run to skate animation
[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 float yaw )
20 {
21 player->subsystem = k_player_subsystem_skate;
22
23 struct player_walk *w = &player->_walk;
24 struct player_skate *s = &player->_skate;
25
26 v3f xy_speed, v;
27
28 v3_copy( player->rb.v, xy_speed );
29 xy_speed[1] = 0.0f;
30
31 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
32 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
33 else
34 v3_copy( player->rb.v, v );
35
36 s->state.activity_prev = k_skate_activity_ground;
37 s->state.activity = init;
38
39 v3f dir;
40 v3_copy( v, dir );
41 v3_normalize( dir );
42
43 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
44 atan2f( -dir[0], -dir[2] ) );
45
46 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
47 v3_copy( v, s->state.cog_v );
48 v3_copy( v, player->rb.v );
49
50 player__skate_reset_animator( player );
51 player__skate_clear_mechanics( player );
52 rb_update_transform( &player->rb );
53 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
54
55 if( init == k_skate_activity_air )
56 player__approximate_best_trajectory( player );
57 }
58
59 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
60 {
61 player->subsystem = k_player_subsystem_skate;
62
63 struct player_walk *w = &player->_walk;
64 struct player_skate *s = &player->_skate;
65 s->state.activity_prev = k_skate_activity_ground;
66 s->state.activity = k_skate_activity_ground;
67
68 player__skate_clear_mechanics( player );
69 player__skate_reset_animator( player );
70
71 v3f init_velocity;
72 player_walk_drop_in_vector( player, init_velocity );
73
74 rb_update_transform( &player->rb );
75 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
76 v3_copy( init_velocity, s->state.cog_v );
77 v3_copy( init_velocity, player->rb.v );
78 v3_copy( init_velocity, player->cam_velocity_smooth );
79 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
80 }
81
82 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
83 float t,
84 v3f co, v4f q )
85 {
86 struct player_walk *w = &player->_walk;
87
88 v3f axis;
89 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
90 v3_normalize( axis );
91
92 float a = acosf( w->state.drop_in_normal[1] ) * t;
93
94 q_axis_angle( q, axis, a );
95
96 float l = t * 0.5f,
97 heading_angle = w->state.drop_in_angle;
98
99 v3f overhang;
100 overhang[0] = sinf( heading_angle ) * l;
101 overhang[1] = 0.28f * l;
102 overhang[2] = cosf( heading_angle ) * l;
103
104 q_mulv( q, overhang, overhang );
105 v3_add( w->state.drop_in_target, overhang, co );
106 }
107
108 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
109 {
110 struct player_walk *w = &player->_walk;
111
112 v3f dir, center;
113 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
114 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
115
116 ray_hit samples[20];
117 int sample_count = 0;
118
119 for( int i=0; i<20; i ++ )
120 {
121 float t = (float)i * (1.0f/19.0f),
122 s = sinf( t * VG_PIf * 0.25f ),
123 c = cosf( t * VG_PIf * 0.25f );
124
125 v3f ray_dir, pos;
126 v3_muls ( player->rb.to_world[1], -c, ray_dir );
127 v3_muladds( ray_dir, dir, -s, ray_dir );
128 v3_muladds( center, ray_dir, -2.0f, pos );
129
130 ray_hit *ray = &samples[ sample_count ];
131 ray->dist = 2.0f;
132
133 if( ray_world( pos, ray_dir, ray ) )
134 {
135 vg_line( pos, ray->pos, VG__RED );
136 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
137
138 sample_count ++;
139 }
140 }
141
142 float min_a = 0.70710678118654752f;
143 ray_hit *candidate = NULL;
144
145 if( sample_count >= 2 )
146 {
147 for( int i=0; i<sample_count-1; i++ )
148 {
149 ray_hit *s0 = &samples[i],
150 *s1 = &samples[i+1];
151
152 float a = v3_dot( s0->normal, s1->normal );
153
154 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
155 {
156 min_a = a;
157 candidate = s0;
158 }
159 }
160 }
161
162 if( candidate )
163 {
164 v4f pa, pb, pc;
165
166 ray_hit *s0 = candidate,
167 *s1 = candidate+1;
168
169 vg_line( s0->pos, s1->pos, VG__WHITE );
170
171 v3_copy( s0->normal, pa );
