stepping
[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( player->basis[1], 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 float player_xyspeed2( player_instance *player )
18 {
19 v3f xy;
20 v3_muladds( player->rb.v, player->basis[1],
21 -v3_dot( player->basis[1], player->rb.v ), xy );
22
23 return v3_length2(xy);
24 }
25
26 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
27 enum skate_activity init,
28 float yaw )
29 {
30 player->subsystem = k_player_subsystem_skate;
31
32 struct player_walk *w = &player->_walk;
33 struct player_skate *s = &player->_skate;
34
35 v3f v;
36
37 if( player_xyspeed2(player) < 0.1f * 0.1f )
38 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
39 else
40 v3_copy( player->rb.v, v );
41
42 s->state.activity_prev = k_skate_activity_ground;
43 s->state.activity = init;
44
45 v3f dir;
46 v3_copy( v, dir );
47 v3_normalize( dir );
48 m3x3_mulv( player->invbasis, dir, dir );
49
50 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
51 q_mul( player->qbasis, player->rb.q, player->rb.q );
52 q_normalize( player->rb.q );
53
54 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
55 v3_add( s->state.cog, player->rb.co, s->state.cog );
56
57 v3_copy( v, s->state.cog_v );
58 v3_copy( v, player->rb.v );
59
60 player__skate_reset_animator( player );
61 player__skate_clear_mechanics( player );
62 rb_update_transform( &player->rb );
63 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
64
65 if( init == k_skate_activity_air )
66 player__approximate_best_trajectory( player );
67 }
68
69 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
70 {
71 player->subsystem = k_player_subsystem_skate;
72
73 struct player_walk *w = &player->_walk;
74 struct player_skate *s = &player->_skate;
75 s->state.activity_prev = k_skate_activity_ground;
76 s->state.activity = k_skate_activity_ground;
77
78 player__skate_clear_mechanics( player );
79 player__skate_reset_animator( player );
80
81 v3f init_velocity;
82 player_walk_drop_in_vector( player, init_velocity );
83
84 rb_update_transform( &player->rb );
85 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
86 v3_copy( init_velocity, s->state.cog_v );
87 v3_copy( init_velocity, player->rb.v );
88 v3_copy( init_velocity, player->cam_velocity_smooth );
89 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
90 }
91
92 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
93 float t,
94 v3f co, v4f q )
95 {
96 struct player_walk *w = &player->_walk;
97
98 v3f axis;
99 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
100 v3_normalize( axis );
101
102 float a = acosf( w->state.drop_in_normal[1] ) * t;
103
104 q_axis_angle( q, axis, a );
105
106 float l = t * 0.5f,
107 heading_angle = w->state.drop_in_angle;
108
109 v3f overhang;
110 overhang[0] = sinf( heading_angle ) * l;
111 overhang[1] = 0.28f * l;
112 overhang[2] = cosf( heading_angle ) * l;
113
114 q_mulv( q, overhang, overhang );
115 v3_add( w->state.drop_in_target, overhang, co );
116 }
117
118 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
119 {
120 struct player_walk *w = &player->_walk;
121 world_instance *world = get_active_world();
122
123 v3f dir, center;
124 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
125 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
126
127 ray_hit samples[20];
128 int sample_count = 0;
129
130 for( int i=0; i<20; i ++ )
131 {
132 float t = (float)i * (1.0f/19.0f),
133 s = sinf( t * VG_PIf * 0.25f ),
134 c = cosf( t * VG_PIf * 0.25f );
135
136 v3f ray_dir, pos;
137 v3_muls ( player->rb.to_world[1], -c, ray_dir );
138 v3_muladds( ray_dir, dir, -s, ray_dir );
139 v3_muladds( center, ray_dir, -2.0f, pos );
140
141 ray_hit *ray = &samples[ sample_count ];
142 ray->dist = 2.0f;
143
144 if( ray_world( world, pos, ray_dir, ray ) )
145 {
146 vg_line( pos, ray->pos, VG__RED );
147 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
148
149 sample_count ++;
150 }
151 }
152
153 float min_a = 0.70710678118654752f;
154 ray_hit *candidate = NULL;
155
156 if( sample_count >= 2 )
157 {
158 for( int i=0; i<sample_count-1; i++ )
159 {
160 ray_hit *s0 = &samples[i],
161 *s1 = &samples[i+1];
162
163 float a = v3_dot( s0->normal, s1->normal );
