drop-in prelim
[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_transfer_to_skate( player_instance *player,
7 enum skate_activity init )
8 {
9 struct player_walk *w = &player->_walk;
10
11 v3f xy_speed, v;
12
13 v3_copy( player->rb.v, xy_speed );
14 xy_speed[1] = 0.0f;
15
16 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
17 {
18 v[0] = -sinf( -w->state.angles[0] );
19 v[1] = 0.0f;
20 v[2] = -cosf( -w->state.angles[0] );
21 v3_muls( v, 1.6f, v );
22 }
23 else
24 v3_copy( player->rb.v, v );
25
26 player->subsystem = k_player_subsystem_skate;
27 player__skate_transition( player, v, init );
28 return;
29 }
30
31 VG_STATIC void temp_drop_in_finish( player_instance *player )
32 {
33 player->subsystem = k_player_subsystem_skate;
34
35 struct player_walk *w = &player->_walk;
36 struct player_skate *s = &player->_skate;
37 s->state.activity_prev = k_skate_activity_air;
38 s->state.activity = k_skate_activity_air;
39
40 s->blend_fly = 0.0f;
41 s->blend_slide = 0.0f;
42 s->blend_z = 0.0f;
43 s->blend_x = 0.0f;
44 s->blend_stand = 0.0f;
45 s->blend_push = 0.0f;
46 s->blend_jump = 0.0f;
47 s->blend_airdir = 0.0f;
48
49 v3f axis, init_dir, init_velocity;
50 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
51 v3_cross( axis, w->state.drop_in_normal, init_dir );
52 v3_normalize( init_dir );
53 v3_muls( init_dir, 7.0f, init_velocity );
54
55 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
56 v3_copy( init_velocity, s->state.cog_v );
57 v3_copy( init_velocity, s->state.vl );
58 v3_copy( init_velocity, player->rb.v );
59
60 rb_update_transform( &player->rb );
61 }
62
63 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
64 {
65 struct player_walk *w = &player->_walk;
66
67 v3f dir, center;
68 dir[0] = sinf( w->state.heading_angle );
69 dir[1] = 0.0f;
70 dir[2] = cosf( w->state.heading_angle );
71
72 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
73
74 ray_hit samples[20];
75 int sample_count = 0;
76
77 for( int i=0; i<20; i ++ )
78 {
79 float t = (float)i * (1.0f/19.0f),
80 s = sinf( t * VG_PIf * 0.25f ),
81 c = cosf( t * VG_PIf * 0.25f );
82
83 v3f ray_dir, pos;
84 v3_muls ( player->rb.to_world[1], -c, ray_dir );
85 v3_muladds( ray_dir, dir, -s, ray_dir );
86 v3_muladds( center, ray_dir, -2.0f, pos );
87
88 ray_hit *ray = &samples[ sample_count ];
89 ray->dist = 2.0f;
90
91 if( ray_world( pos, ray_dir, ray ) )
92 {
93 vg_line( pos, ray->pos, VG__RED );
94 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
95
96 sample_count ++;
97 }
98 }
99
100 float min_a = 0.70710678118654752f;
101 ray_hit *candidate = NULL;
102
103 if( sample_count >= 2 )
104 {
105 for( int i=0; i<sample_count-1; i++ )
106 {
107 ray_hit *s0 = &samples[i],
108 *s1 = &samples[i+1];
109
110 float a = v3_dot( s0->normal, s1->normal );
111
112 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
113 {
114 min_a = a;
115 candidate = s0;
116 }
117 }
118 }
119
120 if( candidate )
121 {
122 v4f pa, pb, pc;
123
124 ray_hit *s0 = candidate,
125 *s1 = candidate+1;
126
127 vg_line( s0->pos, s1->pos, VG__WHITE );
128
129 v3_copy( s0->normal, pa );
130 v3_copy( s1->normal, pb );
131 v3_cross( player->rb.to_world[1], dir, pc );
132 v3_normalize( pc );
133
134 pa[3] = v3_dot( pa, s0->pos );
135 pb[3] = v3_dot( pb, s1->pos );
136 pc[3] = v3_dot( pc, player->rb.co );
137
138 v3f edge;
139 if( plane_intersect3( pa, pb, pc, edge ) )
140 {
141 v3_copy( edge, w->state.drop_in_target );
142 v3_copy( s1->normal, w->state.drop_in_normal );
