sitting down
[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 #include "audio.h"
7
8 static void player_walk_drop_in_vector( v3f vec ){
9 v3f axis, init_dir;
10 v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
11 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
12 v3_normalize( init_dir );
13 v3_muls( init_dir, 7.0f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 v3f xy;
18 v3_muladds( localplayer.rb.v, localplayer.basis[1],
19 -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy );
20
21 return v3_length2(xy);
22 }
23
24 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
25 localplayer.subsystem = k_player_subsystem_skate;
26
27 v3f v;
28
29 if( player_xyspeed2() < 0.1f * 0.1f )
30 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
31 else
32 v3_copy( localplayer.rb.v, v );
33
34 player_skate.state.activity_prev = k_skate_activity_ground;
35 player_skate.state.activity = init;
36
37 v3f dir;
38 v3_copy( v, dir );
39 v3_normalize( dir );
40 m3x3_mulv( localplayer.invbasis, dir, dir );
41
42 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
43 atan2f(-dir[0],-dir[2]) );
44 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
45 q_normalize( localplayer.rb.q );
46
47 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
48 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
49
50 v3_copy( v, player_skate.state.cog_v );
51 v3_copy( v, localplayer.rb.v );
52
53 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
54 player__skate_reset_animator();
55 player__skate_clear_mechanics();
56 rb_update_transform( &localplayer.rb );
57 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
58
59 if( init == k_skate_activity_air )
60 player__approximate_best_trajectory();
61 }
62
63 static void player_walk_drop_in_to_skate(void){
64 localplayer.immobile = 0;
65 localplayer.subsystem = k_player_subsystem_skate;
66
67 player_skate.state.activity_prev = k_skate_activity_ground;
68 player_skate.state.activity = k_skate_activity_ground;
69
70 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
71 player__skate_clear_mechanics();
72 player__skate_reset_animator();
73
74 v3f init_velocity;
75 player_walk_drop_in_vector( init_velocity );
76
77 rb_update_transform( &localplayer.rb );
78 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
79 player_skate.state.cog );
80 v3_copy( init_velocity, player_skate.state.cog_v );
81 v3_copy( init_velocity, localplayer.rb.v );
82 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
83 v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
84 }
85
86 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
87 v3f axis;
88 v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
89 v3_normalize( axis );
90
91 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
92 q_axis_angle( q, axis, a );
93
94 float l = t * 0.5f,
95 heading_angle = player_walk.state.drop_in_angle;
96
97 v3f overhang;
98 overhang[0] = sinf( heading_angle ) * l;
99 overhang[1] = 0.28f * l;
100 overhang[2] = cosf( heading_angle ) * l;
101
102 q_mulv( q, overhang, overhang );
103 v3_add( player_walk.state.drop_in_target, overhang, co );
104 }
105
106 static int player_walk_scan_for_drop_in(void){
107 world_instance *world = world_current_instance();
108
109 v3f dir, center;
110 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
111 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
112
113 ray_hit samples[20];
114 int sample_count = 0;
115
116 for( int i=0; i<20; i ++ ){
117 float t = (float)i * (1.0f/19.0f),
118 s = sinf( t * VG_PIf * 0.25f ),
119 c = cosf( t * VG_PIf * 0.25f );
120
121 v3f ray_dir, pos;
122 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
123 v3_muladds( ray_dir, dir, -s, ray_dir );
124 v3_muladds( center, ray_dir, -2.0f, pos );
125
126 ray_hit *ray = &samples[ sample_count ];
127 ray->dist = 2.0f;
128
129 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
130 vg_line( pos, ray->pos, VG__RED );
131 vg_line_point( ray->pos, 0.025f, VG__BLACK );
132
133 sample_count ++;
134 }
135 }
136
137 float min_a = 0.70710678118654752f;
138 ray_hit *candidate = NULL;
139
140 if( sample_count >= 2 ){
141 for( int i=0; i<sample_count-1; i++ ){
142 ray_hit *s0 = &samples[i],
143 *s1 = &samples[i+1];
144
145 float a = v3_dot( s0->normal, s1->normal );
146
147 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
148 min_a = a;
149 candidate = s0;
150 }
151 }
152 }
153
