remove some scrap code
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5
6 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
7 {
8 struct player_walk *w = &player->_walk;
9
10 v3f axis, init_dir;
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 );
15 }
16
17 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
18 enum skate_activity init )
19 {
20 player->subsystem = k_player_subsystem_skate;
21
22 struct player_walk *w = &player->_walk;
23 struct player_skate *s = &player->_skate;
24
25 v3f xy_speed, v;
26
27 v3_copy( player->rb.v, xy_speed );
28 xy_speed[1] = 0.0f;
29
30 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
31 q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
32 else
33 v3_copy( player->rb.v, v );
34
35 s->state.activity_prev = k_skate_activity_ground;
36 s->state.activity = init;
37
38 v3f dir;
39 v3_copy( v, dir );
40 v3_normalize( dir );
41
42 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
43 atan2f( -dir[0], -dir[2] ) );
44
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 );
48
49 player__skate_reset_animator( player );
50 player__skate_clear_mechanics( player );
51 rb_update_transform( &player->rb );
52
53 if( init == k_skate_activity_air )
54 player__approximate_best_trajectory( player );
55 }
56
57 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
58 {
59 player->subsystem = k_player_subsystem_skate;
60
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;
65
66 player__skate_clear_mechanics( player );
67 player__skate_reset_animator( player );
68
69 v3f init_velocity;
70 player_walk_drop_in_vector( player, init_velocity );
71
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 );
77 }
78
79 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
80 {
81 struct player_walk *w = &player->_walk;
82
83 v3f dir, center;
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 );
86
87 ray_hit samples[20];
88 int sample_count = 0;
89
90 for( int i=0; i<20; i ++ )
91 {
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 );
95
96 v3f ray_dir, pos;
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 );
100
101 ray_hit *ray = &samples[ sample_count ];
102 ray->dist = 2.0f;
103
104 if( ray_world( pos, ray_dir, ray ) )
105 {
106 vg_line( pos, ray->pos, VG__RED );
107 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
108
109 sample_count ++;
110 }
111 }
112
113 float min_a = 0.70710678118654752f;
114 ray_hit *candidate = NULL;
115
116 if( sample_count >= 2 )
117 {
118 for( int i=0; i<sample_count-1; i++ )
119 {
120 ray_hit *s0 = &samples[i],
121 *s1 = &samples[i+1];
122
123 float a = v3_dot( s0->normal, s1->normal );
124
125 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
126 {
127 min_a = a;
128 candidate = s0;
129 }
130 }
131 }
132
133 if( candidate )
134 {
135 v4f pa, pb, pc;
136
137 ray_hit *s0 = candidate,
138 *s1 = candidate+1;
139
140 vg_line( s0->pos, s1->pos, VG__WHITE );
141
142 v3_copy( s0->normal, pa );
143 v3_copy( s1->normal, pb );
144 v3_cross( player->rb.to_world[1], dir, pc );
145 v3_normalize( pc );
146
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 );
150
151 v3f edge;
152 if( plane_intersect3( pa, pb, pc, edge ) )
153 {
154 v3_copy( edge, w->state.drop_in_target );
155 v3_copy( s1->normal, w->state.drop_in_normal );
156
157 player_walk_drop_in_vector( player, player->rb.v );
158 return 1;
159 }
160 else
161 {
162 vg_error( "failed to find intersection of drop in\n" );
163 }
164 }
165
166 return 0;
167 }
168
169 VG_STATIC void player__walk_pre_update( player_instance *player )
170 {
171 struct player_walk *w = &player->_walk;
172
173 if( w->state.activity != k_walk_activity_immobile )
174 player_look( player, player->angles );
175
176 if( w->state.outro_anim )
177 {
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;
181
182 if( outro_time >= outro_length )
183 {
184 w->state.outro_anim = NULL;
185 if( w->state.outro_type == k_walk_outro_drop_in )
186 {
187 player_walk_drop_in_to_skate( player );
188 }
189 else
190 {
191 player_walk_generic_to_skate( player, k_skate_activity_air );
192 }
193 return;
194 }
195 }
196 else if( vg_input_button_down( player->input_use ) )
197 {
198 if( w->state.activity == k_walk_activity_ground )
199 {
200 if( player_walk_scan_for_drop_in( player ) )
201 {
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 );
207
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] );
211
