isolate world code
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5
6 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
7 {
8 struct player_walk *w = &player->_walk;
9
10 v3f axis, init_dir;
11 v3_cross( 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 if( w->state.activity == k_walk_activity_immobile )
365 return;
366
367 w->collider.height = 2.0f;
368 w->collider.radius = 0.3f;
369
370 m4x3f mtx;
371 m3x3_copy( player->rb.to_world, mtx );
372 v3_add( player->rb.co, player->basis[1], mtx[3] );
373
374 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
375
376 rb_ct manifold[64];
377 int len;
378
379 float yaw = player->angles[0];
380
381 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
382 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
383
384 m3x3_mulv( player->basis, forward_dir, forward_dir );
385 m3x3_mulv( player->basis, right_dir, right_dir );
386
387
388 v2f walk = { player->input_walkh->axis.value,
389 player->input_walkv->axis.value };
390
391 if( v2_length2(walk) > 0.001f )
392 v2_normalize_clamp( walk );
393
394 w->move_speed = v2_length( walk );
395
396 /*
397 * Collision detection
398 */
399 world_instance *world = get_active_world();
400
401 len = rb_capsule__scene( mtx, &w->collider, NULL,
402 &world->rb_geo.inf.scene, manifold );
403 rb_manifold_filter_coplanar( manifold, len, 0.01f );
404 len = rb_manifold_apply_filtered( manifold, len );
405
406 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
407
408 if( w->state.activity != k_walk_activity_lockedmove )
409 w->state.activity = k_walk_activity_air;
410
411 for( int i=0; i<len; i++ )
412 {
413 struct contact *ct = &manifold[i];
414 rb_debug_contact( ct );
415
416 if( player_walk_normal_standable( player, ct->n ) )
417 {
418 if( w->state.activity != k_walk_activity_lockedmove )
419 w->state.activity = k_walk_activity_ground;
420
421 v3_add( surface_avg, ct->n, surface_avg );
422 }
423
424 rb_prepare_contact( ct, k_rb_delta );
425 }
426
427 /*
428 * Move & Friction
429 */
430 float accel_speed = 0.0f, nominal_speed = 0.0f;
431 v3f movedir;
432 v3_muls( right_dir, walk[0], movedir );
433 v3_muladds( movedir, forward_dir, walk[1], movedir );
434
435 if( w->state.activity == k_walk_activity_ground )
436 {
437 v3_normalize( surface_avg );
438
439 v3f tx, ty;
440 rb_tangent_basis( surface_avg, tx, ty );
441
442 if( v2_length2(walk) > 0.001f )
443 {
444 /* clip movement to the surface */
445 float d = v3_dot(surface_avg,movedir);
446 v3_muladds( movedir, surface_avg, -d, movedir );
447 }
448
449 accel_speed = k_walk_accel;
450 nominal_speed = k_walkspeed;
451
452 /* jump */
453 if( player->input_jump->button.value )
454 {
455 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
456 w->state.activity = k_walk_activity_air;
457 accel_speed = k_walk_air_accel;
458 nominal_speed = k_airspeed;
459 }
460 else
461 {
462 player_friction( player->rb.v );
463
464 struct world_material *surface_mat =
465 world_contact_material( world, manifold);
466 w->surface = surface_mat->info.surface_prop;
467 }
468 }
469 else
470 {
471 accel_speed = k_walk_air_accel;
472 nominal_speed = k_airspeed;
473 }
474
475 if( v2_length2(walk) > 0.001f )
476 {
477 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
478 v3_normalize( movedir );
479 }
480
481 /*
482 * Resolve velocity constraints
483 */
484 for( int j=0; j<5; j++ )
485 {
486 for( int i=0; i<len; i++ )
487 {
488 struct contact *ct = &manifold[i];
489
490 /*normal */
491 float vn = -v3_dot( player->rb.v, ct->n );
492
493 float temp = ct->norm_impulse;
494 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
495 vn = ct->norm_impulse - temp;
496
497 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
498 }
499 }
500
501 /*
502 * Depenetrate
503 */
504 v3f dt;
505 rb_depenetrate( manifold, len, dt );
506 v3_add( dt, player->rb.co, player->rb.co );
507
508 /* TODO: Stepping......