154 if( candidate ){
155 v4f pa, pb, pc;
156
157 ray_hit *s0 = candidate,
158 *s1 = candidate+1;
159
160 vg_line( s0->pos, s1->pos, VG__WHITE );
161
162 v3_copy( s0->normal, pa );
163 v3_copy( s1->normal, pb );
164 v3_cross( localplayer.rb.to_world[1], dir, pc );
165 v3_normalize( pc );
166
167 pa[3] = v3_dot( pa, s0->pos );
168 pb[3] = v3_dot( pb, s1->pos );
169 pc[3] = v3_dot( pc, localplayer.rb.co );
170
171 v3f edge;
172 if( plane_intersect3( pa, pb, pc, edge ) ){
173 v3_copy( edge, player_walk.state.drop_in_target );
174 v3_copy( s1->normal, player_walk.state.drop_in_normal );
175 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
176
177 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
178 player_walk.state.drop_in_angle =
179 atan2f( player_walk.state.drop_in_normal[0],
180 player_walk.state.drop_in_normal[2] );
181
182 /* TODO: scan multiple of these? */
183 v3f oco;
184 v4f oq;
185 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
186
187 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
188 vb = {0.0f,0.0f, k_board_length + 0.3f};
189
190 q_mulv( oq, va, va );
191 q_mulv( oq, vb, vb );
192 v3_add( oco, va, va );
193 v3_add( oco, vb, vb );
194
195 v3f v0;
196 v3_sub( vb, va, v0 );
197 v3_normalize( v0 );
198
199 ray_hit ray;
200 ray.dist = k_board_length*2.0f + 0.6f;
201
202 if( ray_world( world, va, v0, &ray, 0 ) ){
203 vg_line( va, vb, VG__RED );
204 vg_line_point( ray.pos, 0.1f, VG__RED );
205 vg_error( "invalidated\n" );
206 return 0;
207 }
208
209 v3_muls( v0, -1.0f, v0 );
210 if( ray_world( world, vb, v0, &ray, 0 ) ){
211 vg_line( va, vb, VG__RED );
212 vg_line_point( ray.pos, 0.1f, VG__RED );
213 vg_error( "invalidated\n" );
214 return 0;
215 }
216
217 player_walk_drop_in_vector( localplayer.rb.v );
218 return 1;
219 }
220 else{
221 vg_error( "failed to find intersection of drop in\n" );
222 }
223 }
224
225 return 0;
226 }
227
228 static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
229 struct player_walk *w = &player_walk;
230
231 return (struct skeleton_anim *[]){
232 [k_walk_outro_none] = NULL,
233 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
234 [k_walk_outro_regular] = w->anim_intro,
235 [k_walk_outro_drop_in] = w->anim_drop_in
236 }[ type ];
237 }
238
239
240 static void player__walk_pre_update(void){
241 struct player_walk *w = &player_walk;
242
243 if( !localplayer.immobile )
244 player_look( localplayer.angles, skaterift.time_rate );
245
246 if( w->state.outro_type ){
247 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
248
249 f32 outro_length = (f32)anim->length / anim->rate,
250 outro_time = vg.time - w->state.outro_start_time;
251
252 if( outro_time >= outro_length ){
253 if( w->state.outro_type == k_walk_outro_drop_in ){
254 player_walk_drop_in_to_skate();
255 }
256 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
257 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
258 }
259 else{
260 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
261 }
262
263 w->state.outro_type = k_walk_outro_none;
264 return;
265 }
266 }
267 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
268 if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
269 localplayer.subsystem = k_player_subsystem_drive;
270 }
271 else{
272 struct player_board *board =
273 addon_cache_item_if_loaded( k_addon_type_board,
274 localplayer.board_view_slot );
275
276 if( !board ) return;
277
278 if( w->state.activity == k_walk_activity_ground ){
279 if( player_walk_scan_for_drop_in() ){
280 w->state.outro_type = k_walk_outro_drop_in;
281 w->state.outro_start_time = vg.time;
282 localplayer.immobile = 1;
283
284 struct player_avatar *av = localplayer.playeravatar;
285 m4x3_mulv( localplayer.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 w->state.outro_type = k_walk_outro_regular;
291 w->state.outro_start_time = vg.time;
292 w->state.activity = k_walk_activity_lockedmove;
293
294 if( player_xyspeed2() < 0.1f * 0.1f ){
295 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
296 localplayer.rb.v );
297 }
298 }
299 }
300 else{
301 w->state.outro_type = k_walk_outro_jump_to_air;
302 w->state.outro_start_time = vg.time;
303 return;
304 }
305 }
306 }
307 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
308 w->state.jump_queued = 1;
309 w->state.jump_input_time = vg.time;
310 }
311 }
312
313 static int player_walk_normal_standable( v3f n ){
314 return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
