-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
+#include "vg/vg_rigidbody_collision.h"
+#include "skaterift.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
#include "player.h"
+#include "input.h"
+#include "audio.h"
+#include "scene_rigidbody.h"
-VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
+struct player_walk player_walk;
+struct player_subsystem_interface player_subsystem_walk =
{
- struct player_walk *w = &player->_walk;
-
+ .system_register = player__walk_register,
+ .bind = player__walk_bind,
+ .pre_update = player__walk_pre_update,
+ .update = player__walk_update,
+ .post_update = player__walk_post_update,
+ .im_gui = player__walk_im_gui,
+ .animate = player__walk_animate,
+ .post_animate = player__walk_post_animate,
+ .pose = player__walk_pose,
+ .network_animator_exchange = player__walk_animator_exchange,
+
+ .animator_data = &player_walk.animator,
+ .animator_size = sizeof(player_walk.animator),
+ .name = "Walk"
+};
+
+
+static void player_walk_drop_in_vector( v3f vec ){
v3f axis, init_dir;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_cross( axis, w->state.drop_in_normal, init_dir );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
+ v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
v3_normalize( init_dir );
- v3_muls( init_dir, 7.0f, vec );
+ v3_muls( init_dir, 4.25f, vec );
}
-VG_STATIC void player_walk_generic_to_skate( player_instance *player,
- enum skate_activity init )
-{
- player->subsystem = k_player_subsystem_skate;
-
- struct player_walk *w = &player->_walk;
- struct player_skate *s = &player->_skate;
+static float player_xyspeed2(void){
+ return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
+}
- v3f xy_speed, v;
+static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
+ localplayer.subsystem = k_player_subsystem_skate;
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
+ v3f v;
- if( v3_length2( xy_speed ) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
+ if( player_xyspeed2() < 0.1f * 0.1f )
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
else
- v3_copy( player->rb.v, v );
+ v3_copy( localplayer.rb.v, v );
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = init;
+ player_skate.state.activity_prev = k_skate_activity_ground;
+ player_skate.state.activity = init;
v3f dir;
v3_copy( v, dir );
v3_normalize( dir );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( -dir[0], -dir[2] ) );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(-dir[0],-dir[2]) );
+ q_normalize( localplayer.rb.q );
+
+ q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+ v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( v, s->state.cog_v );
- v3_copy( v, player->rb.v );
+ v3_copy( v, player_skate.state.cog_v );
+ v3_copy( v, localplayer.rb.v );
- player__skate_reset_animator( player );
- player__skate_clear_mechanics( player );
- rb_update_transform( &player->rb );
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__skate_reset_animator();
+ player__skate_clear_mechanics();
+ rb_update_matrices( &localplayer.rb );
+ v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
if( init == k_skate_activity_air )
- player__approximate_best_trajectory( player );
+ player__approximate_best_trajectory();
}
-VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
-{
- player->subsystem = k_player_subsystem_skate;
+static void player_walk_drop_in_to_skate(void){
+ localplayer.immobile = 0;
+ localplayer.subsystem = k_player_subsystem_skate;
- struct player_walk *w = &player->_walk;
- struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = k_skate_activity_ground;
+ player_skate.state.activity_prev = k_skate_activity_ground;
+ player_skate.state.activity = k_skate_activity_ground;
- player__skate_clear_mechanics( player );
- player__skate_reset_animator( player );
+ player__begin_holdout( (v3f){0,0,0} );
+ player__skate_clear_mechanics();
+ player__skate_reset_animator();
v3f init_velocity;
- player_walk_drop_in_vector( player, init_velocity );
+ player_walk_drop_in_vector( init_velocity );
+
+ rb_update_matrices( &localplayer.rb );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
+ player_skate.state.cog );
+ v3_copy( init_velocity, player_skate.state.cog_v );
+ v3_copy( init_velocity, localplayer.rb.v );
+ v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
+ v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
+ player_skate.state.trick_euler );
+}
+
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
+ v3f axis;
+ v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
+ q_axis_angle( q, axis, a );
- rb_update_transform( &player->rb );
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( init_velocity, s->state.cog_v );
- v3_copy( init_velocity, player->rb.v );
- v3_copy( init_velocity, player->cam_velocity_smooth );
+ float l = t * 0.5f,
+ heading_angle = player_walk.state.drop_in_angle;
+
+ v3f overhang;
+ overhang[0] = sinf( heading_angle ) * l;
+ overhang[1] = 0.28f * l;
+ overhang[2] = cosf( heading_angle ) * l;
+
+ q_mulv( q, overhang, overhang );
+ v3_add( player_walk.state.drop_in_target, overhang, co );
}
-VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+static int player_walk_scan_for_drop_in(void){
+ world_instance *world = world_current_instance();
v3f dir, center;
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
- v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
ray_hit samples[20];
int sample_count = 0;
- for( int i=0; i<20; i ++ )
- {
+ for( int i=0; i<20; i ++ ){
float t = (float)i * (1.0f/19.0f),
s = sinf( t * VG_PIf * 0.25f ),
c = cosf( t * VG_PIf * 0.25f );
v3f ray_dir, pos;
- v3_muls ( player->rb.to_world[1], -c, ray_dir );
+ v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
v3_muladds( ray_dir, dir, -s, ray_dir );
v3_muladds( center, ray_dir, -2.0f, pos );
ray_hit *ray = &samples[ sample_count ];
ray->dist = 2.0f;
- if( ray_world( pos, ray_dir, ray ) )
- {
+ if( ray_world( world, pos, ray_dir, ray, 0 ) ){
vg_line( pos, ray->pos, VG__RED );
- vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
+ vg_line_point( ray->pos, 0.025f, VG__BLACK );
sample_count ++;
}
float min_a = 0.70710678118654752f;
ray_hit *candidate = NULL;
- if( sample_count >= 2 )
- {
- for( int i=0; i<sample_count-1; i++ )
- {
+ if( sample_count >= 2 ){
+ for( int i=0; i<sample_count-1; i++ ){
ray_hit *s0 = &samples[i],
*s1 = &samples[i+1];
float a = v3_dot( s0->normal, s1->normal );
- if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
- {
+ if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
min_a = a;
candidate = s0;
}
}
}
- if( candidate )
- {
+ if( candidate ){
v4f pa, pb, pc;
ray_hit *s0 = candidate,
v3_copy( s0->normal, pa );
v3_copy( s1->normal, pb );
- v3_cross( player->rb.to_world[1], dir, pc );
+ v3_cross( localplayer.rb.to_world[1], dir, pc );
v3_normalize( pc );
pa[3] = v3_dot( pa, s0->pos );
pb[3] = v3_dot( pb, s1->pos );
- pc[3] = v3_dot( pc, player->rb.co );
+ pc[3] = v3_dot( pc, localplayer.rb.co );
v3f edge;
- if( plane_intersect3( pa, pb, pc, edge ) )
- {
- v3_copy( edge, w->state.drop_in_target );
- v3_copy( s1->normal, w->state.drop_in_normal );
+ if( plane_intersect3( pa, pb, pc, edge ) ){
+ v3_copy( edge, player_walk.state.drop_in_target );
+ v3_copy( s1->normal, player_walk.state.drop_in_normal );
+ v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
+
+ player_walk.state.drop_in_start_angle = player_get_heading_yaw();
+ player_walk.state.drop_in_angle =
+ atan2f( player_walk.state.drop_in_normal[0],
+ player_walk.state.drop_in_normal[2] );
+
+ /* TODO: scan multiple of these? */
+ v3f oco;
+ v4f oq;
+ player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
+
+ v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
+ vb = {0.0f,0.0f, k_board_length + 0.3f};
+
+ q_mulv( oq, va, va );
+ q_mulv( oq, vb, vb );
+ v3_add( oco, va, va );
+ v3_add( oco, vb, vb );
+
+ v3f v0;
+ v3_sub( vb, va, v0 );
+ v3_normalize( v0 );
+
+ ray_hit ray;
+ ray.dist = k_board_length*2.0f + 0.6f;
+
+ if( ray_world( world, va, v0, &ray, 0 ) ){
+ vg_line( va, vb, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
- player_walk_drop_in_vector( player, player->rb.v );
+ v3_muls( v0, -1.0f, v0 );
+ if( ray_world( world, vb, v0, &ray, 0 ) ){
+ vg_line( va, vb, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
+
+ player_walk_drop_in_vector( localplayer.rb.v );
return 1;
}
- else
- {
+ else{
vg_error( "failed to find intersection of drop in\n" );
}
}
return 0;
}
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
+ f32 speed ){
+ f32 length = (f32)(anim->length-1) / anim->rate;
+ *t += (vg.time_delta * speed) / length;
- if( w->state.activity != k_walk_activity_immobile )
- player_look( player, player->angles );
+ if( *t >= 1.0f ) return 1;
+ else return 0;
+}
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
-
- if( outro_time >= outro_length )
- {
- w->state.outro_anim = NULL;
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
- player_walk_drop_in_to_skate( player );
- }
- else
- {
- player_walk_generic_to_skate( player, k_skate_activity_air );
- }
- return;
- }
+static void player_walk_pre_sit(void){
+ struct player_walk *w = &player_walk;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
+
+ if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
+ button_down(k_srbind_jump) ){
+ w->state.activity = k_walk_activity_sit_up;
}
- else if( vg_input_button_down( player->input_use ) )
- {
- if( w->state.activity == k_walk_activity_ground )
- {
- if( player_walk_scan_for_drop_in( player ) )
- {
- w->state.outro_type = k_walk_outro_drop_in;
- w->state.outro_anim = w->anim_drop_in;
- w->state.outro_start_time = vg.time;
- w->state.activity = k_walk_activity_immobile;
- v3_copy( player->rb.co, w->state.drop_in_start );
-
- w->state.drop_in_start_angle = player_get_heading_yaw( player );
- w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
- w->state.drop_in_normal[2] );
-
- struct player_avatar *av = player->playeravatar;
- m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
- av->sk.bones[ av->id_ik_foot_r ].co,
- w->state.drop_in_foot_anchor );
- }
- return;
+ return;
+}
+
+static void player_walk_pre_sit_up(void){
+ struct player_walk *w = &player_walk;
+
+ if( w->state.transition_t > 0.0f )
+ vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
+ else
+ w->state.activity = k_walk_activity_ground;
+
+ if( button_down(k_srbind_sit) )
+ w->state.activity = k_walk_activity_sit;
+
+ return;
+}
+
+static void player_walk_pre_ground(void){
+ struct player_walk *w = &player_walk;
+
+ if( button_down(k_srbind_sit) ){
+ v3_zero( localplayer.rb.v );
+ w->state.activity = k_walk_activity_sit;
+ w->state.transition_t = 0.0f;
+ return;
+ }
+
+ if( button_down( k_srbind_use ) ){
+ if( player_walk_scan_for_drop_in() ){
+ w->state.activity = k_walk_activity_odrop_in;
}
- else
- {
- w->state.outro_type = k_walk_outro_jump_to_air;
- w->state.outro_anim = w->anim_jump_to_air;
- w->state.outro_start_time = vg.time;
- return;
+ else{
+ w->state.activity = k_walk_activity_oregular;
}
+
+ w->state.transition_t = 0.0f;
+ }
+
+ if( button_down( k_srbind_jump ) ){
+ w->state.jump_queued = 1;
+ w->state.jump_input_time = vg.time;
}
}
-VG_STATIC int player_walk_normal_standable( v3f n )
-{
+static void player_walk_pre_air(void){
+ struct player_walk *w = &player_walk;
+ if( button_down( k_srbind_use ) ){
+ w->state.activity = k_walk_activity_oair;
+ w->state.transition_t = 0.0f;
+ }
+
+ if( button_down( k_srbind_jump ) ){
+ w->state.jump_queued = 1;
+ w->state.jump_input_time = vg.time;
+ }
+}
+
+static void player_walk_pre_drop_in(void){
+ struct player_walk *w = &player_walk;
+ bool finished = player__preupdate_anim( w->anim_drop_in,
+ &w->state.transition_t, 1.0f );
+ if( finished )
+ player_walk_drop_in_to_skate();
+}
+
+static void player_walk_pre_caveman(void){
+ struct player_walk *w = &player_walk;
+ bool finished = player__preupdate_anim( w->anim_jump_to_air,
+ &w->state.transition_t, 1.0f );
+ if( finished ){
+ player_walk_generic_to_skate( k_skate_activity_air,
+ player_walk.animator.board_yaw );
+ }
+}
+
+static void player_walk_pre_running_start(void){
+ struct player_walk *w = &player_walk;
+ bool finished = player__preupdate_anim( w->anim_intro,
+ &w->state.transition_t, 1.0f );
+ if( finished ){
+ /* TODO: get the derivative of the last keyframes to calculate new
+ * velocity for player */
+ player_walk_generic_to_skate( k_skate_activity_ground,
+ player_walk.animator.board_yaw+1.0f );
+ }
+}
+
+static void player_walk_pre_popoff(void){
+ struct player_walk *w = &player_walk;
+ bool finished = player__preupdate_anim( w->anim_popoff,
+ &w->state.transition_t, 1.0f );
+
+ if( finished ){
+ w->state.activity = k_walk_activity_ground;
+ w->animator.board_yaw += 1.0f;
+ }
+}
+
+void player__walk_pre_update(void){
+ struct player_walk *w = &player_walk;
+
+ if( localplayer.immobile ) return;
+ else player_look( localplayer.angles, skaterift.time_rate );
+
+ enum walk_activity a = w->state.activity;
+
+ if ( a == k_walk_activity_sit ) player_walk_pre_sit();
+ else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
+ else if( a == k_walk_activity_ground ) player_walk_pre_ground();
+ else if( a == k_walk_activity_air ) player_walk_pre_air();
+ else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
+ else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
+ else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
+ else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
+}
+
+static int player_walk_normal_standable( v3f n ){
return n[1] > 0.70710678118f;
}
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
+static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
float currentspeed = v3_dot( v, movedir ),
addspeed = speed - currentspeed;
if( addspeed <= 0 )
return;
- float accelspeed = accel * k_rb_delta * speed;
+ float accelspeed = accel * vg.time_fixed_delta * speed;
if( accelspeed > addspeed )
accelspeed = addspeed;
v3_muladds( v, movedir, accelspeed, v );
}
-VG_STATIC void player_friction( v3f v )
-{
+static void player_friction( v3f v, f32 friction ){
float speed = v3_length( v ),
drop = 0.0f,
control = vg_maxf( speed, k_stopspeed );
if( speed < 0.04f )
return;
- drop += control * k_walk_friction * k_rb_delta;
+ drop += control * friction * vg.time_fixed_delta;
float newspeed = vg_maxf( 0.0f, speed - drop );
newspeed /= speed;
v3_muls( v, newspeed, v );
}
-VG_STATIC void player__walk_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- v3_copy( player->rb.co, w->state.prev_pos );
+static void player_walk_custom_filter( world_instance *world,
+ rb_ct *man, int len, f32 w ){
+ for( int i=0; i<len; i++ ){
+ rb_ct *ci = &man[i];
+ if( ci->type == k_contact_type_disabled ||
+ ci->type == k_contact_type_edge )
+ continue;
- if( w->state.activity == k_walk_activity_immobile )
- return;
- w->collider.height = 2.0f;
- w->collider.radius = 0.3f;
+ float d1 = v3_dot( ci->co, ci->n );
- m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ for( int j=0; j<len; j++ ){
+ if( j == i )
+ continue;
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+ rb_ct *cj = &man[j];
+ if( cj->type == k_contact_type_disabled )
+ continue;
- rb_ct manifold[64];
- int len;
+ struct world_surface *si = world_contact_surface( world, ci ),
+ *sj = world_contact_surface( world, cj );
- float yaw = player->angles[0];
