1 #ifndef PLAYER_DEVICE_WALK_H
2 #define PLAYER_DEVICE_WALK_H
4 #include "player_interface.h"
6 #include "player_model.h"
13 k_walk_air_accel
= 7.0f
,
14 k_walk_friction
= 10.0f
,
15 k_walk_step_height
= 0.2f
;
17 struct player_device_walk
28 k_walk_activity_ground
,
36 enum mdl_surface_prop surface
;
38 struct skeleton_anim
*anim_walk
, *anim_run
, *anim_idle
, *anim_jump
;
48 VG_STATIC
void player_walk_pre_update( player_interface
*player
,
49 player_attachment
*at
)
51 struct player_device_walk
*w
= at
->storage
;
52 player_look( player
, w
->state
.angles
);
55 v3f walk
= { player
->input_walkh
->axis
.value
,
57 -player
->input_walkv
->axis
.value
};
59 v3_muls( walk
, 10.0f
* vg
.time_delta
, walk
);
62 euler_m3x3( w
->angles
, m
);
63 v3_muladds( player
->rb
.co
, m
[0], walk
[0], player
->rb
.co
);
64 v3_muladds( player
->rb
.co
, m
[1], walk
[1], player
->rb
.co
);
65 v3_muladds( player
->rb
.co
, m
[2], walk
[2], player
->rb
.co
);
69 VG_STATIC
int player_walk_normal_standable( v3f n
)
71 return n
[1] > 0.70710678118f
;
74 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
76 float currentspeed
= v3_dot( v
, movedir
),
77 addspeed
= speed
- currentspeed
;
82 float accelspeed
= accel
* k_rb_delta
* speed
;
84 if( accelspeed
> addspeed
)
85 accelspeed
= addspeed
;
87 v3_muladds( v
, movedir
, accelspeed
, v
);
90 VG_STATIC
void player_friction( v3f v
)
92 float speed
= v3_length( v
),
94 control
= vg_maxf( speed
, k_stopspeed
);
99 drop
+= control
* k_walk_friction
* k_rb_delta
;
101 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
104 v3_muls( v
, newspeed
, v
);
107 VG_STATIC
void player_walk_update( player_interface
*player
,
108 player_attachment
*at
)
110 struct player_device_walk
*w
= at
->storage
;
111 w
->collider
.height
= 2.0f
;
112 w
->collider
.radius
= 0.3f
;
115 m3x3_identity( mtx
);
116 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
118 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
123 float yaw
= w
->state
.angles
[0];
125 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
126 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
128 v2f walk
= { player
->input_walkh
->axis
.value
,
129 player
->input_walkv
->axis
.value
};
131 if( v2_length2(walk
) > 0.001f
)
132 v2_normalize_clamp( walk
);
134 w
->move_speed
= v2_length( walk
);
137 * Collision detection
139 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
140 &world
.rb_geo
.inf
.scene
, manifold
);
141 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
142 len
= rb_manifold_apply_filtered( manifold
, len
);
144 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
145 w
->state
.activity
= k_walk_activity_air
;
147 for( int i
=0; i
<len
; i
++ )
149 struct contact
*ct
= &manifold
[i
];
150 rb_debug_contact( ct
);
152 if( player_walk_normal_standable( ct
->n
) )
154 w
->state
.activity
= k_walk_activity_ground
;
155 v3_add( surface_avg
, ct
->n
, surface_avg
);
158 rb_prepare_contact( ct
);
165 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
167 v3_muls( right_dir
, walk
[0], movedir
);
168 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
170 if( w
->state
.activity
== k_walk_activity_ground
)
172 v3_normalize( surface_avg
);
175 rb_tangent_basis( surface_avg
, tx
, ty
);
177 if( v2_length2(walk
) > 0.001f
)
179 /* clip movement to the surface */
180 float d
= v3_dot(surface_avg
,movedir
);
181 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
184 accel_speed
= k_walk_accel
;
185 nominal_speed
= k_walkspeed
;
188 if( player
->input_jump
->button
.value
)
190 player
->rb
.v
[1] = 5.0f
;
191 w
->state
.activity
= k_walk_activity_air
;
192 accel_speed
= k_walk_air_accel
;
193 nominal_speed
= k_airspeed
;
197 player_friction( player
->rb
.v
);
199 struct world_material
*surface_mat
= world_contact_material(manifold
);
200 w
->surface
= surface_mat
->info
.surface_prop
;
205 accel_speed
= k_walk_air_accel
;
206 nominal_speed
= k_airspeed
;
209 if( v2_length2(walk
) > 0.001f
)
211 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
212 v3_normalize( movedir
);
216 * Resolve velocity constraints
218 for( int j
=0; j
<5; j
++ )
220 for( int i
=0; i
<len
; i
++ )
222 struct contact
*ct
= &manifold
[i
];
225 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
227 float temp
= ct
->norm_impulse
;
228 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
229 vn
= ct
->norm_impulse
- temp
;
231 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
240 for( int j
=0; j
<8; j
++ )
242 for( int i
=0; i
<len
; i
++ )
244 struct contact
*ct
= &manifold
[i
];
246 float resolved_amt
= v3_dot( ct
->n
, dt
),
247 remaining
= (ct
->p
-k_penetration_slop
) - resolved_amt
,
248 apply
= vg_maxf( remaining
, 0.0f
) * 0.3f
;
250 v3_muladds( dt
, ct
->n
, apply
, dt
);
253 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
255 /* TODO: Stepping......