172 v3_copy( s1->normal, pb );
173 v3_cross( player->rb.to_world[1], dir, pc );
174 v3_normalize( pc );
175
176 pa[3] = v3_dot( pa, s0->pos );
177 pb[3] = v3_dot( pb, s1->pos );
178 pc[3] = v3_dot( pc, player->rb.co );
179
180 v3f edge;
181 if( plane_intersect3( pa, pb, pc, edge ) )
182 {
183 v3_copy( edge, w->state.drop_in_target );
184 v3_copy( s1->normal, w->state.drop_in_normal );
185 v3_copy( player->rb.co, w->state.drop_in_start );
186
187 w->state.drop_in_start_angle = player_get_heading_yaw( player );
188 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
189 w->state.drop_in_normal[2] );
190
191 /* TODO: scan multiple of these? */
192 v3f oco;
193 v4f oq;
194 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
195
196 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
197 vb = {0.0f,0.0f, k_board_length + 0.3f};
198
199 q_mulv( oq, va, va );
200 q_mulv( oq, vb, vb );
201 v3_add( oco, va, va );
202 v3_add( oco, vb, vb );
203
204 v3f v0;
205 v3_sub( vb, va, v0 );
206 v3_normalize( v0 );
207
208 ray_hit ray;
209 ray.dist = k_board_length*2.0f + 0.6f;
210
211 if( ray_world( va, v0, &ray ) )
212 {
213 vg_line( va, vb, VG__RED );
214 vg_line_pt3( ray.pos, 0.1f, VG__RED );
215 vg_error( "invalidated\n" );
216 return 0;
217 }
218
219 v3_muls( v0, -1.0f, v0 );
220 if( ray_world( vb, v0, &ray ) )
221 {
222 vg_line( va, vb, VG__RED );
223 vg_line_pt3( ray.pos, 0.1f, VG__RED );
224 vg_error( "invalidated\n" );
225 return 0;
226 }
227
228 player_walk_drop_in_vector( player, player->rb.v );
229 return 1;
230 }
231 else
232 {
233 vg_error( "failed to find intersection of drop in\n" );
234 }
235 }
236
237 return 0;
238 }
239
240 VG_STATIC void player__walk_pre_update( player_instance *player )
241 {
242 struct player_walk *w = &player->_walk;
243
244 if( w->state.activity != k_walk_activity_immobile )
245 player_look( player, player->angles );
246
247 if( w->state.outro_anim )
248 {
249 float outro_length = (float)w->state.outro_anim->length /
250 w->state.outro_anim->rate,
251 outro_time = vg.time - w->state.outro_start_time;
252
253 if( outro_time >= outro_length )
254 {
255 w->state.outro_anim = NULL;
256 if( w->state.outro_type == k_walk_outro_drop_in )
257 {
258 player_walk_drop_in_to_skate( player );
259 }
260 else if( w->state.outro_type == k_walk_outro_jump_to_air )
261 {
262 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
263 }
264 else
265 {
266 player_walk_generic_to_skate( player,
267 k_skate_activity_ground, 1.0f );
268 }
269
270 return;
271 }
272 }
273 else if( vg_input_button_down( player->input_use ) )
274 {
275 if( w->state.activity == k_walk_activity_ground )
276 {
277 if( player_walk_scan_for_drop_in( player ) )
278 {
279 w->state.outro_type = k_walk_outro_drop_in;
280 w->state.outro_anim = w->anim_drop_in;
281 w->state.outro_start_time = vg.time;
282 w->state.activity = k_walk_activity_immobile;
283
284 struct player_avatar *av = player->playeravatar;
285 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
286 av->sk.bones[ av->id_ik_foot_r ].co,
287 w->state.drop_in_foot_anchor );
288 }
289 else
290 {
291 w->state.outro_type = k_walk_outro_regular;
292 w->state.outro_anim = w->anim_intro;
293 w->state.outro_start_time = vg.time;
294 w->state.activity = k_walk_activity_lockedmove;
295
296 v3f xy_speed;
297 v3_copy( player->rb.v, xy_speed );
298 xy_speed[1] = 0.0f;
299
300 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
301 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
302 }
303 }
304 else
305 {
306 w->state.outro_type = k_walk_outro_jump_to_air;
307 w->state.outro_anim = w->anim_jump_to_air;
308 w->state.outro_start_time = vg.time;
309 return;
310 }
311 }
312 }
313
314 VG_STATIC int player_walk_normal_standable( v3f n )
315 {
316 return n[1] > 0.70710678118f;
317 }
318
319 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
320 {
321 float currentspeed = v3_dot( v, movedir ),
322 addspeed = speed - currentspeed;
323
324 if( addspeed <= 0 )
325 return;
326
327 float accelspeed = accel * k_rb_delta * speed;
328
