6 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
8 struct player_walk
*w
= &player
->_walk
;
11 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
12 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
13 v3_normalize( init_dir
);
14 v3_muls( init_dir
, 7.0f
, vec
);
17 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
18 enum skate_activity init
)
20 player
->subsystem
= k_player_subsystem_skate
;
22 struct player_walk
*w
= &player
->_walk
;
23 struct player_skate
*s
= &player
->_skate
;
27 v3_copy( player
->rb
.v
, xy_speed
);
30 if( v3_length2( xy_speed
) < 0.1f
* 0.1f
)
31 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,-1.6f
}, v
);
33 v3_copy( player
->rb
.v
, v
);
35 s
->state
.activity_prev
= k_skate_activity_ground
;
36 s
->state
.activity
= init
;
42 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
43 atan2f( -dir
[0], -dir
[2] ) );
45 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
46 v3_copy( v
, s
->state
.cog_v
);
47 v3_copy( v
, player
->rb
.v
);
49 player__skate_reset_animator( player
);
50 player__skate_clear_mechanics( player
);
51 rb_update_transform( &player
->rb
);
53 if( init
== k_skate_activity_air
)
54 player__approximate_best_trajectory( player
);
57 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
59 player
->subsystem
= k_player_subsystem_skate
;
61 struct player_walk
*w
= &player
->_walk
;
62 struct player_skate
*s
= &player
->_skate
;
63 s
->state
.activity_prev
= k_skate_activity_ground
;
64 s
->state
.activity
= k_skate_activity_ground
;
66 player__skate_clear_mechanics( player
);
67 player__skate_reset_animator( player
);
70 player_walk_drop_in_vector( player
, init_velocity
);
72 rb_update_transform( &player
->rb
);
73 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
74 v3_copy( init_velocity
, s
->state
.cog_v
);
75 v3_copy( init_velocity
, player
->rb
.v
);
76 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
79 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
81 struct player_walk
*w
= &player
->_walk
;
84 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
85 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
90 for( int i
=0; i
<20; i
++ )
92 float t
= (float)i
* (1.0f
/19.0f
),
93 s
= sinf( t
* VG_PIf
* 0.25f
),
94 c
= cosf( t
* VG_PIf
* 0.25f
);
97 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
98 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
99 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
101 ray_hit
*ray
= &samples
[ sample_count
];
104 if( ray_world( pos
, ray_dir
, ray
) )
106 vg_line( pos
, ray
->pos
, VG__RED
);
107 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
113 float min_a
= 0.70710678118654752f
;
114 ray_hit
*candidate
= NULL
;
116 if( sample_count
>= 2 )
118 for( int i
=0; i
<sample_count
-1; i
++ )
120 ray_hit
*s0
= &samples
[i
],
123 float a
= v3_dot( s0
->normal
, s1
->normal
);
125 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
137 ray_hit
*s0
= candidate
,
140 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
142 v3_copy( s0
->normal
, pa
);
143 v3_copy( s1
->normal
, pb
);
144 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
147 pa
[3] = v3_dot( pa
, s0
->pos
);
148 pb
[3] = v3_dot( pb
, s1
->pos
);
149 pc
[3] = v3_dot( pc
, player
->rb
.co
);
152 if( plane_intersect3( pa
, pb
, pc
, edge
) )
154 v3_copy( edge
, w
->state
.drop_in_target
);
155 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
157 player_walk_drop_in_vector( player
, player
->rb
.v
);
162 vg_error( "failed to find intersection of drop in\n" );
169 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
171 struct player_walk
*w
= &player
->_walk
;
173 if( w
->state
.activity
!= k_walk_activity_immobile
)
174 player_look( player
, player
->angles
);
176 if( w
->state
.outro_anim
)
178 float outro_length
= (float)w
->state
.outro_anim
->length
/
179 w
->state
.outro_anim
->rate
,
180 outro_time
= vg
.time
- w
->state
.outro_start_time
;
182 if( outro_time
>= outro_length
)
184 w
->state
.outro_anim
= NULL
;
185 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
187 player_walk_drop_in_to_skate( player
);
191 player_walk_generic_to_skate( player
, k_skate_activity_air
);
196 else if( vg_input_button_down( player
->input_use
) )
198 if( w
->state
.activity
== k_walk_activity_ground
)
200 if( player_walk_scan_for_drop_in( player
) )
202 w
->state
.outro_type
= k_walk_outro_drop_in
;
203 w
->state
.outro_anim
= w
->anim_drop_in
;
204 w
->state
.outro_start_time
= vg
.time
;
205 w
->state
.activity
= k_walk_activity_immobile
;
206 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