143
144 return 1;
145
146 #if 0
147 v3_muladds( w->state.drop_in_target, s0->normal, 0.3f,
148 player->rb.co );
149
150 player->subsystem = k_player_subsystem_skate;
151 player__skate_transition( player, s1->normal, k_skate_activity_air );
152 #endif
153 }
154 else
155 {
156 vg_error( "failed to find intersection of drop in\n" );
157 }
158 }
159
160 return 0;
161 }
162
163 VG_STATIC void player__walk_pre_update( player_instance *player )
164 {
165 struct player_walk *w = &player->_walk;
166 player_look( player, w->state.angles );
167
168 if( w->state.outro_anim )
169 {
170 float outro_length = (float)w->state.outro_anim->length /
171 w->state.outro_anim->rate,
172 outro_time = vg.time - w->state.outro_start_time;
173
174 if( outro_time >= outro_length )
175 {
176 w->state.outro_anim = NULL;
177 if( w->state.outro_type == k_walk_outro_drop_in )
178 {
179 temp_drop_in_finish( player );
180 }
181 else
182 {
183 player_walk_transfer_to_skate( player, k_skate_activity_air );
184 }
185 return;
186 }
187 }
188 else if( vg_input_button_down( player->input_use ) )
189 {
190 if( w->state.activity == k_walk_activity_ground )
191 {
192 //player_walk_transfer_to_skate( player, k_skate_activity_ground );
193 if( player_walk_scan_for_drop_in( player ) )
194 {
195 w->state.outro_type = k_walk_outro_drop_in;
196 w->state.outro_anim = w->anim_drop_in;
197 w->state.outro_start_time = vg.time;
198 v3_copy( player->cam.pos, player->follow_pos );
199 v3_copy( player->cam.angles, player->follow_angles );
200 w->state.activity = k_walk_activity_immobile;
201 v3_zero( player->rb.v );
202 v3_copy( player->rb.co, w->state.drop_in_start );
203
204 w->state.drop_in_start_angle = w->state.heading_angle;
205 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
206 w->state.drop_in_normal[2] );
207
208 struct player_avatar *av = player->playeravatar;
209 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
210 av->sk.bones[ av->id_ik_foot_r ].co,
211 w->state.drop_in_foot_anchor );
212 }
213 return;
214 }
215 else
216 {
217 w->state.outro_type = k_walk_outro_jump_to_air;
218 w->state.outro_anim = w->anim_jump_to_air;
219 w->state.outro_start_time = vg.time;
220 v3_copy( player->cam.pos, player->follow_pos );
221 v3_copy( player->cam.angles, player->follow_angles );
222 return;
223 }
224 }
225 }
226
227 VG_STATIC int player_walk_normal_standable( v3f n )
228 {
229 return n[1] > 0.70710678118f;
230 }
231
232 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
233 {
234 float currentspeed = v3_dot( v, movedir ),
235 addspeed = speed - currentspeed;
236
237 if( addspeed <= 0 )
238 return;
239
240 float accelspeed = accel * k_rb_delta * speed;
241
242 if( accelspeed > addspeed )
243 accelspeed = addspeed;
244
245 v3_muladds( v, movedir, accelspeed, v );
246 }
247
248 VG_STATIC void player_friction( v3f v )
249 {
250 float speed = v3_length( v ),
251 drop = 0.0f,
252 control = vg_maxf( speed, k_stopspeed );
253
254 if( speed < 0.04f )
255 return;
256
257 drop += control * k_walk_friction * k_rb_delta;
258
259 float newspeed = vg_maxf( 0.0f, speed - drop );
260 newspeed /= speed;
261
262 v3_muls( v, newspeed, v );
263 }
264
265 VG_STATIC void player__walk_update( player_instance *player )
266 {
267 struct player_walk *w = &player->_walk;
268 v3_copy( player->rb.co, w->state.prev_pos );
269
270 if( w->state.activity == k_walk_activity_immobile )
271 return;
272
273 w->collider.height = 2.0f;