164
165 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
166 {
167 min_a = a;
168 candidate = s0;
169 }
170 }
171 }
172
173 if( candidate )
174 {
175 v4f pa, pb, pc;
176
177 ray_hit *s0 = candidate,
178 *s1 = candidate+1;
179
180 vg_line( s0->pos, s1->pos, VG__WHITE );
181
182 v3_copy( s0->normal, pa );
183 v3_copy( s1->normal, pb );
184 v3_cross( player->rb.to_world[1], dir, pc );
185 v3_normalize( pc );
186
187 pa[3] = v3_dot( pa, s0->pos );
188 pb[3] = v3_dot( pb, s1->pos );
189 pc[3] = v3_dot( pc, player->rb.co );
190
191 v3f edge;
192 if( plane_intersect3( pa, pb, pc, edge ) )
193 {
194 v3_copy( edge, w->state.drop_in_target );
195 v3_copy( s1->normal, w->state.drop_in_normal );
196 v3_copy( player->rb.co, w->state.drop_in_start );
197
198 w->state.drop_in_start_angle = player_get_heading_yaw( player );
199 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
200 w->state.drop_in_normal[2] );
201
202 /* TODO: scan multiple of these? */
203 v3f oco;
204 v4f oq;
205 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
206
207 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
208 vb = {0.0f,0.0f, k_board_length + 0.3f};
209
210 q_mulv( oq, va, va );
211 q_mulv( oq, vb, vb );
212 v3_add( oco, va, va );
213 v3_add( oco, vb, vb );
214
215 v3f v0;
216 v3_sub( vb, va, v0 );
217 v3_normalize( v0 );
218
219 ray_hit ray;
220 ray.dist = k_board_length*2.0f + 0.6f;
221
222 if( ray_world( world, va, v0, &ray ) )
223 {
224 vg_line( va, vb, VG__RED );
225 vg_line_pt3( ray.pos, 0.1f, VG__RED );
226 vg_error( "invalidated\n" );
227 return 0;
228 }
229
230 v3_muls( v0, -1.0f, v0 );
231 if( ray_world( world, vb, v0, &ray ) )
232 {
233 vg_line( va, vb, VG__RED );
234 vg_line_pt3( ray.pos, 0.1f, VG__RED );
235 vg_error( "invalidated\n" );
236 return 0;
237 }
238
239 player_walk_drop_in_vector( player, player->rb.v );
240 return 1;
241 }
242 else
243 {
244 vg_error( "failed to find intersection of drop in\n" );
245 }
246 }
247
248 return 0;
249 }
250
251 VG_STATIC void player__walk_pre_update( player_instance *player )
252 {
253 struct player_walk *w = &player->_walk;
254
255 if( w->state.activity != k_walk_activity_immobile )
256 player_look( player, player->angles );
257
258 if( w->state.outro_anim )
259 {
260 float outro_length = (float)w->state.outro_anim->length /
261 w->state.outro_anim->rate,
262 outro_time = vg.time - w->state.outro_start_time;
263
264 if( outro_time >= outro_length )
265 {
266 w->state.outro_anim = NULL;
267 if( w->state.outro_type == k_walk_outro_drop_in )
268 {
269 player_walk_drop_in_to_skate( player );
270 }
271 else if( w->state.outro_type == k_walk_outro_jump_to_air )
272 {
273 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
274 }
275 else
276 {
277 player_walk_generic_to_skate( player,
278 k_skate_activity_ground, 1.0f );
279 }
280
281 return;
282 }
283 }
284 else if( vg_input_button_down( player->input_use ) )
285 {
286 if( w->state.activity == k_walk_activity_ground )
287 {
288 if( player_walk_scan_for_drop_in( player ) )
289 {
290 w->state.outro_type = k_walk_outro_drop_in;
291 w->state.outro_anim = w->anim_drop_in;
292 w->state.outro_start_time = vg.time;
293 w->state.activity = k_walk_activity_immobile;
294
295 struct player_avatar *av = player->playeravatar;
296 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
297 av->sk.bones[ av->id_ik_foot_r ].co,
298 w->state.drop_in_foot_anchor );
299 }
300 else
301 {
302 w->state.outro_type = k_walk_outro_regular;
303 w->state.outro_anim = w->anim_intro;
304 w->state.outro_start_time = vg.time;
305 w->state.activity = k_walk_activity_lockedmove;
306
307 if( player_xyspeed2(player) < 0.1f * 0.1f )
308 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
309 }
310 }
311 else
312 {
313 w->state.outro_type = k_walk_outro_jump_to_air;
314 w->state.outro_anim = w->anim_jump_to_air;
315 w->state.outro_start_time = vg.time;
316 return;
317 }
318 }
319 }
320
321 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
322 {
323 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
324 }
325
326 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
327 {
328 float currentspeed = v3_dot( v, movedir ),
329 addspeed = speed - currentspeed;
