input update 1
[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
7 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
8 {
9 struct player_walk *w = &player->_walk;
10
11 v3f axis, init_dir;
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 );
16 }
17
18 VG_STATIC float player_xyspeed2( player_instance *player )
19 {
20 v3f xy;
21 v3_muladds( player->rb.v, player->basis[1],
22 -v3_dot( player->basis[1], player->rb.v ), xy );
23
24 return v3_length2(xy);
25 }
26
27 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
28 enum skate_activity init,
29 float yaw )
30 {
31 player->subsystem = k_player_subsystem_skate;
32
33 struct player_walk *w = &player->_walk;
34 struct player_skate *s = &player->_skate;
35
36 v3f v;
37
38 if( player_xyspeed2(player) < 0.1f * 0.1f )
39 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
40 else
41 v3_copy( player->rb.v, v );
42
43 s->state.activity_prev = k_skate_activity_ground;
44 s->state.activity = init;
45
46 v3f dir;
47 v3_copy( v, dir );
48 v3_normalize( dir );
49 m3x3_mulv( player->invbasis, dir, dir );
50
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 );
54
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 );
57
58 v3_copy( v, s->state.cog_v );
59 v3_copy( v, player->rb.v );
60
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 );
65
66 if( init == k_skate_activity_air )
67 player__approximate_best_trajectory( player );
68 }
69
70 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
71 {
72 player->subsystem = k_player_subsystem_skate;
73
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;
78
79 player__skate_clear_mechanics( player );
80 player__skate_reset_animator( player );
81
82 v3f init_velocity;
83 player_walk_drop_in_vector( player, init_velocity );
84
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 );
91 }
92
93 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
94 float t,
95 v3f co, v4f q )
96 {
97 struct player_walk *w = &player->_walk;
98
99 v3f axis;
100 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
101 v3_normalize( axis );
102
103 float a = acosf( w->state.drop_in_normal[1] ) * t;
104
105 q_axis_angle( q, axis, a );
106
107 float l = t * 0.5f,
108 heading_angle = w->state.drop_in_angle;
109
110 v3f overhang;
111 overhang[0] = sinf( heading_angle ) * l;
112 overhang[1] = 0.28f * l;
113 overhang[2] = cosf( heading_angle ) * l;
114
115 q_mulv( q, overhang, overhang );
116 v3_add( w->state.drop_in_target, overhang, co );
117 }
118
119 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
120 {
121 struct player_walk *w = &player->_walk;
122 world_instance *world = get_active_world();
123
124 v3f dir, center;
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 );
127
128 ray_hit samples[20];
129 int sample_count = 0;
130
131 for( int i=0; i<20; i ++ )
132 {
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 );
136
137 v3f ray_dir, pos;
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 );
141
142 ray_hit *ray = &samples[ sample_count ];
143 ray->dist = 2.0f;
144
145 if( ray_world( world, pos, ray_dir, ray ) )
146 {
147 vg_line( pos, ray->pos, VG__RED );
148 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
149
150 sample_count ++;
151 }
152 }
153
154 float min_a = 0.70710678118654752f;
155 ray_hit *candidate = NULL;
156
157 if( sample_count >= 2 )
158 {
159 for( int i=0; i<sample_count-1; i++ )
160 {
161 ray_hit *s0 = &samples[i],
162 *s1 = &samples[i+1];
163
164 float a = v3_dot( s0->normal, s1->normal );
165
166 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
167 {
168 min_a = a;
169 candidate = s0;
170 }
171 }
172 }
173
174 if( candidate )
175 {
176 v4f pa, pb, pc;
177
178 ray_hit *s0 = candidate,
179 *s1 = candidate+1;
180
181 vg_line( s0->pos, s1->pos, VG__WHITE );
182
183 v3_copy( s0->normal, pa );
184 v3_copy( s1->normal, pb );
185 v3_cross( player->rb.to_world[1], dir, pc );
186 v3_normalize( pc );
187
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 );
191
192 v3f edge;
193 if( plane_intersect3( pa, pb, pc, edge ) )
194 {
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 );
198
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] );
202
203 /* TODO: scan multiple of these? */
204 v3f oco;
205 v4f oq;
206 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
207
208 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
209 vb = {0.0f,0.0f, k_board_length + 0.3f};
210
211 q_mulv( oq, va, va );
212 q_mulv( oq, vb, vb );
213 v3_add( oco, va, va );
214 v3_add( oco, vb, vb );
215
216 v3f v0;
217 v3_sub( vb, va, v0 );
218 v3_normalize( v0 );
219
220 ray_hit ray;
221 ray.dist = k_board_length*2.0f + 0.6f;
222
223 if( ray_world( world, va, v0, &ray ) )