+ if( (sj->info.flags & k_material_flag_walking) &&
+ !(si->info.flags & k_material_flag_walking)){
+ continue;
+ }
+
+ float d2 = v3_dot( cj->co, ci->n ),
+ d = d2-d1;
- v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
- v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
+ if( fabsf( d ) <= w ){
+ cj->type = k_contact_type_disabled;
+ }
+ }
+ }
+}
- v2f walk = { player->input_walkh->axis.value,
- player->input_walkv->axis.value };
+static void player_walk_update_generic(void){
+ struct player_walk *w = &player_walk;
+
+ if( (w->state.activity != k_walk_activity_oregular) &&
+ (w->state.activity != k_walk_activity_oair) ){
+ joystick_state( k_srjoystick_steer, w->state.steer );
+ w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
+ if( v2_length2(w->state.steer)>1.0f )
+ v2_normalize(w->state.steer);
+ }
+
+ v3_copy( localplayer.rb.co, w->state.prev_pos );
+ v3_zero( localplayer.rb.w );
+
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( localplayer.rb.co[1]+0.4f < world->water.height ){
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+ vg_info( "player fell of due to walking into walker\n" );
+ player__dead_transition( k_player_die_type_generic );
+ return;
+ }
+ }
+
+ enum walk_activity prev_state = w->state.activity;
+
+ w->collider.h = 2.0f;
+ w->collider.r = 0.3f;
+
+ m4x3f mtx;
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+
+ vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
+
+ rb_ct manifold[64];
+ int len;
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
+ float yaw = localplayer.angles[0];
- w->move_speed = v2_length( walk );
+ v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
+ v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
/*
* Collision detection
*/
+
len = rb_capsule__scene( mtx, &w->collider, NULL,
- &world.rb_geo.inf.scene, manifold );
- rb_manifold_filter_coplanar( manifold, len, 0.01f );
+ world->geo_bh, manifold, 0 );
+ player_walk_custom_filter( world, manifold, len, 0.01f );
len = rb_manifold_apply_filtered( manifold, len );
v3f surface_avg = { 0.0f, 0.0f, 0.0f };
+
w->state.activity = k_walk_activity_air;
+ w->surface = k_surface_prop_concrete;
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
+ for( int i=0; i<len; i++ ){
+ rb_ct *ct = &manifold[i];
rb_debug_contact( ct );
- if( player_walk_normal_standable( ct->n ) )
- {
+ if( player_walk_normal_standable( ct->n ) ){
w->state.activity = k_walk_activity_ground;
+
v3_add( surface_avg, ct->n, surface_avg );
+
+ struct world_surface *surf = world_contact_surface( world, ct );
+ if( surf->info.surface_prop > w->surface )
+ w->surface = surf->info.surface_prop;
}
- rb_prepare_contact( ct );
+ rb_prepare_contact( ct, vg.time_fixed_delta );
}
/*
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
- v3_muladds( movedir, forward_dir, walk[1], movedir );
- if( w->state.activity == k_walk_activity_ground )
- {
+ v3_muls( right_dir, w->state.steer[0], movedir );
+ v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
+
+ if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
v3f tx, ty;
- rb_tangent_basis( surface_avg, tx, ty );
+ v3_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(walk) > 0.001f )
- {
+ if( v2_length2(w->state.steer) > 0.001f ){
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
}
accel_speed = k_walk_accel;
- nominal_speed = k_walkspeed;
+ nominal_speed = w->state.steer[2];
/* jump */
- if( player->input_jump->button.value )
- {
- player->rb.v[1] = 5.0f;
- w->state.activity = k_walk_activity_air;
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
+ if( w->state.jump_queued ){
+ w->state.jump_queued = 0;
+
+ f32 t = vg.time - w->state.jump_input_time;
+ if( t < PLAYER_JUMP_EPSILON ){
+ localplayer.rb.v[1] = 5.0f;
+ w->state.activity = k_walk_activity_air;
+ prev_state = k_walk_activity_air;
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
}
- else
- {
- player_friction( player->rb.v );
-
- struct world_material *surface_mat = world_contact_material(manifold);
- w->surface = surface_mat->info.surface_prop;
+ else{
+ player_friction( localplayer.rb.v, k_walk_friction );
}
}
- else
- {
+ else{
accel_speed = k_walk_air_accel;
nominal_speed = k_airspeed;
}
- if( v2_length2(walk) > 0.001f )
- {
- player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+ if( v2_length2( w->state.steer ) > 0.001f ){
+ player_accelerate( localplayer.rb.v, movedir,
+ nominal_speed, accel_speed );
v3_normalize( movedir );
}
/*
* Resolve velocity constraints
*/
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
+ for( int j=0; j<5; j++ ){
+ for( int i=0; i<len; i++ ){
+ rb_ct *ct = &manifold[i];
/*normal */
- float vn = -v3_dot( player->rb.v, ct->n );
+ float vn = -v3_dot( localplayer.rb.v, ct->n );
float temp = ct->norm_impulse;
ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
vn = ct->norm_impulse - temp;
- v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
- }
- }
-
- /*
- * Depenetrate
- */
- v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
+ v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
}
}
- v3_add( dt, player->rb.co, player->rb.co );
- /* TODO: Stepping......