330
331 if( addspeed <= 0 )
332 return;
333
334 float accelspeed = accel * k_rb_delta * speed;
335
336 if( accelspeed > addspeed )
337 accelspeed = addspeed;
338
339 v3_muladds( v, movedir, accelspeed, v );
340 }
341
342 VG_STATIC void player_friction( v3f v )
343 {
344 float speed = v3_length( v ),
345 drop = 0.0f,
346 control = vg_maxf( speed, k_stopspeed );
347
348 if( speed < 0.04f )
349 return;
350
351 drop += control * k_walk_friction * k_rb_delta;
352
353 float newspeed = vg_maxf( 0.0f, speed - drop );
354 newspeed /= speed;
355
356 v3_muls( v, newspeed, v );
357 }
358
359 VG_STATIC void player__walk_update( player_instance *player )
360 {
361 struct player_walk *w = &player->_walk;
362 v3_copy( player->rb.co, w->state.prev_pos );
363
364 enum walk_activity prev_state = w->state.activity;
365
366 if( w->state.activity == k_walk_activity_immobile )
367 return;
368
369 w->collider.height = 2.0f;
370 w->collider.radius = 0.3f;
371
372 m4x3f mtx;
373 m3x3_copy( player->rb.to_world, mtx );
374 v3_add( player->rb.co, player->basis[1], mtx[3] );
375
376 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
377
378 rb_ct manifold[64];
379 int len;
380
381 float yaw = player->angles[0];
382
383 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
384 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
385
386 m3x3_mulv( player->basis, forward_dir, forward_dir );
387 m3x3_mulv( player->basis, right_dir, right_dir );
388
389
390 v2f walk = { player->input_walkh->axis.value,
391 player->input_walkv->axis.value };
392
393 if( v2_length2(walk) > 0.001f )
394 v2_normalize_clamp( walk );
395
396 w->move_speed = v2_length( walk );
397 world_instance *world = get_active_world();
398
399 /*
400 * Collision detection
401 */
402
403 len = rb_capsule__scene( mtx, &w->collider, NULL,
404 &world->rb_geo.inf.scene, manifold );
405 rb_manifold_filter_coplanar( manifold, len, 0.01f );
406 len = rb_manifold_apply_filtered( manifold, len );
407
408 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
409
410 if( w->state.activity != k_walk_activity_lockedmove )
411 w->state.activity = k_walk_activity_air;
412
413 w->surface = k_surface_prop_concrete;
414
415 for( int i=0; i<len; i++ ){
416 struct contact *ct = &manifold[i];
417 rb_debug_contact( ct );
418
419 if( player_walk_normal_standable( player, ct->n ) ){
420 if( w->state.activity != k_walk_activity_lockedmove )
421 w->state.activity = k_walk_activity_ground;
422
423 v3_add( surface_avg, ct->n, surface_avg );
424
425 struct world_surface *surf = world_contact_surface( world, ct );
426 if( surf->info.surface_prop > w->surface )
427 w->surface = surf->info.surface_prop;
428 }
429
430 rb_prepare_contact( ct, k_rb_delta );
431 }
432
433 /*
434 * Move & Friction
435 */
436 float accel_speed = 0.0f, nominal_speed = 0.0f;
437 v3f movedir;
438 v3_muls( right_dir, walk[0], movedir );
439 v3_muladds( movedir, forward_dir, walk[1], movedir );
440
441 if( w->state.activity == k_walk_activity_ground ){
442 v3_normalize( surface_avg );
443
444 v3f tx, ty;
445 rb_tangent_basis( surface_avg, tx, ty );
446
447 if( v2_length2(walk) > 0.001f ){
448 /* clip movement to the surface */
449 float d = v3_dot(surface_avg,movedir);
450 v3_muladds( movedir, surface_avg, -d, movedir );
451 }
452
453 accel_speed = k_walk_accel;
454 nominal_speed = k_walkspeed;
455
456 /* jump */
457 if( player->input_jump->button.value ){
458 float d = v3_dot( player->basis[1], player->rb.v );
459 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
460 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
461 w->state.activity = k_walk_activity_air;
462 prev_state = k_walk_activity_air;
463 accel_speed = k_walk_air_accel;
464 nominal_speed = k_airspeed;
465 }
466 else{
467 player_friction( player->rb.v );
468 }
469 }
470 else{
471 accel_speed = k_walk_air_accel;
472 nominal_speed = k_airspeed;
473 }
474
475 if( v2_length2(walk) > 0.001f ){
476 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
477 v3_normalize( movedir );
478 }
479
480 /*
481 * Resolve velocity constraints
482 */
483 for( int j=0; j<5; j++ ){
484 for( int i=0; i<len; i++ ){
485 struct contact *ct = &manifold[i];
486
