7 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
9 struct player_walk
*w
= &player
->_walk
;
12 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
13 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
14 v3_normalize( init_dir
);
15 v3_muls( init_dir
, 7.0f
, vec
);
18 VG_STATIC
float player_xyspeed2( player_instance
*player
)
21 v3_muladds( player
->rb
.v
, player
->basis
[1],
22 -v3_dot( player
->basis
[1], player
->rb
.v
), xy
);
24 return v3_length2(xy
);
27 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
28 enum skate_activity init
,
31 player
->subsystem
= k_player_subsystem_skate
;
33 struct player_walk
*w
= &player
->_walk
;
34 struct player_skate
*s
= &player
->_skate
;
38 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
39 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
41 v3_copy( player
->rb
.v
, v
);
43 s
->state
.activity_prev
= k_skate_activity_ground
;
44 s
->state
.activity
= init
;
49 m3x3_mulv( player
->invbasis
, dir
, dir
);
51 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(-dir
[0],-dir
[2]) );
52 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
53 q_normalize( player
->rb
.q
);
55 q_mulv( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, s
->state
.cog
);
56 v3_add( s
->state
.cog
, player
->rb
.co
, s
->state
.cog
);
58 v3_copy( v
, s
->state
.cog_v
);
59 v3_copy( v
, player
->rb
.v
);
61 player__skate_reset_animator( player
);
62 player__skate_clear_mechanics( player
);
63 rb_update_transform( &player
->rb
);
64 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
66 if( init
== k_skate_activity_air
)
67 player__approximate_best_trajectory( player
);
70 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
72 player
->subsystem
= k_player_subsystem_skate
;
74 struct player_walk
*w
= &player
->_walk
;
75 struct player_skate
*s
= &player
->_skate
;
76 s
->state
.activity_prev
= k_skate_activity_ground
;
77 s
->state
.activity
= k_skate_activity_ground
;
79 player__skate_clear_mechanics( player
);
80 player__skate_reset_animator( player
);
83 player_walk_drop_in_vector( player
, init_velocity
);
85 rb_update_transform( &player
->rb
);
86 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
87 v3_copy( init_velocity
, s
->state
.cog_v
);
88 v3_copy( init_velocity
, player
->rb
.v
);
89 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
90 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
93 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
97 struct player_walk
*w
= &player
->_walk
;
100 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
101 v3_normalize( axis
);
103 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
105 q_axis_angle( q
, axis
, a
);
108 heading_angle
= w
->state
.drop_in_angle
;
111 overhang
[0] = sinf( heading_angle
) * l
;
112 overhang
[1] = 0.28f
* l
;
113 overhang
[2] = cosf( heading_angle
) * l
;
115 q_mulv( q
, overhang
, overhang
);
116 v3_add( w
->state
.drop_in_target
, overhang
, co
);
119 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
121 struct player_walk
*w
= &player
->_walk
;
122 world_instance
*world
= get_active_world();
125 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
126 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
129 int sample_count
= 0;
131 for( int i
=0; i
<20; i
++ )
133 float t
= (float)i
* (1.0f
/19.0f
),
134 s
= sinf( t
* VG_PIf
* 0.25f
),
135 c
= cosf( t
* VG_PIf
* 0.25f
);
138 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
139 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
140 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
142 ray_hit
*ray
= &samples
[ sample_count
];
145 if( ray_world( world
, pos
, ray_dir
, ray
) )
147 vg_line( pos
, ray
->pos
, VG__RED
);
148 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
154 float min_a
= 0.70710678118654752f
;
155 ray_hit
*candidate
= NULL
;
157 if( sample_count
>= 2 )
159 for( int i
=0; i
<sample_count
-1; i
++ )
161 ray_hit
*s0
= &samples
[i
],
164 float a
= v3_dot( s0
->normal
, s1
->normal
);
166 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
178 ray_hit
*s0
= candidate
,
181 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
183 v3_copy( s0
->normal
, pa
);
184 v3_copy( s1
->normal
, pb
);
185 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
188 pa
[3] = v3_dot( pa
, s0
->pos
);
189 pb
[3] = v3_dot( pb
, s1
->pos
);
190 pc
[3] = v3_dot( pc
, player
->rb
.co
);
193 if( plane_intersect3( pa
, pb
, pc
, edge
) )
195 v3_copy( edge
, w
->state
.drop_in_target
);
196 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
197 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