224 {
225 vg_line( va, vb, VG__RED );
226 vg_line_pt3( ray.pos, 0.1f, VG__RED );
227 vg_error( "invalidated\n" );
228 return 0;
229 }
230
231 v3_muls( v0, -1.0f, v0 );
232 if( ray_world( world, vb, v0, &ray ) )
233 {
234 vg_line( va, vb, VG__RED );
235 vg_line_pt3( ray.pos, 0.1f, VG__RED );
236 vg_error( "invalidated\n" );
237 return 0;
238 }
239
240 player_walk_drop_in_vector( player, player->rb.v );
241 return 1;
242 }
243 else
244 {
245 vg_error( "failed to find intersection of drop in\n" );
246 }
247 }
248
249 return 0;
250 }
251
252 VG_STATIC void player__walk_pre_update( player_instance *player )
253 {
254 struct player_walk *w = &player->_walk;
255
256 if( !player->immobile )
257 player_look( player, player->angles );
258
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;
263
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 );
268 }
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 );
271 }
272 else{
273 player_walk_generic_to_skate( player,
274 k_skate_activity_ground, 1.0f );
275 }
276
277 return;
278 }
279 }
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;
283 }
284 else{
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;
291
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 );
296 }
297 else{
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;
302
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 );
305 }
306 }
307 else{
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;
311 return;
312 }
313 }
314 }
315 }
316
317 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
318 {
319 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
320 }
321
322 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
323 {
324 float currentspeed = v3_dot( v, movedir ),
325 addspeed = speed - currentspeed;
326
327 if( addspeed <= 0 )
328 return;
329
330 float accelspeed = accel * k_rb_delta * speed;
331
332 if( accelspeed > addspeed )
333 accelspeed = addspeed;
334
335 v3_muladds( v, movedir, accelspeed, v );
336 }
337
338 VG_STATIC void player_friction( v3f v )
339 {
340 float speed = v3_length( v ),
341 drop = 0.0f,
342 control = vg_maxf( speed, k_stopspeed );
343
344 if( speed < 0.04f )
345 return;
346
347 drop += control * k_walk_friction * k_rb_delta;
348
349 float newspeed = vg_maxf( 0.0f, speed - drop );
350 newspeed /= speed;
351
352 v3_muls( v, newspeed, v );
353 }
354
355 VG_STATIC void player__walk_update( player_instance *player )
356 {
357 struct player_walk *w = &player->_walk;
358 v3_copy( player->rb.co, w->state.prev_pos );
359
360 enum walk_activity prev_state = w->state.activity;
361
362 if( player->immobile )
363 return;
364
365 w->collider.height = 2.0f;
366 w->collider.radius = 0.3f;
367
368 m4x3f mtx;
369 m3x3_copy( player->rb.to_world, mtx );
370 v3_add( player->rb.co, player->basis[1], mtx[3] );
371
372 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
373
374 rb_ct manifold[64];
375 int len;
376
377 float yaw = player->angles[0];
378
379 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
380 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
381
382 m3x3_mulv( player->basis, forward_dir, forward_dir );
383 m3x3_mulv( player->basis, right_dir, right_dir );
384
385 w->move_speed = v2_length( srinput.joy_steer );
386 world_instance *world = get_active_world();
387
388 /*
389 * Collision detection
390 */
391
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 );
396
397 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
398
399 if( w->state.activity != k_walk_activity_lockedmove )
400 w->state.activity = k_walk_activity_air;
401
402 w->surface = k_surface_prop_concrete;
403
404 for( int i=0; i<len; i++ ){
405 struct contact *ct = &manifold[i];
406 rb_debug_contact( ct );
407
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;
411
412 v3_add( surface_avg, ct->n, surface_avg );
413
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;
417 }
418
419 rb_prepare_contact( ct, k_rb_delta );
420 }
421
422 /*
423 * Move & Friction
424 */
425 float accel_speed = 0.0f, nominal_speed = 0.0f;
426 v3f movedir;
427 v3_muls( right_dir, srinput.joy_steer[0], movedir );
428 v3_muladds( movedir, forward_dir, srinput.joy_steer[1], movedir );
429
430 if( w->state.activity == k_walk_activity_ground ){
431 v3_normalize( surface_avg );
432
433 v3f tx, ty;
434 rb_tangent_basis( surface_avg, tx, ty );
435
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 );
440 }
441
442 accel_speed = k_walk_accel;
443 nominal_speed = k_walkspeed;
444
445 /* jump */
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;
454 }
455 else{
456 player_friction( player->rb.v );
457 }
458 }
459 else{
460 accel_speed = k_walk_air_accel;
