3 #include "vg/vg_rigidbody_collision.h"
6 #include "player_walk.h"
7 #include "player_skate.h"
8 #include "player_dead.h"
12 #include "scene_rigidbody.h"
14 struct player_walk player_walk
;
15 struct player_subsystem_interface player_subsystem_walk
=
17 .system_register
= player__walk_register
,
18 .bind
= player__walk_bind
,
19 .pre_update
= player__walk_pre_update
,
20 .update
= player__walk_update
,
21 .post_update
= player__walk_post_update
,
22 .im_gui
= player__walk_im_gui
,
23 .animate
= player__walk_animate
,
24 .post_animate
= player__walk_post_animate
,
25 .pose
= player__walk_pose
,
26 .network_animator_exchange
= player__walk_animator_exchange
,
28 .animator_data
= &player_walk
.animator
,
29 .animator_size
= sizeof(player_walk
.animator
),
34 static void player_walk_drop_in_vector( v3f vec
){
36 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, player_walk
.state
.drop_in_normal
, axis
);
37 v3_cross( axis
, player_walk
.state
.drop_in_normal
, init_dir
);
38 v3_normalize( init_dir
);
39 v3_muls( init_dir
, 4.25f
, vec
);
42 static float player_xyspeed2(void){
43 return v3_length2( (v3f
){localplayer
.rb
.v
[0], 0.0f
, localplayer
.rb
.v
[2]} );
46 static void player_walk_generic_to_skate( enum skate_activity init
, f32 yaw
){
47 localplayer
.subsystem
= k_player_subsystem_skate
;
51 if( player_xyspeed2() < 0.1f
* 0.1f
)
52 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
54 v3_copy( localplayer
.rb
.v
, v
);
56 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
57 player_skate
.state
.activity
= init
;
63 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
64 atan2f(-dir
[0],-dir
[2]) );
65 q_normalize( localplayer
.rb
.q
);
67 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
68 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
, player_skate
.state
.cog
);
70 v3_copy( v
, player_skate
.state
.cog_v
);
71 v3_copy( v
, localplayer
.rb
.v
);
73 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
74 player__skate_reset_animator();
75 player__skate_clear_mechanics();
76 rb_update_matrices( &localplayer
.rb
);
77 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
79 if( init
== k_skate_activity_air
)
80 player__approximate_best_trajectory();
83 static void player_walk_drop_in_to_skate(void){
84 localplayer
.immobile
= 0;
85 localplayer
.subsystem
= k_player_subsystem_skate
;
87 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
88 player_skate
.state
.activity
= k_skate_activity_ground
;
90 player__begin_holdout( (v3f
){0,0,0} );
91 player__skate_clear_mechanics();
92 player__skate_reset_animator();
95 player_walk_drop_in_vector( init_velocity
);
97 rb_update_matrices( &localplayer
.rb
);
98 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
,
99 player_skate
.state
.cog
);
100 v3_copy( init_velocity
, player_skate
.state
.cog_v
);
101 v3_copy( init_velocity
, localplayer
.rb
.v
);
102 v3_copy( init_velocity
, localplayer
.cam_control
.cam_velocity_smooth
);
103 v3_copy( (v3f
){player_walk
.animator
.board_yaw
+1.0f
,0,0},
104 player_skate
.state
.trick_euler
);
107 static void player_walk_drop_in_overhang_transform( f32 t
, v3f co
, v4f q
){
109 v3_cross( (v3f
){0,1,0}, player_walk
.state
.drop_in_normal
, axis
);
110 v3_normalize( axis
);
112 float a
= acosf( player_walk
.state
.drop_in_normal
[1] ) * t
;
113 q_axis_angle( q
, axis
, a
);
116 heading_angle
= player_walk
.state
.drop_in_angle
;
119 overhang
[0] = sinf( heading_angle
) * l
;
120 overhang
[1] = 0.28f
* l
;
121 overhang
[2] = cosf( heading_angle
) * l
;
123 q_mulv( q
, overhang
, overhang
);
124 v3_add( player_walk
.state
.drop_in_target
, overhang
, co
);
127 static int player_walk_scan_for_drop_in(void){
128 world_instance
*world
= world_current_instance();
131 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
132 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -1.0f
, center
);
135 int sample_count
= 0;
137 for( int i
=0; i
<20; i
++ ){
138 float t
= (float)i
* (1.0f
/19.0f
),
139 s
= sinf( t
* VG_PIf
* 0.25f
),
140 c
= cosf( t
* VG_PIf
* 0.25f
);
143 v3_muls ( localplayer
.rb
.to_world
[1], -c
, ray_dir
);
144 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