199 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
200 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
201 w
->state
.drop_in_normal
[2] );
203 /* TODO: scan multiple of these? */
206 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
208 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
209 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
211 q_mulv( oq
, va
, va
);
212 q_mulv( oq
, vb
, vb
);
213 v3_add( oco
, va
, va
);
214 v3_add( oco
, vb
, vb
);
217 v3_sub( vb
, va
, v0
);
221 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
223 if( ray_world( world
, va
, v0
, &ray
) )
225 vg_line( va
, vb
, VG__RED
);
226 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
227 vg_error( "invalidated\n" );
231 v3_muls( v0
, -1.0f
, v0
);
232 if( ray_world( world
, vb
, v0
, &ray
) )
234 vg_line( va
, vb
, VG__RED
);
235 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
236 vg_error( "invalidated\n" );
240 player_walk_drop_in_vector( player
, player
->rb
.v
);
245 vg_error( "failed to find intersection of drop in\n" );
252 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
254 struct player_walk
*w
= &player
->_walk
;
256 if( !player
->immobile
)
257 player_look( player
, player
->angles
);
259 if( w
->state
.outro_anim
){
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
;
264 if( outro_time
>= outro_length
){
265 w
->state
.outro_anim
= NULL
;
266 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
267 player_walk_drop_in_to_skate( player
);
269 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
270 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
273 player_walk_generic_to_skate( player
,
274 k_skate_activity_ground
, 1.0f
);
280 else if( button_down( k_srbind_use
) && !player
->immobile
){
281 if( v3_dist2( player
->rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
282 player
->subsystem
= k_player_subsystem_drive
;
285 if( w
->state
.activity
== k_walk_activity_ground
){
286 if( player_walk_scan_for_drop_in( player
) ){
287 w
->state
.outro_type
= k_walk_outro_drop_in
;
288 w
->state
.outro_anim
= w
->anim_drop_in
;
289 w
->state
.outro_start_time
= vg
.time
;
290 player
->immobile
= 1;
292 struct player_avatar
*av
= player
->playeravatar
;
293 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
294 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
295 w
->state
.drop_in_foot_anchor
);
298 w
->state
.outro_type
= k_walk_outro_regular
;
299 w
->state
.outro_anim
= w
->anim_intro
;
300 w
->state
.outro_start_time
= vg
.time
;
301 w
->state
.activity
= k_walk_activity_lockedmove
;
303 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
304 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
308 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
309 w
->state
.outro_anim
= w
->anim_jump_to_air
;
310 w
->state
.outro_start_time
= vg
.time
;
317 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
319 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
322 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
324 float currentspeed
= v3_dot( v
, movedir
),
325 addspeed
= speed
- currentspeed
;
330 float accelspeed
= accel
* k_rb_delta
* speed
;
332 if( accelspeed
> addspeed
)
333 accelspeed
= addspeed
;
335 v3_muladds( v
, movedir
, accelspeed
, v
);
338 VG_STATIC
void player_friction( v3f v
)
340 float speed
= v3_length( v
),
342 control
= vg_maxf( speed
, k_stopspeed
);
347 drop
+= control
* k_walk_friction
* k_rb_delta
;
349 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
352 v3_muls( v
, newspeed
, v
);
355 VG_STATIC
void player__walk_update( player_instance
*player
)
357 struct player_walk
*w
= &player
->_walk
;
358 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
360 enum walk_activity prev_state
= w
->state
.activity
;
362 if( player
->immobile
)
365 w
->collider
.height
= 2.0f
;
366 w
->collider
.radius
= 0.3f
;
369 m3x3_copy( player
->rb
.to_world
, mtx
);
370 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
372 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
377 float yaw
= player
->angles
[0];
379 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
380 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
382 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
383 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
385 w
->move_speed
= v2_length( srinput
.joy_steer
);
386 world_instance
*world
= get_active_world();
389 * Collision detection
392 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
393 &world
->rb_geo
.inf
.scene
, manifold
);
