1 #ifndef PLAYER_DEVICE_WALK_H
2 #define PLAYER_DEVICE_WALK_H
4 #include "player_interface.h"
6 #include "player_model.h"
8 struct player_device_walk
20 k_walk_activity_ground
,
28 enum mdl_surface_prop surface
;
30 struct skeleton_anim
*anim_walk
, *anim_run
, *anim_idle
, *anim_jump
;
40 VG_STATIC
void player_walk_pre_update( player_interface
*player
,
41 player_attachment
*at
)
43 struct player_device_walk
*w
= at
->storage
;
44 player_look( player
, w
->state
.angles
);
47 v3f walk
= { player
->input_walkh
->axis
.value
,
49 -player
->input_walkv
->axis
.value
};
51 v3_muls( walk
, 10.0f
* vg
.time_delta
, walk
);
54 euler_m3x3( w
->angles
, m
);
55 v3_muladds( player
->rb
.co
, m
[0], walk
[0], player
->rb
.co
);
56 v3_muladds( player
->rb
.co
, m
[1], walk
[1], player
->rb
.co
);
57 v3_muladds( player
->rb
.co
, m
[2], walk
[2], player
->rb
.co
);
61 VG_STATIC
int player_walk_normal_standable( v3f n
)
63 return n
[1] > 0.70710678118f
;
66 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
68 float currentspeed
= v3_dot( v
, movedir
),
69 addspeed
= speed
- currentspeed
;
74 float accelspeed
= accel
* k_rb_delta
* speed
;
76 if( accelspeed
> addspeed
)
77 accelspeed
= addspeed
;
79 v3_muladds( v
, movedir
, accelspeed
, v
);
82 VG_STATIC
void player_friction( v3f v
)
84 float speed
= v3_length( v
),
86 control
= vg_maxf( speed
, k_stopspeed
);
91 drop
+= control
* k_walk_friction
* k_rb_delta
;
93 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
96 v3_muls( v
, newspeed
, v
);
99 VG_STATIC
void player_walk_update( player_interface
*player
,
100 player_attachment
*at
)
102 struct player_device_walk
*w
= at
->storage
;
103 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
105 w
->collider
.height
= 2.0f
;
106 w
->collider
.radius
= 0.3f
;
109 m3x3_identity( mtx
);
110 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
112 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
117 float yaw
= w
->state
.angles
[0];
119 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
120 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
122 v2f walk
= { player
->input_walkh
->axis
.value
,
123 player
->input_walkv
->axis
.value
};
125 if( v2_length2(walk
) > 0.001f
)
126 v2_normalize_clamp( walk
);
128 w
->move_speed
= v2_length( walk
);
131 * Collision detection
133 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
134 &world
.rb_geo
.inf
.scene
, manifold
);
135 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
136 len
= rb_manifold_apply_filtered( manifold
, len
);
138 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
139 w
->state
.activity
= k_walk_activity_air
;
141 for( int i
=0; i
<len
; i
++ )
143 struct contact
*ct
= &manifold
[i
];
144 rb_debug_contact( ct
);
146 if( player_walk_normal_standable( ct
->n
) )
148 w
->state
.activity
= k_walk_activity_ground
;
149 v3_add( surface_avg
, ct
->n
, surface_avg
);
152 rb_prepare_contact( ct
);
159 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
161 v3_muls( right_dir
, walk
[0], movedir
);
162 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
164 if( w
->state
.activity
== k_walk_activity_ground
)
166 v3_normalize( surface_avg
);
169 rb_tangent_basis( surface_avg
, tx
, ty
);
171 if( v2_length2(walk
) > 0.001f
)
173 /* clip movement to the surface */
174 float d
= v3_dot(surface_avg
,movedir
);
175 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
178 accel_speed
= k_walk_accel
;
179 nominal_speed
= k_walkspeed
;
182 if( player
->input_jump
->button
.value
)
184 player
->rb
.v
[1] = 5.0f
;
185 w
->state
.activity
= k_walk_activity_air
;
186 accel_speed
= k_walk_air_accel
;
187 nominal_speed
= k_airspeed
;
191 player_friction( player
->rb
.v
);
193 struct world_material
*surface_mat
= world_contact_material(manifold
);
194 w
->surface
= surface_mat
->info
.surface_prop
;
199 accel_speed
= k_walk_air_accel
;
200 nominal_speed
= k_airspeed
;
203 if( v2_length2(walk
) > 0.001f
)
205 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
206 v3_normalize( movedir
);
210 * Resolve velocity constraints
212 for( int j
=0; j
<5; j
++ )
214 for( int i
=0; i
<len
; i
++ )
216 struct contact
*ct
= &manifold
[i
];
219 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
221 float temp
= ct
->norm_impulse
;
222 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
223 vn
= ct
->norm_impulse
- temp
;
225 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
234 for( int j
=0; j
<8; j
++ )
236 for( int i
=0; i
<len
; i
++ )
238 struct contact
*ct
= &manifold
[i
];
240 float resolved_amt
= v3_dot( ct
->n
, dt
),
241 remaining
= (ct
->p
-k_penetration_slop
) - resolved_amt
,
242 apply
= vg_maxf( remaining
, 0.0f
) * 0.3f
;
244 v3_muladds( dt
, ct
->n
, apply
, dt
);
247 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
249 /* TODO: Stepping......