145 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
147 ray_hit
*ray
= &samples
[ sample_count
];
150 if( ray_world( world
, pos
, ray_dir
, ray
, 0 ) ){
151 vg_line( pos
, ray
->pos
, VG__RED
);
152 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
158 float min_a
= 0.70710678118654752f
;
159 ray_hit
*candidate
= NULL
;
161 if( sample_count
>= 2 ){
162 for( int i
=0; i
<sample_count
-1; i
++ ){
163 ray_hit
*s0
= &samples
[i
],
166 float a
= v3_dot( s0
->normal
, s1
->normal
);
168 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) ){
178 ray_hit
*s0
= candidate
,
181 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
183 v3_copy( s0
->normal
, pa
);
184 v3_copy( s1
->normal
, pb
);
185 v3_cross( localplayer
.rb
.to_world
[1], dir
, pc
);
188 pa
[3] = v3_dot( pa
, s0
->pos
);
189 pb
[3] = v3_dot( pb
, s1
->pos
);
190 pc
[3] = v3_dot( pc
, localplayer
.rb
.co
);
193 if( plane_intersect3( pa
, pb
, pc
, edge
) ){
194 v3_copy( edge
, player_walk
.state
.drop_in_target
);
195 v3_copy( s1
->normal
, player_walk
.state
.drop_in_normal
);
196 v3_copy( localplayer
.rb
.co
, player_walk
.state
.drop_in_start
);
198 player_walk
.state
.drop_in_start_angle
= player_get_heading_yaw();
199 player_walk
.state
.drop_in_angle
=
200 atan2f( player_walk
.state
.drop_in_normal
[0],
201 player_walk
.state
.drop_in_normal
[2] );
203 /* TODO: scan multiple of these? */
206 player_walk_drop_in_overhang_transform( 1.0f
, oco
, oq
);
208 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
209 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
211 q_mulv( oq
, va
, va
);
212 q_mulv( oq
, vb
, vb
);
213 v3_add( oco
, va
, va
);
214 v3_add( oco
, vb
, vb
);
217 v3_sub( vb
, va
, v0
);
221 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
223 if( ray_world( world
, va
, v0
, &ray
, 0 ) ){
224 vg_line( va
, vb
, VG__RED
);
225 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
226 vg_error( "invalidated\n" );
230 v3_muls( v0
, -1.0f
, v0
);
231 if( ray_world( world
, vb
, v0
, &ray
, 0 ) ){
232 vg_line( va
, vb
, VG__RED
);
233 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
234 vg_error( "invalidated\n" );
238 player_walk_drop_in_vector( localplayer
.rb
.v
);
242 vg_error( "failed to find intersection of drop in\n" );
249 static bool player__preupdate_anim( struct skeleton_anim
*anim
, f32
*t
,
251 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
;
252 *t
+= (vg
.time_delta
* speed
) / length
;
254 if( *t
>= 1.0f
) return 1;
258 static void player_walk_pre_sit(void){
259 struct player_walk
*w
= &player_walk
;
262 joystick_state( k_srjoystick_steer
, steer
);
264 vg_slewf( &w
->state
.transition_t
, 1.0f
, vg
.time_delta
);
266 if( button_down(k_srbind_sit
) || (v2_length2(steer
)>0.2f
) ||
267 button_down(k_srbind_jump
) ){
268 w
->state
.activity
= k_walk_activity_sit_up
;
273 static void player_walk_pre_sit_up(void){
274 struct player_walk
*w
= &player_walk
;
276 if( w
->state
.transition_t
> 0.0f
)
277 vg_slewf( &w
->state
.transition_t
, 0.0f
, vg
.time_delta
);
279 w
->state
.activity
= k_walk_activity_ground
;
281 if( button_down(k_srbind_sit
) )
282 w
->state
.activity
= k_walk_activity_sit
;
287 static void player_walk_pre_ground(void){
288 struct player_walk
*w
= &player_walk
;
290 if( button_down(k_srbind_sit
) ){
291 v3_zero( localplayer
.rb
.v
);
292 w
->state
.activity
= k_walk_activity_sit
;
293 w
->state
.transition_t
= 0.0f
;
297 if( button_down( k_srbind_use
) ){
298 if( player_walk_scan_for_drop_in() ){
299 w
->state
.activity
= k_walk_activity_odrop_in
;
302 w
->state
.activity
= k_walk_activity_oregular
;
305 w
->state
.transition_t
= 0.0f
;
308 if( button_down( k_srbind_jump
) ){
309 w
->state
.jump_queued
= 1;
310 w
->state
.jump_input_time
= vg
.time
;
314 static void player_walk_pre_air(void){
315 struct player_walk
*w
= &player_walk
;
316 if( button_down( k_srbind_use
) ){
317 w
->state
.activity
= k_walk_activity_oair
;
318 w
->state
.transition_t
= 0.0f
;
321 if( button_down( k_srbind_jump
) ){
322 w
->state
.jump_queued
= 1;
323 w
->state
.jump_input_time
= vg
.time
;
327 static void player_walk_pre_drop_in(void){
328 struct player_walk
*w