274 w->collider.radius = 0.3f;
275
276 m4x3f mtx;
277 m3x3_identity( mtx );
278 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
279
280 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
281
282 rb_ct manifold[64];
283 int len;
284
285 float yaw = w->state.angles[0];
286
287 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
288 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
289
290 v2f walk = { player->input_walkh->axis.value,
291 player->input_walkv->axis.value };
292
293 if( v2_length2(walk) > 0.001f )
294 v2_normalize_clamp( walk );
295
296 w->move_speed = v2_length( walk );
297
298 /*
299 * Collision detection
300 */
301 len = rb_capsule__scene( mtx, &w->collider, NULL,
302 &world.rb_geo.inf.scene, manifold );
303 rb_manifold_filter_coplanar( manifold, len, 0.01f );
304 len = rb_manifold_apply_filtered( manifold, len );
305
306 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
307 w->state.activity = k_walk_activity_air;
308
309 for( int i=0; i<len; i++ )
310 {
311 struct contact *ct = &manifold[i];
312 rb_debug_contact( ct );
313
314 if( player_walk_normal_standable( ct->n ) )
315 {
316 w->state.activity = k_walk_activity_ground;
317 v3_add( surface_avg, ct->n, surface_avg );
318 }
319
320 rb_prepare_contact( ct );
321 }
322
323 /*
324 * Move & Friction
325 */
326 float accel_speed = 0.0f, nominal_speed = 0.0f;
327 v3f movedir;
328 v3_muls( right_dir, walk[0], movedir );
329 v3_muladds( movedir, forward_dir, walk[1], movedir );
330
331 if( w->state.activity == k_walk_activity_ground )
332 {
333 v3_normalize( surface_avg );
334
335 v3f tx, ty;
336 rb_tangent_basis( surface_avg, tx, ty );
337
338 if( v2_length2(walk) > 0.001f )
339 {
340 /* clip movement to the surface */
341 float d = v3_dot(surface_avg,movedir);
342 v3_muladds( movedir, surface_avg, -d, movedir );
343 }
344
345 accel_speed = k_walk_accel;
346 nominal_speed = k_walkspeed;
347
348 /* jump */
349 if( player->input_jump->button.value )
350 {
351 player->rb.v[1] = 5.0f;
352 w->state.activity = k_walk_activity_air;
353 accel_speed = k_walk_air_accel;
354 nominal_speed = k_airspeed;
355 }
356 else
357 {
358 player_friction( player->rb.v );
359
360 struct world_material *surface_mat = world_contact_material(manifold);
361 w->surface = surface_mat->info.surface_prop;
362 }
363 }
364 else
365 {
366 accel_speed = k_walk_air_accel;
367 nominal_speed = k_airspeed;
368 }
369
370 if( v2_length2(walk) > 0.001f )
371 {
372 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
373 v3_normalize( movedir );
374 }
375
376 /*
377 * Resolve velocity constraints
378 */
379 for( int j=0; j<5; j++ )
380 {
381 for( int i=0; i<len; i++ )
382 {
383 struct contact *ct = &manifold[i];
384
385 /*normal */
386 float vn = -v3_dot( player->rb.v, ct->n );
387
388 float temp = ct->norm_impulse;
389 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
390 vn = ct->norm_impulse - temp;
391
392 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
393 }
394 }
395
396 /*
397 * Depenetrate
398 */
399 v3f dt;
400 v3_zero( dt );
401 for( int j=0; j<8; j++ )
402 {
403 for( int i=0; i<len; i++ )
404 {
405 struct contact *ct = &manifold[i];
406
407 float resolved_amt = v3_dot( ct->n, dt ),
408 remaining = (ct->p-k_penetration_slop) - resolved_amt,
409 apply = vg_maxf( remaining, 0.0f ) * 0.3f;
410
411 v3_muladds( dt, ct->n, apply, dt );
412 }
413 }
414 v3_add( dt, player->rb.co, player->rb.co );
415
416 /* TODO: Stepping......