487 /*normal */
488 float vn = -v3_dot( player->rb.v, ct->n );
489
490 float temp = ct->norm_impulse;
491 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
492 vn = ct->norm_impulse - temp;
493
494 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
495 }
496 }
497
498 /* stepping */
499 if( w->state.activity == k_walk_activity_ground||
500 prev_state == k_walk_activity_ground ){
501 float max_dist = 0.4f;
502
503 v3f pa, pb;
504 v3_copy( player->rb.co, pa );
505 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
506 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
507 vg_line( pa, pb, 0xff000000 );
508
509 v3f n;
510 float t;
511 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
512 if( player_walk_normal_standable( player, n ) ){
513 v3_lerp( pa, pb, t, player->rb.co );
514 v3_muladds( player->rb.co, player->basis[1],
515 -w->collider.radius - k_penetration_slop,
516 player->rb.co );
517 w->state.activity = k_walk_activity_ground;
518
519 float d = -v3_dot(n,player->rb.v),
520 g = -k_gravity * k_rb_delta;
521 v3_muladds( player->rb.v, n, d, player->rb.v );
522 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
523 }
524 }
525 }
526
527 /*
528 * Depenetrate
529 */
530 v3f dt;
531 rb_depenetrate( manifold, len, dt );
532 v3_add( dt, player->rb.co, player->rb.co );
533
534 /* integrate */
535 if( w->state.activity == k_walk_activity_air ){
536 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
537 player->rb.v );
538 }
539
540 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
541 v3_add( player->rb.co, player->basis[1], mtx[3] );
542 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
543
544 /*
545 * CCD routine
546 * ---------------------------------------------------
547 *
548 */
549 v3f lwr_prev,
550 lwr_now,
551 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
552
553 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
554 v3_add( lwr_offs, player->rb.co, lwr_now );
555
556 v3f movedelta;
557 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
558
559 float movedist = v3_length( movedelta );
560
561 if( movedist > 0.3f ){
562 float t, sr = w->collider.radius-0.04f;
563 v3f n;
564
565 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
566 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
567 player->rb.co[1] -= w->collider.radius;
568 rb_update_transform( &player->rb );
569
570 v3_add( player->rb.co, player->basis[1], mtx[3] );
571 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
572 }
573 }
574
575 ent_gate *gate =
576 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
577 if( gate ){
578 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
579 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
580
581 v4f transport_rotation;
582 m3x3_q( gate->transport, transport_rotation );
583 q_mul( transport_rotation, player->rb.q, player->rb.q );
584
585 rb_update_transform( &player->rb );
586
587 w->state_gate_storage = w->state;
588 player__pass_gate( player, gate );
589 }
590 }
591
592 VG_STATIC void player__walk_post_update( player_instance *player )
593 {
594 struct player_walk *w = &player->_walk;
595
596 m4x3f mtx;
597 m3x3_copy( player->rb.to_world, mtx );
598 v3_add( player->rb.co, player->basis[1], mtx[3] );
599
600 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
601 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
602 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
603
604
605 /* Calculate header */
606 v3f v;
607 if( player_xyspeed2(player) > 0.1f*0.1f )
608 {
609 v3f v_xy;
610 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
611 float a = atan2f( v_xy[0], v_xy[2] );
612
613 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
614 q_mul( player->qbasis, player->rb.q, player->rb.q );
615 q_normalize( player->rb.q );
616 }
617
618 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
619 v3f p1;
620 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
621 vg_line( w->state.drop_in_target, p1, VG__GREEN );
622 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
623 vg_line( w->state.drop_in_target, p1, VG__GREEN );
624
625 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
626 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