394 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
395 len
= rb_manifold_apply_filtered( manifold
, len
);
397 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
399 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
400 w
->state
.activity
= k_walk_activity_air
;
402 w
->surface
= k_surface_prop_concrete
;
404 for( int i
=0; i
<len
; i
++ ){
405 struct contact
*ct
= &manifold
[i
];
406 rb_debug_contact( ct
);
408 if( player_walk_normal_standable( player
, ct
->n
) ){
409 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
410 w
->state
.activity
= k_walk_activity_ground
;
412 v3_add( surface_avg
, ct
->n
, surface_avg
);
414 struct world_surface
*surf
= world_contact_surface( world
, ct
);
415 if( surf
->info
.surface_prop
> w
->surface
)
416 w
->surface
= surf
->info
.surface_prop
;
419 rb_prepare_contact( ct
, k_rb_delta
);
425 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
427 v3_muls( right_dir
, srinput
.joy_steer
[0], movedir
);
428 v3_muladds( movedir
, forward_dir
, srinput
.joy_steer
[1], movedir
);
430 if( w
->state
.activity
== k_walk_activity_ground
){
431 v3_normalize( surface_avg
);
434 rb_tangent_basis( surface_avg
, tx
, ty
);
436 if( v2_length2(srinput
.joy_steer
) > 0.001f
){
437 /* clip movement to the surface */
438 float d
= v3_dot(surface_avg
,movedir
);
439 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
442 accel_speed
= k_walk_accel
;
443 nominal_speed
= k_walkspeed
;
446 if( button_down( k_srbind_jump
) ){
447 float d
= v3_dot( player
->basis
[1], player
->rb
.v
);
448 v3_muladds( player
->rb
.v
, player
->basis
[1], -d
, player
->rb
.v
);
449 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
450 w
->state
.activity
= k_walk_activity_air
;
451 prev_state
= k_walk_activity_air
;
452 accel_speed
= k_walk_air_accel
;
453 nominal_speed
= k_airspeed
;
456 player_friction( player
->rb
.v
);
460 accel_speed
= k_walk_air_accel
;
461 nominal_speed
= k_airspeed
;
464 if( v2_length2( srinput
.joy_steer
) > 0.001f
){
465 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
466 v3_normalize( movedir
);
470 * Resolve velocity constraints
472 for( int j
=0; j
<5; j
++ ){
473 for( int i
=0; i
<len
; i
++ ){
474 struct contact
*ct
= &manifold
[i
];
477 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
479 float temp
= ct
->norm_impulse
;
480 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
481 vn
= ct
->norm_impulse
- temp
;
483 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
488 if( w
->state
.activity
== k_walk_activity_ground
||
489 prev_state
== k_walk_activity_ground
){
490 float max_dist
= 0.4f
;
493 v3_copy( player
->rb
.co
, pa
);
494 v3_muladds( pa
, player
->basis
[1], w
->collider
.radius
+ max_dist
, pa
);
495 v3_muladds( pa
, player
->basis
[1], -max_dist
* 2.0f
, pb
);
496 vg_line( pa
, pb
, 0xff000000 );
500 if( spherecast_world( world
, pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 ){
501 if( player_walk_normal_standable( player
, n
) ){
502 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
503 v3_muladds( player
->rb
.co
, player
->basis
[1],
504 -w
->collider
.radius
- k_penetration_slop
,
506 w
->state
.activity
= k_walk_activity_ground
;
508 float d
= -v3_dot(n
,player
->rb
.v
),
509 g
= -k_gravity
* k_rb_delta
;
510 v3_muladds( player
->rb
.v
, n
, d
, player
->rb
.v
);
511 v3_muladds( player
->rb
.v
, player
->basis
[1], g
, player
->rb
.v
);
520 rb_depenetrate( manifold
, len
, dt
);
521 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
524 if( w
->state
.activity
== k_walk_activity_air
){
525 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
529 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
530 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
531 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
535 * ---------------------------------------------------
540 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
542 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
543 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
546 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
548 float movedist
= v3_length( movedelta
);
550 if( movedist
> 0.3f
){
551 float t
, sr
= w
->collider
.radius
-0.04f
;
554 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 ){
555 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
556 player
->rb
.co
[1] -= w
->collider
.radius
;
557 rb_update_transform( &player
->rb
);
559 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
560 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
565 world_intersect_gates( world
, player
->rb
.co
, w
->state
.prev_pos
);
