the pain is gone
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5 #include "input.h"
6
7 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
8 {
9 struct player_walk *w = &player->_walk;
10
11 v3f axis, init_dir;
12 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
13 v3_cross( axis, w->state.drop_in_normal, init_dir );
14 v3_normalize( init_dir );
15 v3_muls( init_dir, 7.0f, vec );
16 }
17
18 VG_STATIC float player_xyspeed2( player_instance *player )
19 {
20 v3f xy;
21 v3_muladds( player->rb.v, player->basis[1],
22 -v3_dot( player->basis[1], player->rb.v ), xy );
23
24 return v3_length2(xy);
25 }
26
27 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
28 enum skate_activity init,
29 float yaw )
30 {
31 player->subsystem = k_player_subsystem_skate;
32
33 struct player_walk *w = &player->_walk;
34 struct player_skate *s = &player->_skate;
35
36 v3f v;
37
38 if( player_xyspeed2(player) < 0.1f * 0.1f )
39 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
40 else
41 v3_copy( player->rb.v, v );
42
43 s->state.activity_prev = k_skate_activity_ground;
44 s->state.activity = init;
45
46 v3f dir;
47 v3_copy( v, dir );
48 v3_normalize( dir );
49 m3x3_mulv( player->invbasis, dir, dir );
50
51 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
52 q_mul( player->qbasis, player->rb.q, player->rb.q );
53 q_normalize( player->rb.q );
54
55 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
56 v3_add( s->state.cog, player->rb.co, s->state.cog );
57
58 v3_copy( v, s->state.cog_v );
59 v3_copy( v, player->rb.v );
60
61 player__skate_reset_animator( player );
62 player__skate_clear_mechanics( player );
63 rb_update_transform( &player->rb );
64 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
65
66 if( init == k_skate_activity_air )
67 player__approximate_best_trajectory( player );
68 }
69
70 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
71 {
72 player->subsystem = k_player_subsystem_skate;
73
74 struct player_walk *w = &player->_walk;
75 struct player_skate *s = &player->_skate;
76 s->state.activity_prev = k_skate_activity_ground;
77 s->state.activity = k_skate_activity_ground;
78
79 player__skate_clear_mechanics( player );
80 player__skate_reset_animator( player );
81
82 v3f init_velocity;
83 player_walk_drop_in_vector( player, init_velocity );
84
85 rb_update_transform( &player->rb );
86 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
87 v3_copy( init_velocity, s->state.cog_v );
88 v3_copy( init_velocity, player->rb.v );
89 v3_copy( init_velocity, player->cam_velocity_smooth );
90 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
91 }
92
93 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
94 float t,
95 v3f co, v4f q )
96 {
97 struct player_walk *w = &player->_walk;
98
99 v3f axis;
100 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
101 v3_normalize( axis );
102
103 float a = acosf( w->state.drop_in_normal[1] ) * t;
104
105 q_axis_angle( q, axis, a );
106
107 float l = t * 0.5f,
108 heading_angle = w->state.drop_in_angle;
109
110 v3f overhang;
111 overhang[0] = sinf( heading_angle ) * l;
112 overhang[1] = 0.28f * l;
113 overhang[2] = cosf( heading_angle ) * l;
114
115 q_mulv( q, overhang, overhang );
116 v3_add( w->state.drop_in_target, overhang, co );
117 }
118
119 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
120 {
121 struct player_walk *w = &player->_walk;
122 world_instance *world = get_active_world();
123
124 v3f dir, center;
125 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
126 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
127
128 ray_hit samples[20];
129 int sample_count = 0;
130
131 for( int i=0; i<20; i ++ )
132 {
133 float t = (float)i * (1.0f/19.0f),
134 s = sinf( t * VG_PIf * 0.25f ),
135 c = cosf( t * VG_PIf * 0.25f );
136
137 v3f ray_dir, pos;
138 v3_muls ( player->rb.to_world[1], -c, ray_dir );
139 v3_muladds( ray_dir, dir, -s, ray_dir );
140 v3_muladds( center, ray_dir, -2.0f, pos );
141
142 ray_hit *ray = &samples[ sample_count ];
143 ray->dist = 2.0f;
144
145 if( ray_world( world, pos, ray_dir, ray ) )
146 {
147 vg_line( pos, ray->pos, VG__RED );
148 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
149
150 sample_count ++;
151 }
152 }
153
154 float min_a = 0.70710678118654752f;
155 ray_hit *candidate = NULL;
156
157 if( sample_count >= 2 )
158 {
159 for( int i=0; i<sample_count-1; i++ )
160 {
161 ray_hit *s0 = &samples[i],
162 *s1 = &samples[i+1];
163
164 float a = v3_dot( s0->normal, s1->normal );
165
166 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