417 *
418 * ideas; walkgrid style steps
419 */
420 #if 0
421 if( w->state.activity == k_walk_activity_ground )
422 {
423 /* step */
424 float max_dist = 0.4f;
425
426 v3f pa, pb;
427 v3_copy( player->rb.co, pa );
428 pa[1] += w->collider.radius + max_dist;
429
430 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
431 vg_line( pa, pb, 0xff000000 );
432
433 v3f n;
434 float t;
435 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
436 {
437 if( player_walk_normal_standable( n ) )
438 {
439 v3_lerp( pa, pb, t, player->rb.co );
440 player->rb.co[1] -= w->collider.radius;
441 }
442 }
443 }
444 #endif
445
446
447 /* integrate */
448 if( w->state.activity == k_walk_activity_air )
449 player->rb.v[1] += -k_gravity * k_rb_delta;
450
451 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
452
453
454 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
455 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
456
457 /*
458 * CCD routine
459 * ---------------------------------------------------
460 *
461 */
462 v3f lwr_prev,
463 lwr_now,
464 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
465
466 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
467 v3_add( lwr_offs, player->rb.co, lwr_now );
468
469 v3f movedelta;
470 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
471
472 float movedist = v3_length( movedelta );
473
474 if( movedist > 0.3f )
475 {
476 float t, sr = w->collider.radius-0.04f;
477 v3f n;
478
479 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
480 {
481 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
482 player->rb.co[1] -= w->collider.radius;
483 rb_update_transform( &player->rb );
484
485 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
486 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
487 }
488 }
489
490 teleport_gate *gate;
491 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
492 {
493 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
494 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
495 rb_update_transform( &player->rb );
496
497 /* analytical rotation of yaw */
498 v3f fwd_dir = { cosf(w->state.angles[0]),
499 0.0f,
500 sinf(w->state.angles[0])};
501 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
502 w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
503
504 w->state_gate_storage = w->state;
505 player__pass_gate( player, gate );
506 }
507 }
508
509 VG_STATIC void player__walk_post_update( player_instance *player )
510 {
511 struct player_walk *w = &player->_walk;
512
513 m4x3f mtx;
514 m3x3_identity( mtx );
515 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
516
517 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
518 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
519 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
520
521
522 /* Calculate header */
523 v3f xy_speed, v;
524
525 v3_copy( player->rb.v, xy_speed );
526 xy_speed[1] = 0.0f;
527
528 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
529 w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
530
531 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
532 v3f p1;
533 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
534 vg_line( w->state.drop_in_target, p1, VG__GREEN );
535 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
536 vg_line( w->state.drop_in_target, p1, VG__GREEN );
537
538 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
539 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
540
541 p1[0] = sinf( w->state.heading_angle );
542 p1[1] = 0.0f;
543 p1[2] = cosf( w->state.heading_angle );
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 = w->state.heading_angle;
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 w->state.heading_angle = walk_yaw;
640
641 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
642 step_t, player->rb.co );
643 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
644
645 m4x3f transform, inverse;
646 q_m3x3( dest->root_q, transform );
647 v3_copy( dest->root_co, transform[3] );
648 m4x3_invert_affine( transform, inverse );
649
650 v3f anchored_pos;
651 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
652
653 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
654 1.0f-commit_t,
655 dest->pose[ av->id_ik_foot_r-1 ].co );
656
657
658 /* the drop in bit */
659 v4f final_q;
660 v3f axis;
661 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
662 v3_normalize( axis );
663
