; + animator->subslap = vg_lerpf( animator->subslap, slapm, + vg.time_delta*10.0f ); + + f32 l = ((s->state.activity < k_skate_activity_ground) && + v3_length2(s->state.trick_vel) > 0.1f )? 1: 0; + animator->trick_foot = vg_lerpf( animator->trick_foot, l, + 8.4f*vg.time_delta ); + + /* grab */ + v2f grab_input; + joystick_state( k_srjoystick_grab, grab_input ); + v2_add( s->state.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( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab ); + animator->grabbing = s->state.grabbing; + + /* steer */ + joystick_state( k_srjoystick_steer, animator->steer ); + + /* flip angle */ + if( (s->state.activity <= k_skate_activity_air_to_grind) && + (fabsf(s->state.flip_rate) > 0.01f) ){ + float substep = vg.time_fixed_extrapolate; + float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; + sign = vg_signf( t ); + + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + t = sign * (1.0f-t*t); + + f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, + distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f, + blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); + angle = vg_lerpf( angle, vg_signf(s->state.flip_rate)*VG_TAUf, blend ); + q_axis_angle( animator->qflip, s->state.flip_axis, angle ); + } + else + q_identity( animator->qflip ); + + /* counter-rotation */ + if( v3_length2( s->state.up_dir ) > 0.001f ){ + if( v4_length(s->state.smoothed_rotation) <= 0.1f || + v4_length(s->state.smoothed_rotation) >= 1.1f ){ + vg_warn( "FIX THIS! CARROT\n" ); /* this never happens anymore? */ + v4_copy( player->rb.q, s->state.smoothed_rotation ); + } + v4_lerp( s->state.smoothed_rotation, player->rb.q, + 2.0f*vg.time_frame_delta, + s->state.smoothed_rotation ); + q_normalize( s->state.smoothed_rotation ); + + v3f yaw_ref = {1.0f,0.0f,0.0f}, + yaw_smooth = {1.0f,0.0f,0.0f}; + q_mulv( player->rb.q, yaw_ref, yaw_ref ); + q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref ); + + f32 yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth); + yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-0.7f,0.7f); + yaw_counter_rotate = acosf( yaw_counter_rotate ); + yaw_counter_rotate *= 1.0f-animator->fly; - if( s->state.activity >= k_skate_activity_grind_any ) - wdist = 0.0f; + v3f ndir; + m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); + v3_normalize( ndir ); + + v3f up = { 0.0f, 1.0f, 0.0f }; + + float a = v3_dot( ndir, up ); + a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); + + v3f axis; + v4f qcounteryaw, qfixup; + + v3_cross( up, ndir, axis ); + q_axis_angle( qfixup, axis, a ); + + q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); + q_mul( qcounteryaw, qfixup, animator->qfixuptotal ); + q_normalize( animator->qfixuptotal ); + + v3f p1, p2; + m3x3_mulv( player->rb.to_world, up, p1 ); + m3x3_mulv( player->rb.to_world, ndir, p2 ); + + vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); + vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); - state->blend_z = - vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta ); - state->blend_x = - vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta ); - state->blend_fly = - vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta ); - state->blend_weight = - vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta ); } + else q_identity( animator->qfixuptotal ); + q_identity( animator->qfixuptotal ); + rb_extrapolate( &player->rb, animator->root_co, animator->root_q ); +} + +VG_STATIC void player__skate_pose( player_instance *player ){ + struct player_avatar *av = player->playeravatar; + struct skeleton *sk = &av->sk; + struct player_skate *s = &player->_skate; + struct player_skate_animator *animator = &s->animator; + player_pose *pose = &player->pose; + pose->type = k_player_pose_type_fk; + v3_copy( animator->root_co, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); + + /* transform */ + v3f ext_up,ext_co; + q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); + v3_copy( pose->root_co, ext_co ); + v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co ); + + /* apply flip rotation at midpoint */ + q_mul( animator->qflip, pose->root_q, pose->root_q ); + q_normalize( pose->root_q ); + + v3f rotation_point, rco; + v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); + v3_sub( pose->root_co, rotation_point, rco ); + + q_mulv( animator->qflip, rco, rco ); + v3_add( rco, rotation_point, pose->root_co ); + + /* ANIMATIONS + * ---------------------------------------------------------------------- */ 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( curspeed * 0.03f, 0.0f, 1.0f ); - state->blend_stand = - vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta ); - /* stand/crouch */ - float dir_frame = state->blend_z * (15.0f/30.0f), - stand_blend = offset[1]*-2.0f; + f32 dir_frame = animator->z * (15.0f/30.0f), + stand_blend = animator->offset[1]*-2.0f; - v2f steer; - joystick_state( k_srjoystick_steer, steer ); f32 lean1, - lean2 = steer[0] * s->state.reverse * -0.36f, + lean2 = animator->steer[0] * animator->reverse * -0.36f, lean; - if( fabsf(s->state.slip) > 0.3f ){ - f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0])); - s->state.delayed_slip_dir = slide_dir; - } - lean1 = state->blend_slide * s->state.delayed_slip_dir; - + lean1 = animator->slide * animator->delayed_slip_dir; if( fabsf(lean1)>fabsf(lean2) ) lean = lean1; else lean = lean2; - if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean; + if( ((int)roundf(animator->board_euler[0])) % 2 ) lean = -lean; lean = vg_clampf( lean, -1.0f, 1.0f ); + pose->board.lean = vg_lerpf(pose->board.lean, lean, vg.time_delta*18.0f); - player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean, - vg.time_delta * 18.0f ); - - v3f local_cog; - m4x3_mulv( player->rb.to_local, s->state.cog, local_cog ); - stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 ); + stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 ); skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose ); skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose ); skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); /* sliding */ - float slide_frame = state->blend_x * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose ); - - /* pushing */ - double push_time = vg.time - s->state.start_push; - state->blend_push = vg_lerpf( state->blend_push, - (vg.time - s->state.cur_push) < 0.125, - 6.0f*vg.time_delta ); - - if( s->state.reverse > 0.0f ) - skeleton_sample_anim( sk, s->anim_push, push_time, bpose ); - else - skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose ); - - skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose ); - - /* trick setup */ - float jump_start_frame = 14.0f/30.0f; + skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose ); - float charge = s->state.jump_charge; - state->blend_jump = - vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta ); - - float setup_frame = charge * jump_start_frame, - setup_blend = vg_minf( state->blend_jump, 1.0f ); - - float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame; - if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) - setup_frame = jump_frame; + if( animator->reverse > 0.0f ) + skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose ); + else{ + skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time, + bpose ); + } + skeleton_lerp_pose( sk, apose, bpose, animator->push, apose ); - struct skeleton_anim *jump_anim = s->state.jump_dir? + struct skeleton_anim *jump_anim = animator->jump_dir? s->anim_ollie: s->anim_ollie_reverse; - skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); + f32 setup_blend = vg_minf( animator->jump, 1.0f ); + skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose ); skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); } mdl_keyframe air_pose[32]; { - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - float target = -steer[1]; - - state->blend_airdir = - vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta ); + float target = -animator->steer[1]; + animator->airdir = vg_lerpf( animator->airdir, target, + 2.4f*vg.time_delta ); - float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); + float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); - static v2f grab_choice; - - v2f grab_input; - joystick_state( k_srjoystick_grab, grab_input ); - v2_add( s->state.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] ), + float ang = atan2f( animator->grab[0], animator->grab[1] ), ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), grab_frame = ang_unit * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); + skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose ); } - skeleton_lerp_pose( sk, ground_pose, air_pose, - state->blend_fly, dest->pose ); - + skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, + pose->keyframes ); - mdl_keyframe *kf_board = &dest->pose[av->id_board-1], - *kf_foot_l = &dest->pose[av->id_ik_foot_l-1], - *kf_foot_r = &dest->pose[av->id_ik_foot_r-1], - *kf_knee_l = &dest->pose[av->id_ik_knee_l-1], - *kf_knee_r = &dest->pose[av->id_ik_knee_r-1], - *kf_hip = &dest->pose[av->id_hip-1], - *kf_wheels[] = { &dest->pose[av->id_wheel_r-1], - &dest->pose[av->id_wheel_l-1] }; + mdl_keyframe *kf_board = &pose->keyframes[av->id_board-1], + *kf_foot_l = &pose->keyframes[av->id_ik_foot_l-1], + *kf_foot_r = &pose->keyframes[av->id_ik_foot_r-1], + *kf_knee_l = &pose->keyframes[av->id_ik_knee_l-1], + *kf_knee_r = &pose->keyframes[av->id_ik_knee_r-1], + *kf_hip = &pose->keyframes[av->id_hip-1], + *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1], + &pose->keyframes[av->id_wheel_l-1] }; mdl_keyframe grind_pose[32]; { - float grind_frame = 0.5f; - - if( s->state.activity == k_skate_activity_grind_front50 ){ - grind_frame = 0.0f; - } else if( s->state.activity == k_skate_activity_grind_back50 ){ - grind_frame = 1.0f; - } - - float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; - state->blend_grind = - vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta ); - state->blend_grind_balance = - vg_lerpf( state->blend_grind_balance, - grind_frame, 5.0f*vg.time_delta ); + f32 frame = animator->grind_balance * 0.5f; - grind_frame = state->blend_grind_balance * (15.0f/30.0f); - - skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose ); - skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose ); + skeleton_sample_anim( sk, s->anim_grind, frame, apose ); + skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose ); } - skeleton_lerp_pose( sk, dest->pose, grind_pose, - state->blend_grind, dest->pose ); - - float add_grab_mod = 1.0f - state->blend_fly; + skeleton_lerp_pose( sk, pose->keyframes, grind_pose, + animator->grind, pose->keyframes ); + float add_grab_mod = 1.0f - animator->fly; /* additive effects */ - { - u32 apply_to[] = { av->id_hip, - av->id_ik_hand_l, - av->id_ik_hand_r, - av->id_ik_elbow_l, - av->id_ik_elbow_r }; - - float apply_rates[] = { 1.0f, - 0.75f, - 0.75f, - 0.75f, - 0.75f }; - - for( int i=0; ipose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; - dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; - } - - /* angle correction */ - if( v3_length2( s->state.up_dir ) > 0.001f ){ - - if( v4_length(s->state.smoothed_rotation) <= 0.1f || - v4_length(s->state.smoothed_rotation) >= 1.1f ){ - vg_warn( "FIX THIS! CARROT\n" ); - v4_copy( player->rb.q, s->state.smoothed_rotation ); - } - v4_lerp( s->state.smoothed_rotation, player->rb.q, - 2.0f*vg.time_frame_delta, - s->state.smoothed_rotation ); - q_normalize( s->state.smoothed_rotation ); - - v3f yaw_ref = {1.0f,0.0f,0.0f}, - yaw_smooth = {1.0f,0.0f,0.0f}; - q_mulv( player->rb.q, yaw_ref, yaw_ref ); - q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth ); - m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth ); - m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref ); - - float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth); - yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f); - yaw_counter_rotate = acosf( yaw_counter_rotate ); - yaw_counter_rotate *= 1.0f-state->blend_fly; - - v3f ndir; - m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); - v3_normalize( ndir ); - - v3f up = { 0.0f, 1.0f, 0.0f }; - - float a = v3_dot( ndir, up ); - a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); - - v3f axis; - v4f qfixup, qcounteryaw, qtotal; - - v3_cross( up, ndir, axis ); - q_axis_angle( qfixup, axis, a ); - - q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); - q_mul( qcounteryaw, qfixup, qtotal ); - q_normalize( qtotal ); - - mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1]; - v3f origin; - v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); - - for( int i=0; ipose[apply_to[i]-1]; - - keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, - qtotal ); - } - - v3f p1, p2; - m3x3_mulv( player->rb.to_world, up, p1 ); - m3x3_mulv( player->rb.to_world, ndir, p2 ); - - vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); - vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); - - } - - v4f qtotal; - v4f qtrickr, qyawr, qpitchr, qrollr; - v3f eulerr; - - v3_muls( state->board_trick_residuald, VG_TAUf, eulerr ); - - q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f ); - q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] ); - q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] ); - - q_mul( qpitchr, qrollr, qtrickr ); - q_mul( qyawr, qtrickr, qtotal ); - q_normalize( qtotal ); - - q_mul( qtotal, kf_board->q, kf_board->q ); + u32 apply_to[] = { av->id_hip, + av->id_ik_hand_l, + av->id_ik_hand_r, + av->id_ik_elbow_l, + av->id_ik_elbow_r }; - /* trick rotation */ - v4f qtrick, qyaw, qpitch, qroll; - v3f euler; - v3_muls( s->state.trick_euler, VG_TAUf, euler ); + float apply_rates[] = { 1.0f, + 0.75f, + 0.75f, + 0.75f, + 0.75f }; - float jump_t = vg.time-s->state.jump_time; - - float k=17.0f; - float h = k*jump_t; - float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); - extra *= s->state.slap * 4.0f; - - q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f ); - q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra ); - q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] ); + for( int i=0; ikeyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod; + pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod; + } - q_mul( qyaw, qroll, qtrick ); - q_mul( qpitch, qtrick, qtrick ); - q_mul( kf_board->q, qtrick, kf_board->q ); - q_normalize( kf_board->q ); + /* angle 'correction' */ + v3f origin; + v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); - struct player_board *board = - addon_cache_item_if_loaded( k_addon_type_board, - player->board_view_slot ); - - if( board ){ - /* foot weight distribution */ - if( state->blend_weight > 0.0f ){ - kf_foot_l->co[2] = - vg_lerpf( kf_foot_l->co[2], - board->truck_positions[k_board_truck_back][2]+0.3f, - 0.5f*state->blend_weight ); - } - else{ - kf_foot_r->co[2] = - vg_lerpf( kf_foot_r->co[2], - board->truck_positions[k_board_truck_front][2]-0.3f, - -0.5f*state->blend_weight ); - } - } - - float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); - state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f ); + for( int i=0; ikeyframes[apply_to[i]-1]; + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + animator->qfixuptotal ); + } - kf_foot_l->co[1] += s->state.slap; - kf_foot_r->co[1] += s->state.slap; - kf_knee_l->co[1] += s->state.slap; - kf_knee_r->co[1] += s->state.slap; - kf_board->co[1] += s->state.slap * state->subslap; - kf_hip->co[1] += s->state.slap * 0.25f; + /* trick rotation */ + v4f qtrick, qyaw, qpitch, qroll; + q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] ); + q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] ); + q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] ); + q_mul( qyaw, qroll, qtrick ); + q_mul( qpitch, qtrick, qtrick ); + q_mul( kf_board->q, qtrick, kf_board->q ); + q_normalize( kf_board->q ); - f32 l = ((s->state.activity < k_skate_activity_ground) && - v3_length2(s->state.trick_vel) > 0.1f )? 