567 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
568 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
570 v4f transport_rotation
;
571 m3x3_q( gate
->transport
, transport_rotation
);
572 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
574 rb_update_transform( &player
->rb
);
576 w
->state_gate_storage
= w
->state
;
577 player__pass_gate( player
, gate
);
579 rb_update_transform( &player
->rb
);
582 VG_STATIC
void player__walk_restore( player_instance
*player
)
584 struct player_walk
*w
= &player
->_walk
;
585 w
->state
= w
->state_gate_storage
;
588 VG_STATIC
void player__walk_post_update( player_instance
*player
)
590 struct player_walk
*w
= &player
->_walk
;
593 m3x3_copy( player
->rb
.to_world
, mtx
);
594 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
596 float substep
= vg
.time_fixed_extrapolate
;
597 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
598 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
601 /* Calculate header */
603 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
606 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
607 float a
= atan2f( v_xy
[0], v_xy
[2] );
609 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
610 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
611 q_normalize( player
->rb
.q
);
614 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
616 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
617 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
618 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
619 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
621 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
622 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
625 float a
= player_get_heading_yaw( player
);
629 m3x3_mulv( player
->basis
, p1
, p1
);
631 v3_add( player
->rb
.co
, p1
, p1
);
632 vg_line( player
->rb
.co
, p1
, VG__PINK
);
636 if( vg_fractf(w
->walk_timer
) > 0.5f
)
641 if( (w
->step_phase
!= walk_phase
) &&
642 (w
->state
.activity
== k_walk_activity_ground
) )
645 if( w
->surface
== k_surface_prop_concrete
){
647 &audio_footsteps
[rand()%vg_list_size(audio_footsteps
)],
648 player
->rb
.co
, 40.0f
, 1.0f
651 else if( w
->surface
== k_surface_prop_grass
){
653 &audio_footsteps_grass
[rand()%vg_list_size(audio_footsteps_grass
)],
654 player
->rb
.co
, 40.0f
, 1.0f
657 else if( w
->surface
== k_surface_prop_wood
){
659 &audio_footsteps_wood
[rand()%vg_list_size(audio_footsteps_wood
)],
660 player
->rb
.co
, 40.0f
, 1.0f
666 w
->step_phase
= walk_phase
;
669 VG_STATIC
void player__walk_animate( player_instance
*player
,
670 player_animation
*dest
)
672 struct player_walk
*w
= &player
->_walk
;
673 struct skeleton
*sk
= &player
->playeravatar
->sk
;
676 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
679 if( w
->state
.activity
== k_walk_activity_air
)
684 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
685 w
->blend_run
= vg_lerpf( w
->blend_run
, w
->move_speed
, 2.0f
*vg
.time_delta
);
688 player_pose apose
, bpose
;
690 if( w
->move_speed
> 0.025f
){
692 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
693 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
694 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
696 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
699 w
->walk_timer
= 0.0f
;
702 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
703 run_norm
= (float)w
->anim_run
->length
/30.0f
,
705 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
706 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
709 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
710 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
712 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
715 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
716 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
719 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
720 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
722 /* Create transform */
723 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
725 float walk_yaw
= player_get_heading_yaw( player
);
727 if( w
->state
.outro_anim
){
728 struct player_avatar
*av
= player
->playeravatar
;
729 float outro_length
= (float)w
->state
.outro_anim
->length
/
730 w
->state
.outro_anim
->rate
,
731 outro_time
= vg
.time
- w
->state
.outro_start_time
,
732 outro_t
= outro_time
/ outro_length
;
734 /* TODO: Compression */
735 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
737 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
739 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
