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 )
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 );
}
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 ) ){
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;
}
}
-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; i<s->possible_jump_count; i++ ){
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();
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 );
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 );
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 );
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];
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 );
}
}
-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 ){
}
}
-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 );
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 );
}
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 );
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 */
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 );
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
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; i<vg_list_size(apply_to); i ++ ){
- dest->pose[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; i<vg_list_size(apply_to); i ++ ){
- mdl_keyframe *kf = &dest->pose[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; i<vg_list_size(apply_to); i ++ ){
+ pose->keyframes[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; i<vg_list_size(apply_to); i ++ ){
+ mdl_keyframe *kf = &pose->keyframes[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 );
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 )
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 )
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 );
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 );
float min_a = 0.70710678118654752f;
ray_hit *candidate = NULL;
- if( sample_count >= 2 )
- {
- for( int i=0; i<sample_count-1; i++ )
- {
+ if( sample_count >= 2 ){
+ for( int i=0; i<sample_count-1; i++ ){
ray_hit *s0 = &samples[i],
*s1 = &samples[i+1];
float a = v3_dot( s0->normal, 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,
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 );
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;
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 );
}
k_skate_activity_ground, 1.0f );
}
+ w->state.outro_type = k_walk_outro_none;
return;
}
}
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;
}
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;
}
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;
}
}
}
-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;
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 );
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 );
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;
}
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
);
}
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,
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;
}
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],
"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;
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;
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;
}