257 * ideas; walkgrid style steps
260 if( w
->state
.activity
== k_walk_activity_ground
)
263 float max_dist
= 0.4f
;
266 v3_copy( player
->rb
.co
, pa
);
267 pa
[1] += w
->collider
.radius
+ max_dist
;
269 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
270 vg_line( pa
, pb
, 0xff000000 );
274 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
276 if( player_walk_normal_standable( n
) )
278 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
279 player
->rb
.co
[1] -= w
->collider
.radius
;
287 if( w
->state
.activity
== k_walk_activity_air
)
288 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
290 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
293 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
294 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
297 VG_STATIC
void player_walk_post_update( player_interface
*player
,
298 player_attachment
*at
)
300 struct player_device_walk
*w
= at
->storage
;
303 m3x3_identity( mtx
);
304 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
306 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
307 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
309 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
312 VG_STATIC
void player_walk_ui( player_interface
*player
,
313 player_attachment
*at
)
315 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
318 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
323 VG_STATIC
void player_walk_bind( player_interface
*player
,
324 player_attachment
*at
)
326 struct player_device_walk
*w
= at
->storage
;
327 struct player_avatar
*av
= player
->playeravatar
;
328 struct skeleton
*sk
= &av
->sk
;
330 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle" );
331 w
->anim_walk
= skeleton_get_anim( sk
, "walk" );
332 w
->anim_run
= skeleton_get_anim( sk
, "run" );
333 w
->anim_jump
= skeleton_get_anim( sk
, "jump" );
336 VG_STATIC
void player_walk_pose( player_interface
*player
,
337 player_attachment
*at
,
338 player_pose pose
, m4x3f transform
)
340 struct player_device_walk
*w
= at
->storage
;
341 struct skeleton
*sk
= &player
->playeravatar
->sk
;
344 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
347 if( w
->state
.activity
== k_walk_activity_air
)
352 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
353 w
->blend_run
= vg_lerpf( w
->blend_run
,
355 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
356 2.0f
*vg
.time_delta
);
359 player_pose apose
, bpose
;
361 if( w
->move_speed
> 0.025f
)
364 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
365 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
366 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
368 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
372 w
->walk_timer
= 0.0f
;
375 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
376 run_norm
= (float)w
->anim_run
->length
/30.0f
,
378 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
379 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
382 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
383 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
385 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
388 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
389 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
392 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
393 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, pose
);
395 /* Create transform matrix */
398 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -w
->state
.angles
[0]-VG_PIf
*0.5f
);
399 q_m3x3( rot
, rotation_mtx
);
401 rb_extrapolate_transform( &player
->rb
, transform
);
402 m3x3_copy( rotation_mtx
, transform
);
405 VG_STATIC
void player_walk_get_camera( player_interface
*player
,
406 player_attachment
*at
, camera
*cam
)
408 struct player_device_walk
*w
= at
->storage
;
409 struct player_avatar
*av
= player
->playeravatar
;
411 /* FIXME: viewpoint entity */
412 v3f vp
= {-0.1f
,1.8f
,0.0f
};
413 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, cam
->pos
);
414 v3_copy( w
->state
.angles
, cam
->angles
);
418 VG_STATIC
void player_walk_transport( player_interface
*player
,
419 player_attachment
*at
,
420 teleport_gate
*gate
)
422 struct player_device_walk
*w
= at
->storage
;
424 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
425 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
427 /* analytical rotation of yaw */
428 v3f fwd_dir
= { cosf(w
->state
.angles
[0]),
430 sinf(w
->state
.angles
[0])};
431 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
432 w
->state
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
434 w
->state_gate_storage
= w
->state
;
437 VG_STATIC player_device player_device_walk
=
439 .pre_update
= player_walk_pre_update
,
440 .update
= player_walk_update
,
441 .post_update
= player_walk_post_update
,
442 .get_camera
= player_walk_get_camera
,
443 .debug_ui
= player_walk_ui
,
444 .bind
= player_walk_bind
,
445 .pose
= player_walk_pose
,
446 .gate_transport
= player_walk_transport
449 #endif /* PLAYER_DEVICE_WALK_H */