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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 "player_device_common.h"
6 #include "skeleton.h"
7 #include "player_model.h"
8
9 VG_STATIC
10 struct player_device_walk
11 {
12 rb_capsule collider;
13
14 struct
15 {
16 v3f angles;
17 v3f prev_pos;
18
19 enum walk_activity
20 {
21 k_walk_activity_air,
22 k_walk_activity_ground,
23 k_walk_activity_sleep
24 }
25 activity;
26 }
27 state,
28 state_gate_storage;
29
30 enum mdl_surface_prop surface;
31 struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
32
33 float blend_fly,
34 blend_run,
35 blend_walk,
36
37 move_speed,
38 walk_timer;
39
40 u32 device_id_skate;
41 }
42 localplayer_device_walk;
43
44 VG_STATIC void player_walk_pre_update( player_device *dev,
45 player_interface *player )
46 {
47 struct player_device_walk *w = dev->storage;
48 player_look( player, w->state.angles );
49
50 if( vg_input_button_down( player->input_use ) )
51 {
52 struct device_transition_skateboard inf;
53
54 v3f xy_speed;
55 v3_copy( player->rb.v, xy_speed );
56 xy_speed[1] = 0.0f;
57
58 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
59 {
60 v3_copy( player->rb.v, inf.dir );
61 }
62 else
63 {
64 inf.dir[0] = -sinf( -w->state.angles[0] );
65 inf.dir[1] = 0.0f;
66 inf.dir[2] = -cosf( -w->state.angles[0] );
67 v3_muls( inf.dir, 1.6f, player->rb.v );
68 }
69
70 player_transition_to_device( player, w->device_id_skate, &inf );
71 return;
72 }
73
74 #if 0
75 v3f walk = { player->input_walkh->axis.value,
76 0.0f,
77 -player->input_walkv->axis.value };
78
79 v3_muls( walk, 10.0f * vg.time_delta, walk );
80
81 m3x3f m;
82 euler_m3x3( w->angles, m );
83 v3_muladds( player->rb.co, m[0], walk[0], player->rb.co );
84 v3_muladds( player->rb.co, m[1], walk[1], player->rb.co );
85 v3_muladds( player->rb.co, m[2], walk[2], player->rb.co );
86 #endif
87 }
88
89 VG_STATIC int player_walk_normal_standable( v3f n )
90 {
91 return n[1] > 0.70710678118f;
92 }
93
94 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
95 {
96 float currentspeed = v3_dot( v, movedir ),
97 addspeed = speed - currentspeed;
98
99 if( addspeed <= 0 )
100 return;
101
102 float accelspeed = accel * k_rb_delta * speed;
103
104 if( accelspeed > addspeed )
105 accelspeed = addspeed;
106
107 v3_muladds( v, movedir, accelspeed, v );
108 }
109
110 VG_STATIC void player_friction( v3f v )
111 {
112 float speed = v3_length( v ),
113 drop = 0.0f,
114 control = vg_maxf( speed, k_stopspeed );
115
116 if( speed < 0.04f )
117 return;
118
119 drop += control * k_walk_friction * k_rb_delta;
120
121 float newspeed = vg_maxf( 0.0f, speed - drop );
122 newspeed /= speed;
123
124 v3_muls( v, newspeed, v );
125 }
126
127 VG_STATIC void player_walk_update( player_device *dev,
128 player_interface *player )
129 {
130 struct player_device_walk *w = dev->storage;
131 v3_copy( player->rb.co, w->state.prev_pos );
132
133 w->collider.height = 2.0f;
134 w->collider.radius = 0.3f;
135
136 m4x3f mtx;
137 m3x3_identity( mtx );
138 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
139
140 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
141
142 rb_ct manifold[64];
143 int len;
144
145 float yaw = w->state.angles[0];
146
147 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
148 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
149
150 v2f walk = { player->input_walkh->axis.value,
151 player->input_walkv->axis.value };
152
153 if( v2_length2(walk) > 0.001f )
154 v2_normalize_clamp( walk );
155
156 w->move_speed = v2_length( walk );
157
158 /*
159 * Collision detection
160 */
161 len = rb_capsule__scene( mtx, &w->collider, NULL,
162 &world.rb_geo.inf.scene, manifold );
163 rb_manifold_filter_coplanar( manifold, len, 0.01f );
164 len = rb_manifold_apply_filtered( manifold, len );
165
166 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
167 w->state.activity = k_walk_activity_air;
168
169 for( int i=0; i<len; i++ )
170 {
171 struct contact *ct = &manifold[i];
172 rb_debug_contact( ct );
173
174 if( player_walk_normal_standable( ct->n ) )
175 {
176 w->state.activity = k_walk_activity_ground;
177 v3_add( surface_avg, ct->n, surface_avg );
178 }
179
180 rb_prepare_contact( ct );
181 }
182
183
184 /*
185 * Move & Friction
186 */
187 float accel_speed = 0.0f, nominal_speed = 0.0f;
188 v3f movedir;
189 v3_muls( right_dir, walk[0], movedir );
190 v3_muladds( movedir, forward_dir, walk[1], movedir );
191
192 if( w->state.activity == k_walk_activity_ground )
193 {
194 v3_normalize( surface_avg );
195
196 v3f tx, ty;
197 rb_tangent_basis( surface_avg, tx, ty );
198
199 if( v2_length2(walk) > 0.001f )
200 {
201 /* clip movement to the surface */
202 float d = v3_dot(surface_avg,movedir);
203 v3_muladds( movedir, surface_avg, -d, movedir );
204 }
205
206 accel_speed = k_walk_accel;
207 nominal_speed = k_walkspeed;
208
209 /* jump */
210 if( player->input_jump->button.value )