1: 0; - state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l, - 8.4f*vg.time_delta ); + kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0], + 0.5f * animator->weight ); + kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1], + -0.5f * animator->weight ); - if( s->state.trick_type == k_trick_type_kickflip ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; - } - else if( s->state.trick_type == k_trick_type_shuvit ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.1f; - kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; - } - else if( s->state.trick_type == k_trick_type_treflip ){ - kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; - kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; - } + kf_foot_l->co[1] += animator->slap; + kf_foot_r->co[1] += animator->slap; + kf_knee_l->co[1] += animator->slap; + kf_knee_r->co[1] += animator->slap; + kf_board->co[1] += animator->slap * animator->subslap; + kf_hip->co[1] += animator->slap * 0.25f; + if( animator->trick_type == k_trick_type_kickflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + } + else if( animator->trick_type == k_trick_type_shuvit ){ + kf_foot_l->co[0] += animator->trick_foot * 0.1f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + } + else if( animator->trick_type == k_trick_type_treflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + } - /* - * animation wishlist: - * boardslide/grind jump animations - * when tricking the slap should not appply or less apply - * not animations however DONT target grinds that are vertically down. - */ + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ - /* truck rotation */ - for( int i=0; i<2; i++ ){ - float a = vg_minf( s->truckv0[i][0], 1.0f ); - a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); + /* truck rotation */ + for( int i=0; i<2; i++ ){ + float a = vg_minf( s->truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); - v4f q; - q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); - q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); - q_normalize( kf_wheels[i]->q ); - } + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); } { mdl_keyframe - *kf_head = &dest->pose[av->id_head-1], - *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1], - *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1], - *kf_hand_l = &dest->pose[av->id_ik_hand_l-1], - *kf_hand_r = &dest->pose[av->id_ik_hand_r-1]; + *kf_head = &pose->keyframes[av->id_head-1], + *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1], + *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1], + *kf_hand_l = &pose->keyframes[av->id_ik_hand_l-1], + *kf_hand_r = &pose->keyframes[av->id_ik_hand_r-1]; float warble = perlin1d( vg.time, 2.0f, 2, 300 ); - warble *= vg_maxf(state->blend_grind, - fabsf(state->blend_weight)) * 0.3f; + warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f; v4f qrot; q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble ); @@ -3131,45 +3115,6 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( qrot, kf_head->q, kf_head->q ); q_normalize( kf_head->q ); } - - /* transform */ - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - - v3f ext_up,ext_co; - q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); - v3_copy( dest->root_co, ext_co ); - v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co ); - - v4f qflip; - if( (s->state.activity <= k_skate_activity_air_to_grind) && - (fabsf(s->state.flip_rate) > 0.01f) ) - { - float substep = vg.time_fixed_extrapolate; - float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; - sign = vg_signf( t ); - - t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); - t = sign * (1.0f-t*t); - - float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, - distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f, - blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); - - angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend ); - - q_axis_angle( qflip, s->state.flip_axis, angle ); - q_mul( qflip, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); - - v3f rotation_point, rco; - v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); - v3_sub( dest->root_co, rotation_point, rco ); - - q_mulv( qflip, rco, rco ); - v3_add( rco, rotation_point, dest->root_co ); - } - - skeleton_copy_pose( sk, dest->pose, s->holdout ); } VG_STATIC void player__skate_post_animate( player_instance *player ) @@ -3189,28 +3134,12 @@ VG_STATIC void player__skate_reset_animator( player_instance *player ){ struct player_skate *s = &player->_skate; struct player_skate_state *state = &s->state; - if( s->state.activity <= k_skate_activity_air_to_grind ) - state->blend_fly = 1.0f; - else - state->blend_fly = 0.0f; - - state->blend_slide = 0.0f; - state->blend_z = 0.0f; - state->blend_x = 0.0f; - state->blend_grind = 0.0f; - state->blend_grind_balance = 0.0f; - state->blend_stand = 0.0f; - state->blend_push = 0.0f; - state->blend_jump = 0.0f; - state->blend_airdir = 0.0f; - state->blend_weight = 0.0f; - state->subslap = 0.0f; - v2_zero( state->wobble ); - - v3_zero( state->board_trick_residuald ); - v3_zero( state->board_trick_residualv ); - v3_zero( s->truckv0[0] ); - v3_zero( s->truckv0[1] ); + memset( &s->animator, 0, sizeof(s->animator) ); + + if( s->state.activity <= k_skate_activity_air_to_grind ) + s->animator.fly = 1.0f; + else + s->animator.fly = 0.0f; } VG_STATIC void player__skate_clear_mechanics( player_instance *player ) diff --git a/player_skate.h b/player_skate.h index b09c68a..e5dde12 100644 --- a/player_skate.h +++ b/player_skate.h @@ -37,6 +37,9 @@ struct player_skate{ v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ + v3f trick_residualv, /* spring */ + trick_residuald; + float trick_time; enum trick_type{ k_trick_type_none, @@ -71,30 +74,54 @@ struct player_skate{ v3f air_init_v, air_init_co; - v4f smoothed_rotation; - float land_dist; v3f land_normal; + v4f smoothed_rotation; + } + state; + + struct player_skate_animator { + v3f root_co; + v4f root_q; + + v3f offset, + local_cog; + + f32 slide, + z, + x, + fly, + grind, + grind_balance, + stand, + push, + jump, + airdir, + weight, + trick_foot, + slap, + subslap, + reverse, + delayed_slip_dir, + grabbing; - /* animator controls which require persistence */ - v3f board_trick_residualv, - board_trick_residuald; - f32 blend_slide, - blend_z, - blend_x, - blend_fly, - blend_grind, - blend_grind_balance, - blend_stand, - blend_push, - blend_jump, - blend_airdir, - blend_weight, - blend_trick_foot, - subslap; v2f wobble; + f32 foot_offset[2]; + + v4f qfixuptotal; + v4f qflip; + + v3f board_euler; + v2f steer, grab; + + f32 jump_charge; + + /* linear anims */ + f32 push_time, jump_time; + u8 jump_dir; + u8 trick_type; } - state; + animator; /* animation /audio * --------------------------------------------------------------*/ @@ -121,7 +148,6 @@ struct player_skate{ k_skate_sample_metal_scrape_generic } main_sample_type; - player_pose holdout; /* * Physics @@ -169,6 +195,48 @@ struct player_skate{ u32 limit_count; }; +struct player_skate_animator_q { + v3f root_co; + v4f root_q; + + i8 offset[3]; + i8 local_cog[3]; + i8 slide, + z, + x, + fly, + grind, + grind_balance, + stand, + push, + jump, + airdir, + weight, + trick_foot, + slap, + subslap, + reverse, + delayed_slip_dir, + grabbing; + + i8 wobble[2]; + i8 foot_offset[2]; + + i16 qfixuptotal[4]; + i16 qflip; + + i16 board_euler[3]; + i8 steer[2], grab[2]; + + u8 jump_charge; + + /* linear anims */ + i8 push_time, jump_time; + u8 jump_dir; + u8 trick_type; +} +animator; + VG_STATIC float k_friction_lat = 12.0f, k_friction_resistance = 0.01f, @@ -256,8 +324,8 @@ VG_STATIC void player__skate_pre_update ( player_instance *player ); VG_STATIC void player__skate_update ( player_instance *player ); VG_STATIC void player__skate_post_update ( player_instance *player ); VG_STATIC void player__skate_im_gui ( player_instance *player ); -VG_STATIC void player__skate_animate ( player_instance *player, - player_animation *anim ); +VG_STATIC void player__skate_animate ( player_instance *player ); +VG_STATIC void player__skate_pose ( player_instance *player ); VG_STATIC void player__skate_post_animate ( player_instance *player ); VG_STATIC void player__skate_reset ( player_instance *player, ent_spawn *rp ); diff --git a/player_walk.c b/player_walk.c index e0cdbec..2c03843 100644 --- a/player_walk.c +++ b/player_walk.c @@ -59,6 +59,7 @@ VG_STATIC void player_walk_generic_to_skate( player_instance *player, v3_copy( v, s->state.cog_v ); v3_copy( v, player->rb.v ); + player__begin_holdout( player ); player__skate_reset_animator( player ); player__skate_clear_mechanics( player ); rb_update_transform( &player->rb ); @@ -78,6 +79,7 @@ VG_STATIC void player_walk_drop_in_to_skate( player_instance *player ) s->state.activity_prev = k_skate_activity_ground; s->state.activity = k_skate_activity_ground; + player__begin_holdout( player ); player__skate_clear_mechanics( player ); player__skate_reset_animator( player ); @@ -156,25 +158,21 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) float min_a = 0.70710678118654752f; ray_hit *candidate = NULL; - if( sample_count >= 2 ) - { - for( int i=0; i= 2 ){ + for( int i=0; inormal, s1->normal ); - if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ) - { + if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){ min_a = a; candidate = s0; } } } - if( candidate ) - { + if( candidate ){ v4f pa, pb, pc; ray_hit *s0 = candidate, @@ -192,8 +190,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) pc[3] = v3_dot( pc, player->rb.co ); v3f edge; - if( plane_intersect3( pa, pb, pc, edge ) ) - { + if( plane_intersect3( pa, pb, pc, edge ) ){ v3_copy( edge, w->state.drop_in_target ); v3_copy( s1->normal, w->state.drop_in_normal ); v3_copy( player->rb.co, w->state.drop_in_start ); @@ -251,6 +248,19 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) return 0; } +VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player, + enum walk_outro type ){ + struct player_walk *w = &player->_walk; + + return (struct skeleton_anim *[]){ + [k_walk_outro_none] = NULL, + [k_walk_outro_jump_to_air] = w->anim_jump_to_air, + [k_walk_outro_regular] = w->anim_intro, + [k_walk_outro_drop_in] = w->anim_drop_in + }[ type ]; +} + + VG_STATIC void player__walk_pre_update( player_instance *player ) { struct player_walk *w = &player->_walk; @@ -258,13 +268,14 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) if( !player->immobile ) player_look( player->angles, skaterift.time_rate ); - if( w->state.outro_anim ){ - float outro_length = (float)w->state.outro_anim->length / - w->state.outro_anim->rate, - outro_time = vg.time - w->state.outro_start_time; + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time; if( outro_time >= outro_length ){ - w->state.outro_anim = NULL; if( w->state.outro_type == k_walk_outro_drop_in ){ player_walk_drop_in_to_skate( player ); } @@ -276,6 +287,7 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) k_skate_activity_ground, 1.0f ); } + w->state.outro_type = k_walk_outro_none; return; } } @@ -293,7 +305,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) if( w->state.activity == k_walk_activity_ground ){ if( player_walk_scan_for_drop_in( player ) ){ w->state.outro_type = k_walk_outro_drop_in; - w->state.outro_anim = w->anim_drop_in; w->state.outro_start_time = vg.time; player->immobile = 1; @@ -304,7 +315,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) } else{ w->state.outro_type = k_walk_outro_regular; - w->state.outro_anim = w->anim_intro; w->state.outro_start_time = vg.time; w->state.activity = k_walk_activity_lockedmove; @@ -314,7 +324,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) } else{ w->state.outro_type = k_walk_outro_jump_to_air; - w->state.outro_anim = w->anim_jump_to_air; w->state.outro_start_time = vg.time; return; } @@ -326,13 +335,11 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) } } -VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ) -{ +VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ){ return v3_dot( n, player->basis[1] ) > 0.70710678118f; } -VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) -{ +VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){ float currentspeed = v3_dot( v, movedir ), addspeed = speed - currentspeed; @@ -347,8 +354,7 @@ VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) v3_muladds( v, movedir, accelspeed, v ); } -VG_STATIC void player_friction( v3f v ) -{ +VG_STATIC void player_friction( v3f v ){ float speed = v3_length( v ), drop = 0.0f, control = vg_maxf( speed, k_stopspeed ); @@ -364,8 +370,7 @@ VG_STATIC void player_friction( v3f v ) v3_muls( v, newspeed, v ); } -VG_STATIC void player__walk_update( player_instance *player ) -{ +VG_STATIC void player__walk_update( player_instance *player ){ struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); v3_zero( player->rb.w ); @@ -603,21 +608,12 @@ VG_STATIC void player__walk_update( player_instance *player ) q_mul( transport_rotation, player->rb.q, player->rb.q ); rb_update_transform( &player->rb ); - - w->state_gate_storage = w->state; player__pass_gate( player, gate ); } rb_update_transform( &player->rb ); } -VG_STATIC void player__walk_restore( player_instance *player ) -{ - struct player_walk *w = &player->_walk; - w->state = w->state_gate_storage; -} - -VG_STATIC void player__walk_post_update( player_instance *player ) -{ +VG_STATIC void player__walk_post_update( player_instance *player ){ struct player_walk *w = &player->_walk; m4x3f mtx; @@ -681,13 +677,15 @@ VG_STATIC void player__walk_post_update( player_instance *player ) } else if( w->surface == k_surface_prop_grass ){ audio_oneshot_3d( - &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)], + &audio_footsteps_grass[ vg_randu32()% + vg_list_size(audio_footsteps_grass)], player->rb.co, 40.0f, 1.0f ); } else if( w->surface == k_surface_prop_wood ){ audio_oneshot_3d( - &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)], + &audio_footsteps_wood[ vg_randu32()% + vg_list_size(audio_footsteps_wood)], player->rb.co, 40.0f, 1.0f ); } @@ -697,27 +695,25 @@ VG_STATIC void player__walk_post_update( player_instance *player ) w->step_phase = walk_phase; } -VG_STATIC void player__walk_animate( player_instance *player, - player_animation *dest ) -{ +VG_STATIC void player__walk_animate( player_instance *player ){ struct player_walk *w = &player->_walk; - struct skeleton *sk = &player->playeravatar->sk; + player_pose *pose = &player->pose; + struct player_walk_animator *animator = &w->animator; + + animator->outro_type = w->state.outro_type; { - float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, - rate; + f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, + rate; - if( w->state.activity == k_walk_activity_air ) - rate = 2.4f; - else - rate = 9.0f; + if( w->state.activity == k_walk_activity_air ) rate = 2.4f; + else rate = 9.0f; - w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta ); - w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta); + animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta ); + animator->run = vg_lerpf( animator->run, w->move_speed, + 2.0f*vg.time_delta); } - player_pose apose, bpose; - if( w->move_speed > 0.025f ){ /* TODO move */ float walk_norm = 30.0f/(float)w->anim_walk->length, @@ -730,126 +726,141 @@ VG_STATIC void player__walk_animate( player_instance *player, w->walk_timer = 0.0f; } - float walk_norm = (float)w->anim_walk->length/30.0f, - run_norm = (float)w->anim_run->length/30.0f, - t = w->walk_timer, - l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ), - idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f ); - - /* walk/run */ - skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose ); - skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose ); - - skeleton_lerp_pose( sk, apose, bpose, l, apose ); - - /* idle */ - skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); - - /* air */ - skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose ); - - /* Create transform */ if( !player->immobile ) - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); + rb_extrapolate( &player->rb, animator->root_co, animator->root_q ); else{ - v3_copy( player->rb.co, dest->root_co ); - v4_copy( player->rb.q, dest->root_q ); + v3_copy( player->rb.co, animator->root_co ); + v4_copy( player->rb.q, animator->root_q ); } - float walk_yaw = player_get_heading_yaw( player ); - - if( w->state.outro_anim ){ + f32 walk_yaw = player_get_heading_yaw( player ); + if( w->state.outro_type ){ struct player_avatar *av = player->playeravatar; - float outro_length = (float)w->state.outro_anim->length / - w->state.outro_anim->rate, - outro_time = vg.time - w->state.outro_start_time, - outro_t = outro_time / outro_length; - - /* TODO: Compression */ - skeleton_sample_anim_clamped( sk, w->state.outro_anim, - outro_time, bpose ); - skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose ); + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time; + animator->outro_t = outro_time / outro_length; if( w->state.outro_type == k_walk_outro_drop_in ){ - float inv_rate = 1.0f / w->state.outro_anim->rate, - anim_frames = w->state.outro_anim->length * inv_rate, + float inv_rate = 1.0f / anim->rate, + anim_frames = anim->length * inv_rate, step_frames = 12.0f * inv_rate, commit_frames = 6.0f * inv_rate, drop_frames = anim_frames - step_frames, step_t = vg_minf( 1.0f, outro_time / step_frames ), remaind_time = vg_maxf( 0.0f, outro_time - step_frames ), - dop_t = vg_minf( 1.0f, remaind_time / drop_frames ), - commit_t = vg_minf( 1.0f, remaind_time / commit_frames ); + dop_t = vg_minf( 1.0f, remaind_time / drop_frames ); + animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames ); walk_yaw = vg_alerpf( w->state.drop_in_start_angle, w->state.drop_in_angle, step_t ); v3_lerp( w->state.drop_in_start, w->state.drop_in_target, step_t, player->rb.co ); - q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf ); - - m4x3f transform, inverse; - q_m3x3( dest->root_q, transform ); - v3_copy( dest->root_co, transform[3] ); - m4x3_invert_affine( transform, inverse ); + q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, + walk_yaw + VG_PIf ); - v3f anchored_pos; - m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos ); - - v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos, - 1.0f-commit_t, - dest->pose[ av->id_ik_foot_r-1 ].co ); - + v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor ); /* the drop in bit */ if( step_t >= 1.0f ){ v4f final_q; player_walk_drop_in_overhang_transform( player, dop_t, player->rb.co, final_q ); - q_mul( final_q, dest->root_q, dest->root_q ); - - v4_copy( dest->root_q, player->rb.q ); - v3_muladds( dest->root_co, player->rb.to_world[1], - -0.1f * dop_t, dest->root_co ); + q_mul( final_q, animator->root_q, animator->root_q ); - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); - player->holdout_time = 1.0f; + v4_copy( animator->root_q, player->rb.q ); + v3_muladds( animator->root_co, player->rb.to_world[1], + -0.1f*dop_t, animator->root_co ); } return; } else{ - v3_muladds( dest->root_co, player->rb.to_world[1], - -0.1f * outro_t, dest->root_co ); - - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); - player->holdout_time = 1.0f; + v3_muladds( animator->root_co, player->rb.to_world[1], + -0.1f*animator->outro_t, animator->root_co ); } } - else{ - skeleton_copy_pose( sk, apose, dest->pose ); - } - q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf ); - q_mul( player->qbasis, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); + q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf ); + q_mul( player->qbasis, animator->root_q, animator->root_q ); + q_normalize( animator->root_q ); } -VG_STATIC void player__walk_post_animate( player_instance *player ) -{ +VG_STATIC void player__walk_pose( player_instance *player ){ + struct player_walk *w = &player->_walk; + struct player_walk_animator *animator = &w->animator; + struct skeleton *sk = &player->playeravatar->sk; + struct player_avatar *av = player->playeravatar; + + player_pose *pose = &player->pose; + v3_copy( animator->root_co, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); + + float walk_norm = (float)w->anim_walk->length/30.0f, + run_norm = (float)w->anim_run->length/30.0f, + t = w->walk_timer, + l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ), + idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f ); + + /* walk/run */ + mdl_keyframe apose[32], bpose[32]; + skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose ); + skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, l, apose ); + + /* idle */ + skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); + + /* air */ + skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose ); + + if( animator->outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, animator->outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = animator->outro_t*outro_length; + + skeleton_sample_anim_clamped( sk, anim, outro_time, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, + pose->keyframes ); + + if( animator->outro_type == k_walk_outro_drop_in ){ + m4x3f transform, inverse; + q_m3x3( pose->root_q, transform ); + v3_copy( pose->root_co, transform[3] ); + m4x3_invert_affine( transform, inverse ); + + v3f anchored_pos; + m4x3_mulv( inverse, animator->foot_anchor, anchored_pos ); + + v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos, + 1.0f-animator->commit_t, + pose->keyframes[ av->id_ik_foot_r-1 ].co ); + } + } + else + skeleton_copy_pose( sk, apose, pose->keyframes ); +} + +VG_STATIC void player__walk_post_animate( player_instance *player ){ /* * Camera */ struct player_walk *w = &player->_walk; struct player_avatar *av = player->playeravatar; - if( w->state.outro_anim ) - { - float outro_length = (float)w->state.outro_anim->length / - w->state.outro_anim->rate, - outro_time = vg.time - w->state.outro_start_time, - outro_t = outro_time / outro_length; + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time, + outro_t = outro_time / outro_length; player->cam_velocity_influence = outro_t; } @@ -857,9 +868,7 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) player->cam_velocity_influence = 0.0f; } - -VG_STATIC void player__walk_im_gui( player_instance *player ) -{ +VG_STATIC void player__walk_im_gui( player_instance *player ){ struct player_walk *w = &player->_walk; player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], player->rb.v[1], @@ -881,16 +890,17 @@ VG_STATIC void player__walk_im_gui( player_instance *player ) "metal" } [w->surface] ); - if( w->state.outro_anim ){ - float outro_length = (float)w->state.outro_anim->length / - w->state.outro_anim->rate, - outro_time = vg.time - w->state.outro_start_time; + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time; player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length ); } } -VG_STATIC void player__walk_bind( player_instance *player ) -{ +VG_STATIC void player__walk_bind( player_instance *player ){ struct player_walk *w = &player->_walk; struct player_avatar *av = player->playeravatar; struct skeleton *sk = &av->sk; @@ -904,8 +914,7 @@ VG_STATIC void player__walk_bind( player_instance *player ) w->anim_intro = skeleton_get_anim( sk, "into_skate" ); } -VG_STATIC void player__walk_transition( player_instance *player, v3f angles ) -{ +VG_STATIC void player__walk_transition( player_instance *player, v3f angles ){ struct player_walk *w = &player->_walk; w->state.activity = k_walk_activity_air; @@ -920,12 +929,10 @@ VG_STATIC void player__walk_transition( player_instance *player, v3f angles ) rb_update_transform( &player->rb ); } -VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ) -{ +VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){ struct player_walk *w = &player->_walk; w->state.activity = k_walk_activity_air; w->state.outro_type = k_walk_outro_none; - w->state.outro_anim = NULL; w->state.outro_start_time = 0.0; } diff --git a/player_walk.h b/player_walk.h index 3e450bc..e1e0755 100644 --- a/player_walk.h +++ b/player_walk.h @@ -34,28 +34,35 @@ struct player_walk{ k_walk_outro_regular } outro_type; - - struct skeleton_anim *outro_anim; double outro_start_time; int jump_queued; f64 jump_input_time; } - state, - state_gate_storage; + state; + + f32 move_speed, + walk_timer; + + int step_phase; enum mdl_surface_prop surface; struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump, *anim_jump_to_air, *anim_drop_in, *anim_intro; - float blend_fly, - blend_run, - blend_walk, - - move_speed, - walk_timer; - - int step_phase; + struct player_walk_animator { + v3f root_co; + v4f root_q; + f32 fly, + run, + walk; + + v3f foot_anchor; + enum walk_outro outro_type; + f32 outro_t, + commit_t; + } + animator; }; VG_STATIC float @@ -80,8 +87,8 @@ VG_STATIC void player__walk_register(void) VG_STATIC void player__walk_pre_update ( player_instance *player ); VG_STATIC void player__walk_update ( player_instance *player ); VG_STATIC void player__walk_post_update ( player_instance *player ); -VG_STATIC void player__walk_animate ( player_instance *player, - player_animation *anim ); +VG_STATIC void player__walk_animate ( player_instance *player ); +VG_STATIC void player__walk_pose ( player_instance *player ); VG_STATIC void player__walk_post_animate( player_instance *player ); VG_STATIC void player__walk_im_gui ( player_instance *player ); VG_STATIC void player__walk_bind ( player_instance *player ); diff --git a/skeleton.h b/skeleton.h index dc506ab..2be9a9a 100644 --- a/skeleton.h +++ b/skeleton.h @@ -134,13 +134,13 @@ VG_STATIC void skeleton_sample_anim( struct skeleton *skele, float time, mdl_keyframe *output ) { - float animtime = time*anim->rate; + f32 animtime = fmodf( time*anim->rate, anim->length ), + animframe = floorf( animtime ), + t = animtime - animframe; - u32 frame = ((u32)animtime) % anim->length, + u32 frame = (u32)animframe % anim->length, next = (frame+1) % anim->length; - float t = vg_fractf( animtime ); - mdl_keyframe *base = anim->anim_data + (skele->bone_count-1)*frame, *nbase = anim->anim_data + (skele->bone_count-1)*next; diff --git a/workshop.c b/workshop.c index 5deb5c4..b048af9 100644 --- a/workshop.c +++ b/workshop.c @@ -899,11 +899,11 @@ VG_STATIC void workshop_render_player_preview(void){ struct skeleton *sk = &localplayer.playeravatar->sk; - player_animation res; - res.type = k_player_animation_type_fk; + player_pose res; + res.type = k_player_pose_type_fk; struct skeleton_anim *anim = skeleton_get_anim( sk, "idle_cycle+y" ); - skeleton_sample_anim( sk, anim, vg.time*0.1f, res.pose ); + skeleton_sample_anim( sk, anim, vg.time*0.1f, res.keyframes ); q_axis_angle( res.root_q, (v3f){0.0f,1.0f,0.0f}, VG_PIf ); v3_zero( res.root_co ); res.root_co[1] = 200.0f; @@ -913,9 +913,9 @@ VG_STATIC void workshop_render_player_preview(void){ v3_copy( res.root_co, transform[3] ); /* TODO: Function. */ - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); + skeleton_apply_pose( sk, res.keyframes, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); + skeleton_apply_pose( sk, res.keyframes, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); @@ -1023,7 +1023,7 @@ VG_STATIC void workshop_render_board_preview(void){ sizeof(struct ub_world_lighting), &world->ub_lighting ); render_world( world, &cam, 1 ); - struct board_pose pose = {0}; + struct player_board_pose pose = {0}; render_board( &cam, world, board, mmdl, &pose, k_board_shader_entity ); render_board( &cam, world, board, mmdl1, &pose, k_board_shader_entity );