review: rigidbody.h
[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 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
9 {
10 struct player_walk *w = &player->_walk;
11
12 v3f axis, init_dir;
13 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
14 v3_cross( axis, w->state.drop_in_normal, init_dir );
15 v3_normalize( init_dir );
16 v3_muls( init_dir, 7.0f, vec );
17 }
18
19 VG_STATIC float player_xyspeed2( player_instance *player )
20 {
21 v3f xy;
22 v3_muladds( player->rb.v, player->basis[1],
23 -v3_dot( player->basis[1], player->rb.v ), xy );
24
25 return v3_length2(xy);
26 }
27
28 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
29 enum skate_activity init,
30 float yaw )
31 {
32 player->subsystem = k_player_subsystem_skate;
33
34 struct player_walk *w = &player->_walk;
35 struct player_skate *s = &player->_skate;
36
37 v3f v;
38
39 if( player_xyspeed2(player) < 0.1f * 0.1f )
40 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
41 else
42 v3_copy( player->rb.v, v );
43
44 s->state.activity_prev = k_skate_activity_ground;
45 s->state.activity = init;
46
47 v3f dir;
48 v3_copy( v, dir );
49 v3_normalize( dir );
50 m3x3_mulv( player->invbasis, dir, dir );
51
52 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
53 q_mul( player->qbasis, player->rb.q, player->rb.q );
54 q_normalize( player->rb.q );
55
56 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
57 v3_add( s->state.cog, player->rb.co, s->state.cog );
58
59 v3_copy( v, s->state.cog_v );
60 v3_copy( v, player->rb.v );
61
62 player__skate_reset_animator( player );
63 player__skate_clear_mechanics( player );
64 rb_update_transform( &player->rb );
65 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
66
67 if( init == k_skate_activity_air )
68 player__approximate_best_trajectory( player );
69 }
70
71 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
72 {
73 player->immobile = 0;
74 player->subsystem = k_player_subsystem_skate;
75
76 struct player_walk *w = &player->_walk;
77 struct player_skate *s = &player->_skate;
78 s->state.activity_prev = k_skate_activity_ground;
79 s->state.activity = k_skate_activity_ground;
80
81 player__skate_clear_mechanics( player );
82 player__skate_reset_animator( player );
83
84 v3f init_velocity;
85 player_walk_drop_in_vector( player, init_velocity );
86
87 rb_update_transform( &player->rb );
88 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
89 v3_copy( init_velocity, s->state.cog_v );
90 v3_copy( init_velocity, player->rb.v );
91 v3_copy( init_velocity, player->cam_velocity_smooth );
92 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
93 }
94
95 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
96 float t,
97 v3f co, v4f q )
98 {
99 struct player_walk *w = &player->_walk;
100
101 v3f axis;
102 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
103 v3_normalize( axis );
104
105 float a = acosf( w->state.drop_in_normal[1] ) * t;
106
107 q_axis_angle( q, axis, a );
108
109 float l = t * 0.5f,
110 heading_angle = w->state.drop_in_angle;
111
112 v3f overhang;
113 overhang[0] = sinf( heading_angle ) * l;
114 overhang[1] = 0.28f * l;
115 overhang[2] = cosf( heading_angle ) * l;
116
117 q_mulv( q, overhang, overhang );
118 v3_add( w->state.drop_in_target, overhang, co );
119 }
120
121 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
122 {
123 struct player_walk *w = &player->_walk;
124 world_instance *world = world_current_instance();
125
126 v3f dir, center;
127 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
128 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
129
130 ray_hit samples[20];
131 int sample_count = 0;
132
133 for( int i=0; i<20; i ++ )
134 {
135 float t = (float)i * (1.0f/19.0f),
136 s = sinf( t * VG_PIf * 0.25f ),
137 c = cosf( t * VG_PIf * 0.25f );
138
139 v3f ray_dir, pos;
140 v3_muls ( player->rb.to_world[1], -c, ray_dir );
141 v3_muladds( ray_dir, dir, -s, ray_dir );
142 v3_muladds( center, ray_dir, -2.0f, pos );
143
144 ray_hit *ray = &samples[ sample_count ];
145 ray->dist = 2.0f;
146
147 if( ray_world( world, pos, ray_dir, ray ) )
148 {
149 vg_line( pos, ray->pos, VG__RED );
150 vg_line_point( ray->pos, 0.025f, VG__BLACK );
151
152 sample_count ++;
153 }
154 }
155
156 float min_a = 0.70710678118654752f;
157 ray_hit *candidate = NULL;
158
159 if( sample_count >= 2 )
160 {