509 *
510 * ideas; walkgrid style steps
511 */
512 #if 0
513 if( w->state.activity == k_walk_activity_ground )
514 {
515 /* step */
516 float max_dist = 0.4f;
517
518 v3f pa, pb;
519 v3_copy( player->rb.co, pa );
520 pa[1] += w->collider.radius + max_dist;
521
522 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
523 vg_line( pa, pb, 0xff000000 );
524
525 v3f n;
526 float t;
527 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
528 {
529 if( player_walk_normal_standable( n ) )
530 {
531 v3_lerp( pa, pb, t, player->rb.co );
532 player->rb.co[1] -= w->collider.radius;
533 }
534 }
535 }
536 #endif
537
538
539 /* integrate */
540 if( w->state.activity == k_walk_activity_air )
541 {
542 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
543 player->rb.v );
544 }
545
546 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
547 v3_add( player->rb.co, player->basis[1], mtx[3] );
548 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
549
550 /*
551 * CCD routine
552 * ---------------------------------------------------
553 *
554 */
555 v3f lwr_prev,
556 lwr_now,
557 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
558
559 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
560 v3_add( lwr_offs, player->rb.co, lwr_now );
561
562 v3f movedelta;
563 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
564
565 float movedist = v3_length( movedelta );
566
567 if( movedist > 0.3f )
568 {
569 float t, sr = w->collider.radius-0.04f;
570 v3f n;
571
572 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 )
573 {
574 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
575 player->rb.co[1] -= w->collider.radius;
576 rb_update_transform( &player->rb );
577
578 v3_add( player->rb.co, player->basis[1], mtx[3] );
579 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
580 }
581 }
582
583 teleport_gate *gate;
584 if( (gate = world_intersect_gates(world, player->rb.co, w->state.prev_pos)) )
585 {
586 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
587 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
588
589 v4f transport_rotation;
590 m3x3_q( gate->transport, transport_rotation );
591 q_mul( transport_rotation, player->rb.q, player->rb.q );
592
593 rb_update_transform( &player->rb );
594
595 w->state_gate_storage = w->state;
596 player__pass_gate( player, gate );
597 }
598 }
599
600 VG_STATIC void player__walk_post_update( player_instance *player )
601 {
602 struct player_walk *w = &player->_walk;
603
604 m4x3f mtx;
605 m3x3_copy( player->rb.to_world, mtx );
606 v3_add( player->rb.co, player->basis[1], mtx[3] );
607
608 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
609 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
610 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
611
612
613 /* Calculate header */
614 v3f v;
615 if( player_xyspeed2(player) > 0.1f*0.1f )
616 {
617 v3f v_xy;
618 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
619 float a = atan2f( v_xy[0], v_xy[2] );
620
621 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
622 q_mul( player->qbasis, player->rb.q, player->rb.q );
623 q_normalize( player->rb.q );
624 }
625
626 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
627 v3f p1;
628 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
629 vg_line( w->state.drop_in_target, p1, VG__GREEN );
630 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
631 vg_line( w->state.drop_in_target, p1, VG__GREEN );
632
633 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
634 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
635
636
637 float a = player_get_heading_yaw( player );
638 p1[0] = sinf( a );
639 p1[1] = 0.0f;
640 p1[2] = cosf( a );
641 m3x3_mulv( player->basis, p1, p1 );
642
643 v3_add( player->rb.co, p1, p1 );
644 vg_line( player->rb.co, p1, VG__PINK );
645 }
646
647 VG_STATIC void player__walk_animate( player_instance *player,
648 player_animation *dest )
649 {
650 struct player_walk *w = &player->_walk;
651 struct skeleton *sk = &player->playeravatar->sk;
652
653 {
654 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
655 rate;
656
657 if( w->state.activity == k_walk_activity_air )
658 rate = 2.4f;
659 else
660 rate = 9.0f;
661
662 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
663 w->blend_run = vg_lerpf( w->blend_run,
664 w->move_speed *
665 (1.0f + player->input_walk->button.value*0.5f),
666 2.0f*vg.time_delta );
667 }
668
669 player_pose apose, bpose;
670
671 if( w->move_speed > 0.025f )
672 {
673 /* TODO move */
674 float walk_norm = 30.0f/(float)w->anim_walk->length,
675 run_norm = 30.0f/(float)w->anim_run->length,
676 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
677
678 w->walk_timer += walk_adv * vg.time_delta;
679 }
680 else
681 {
682 w->walk_timer = 0.0f;
683 }
684
685 float walk_norm = (float)w->anim_walk->length/30.0f,
686 run_norm = (float)w->anim_run->length/30.0f,
687 t = w->walk_timer,
688 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
689 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
690
691 /* walk/run */
692 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
693 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
694
695 skeleton_lerp_pose( sk, apose, bpose, l, apose );
696
697 /* idle */
698 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
699 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