208 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
209 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
210 w
->state
.drop_in_normal
[2] );
212 struct player_avatar
*av
= player
->playeravatar
;
213 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
214 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
215 w
->state
.drop_in_foot_anchor
);
221 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
222 w
->state
.outro_anim
= w
->anim_jump_to_air
;
223 w
->state
.outro_start_time
= vg
.time
;
229 VG_STATIC
int player_walk_normal_standable( v3f n
)
231 return n
[1] > 0.70710678118f
;
234 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
236 float currentspeed
= v3_dot( v
, movedir
),
237 addspeed
= speed
- currentspeed
;
242 float accelspeed
= accel
* k_rb_delta
* speed
;
244 if( accelspeed
> addspeed
)
245 accelspeed
= addspeed
;
247 v3_muladds( v
, movedir
, accelspeed
, v
);
250 VG_STATIC
void player_friction( v3f v
)
252 float speed
= v3_length( v
),
254 control
= vg_maxf( speed
, k_stopspeed
);
259 drop
+= control
* k_walk_friction
* k_rb_delta
;
261 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
264 v3_muls( v
, newspeed
, v
);
267 VG_STATIC
void player__walk_update( player_instance
*player
)
269 struct player_walk
*w
= &player
->_walk
;
270 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
272 if( w
->state
.activity
== k_walk_activity_immobile
)
275 w
->collider
.height
= 2.0f
;
276 w
->collider
.radius
= 0.3f
;
279 m3x3_identity( mtx
);
280 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
282 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
287 float yaw
= player
->angles
[0];
289 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
290 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
292 v2f walk
= { player
->input_walkh
->axis
.value
,
293 player
->input_walkv
->axis
.value
};
295 if( v2_length2(walk
) > 0.001f
)
296 v2_normalize_clamp( walk
);
298 w
->move_speed
= v2_length( walk
);
301 * Collision detection
303 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
304 &world
.rb_geo
.inf
.scene
, manifold
);
305 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
306 len
= rb_manifold_apply_filtered( manifold
, len
);
308 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
309 w
->state
.activity
= k_walk_activity_air
;
311 for( int i
=0; i
<len
; i
++ )
313 struct contact
*ct
= &manifold
[i
];
314 rb_debug_contact( ct
);
316 if( player_walk_normal_standable( ct
->n
) )
318 w
->state
.activity
= k_walk_activity_ground
;
319 v3_add( surface_avg
, ct
->n
, surface_avg
);
322 rb_prepare_contact( ct
);
328 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
330 v3_muls( right_dir
, walk
[0], movedir
);
331 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
333 if( w
->state
.activity
== k_walk_activity_ground
)
335 v3_normalize( surface_avg
);
338 rb_tangent_basis( surface_avg
, tx
, ty
);
340 if( v2_length2(walk
) > 0.001f
)
342 /* clip movement to the surface */
343 float d
= v3_dot(surface_avg
,movedir
);
344 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
347 accel_speed
= k_walk_accel
;
348 nominal_speed
= k_walkspeed
;
351 if( player
->input_jump
->button
.value
)
353 player
->rb
.v
[1] = 5.0f
;
354 w
->state
.activity
= k_walk_activity_air
;
355 accel_speed
= k_walk_air_accel
;
356 nominal_speed
= k_airspeed
;
360 player_friction( player
->rb
.v
);
362 struct world_material
*surface_mat
= world_contact_material(manifold
);
363 w
->surface
= surface_mat
->info
.surface_prop
;
368 accel_speed
= k_walk_air_accel
;
369 nominal_speed
= k_airspeed
;
372 if( v2_length2(walk
) > 0.001f
)
374 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
375 v3_normalize( movedir
);
379 * Resolve velocity constraints
381 for( int j
=0; j
<5; j
++ )
383 for( int i
=0; i
<len
; i
++ )
385 struct contact
*ct
= &manifold
[i
];
388 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
390 float temp
= ct
->norm_impulse
;
391 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
392 vn
= ct
->norm_impulse
- temp
;
394 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
403 for( int j
=0; j
<8; j
++ )
405 for( int i
=0; i
<len
; i
++ )
407 struct contact
*ct
= &manifold
[i
];
409 float resolved_amt
= v3_dot( ct
->n
, dt
),
410 remaining
= (ct
->p
-k_penetration_slop
) - resolved_amt
,
411 apply
= vg_maxf( remaining
, 0.0f
) * 0.3f
;
413 v3_muladds( dt
, ct
->n
, apply
, dt
);
416 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
418 /* TODO: Stepping......
420 * ideas; walkgrid style steps
423 if( w
->state