329 if( accelspeed > addspeed )
330 accelspeed = addspeed;
331
332 v3_muladds( v, movedir, accelspeed, v );
333 }
334
335 VG_STATIC void player_friction( v3f v )
336 {
337 float speed = v3_length( v ),
338 drop = 0.0f,
339 control = vg_maxf( speed, k_stopspeed );
340
341 if( speed < 0.04f )
342 return;
343
344 drop += control * k_walk_friction * k_rb_delta;
345
346 float newspeed = vg_maxf( 0.0f, speed - drop );
347 newspeed /= speed;
348
349 v3_muls( v, newspeed, v );
350 }
351
352 VG_STATIC void player__walk_update( player_instance *player )
353 {
354 struct player_walk *w = &player->_walk;
355 v3_copy( player->rb.co, w->state.prev_pos );
356
357 if( w->state.activity == k_walk_activity_immobile )
358 return;
359
360 w->collider.height = 2.0f;
361 w->collider.radius = 0.3f;
362
363 m4x3f mtx;
364 m3x3_identity( mtx );
365 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
366
367 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
368
369 rb_ct manifold[64];
370 int len;
371
372 float yaw = player->angles[0];
373
374 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
375 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
376
377 v2f walk = { player->input_walkh->axis.value,
378 player->input_walkv->axis.value };
379
380 if( v2_length2(walk) > 0.001f )
381 v2_normalize_clamp( walk );
382
383 w->move_speed = v2_length( walk );
384
385 /*
386 * Collision detection
387 */
388 len = rb_capsule__scene( mtx, &w->collider, NULL,
389 &world.rb_geo.inf.scene, manifold );
390 rb_manifold_filter_coplanar( manifold, len, 0.01f );
391 len = rb_manifold_apply_filtered( manifold, len );
392
393 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
394
395 if( w->state.activity != k_walk_activity_lockedmove )
396 w->state.activity = k_walk_activity_air;
397
398 for( int i=0; i<len; i++ )
399 {
400 struct contact *ct = &manifold[i];
401 rb_debug_contact( ct );
402
403 if( player_walk_normal_standable( ct->n ) )
404 {
405 if( w->state.activity != k_walk_activity_lockedmove )
406 w->state.activity = k_walk_activity_ground;
407
408 v3_add( surface_avg, ct->n, surface_avg );
409 }
410
411 rb_prepare_contact( ct, k_rb_delta );
412 }
413
414 /*
415 * Move & Friction
416 */
417 float accel_speed = 0.0f, nominal_speed = 0.0f;
418 v3f movedir;
419 v3_muls( right_dir, walk[0], movedir );
420 v3_muladds( movedir, forward_dir, walk[1], movedir );
421
422 if( w->state.activity == k_walk_activity_ground )
423 {
424 v3_normalize( surface_avg );
425
426 v3f tx, ty;
427 rb_tangent_basis( surface_avg, tx, ty );
428
429 if( v2_length2(walk) > 0.001f )
430 {
431 /* clip movement to the surface */
432 float d = v3_dot(surface_avg,movedir);
433 v3_muladds( movedir, surface_avg, -d, movedir );
434 }
435
436 accel_speed = k_walk_accel;
437 nominal_speed = k_walkspeed;
438
439 /* jump */
440 if( player->input_jump->button.value )
441 {
442 player->rb.v[1] = 5.0f;
443 w->state.activity = k_walk_activity_air;
444 accel_speed = k_walk_air_accel;
445 nominal_speed = k_airspeed;
446 }
447 else
448 {
449 player_friction( player->rb.v );
450
451 struct world_material *surface_mat = world_contact_material(manifold);
452 w->surface = surface_mat->info.surface_prop;
453 }
454 }
455 else
456 {
457 accel_speed = k_walk_air_accel;
458 nominal_speed = k_airspeed;
459 }
460
461 if( v2_length2(walk) > 0.001f )
462 {
463 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
464 v3_normalize( movedir );
465 }
466
467 /*
468 * Resolve velocity constraints
469 */
470 for( int j=0; j<5; j++ )
471 {
472 for( int i=0; i<len; i++ )
473 {
474 struct contact *ct = &manifold[i];
475
476 /*normal */
477 float vn = -v3_dot( player->rb.v, ct->n );
478
479 float temp = ct->norm_impulse;
480 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
481 vn = ct->norm_impulse - temp;
482
483 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
484 }
485 }
486
487 /*
488 * Depenetrate
489 */
490 v3f dt;
491 rb_depenetrate( manifold, len, dt );
492 v3_add( dt, player->rb.co, player->rb.co );
493
494 /* TODO: Stepping......