= &player_walk
;
329 bool finished
= player__preupdate_anim( w
->anim_drop_in
,
330 &w
->state
.transition_t
, 1.0f
);
332 player_walk_drop_in_to_skate();
335 static void player_walk_pre_caveman(void){
336 struct player_walk
*w
= &player_walk
;
337 bool finished
= player__preupdate_anim( w
->anim_jump_to_air
,
338 &w
->state
.transition_t
, 1.0f
);
340 player_walk_generic_to_skate( k_skate_activity_air
,
341 player_walk
.animator
.board_yaw
);
345 static void player_walk_pre_running_start(void){
346 struct player_walk
*w
= &player_walk
;
347 bool finished
= player__preupdate_anim( w
->anim_intro
,
348 &w
->state
.transition_t
, 1.0f
);
350 /* TODO: get the derivative of the last keyframes to calculate new
351 * velocity for player */
352 player_walk_generic_to_skate( k_skate_activity_ground
,
353 player_walk
.animator
.board_yaw
+1.0f
);
357 static void player_walk_pre_popoff(void){
358 struct player_walk
*w
= &player_walk
;
359 bool finished
= player__preupdate_anim( w
->anim_popoff
,
360 &w
->state
.transition_t
, 1.0f
);
363 w
->state
.activity
= k_walk_activity_ground
;
364 w
->animator
.board_yaw
+= 1.0f
;
368 void player__walk_pre_update(void){
369 struct player_walk
*w
= &player_walk
;
371 if( localplayer
.immobile
) return;
372 else player_look( localplayer
.angles
, skaterift
.time_rate
);
374 enum walk_activity a
= w
->state
.activity
;
376 if ( a
== k_walk_activity_sit
) player_walk_pre_sit();
377 else if( a
== k_walk_activity_sit_up
) player_walk_pre_sit_up();
378 else if( a
== k_walk_activity_ground
) player_walk_pre_ground();
379 else if( a
== k_walk_activity_air
) player_walk_pre_air();
380 else if( a
== k_walk_activity_odrop_in
) player_walk_pre_drop_in();
381 else if( a
== k_walk_activity_oair
) player_walk_pre_caveman();
382 else if( a
== k_walk_activity_oregular
) player_walk_pre_running_start();
383 else if( a
== k_walk_activity_ipopoff
) player_walk_pre_popoff();
386 static int player_walk_normal_standable( v3f n
){
387 return n
[1] > 0.70710678118f
;
390 static void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
391 float currentspeed
= v3_dot( v
, movedir
),
392 addspeed
= speed
- currentspeed
;
397 float accelspeed
= accel
* vg
.time_fixed_delta
* speed
;
399 if( accelspeed
> addspeed
)
400 accelspeed
= addspeed
;
402 v3_muladds( v
, movedir
, accelspeed
, v
);
405 static void player_friction( v3f v
, f32 friction
){
406 float speed
= v3_length( v
),
408 control
= vg_maxf( speed
, k_stopspeed
);
413 drop
+= control
* friction
* vg
.time_fixed_delta
;
415 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
418 v3_muls( v
, newspeed
, v
);
421 static void player_walk_custom_filter( world_instance
*world
,
422 rb_ct
*man
, int len
, f32 w
){
423 for( int i
=0; i
<len
; i
++ ){
425 if( ci
->type
== k_contact_type_disabled
||
426 ci
->type
== k_contact_type_edge
)
430 float d1
= v3_dot( ci
->co
, ci
->n
);
432 for( int j
=0; j
<len
; j
++ ){
437 if( cj
->type
== k_contact_type_disabled
)
440 struct world_surface
*si
= world_contact_surface( world
, ci
),
441 *sj
= world_contact_surface( world
, cj
);
443 if( (sj
->info
.flags
& k_material_flag_walking
) &&
444 !(si
->info
.flags
& k_material_flag_walking
)){
448 float d2
= v3_dot( cj
->co
, ci
->n
),
451 if( fabsf( d
) <= w
){
452 cj
->type
= k_contact_type_disabled
;
458 static void player_walk_update_generic(void){
459 struct player_walk
*w
= &player_walk
;
461 if( (w
->state
.activity
!= k_walk_activity_oregular
) &&
462 (w
->state
.activity
!= k_walk_activity_oair
) ){
463 joystick_state( k_srjoystick_steer
, w
->state
.steer
);
464 w
->state
.steer
[2] = button_press(k_srbind_run
)? k_runspeed
: k_walkspeed
;
465 if( v2_length2(w
->state
.steer
)>1.0f
)
466 v2_normalize(w
->state
.steer
);
469 v3_copy( localplayer
.rb
.co
, w
->state
.prev_pos
);
470 v3_zero( localplayer
.rb
.w
);
472 world_instance
*world
= world_current_instance();
474 if( world
->water
.enabled
){
475 if( localplayer
.rb
.co
[1]+0.4f
< world
->water
.height
){
476 player__networked_sfx( k_player_subsystem_walk
, 32,
477 k_player_walk_soundeffect_splash
,
478 localplayer
.rb
.co
, 1.0f
);
479 vg_info( "player fell of due to walking into walker\n" );