315 }
316
317 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
318 float currentspeed = v3_dot( v, movedir ),
319 addspeed = speed - currentspeed;
320
321 if( addspeed <= 0 )
322 return;
323
324 float accelspeed = accel * k_rb_delta * speed;
325
326 if( accelspeed > addspeed )
327 accelspeed = addspeed;
328
329 v3_muladds( v, movedir, accelspeed, v );
330 }
331
332 static void player_friction( v3f v ){
333 float speed = v3_length( v ),
334 drop = 0.0f,
335 control = vg_maxf( speed, k_stopspeed );
336
337 if( speed < 0.04f )
338 return;
339
340 drop += control * k_walk_friction * k_rb_delta;
341
342 float newspeed = vg_maxf( 0.0f, speed - drop );
343 newspeed /= speed;
344
345 v3_muls( v, newspeed, v );
346 }
347
348 static void player_walk_custom_filter( world_instance *world,
349 rb_ct *man, int len, f32 w ){
350 for( int i=0; i<len; i++ ){
351 rb_ct *ci = &man[i];
352 if( ci->type == k_contact_type_disabled ||
353 ci->type == k_contact_type_edge )
354 continue;
355
356
357 float d1 = v3_dot( ci->co, ci->n );
358
359 for( int j=0; j<len; j++ ){
360 if( j == i )
361 continue;
362
363 rb_ct *cj = &man[j];
364 if( cj->type == k_contact_type_disabled )
365 continue;
366
367 struct world_surface *si = world_contact_surface( world, ci ),
368 *sj = world_contact_surface( world, cj );
369
370 if( (sj->info.flags & k_material_flag_walking) &&
371 !(si->info.flags & k_material_flag_walking)){
372 continue;
373 }
374
375 float d2 = v3_dot( cj->co, ci->n ),
376 d = d2-d1;
377
378 if( fabsf( d ) <= w ){
379 cj->type = k_contact_type_disabled;
380 }
381 }
382 }
383 }
384
385 static void player__walk_update(void){
386 struct player_walk *w = &player_walk;
387
388 v2f steer;
389 joystick_state( k_srjoystick_steer, steer );
390
391 if( w->state.activity == k_walk_activity_sit ){
392 if( w->state.sit_t < 1.0f )
393 w->state.sit_t += vg.time_delta;
394 else {
395 w->state.sit_t = 1.0f;
396
397 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
398 button_down(k_srbind_jump) ){
399 w->state.activity = k_walk_activity_sit_up;
400 }
401 }
402 return;
403 }
404 else if( w->state.activity == k_walk_activity_sit_up ){
405 if( w->state.sit_t > 0.0f ){
406 w->state.sit_t -= vg.time_delta;
407 return;
408 }
409 }
410 else
411 w->state.sit_t = 0.0f;
412
413 v3_copy( localplayer.rb.co, w->state.prev_pos );
414 v3_zero( localplayer.rb.w );
415
416 world_instance *world = world_current_instance();
417
418 if( world->water.enabled ){
419 if( localplayer.rb.co[1]+0.4f < world->water.height ){
420 audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
421 player__dead_transition();
422 return;
423 }
424 }
425
426 enum walk_activity prev_state = w->state.activity;
427
428 w->collider.height = 2.0f;
429 w->collider.radius = 0.3f;
430
431 m4x3f mtx;
432 m3x3_copy( localplayer.rb.to_world, mtx );
433 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
434
435 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
436
437 rb_ct manifold[64];
438 int len;
439
440 float yaw = localplayer.angles[0];
441
442 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
443 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
444
445 m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
446 m3x3_mulv( localplayer.basis, right_dir, right_dir );
447
448
449 w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
450
451 /*
452 * Collision detection
453 */
454
455 len = rb_capsule__scene( mtx, &w->collider, NULL,
456 &world->rb_geo.inf.scene, manifold, 0 );
457 player_walk_custom_filter( world, manifold, len, 0.01f );
458 len = rb_manifold_apply_filtered( manifold, len );
459
460 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
461
462 if( w->state.activity != k_walk_activity_lockedmove )
463 w->state.activity = k_walk_activity_air;
464
465 w->surface = k_surface_prop_concrete;
466
467 for( int i=0; i<len; i++ ){
468 struct contact *ct = &manifold[i];
469 rb_debug_contact( ct );
470
471 if( player_walk_normal_standable( ct->n ) ){
472 if( w->state.activity != k_walk_activity_lockedmove )
473 w->state.activity = k_walk_activity_ground;
474
475 v3_add( surface_avg, ct->n, surface_avg );
476
477 struct world_surface *surf = world_contact_surface( world, ct );
478 if( surf->info.surface_prop > w->surface )
479 w->surface = surf->info.surface_prop;
480 }
481
482 rb_prepare_contact( ct, k_rb_delta );
483 }
484
485 /*
486 * Move & Friction