167 {
168 min_a = a;
169 candidate = s0;
170 }
171 }
172 }
173
174 if( candidate )
175 {
176 v4f pa, pb, pc;
177
178 ray_hit *s0 = candidate,
179 *s1 = candidate+1;
180
181 vg_line( s0->pos, s1->pos, VG__WHITE );
182
183 v3_copy( s0->normal, pa );
184 v3_copy( s1->normal, pb );
185 v3_cross( player->rb.to_world[1], dir, pc );
186 v3_normalize( pc );
187
188 pa[3] = v3_dot( pa, s0->pos );
189 pb[3] = v3_dot( pb, s1->pos );
190 pc[3] = v3_dot( pc, player->rb.co );
191
192 v3f edge;
193 if( plane_intersect3( pa, pb, pc, edge ) )
194 {
195 v3_copy( edge, w->state.drop_in_target );
196 v3_copy( s1->normal, w->state.drop_in_normal );
197 v3_copy( player->rb.co, w->state.drop_in_start );
198
199 w->state.drop_in_start_angle = player_get_heading_yaw( player );
200 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
201 w->state.drop_in_normal[2] );
202
203 /* TODO: scan multiple of these? */
204 v3f oco;
205 v4f oq;
206 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
207
208 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
209 vb = {0.0f,0.0f, k_board_length + 0.3f};
210
211 q_mulv( oq, va, va );
212 q_mulv( oq, vb, vb );
213 v3_add( oco, va, va );
214 v3_add( oco, vb, vb );
215
216 v3f v0;
217 v3_sub( vb, va, v0 );
218 v3_normalize( v0 );
219
220 ray_hit ray;
221 ray.dist = k_board_length*2.0f + 0.6f;
222
223 if( ray_world( world, va, v0, &ray ) )
224 {
225 vg_line( va, vb, VG__RED );
226 vg_line_pt3( ray.pos, 0.1f, VG__RED );
227 vg_error( "invalidated\n" );
228 return 0;
229 }
230
231 v3_muls( v0, -1.0f, v0 );
232 if( ray_world( world, vb, v0, &ray ) )
233 {
234 vg_line( va, vb, VG__RED );
235 vg_line_pt3( ray.pos, 0.1f, VG__RED );
236 vg_error( "invalidated\n" );
237 return 0;
238 }
239
240 player_walk_drop_in_vector( player, player->rb.v );
241 return 1;
242 }
243 else
244 {
245 vg_error( "failed to find intersection of drop in\n" );
246 }
247 }
248
249 return 0;
250 }
251
252 VG_STATIC void player__walk_pre_update( player_instance *player )
253 {
254 struct player_walk *w = &player->_walk;
255
256 if( !player->immobile )
257 player_look( player, player->angles );
258
259 if( w->state.outro_anim ){
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 w->state.outro_anim = NULL;
266 if( w->state.outro_type == k_walk_outro_drop_in ){
267 player_walk_drop_in_to_skate( player );
268 }
269 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
270 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
271 }
272 else{
273 player_walk_generic_to_skate( player,
274 k_skate_activity_ground, 1.0f );
275 }
276
277 return;
278 }
279 }
280 else if( button_down( k_srbind_use ) && !player->immobile ){
281 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
282 player->subsystem = k_player_subsystem_drive;
283 }
284 else{
285 if( w->state.activity == k_walk_activity_ground ){
286 if( player_walk_scan_for_drop_in( player ) ){
287 w->state.outro_type = k_walk_outro_drop_in;
288 w->state.outro_anim = w->anim_drop_in;
289 w->state.outro_start_time = vg.time;
290 player->immobile = 1;
291
292 struct player_avatar *av = player->playeravatar;
293 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
294 av->sk.bones[ av->id_ik_foot_r ].co,
295 w->state.drop_in_foot_anchor );
296 }
297 else{
298 w->state.outro_type = k_walk_outro_regular;
299 w->state.outro_anim = w->anim_intro;
300 w->state.outro_start_time = vg.time;
301 w->state.activity = k_walk_activity_lockedmove;
302
303 if( player_xyspeed2(player) < 0.1f * 0.1f )
304 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
305 }
306 }
307 else{
308 w->state.outro_type = k_walk_outro_jump_to_air;
309 w->state.outro_anim = w->anim_jump_to_air;
310 w->state.outro_start_time = vg.time;
311 return;
312 }
313 }
314 }
315 }
316
317 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
318 {
319 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
320 }
321
322 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
323 {
324 float currentspeed = v3_dot( v, movedir ),
325 addspeed = speed - currentspeed;
326
327 if( addspeed <= 0 )
328 return;
329
330 float accelspeed = accel * k_rb_delta * speed;
331
332 if( accelspeed > addspeed )
333 accelspeed = addspeed;
334
335 v3_muladds( v, movedir, accelspeed, v );
336 }
337
338 VG_STATIC void player_friction( v3f v )
339 {
340 float speed = v3_length( v ),
341 drop = 0.0f,
342 control = vg_maxf( speed, k_stopspeed );
343
344 if( speed < 0.04f )
345 return;
346
347 drop += control * k_walk_friction * k_rb_delta;
348