480 player__dead_transition( k_player_die_type_generic
);
485 enum walk_activity prev_state
= w
->state
.activity
;
487 w
->collider
.h
= 2.0f
;
488 w
->collider
.r
= 0.3f
;
491 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
492 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
494 vg_line_capsule( mtx
, w
->collider
.r
, w
->collider
.h
, VG__WHITE
);
499 float yaw
= localplayer
.angles
[0];
501 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
502 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
505 * Collision detection
508 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
509 world
->geo_bh
, manifold
, 0 );
510 player_walk_custom_filter( world
, manifold
, len
, 0.01f
);
511 len
= rb_manifold_apply_filtered( manifold
, len
);
513 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
515 w
->state
.activity
= k_walk_activity_air
;
516 w
->surface
= k_surface_prop_concrete
;
518 for( int i
=0; i
<len
; i
++ ){
519 rb_ct
*ct
= &manifold
[i
];
520 rb_debug_contact( ct
);
522 if( player_walk_normal_standable( ct
->n
) ){
523 w
->state
.activity
= k_walk_activity_ground
;
525 v3_add( surface_avg
, ct
->n
, surface_avg
);
527 struct world_surface
*surf
= world_contact_surface( world
, ct
);
528 if( surf
->info
.surface_prop
> w
->surface
)
529 w
->surface
= surf
->info
.surface_prop
;
532 rb_prepare_contact( ct
, vg
.time_fixed_delta
);
538 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
541 v3_muls( right_dir
, w
->state
.steer
[0], movedir
);
542 v3_muladds( movedir
, forward_dir
, w
->state
.steer
[1], movedir
);
544 if( w
->state
.activity
== k_walk_activity_ground
){
545 v3_normalize( surface_avg
);
548 v3_tangent_basis( surface_avg
, tx
, ty
);
550 if( v2_length2(w
->state
.steer
) > 0.001f
){
551 /* clip movement to the surface */
552 float d
= v3_dot(surface_avg
,movedir
);
553 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
556 accel_speed
= k_walk_accel
;
557 nominal_speed
= w
->state
.steer
[2];
560 if( w
->state
.jump_queued
){
561 w
->state
.jump_queued
= 0;
563 f32 t
= vg
.time
- w
->state
.jump_input_time
;
564 if( t
< PLAYER_JUMP_EPSILON
){
565 localplayer
.rb
.v
[1] = 5.0f
;
566 w
->state
.activity
= k_walk_activity_air
;
567 prev_state
= k_walk_activity_air
;
568 accel_speed
= k_walk_air_accel
;
569 nominal_speed
= k_airspeed
;
573 player_friction( localplayer
.rb
.v
, k_walk_friction
);
577 accel_speed
= k_walk_air_accel
;
578 nominal_speed
= k_airspeed
;
581 if( v2_length2( w
->state
.steer
) > 0.001f
){
582 player_accelerate( localplayer
.rb
.v
, movedir
,
583 nominal_speed
, accel_speed
);
584 v3_normalize( movedir
);
588 * Resolve velocity constraints
590 for( int j
=0; j
<5; j
++ ){
591 for( int i
=0; i
<len
; i
++ ){
592 rb_ct
*ct
= &manifold
[i
];
595 float vn
= -v3_dot( localplayer
.rb
.v
, ct
->n
);
597 float temp
= ct
->norm_impulse
;
598 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
599 vn
= ct
->norm_impulse
- temp
;
601 v3_muladds( localplayer
.rb
.v
, ct
->n
, vn
, localplayer
.rb
.v
);
606 if( w
->state
.activity
== k_walk_activity_ground
||
607 prev_state
== k_walk_activity_ground
){
608 float max_dist
= 0.4f
;
611 v3_copy( localplayer
.rb
.co
, pa
);
612 pa
[1] += w
->collider
.r
+ max_dist
;
613 v3_add( pa
, (v3f
){0, -max_dist
* 2.0f
, 0}, pb
);
614 vg_line( pa
, pb
, 0xff000000 );
618 if( spherecast_world( world
, pa
, pb
,
619 w
->collider
.r
, &t
, n
, 0 ) != -1 ){
620 if( player_walk_normal_standable(n
) ){
621 v3_lerp( pa
, pb
, t
, localplayer
.rb
.co
);
622 localplayer
.rb
.co
[1] += -w
->collider
.r
- k_penetration_slop
;
623 w
->state
.activity
= k_walk_activity_ground
;
625 float d
= -v3_dot(n
,localplayer
.rb
.v
);
626 v3_muladds( localplayer
.rb
.v
, n
, d
, localplayer
.rb
.v
);
627 localplayer
.rb
.v
[1] += -k_gravity
* vg
.time_fixed_delta
;
636 rb_depenetrate( manifold
, len
, dt
);
637 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
640 if( w
->state
.activity
== k_walk_activity_air
){
641 localplayer
.rb
.v
[1] += -k_gravity
*vg
.time_fixed_delta
;
644 if( localplayer
.immobile
){
645 localplayer
.rb
.v
[0] = 0.0f
;
646 localplayer
.rb
.v
[2] = 0.0f
;
