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[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
1 #ifndef PLAYER_DEVICE_WALK_H
2 #define PLAYER_DEVICE_WALK_H
3
4 #include "player_interface.h"
5 #include "skeleton.h"
6 #include "player_model.h"
7
8 struct player_device_walk
9 {
10 rb_capsule collider;
11
12 struct
13 {
14 v3f angles;
15 v3f prev_pos;
16
17 enum walk_activity
18 {
19 k_walk_activity_air,
20 k_walk_activity_ground,
21 k_walk_activity_sleep
22 }
23 activity;
24 }
25 state,
26 state_gate_storage;
27
28 enum mdl_surface_prop surface;
29
30 struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
31
32 float blend_fly,
33 blend_run,
34 blend_walk,
35
36 move_speed,
37 walk_timer;
38 };
39
40 VG_STATIC void player_walk_pre_update( player_interface *player,
41 player_attachment *at )
42 {
43 struct player_device_walk *w = at->storage;
44 player_look( player, w->state.angles );
45
46 #if 0
47 v3f walk = { player->input_walkh->axis.value,
48 0.0f,
49 -player->input_walkv->axis.value };
50
51 v3_muls( walk, 10.0f * vg.time_delta, walk );
52
53 m3x3f m;
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 );
58 #endif
59 }
60
61 VG_STATIC int player_walk_normal_standable( v3f n )
62 {
63 return n[1] > 0.70710678118f;
64 }
65
66 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
67 {
68 float currentspeed = v3_dot( v, movedir ),
69 addspeed = speed - currentspeed;
70
71 if( addspeed <= 0 )
72 return;
73
74 float accelspeed = accel * k_rb_delta * speed;
75
76 if( accelspeed > addspeed )
77 accelspeed = addspeed;
78
79 v3_muladds( v, movedir, accelspeed, v );
80 }
81
82 VG_STATIC void player_friction( v3f v )
83 {
84 float speed = v3_length( v ),
85 drop = 0.0f,
86 control = vg_maxf( speed, k_stopspeed );
87
88 if( speed < 0.04f )
89 return;
90
91 drop += control * k_walk_friction * k_rb_delta;
92
93 float newspeed = vg_maxf( 0.0f, speed - drop );
94 newspeed /= speed;
95
96 v3_muls( v, newspeed, v );
97 }
98
99 VG_STATIC void player_walk_update( player_interface *player,
100 player_attachment *at )
101 {
102 struct player_device_walk *w = at->storage;
103 v3_copy( player->rb.co, w->state.prev_pos );
104
105 w->collider.height = 2.0f;
106 w->collider.radius = 0.3f;
107
108 m4x3f mtx;
109 m3x3_identity( mtx );
110 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
111
112 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
113
114 rb_ct manifold[64];
115 int len;
116
117 float yaw = w->state.angles[0];
118
119 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
120 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
121
122 v2f walk = { player->input_walkh->axis.value,
123 player->input_walkv->axis.value };
124
125 if( v2_length2(walk) > 0.001f )
126 v2_normalize_clamp( walk );
127
128 w->move_speed = v2_length( walk );
129
130 /*
131 * Collision detection
132 */
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 );
137
138 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
139 w->state.activity = k_walk_activity_air;
140
141 for( int i=0; i<len; i++ )
142 {
143 struct contact *ct = &manifold[i];
144 rb_debug_contact( ct );
145
146 if( player_walk_normal_standable( ct->n ) )
147 {
148 w->state.activity = k_walk_activity_ground;
149 v3_add( surface_avg, ct->n, surface_avg );
150 }
151
152 rb_prepare_contact( ct );
153 }
154
155
156 /*
157 * Move & Friction
158 */
159 float accel_speed = 0.0f, nominal_speed = 0.0f;
160 v3f movedir;
161 v3_muls( right_dir, walk[0], movedir );
162 v3_muladds( movedir, forward_dir, walk[1], movedir );
163
164 if( w->state.activity == k_walk_activity_ground )
165 {
166 v3_normalize( surface_avg );
167
168 v3f tx, ty;
169 rb_tangent_basis( surface_avg, tx, ty );
170
171 if( v2_length2(walk) > 0.001f )
172 {
173 /* clip movement to the surface */
174 float d = v3_dot(surface_avg,movedir);
175 v3_muladds( movedir, surface_avg, -d, movedir );
176 }
177
178 accel_speed = k_walk_accel;
179 nominal_speed = k_walkspeed;
180
181 /* jump */
182 if( player->input_jump->button.value )
183 {
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;
188 }
189 else
190 {
191 player_friction( player->rb.v );
192
193 struct world_material *surface_mat = world_contact_material(manifold);
194 w->surface = surface_mat->info.surface_prop;
195 }
196 }
197 else
198 {
199 accel_speed = k_walk_air_accel;
200 nominal_speed = k_airspeed;
201 }
202
203 if( v2_length2(walk) > 0.001f )
204 {
205 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
206 v3_normalize( movedir );
207 }
208
209 /*
210 * Resolve velocity constraints
211 */
212 for( int j=0; j<5; j++ )
213 {
214 for( int i=0; i<len; i++ )
215 {
216 struct contact *ct = &manifold[i];
217
218 /*normal */
219 float vn = -v3_dot( player->rb.v, ct->n );
220
221 float temp = ct->norm_impulse;
222 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
223 vn = ct->norm_impulse - temp;
224
225 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
226 }
227 }
228
229 /*
230 * Depenetrate
231 */
232 v3f dt;
233 v3_zero( dt );
234 for( int j=0; j<8; j++ )
235 {
236 for( int i=0; i<len; i++ )
237 {
238 struct contact *ct = &manifold[i];
239
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;
243
244 v3_muladds( dt, ct->n, apply, dt );
245 }
246 }
247 v3_add( dt, player->rb.co, player->rb.co );
248
249 /* TODO: Stepping......