211 {
212 player->rb.v[1] = 5.0f;
213 w->state.activity = k_walk_activity_air;
214 accel_speed = k_walk_air_accel;
215 nominal_speed = k_airspeed;
216 }
217 else
218 {
219 player_friction( player->rb.v );
220
221 struct world_material *surface_mat = world_contact_material(manifold);
222 w->surface = surface_mat->info.surface_prop;
223 }
224 }
225 else
226 {
227 accel_speed = k_walk_air_accel;
228 nominal_speed = k_airspeed;
229 }
230
231 if( v2_length2(walk) > 0.001f )
232 {
233 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
234 v3_normalize( movedir );
235 }
236
237 /*
238 * Resolve velocity constraints
239 */
240 for( int j=0; j<5; j++ )
241 {
242 for( int i=0; i<len; i++ )
243 {
244 struct contact *ct = &manifold[i];
245
246 /*normal */
247 float vn = -v3_dot( player->rb.v, ct->n );
248
249 float temp = ct->norm_impulse;
250 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
251 vn = ct->norm_impulse - temp;
252
253 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
254 }
255 }
256
257 /*
258 * Depenetrate
259 */
260 v3f dt;
261 v3_zero( dt );
262 for( int j=0; j<8; j++ )
263 {
264 for( int i=0; i<len; i++ )
265 {
266 struct contact *ct = &manifold[i];
267
268 float resolved_amt = v3_dot( ct->n, dt ),
269 remaining = (ct->p-k_penetration_slop) - resolved_amt,
270 apply = vg_maxf( remaining, 0.0f ) * 0.3f;
271
272 v3_muladds( dt, ct->n, apply, dt );
273 }
274 }
275 v3_add( dt, player->rb.co, player->rb.co );
276
277 /* TODO: Stepping......
278 *
279 * ideas; walkgrid style steps
280 */
281 #if 0
282 if( w->state.activity == k_walk_activity_ground )
283 {
284 /* step */
285 float max_dist = 0.4f;
286
287 v3f pa, pb;
288 v3_copy( player->rb.co, pa );
289 pa[1] += w->collider.radius + max_dist;
290
291 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
292 vg_line( pa, pb, 0xff000000 );
293
294 v3f n;
295 float t;
296 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
297 {
298 if( player_walk_normal_standable( n ) )
299 {
300 v3_lerp( pa, pb, t, player->rb.co );
301 player->rb.co[1] -= w->collider.radius;
302 }
303 }
304 }
305 #endif
306
307
308 /* integrate */
309 if( w->state.activity == k_walk_activity_air )
310 player->rb.v[1] += -k_gravity * k_rb_delta;
311
312 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
313
314
315 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
316 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
317
318 /*
319 * CCD routine
320 * ---------------------------------------------------
321 *
322 */
323 v3f lwr_prev,
324 lwr_now,
325 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
326
327 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
328 v3_add( lwr_offs, player->rb.co, lwr_now );
329
330 v3f movedelta;
331 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
332
333 float movedist = v3_length( movedelta );
334
335 if( movedist > 0.3f )
336 {
337 float t, sr = w->collider.radius-0.04f;
338 v3f n;
339
340 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
341 {
342 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
343 player->rb.co[1] -= w->collider.radius;
344 rb_update_transform( &player->rb );
345
346 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
347 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
348 }
349 }
350
351 teleport_gate *gate;
352 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
353 {
354 struct player_device_walk *w = dev->storage;
355
356 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
357 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
358 rb_update_transform( &player->rb );
359
360 /* analytical rotation of yaw */
361 v3f fwd_dir = { cosf(w->state.angles[0]),
362 0.0f,
363 sinf(w->state.angles[0])};
364 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
365 w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
366
367 w->state_gate_storage = w->state;
368 player_pass_gate( player, gate );
369 }
370 }
371
372 VG_STATIC void player_walk_post_update( player_device *dev,
373 player_interface *player )
374 {
375 struct player_device_walk *w = dev->storage;
376
377 m4x3f mtx;
378 m3x3_identity( mtx );
379 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
380
381 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
382 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
383 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
384
385 #if 0
386 player_apply_transport_to_cam( gate->transport );
387 #endif
388
389 }
390
391 VG_STATIC void player_walk_animate( player_device *dev,
392 player_interface *player )
393 {
394 struct player_device_walk *w = dev->storage;
395 struct skeleton *sk = &player->playeravatar->sk;
396
397 {
398 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
399 rate;
400
401 if( w->state.activity == k_walk_activity_air )
402 rate = 2.4f;
403 else
404 rate = 9.0f;
405
406 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