495 *
496 * ideas; walkgrid style steps
497 */
498 #if 0
499 if( w->state.activity == k_walk_activity_ground )
500 {
501 /* step */
502 float max_dist = 0.4f;
503
504 v3f pa, pb;
505 v3_copy( player->rb.co, pa );
506 pa[1] += w->collider.radius + max_dist;
507
508 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
509 vg_line( pa, pb, 0xff000000 );
510
511 v3f n;
512 float t;
513 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
514 {
515 if( player_walk_normal_standable( n ) )
516 {
517 v3_lerp( pa, pb, t, player->rb.co );
518 player->rb.co[1] -= w->collider.radius;
519 }
520 }
521 }
522 #endif
523
524
525 /* integrate */
526 if( w->state.activity == k_walk_activity_air )
527 player->rb.v[1] += -k_gravity * k_rb_delta;
528
529 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
530
531
532 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
533 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
534
535 /*
536 * CCD routine
537 * ---------------------------------------------------
538 *
539 */
540 v3f lwr_prev,
541 lwr_now,
542 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
543
544 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
545 v3_add( lwr_offs, player->rb.co, lwr_now );
546
547 v3f movedelta;
548 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
549
550 float movedist = v3_length( movedelta );
551
552 if( movedist > 0.3f )
553 {
554 float t, sr = w->collider.radius-0.04f;
555 v3f n;
556
557 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
558 {
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, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
564 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
565 }
566 }
567
568 teleport_gate *gate;
569 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
570 {
571 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
572 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
573 rb_update_transform( &player->rb );
574
575 w->state_gate_storage = w->state;
576 player__pass_gate( player, gate );
577 }
578 }
579
580 VG_STATIC void player__walk_post_update( player_instance *player )
581 {
582 struct player_walk *w = &player->_walk;
583
584 m4x3f mtx;
585 m3x3_copy( player->rb.to_world, mtx );
586 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
587
588 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
589 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
590 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
591
592
593 /* Calculate header */
594 v3f xy_speed, v;
595
596 v3_copy( player->rb.v, xy_speed );
597 xy_speed[1] = 0.0f;
598
599 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
600 {
601 float a = atan2f( player->rb.v[0], player->rb.v[2] );
602 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
603 }
604
605 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
606 v3f p1;
607 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
608 vg_line( w->state.drop_in_target, p1, VG__GREEN );
609 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
610 vg_line( w->state.drop_in_target, p1, VG__GREEN );
611
612 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
613 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
614
615
616 float a = player_get_heading_yaw( player );
617 p1[0] = sinf( a );
618 p1[1] = 0.0f;
619 p1[2] = cosf( a );
620
621 v3_add( player->rb.co, p1, p1 );
622 vg_line( player->rb.co, p1, VG__PINK );
623 }
624
625 VG_STATIC void player__walk_animate( player_instance *player,
626 player_animation *dest )
627 {
628 struct player_walk *w = &player->_walk;
629 struct skeleton *sk = &player->playeravatar->sk;
630
631 {
632 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
633 rate;
634
635 if( w->state.activity == k_walk_activity_air )
636 rate = 2.4f;
637 else
638 rate = 9.0f;
639
640 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
641 w->blend_run = vg_lerpf( w->blend_run,
642 w->move_speed *
643 (1.0f + player->input_walk->button.value*0.5f),
644 2.0f*vg.time_delta );
645 }
646
647 player_pose apose, bpose;
648
649 if( w->move_speed > 0.025f )
650 {
651 /* TODO move */
652 float walk_norm = 30.0f/(float)w->anim_walk->length,
653 run_norm = 30.0f/(float)w->anim_run->length,
654 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
655
656 w->walk_timer += walk_adv * vg.time_delta;
657 }
658 else
659 {
660 w->walk_timer = 0.0f;
661 }
662
663 float walk_norm = (float)w->anim_walk->length/30.0f,
664 run_norm = (float)w->anim_run->length/30.0f,
665 t = w->walk_timer,
666 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
667 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
668
669 /* walk/run */
670 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
671 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
672
673 skeleton_lerp_pose( sk, apose, bpose, l, apose );
674
675 /* idle */
676 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
677 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
678
679 /* air */
680 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