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 );
216 }
217 return;
218 }
219 else
220 {
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;
224 return;
225 }
226 }
227 }
228
229 VG_STATIC int player_walk_normal_standable( v3f n )
230 {
231 return n[1] > 0.70710678118f;
232 }
233
234 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
235 {
236 float currentspeed = v3_dot( v, movedir ),
237 addspeed = speed - currentspeed;
238
239 if( addspeed <= 0 )
240 return;
241
242 float accelspeed = accel * k_rb_delta * speed;
243
244 if( accelspeed > addspeed )
245 accelspeed = addspeed;
246
247 v3_muladds( v, movedir, accelspeed, v );
248 }
249
250 VG_STATIC void player_friction( v3f v )
251 {
252 float speed = v3_length( v ),
253 drop = 0.0f,
254 control = vg_maxf( speed, k_stopspeed );
255
256 if( speed < 0.04f )
257 return;
258
259 drop += control * k_walk_friction * k_rb_delta;
260
261 float newspeed = vg_maxf( 0.0f, speed - drop );
262 newspeed /= speed;
263
264 v3_muls( v, newspeed, v );
265 }
266
267 VG_STATIC void player__walk_update( player_instance *player )
268 {
269 struct player_walk *w = &player->_walk;
270 v3_copy( player->rb.co, w->state.prev_pos );
271
272 if( w->state.activity == k_walk_activity_immobile )
273 return;
274
275 w->collider.height = 2.0f;
276 w->collider.radius = 0.3f;
277
278 m4x3f mtx;
279 m3x3_identity( mtx );
280 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
281
282 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
283
284 rb_ct manifold[64];
285 int len;
286
287 float yaw = player->angles[0];
288
289 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
290 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
291
292 v2f walk = { player->input_walkh->axis.value,
293 player->input_walkv->axis.value };
294
295 if( v2_length2(walk) > 0.001f )
296 v2_normalize_clamp( walk );
297
298 w->move_speed = v2_length( walk );
299
300 /*
301 * Collision detection
302 */
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 );
307
308 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
309 w->state.activity = k_walk_activity_air;
310
311 for( int i=0; i<len; i++ )
312 {
313 struct contact *ct = &manifold[i];
314 rb_debug_contact( ct );
315
316 if( player_walk_normal_standable( ct->n ) )
317 {
318 w->state.activity = k_walk_activity_ground;
319 v3_add( surface_avg, ct->n, surface_avg );
320 }
321
322 rb_prepare_contact( ct );
323 }
324
325 /*
326 * Move & Friction
327 */
328 float accel_speed = 0.0f, nominal_speed = 0.0f;
329 v3f movedir;
330 v3_muls( right_dir, walk[0], movedir );
331 v3_muladds( movedir, forward_dir, walk[1], movedir );
332
333 if( w->state.activity == k_walk_activity_ground )
334 {
335 v3_normalize( surface_avg );
336
337 v3f tx, ty;
338 rb_tangent_basis( surface_avg, tx, ty );
339
340 if( v2_length2(walk) > 0.001f )
341 {
342 /* clip movement to the surface */
343 float d = v3_dot(surface_avg,movedir);
344 v3_muladds( movedir, surface_avg, -d, movedir );
345 }
346
347 accel_speed = k_walk_accel;
348 nominal_speed = k_walkspeed;
349
350 /* jump */
351 if( player->input_jump->button.value )
352 {
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;
357 }
358 else
359 {
360 player_friction( player->rb.v );
361
362 struct world_material *surface_mat = world_contact_material(manifold);
363 w->surface = surface_mat->info.surface_prop;
364 }
365 }
366 else
367 {
368 accel_speed = k_walk_air_accel;
369 nominal_speed = k_airspeed;
370 }
371
372 if( v2_length2(walk) > 0.001f )
373 {
374 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
375 v3_normalize( movedir );
376 }
377
378 /*
379 * Resolve velocity constraints
380 */
381 for( int j=0; j<5; j++ )
382 {
383 for( int i=0; i<len; i++ )
384 {
385 struct contact *ct = &manifold[i];
386
387 /*normal */
388 float vn = -v3_dot( player->rb.v, ct->n );
389
390 float temp = ct->norm_impulse;
391 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
392 vn = ct->norm_impulse - temp;
393
394 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
395 }
396 }
397
398 /*
399 * Depenetrate
400 */
401 v3f dt;
402 v3_zero( dt );
403 for( int j=0; j<8; j++ )
404 {
405 for( int i=0; i<len; i++ )
406 {
407 struct contact *ct = &manifold[i];
408
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;
412
413 v3_muladds( dt, ct->n, apply, dt );
414 }
415 }
416 v3_add( dt, player->rb.co, player->rb.co );
417
418 /* TODO: Stepping......