649 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, vg
.time_fixed_delta
,
651 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
652 vg_line_capsule( mtx
, w
->collider
.r
, w
->collider
.h
, VG__GREEN
);
656 * ---------------------------------------------------
661 lwr_offs
= { 0.0f
, w
->collider
.r
, 0.0f
};
663 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
664 v3_add( lwr_offs
, localplayer
.rb
.co
, lwr_now
);
667 v3_sub( localplayer
.rb
.co
, w
->state
.prev_pos
, movedelta
);
669 float movedist
= v3_length( movedelta
);
671 if( movedist
> 0.3f
){
672 float t
, sr
= w
->collider
.r
-0.04f
;
675 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
, 0 ) != -1 ){
676 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), localplayer
.rb
.co
);
677 localplayer
.rb
.co
[1] -= w
->collider
.r
;
678 rb_update_matrices( &localplayer
.rb
);
679 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
680 vg_line_capsule( mtx
, w
->collider
.r
, w
->collider
.h
, VG__RED
);
684 u32 id
= world_intersect_gates(world
, localplayer
.rb
.co
, w
->state
.prev_pos
);
686 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
687 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
688 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
690 v4f transport_rotation
;
691 m3x3_q( gate
->transport
, transport_rotation
);
692 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
693 q_normalize( localplayer
.rb
.q
);
694 rb_update_matrices( &localplayer
.rb
);
695 player__pass_gate( id
);
697 rb_update_matrices( &localplayer
.rb
);
699 if( (prev_state
== k_walk_activity_oregular
) ||
700 (prev_state
== k_walk_activity_oair
) ||
701 (prev_state
== k_walk_activity_ipopoff
) ){
702 w
->state
.activity
= prev_state
;
705 w
->move_speed
= vg_minf( v2_length( (v2f
){ localplayer
.rb
.v
[0],
706 localplayer
.rb
.v
[2] } ),
710 void player__walk_post_update(void){
711 struct player_walk
*w
= &player_walk
;
714 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
715 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
717 float substep
= vg
.time_fixed_extrapolate
;
718 v3_muladds( mtx
[3], localplayer
.rb
.v
, vg
.time_fixed_delta
*substep
, mtx
[3] );
719 vg_line_capsule( mtx
, w
->collider
.r
, w
->collider
.h
, VG__YELOW
);
721 /* Calculate header */
723 if( (player_xyspeed2() > 0.1f
*0.1f
) ){
725 if( (w
->state
.activity
== k_walk_activity_ground
) ||
726 (w
->state
.activity
== k_walk_activity_ipopoff
) ||
727 (w
->state
.activity
== k_walk_activity_oregular
) ){
731 f32 ta
= atan2f( localplayer
.rb
.v
[0], localplayer
.rb
.v
[2] );
733 q_axis_angle( qt
, (v3f
){0,1,0}, ta
);
734 q_nlerp( localplayer
.rb
.q
, qt
, vg
.time_delta
/r
, localplayer
.rb
.q
);
737 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
739 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
740 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
741 v3_muladds( w
->state
.drop_in_target
, localplayer
.rb
.to_world
[1], 0.3f
, p1
);
742 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
744 float a
= player_get_heading_yaw();
749 v3_add( localplayer
.rb
.co
, p1
, p1
);
750 vg_line( localplayer
.rb
.co
, p1
, VG__PINK
);
753 if( vg_fractf(w
->state
.walk_timer
) > 0.5f
)
758 if( (w
->state
.step_phase
!= walk_phase
) &&
759 (w
->state
.activity
== k_walk_activity_ground
) )
762 if( w
->surface
== k_surface_prop_concrete
){
764 &audio_footsteps
[vg_randu32(&vg
.rand
) % 4],
765 localplayer
.rb
.co
, 40.0f
, 1.0f
768 else if( w
->surface
== k_surface_prop_grass
){
770 &audio_footsteps_grass
[ vg_randu32(&vg
.rand
) % 6 ],
771 localplayer
.rb
.co
, 40.0f
, 1.0f
774 else if( w
->surface
== k_surface_prop_wood
){
776 &audio_footsteps_wood
[ vg_randu32(&vg
.rand
) % 6 ],
777 localplayer
.rb
.co
, 40.0f
, 1.0f
783 w
->state
.step_phase
= walk_phase
;
786 void player__walk_update(void){
787 struct player_walk
*w
= &player_walk
;
789 if( (w
->state
.activity
== k_walk_activity_air
) ||
790 (w
->state
.activity
== k_walk_activity_ground
) ||
791 (w
->state
.activity
== k_walk_activity_oair
) ||
792 (w
->state
.activity
== k_walk_activity_oregular
) ||
793 (w
->state
.activity
== k_walk_activity_ipopoff
) ){