161 for( int i=0; i<sample_count-1; i++ )
162 {
163 ray_hit *s0 = &samples[i],
164 *s1 = &samples[i+1];
165
166 float a = v3_dot( s0->normal, s1->normal );
167
168 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
169 {
170 min_a = a;
171 candidate = s0;
172 }
173 }
174 }
175
176 if( candidate )
177 {
178 v4f pa, pb, pc;
179
180 ray_hit *s0 = candidate,
181 *s1 = candidate+1;
182
183 vg_line( s0->pos, s1->pos, VG__WHITE );
184
185 v3_copy( s0->normal, pa );
186 v3_copy( s1->normal, pb );
187 v3_cross( player->rb.to_world[1], dir, pc );
188 v3_normalize( pc );
189
190 pa[3] = v3_dot( pa, s0->pos );
191 pb[3] = v3_dot( pb, s1->pos );
192 pc[3] = v3_dot( pc, player->rb.co );
193
194 v3f edge;
195 if( plane_intersect3( pa, pb, pc, edge ) )
196 {
197 v3_copy( edge, w->state.drop_in_target );
198 v3_copy( s1->normal, w->state.drop_in_normal );
199 v3_copy( player->rb.co, w->state.drop_in_start );
200
201 w->state.drop_in_start_angle = player_get_heading_yaw( player );
202 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
203 w->state.drop_in_normal[2] );
204
205 /* TODO: scan multiple of these? */
206 v3f oco;
207 v4f oq;
208 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
209
210 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
211 vb = {0.0f,0.0f, k_board_length + 0.3f};
212
213 q_mulv( oq, va, va );
214 q_mulv( oq, vb, vb );
215 v3_add( oco, va, va );
216 v3_add( oco, vb, vb );
217
218 v3f v0;
219 v3_sub( vb, va, v0 );
220 v3_normalize( v0 );
221
222 ray_hit ray;
223 ray.dist = k_board_length*2.0f + 0.6f;
224
225 if( ray_world( world, va, v0, &ray ) )
226 {
227 vg_line( va, vb, VG__RED );
228 vg_line_point( ray.pos, 0.1f, VG__RED );
229 vg_error( "invalidated\n" );
230 return 0;
231 }
232
233 v3_muls( v0, -1.0f, v0 );
234 if( ray_world( world, vb, v0, &ray ) )
235 {
236 vg_line( va, vb, VG__RED );
237 vg_line_point( ray.pos, 0.1f, VG__RED );
238 vg_error( "invalidated\n" );
239 return 0;
240 }
241
242 player_walk_drop_in_vector( player, player->rb.v );
243 return 1;
244 }
245 else
246 {
247 vg_error( "failed to find intersection of drop in\n" );
248 }
249 }
250
251 return 0;
252 }
253
254 VG_STATIC void player__walk_pre_update( player_instance *player )
255 {
256 struct player_walk *w = &player->_walk;
257
258 if( !player->immobile )
259 player_look( player, player->angles );
260
261 if( w->state.outro_anim ){
262 float outro_length = (float)w->state.outro_anim->length /
263 w->state.outro_anim->rate,
264 outro_time = vg.time - w->state.outro_start_time;
265
266 if( outro_time >= outro_length ){
267 w->state.outro_anim = NULL;
268 if( w->state.outro_type == k_walk_outro_drop_in ){
269 player_walk_drop_in_to_skate( player );
270 }
271 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
272 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
273 }
274 else{
275 player_walk_generic_to_skate( player,
276 k_skate_activity_ground, 1.0f );
277 }
278
279 return;
280 }
281 }
282 else if( button_down( k_srbind_use ) && !player->immobile ){
283 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
284 player->subsystem = k_player_subsystem_drive;
285 }
286 else{
287 struct player_board *board =
288 addon_cache_item_if_loaded( k_addon_type_board,
289 player->board_view_slot );
290
291 if( !board ) return;
292
293 if( w->state.activity == k_walk_activity_ground ){
294 if( player_walk_scan_for_drop_in( player ) ){
295 w->state.outro_type = k_walk_outro_drop_in;
296 w->state.outro_anim = w->anim_drop_in;
297 w->state.outro_start_time = vg.time;
298 player->immobile = 1;
299
300 struct player_avatar *av = player->playeravatar;
301 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
302 av->sk.bones[ av->id_ik_foot_r ].co,
303 w->state.drop_in_foot_anchor );
304 }
305 else{
306 w->state.outro_type = k_walk_outro_regular;
307 w->state.outro_anim = w->anim_intro;
308 w->state.outro_start_time = vg.time;
309 w->state.activity = k_walk_activity_lockedmove;
310
311 if( player_xyspeed2(player) < 0.1f * 0.1f )
312 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
313 }
314 }
315 else{
316 w->state.outro_type = k_walk_outro_jump_to_air;
317 w->state.outro_anim = w->anim_jump_to_air;
318 w->state.outro_start_time = vg.time;
319 return;
320 }
321 }
322 }
323 else if( button_down( k_srbind_jump ) && !player->immobile ){
324 w->state.jump_queued = 1;