681 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
682
683 /* Create transform */
684 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
685
686 float walk_yaw = player_get_heading_yaw( player );
687
688 if( w->state.outro_anim )
689 {
690 struct player_avatar *av = player->playeravatar;
691 float outro_length = (float)w->state.outro_anim->length /
692 w->state.outro_anim->rate,
693 outro_time = vg.time - w->state.outro_start_time,
694 outro_t = outro_time / outro_length;
695
696 /* TODO: Compression */
697 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
698 outro_time, bpose );
699 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
700
701 if( w->state.outro_type == k_walk_outro_drop_in )
702 {
703 float inv_rate = 1.0f / w->state.outro_anim->rate,
704 anim_frames = w->state.outro_anim->length * inv_rate,
705 step_frames = 12.0f * inv_rate,
706 commit_frames = 6.0f * inv_rate,
707 drop_frames = anim_frames - step_frames,
708 step_t = vg_minf( 1.0f, outro_time / step_frames ),
709 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
710 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
711 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
712
713 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
714 w->state.drop_in_angle, step_t );
715
716 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
717 step_t, player->rb.co );
718 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
719
720 m4x3f transform, inverse;
721 q_m3x3( dest->root_q, transform );
722 v3_copy( dest->root_co, transform[3] );
723 m4x3_invert_affine( transform, inverse );
724
725 v3f anchored_pos;
726 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
727
728 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
729 1.0f-commit_t,
730 dest->pose[ av->id_ik_foot_r-1 ].co );
731
732
733 /* the drop in bit */
734 if( step_t >= 1.0f )
735 {
736 v4f final_q;
737 player_walk_drop_in_overhang_transform( player, dop_t,
738 player->rb.co, final_q );
739 q_mul( final_q, dest->root_q, dest->root_q );
740
741 v4_copy( dest->root_q, player->rb.q );
742 v3_muladds( dest->root_co, player->rb.to_world[1],
743 -0.1f * dop_t, dest->root_co );
744
745 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
746 player->holdout_time = 1.0f;
747 }
748 return;
749 }
750 else
751 {
752 v3_muladds( dest->root_co, player->rb.to_world[1],
753 -0.1f * outro_t, dest->root_co );
754
755 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
756 player->holdout_time = 1.0f;
757 }
758 }
759 else
760 {
761 skeleton_copy_pose( sk, apose, dest->pose );
762 }
763
764 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
765 }
766
767 VG_STATIC void player__walk_post_animate( player_instance *player )
768 {
769 /*
770 * Camera
771 */
772 struct player_walk *w = &player->_walk;
773 struct player_avatar *av = player->playeravatar;
774
775 if( w->state.outro_anim )
776 {
777 float outro_length = (float)w->state.outro_anim->length /
778 w->state.outro_anim->rate,
779 outro_time = vg.time - w->state.outro_start_time,
780 outro_t = outro_time / outro_length;
781
782 player->cam_velocity_influence = outro_t;
783 }
784 else
785 player->cam_velocity_influence = 0.0f;
786 }
787
788
789 VG_STATIC void player__walk_im_gui( player_instance *player )
790 {
791 struct player_walk *w = &player->_walk;
792 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
793 player->rb.v[1],
794 player->rb.v[2] );
795 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
796 player->rb.co[1],
797 player->rb.co[2] );
798 player__debugtext( 1, "activity: %s\n",
799 (const char *[]){ "k_walk_activity_air",
800 "k_walk_activity_ground",
801 "k_walk_activity_sleep",
802 "k_walk_activity_immobile",
803 "k_walk_activity_lockedmove" }
804 [w->state.activity] );
805
806 if( w->state.outro_anim )
807 {
808 float outro_length = (float)w->state.outro_anim->length /
809 w->state.outro_anim->rate,
810 outro_time = vg.time - w->state.outro_start_time;
811 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
812 }
813 }
814
815 VG_STATIC void player__walk_bind( player_instance *player )
816 {
817 struct player_walk *w = &player->_walk;
818 struct player_avatar *av = player->playeravatar;
819 struct skeleton *sk = &av->sk;
820
821 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
822 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
823 w->anim_run = skeleton_get_anim( sk, "run+y" );
824 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
825 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
826 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
827 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
828 }
829
830 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
831 {
832 struct player_walk *w = &player->_walk;
833 w->state.activity = k_walk_activity_air;
834
835 v3f fwd = { 0.0f, 0.0f, 1.0f };
836 q_mulv( player->rb.q, fwd, fwd );
837
838 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
839 atan2f( fwd[0], fwd[2] ) );
840 rb_update_transform( &player->rb );
841 }
842
843 #endif /* PLAYER_DEVICE_WALK_H */