794 player_walk_update_generic();
798 static void player_walk_animate_drop_in(void){
799 struct player_walk
*w
= &player_walk
;
800 struct player_walk_animator
*animator
= &w
->animator
;
801 struct skeleton_anim
*anim
= w
->anim_drop_in
;
803 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
,
804 time
= w
->state
.transition_t
;
806 f32 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
807 w
->state
.drop_in_angle
, animator
->transition_t
);
808 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
809 animator
->transition_t
, localplayer
.rb
.co
);
811 q_axis_angle( localplayer
.rb
.q
, (v3f
){0,1,0}, walk_yaw
+ VG_PIf
);
813 /* the drop in bit */
816 player_walk_drop_in_overhang_transform( animator
->transition_t
,
819 q_mul( final_q
, localplayer
.rb
.q
, localplayer
.rb
.q
);
820 v3_lerp( localplayer
.rb
.co
, final_co
, animator
->transition_t
,
823 rb_update_matrices( &localplayer
.rb
);
825 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1],
826 -0.1f
*animator
->transition_t
, localplayer
.rb
.co
);
828 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
829 v4_copy( localplayer
.rb
.q
, animator
->root_q
);
831 /* for the camera purposes only */
833 player_walk_drop_in_vector( init_velocity
);
834 v3_muls( init_velocity
, animator
->transition_t
, localplayer
.rb
.v
);
835 v3_copy( localplayer
.rb
.v
,
836 localplayer
.cam_control
.cam_velocity_smooth
);
839 static void player_walk_animate_generic(void){
840 struct player_walk
*w
= &player_walk
;
841 struct player_walk_animator
*animator
= &w
->animator
;
844 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, _null
);
846 f32 walk_yaw
= player_get_heading_yaw(),
847 head_yaw
= localplayer
.angles
[0] + VG_PIf
,
848 y
= vg_angle_diff( head_yaw
, -walk_yaw
),
849 p
= vg_clampf( localplayer
.angles
[1],
850 -k_sit_pitch_limit
, k_sit_pitch_limit
);
852 if( fabsf(y
) > k_sit_yaw_limit
){
857 animator
->yaw
= vg_lerpf( animator
->yaw
, y
, vg
.time_delta
*2.0f
);
858 animator
->pitch
= vg_lerpf( animator
->pitch
, p
, vg
.time_delta
*2.8f
);
859 q_axis_angle( animator
->root_q
, (v3f
){0,1,0}, walk_yaw
+ VG_PIf
);
862 q_axis_angle( qrev
, (v3f
){0,1,0}, VG_TAUf
*0.5f
);
863 q_mul( localplayer
.rb
.q
, qrev
, animator
->root_q
);
866 void player__walk_animate(void){
867 struct player_walk
*w
= &player_walk
;
868 player_pose
*pose
= &localplayer
.pose
;
869 struct player_walk_animator
*animator
= &w
->animator
;
871 animator
->activity
= w
->state
.activity
;
872 animator
->transition_t
= w
->state
.transition_t
;
875 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
878 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
881 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
882 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
886 if( animator
->run
> 0.025f
){
887 f32 walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
888 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
891 if( animator
->run
<= k_walkspeed
)
892 l
= (animator
->run
/ k_walkspeed
) * walk_norm
;
894 l
= vg_lerpf( walk_norm
, run_norm
,
895 (animator
->run
-k_walkspeed
) / (k_runspeed
-k_walkspeed
) );
897 w
->state
.walk_timer
+= l
* vg
.time_delta
;
900 w
->state
.walk_timer
= 0.0f
;
902 animator
->walk_timer
= w
->state
.walk_timer
;
904 player_walk_animate_generic();
905 if( w
->state
.activity
== k_walk_activity_odrop_in
){
906 player_walk_animate_drop_in();
909 if( (w
->state
.activity
== k_walk_activity_odrop_in
) ||
910 (w
->state
.activity
== k_walk_activity_oregular
) ||
911 (w
->state
.activity
== k_walk_activity_oair
) ){
912 localplayer
.cam_velocity_influence
= w
->animator
.transition_t
;
914 else if( w
->state
.activity
== k_walk_activity_ipopoff
){
915 localplayer
.cam_velocity_influence
= 1.0f
-w
->animator
.transition_t
;
918 localplayer
.cam_velocity_influence
= 0.0f
;
920 if( w
->state
.activity
== k_walk_activity_sit
){
921 localplayer
.cam_dist
= 3.8f
;
924 localplayer
.cam_dist
= 1.8f
;
928 static void player_walk_pose_sit( struct player_walk_animator
*animator
,
930 mdl_keyframe bpose
[32];
932 struct player_walk
*w
= &player_walk
;
933 struct skeleton
*sk
= &localplayer
.skeleton
;
935 f32 t