325 w->state.jump_input_time = vg.time;
326 }
327 }
328
329 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
330 {
331 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
332 }
333
334 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
335 {
336 float currentspeed = v3_dot( v, movedir ),
337 addspeed = speed - currentspeed;
338
339 if( addspeed <= 0 )
340 return;
341
342 float accelspeed = accel * k_rb_delta * speed;
343
344 if( accelspeed > addspeed )
345 accelspeed = addspeed;
346
347 v3_muladds( v, movedir, accelspeed, v );
348 }
349
350 VG_STATIC void player_friction( v3f v )
351 {
352 float speed = v3_length( v ),
353 drop = 0.0f,
354 control = vg_maxf( speed, k_stopspeed );
355
356 if( speed < 0.04f )
357 return;
358
359 drop += control * k_walk_friction * k_rb_delta;
360
361 float newspeed = vg_maxf( 0.0f, speed - drop );
362 newspeed /= speed;
363
364 v3_muls( v, newspeed, v );
365 }
366
367 VG_STATIC void player__walk_update( player_instance *player )
368 {
369 struct player_walk *w = &player->_walk;
370 v3_copy( player->rb.co, w->state.prev_pos );
371 v3_zero( player->rb.w );
372
373 world_instance *world = world_current_instance();
374
375 if( world->water.enabled ){
376 if( player->rb.co[1]+0.4f < world->water.height ){
377 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
378 player__dead_transition( player );
379 return;
380 }
381 }
382
383 enum walk_activity prev_state = w->state.activity;
384
385 if( player->immobile )
386 return;
387
388 w->collider.height = 2.0f;
389 w->collider.radius = 0.3f;
390
391 m4x3f mtx;
392 m3x3_copy( player->rb.to_world, mtx );
393 v3_add( player->rb.co, player->basis[1], mtx[3] );
394
395 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
396
397 rb_ct manifold[64];
398 int len;
399
400 float yaw = player->angles[0];
401
402 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
403 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
404
405 m3x3_mulv( player->basis, forward_dir, forward_dir );
406 m3x3_mulv( player->basis, right_dir, right_dir );
407
408 v2f steer;
409 joystick_state( k_srjoystick_steer, steer );
410
411 w->move_speed = v2_length( steer );
412
413 /*
414 * Collision detection
415 */
416
417 len = rb_capsule__scene( mtx, &w->collider, NULL,
418 &world->rb_geo.inf.scene, manifold );
419 rb_manifold_filter_coplanar( manifold, len, 0.01f );
420 len = rb_manifold_apply_filtered( manifold, len );
421
422 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
423
424 if( w->state.activity != k_walk_activity_lockedmove )
425 w->state.activity = k_walk_activity_air;
426
427 w->surface = k_surface_prop_concrete;
428
429 for( int i=0; i<len; i++ ){
430 struct contact *ct = &manifold[i];
431 rb_debug_contact( ct );
432
433 if( player_walk_normal_standable( player, ct->n ) ){
434 if( w->state.activity != k_walk_activity_lockedmove )
435 w->state.activity = k_walk_activity_ground;
436
437 v3_add( surface_avg, ct->n, surface_avg );
438
439 struct world_surface *surf = world_contact_surface( world, ct );
440 if( surf->info.surface_prop > w->surface )
441 w->surface = surf->info.surface_prop;
442 }
443
444 rb_prepare_contact( ct, k_rb_delta );
445 }
446
447 /*
448 * Move & Friction
449 */
450 float accel_speed = 0.0f, nominal_speed = 0.0f;
451 v3f movedir;
452
453 v3_muls( right_dir, steer[0], movedir );
454 v3_muladds( movedir, forward_dir, steer[1], movedir );
455
456 if( w->state.activity == k_walk_activity_ground ){
457 v3_normalize( surface_avg );
458
459 v3f tx, ty;
460 v3_tangent_basis( surface_avg, tx, ty );
461
462 if( v2_length2(steer) > 0.001f ){
463 /* clip movement to the surface */
464 float d = v3_dot(surface_avg,movedir);
465 v3_muladds( movedir, surface_avg, -d, movedir );
466 }
467
468 accel_speed = k_walk_accel;
469 nominal_speed = k_walkspeed;
470
471 /* jump */
472 if( w->state.jump_queued ){
473 w->state.jump_queued = 0;
474
475 f32 t = vg.time - w->state.jump_input_time;
476 if( t < PLAYER_JUMP_EPSILON ){
477 float d = v3_dot( player->basis[1], player->rb.v );
478 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
479 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
480 w->state.activity = k_walk_activity_air;
481 prev_state = k_walk_activity_air;
482 accel_speed = k_walk_air_accel;
483 nominal_speed = k_airspeed;
484 }
485 }
486 else{
487 player_friction( player->rb.v );