627
628
629 float a = player_get_heading_yaw( player );
630 p1[0] = sinf( a );
631 p1[1] = 0.0f;
632 p1[2] = cosf( a );
633 m3x3_mulv( player->basis, p1, p1 );
634
635 v3_add( player->rb.co, p1, p1 );
636 vg_line( player->rb.co, p1, VG__PINK );
637
638
639 int walk_phase = 0;
640 if( vg_fractf(w->walk_timer) > 0.5f )
641 walk_phase = 1;
642 else
643 walk_phase = 0;
644
645 if( (w->step_phase != walk_phase) &&
646 (w->state.activity == k_walk_activity_ground ) )
647 {
648 audio_lock();
649 if( w->surface == k_surface_prop_concrete ){
650 audio_oneshot_3d(
651 &audio_footsteps[rand()%vg_list_size(audio_footsteps)],
652 player->rb.co, 40.0f, 1.0f
653 );
654 }
655 else if( w->surface == k_surface_prop_grass ){
656 audio_oneshot_3d(
657 &audio_footsteps_grass[rand()%vg_list_size(audio_footsteps_grass)],
658 player->rb.co, 40.0f, 1.0f
659 );
660 }
661 else if( w->surface == k_surface_prop_wood ){
662 audio_oneshot_3d(
663 &audio_footsteps_wood[rand()%vg_list_size(audio_footsteps_wood)],
664 player->rb.co, 40.0f, 1.0f
665 );
666 }
667 audio_unlock();
668 }
669
670 w->step_phase = walk_phase;
671 }
672
673 VG_STATIC void player__walk_animate( player_instance *player,
674 player_animation *dest )
675 {
676 struct player_walk *w = &player->_walk;
677 struct skeleton *sk = &player->playeravatar->sk;
678
679 {
680 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
681 rate;
682
683 if( w->state.activity == k_walk_activity_air )
684 rate = 2.4f;
685 else
686 rate = 9.0f;
687
688 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
689 w->blend_run = vg_lerpf( w->blend_run,
690 w->move_speed *
691 (1.0f + player->input_walk->button.value*0.5f),
692 2.0f*vg.time_delta );
693 }
694
695 player_pose apose, bpose;
696
697 if( w->move_speed > 0.025f ){
698 /* TODO move */
699 float walk_norm = 30.0f/(float)w->anim_walk->length,
700 run_norm = 30.0f/(float)w->anim_run->length,
701 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
702
703 w->walk_timer += walk_adv * vg.time_delta;
704 }
705 else{
706 w->walk_timer = 0.0f;
707 }
708
709 float walk_norm = (float)w->anim_walk->length/30.0f,
710 run_norm = (float)w->anim_run->length/30.0f,
711 t = w->walk_timer,
712 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
713 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
714
715 /* walk/run */
716 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
717 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
718
719 skeleton_lerp_pose( sk, apose, bpose, l, apose );
720
721 /* idle */
722 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
723 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
724
725 /* air */
726 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
727 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
728
729 /* Create transform */
730 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
731
732 float walk_yaw = player_get_heading_yaw( player );
733
734 if( w->state.outro_anim ){
735 struct player_avatar *av = player->playeravatar;
736 float outro_length = (float)w->state.outro_anim->length /
737 w->state.outro_anim->rate,
738 outro_time = vg.time - w->state.outro_start_time,
739 outro_t = outro_time / outro_length;
740
741 /* TODO: Compression */
742 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
743 outro_time, bpose );
744 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
745
746 if( w->state.outro_type == k_walk_outro_drop_in ){
747 float inv_rate = 1.0f / w->state.outro_anim->rate,
748 anim_frames = w->state.outro_anim->length * inv_rate,
749 step_frames = 12.0f * inv_rate,
750 commit_frames = 6.0f * inv_rate,
751 drop_frames = anim_frames - step_frames,
752 step_t = vg_minf( 1.0f, outro_time / step_frames ),
753 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
754 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
755 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
756
757 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
758 w->state.drop_in_angle, step_t );
759
760 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
761 step_t, player->rb.co );
762 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
763
764 m4x3f transform, inverse;