407 w->blend_run = vg_lerpf( w->blend_run,
408 w->move_speed *
409 (1.0f + player->input_walk->button.value*0.5f),
410 2.0f*vg.time_delta );
411 }
412
413 player_pose apose, bpose;
414
415 if( w->move_speed > 0.025f )
416 {
417 /* TODO move */
418 float walk_norm = 30.0f/(float)w->anim_walk->length,
419 run_norm = 30.0f/(float)w->anim_run->length,
420 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
421
422 w->walk_timer += walk_adv * vg.time_delta;
423 }
424 else
425 {
426 w->walk_timer = 0.0f;
427 }
428
429 float walk_norm = (float)w->anim_walk->length/30.0f,
430 run_norm = (float)w->anim_run->length/30.0f,
431 t = w->walk_timer,
432 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
433 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
434
435 /* walk/run */
436 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
437 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
438
439 skeleton_lerp_pose( sk, apose, bpose, l, apose );
440
441 /* idle */
442 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
443 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
444
445 /* air */
446 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
447 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dev->pose );
448
449 /* Create transform */
450 rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
451 q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f},
452 -w->state.angles[0]-VG_PIf*0.5f );
453 }
454
455 VG_STATIC void player_walk_post_animate( player_device *dev,
456 player_interface *player )
457 {
458 /*
459 * Camera
460 */
461 struct player_device_walk *w = dev->storage;
462 struct player_avatar *av = player->playeravatar;
463
464 /* 3RD */
465 m3x3f angles;
466 euler_m3x3( w->state.angles, angles );
467
468 v3f cast_dir, origin;
469
470 v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
471
472 v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos );
473 v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos );
474
475 float t;
476 v3f n;
477 if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 )
478 v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos );
479 v3_copy( w->state.angles, dev->cam_3rd.angles );
480 dev->cam_3rd.fov = 90.0f;
481
482
483 /* 1ST */
484 /* FIXME: viewpoint entity */
485 v3f vp = {-0.1f,1.8f,0.0f};
486 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
487 v3_copy( w->state.angles, dev->cam_1st.angles );
488 dev->cam_1st.fov = 90.0f;
489
490 /* FIXME: Organize this. Its int wrong fucking place */
491 v3f vp0 = {0.0f,0.1f, 0.6f},
492 vp1 = {0.0f,0.1f,-0.6f};
493
494 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
495 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
496 }
497
498
499 VG_STATIC void player_walk_ui( player_device *dev, player_interface *player )
500 {
501 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
502 player->rb.v[1],
503 player->rb.v[2] );
504 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
505 player->rb.co[1],
506 player->rb.co[2] );
507 }
508
509 VG_STATIC void player_walk_bind( player_device *dev, player_interface *player )
510 {
511 struct player_device_walk *w = dev->storage;
512 struct player_avatar *av = player->playeravatar;
513 struct skeleton *sk = &av->sk;
514
515 w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
516 w->anim_walk = skeleton_get_anim( sk, "walk" );
517 w->anim_run = skeleton_get_anim( sk, "run" );
518 w->anim_jump = skeleton_get_anim( sk, "jump" );
519
520 w->device_id_skate = player_get_device( player, "skateboard" );
521 }
522
523 VG_STATIC int player_walk_event( player_device *dev, player_interface *player,
524 enum player_device_event_type ev, void *data )
525 {
526 struct player_device_walk *w = dev->storage;
527
528 if( ev == k_player_device_event_bind )
529 {
530 player_walk_bind( dev, player );
531 }
532 else if( ev == k_player_device_event_custom_transition )
533 {
534 struct device_transition_walk *inf = data;
535 v3_copy( inf->angles, w->state.angles );
536 }
537 else if( ev == k_player_device_event_pre_update )
538 {
539 player_walk_pre_update( dev, player );
540 }
541 else if( ev == k_player_device_event_update )
542 {
543 player_walk_update( dev, player );
544 }
545 else if( ev == k_player_device_event_post_update )
546 {
547 player_walk_post_update( dev, player );
548 }
549 else if( ev == k_player_device_event_animate )
550 {
551 player_walk_animate( dev, player );
552 }
553 else if( ev == k_player_device_event_post_animate )
554 {
555 player_walk_post_animate( dev, player );
556 }
557 else if( ev == k_player_device_event_debug_ui )
558 {
559 player_walk_ui( dev, player );
560 }
561 else
562 return 0;
563
564 return 1;
565 }
566
567 VG_STATIC player_device player_device_walk =
568 {
569 .name = "walk",
570 .event = player_walk_event,
571 .storage = &localplayer_device_walk
572 };
573
574 #endif /* PLAYER_DEVICE_WALK_H */