461 nominal_speed = k_airspeed;
462 }
463
464 if( v2_length2( srinput.joy_steer ) > 0.001f ){
465 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
466 v3_normalize( movedir );
467 }
468
469 /*
470 * Resolve velocity constraints
471 */
472 for( int j=0; j<5; j++ ){
473 for( int i=0; i<len; i++ ){
474 struct contact *ct = &manifold[i];
475
476 /*normal */
477 float vn = -v3_dot( player->rb.v, ct->n );
478
479 float temp = ct->norm_impulse;
480 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
481 vn = ct->norm_impulse - temp;
482
483 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
484 }
485 }
486
487 /* stepping */
488 if( w->state.activity == k_walk_activity_ground||
489 prev_state == k_walk_activity_ground ){
490 float max_dist = 0.4f;
491
492 v3f pa, pb;
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 );
497
498 v3f n;
499 float t;
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,
505 player->rb.co );
506 w->state.activity = k_walk_activity_ground;
507
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 );
512 }
513 }
514 }
515
516 /*
517 * Depenetrate
518 */
519 v3f dt;
520 rb_depenetrate( manifold, len, dt );
521 v3_add( dt, player->rb.co, player->rb.co );
522
523 /* integrate */
524 if( w->state.activity == k_walk_activity_air ){
525 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
526 player->rb.v );
527 }
528
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 );
532
533 /*
534 * CCD routine
535 * ---------------------------------------------------
536 *
537 */
538 v3f lwr_prev,
539 lwr_now,
540 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
541
542 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
543 v3_add( lwr_offs, player->rb.co, lwr_now );
544
545 v3f movedelta;
546 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
547
548 float movedist = v3_length( movedelta );
549
550 if( movedist > 0.3f ){
551 float t, sr = w->collider.radius-0.04f;
552 v3f n;
553
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 );
558
559 v3_add( player->rb.co, player->basis[1], mtx[3] );
560 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
561 }
562 }
563
564 ent_gate *gate =
565 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
566 if( gate ){
567 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
568 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
569
570 v4f transport_rotation;
571 m3x3_q( gate->transport, transport_rotation );
572 q_mul( transport_rotation, player->rb.q, player->rb.q );
573
574 rb_update_transform( &player->rb );
575
576 w->state_gate_storage = w->state;
577 player__pass_gate( player, gate );
578 }
579 rb_update_transform( &player->rb );
580 }
581
582 VG_STATIC void player__walk_restore( player_instance *player )
583 {
584 struct player_walk *w = &player->_walk;
585 w->state = w->state_gate_storage;
586 }
587
588 VG_STATIC void player__walk_post_update( player_instance *player )
589 {
590 struct player_walk *w = &player->_walk;
591
592 m4x3f mtx;
593 m3x3_copy( player->rb.to_world, mtx );
594 v3_add( player->rb.co, player->basis[1], mtx[3] );
595
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 );
599
600
601 /* Calculate header */
602 v3f v;
603 if( player_xyspeed2(player) > 0.1f*0.1f )
604 {
605 v3f v_xy;
606 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
607 float a = atan2f( v_xy[0], v_xy[2] );
608
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 );
612 }
613
614 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
615 v3f p1;
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 );
620
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 );
623
624
625 float a = player_get_heading_yaw( player );
626 p1[0] = sinf( a );
627 p1[1] = 0.0f;
628 p1[2] = cosf( a );
629 m3x3_mulv( player->basis, p1, p1 );
630
631 v3_add( player->rb.co, p1, p1 );
632 vg_line( player->rb.co, p1, VG__PINK );
633
634
635 int walk_phase = 0;
636 if( vg_fractf(w->walk_timer) > 0.5f )
637 walk_phase = 1;
638 else
639 walk_phase = 0;
640
641 if( (w->step_phase != walk_phase) &&
642 (w->state.activity == k_walk_activity_ground ) )
643 {
644 audio_lock();
645 if( w->surface == k_surface_prop_concrete ){
646 audio_oneshot_3d(
647 &audio_footsteps[rand()%vg_list_size(audio_footsteps)],
648 player->rb.co, 40.0f, 1.0f
649 );
650 }
651 else if( w->surface == k_surface_prop_grass ){
652 audio_oneshot_3d(
653 &audio_footsteps_grass[rand()%vg_list_size(audio_footsteps_grass)],
654 player->rb.co, 40.0f, 1.0f
655 );
656 }
657 else if( w->surface == k_surface_prop_wood ){
658 audio_oneshot_3d(
659 &audio_footsteps_wood[rand()%vg_list_size(audio_footsteps_wood)],
660 player->rb.co, 40.0f, 1.0f
661 );
662 }