765 q_m3x3( dest->root_q, transform );
766 v3_copy( dest->root_co, transform[3] );
767 m4x3_invert_affine( transform, inverse );
768
769 v3f anchored_pos;
770 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
771
772 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
773 1.0f-commit_t,
774 dest->pose[ av->id_ik_foot_r-1 ].co );
775
776
777 /* the drop in bit */
778 if( step_t >= 1.0f ){
779 v4f final_q;
780 player_walk_drop_in_overhang_transform( player, dop_t,
781 player->rb.co, final_q );
782 q_mul( final_q, dest->root_q, dest->root_q );
783
784 v4_copy( dest->root_q, player->rb.q );
785 v3_muladds( dest->root_co, player->rb.to_world[1],
786 -0.1f * dop_t, dest->root_co );
787
788 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
789 player->holdout_time = 1.0f;
790 }
791 return;
792 }
793 else{
794 v3_muladds( dest->root_co, player->rb.to_world[1],
795 -0.1f * outro_t, dest->root_co );
796
797 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
798 player->holdout_time = 1.0f;
799 }
800 }
801 else{
802 skeleton_copy_pose( sk, apose, dest->pose );
803 }
804
805 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
806 q_mul( player->qbasis, dest->root_q, dest->root_q );
807 q_normalize( dest->root_q );
808 }
809
810 VG_STATIC void player__walk_post_animate( player_instance *player )
811 {
812 /*
813 * Camera
814 */
815 struct player_walk *w = &player->_walk;
816 struct player_avatar *av = player->playeravatar;
817
818 if( w->state.outro_anim )
819 {
820 float outro_length = (float)w->state.outro_anim->length /
821 w->state.outro_anim->rate,
822 outro_time = vg.time - w->state.outro_start_time,
823 outro_t = outro_time / outro_length;
824
825 player->cam_velocity_influence = outro_t;
826 }
827 else
828 player->cam_velocity_influence = 0.0f;
829 }
830
831
832 VG_STATIC void player__walk_im_gui( player_instance *player )
833 {
834 struct player_walk *w = &player->_walk;
835 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
836 player->rb.v[1],
837 player->rb.v[2] );
838 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
839 player->rb.co[1],
840 player->rb.co[2] );
841 player__debugtext( 1, "activity: %s\n",
842 (const char *[]){ "k_walk_activity_air",
843 "k_walk_activity_ground",
844 "k_walk_activity_sleep",
845 "k_walk_activity_immobile",
846 "k_walk_activity_lockedmove" }
847 [w->state.activity] );
848 player__debugtext( 1, "surface: %s\n",
849 (const char *[]){ "concrete",
850 "wood",
851 "grass",
852 "tiles",
853 "metal" }
854 [w->surface] );
855
856 if( w->state.outro_anim ){
857 float outro_length = (float)w->state.outro_anim->length /
858 w->state.outro_anim->rate,
859 outro_time = vg.time - w->state.outro_start_time;
860 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
861 }
862 }
863
864 VG_STATIC void player__walk_bind( player_instance *player )
865 {
866 struct player_walk *w = &player->_walk;
867 struct player_avatar *av = player->playeravatar;
868 struct skeleton *sk = &av->sk;
869
870 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
871 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
872 w->anim_run = skeleton_get_anim( sk, "run+y" );
873 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
874 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
875 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
876 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
877 }
878
879 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
880 {
881 struct player_walk *w = &player->_walk;
882 w->state.activity = k_walk_activity_air;
883
884 v3f fwd = { 0.0f, 0.0f, 1.0f };
885 q_mulv( player->rb.q, fwd, fwd );
886 m3x3_mulv( player->invbasis, fwd, fwd );
887
888 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
889 q_mul( player->qbasis, player->rb.q, player->rb.q );
890 q_normalize( player->rb.q );
891
892 rb_update_transform( &player->rb );
893 }
894
895 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
896 {
897 struct player_walk *w = &player->_walk;
898 w->state.activity = k_walk_activity_air;
899 w->state.outro_type = k_walk_outro_none;
900 w->state.outro_anim = NULL;
901 w->state.outro_start_time = 0.0;
902 }
903
904 #endif /* PLAYER_DEVICE_WALK_H */