487 */
488 float accel_speed = 0.0f, nominal_speed = 0.0f;
489 v3f movedir;
490
491 v3_muls( right_dir, steer[0], movedir );
492 v3_muladds( movedir, forward_dir, steer[1], movedir );
493
494 if( w->state.activity == k_walk_activity_ground ){
495 v3_normalize( surface_avg );
496
497 if( button_down(k_srbind_sit) ){
498 w->state.activity = k_walk_activity_sit;
499 return;
500 }
501
502 v3f tx, ty;
503 v3_tangent_basis( surface_avg, tx, ty );
504
505 if( v2_length2(steer) > 0.001f ){
506 /* clip movement to the surface */
507 float d = v3_dot(surface_avg,movedir);
508 v3_muladds( movedir, surface_avg, -d, movedir );
509 }
510
511 accel_speed = k_walk_accel;
512 nominal_speed = k_walkspeed;
513
514 /* jump */
515 if( w->state.jump_queued ){
516 w->state.jump_queued = 0;
517
518 f32 t = vg.time - w->state.jump_input_time;
519 if( t < PLAYER_JUMP_EPSILON ){
520 float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
521 v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
522 localplayer.rb.v );
523 v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f,
524 localplayer.rb.v );
525 w->state.activity = k_walk_activity_air;
526 prev_state = k_walk_activity_air;
527 accel_speed = k_walk_air_accel;
528 nominal_speed = k_airspeed;
529 }
530 }
531 else{
532 player_friction( localplayer.rb.v );
533 }
534 }
535 else{
536 accel_speed = k_walk_air_accel;
537 nominal_speed = k_airspeed;
538 }
539
540 if( v2_length2( steer ) > 0.001f ){
541 player_accelerate( localplayer.rb.v, movedir,
542 nominal_speed, accel_speed );
543 v3_normalize( movedir );
544 }
545
546 /*
547 * Resolve velocity constraints
548 */
549 for( int j=0; j<5; j++ ){
550 for( int i=0; i<len; i++ ){
551 struct contact *ct = &manifold[i];
552
553 /*normal */
554 float vn = -v3_dot( localplayer.rb.v, ct->n );
555
556 float temp = ct->norm_impulse;
557 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
558 vn = ct->norm_impulse - temp;
559
560 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
561 }
562 }
563
564 /* stepping */
565 if( w->state.activity == k_walk_activity_ground||
566 prev_state == k_walk_activity_ground ){
567 float max_dist = 0.4f;
568
569 v3f pa, pb;
570 v3_copy( localplayer.rb.co, pa );
571 v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
572 v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb );
573 vg_line( pa, pb, 0xff000000 );
574
575 v3f n;
576 float t;
577 if( spherecast_world( world, pa, pb,
578 w->collider.radius, &t, n, 0 ) != -1 ){
579 if( player_walk_normal_standable(n) ){
580 v3_lerp( pa, pb, t, localplayer.rb.co );
581 v3_muladds( localplayer.rb.co, localplayer.basis[1],
582 -w->collider.radius - k_penetration_slop,
583 localplayer.rb.co );
584 w->state.activity = k_walk_activity_ground;
585
586 float d = -v3_dot(n,localplayer.rb.v),
587 g = -k_gravity * k_rb_delta;
588 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
589 v3_muladds( localplayer.rb.v, localplayer.basis[1], g,
590 localplayer.rb.v );
591 }
592 }
593 }
594
595 /*
596 * Depenetrate
597 */
598 v3f dt;
599 rb_depenetrate( manifold, len, dt );
600 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
601
602 /* integrate */
603 if( w->state.activity == k_walk_activity_air ){
604 v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta,
605 localplayer.rb.v );
606 }
607
608 if( localplayer.immobile ){
609 localplayer.rb.v[0] = 0.0f;
610 localplayer.rb.v[2] = 0.0f;
611 }
612
613 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
614 localplayer.rb.co );
615 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
616 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
617
618 /*
619 * CCD routine
620 * ---------------------------------------------------
621 *
622 */
623 v3f lwr_prev,
624 lwr_now,
625 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
626
627 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
628 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
629
630 v3f movedelta;
631 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
632
633 float movedist = v3_length( movedelta );
634
635 if( movedist > 0.3f ){
636 float t, sr = w->collider.radius-0.04f;
637 v3f n;
638
639 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
640 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
641 localplayer.rb.co[1] -= w->collider.radius;
642 rb_update_transform( &localplayer.rb );
643
644 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