251 * ideas; walkgrid style steps
254 if( w
->state
.activity
== k_walk_activity_ground
)
257 float max_dist
= 0.4f
;
260 v3_copy( player
->rb
.co
, pa
);
261 pa
[1] += w
->collider
.radius
+ max_dist
;
263 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
264 vg_line( pa
, pb
, 0xff000000 );
268 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
270 if( player_walk_normal_standable( n
) )
272 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
273 player
->rb
.co
[1] -= w
->collider
.radius
;
281 if( w
->state
.activity
== k_walk_activity_air
)
282 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
284 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
287 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
288 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
292 * ---------------------------------------------------
297 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
299 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
300 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
303 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
305 float movedist
= v3_length( movedelta
);
307 if( movedist
> 0.3f
)
309 float t
, sr
= w
->collider
.radius
-0.04f
;
312 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
314 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
315 player
->rb
.co
[1] -= w
->collider
.radius
;
316 rb_update_transform( &player
->rb
);
318 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
319 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
324 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
326 struct player_device_walk
*w
= at
->storage
;
328 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
329 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
330 rb_update_transform( &player
->rb
);
332 /* analytical rotation of yaw */
333 v3f fwd_dir
= { cosf(w
->state
.angles
[0]),
335 sinf(w
->state
.angles
[0])};
336 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
337 w
->state
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
339 w
->state_gate_storage
= w
->state
;
340 player_pass_gate( player
, gate
);
344 VG_STATIC
void player_walk_post_update( player_interface
*player
,
345 player_attachment
*at
)
347 struct player_device_walk
*w
= at
->storage
;
350 m3x3_identity( mtx
);
351 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
353 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
354 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
355 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
358 player_apply_transport_to_cam( gate
->transport
);
363 VG_STATIC
void player_walk_animate( player_interface
*player
,
364 player_attachment
*at
)
366 struct player_device_walk
*w
= at
->storage
;
367 struct skeleton
*sk
= &player
->playeravatar
->sk
;
370 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
373 if( w
->state
.activity
== k_walk_activity_air
)
378 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
379 w
->blend_run
= vg_lerpf( w
->blend_run
,
381 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
382 2.0f
*vg
.time_delta
);
385 player_pose apose
, bpose
;
387 if( w
->move_speed
> 0.025f
)
390 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
391 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
392 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
394 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
398 w
->walk_timer
= 0.0f
;
401 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
402 run_norm
= (float)w
->anim_run
->length
/30.0f
,
404 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
405 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
408 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
409 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
411 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
414 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
415 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
418 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
419 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, at
->pose
);
421 /* Create transform */
422 rb_extrapolate( &player
->rb
, at
->pose_root_co
, at
->pose_root_q
);
423 q_axis_angle( at
->pose_root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
424 -w
->state
.angles
[0]-VG_PIf
*0.5f
);
427 VG_STATIC
void player_walk_post_animate( player_interface
*player
,
428 player_attachment
*at
)
433 struct player_device_walk
*w
= at
->storage
;
434 struct player_avatar
*av
= player
->playeravatar
;
438 euler_m3x3( w
->state
.angles
, angles
);
440 v3f cast_dir
, origin
;
442 v3_add( player
->rb
.co
, (v3f
){0.0f
,2.0f
,0.0f
}, origin
);
444 v3_muladds( origin
, angles
[2], 2.0f
, at
->cam_3rd
.pos
);
445 v3_muladds( at
->cam_3rd
.pos
, angles
[0], 0.5f
, at
->cam_3rd
.pos
);
449 if( spherecast_world( origin
, at
->cam_3rd
.pos
, 0.1f
, &t
, n
) != -1 )
450 v3_lerp( origin
, at
->cam_3rd
.pos
, t
, at
->cam_3rd
.pos
);
451 v3_copy( w
->state
.angles
, at
->cam_3rd
.angles
);
452 at
->cam_3rd
.fov
= 90.0f
;
456 /* FIXME: viewpoint entity */
457 v3f vp
= {-0.1f
,1.8f
,0.0f
};
458 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, at
->cam_1st
.pos
);
459 v3_copy( w
->state
.angles
, at
->cam_1st
.angles
);
460 at
->cam_1st
.fov
= 90.0f
;
464 VG_STATIC
void player_walk_ui( player_interface
*player
,
465 player_attachment
*at
)
467 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
470 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
475 VG_STATIC
void player_walk_bind( player_interface
*player
,
476 player_attachment
*at
)
478 struct player_device_walk
*w
= at
->storage
;
479 struct player_avatar
*av
= player
->playeravatar
;
480 struct skeleton
*sk
= &av
->sk
;
482 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle" );
483 w
->anim_walk
= skeleton_get_anim( sk
, "walk" );
484 w
->anim_run
= skeleton_get_anim( sk
, "run" );
485 w
->anim_jump
= skeleton_get_anim( sk
, "jump" );
488 VG_STATIC player_device player_device_walk
=
490 .pre_update
= player_walk_pre_update
,
491 .update
= player_walk_update
,
492 .post_update
= player_walk_post_update
,
493 .debug_ui
= player_walk_ui
,
494 .bind
= player_walk_bind
,
495 .animate
= player_walk_animate
,
496 .post_animate
= player_walk_post_animate
499 #endif /* PLAYER_DEVICE_WALK_H */