= animator
->transition_t
,
936 st
= t
* ((f32
)(w
->anim_sit
->length
-1)/30.0f
);
937 skeleton_sample_anim( sk
, w
->anim_sit
, st
, bpose
);
940 f32
*qh
= bpose
[localplayer
.id_head
-1].q
;
941 q_axis_angle( qy
, (v3f
){0,1,0}, animator
->yaw
*0.5f
*t
);
942 q_axis_angle( qp
, (v3f
){0,0,1}, animator
->pitch
*t
);
947 qh
= bpose
[localplayer
.id_chest
-1].q
;
948 q_axis_angle( qy
, (v3f
){0,1,0}, animator
->yaw
*0.5f
*t
);
952 skeleton_lerp_pose( sk
, pose
->keyframes
, bpose
,
953 vg_minf(1.0f
,t
*10.0f
), pose
->keyframes
);
956 enum walk_transition_type
{
957 k_walk_transition_in
,
958 k_walk_transition_out
,
959 k_walk_transition_outin
,
962 static void player_walk_pose_transition(
963 struct player_walk_animator
*animator
, struct skeleton_anim
*anim
,
964 enum walk_transition_type type
,
965 mdl_keyframe apose
[32], f32
*mask
, player_pose
*pose
){
967 mdl_keyframe bpose
[32];
969 struct player_walk
*w
= &player_walk
;
970 struct skeleton
*sk
= &localplayer
.skeleton
;
972 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
,
973 t
= animator
->transition_t
* length
,
976 if( type
== k_walk_transition_in
|| type
== k_walk_transition_outin
)
977 blend
= vg_minf( blend
, length
-t
);
979 if( type
== k_walk_transition_out
|| type
== k_walk_transition_outin
)
980 blend
= vg_minf( blend
, t
);
982 blend
= vg_smoothstepf( vg_minf(1,blend
/k_anim_transition
) );
984 skeleton_sample_anim_clamped( sk
, anim
, t
, bpose
);
986 mdl_keyframe
*kf_board
= &bpose
[localplayer
.id_board
-1];
987 f32 yaw
= animator
->board_yaw
* VG_TAUf
* 0.5f
;
990 q_axis_angle( qyaw
, (v3f
){0,1,0}, yaw
);
991 q_mul( kf_board
->q
, qyaw
, kf_board
->q
);
992 q_normalize( kf_board
->q
);
995 for( i32 i
=0; i
<sk
->bone_count
-1; i
++ )
996 keyframe_lerp( apose
+i
, bpose
+i
, blend
*mask
[i
], pose
->keyframes
+i
);
999 skeleton_lerp_pose( sk
, apose
, bpose
, blend
, pose
->keyframes
);
1002 void player__walk_pose( void *_animator
, player_pose
*pose
){
1003 struct player_walk
*w
= &player_walk
;
1004 struct player_walk_animator
*animator
= _animator
;
1005 struct skeleton
*sk
= &localplayer
.skeleton
;
1007 v3_copy( animator
->root_co
, pose
->root_co
);
1008 v4_copy( animator
->root_q
, pose
->root_q
);
1009 pose
->board
.lean
= 0.0f
;
1010 pose
->type
= k_player_pose_type_ik
;
1012 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
1013 run_norm
= (float)w
->anim_run
->length
/30.0f
,
1014 t
= animator
->walk_timer
;
1017 mdl_keyframe apose
[32], bpose
[32];
1018 if( animator
->run
<= k_walkspeed
){
1020 f32 l
= vg_minf( 1, (animator
->run
/k_walkspeed
)*6.0f
);
1021 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, apose
);
1022 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, bpose
);
1023 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
1027 f32 l
= (animator
->run
-k_walkspeed
) / (k_runspeed
-k_walkspeed
);
1028 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
1029 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
1030 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
1034 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
1035 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
1037 mdl_keyframe
*kf_board
= &apose
[localplayer
.id_board
-1];
1038 f32 yaw
= animator
->board_yaw
;
1040 if( animator
->activity
== k_walk_activity_ipopoff
)
1041 if( animator
->transition_t
> 0.5f
)
1045 q_axis_angle( qyaw
, (v3f
){0,1,0}, yaw
* VG_TAUf
* 0.5f
);
1046 q_mul( kf_board
->q
, qyaw
, kf_board
->q
);
1047 q_normalize( kf_board
->q
);
1050 if( (animator
->activity
== k_walk_activity_sit
) ||
1051 (animator
->activity
== k_walk_activity_sit_up
) ){
1052 player_walk_pose_sit( animator
, pose
);
1054 else if( animator
->activity
== k_walk_activity_odrop_in
){
1055 player_walk_pose_transition(
1056 animator
, w
->anim_drop_in
, k_walk_transition_out
, apose
,
1059 else if( animator
->activity
== k_walk_activity_oair
){
1060 player_walk_pose_transition(
1061 animator
, w
->anim_jump_to_air
, k_walk_transition_out
, apose
,
1064 else if( animator
->activity
== k_walk_activity_oregular
){
1065 player_walk_pose_transition(
1066 animator
, w
->anim_intro
, k_walk_transition_out
, apose