488 }
489 }
490 else{
491 accel_speed = k_walk_air_accel;
492 nominal_speed = k_airspeed;
493 }
494
495 if( v2_length2( steer ) > 0.001f ){
496 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
497 v3_normalize( movedir );
498 }
499
500 /*
501 * Resolve velocity constraints
502 */
503 for( int j=0; j<5; j++ ){
504 for( int i=0; i<len; i++ ){
505 struct contact *ct = &manifold[i];
506
507 /*normal */
508 float vn = -v3_dot( player->rb.v, ct->n );
509
510 float temp = ct->norm_impulse;
511 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
512 vn = ct->norm_impulse - temp;
513
514 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
515 }
516 }
517
518 /* stepping */
519 if( w->state.activity == k_walk_activity_ground||
520 prev_state == k_walk_activity_ground ){
521 float max_dist = 0.4f;
522
523 v3f pa, pb;
524 v3_copy( player->rb.co, pa );
525 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
526 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
527 vg_line( pa, pb, 0xff000000 );
528
529 v3f n;
530 float t;
531 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
532 if( player_walk_normal_standable( player, n ) ){
533 v3_lerp( pa, pb, t, player->rb.co );
534 v3_muladds( player->rb.co, player->basis[1],
535 -w->collider.radius - k_penetration_slop,
536 player->rb.co );
537 w->state.activity = k_walk_activity_ground;
538
539 float d = -v3_dot(n,player->rb.v),
540 g = -k_gravity * k_rb_delta;
541 v3_muladds( player->rb.v, n, d, player->rb.v );
542 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
543 }
544 }
545 }
546
547 /*
548 * Depenetrate
549 */
550 v3f dt;
551 rb_depenetrate( manifold, len, dt );
552 v3_add( dt, player->rb.co, player->rb.co );
553
554 /* integrate */
555 if( w->state.activity == k_walk_activity_air ){
556 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
557 player->rb.v );
558 }
559
560 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
561 v3_add( player->rb.co, player->basis[1], mtx[3] );
562 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
563
564 /*
565 * CCD routine
566 * ---------------------------------------------------
567 *
568 */
569 v3f lwr_prev,
570 lwr_now,
571 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
572
573 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
574 v3_add( lwr_offs, player->rb.co, lwr_now );
575
576 v3f movedelta;
577 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
578
579 float movedist = v3_length( movedelta );
580
581 if( movedist > 0.3f ){
582 float t, sr = w->collider.radius-0.04f;
583 v3f n;
584
585 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
586 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
587 player->rb.co[1] -= w->collider.radius;
588 rb_update_transform( &player->rb );
589
590 v3_add( player->rb.co, player->basis[1], mtx[3] );
591 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
592 }
593 }
594
595 ent_gate *gate =
596 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
597 if( gate ){
598 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
599 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
600
601 v4f transport_rotation;
602 m3x3_q( gate->transport, transport_rotation );
603 q_mul( transport_rotation, player->rb.q, player->rb.q );
604
605 rb_update_transform( &player->rb );
606
607 w->state_gate_storage = w->state;
608 player__pass_gate( player, gate );
609 }
610 rb_update_transform( &player->rb );
611 }
612
613 VG_STATIC void player__walk_restore( player_instance *player )
614 {
615 struct player_walk *w = &player->_walk;
616 w->state = w->state_gate_storage;
617 }
618
619 VG_STATIC void player__walk_post_update( player_instance *player )
620 {
621 struct player_walk *w = &player->_walk;
622
623 m4x3f mtx;
624 m3x3_copy( player->rb.to_world, mtx );
625 v3_add( player->rb.co, player->basis[1], mtx[3] );
626
627 float substep = vg.time_fixed_extrapolate;
628 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
629 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
630
631
632 /* Calculate header */
633 v3f v;
634 if( player_xyspeed2(player) > 0.1f*0.1f )
635 {
636 v3f v_xy;
637 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
638 float a = atan2f( v_xy[0], v_xy[2] );
639
640 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
641 q_mul( player->qbasis, player->rb.q, player->rb.q );