- *
- * ideas; walkgrid style steps
- */
-#if 0
- if( w->state.activity == k_walk_activity_ground )
- {
- /* step */
+ /* stepping */
+ if( w->state.activity == k_walk_activity_ground||
+ prev_state == k_walk_activity_ground ){
float max_dist = 0.4f;
v3f pa, pb;
- v3_copy( player->rb.co, pa );
- pa[1] += w->collider.radius + max_dist;
-
- v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+ v3_copy( localplayer.rb.co, pa );
+ pa[1] += w->collider.r + max_dist;
+ v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
vg_line( pa, pb, 0xff000000 );
v3f n;
float t;
- if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
- {
- if( player_walk_normal_standable( n ) )
- {
- v3_lerp( pa, pb, t, player->rb.co );
- player->rb.co[1] -= w->collider.radius;
+ if( spherecast_world( world, pa, pb,
+ w->collider.r, &t, n, 0 ) != -1 ){
+ if( player_walk_normal_standable(n) ){
+ v3_lerp( pa, pb, t, localplayer.rb.co );
+ localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
+ w->state.activity = k_walk_activity_ground;
+
+ float d = -v3_dot(n,localplayer.rb.v);
+ v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
+ localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
}
}
}
-#endif
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ rb_depenetrate( manifold, len, dt );
+ v3_add( dt, localplayer.rb.co, localplayer.rb.co );
/* integrate */
- if( w->state.activity == k_walk_activity_air )
- player->rb.v[1] += -k_gravity * k_rb_delta;
-
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+ if( w->state.activity == k_walk_activity_air ){
+ localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
+ }
+ if( localplayer.immobile ){
+ localplayer.rb.v[0] = 0.0f;
+ localplayer.rb.v[2] = 0.0f;
+ }
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta,
+ localplayer.rb.co );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+ vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
/*
* CCD routine
*/
v3f lwr_prev,
lwr_now,
- lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+ lwr_offs = { 0.0f, w->collider.r, 0.0f };
v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
- v3_add( lwr_offs, player->rb.co, lwr_now );
+ v3_add( lwr_offs, localplayer.rb.co, lwr_now );
v3f movedelta;
- v3_sub( player->rb.co, w->state.prev_pos, movedelta );
+ v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
float movedist = v3_length( movedelta );
- if( movedist > 0.3f )
- {
- float t, sr = w->collider.radius-0.04f;
+ if( movedist > 0.3f ){
+ float t, sr = w->collider.r-0.04f;
v3f n;
- if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
- {
- v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
- player->rb.co[1] -= w->collider.radius;
- rb_update_transform( &player->rb );
-
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+ if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
+ v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
+ localplayer.rb.co[1] -= w->collider.r;
+ rb_update_matrices( &localplayer.rb );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+ vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
}
}
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
- {
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
- rb_update_transform( &player->rb );
+ u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
+ if( id ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
+ m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
+ m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
+ q_normalize( localplayer.rb.q );
+ rb_update_matrices( &localplayer.rb );
+ player__pass_gate( id );
+ }
+ rb_update_matrices( &localplayer.rb );
- w->state_gate_storage = w->state;
- player__pass_gate( player, gate );
+ if( (prev_state == k_walk_activity_oregular) ||
+ (prev_state == k_walk_activity_oair) ||
+ (prev_state == k_walk_activity_ipopoff) ){
+ w->state.activity = prev_state;
}
+
+ w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
+ localplayer.rb.v[2] } ),
+ k_runspeed );
}
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+void player__walk_post_update(void){
+ struct player_walk *w = &player_walk;
m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
- float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
- v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+ float substep = vg.time_fixed_extrapolate;
+ v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
+ vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
/* Calculate header */
- v3f xy_speed, v;
-
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
+ v3f v;
+ if( (player_xyspeed2() > 0.1f*0.1f) ){
+ f32 r = 0.3f;
+ if( (w->state.activity == k_walk_activity_ground) ||
+ (w->state.activity == k_walk_activity_ipopoff) ||
+ (w->state.activity == k_walk_activity_oregular) ){
+ r = 0.07f;
+ }
- if( v3_length2( xy_speed ) > 0.1f * 0.1f )
- {
- float a = atan2f( player->rb.v[0], player->rb.v[2] );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+ f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
+ v4f qt;
+ q_axis_angle( qt, (v3f){0,1,0}, ta );
+ q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
}
- vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
+ vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
v3f p1;
v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
vg_line( w->state.drop_in_target, p1, VG__GREEN );
- v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
+ v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
vg_line( w->state.drop_in_target, p1, VG__GREEN );
- vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
- vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
-
-
- float a = player_get_heading_yaw( player );
+ float a = player_get_heading_yaw();
p1[0] = sinf( a );
p1[1] = 0.0f;
p1[2] = cosf( a );
- v3_add( player->rb.co, p1, p1 );
- vg_line( player->rb.co, p1, VG__PINK );
-}
+ v3_add( localplayer.rb.co, p1, p1 );
+ vg_line( localplayer.rb.co, p1, VG__PINK );
-VG_STATIC void player__walk_animate( player_instance *player,