349 float newspeed = vg_maxf( 0.0f, speed - drop );
350 newspeed /= speed;
351
352 v3_muls( v, newspeed, v );
353 }
354
355 VG_STATIC void player__walk_update( player_instance *player )
356 {
357 struct player_walk *w = &player->_walk;
358 v3_copy( player->rb.co, w->state.prev_pos );
359
360 enum walk_activity prev_state = w->state.activity;
361
362 if( player->immobile )
363 return;
364
365 w->collider.height = 2.0f;
366 w->collider.radius = 0.3f;
367
368 m4x3f mtx;
369 m3x3_copy( player->rb.to_world, mtx );
370 v3_add( player->rb.co, player->basis[1], mtx[3] );
371
372 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
373
374 rb_ct manifold[64];
375 int len;
376
377 float yaw = player->angles[0];
378
379 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
380 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
381
382 m3x3_mulv( player->basis, forward_dir, forward_dir );
383 m3x3_mulv( player->basis, right_dir, right_dir );
384
385 v2f steer;
386 joystick_state( k_srjoystick_steer, steer );
387
388 w->move_speed = v2_length( steer );
389 world_instance *world = get_active_world();
390
391 /*
392 * Collision detection
393 */
394
395 len = rb_capsule__scene( mtx, &w->collider, NULL,
396 &world->rb_geo.inf.scene, manifold );
397 rb_manifold_filter_coplanar( manifold, len, 0.01f );
398 len = rb_manifold_apply_filtered( manifold, len );
399
400 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
401
402 if( w->state.activity != k_walk_activity_lockedmove )
403 w->state.activity = k_walk_activity_air;
404
405 w->surface = k_surface_prop_concrete;
406
407 for( int i=0; i<len; i++ ){
408 struct contact *ct = &manifold[i];
409 rb_debug_contact( ct );
410
411 if( player_walk_normal_standable( player, ct->n ) ){
412 if( w->state.activity != k_walk_activity_lockedmove )
413 w->state.activity = k_walk_activity_ground;
414
415 v3_add( surface_avg, ct->n, surface_avg );
416
417 struct world_surface *surf = world_contact_surface( world, ct );
418 if( surf->info.surface_prop > w->surface )
419 w->surface = surf->info.surface_prop;
420 }
421
422 rb_prepare_contact( ct, k_rb_delta );
423 }
424
425 /*
426 * Move & Friction
427 */
428 float accel_speed = 0.0f, nominal_speed = 0.0f;
429 v3f movedir;
430
431 v3_muls( right_dir, steer[0], movedir );
432 v3_muladds( movedir, forward_dir, steer[1], movedir );
433
434 if( w->state.activity == k_walk_activity_ground ){
435 v3_normalize( surface_avg );
436
437 v3f tx, ty;
438 rb_tangent_basis( surface_avg, tx, ty );
439
440 if( v2_length2(steer) > 0.001f ){
441 /* clip movement to the surface */
442 float d = v3_dot(surface_avg,movedir);
443 v3_muladds( movedir, surface_avg, -d, movedir );
444 }
445
446 accel_speed = k_walk_accel;
447 nominal_speed = k_walkspeed;
448
449 /* jump */
450 if( button_down( k_srbind_jump ) ){
451 float d = v3_dot( player->basis[1], player->rb.v );
452 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
453 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
454 w->state.activity = k_walk_activity_air;
455 prev_state = k_walk_activity_air;
456 accel_speed = k_walk_air_accel;
457 nominal_speed = k_airspeed;
458 }
459 else{
460 player_friction( player->rb.v );
461 }
462 }
463 else{
464 accel_speed = k_walk_air_accel;
465 nominal_speed = k_airspeed;
466 }
467
468 if( v2_length2( steer ) > 0.001f ){
469 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
470 v3_normalize( movedir );
471 }
472
473 /*
474 * Resolve velocity constraints
475 */
476 for( int j=0; j<5; j++ ){
477 for( int i=0; i<len; i++ ){
478 struct contact *ct = &manifold[i];
479
480 /*normal */
481 float vn = -v3_dot( player->rb.v, ct->n );
482
483 float temp = ct->norm_impulse;
484 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
485 vn = ct->norm_impulse - temp;
486
487 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
488 }
489 }
490
491 /* stepping */
492 if( w->state.activity == k_walk_activity_ground||
493 prev_state == k_walk_activity_ground ){
494 float max_dist = 0.4f;
495
496 v3f pa, pb;
497 v3_copy( player->rb.co, pa );
498 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
499 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
500 vg_line( pa, pb, 0xff000000 );
501
502 v3f n;
503 float t;
504 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
505 if( player_walk_normal_standable( player, n ) ){
506 v3_lerp( pa, pb, t, player->rb.co );
507 v3_muladds( player->rb.co, player->basis[1],
508 -w->collider.radius - k_penetration_slop,
509 player->rb.co );
510 w->state.activity = k_walk_activity_ground;