642 q_normalize( player->rb.q );
643 }
644
645 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
646 v3f p1;
647 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
648 vg_line( w->state.drop_in_target, p1, VG__GREEN );
649 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
650 vg_line( w->state.drop_in_target, p1, VG__GREEN );
651
652 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
653 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
654
655
656 float a = player_get_heading_yaw( player );
657 p1[0] = sinf( a );
658 p1[1] = 0.0f;
659 p1[2] = cosf( a );
660 m3x3_mulv( player->basis, p1, p1 );
661
662 v3_add( player->rb.co, p1, p1 );
663 vg_line( player->rb.co, p1, VG__PINK );
664
665
666 int walk_phase = 0;
667 if( vg_fractf(w->walk_timer) > 0.5f )
668 walk_phase = 1;
669 else
670 walk_phase = 0;
671
672 if( (w->step_phase != walk_phase) &&
673 (w->state.activity == k_walk_activity_ground ) )
674 {
675 audio_lock();
676 if( w->surface == k_surface_prop_concrete ){
677 audio_oneshot_3d(
678 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
679 player->rb.co, 40.0f, 1.0f
680 );
681 }
682 else if( w->surface == k_surface_prop_grass ){
683 audio_oneshot_3d(
684 &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
685 player->rb.co, 40.0f, 1.0f
686 );
687 }
688 else if( w->surface == k_surface_prop_wood ){
689 audio_oneshot_3d(
690 &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
691 player->rb.co, 40.0f, 1.0f
692 );
693 }
694 audio_unlock();
695 }
696
697 w->step_phase = walk_phase;
698 }
699
700 VG_STATIC void player__walk_animate( player_instance *player,
701 player_animation *dest )
702 {
703 struct player_walk *w = &player->_walk;
704 struct skeleton *sk = &player->playeravatar->sk;
705
706 {
707 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
708 rate;
709
710 if( w->state.activity == k_walk_activity_air )
711 rate = 2.4f;
712 else
713 rate = 9.0f;
714
715 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
716 w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
717 }
718
719 player_pose apose, bpose;
720
721 if( w->move_speed > 0.025f ){
722 /* TODO move */
723 float walk_norm = 30.0f/(float)w->anim_walk->length,
724 run_norm = 30.0f/(float)w->anim_run->length,
725 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
726
727 w->walk_timer += walk_adv * vg.time_delta;
728 }
729 else{
730 w->walk_timer = 0.0f;
731 }
732
733 float walk_norm = (float)w->anim_walk->length/30.0f,
734 run_norm = (float)w->anim_run->length/30.0f,
735 t = w->walk_timer,
736 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
737 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
738
739 /* walk/run */
740 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
741 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
742
743 skeleton_lerp_pose( sk, apose, bpose, l, apose );
744
745 /* idle */
746 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
747 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
748
749 /* air */
750 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
751 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
752
753 /* Create transform */
754 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
755
756 float walk_yaw = player_get_heading_yaw( player );
757
758 if( w->state.outro_anim ){
759 struct player_avatar *av = player->playeravatar;
760 float outro_length = (float)w->state.outro_anim->length /
761 w->state.outro_anim->rate,
762 outro_time = vg.time - w->state.outro_start_time,
763 outro_t = outro_time / outro_length;
764
765 /* TODO: Compression */
766 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
767 outro_time, bpose );
768 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
769
770 if( w->state.outro_type == k_walk_outro_drop_in ){
771 float inv_rate = 1.0f / w->state.outro_anim->rate,
772 anim_frames = w->state.outro_anim->length * inv_rate,
773 step_frames = 12.0f * inv_rate,
774 commit_frames = 6.0f * inv_rate,
775 drop_frames = anim_frames - step_frames,
776 step_t = vg_minf( 1.0f, outro_time / step_frames ),
777 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
778 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
779 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
780
781 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
782 w->state.drop_in_angle, step_t );