- player_animation *dest )
-{
- struct player_walk *w = &player->_walk;
- struct skeleton *sk = &player->playeravatar->sk;
+ int walk_phase = 0;
+ if( vg_fractf(w->state.walk_timer) > 0.5f )
+ walk_phase = 1;
+ else
+ walk_phase = 0;
+ if( (w->state.step_phase != walk_phase) &&
+ (w->state.activity == k_walk_activity_ground ) )
{
- float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
+ audio_lock();
+ if( w->surface == k_surface_prop_concrete ){
+ audio_oneshot_3d(
+ &audio_footsteps[vg_randu32(&vg.rand) % 4],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ else if( w->surface == k_surface_prop_grass ){
+ audio_oneshot_3d(
+ &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ else if( w->surface == k_surface_prop_wood ){
+ audio_oneshot_3d(
+ &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ audio_unlock();
+ }
- if( w->state.activity == k_walk_activity_air )
- rate = 2.4f;
- else
- rate = 9.0f;
+ w->state.step_phase = walk_phase;
+}
+
+void player__walk_update(void){
+ struct player_walk *w = &player_walk;
- w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
- w->blend_run = vg_lerpf( w->blend_run,
- w->move_speed *
- (1.0f + player->input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
+ if( (w->state.activity == k_walk_activity_air) ||
+ (w->state.activity == k_walk_activity_ground) ||
+ (w->state.activity == k_walk_activity_oair) ||
+ (w->state.activity == k_walk_activity_oregular) ||
+ (w->state.activity == k_walk_activity_ipopoff) ){
+ player_walk_update_generic();
}
+}
+
+static void player_walk_animate_drop_in(void){
+ struct player_walk *w = &player_walk;
+ struct player_walk_animator *animator = &w->animator;
+ struct skeleton_anim *anim = w->anim_drop_in;
- player_pose apose, bpose;
+ f32 length = (f32)(anim->length-1) / anim->rate,
+ time = w->state.transition_t;
+
+ f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
+ w->state.drop_in_angle, animator->transition_t );
+ v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
+ animator->transition_t, localplayer.rb.co );
+
+ q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+ /* the drop in bit */
+ v3f final_co;
+ v4f final_q;
+ player_walk_drop_in_overhang_transform( animator->transition_t,
+ final_co, final_q );
+
+ q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
+ v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
+ localplayer.rb.co );
+
+ rb_update_matrices( &localplayer.rb );
+
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
+ -0.1f*animator->transition_t, localplayer.rb.co );
+
+ v3_copy( localplayer.rb.co, animator->root_co );
+ v4_copy( localplayer.rb.q, animator->root_q );
+
+ /* for the camera purposes only */
+ v3f init_velocity;
+ player_walk_drop_in_vector( init_velocity );
+ v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
+ v3_copy( localplayer.rb.v,
+ localplayer.cam_control.cam_velocity_smooth );
+}
+
+static void player_walk_animate_generic(void){
+ struct player_walk *w = &player_walk;
+ struct player_walk_animator *animator = &w->animator;
+
+ v4f _null;
+ rb_extrapolate( &localplayer.rb, animator->root_co, _null );
+
+ f32 walk_yaw = player_get_heading_yaw(),
+ head_yaw = localplayer.angles[0] + VG_PIf,
+ y = vg_angle_diff( head_yaw, -walk_yaw ),
+ p = vg_clampf( localplayer.angles[1],
+ -k_sit_pitch_limit, k_sit_pitch_limit );
+
+ if( fabsf(y) > k_sit_yaw_limit ){
+ y = 0.0f;
+ p = 0.0f;
+ }
+
+ animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
+ animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
+ q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+ v4f qrev;
+ q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
+ q_mul( localplayer.rb.q, qrev, animator->root_q );
+}
+
+void player__walk_animate(void){
+ struct player_walk *w = &player_walk;
+ player_pose *pose = &localplayer.pose;
+ struct player_walk_animator *animator = &w->animator;
+
+ animator->activity = w->state.activity;
+ animator->transition_t = w->state.transition_t;
- if( w->move_speed > 0.025f )
{
- /* TODO move */
- float walk_norm = 30.0f/(float)w->anim_walk->length,
- run_norm = 30.0f/(float)w->anim_run->length,
- walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
+ f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
+ rate;
+
+ if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
+ else rate = 9.0f;
+
+ animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
+ animator->run = vg_lerpf( animator->run, w->move_speed,
+ 8.0f*vg.time_delta);
+ }
+
+ if( animator->run > 0.025f ){
+ f32 walk_norm = 30.0f/(float)w->anim_walk->length,
+ run_norm = 30.0f/(float)w->anim_run->length,
+ l;
- w->walk_timer += walk_adv * vg.time_delta;
+ if( animator->run <= k_walkspeed )
+ l = (animator->run / k_walkspeed) * walk_norm;
+ else {
+ l = vg_lerpf( walk_norm, run_norm,
+ (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
+ }
+ w->state.walk_timer += l * vg.time_delta;
}
else
- {
- w->walk_timer = 0.0f;
+ w->state.walk_timer = 0.0f;
+
+ animator->walk_timer = w->state.walk_timer;
+
+ player_walk_animate_generic();
+ if( w->state.activity == k_walk_activity_odrop_in ){
+ player_walk_animate_drop_in();
}
- float walk_norm = (float)w->anim_walk->length/30.0f,
- run_norm = (float)w->anim_run->length/30.0f,
- t = w->walk_timer,
- l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+ if( (w->state.activity == k_walk_activity_odrop_in) ||
+ (w->state.activity == k_walk_activity_oregular) ||
+ (w->state.activity == k_walk_activity_oair) ){
+ localplayer.cam_velocity_influence = w->animator.transition_t;
+ }
+ else if( w->state.activity == k_walk_activity_ipopoff ){
+ localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
+ }
+ else
+ localplayer.cam_velocity_influence = 0.0f;
- /* walk/run */
- skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
+ if( w->state.activity == k_walk_activity_sit ){
+ localplayer.cam_dist = 3.8f;
+ }
+ else {
+ localplayer.cam_dist = 1.8f;
+ }
+}