419 *
420 * ideas; walkgrid style steps
421 */
422 #if 0
423 if( w->state.activity == k_walk_activity_ground )
424 {
425 /* step */
426 float max_dist = 0.4f;
427
428 v3f pa, pb;
429 v3_copy( player->rb.co, pa );
430 pa[1] += w->collider.radius + max_dist;
431
432 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
433 vg_line( pa, pb, 0xff000000 );
434
435 v3f n;
436 float t;
437 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
438 {
439 if( player_walk_normal_standable( n ) )
440 {
441 v3_lerp( pa, pb, t, player->rb.co );
442 player->rb.co[1] -= w->collider.radius;
443 }
444 }
445 }
446 #endif
447
448
449 /* integrate */
450 if( w->state.activity == k_walk_activity_air )
451 player->rb.v[1] += -k_gravity * k_rb_delta;
452
453 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
454
455
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 );
458
459 /*
460 * CCD routine
461 * ---------------------------------------------------
462 *
463 */
464 v3f lwr_prev,
465 lwr_now,
466 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
467
468 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
469 v3_add( lwr_offs, player->rb.co, lwr_now );
470
471 v3f movedelta;
472 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
473
474 float movedist = v3_length( movedelta );
475
476 if( movedist > 0.3f )
477 {
478 float t, sr = w->collider.radius-0.04f;
479 v3f n;
480
481 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
482 {
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 );
486
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 );
489 }
490 }
491
492 teleport_gate *gate;
493 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
494 {
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 );
498
499 w->state_gate_storage = w->state;
500 player__pass_gate( player, gate );
501 }
502 }
503
504 VG_STATIC void player__walk_post_update( player_instance *player )
505 {
506 struct player_walk *w = &player->_walk;
507
508 m4x3f mtx;
509 m3x3_identity( mtx );
510 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
511
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 );
515
516
517 /* Calculate header */
518 v3f xy_speed, v;
519
520 v3_copy( player->rb.v, xy_speed );
521 xy_speed[1] = 0.0f;
522
523 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
524 {
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 );
527 }
528
529 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
530 v3f p1;
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 );
535
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 );
538
539
540 float a = player_get_heading_yaw( player );
541 p1[0] = sinf( a );
542 p1[1] = 0.0f;
543 p1[2] = cosf( a );
544
545 v3_add( player->rb.co, p1, p1 );
546 vg_line( player->rb.co, p1, VG__PINK );
547 }
548
549 VG_STATIC void player__walk_animate( player_instance *player,
550 player_animation *dest )
551 {
552 struct player_walk *w = &player->_walk;
553 struct skeleton *sk = &player->playeravatar->sk;
554
555 {
556 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
557 rate;
558
559 if( w->state.activity == k_walk_activity_air )
560 rate = 2.4f;
561 else
562 rate = 9.0f;
563
564 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
565 w->blend_run = vg_lerpf( w->blend_run,
566 w->move_speed *
567 (1.0f + player->input_walk->button.value*0.5f),
568 2.0f*vg.time_delta );
569 }
570
571 player_pose apose, bpose;
572
573 if( w->move_speed > 0.025f )
574 {
575 /* TODO move */
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 );
579
580 w->walk_timer += walk_adv * vg.time_delta;
581 }
582 else
583 {
584 w->walk_timer = 0.0f;
585 }
586
587 float walk_norm = (float)w->anim_walk->length/30.0f,
588 run_norm = (float)w->anim_run->length/30.0f,
589 t = w->walk_timer,
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 );
592
593 /* walk/run */