645 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
646 }
647 }
648
649 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
650 if( id ){
651 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
652 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
653 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
654
655 v4f transport_rotation;
656 m3x3_q( gate->transport, transport_rotation );
657 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
658
659 rb_update_transform( &localplayer.rb );
660 player__pass_gate( id );
661 }
662 rb_update_transform( &localplayer.rb );
663 }
664
665 static void player__walk_post_update(void){
666 struct player_walk *w = &player_walk;
667
668 m4x3f mtx;
669 m3x3_copy( localplayer.rb.to_world, mtx );
670 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
671
672 float substep = vg.time_fixed_extrapolate;
673 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
674 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
675
676
677 /* Calculate header */
678 v3f v;
679 if( player_xyspeed2() > 0.1f*0.1f )
680 {
681 v3f v_xy;
682 m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
683 float a = atan2f( v_xy[0], v_xy[2] );
684
685 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
686 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
687 q_normalize( localplayer.rb.q );
688 }
689
690 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
691 v3f p1;
692 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
693 vg_line( w->state.drop_in_target, p1, VG__GREEN );
694 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
695 vg_line( w->state.drop_in_target, p1, VG__GREEN );
696
697 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
698 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
699
700
701 float a = player_get_heading_yaw();
702 p1[0] = sinf( a );
703 p1[1] = 0.0f;
704 p1[2] = cosf( a );
705 m3x3_mulv( localplayer.basis, p1, p1 );
706
707 v3_add( localplayer.rb.co, p1, p1 );
708 vg_line( localplayer.rb.co, p1, VG__PINK );
709
710
711 int walk_phase = 0;
712 if( vg_fractf(w->state.walk_timer) > 0.5f )
713 walk_phase = 1;
714 else
715 walk_phase = 0;
716
717 if( (w->state.step_phase != walk_phase) &&
718 (w->state.activity == k_walk_activity_ground ) )
719 {
720 audio_lock();
721 if( w->surface == k_surface_prop_concrete ){
722 audio_oneshot_3d(
723 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
724 localplayer.rb.co, 40.0f, 1.0f
725 );
726 }
727 else if( w->surface == k_surface_prop_grass ){
728 audio_oneshot_3d(
729 &audio_footsteps_grass[ vg_randu32()%
730 vg_list_size(audio_footsteps_grass)],
731 localplayer.rb.co, 40.0f, 1.0f
732 );
733 }
734 else if( w->surface == k_surface_prop_wood ){
735 audio_oneshot_3d(
736 &audio_footsteps_wood[ vg_randu32()%
737 vg_list_size(audio_footsteps_wood)],
738 localplayer.rb.co, 40.0f, 1.0f
739 );
740 }
741 audio_unlock();
742 }
743
744 w->state.step_phase = walk_phase;
745 }
746
747 static void player__walk_animate(void){
748 struct player_walk *w = &player_walk;
749 player_pose *pose = &localplayer.pose;
750 struct player_walk_animator *animator = &w->animator;
751
752 animator->outro_type = w->state.outro_type;
753
754 {
755 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
756 rate;
757
758 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
759 else rate = 9.0f;
760
761 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
762 animator->run = vg_lerpf( animator->run, w->move_speed,
763 2.0f*vg.time_delta);
764 }
765
766 if( w->move_speed > 0.025f ){
767 /* TODO move */
768 float walk_norm = 30.0f/(float)w->anim_walk->length,
769 run_norm = 30.0f/(float)w->anim_run->length,
770 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
771
772 w->state.walk_timer += walk_adv * vg.time_delta;
773 }
774 else
775 w->state.walk_timer = 0.0f;
776 animator->walk_timer = w->state.walk_timer;
777
778
779 if( !localplayer.immobile )
780 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
781 else{
782 v3_copy( localplayer.rb.co, animator->root_co );
783 v4_copy( localplayer.rb.q, animator->root_q );
784 }
785
786 f32 walk_yaw = player_get_heading_yaw();
787
788 /* sitting */
789 animator->sit_t = w->state.sit_t;
790
791 {
792 f32 head_yaw = localplayer.angles[0] + VG_PIf,
793 y = vg_angle_diff( head_yaw, -walk_yaw ),
794 mp = VG_PIf / 4.0f,
795 p = vg_clampf( localplayer.angles[1], -mp, mp );
796