740 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
741 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
742 step_frames
= 12.0f
* inv_rate
,
743 commit_frames
= 6.0f
* inv_rate
,
744 drop_frames
= anim_frames
- step_frames
,
745 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
746 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
747 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
748 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
750 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
751 w
->state
.drop_in_angle
, step_t
);
753 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
754 step_t
, player
->rb
.co
);
755 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
757 m4x3f transform
, inverse
;
758 q_m3x3( dest
->root_q
, transform
);
759 v3_copy( dest
->root_co
, transform
[3] );
760 m4x3_invert_affine( transform
, inverse
);
763 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
765 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
767 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
770 /* the drop in bit */
771 if( step_t
>= 1.0f
){
773 player_walk_drop_in_overhang_transform( player
, dop_t
,
774 player
->rb
.co
, final_q
);
775 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
777 v4_copy( dest
->root_q
, player
->rb
.q
);
778 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
779 -0.1f
* dop_t
, dest
->root_co
);
781 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
782 player
->holdout_time
= 1.0f
;
787 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
788 -0.1f
* outro_t
, dest
->root_co
);
790 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
791 player
->holdout_time
= 1.0f
;
795 skeleton_copy_pose( sk
, apose
, dest
->pose
);
798 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
799 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
800 q_normalize( dest
->root_q
);
803 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
808 struct player_walk
*w
= &player
->_walk
;
809 struct player_avatar
*av
= player
->playeravatar
;
811 if( w
->state
.outro_anim
)
813 float outro_length
= (float)w
->state
.outro_anim
->length
/
814 w
->state
.outro_anim
->rate
,
815 outro_time
= vg
.time
- w
->state
.outro_start_time
,
816 outro_t
= outro_time
/ outro_length
;
818 player
->cam_velocity_influence
= outro_t
;
821 player
->cam_velocity_influence
= 0.0f
;
825 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
827 struct player_walk
*w
= &player
->_walk
;
828 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
831 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
834 player__debugtext( 1, "activity: %s\n",
835 (const char *[]){ "k_walk_activity_air",
836 "k_walk_activity_ground",
837 "k_walk_activity_sleep",
838 "k_walk_activity_lockedmove" }
839 [w
->state
.activity
] );
840 player__debugtext( 1, "surface: %s\n",
841 (const char *[]){ "concrete",
848 if( w
->state
.outro_anim
){
849 float outro_length
= (float)w
->state
.outro_anim
->length
/
850 w
->state
.outro_anim
->rate
,
851 outro_time
= vg
.time
- w
->state
.outro_start_time
;
852 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
856 VG_STATIC
void player__walk_bind( player_instance
*player
)
858 struct player_walk
*w
= &player
->_walk
;
859 struct player_avatar
*av
= player
->playeravatar
;
860 struct skeleton
*sk
= &av
->sk
;
862 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
863 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
864 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
865 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
866 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
867 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
868 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
871 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
873 struct player_walk
*w
= &player
->_walk
;
874 w
->state
.activity
= k_walk_activity_air
;
876 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
877 q_mulv( player
->rb
.q
, fwd
, fwd
);
878 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
880 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
881 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
882 q_normalize( player
->rb
.q
);
884 rb_update_transform( &player
->rb
);
887 VG_STATIC
void player__walk_reset( player_instance
*player
, ent_spawn
*rp
)
889 struct player_walk
*w
= &player
->_walk
;
890 w
->state
.activity
= k_walk_activity_air
;
891 w
->state
.outro_type
= k_walk_outro_none
;
892 w
->state
.outro_anim
= NULL
;
893 w
->state
.outro_start_time
= 0.0;
896 #endif /* PLAYER_DEVICE_WALK_H */