700
701 /* air */
702 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
703 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
704
705 /* Create transform */
706 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
707
708 float walk_yaw = player_get_heading_yaw( player );
709
710 if( w->state.outro_anim )
711 {
712 struct player_avatar *av = player->playeravatar;
713 float outro_length = (float)w->state.outro_anim->length /
714 w->state.outro_anim->rate,
715 outro_time = vg.time - w->state.outro_start_time,
716 outro_t = outro_time / outro_length;
717
718 /* TODO: Compression */
719 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
720 outro_time, bpose );
721 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
722
723 if( w->state.outro_type == k_walk_outro_drop_in )
724 {
725 float inv_rate = 1.0f / w->state.outro_anim->rate,
726 anim_frames = w->state.outro_anim->length * inv_rate,
727 step_frames = 12.0f * inv_rate,
728 commit_frames = 6.0f * inv_rate,
729 drop_frames = anim_frames - step_frames,
730 step_t = vg_minf( 1.0f, outro_time / step_frames ),
731 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
732 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
733 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
734
735 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
736 w->state.drop_in_angle, step_t );
737
738 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
739 step_t, player->rb.co );
740 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
741
742 m4x3f transform, inverse;
743 q_m3x3( dest->root_q, transform );
744 v3_copy( dest->root_co, transform[3] );
745 m4x3_invert_affine( transform, inverse );
746
747 v3f anchored_pos;
748 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
749
750 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
751 1.0f-commit_t,
752 dest->pose[ av->id_ik_foot_r-1 ].co );
753
754
755 /* the drop in bit */
756 if( step_t >= 1.0f )
757 {
758 v4f final_q;
759 player_walk_drop_in_overhang_transform( player, dop_t,
760 player->rb.co, final_q );
761 q_mul( final_q, dest->root_q, dest->root_q );
762
763 v4_copy( dest->root_q, player->rb.q );
764 v3_muladds( dest->root_co, player->rb.to_world[1],
765 -0.1f * dop_t, dest->root_co );
766
767 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
768 player->holdout_time = 1.0f;
769 }
770 return;
771 }
772 else
773 {
774 v3_muladds( dest->root_co, player->rb.to_world[1],
775 -0.1f * outro_t, dest->root_co );
776
777 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
778 player->holdout_time = 1.0f;
779 }
780 }
781 else
782 {
783 skeleton_copy_pose( sk, apose, dest->pose );
784 }
785
786 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
787 q_mul( player->qbasis, dest->root_q, dest->root_q );
788 q_normalize( dest->root_q );
789 }
790
791 VG_STATIC void player__walk_post_animate( player_instance *player )
792 {
793 /*
794 * Camera
795 */
796 struct player_walk *w = &player->_walk;
797 struct player_avatar *av = player->playeravatar;
798
799 if( w->state.outro_anim )
800 {
801 float outro_length = (float)w->state.outro_anim->length /
802 w->state.outro_anim->rate,
803 outro_time = vg.time - w->state.outro_start_time,
804 outro_t = outro_time / outro_length;
805
806 player->cam_velocity_influence = outro_t;
807 }
808 else
809 player->cam_velocity_influence = 0.0f;
810 }
811
812
813 VG_STATIC void player__walk_im_gui( player_instance *player )
814 {
815 struct player_walk *w = &player->_walk;
816 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
817 player->rb.v[1],
818 player->rb.v[2] );
819 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
820 player->rb.co[1],
821 player->rb.co[2] );
822 player__debugtext( 1, "activity: %s\n",
823 (const char *[]){ "k_walk_activity_air",
824 "k_walk_activity_ground",
825 "k_walk_activity_sleep",
826 "k_walk_activity_immobile",
827 "k_walk_activity_lockedmove" }
828 [w->state.activity] );
829
830 if( w->state.outro_anim )
831 {
832 float outro_length = (float)w->state.outro_anim->length /
833 w->state.outro_anim->rate,
834 outro_time = vg.time - w->state.outro_start_time;
835 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
836 }
837 }
838
839 VG_STATIC void player__walk_bind( player_instance *player )
840 {
841 struct player_walk *w = &player->_walk;
842 struct player_avatar *av = player->playeravatar;
843 struct skeleton *sk = &av->sk;
844
845 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
846 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
847 w->anim_run = skeleton_get_anim( sk, "run+y" );
848 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
849 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
850 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
851 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
852 }
853
854 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
855 {
856 struct player_walk *w = &player->_walk;
857 w->state.activity = k_walk_activity_air;
858
859 v3f fwd = { 0.0f, 0.0f, 1.0f };
860 q_mulv( player->rb.q, fwd, fwd );
861 m3x3_mulv( player->invbasis, fwd, fwd );
862
863 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
864 q_mul( player->qbasis, player->rb.q, player->rb.q );
865 q_normalize( player->rb.q );
866
867 rb_update_transform( &player->rb );
868 }
869
870 #endif /* PLAYER_DEVICE_WALK_H */