511
512 float d = -v3_dot(n,player->rb.v),
513 g = -k_gravity * k_rb_delta;
514 v3_muladds( player->rb.v, n, d, player->rb.v );
515 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
516 }
517 }
518 }
519
520 /*
521 * Depenetrate
522 */
523 v3f dt;
524 rb_depenetrate( manifold, len, dt );
525 v3_add( dt, player->rb.co, player->rb.co );
526
527 /* integrate */
528 if( w->state.activity == k_walk_activity_air ){
529 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
530 player->rb.v );
531 }
532
533 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
534 v3_add( player->rb.co, player->basis[1], mtx[3] );
535 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
536
537 /*
538 * CCD routine
539 * ---------------------------------------------------
540 *
541 */
542 v3f lwr_prev,
543 lwr_now,
544 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
545
546 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
547 v3_add( lwr_offs, player->rb.co, lwr_now );
548
549 v3f movedelta;
550 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
551
552 float movedist = v3_length( movedelta );
553
554 if( movedist > 0.3f ){
555 float t, sr = w->collider.radius-0.04f;
556 v3f n;
557
558 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
559 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
560 player->rb.co[1] -= w->collider.radius;
561 rb_update_transform( &player->rb );
562
563 v3_add( player->rb.co, player->basis[1], mtx[3] );
564 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
565 }
566 }
567
568 ent_gate *gate =
569 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
570 if( gate ){
571 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
572 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
573
574 v4f transport_rotation;
575 m3x3_q( gate->transport, transport_rotation );
576 q_mul( transport_rotation, player->rb.q, player->rb.q );
577
578 rb_update_transform( &player->rb );
579
580 w->state_gate_storage = w->state;
581 player__pass_gate( player, gate );
582 }
583 rb_update_transform( &player->rb );
584 }
585
586 VG_STATIC void player__walk_restore( player_instance *player )
587 {
588 struct player_walk *w = &player->_walk;
589 w->state = w->state_gate_storage;
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.time_fixed_extrapolate;
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, w->move_speed, 2.0f*vg.time_delta);
690 }
691
692 player_pose apose, bpose;
693
694 if( w->move_speed > 0.025f ){
695 /* TODO move */
696 float walk_norm = 30.0f/(float)w->anim_walk->length,
697 run_norm = 30.0f/(float)w->anim_run->length,
698 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
699
700 w->walk_timer += walk_adv * vg.time_delta;
701 }
702 else{
703 w->walk_timer = 0.0f;
704 }
705
706 float walk_norm = (float)w->anim_walk->length/30.0f,
707 run_norm = (float)w->anim_run->length/30.0f,
708 t = w->walk_timer,
709 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
710 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
711
712 /* walk/run */
713 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
714 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
715
716 skeleton_lerp_pose( sk, apose, bpose, l, apose );
717
718 /* idle */
719 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
720 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
721
722 /* air */
723 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
724 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
725
726 /* Create transform */
727 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
728
729 float walk_yaw = player_get_heading_yaw( player );
730
731 if( w->state.outro_anim ){
732 struct player_avatar *av = player->playeravatar;
733 float outro_length = (float)w->state.outro_anim->length /
734 w->state.outro_anim->rate,
735 outro_time = vg.time - w->state.outro_start_time,
736 outro_t = outro_time / outro_length;
737
738 /* TODO: Compression */
739 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
740 outro_time, bpose );
741 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
742
743 if( w->state.outro_type == k_walk_outro_drop_in ){
744 float inv_rate = 1.0f / w->state.outro_anim->rate,
745 anim_frames = w->state.outro_anim->length * inv_rate,
746 step_frames = 12.0f * inv_rate,
747 commit_frames = 6.0f * inv_rate,
748 drop_frames = anim_frames - step_frames,
749 step_t = vg_minf( 1.0f, outro_time / step_frames ),
750 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
751 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