797 if( fabsf(y) > VG_PIf/1.7f ){
798 y = 0.0f;
799 p = 0.0f;
800 }
801 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
802 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
803 }
804
805 if( w->state.outro_type ){
806 struct player_avatar *av = localplayer.playeravatar;
807 struct skeleton_anim *anim =
808 player_walk_outro_anim( w->state.outro_type );
809 f32 outro_length = (f32)anim->length / anim->rate,
810 outro_time = vg.time - w->state.outro_start_time;
811 animator->outro_t = outro_time / outro_length;
812
813 if( w->state.outro_type == k_walk_outro_drop_in ){
814 float inv_rate = 1.0f / anim->rate,
815 anim_frames = anim->length * inv_rate,
816 step_frames = 12.0f * inv_rate,
817 commit_frames = 6.0f * inv_rate,
818 drop_frames = anim_frames - step_frames,
819 step_t = vg_minf( 1.0f, outro_time / step_frames ),
820 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
821 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
822 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
823
824 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
825 w->state.drop_in_angle, step_t );
826
827 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
828 step_t, localplayer.rb.co );
829 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
830 walk_yaw + VG_PIf );
831
832 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
833
834 /* the drop in bit */
835 if( step_t >= 1.0f ){
836 v4f final_q;
837 player_walk_drop_in_overhang_transform( dop_t, localplayer.rb.co,
838 final_q );
839 q_mul( final_q, animator->root_q, animator->root_q );
840
841 v4_copy( animator->root_q, localplayer.rb.q );
842 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
843 -0.1f*dop_t, animator->root_co );
844 }
845 return;
846 }
847 else{
848 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
849 -0.1f*animator->outro_t, animator->root_co );
850 }
851 }
852
853 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
854 q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
855 q_normalize( animator->root_q );
856 }
857
858 static void player__walk_pose( void *_animator, player_pose *pose ){
859 struct player_walk *w = &player_walk;
860 struct player_walk_animator *animator = _animator;
861 struct skeleton *sk = &localplayer.playeravatar->sk;
862 struct player_avatar *av = localplayer.playeravatar;
863
864 v3_copy( animator->root_co, pose->root_co );
865 v4_copy( animator->root_q, pose->root_q );
866 pose->board.lean = 0.0f;
867 pose->type = k_player_pose_type_ik;
868
869 float walk_norm = (float)w->anim_walk->length/30.0f,
870 run_norm = (float)w->anim_run->length/30.0f,
871 t = animator->walk_timer,
872 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
873 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
874
875 /* walk/run */
876 mdl_keyframe apose[32], bpose[32];
877 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
878 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
879
880 skeleton_lerp_pose( sk, apose, bpose, l, apose );
881
882 /* idle */
883 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
884 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
885
886 /* air */
887 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
888 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
889
890 /* sit */
891 if( animator->sit_t > 0.0f ){
892 f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
893 st = vg_minf( 1.0f, animator->sit_t );
894 skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
895
896 v4f qy,qp;
897 f32 *qh = bpose[av->id_head-1].q;
898 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
899 q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
900 q_mul( qy, qh, qh );
901 q_mul( qh, qp, qh );
902 q_normalize( qh );
903
904 qh = bpose[av->id_chest-1].q;
905 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
906 q_mul( qy, qh, qh );
907 q_normalize( qh );
908
909 skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
910 }
911
912 if( animator->outro_type ){
913 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
914
915 f32 outro_length = (f32)anim->length / anim->rate,
916 outro_time = animator->outro_t*outro_length;
917
918 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
919 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
920 pose->keyframes );
921
922 if( animator->outro_type == k_walk_outro_drop_in ){
923 m4x3f transform, inverse;
924 q_m3x3( pose->root_q, transform );