594 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
595 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
596
597 skeleton_lerp_pose( sk, apose, bpose, l, apose );
598
599 /* idle */
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 );
602
603 /* air */
604 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
605 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
606
607 /* Create transform */
608 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
609
610 float walk_yaw = player_get_heading_yaw( player );
611
612 if( w->state.outro_anim )
613 {
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;
619
620 /* TODO: Compression */
621 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
622 outro_time, bpose );
623 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
624
625 if( w->state.outro_type == k_walk_outro_drop_in )
626 {
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 );
636
637 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
638 w->state.drop_in_angle, step_t );
639
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 );
643
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 );
648
649 v3f anchored_pos;
650 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
651
652 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
653 1.0f-commit_t,
654 dest->pose[ av->id_ik_foot_r-1 ].co );
655
656
657 /* the drop in bit */
658 if( step_t >= 1.0f )
659 {
660 v4f final_q;
661 v3f axis;
662 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
663 v3_normalize( axis );
664
665 float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
666
667 q_axis_angle( final_q, axis, a );
668 q_mul( final_q, dest->root_q, dest->root_q );
669
670 float l = dop_t * 0.5f,
671 heading_angle = w->state.drop_in_angle;
672
673 v3f overhang;
674 overhang[0] = sinf( heading_angle ) * l;
675 overhang[1] = 0.28f * l;
676 overhang[2] = cosf( heading_angle ) * l;
677
678 q_mulv( final_q, overhang, overhang );
679
680 v3f overhang_pos;
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 );
685 }
686 return;
687 }
688 else
689 {
690 v3_muladds( dest->root_co, player->rb.to_world[1],
691 -0.28f * outro_t, dest->root_co );
692 }
693 }
694 else
695 {
696 skeleton_copy_pose( sk, apose, dest->pose );
697 }
698
699 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
700 }
701
702 VG_STATIC void player__walk_post_animate( player_instance *player )
703 {
704 /*
705 * Camera
706 */
707 struct player_walk *w = &player->_walk;
708 struct player_avatar *av = player->playeravatar;
709
710 if( w->state.outro_anim )
711 {
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;
716
717 player->cam_velocity_influence = outro_t;
718 }
719 else
720 player->cam_velocity_influence = 0.0f;
721 }
722
723
724 VG_STATIC void player__walk_im_gui( player_instance *player )
725 {
726 struct player_walk *w = &player->_walk;
727 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
728 player->rb.v[1],
729 player->rb.v[2] );
730 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
731 player->rb.co[1],
732 player->rb.co[2] );
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] );
739
740 if( w->state.outro_anim )
741 {
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 );
746 }
747 }
748
749 VG_STATIC void player__walk_bind( player_instance *player )
750 {
751 struct player_walk *w = &player->_walk;
752 struct player_avatar *av = player->playeravatar;
753 struct skeleton *sk = &av->sk;
754
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" );
761 }
762
763 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
764 {
765 struct player_walk *w = &player->_walk;
766 w->state.activity = k_walk_activity_air;
767
768 v3f fwd = { 0.0f, 0.0f, 1.0f };
769 q_mulv( player->rb.q, fwd, fwd );
770
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 );
774 }
775
776 #endif /* PLAYER_DEVICE_WALK_H */