,
1069 else if( animator
->activity
== k_walk_activity_ipopoff
){
1070 if( animator
->run
> 0.2f
){
1071 f32 t
= 1.0f
-vg_minf( animator
->run
-0.2f
, 1.0f
),
1074 for( u32 i
=0; i
<32; i
++ )
1077 mask
[ localplayer
.id_ik_foot_l
-1 ] = t
;
1078 mask
[ localplayer
.id_ik_foot_r
-1 ] = t
;
1079 mask
[ localplayer
.id_ik_knee_l
-1 ] = t
;
1080 mask
[ localplayer
.id_ik_knee_r
-1 ] = t
;
1081 mask
[ localplayer
.id_hip
-1 ] = t
;
1082 player_walk_pose_transition(
1083 animator
, w
->anim_popoff
, k_walk_transition_in
, apose
,
1087 player_walk_pose_transition(
1088 animator
, w
->anim_popoff
, k_walk_transition_in
, apose
,
1093 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
1097 void player__walk_post_animate(void){
1101 struct player_walk
*w
= &player_walk
;
1105 void player__walk_im_gui(void){
1106 struct player_walk
*w
= &player_walk
;
1107 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1108 localplayer
.rb
.v
[0], localplayer
.rb
.v
[1], localplayer
.rb
.v
[2],
1109 v3_length(localplayer
.rb
.v
) );
1110 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
1111 localplayer
.rb
.co
[1],
1112 localplayer
.rb
.co
[2] );
1113 player__debugtext( 1, "transition: %5.2f ", w
->state
.transition_t
);
1114 player__debugtext( 1, "activity: %s\n",
1115 (const char *[]){ "air",
1124 [w
->state
.activity
] );
1125 player__debugtext( 1, "surface: %s\n",
1126 (const char *[]){ "concrete",
1136 void player__walk_bind(void){
1137 struct player_walk
*w
= &player_walk
;
1138 struct skeleton
*sk
= &localplayer
.skeleton
;
1140 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
1141 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
1142 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
1143 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
1144 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
1145 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
1146 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
1147 w
->anim_sit
= skeleton_get_anim( sk
, "sit" );
1148 w
->anim_popoff
= skeleton_get_anim( sk
, "pop_off_short" );
1151 void player__walk_transition( bool grounded
, f32 board_yaw
){
1152 struct player_walk
*w
= &player_walk
;
1153 w
->state
.activity
= k_walk_activity_air
;
1156 w
->state
.activity
= k_walk_activity_ipopoff
;
1159 w
->state
.transition_t
= 0.0f
;
1160 w
->state
.jump_queued
= 0;
1161 w
->state
.jump_input_time
= 0.0;
1162 w
->state
.walk_timer
= 0.0f
;
1163 w
->state
.step_phase
= 0;
1164 w
->animator
.board_yaw
= fmodf( board_yaw
, 2.0f
);
1165 rb_update_matrices( &localplayer
.rb
);
1168 void player__walk_reset(void)
1170 struct player_walk
*w
= &player_walk
;
1171 w
->state
.activity
= k_walk_activity_air
;
1172 w
->state
.transition_t
= 0.0f
;
1174 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
1175 q_mulv( localplayer
.rb
.q
, fwd
, fwd
);
1176 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1177 atan2f(fwd
[0], fwd
[2]) );
1179 rb_update_matrices( &localplayer
.rb
);
1182 void player__walk_animator_exchange( bitpack_ctx
*ctx
, void *data
){
1183 struct player_walk_animator
*animator
= data
;
1185 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
1186 bitpack_qquat( ctx
, animator
->root_q
);
1187 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
1188 bitpack_qf32( ctx
, 8, 0.0f
, k_runspeed
, &animator
->run
);
1189 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->walk_timer
);
1191 for( int i
=0; i
<1; i
++ ){ /* without this you get a warning from gcc. lol */
1192 bitpack_bytes( ctx
, 8, &animator
->activity
);
1195 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->transition_t
);
1197 if( (animator
->activity
== k_walk_activity_sit
) ||
1198 (animator
->activity
== k_walk_activity_sit_up
) ){
1199 bitpack_qf32( ctx
, 8, -k_sit_yaw_limit
, k_sit_yaw_limit
, &animator
->yaw
);
1200 bitpack_qf32( ctx
, 8, -k_sit_pitch_limit
, k_sit_pitch_limit
,
1204 bitpack_qf32( ctx
, 16, -100.0f
, 100.0f
, &animator
->board_yaw
);
1207 void player__walk_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
1210 if( id
== k_player_walk_soundeffect_splash
){
1211 audio_oneshot_3d( &audio_splash
, pos
, 40.0f
, 1.0f
);