925 v3_copy( pose->root_co, transform[3] );
926 m4x3_invert_affine( transform, inverse );
927
928 v3f anchored_pos;
929 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
930
931 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
932 1.0f-animator->commit_t,
933 pose->keyframes[ av->id_ik_foot_r-1 ].co );
934 }
935 }
936 else
937 skeleton_copy_pose( sk, apose, pose->keyframes );
938 }
939
940 static void player__walk_post_animate(void){
941 /*
942 * Camera
943 */
944 struct player_walk *w = &player_walk;
945 struct player_avatar *av = localplayer.playeravatar;
946
947 if( w->state.outro_type ){
948 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
949
950 f32 outro_length = (f32)anim->length / anim->rate,
951 outro_time = vg.time - w->state.outro_start_time,
952 outro_t = outro_time / outro_length;
953
954 localplayer.cam_velocity_influence = outro_t;
955 }
956 else
957 localplayer.cam_velocity_influence = 0.0f;
958 }
959
960 static void player__walk_im_gui(void){
961 struct player_walk *w = &player_walk;
962 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
963 localplayer.rb.v[1],
964 localplayer.rb.v[2] );
965 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
966 localplayer.rb.co[1],
967 localplayer.rb.co[2] );
968 player__debugtext( 1, "activity: %s\n",
969 (const char *[]){ "k_walk_activity_air",
970 "k_walk_activity_ground",
971 "k_walk_activity_sleep",
972 "k_walk_activity_lockedmove",
973 "k_walk_activity_sit",
974 "k_walk_activity_sit_up" }
975 [w->state.activity] );
976 player__debugtext( 1, "surface: %s\n",
977 (const char *[]){ "concrete",
978 "wood",
979 "grass",
980 "tiles",
981 "metal" }
982 [w->surface] );
983
984 if( w->state.outro_type ){
985 struct skeleton_anim *anim =
986 player_walk_outro_anim( w->state.outro_type );
987
988 f32 outro_length = (f32)anim->length / anim->rate,
989 outro_time = vg.time - w->state.outro_start_time;
990 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
991 }
992 }
993
994 static void player__walk_bind(void){
995 struct player_walk *w = &player_walk;
996 struct player_avatar *av = localplayer.playeravatar;
997 struct skeleton *sk = &av->sk;
998
999 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1000 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1001 w->anim_run = skeleton_get_anim( sk, "run+y" );
1002 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1003 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1004 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1005 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1006 w->anim_sit = skeleton_get_anim( sk, "sit" );
1007 }
1008
1009 static void player__walk_transition(void){
1010 struct player_walk *w = &player_walk;
1011 w->state.activity = k_walk_activity_air;
1012 w->state.outro_type = k_walk_outro_none;
1013 w->state.outro_start_time = 0.0;
1014 w->state.jump_queued = 0;
1015 w->state.jump_input_time = 0.0;
1016 w->state.walk_timer = 0.0f;
1017 w->state.step_phase = 0;
1018
1019 v3f fwd = { 0.0f, 0.0f, 1.0f };
1020 q_mulv( localplayer.rb.q, fwd, fwd );
1021 m3x3_mulv( localplayer.invbasis, fwd, fwd );
1022
1023 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1024 atan2f(fwd[0], fwd[2]) );
1025 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
1026 q_normalize( localplayer.rb.q );
1027
1028 rb_update_transform( &localplayer.rb );
1029 }
1030
1031 static void player__walk_reset( ent_spawn *rp ){
1032 struct player_walk *w = &player_walk;
1033 w->state.activity = k_walk_activity_air;
1034 w->state.outro_type = k_walk_outro_none;
1035 w->state.outro_start_time = 0.0;
1036 }
1037
1038 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1039 struct player_walk_animator *animator = data;
1040
1041 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1042 bitpack_qquat( ctx, animator->root_q );
1043 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1044 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1045 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1046 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1047
1048 bitpack_bytes( ctx, 8, &animator->outro_type );
1049 if( animator->outro_type ){
1050 bitpack_bytes(ctx, sizeof(animator->foot_anchor), animator->foot_anchor );
1051 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
1052 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
1053 }
1054 }
1055 #endif /* PLAYER_DEVICE_WALK_H */