.activity
== k_walk_activity_ground
)
426 float max_dist
= 0.4f
;
429 v3_copy( player
->rb
.co
, pa
);
430 pa
[1] += w
->collider
.radius
+ max_dist
;
432 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
433 vg_line( pa
, pb
, 0xff000000 );
437 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
439 if( player_walk_normal_standable( n
) )
441 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
442 player
->rb
.co
[1] -= w
->collider
.radius
;
450 if( w
->state
.activity
== k_walk_activity_air
)
451 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
453 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
456 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
457 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
461 * ---------------------------------------------------
466 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
468 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
469 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
472 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
474 float movedist
= v3_length( movedelta
);
476 if( movedist
> 0.3f
)
478 float t
, sr
= w
->collider
.radius
-0.04f
;
481 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
483 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
484 player
->rb
.co
[1] -= w
->collider
.radius
;
485 rb_update_transform( &player
->rb
);
487 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
488 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
493 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
495 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
496 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
497 rb_update_transform( &player
->rb
);
499 w
->state_gate_storage
= w
->state
;
500 player__pass_gate( player
, gate
);
504 VG_STATIC
void player__walk_post_update( player_instance
*player
)
506 struct player_walk
*w
= &player
->_walk
;
509 m3x3_identity( mtx
);
510 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
512 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
513 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
514 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
517 /* Calculate header */
520 v3_copy( player
->rb
.v
, xy_speed
);
523 if( v3_length2( xy_speed
) > 0.1f
* 0.1f
)
525 float a
= atan2f( player
->rb
.v
[0], player
->rb
.v
[2] );
526 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
529 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
531 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
532 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
533 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
534 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
536 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
537 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
540 float a
= player_get_heading_yaw( player
);
545 v3_add( player
->rb
.co
, p1
, p1
);
546 vg_line( player
->rb
.co
, p1
, VG__PINK
);
549 VG_STATIC
void player__walk_animate( player_instance
*player
,
550 player_animation
*dest
)
552 struct player_walk
*w
= &player
->_walk
;
553 struct skeleton
*sk
= &player
->playeravatar
->sk
;
556 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
559 if( w
->state
.activity
== k_walk_activity_air
)
564 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
565 w
->blend_run
= vg_lerpf( w
->blend_run
,
567 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
568 2.0f
*vg
.time_delta
);
571 player_pose apose
, bpose
;
573 if( w
->move_speed
> 0.025f
)
576 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
577 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
578 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
580 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
584 w
->walk_timer
= 0.0f
;
587 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
588 run_norm
= (float)w
->anim_run
->length
/30.0f
,
590 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
591 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
594 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
595 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
597 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
600 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
601 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
604 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
605 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
607 /* Create transform */
608 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
610 float walk_yaw
= player_get_heading_yaw( player
);
612 if( w
->state
.outro_anim
)
614 struct player_avatar