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
+static void player_walk_pose_sit( struct player_walk_animator *animator,
+ player_pose *pose ){
+ mdl_keyframe bpose[32];
- /* idle */
- skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+ struct player_walk *w = &player_walk;
+ struct skeleton *sk = &localplayer.skeleton;
- /* air */
- skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
+ f32 t = animator->transition_t,
+ st = t * ((f32)(w->anim_sit->length-1)/30.0f);
+ skeleton_sample_anim( sk, w->anim_sit, st, bpose );
- /* Create transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+ v4f qy,qp;
+ f32 *qh = bpose[localplayer.id_head-1].q;
+ q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
+ q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
+ q_mul( qy, qh, qh );
+ q_mul( qh, qp, qh );
+ q_normalize( qh );
- float walk_yaw = player_get_heading_yaw( player );
+ qh = bpose[localplayer.id_chest-1].q;
+ q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
+ q_mul( qy, qh, qh );
+ q_normalize( qh );
- if( w->state.outro_anim )
- {
- struct player_avatar *av = player->playeravatar;
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time,
- outro_t = outro_time / outro_length;
-
- /* TODO: Compression */
- skeleton_sample_anim_clamped( sk, w->state.outro_anim,
- outro_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
-
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
- float inv_rate = 1.0f / w->state.outro_anim->rate,
- anim_frames = w->state.outro_anim->length * inv_rate,
- step_frames = 12.0f * inv_rate,
- commit_frames = 6.0f * inv_rate,
- drop_frames = anim_frames - step_frames,
- step_t = vg_minf( 1.0f, outro_time / step_frames ),
- remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
- dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
- commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
-
- walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
- w->state.drop_in_angle, step_t );
-
- v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
- step_t, player->rb.co );
- q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-
- m4x3f transform, inverse;
- q_m3x3( dest->root_q, transform );
- v3_copy( dest->root_co, transform[3] );
- m4x3_invert_affine( transform, inverse );
-
- v3f anchored_pos;
- m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
-
- v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
- 1.0f-commit_t,
- dest->pose[ av->id_ik_foot_r-1 ].co );
-
+ skeleton_lerp_pose( sk, pose->keyframes, bpose,
+ vg_minf(1.0f,t*10.0f), pose->keyframes );
+}
- /* the drop in bit */
- if( step_t >= 1.0f )
- {
- v4f final_q;
- v3f axis;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_normalize( axis );
+enum walk_transition_type {
+ k_walk_transition_in,
+ k_walk_transition_out,
+ k_walk_transition_outin,
+};
- float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
+static void player_walk_pose_transition(
+ struct player_walk_animator *animator, struct skeleton_anim *anim,
+ enum walk_transition_type type,
+ mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
- q_axis_angle( final_q, axis, a );
- q_mul( final_q, dest->root_q, dest->root_q );
+ mdl_keyframe bpose[32];
- float l = dop_t * 0.5f,
- heading_angle = w->state.drop_in_angle;
+ struct player_walk *w = &player_walk;
+ struct skeleton *sk = &localplayer.skeleton;
+
+ f32 length = (f32)(anim->length-1) / anim->rate,
+ t = animator->transition_t * length,
+ blend = 1.0f;
- v3f overhang;
- overhang[0] = sinf( heading_angle ) * l;
- overhang[1] = 0.28f * l;
- overhang[2] = cosf( heading_angle ) * l;
+ if( type == k_walk_transition_in || type == k_walk_transition_outin )
+ blend = vg_minf( blend, length-t );
- q_mulv( final_q, overhang, overhang );
+ if( type == k_walk_transition_out || type == k_walk_transition_outin )
+ blend = vg_minf( blend, t );
- v3f overhang_pos;
- v3_add( w->state.drop_in_target, overhang, player->rb.co );
- v4_copy( dest->root_q, player->rb.q );
- v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.28f * dop_t, dest->root_co );
- }
- return;
- }
- else
- {
- v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.28f * outro_t, dest->root_co );
- }
+ blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
+
+ skeleton_sample_anim_clamped( sk, anim, t, bpose );
+
+ mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
+ f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
+
+ v4f qyaw;
+ q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
+ q_mul( kf_board->q, qyaw, kf_board->q );
+ q_normalize( kf_board->q );
+
+ if( mask ){
+ for( i32 i=0; i<sk->bone_count-1; i ++ )
+ keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
}
else
- {
- skeleton_copy_pose( sk, apose, dest->pose );
+ skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
+}
+
+void player__walk_pose( void *_animator, player_pose *pose ){
+ struct player_walk *w = &player_walk;
+ struct player_walk_animator *animator = _animator;
+ struct skeleton *sk = &localplayer.skeleton;
+
+ v3_copy( animator->root_co, pose->root_co );
+ v4_copy( animator->root_q, pose->root_q );
+ pose->board.lean = 0.0f;
+ pose->type = k_player_pose_type_ik;
+
+ float walk_norm = (float)w->anim_walk->length/30.0f,
+ run_norm = (float)w->anim_run->length/30.0f,
+ t = animator->walk_timer;
+
+ /* walk/run */
+ mdl_keyframe apose[32], bpose[32];
+ if( animator->run <= k_walkspeed ){
+ /* walk / idle */
+ f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
+ skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
+ skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+ }
+ else {
+ /* walk / run */
+ f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
+ skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
}
- q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+ /* air */
+ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
+
+ mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
+ f32 yaw = animator->board_yaw;
+
+ if( animator->activity == k_walk_activity_ipopoff )