664 float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
665
666 q_axis_angle( final_q, axis, a );
667 q_mul( final_q, dest->root_q, dest->root_q );
668
669 float l = dop_t * 0.7f;
670
671 v3f overhang;
672 overhang[0] = sinf( w->state.heading_angle ) * l;
673 overhang[1] = 0.28f * l;
674 overhang[2] = cosf( w->state.heading_angle ) * l;
675
676 m3x3f tmp;
677 q_m3x3( final_q, tmp );
678 m3x3_mulv( tmp, overhang, overhang );
679 v3_add( player->rb.co, overhang, player->rb.co );
680 v3_copy( player->rb.co, dest->root_co );
681 v4_copy( dest->root_q, player->rb.q );
682 return;
683 }
684 else
685 {
686 v3_muladds( dest->root_co, player->rb.to_world[1],
687 -0.28f * outro_t, dest->root_co );
688 }
689 }
690 else
691 {
692 skeleton_copy_pose( sk, apose, dest->pose );
693 }
694
695 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
696 }
697
698 VG_STATIC void player__walk_post_animate( player_instance *player )
699 {
700 /*
701 * Camera
702 */
703 struct player_walk *w = &player->_walk;
704 struct player_avatar *av = player->playeravatar;
705
706 /* 3RD */
707 m3x3f angles;
708 euler_m3x3( w->state.angles, angles );
709
710 v3f cast_dir, origin;
711
712 v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
713
714 v3_muladds( origin, angles[2], 2.0f, player->override_pos );
715 v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
716
717 float t;
718 v3f n;
719 if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
720 v3_lerp( origin, player->override_pos, t, player->override_pos );
721 v3_copy( w->state.angles, player->override_angles );
722
723 /* 1ST */
724 /* FIXME: viewpoint entity */
725 v3f vp = {-0.1f,1.8f,0.0f};
726 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
727 v3_copy( w->state.angles, player->fpv_angles );
728
729 /* FIXME: Organize this. Its int wrong fucking place */
730 v3f vp0 = {0.0f,0.1f, 0.6f},
731 vp1 = {0.0f,0.1f,-0.6f};
732
733 if( w->state.outro_anim )
734 {
735 float outro_length = (float)w->state.outro_anim->length /
736 w->state.outro_anim->rate,
737 outro_time = vg.time - w->state.outro_start_time,
738 outro_t = outro_time / outro_length;
739
740 /* FIXME: Compression */
741 v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin );
742 player_set_follower_subject( player, origin );
743
744 player->cam_angles_override_strength = 1.0f-outro_t;
745 player->cam_position_override_strength = 1.0f-outro_t;
746
747
748 v3f fpv_angles;
749 player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
750 v3_lerp( player->fpv_angles,fpv_angles, outro_t, player->fpv_angles );
751 }
752 else
753 {
754 player->cam_angles_override_strength = 1.0f;
755 player->cam_position_override_strength = 1.0f;
756 }
757
758 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
759 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
760 }
761
762
763 VG_STATIC void player__walk_im_gui( player_instance *player )
764 {
765 struct player_walk *w = &player->_walk;
766 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
767 player->rb.v[1],
768 player->rb.v[2] );
769 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
770 player->rb.co[1],
771 player->rb.co[2] );
772 player__debugtext( 1, "activity: %s\n",
773 (const char *[]){ "k_walk_activity_air",
774 "k_walk_activity_ground",
775 "k_walk_activity_sleep",
776 "k_walk_activity_immobile" }
777 [w->state.activity] );
778
779 if( w->state.outro_anim )
780 {
781 float outro_length = (float)w->state.outro_anim->length /
782 w->state.outro_anim->rate,
783 outro_time = vg.time - w->state.outro_start_time;
784 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
785 }
786 }
787
788 VG_STATIC void player__walk_bind( player_instance *player )
789 {
790 struct player_walk *w = &player->_walk;
791 struct player_avatar *av = player->playeravatar;
792 struct skeleton *sk = &av->sk;
793
794 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
795 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
796 w->anim_run = skeleton_get_anim( sk, "run+y" );
797 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
798 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
799 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
800 }
801
802 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
803 {
804 struct player_walk *w = &player->_walk;
805 v3_copy( angles, w->state.angles );
806 w->state.activity = k_walk_activity_air;
807 }
808
809 #endif /* PLAYER_DEVICE_WALK_H */