752 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
753
754 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
755 w->state.drop_in_angle, step_t );
756
757 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
758 step_t, player->rb.co );
759 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
760
761 m4x3f transform, inverse;
762 q_m3x3( dest->root_q, transform );
763 v3_copy( dest->root_co, transform[3] );
764 m4x3_invert_affine( transform, inverse );
765
766 v3f anchored_pos;
767 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
768
769 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
770 1.0f-commit_t,
771 dest->pose[ av->id_ik_foot_r-1 ].co );
772
773
774 /* the drop in bit */
775 if( step_t >= 1.0f ){
776 v4f final_q;
777 player_walk_drop_in_overhang_transform( player, dop_t,
778 player->rb.co, final_q );
779 q_mul( final_q, dest->root_q, dest->root_q );
780
781 v4_copy( dest->root_q, player->rb.q );
782 v3_muladds( dest->root_co, player->rb.to_world[1],
783 -0.1f * dop_t, dest->root_co );
784
785 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
786 player->holdout_time = 1.0f;
787 }
788 return;
789 }
790 else{
791 v3_muladds( dest->root_co, player->rb.to_world[1],
792 -0.1f * outro_t, dest->root_co );
793
794 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
795 player->holdout_time = 1.0f;
796 }
797 }
798 else{
799 skeleton_copy_pose( sk, apose, dest->pose );
800 }
801
802 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
803 q_mul( player->qbasis, dest->root_q, dest->root_q );
804 q_normalize( dest->root_q );
805 }
806
807 VG_STATIC void player__walk_post_animate( player_instance *player )
808 {
809 /*
810 * Camera
811 */
812 struct player_walk *w = &player->_walk;
813 struct player_avatar *av = player->playeravatar;
814
815 if( w->state.outro_anim )
816 {
817 float outro_length = (float)w->state.outro_anim->length /
818 w->state.outro_anim->rate,
819 outro_time = vg.time - w->state.outro_start_time,
820 outro_t = outro_time / outro_length;
821
822 player->cam_velocity_influence = outro_t;
823 }
824 else
825 player->cam_velocity_influence = 0.0f;
826 }
827
828
829 VG_STATIC void player__walk_im_gui( player_instance *player )
830 {
831 struct player_walk *w = &player->_walk;
832 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
833 player->rb.v[1],
834 player->rb.v[2] );
835 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
836 player->rb.co[1],
837 player->rb.co[2] );
838 player__debugtext( 1, "activity: %s\n",
839 (const char *[]){ "k_walk_activity_air",
840 "k_walk_activity_ground",
841 "k_walk_activity_sleep",
842 "k_walk_activity_lockedmove" }
843 [w->state.activity] );
844 player__debugtext( 1, "surface: %s\n",
845 (const char *[]){ "concrete",
846 "wood",
847 "grass",
848 "tiles",
849 "metal" }
850 [w->surface] );
851
852 if( w->state.outro_anim ){
853 float outro_length = (float)w->state.outro_anim->length /
854 w->state.outro_anim->rate,
855 outro_time = vg.time - w->state.outro_start_time;
856 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
857 }
858 }
859
860 VG_STATIC void player__walk_bind( player_instance *player )
861 {
862 struct player_walk *w = &player->_walk;
863 struct player_avatar *av = player->playeravatar;
864 struct skeleton *sk = &av->sk;
865
866 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
867 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
868 w->anim_run = skeleton_get_anim( sk, "run+y" );
869 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
870 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
871 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
872 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
873 }
874
875 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
876 {
877 struct player_walk *w = &player->_walk;
878 w->state.activity = k_walk_activity_air;
879
880 v3f fwd = { 0.0f, 0.0f, 1.0f };
881 q_mulv( player->rb.q, fwd, fwd );
882 m3x3_mulv( player->invbasis, fwd, fwd );
883
884 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
885 q_mul( player->qbasis, player->rb.q, player->rb.q );
886 q_normalize( player->rb.q );
887
888 rb_update_transform( &player->rb );
889 }
890
891 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
892 {
893 struct player_walk *w = &player->_walk;
894 w->state.activity = k_walk_activity_air;
895 w->state.outro_type = k_walk_outro_none;
896 w->state.outro_anim = NULL;
897 w->state.outro_start_time = 0.0;
898 }
899
900 #endif /* PLAYER_DEVICE_WALK_H */