250 *
251 * ideas; walkgrid style steps
252 */
253 #if 0
254 if( w->state.activity == k_walk_activity_ground )
255 {
256 /* step */
257 float max_dist = 0.4f;
258
259 v3f pa, pb;
260 v3_copy( player->rb.co, pa );
261 pa[1] += w->collider.radius + max_dist;
262
263 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
264 vg_line( pa, pb, 0xff000000 );
265
266 v3f n;
267 float t;
268 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
269 {
270 if( player_walk_normal_standable( n ) )
271 {
272 v3_lerp( pa, pb, t, player->rb.co );
273 player->rb.co[1] -= w->collider.radius;
274 }
275 }
276 }
277 #endif
278
279
280 /* integrate */
281 if( w->state.activity == k_walk_activity_air )
282 player->rb.v[1] += -k_gravity * k_rb_delta;
283
284 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
285
286
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 );
289
290 /*
291 * CCD routine
292 * ---------------------------------------------------
293 *
294 */
295 v3f lwr_prev,
296 lwr_now,
297 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
298
299 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
300 v3_add( lwr_offs, player->rb.co, lwr_now );
301
302 v3f movedelta;
303 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
304
305 float movedist = v3_length( movedelta );
306
307 if( movedist > 0.3f )
308 {
309 float t, sr = w->collider.radius-0.04f;
310 v3f n;
311
312 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
313 {
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 );
317
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 );
320 }
321 }
322
323 teleport_gate *gate;
324 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
325 {
326 struct player_device_walk *w = at->storage;
327
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 );
331
332 /* analytical rotation of yaw */
333 v3f fwd_dir = { cosf(w->state.angles[0]),
334 0.0f,
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] );
338
339 w->state_gate_storage = w->state;
340 player_pass_gate( player, gate );
341 }
342 }
343
344 VG_STATIC void player_walk_post_update( player_interface *player,
345 player_attachment *at )
346 {
347 struct player_device_walk *w = at->storage;
348
349 m4x3f mtx;
350 m3x3_identity( mtx );
351 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
352
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 );
356
357 #if 0
358 player_apply_transport_to_cam( gate->transport );
359 #endif
360
361 }
362
363 VG_STATIC void player_walk_animate( player_interface *player,
364 player_attachment *at )
365 {
366 struct player_device_walk *w = at->storage;
367 struct skeleton *sk = &player->playeravatar->sk;
368
369 {
370 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
371 rate;
372
373 if( w->state.activity == k_walk_activity_air )
374 rate = 2.4f;
375 else
376 rate = 9.0f;
377
378 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
379 w->blend_run = vg_lerpf( w->blend_run,
380 w->move_speed *
381 (1.0f + player->input_walk->button.value*0.5f),
382 2.0f*vg.time_delta );
383 }
384
385 player_pose apose, bpose;
386
387 if( w->move_speed > 0.025f )
388 {
389 /* TODO move */
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 );
393
394 w->walk_timer += walk_adv * vg.time_delta;
395 }
396 else
397 {
398 w->walk_timer = 0.0f;
399 }
400
401 float walk_norm = (float)w->anim_walk->length/30.0f,
402 run_norm = (float)w->anim_run->length/30.0f,
403 t = w->walk_timer,
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 );
406
407 /* walk/run */
408 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
409 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
410
411 skeleton_lerp_pose( sk, apose, bpose, l, apose );
412
413 /* idle */
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 );
416
417 /* air */
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 );
420
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 );
425 }
426
427 VG_STATIC void player_walk_post_animate( player_interface *player,
428 player_attachment *at )
429 {
430 /*
431 * Camera
432 */
433 struct player_device_walk *w = at->storage;
434 struct player_avatar *av = player->playeravatar;
435
436 /* 3RD */
437 m3x3f angles;
438 euler_m3x3( w->state.angles, angles );
439
440 v3f cast_dir, origin;
441
442 v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
443
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 );
446
447 float t;
448 v3f n;
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;
453
454
455 /* 1ST */
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;
461 }
462
463
464 VG_STATIC void player_walk_ui( player_interface *player,
465 player_attachment *at )
466 {
467 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
468 player->rb.v[1],
469 player->rb.v[2] );
470 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
471 player->rb.co[1],
472 player->rb.co[2] );
473 }
474
475 VG_STATIC void player_walk_bind( player_interface *player,
476 player_attachment *at )
477 {
478 struct player_device_walk *w = at->storage;
479 struct player_avatar *av = player->playeravatar;
480 struct skeleton *sk = &av->sk;
481
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" );
486 }
487
488 VG_STATIC player_device player_device_walk =
489 {
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
497 };
498
499 #endif /* PLAYER_DEVICE_WALK_H */