783
784 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
785 step_t, player->rb.co );
786 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
787
788 m4x3f transform, inverse;
789 q_m3x3( dest->root_q, transform );
790 v3_copy( dest->root_co, transform[3] );
791 m4x3_invert_affine( transform, inverse );
792
793 v3f anchored_pos;
794 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
795
796 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
797 1.0f-commit_t,
798 dest->pose[ av->id_ik_foot_r-1 ].co );
799
800
801 /* the drop in bit */
802 if( step_t >= 1.0f ){
803 v4f final_q;
804 player_walk_drop_in_overhang_transform( player, dop_t,
805 player->rb.co, final_q );
806 q_mul( final_q, dest->root_q, dest->root_q );
807
808 v4_copy( dest->root_q, player->rb.q );
809 v3_muladds( dest->root_co, player->rb.to_world[1],
810 -0.1f * dop_t, dest->root_co );
811
812 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
813 player->holdout_time = 1.0f;
814 }
815 return;
816 }
817 else{
818 v3_muladds( dest->root_co, player->rb.to_world[1],
819 -0.1f * outro_t, dest->root_co );
820
821 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
822 player->holdout_time = 1.0f;
823 }
824 }
825 else{
826 skeleton_copy_pose( sk, apose, dest->pose );
827 }
828
829 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
830 q_mul( player->qbasis, dest->root_q, dest->root_q );
831 q_normalize( dest->root_q );
832 }
833
834 VG_STATIC void player__walk_post_animate( player_instance *player )
835 {
836 /*
837 * Camera
838 */
839 struct player_walk *w = &player->_walk;
840 struct player_avatar *av = player->playeravatar;
841
842 if( w->state.outro_anim )
843 {
844 float outro_length = (float)w->state.outro_anim->length /
845 w->state.outro_anim->rate,
846 outro_time = vg.time - w->state.outro_start_time,
847 outro_t = outro_time / outro_length;
848
849 player->cam_velocity_influence = outro_t;
850 }
851 else
852 player->cam_velocity_influence = 0.0f;
853 }
854
855
856 VG_STATIC void player__walk_im_gui( player_instance *player )
857 {
858 struct player_walk *w = &player->_walk;
859 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
860 player->rb.v[1],
861 player->rb.v[2] );
862 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
863 player->rb.co[1],
864 player->rb.co[2] );
865 player__debugtext( 1, "activity: %s\n",
866 (const char *[]){ "k_walk_activity_air",
867 "k_walk_activity_ground",
868 "k_walk_activity_sleep",
869 "k_walk_activity_lockedmove" }
870 [w->state.activity] );
871 player__debugtext( 1, "surface: %s\n",
872 (const char *[]){ "concrete",
873 "wood",
874 "grass",
875 "tiles",
876 "metal" }
877 [w->surface] );
878
879 if( w->state.outro_anim ){
880 float outro_length = (float)w->state.outro_anim->length /
881 w->state.outro_anim->rate,
882 outro_time = vg.time - w->state.outro_start_time;
883 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
884 }
885 }
886
887 VG_STATIC void player__walk_bind( player_instance *player )
888 {
889 struct player_walk *w = &player->_walk;
890 struct player_avatar *av = player->playeravatar;
891 struct skeleton *sk = &av->sk;
892
893 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
894 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
895 w->anim_run = skeleton_get_anim( sk, "run+y" );
896 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
897 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
898 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
899 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
900 }
901
902 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
903 {
904 struct player_walk *w = &player->_walk;
905 w->state.activity = k_walk_activity_air;
906
907 v3f fwd = { 0.0f, 0.0f, 1.0f };
908 q_mulv( player->rb.q, fwd, fwd );
909 m3x3_mulv( player->invbasis, fwd, fwd );
910
911 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
912 q_mul( player->qbasis, player->rb.q, player->rb.q );
913 q_normalize( player->rb.q );
914
915 rb_update_transform( &player->rb );
916 }
917
918 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
919 {
920 struct player_walk *w = &player->_walk;
921 w->state.activity = k_walk_activity_air;
922 w->state.outro_type = k_walk_outro_none;
923 w->state.outro_anim = NULL;
924 w->state.outro_start_time = 0.0;
925 }
926
927 #endif /* PLAYER_DEVICE_WALK_H */