663 audio_unlock();
664 }
665
666 w->step_phase = walk_phase;
667 }
668
669 VG_STATIC void player__walk_animate( player_instance *player,
670 player_animation *dest )
671 {
672 struct player_walk *w = &player->_walk;
673 struct skeleton *sk = &player->playeravatar->sk;
674
675 {
676 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
677 rate;
678
679 if( w->state.activity == k_walk_activity_air )
680 rate = 2.4f;
681 else
682 rate = 9.0f;
683
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);
686 }
687
688 player_pose apose, bpose;
689
690 if( w->move_speed > 0.025f ){
691 /* TODO move */
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 );
695
696 w->walk_timer += walk_adv * vg.time_delta;
697 }
698 else{
699 w->walk_timer = 0.0f;
700 }
701
702 float walk_norm = (float)w->anim_walk->length/30.0f,
703 run_norm = (float)w->anim_run->length/30.0f,
704 t = w->walk_timer,
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 );
707
708 /* walk/run */
709 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
710 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
711
712 skeleton_lerp_pose( sk, apose, bpose, l, apose );
713
714 /* idle */
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 );
717
718 /* air */
719 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
720 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
721
722 /* Create transform */
723 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
724
725 float walk_yaw = player_get_heading_yaw( player );
726
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;
733
734 /* TODO: Compression */
735 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
736 outro_time, bpose );
737 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
738
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 );
749
750 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
751 w->state.drop_in_angle, step_t );
752
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 );
756
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 );
761
762 v3f anchored_pos;
763 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
764
765 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
766 1.0f-commit_t,
767 dest->pose[ av->id_ik_foot_r-1 ].co );
768
769
770 /* the drop in bit */
771 if( step_t >= 1.0f ){
772 v4f final_q;
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 );
776
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 );
780
781 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
782 player->holdout_time = 1.0f;
783 }
784 return;
785 }
786 else{
787 v3_muladds( dest->root_co, player->rb.to_world[1],
788 -0.1f * outro_t, dest->root_co );
789
790 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
791 player->holdout_time = 1.0f;
792 }
793 }
794 else{
795 skeleton_copy_pose( sk, apose, dest->pose );
796 }
797
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 );
801 }
802
803 VG_STATIC void player__walk_post_animate( player_instance *player )
804 {
805 /*
806 * Camera
807 */
808 struct player_walk *w = &player->_walk;
809 struct player_avatar *av = player->playeravatar;
810
811 if( w->state.outro_anim )
812 {
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;
817
818 player->cam_velocity_influence = outro_t;
819 }
820 else
821 player->cam_velocity_influence = 0.0f;
822 }
823
824
825 VG_STATIC void player__walk_im_gui( player_instance *player )
826 {
827 struct player_walk *w = &player->_walk;
828 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
829 player->rb.v[1],
830 player->rb.v[2] );
831 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
832 player->rb.co[1],
833 player->rb.co[2] );
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",
842 "wood",
843 "grass",
844 "tiles",
845 "metal" }
846 [w->surface] );
847
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 );
853 }
854 }
855
856 VG_STATIC void player__walk_bind( player_instance *player )
857 {
858 struct player_walk *w = &player->_walk;
859 struct player_avatar *av = player->playeravatar;
860 struct skeleton *sk = &av->sk;
861
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" );
869 }
870
871 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
872 {
873 struct player_walk *w = &player->_walk;
874 w->state.activity = k_walk_activity_air;
875
876 v3f fwd = { 0.0f, 0.0f, 1.0f };
877 q_mulv( player->rb.q, fwd, fwd );
878 m3x3_mulv( player->invbasis, fwd, fwd );
879
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 );
883
884 rb_update_transform( &player->rb );
885 }
886
887 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
888 {
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;
894 }
895
896 #endif /* PLAYER_DEVICE_WALK_H */