*av
= player
->playeravatar
;
615 float outro_length
= (float)w
->state
.outro_anim
->length
/
616 w
->state
.outro_anim
->rate
,
617 outro_time
= vg
.time
- w
->state
.outro_start_time
,
618 outro_t
= outro_time
/ outro_length
;
620 /* TODO: Compression */
621 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
623 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
625 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
627 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
628 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
629 step_frames
= 12.0f
* inv_rate
,
630 commit_frames
= 6.0f
* inv_rate
,
631 drop_frames
= anim_frames
- step_frames
,
632 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
633 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
634 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
635 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
637 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
638 w
->state
.drop_in_angle
, step_t
);
640 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
641 step_t
, player
->rb
.co
);
642 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
644 m4x3f transform
, inverse
;
645 q_m3x3( dest
->root_q
, transform
);
646 v3_copy( dest
->root_co
, transform
[3] );
647 m4x3_invert_affine( transform
, inverse
);
650 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
652 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
654 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
657 /* the drop in bit */
662 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
663 v3_normalize( axis
);
665 float a
= acosf( w
->state
.drop_in_normal
[1] ) * dop_t
;
667 q_axis_angle( final_q
, axis
, a
);
668 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
670 float l
= dop_t
* 0.5f
,
671 heading_angle
= w
->state
.drop_in_angle
;
674 overhang
[0] = sinf( heading_angle
) * l
;
675 overhang
[1] = 0.28f
* l
;
676 overhang
[2] = cosf( heading_angle
) * l
;
678 q_mulv( final_q
, overhang
, overhang
);
681 v3_add( w
->state
.drop_in_target
, overhang
, player
->rb
.co
);
682 v4_copy( dest
->root_q
, player
->rb
.q
);
683 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
684 -0.28f
* dop_t
, dest
->root_co
);
690 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
691 -0.28f
* outro_t
, dest
->root_co
);
696 skeleton_copy_pose( sk
, apose
, dest
->pose
);
699 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
702 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
707 struct player_walk
*w
= &player
->_walk
;
708 struct player_avatar
*av
= player
->playeravatar
;
710 if( w
->state
.outro_anim
)
712 float outro_length
= (float)w
->state
.outro_anim
->length
/
713 w
->state
.outro_anim
->rate
,
714 outro_time
= vg
.time
- w
->state
.outro_start_time
,
715 outro_t
= outro_time
/ outro_length
;
717 player
->cam_velocity_influence
= outro_t
;
720 player
->cam_velocity_influence
= 0.0f
;
724 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
726 struct player_walk
*w
= &player
->_walk
;
727 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
730 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
733 player__debugtext( 1, "activity: %s\n",
734 (const char *[]){ "k_walk_activity_air",
735 "k_walk_activity_ground",
736 "k_walk_activity_sleep",
737 "k_walk_activity_immobile" }
738 [w
->state
.activity
] );
740 if( w
->state
.outro_anim
)
742 float outro_length
= (float)w
->state
.outro_anim
->length
/
743 w
->state
.outro_anim
->rate
,
744 outro_time
= vg
.time
- w
->state
.outro_start_time
;
745 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
749 VG_STATIC
void player__walk_bind( player_instance
*player
)
751 struct player_walk
*w
= &player
->_walk
;
752 struct player_avatar
*av
= player
->playeravatar
;
753 struct skeleton
*sk
= &av
->sk
;
755 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
756 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
757 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
758 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
759 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
760 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
763 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
765 struct player_walk
*w
= &player
->_walk
;
766 w
->state
.activity
= k_walk_activity_air
;
768 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
769 q_mulv( player
->rb
.q
, fwd
, fwd
);
771 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
772 atan2f( fwd
[0], fwd
[2] ) );
773 rb_update_transform( &player
->rb
);
776 #endif /* PLAYER_DEVICE_WALK_H */