+ if( animator->transition_t > 0.5f )
+ yaw += 1.0f;
+
+ v4f qyaw;
+ q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
+ q_mul( kf_board->q, qyaw, kf_board->q );
+ q_normalize( kf_board->q );
+
+ /* sit */
+ if( (animator->activity == k_walk_activity_sit) ||
+ (animator->activity == k_walk_activity_sit_up) ){
+ player_walk_pose_sit( animator, pose );
+ }
+ else if( animator->activity == k_walk_activity_odrop_in ){
+ player_walk_pose_transition(
+ animator, w->anim_drop_in, k_walk_transition_out, apose,
+ NULL, pose );
+ }
+ else if( animator->activity == k_walk_activity_oair ){
+ player_walk_pose_transition(
+ animator, w->anim_jump_to_air, k_walk_transition_out, apose,
+ NULL, pose );
+ }
+ else if( animator->activity == k_walk_activity_oregular ){
+ player_walk_pose_transition(
+ animator, w->anim_intro, k_walk_transition_out, apose,
+ NULL, pose );
+ }
+ else if( animator->activity == k_walk_activity_ipopoff ){
+ if( animator->run > 0.2f ){
+ f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
+ mask[ 32 ];
+
+ for( u32 i=0; i<32; i ++ )
+ mask[i] = 1.0f;
+
+ mask[ localplayer.id_ik_foot_l-1 ] = t;
+ mask[ localplayer.id_ik_foot_r-1 ] = t;
+ mask[ localplayer.id_ik_knee_l-1 ] = t;
+ mask[ localplayer.id_ik_knee_r-1 ] = t;
+ mask[ localplayer.id_hip-1 ] = t;
+ player_walk_pose_transition(
+ animator, w->anim_popoff, k_walk_transition_in, apose,
+ mask, pose );
+ }
+ else{
+ player_walk_pose_transition(
+ animator, w->anim_popoff, k_walk_transition_in, apose,
+ NULL, pose );
+ }
+ }
+ else {
+ skeleton_copy_pose( sk, apose, pose->keyframes );
+ }
}
-VG_STATIC void player__walk_post_animate( player_instance *player )
-{
+void player__walk_post_animate(void){
/*
* Camera
*/
- struct player_walk *w = &player->_walk;
- struct player_avatar *av = player->playeravatar;
-
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time,
- outro_t = outro_time / outro_length;
+ struct player_walk *w = &player_walk;
- player->cam_velocity_influence = outro_t;
- }
- else
- player->cam_velocity_influence = 0.0f;
}
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
- player->rb.v[1],
- player->rb.v[2] );
- player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
- player->rb.co[1],
- player->rb.co[2] );
+void player__walk_im_gui(void){
+ struct player_walk *w = &player_walk;
+ player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
+ localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
+ v3_length(localplayer.rb.v) );
+ player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
+ localplayer.rb.co[1],
+ localplayer.rb.co[2] );
+ player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
player__debugtext( 1, "activity: %s\n",
- (const char *[]){ "k_walk_activity_air",
- "k_walk_activity_ground",
- "k_walk_activity_sleep",
- "k_walk_activity_immobile" }
+ (const char *[]){ "air",
+ "ground",
+ "sit",
+ "sit_up",
+ "inone",
+ "ipopoff",
+ "oair",
+ "odrop_in",
+ "oregular" }
[w->state.activity] );
-
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
- player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
- }
+ player__debugtext( 1, "surface: %s\n",
+ (const char *[]){ "concrete",
+ "wood",
+ "grass",
+ "tiles",
+ "metal",
+ "snow",
+ "sand" }
+ [w->surface] );
}
-VG_STATIC void player__walk_bind( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
+void player__walk_bind(void){
+ struct player_walk *w = &player_walk;
+ struct skeleton *sk = &localplayer.skeleton;
w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
w->anim_walk = skeleton_get_anim( sk, "walk+y" );
w->anim_jump = skeleton_get_anim( sk, "jump+y" );
w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
+ w->anim_intro = skeleton_get_anim( sk, "into_skate" );
+ w->anim_sit = skeleton_get_anim( sk, "sit" );
+ w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
+}
+
+void player__walk_transition( bool grounded, f32 board_yaw ){
+ struct player_walk *w = &player_walk;
+ w->state.activity = k_walk_activity_air;
+
+ if( grounded ){
+ w->state.activity = k_walk_activity_ipopoff;
+ }
+
+ w->state.transition_t = 0.0f;
+ w->state.jump_queued = 0;
+ w->state.jump_input_time = 0.0;
+ w->state.walk_timer = 0.0f;
+ w->state.step_phase = 0;
+ w->animator.board_yaw = fmodf( board_yaw, 2.0f );
+ rb_update_matrices( &localplayer.rb );
}
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
+void player__walk_reset(void)
{
- struct player_walk *w = &player->_walk;
+ struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
+ w->state.transition_t = 0.0f;
v3f fwd = { 0.0f, 0.0f, 1.0f };
- q_mulv( player->rb.q, fwd, fwd );
+ q_mulv( localplayer.rb.q, fwd, fwd );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(fwd[0], fwd[2]) );
+
+ rb_update_matrices( &localplayer.rb );
+}
+
+void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+ struct player_walk_animator *animator = data;
+
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+ bitpack_qquat( ctx, animator->root_q );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
+ bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
+ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
+
+ for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
+ bitpack_bytes( ctx, 8, &animator->activity );
+ }
+
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
+
+ if( (animator->activity == k_walk_activity_sit) ||
+ (animator->activity == k_walk_activity_sit_up) ){
+ bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
+ bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
+ &animator->pitch );
+ }
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( fwd[0], fwd[2] ) );
- rb_update_transform( &player->rb );
+ bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
}
-#endif /* PLAYER_DEVICE_WALK_H */
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+ audio_lock();
+
+ if( id == k_player_walk_soundeffect_splash ){
+ audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
+ }
+
+ audio_unlock();
+}