8 static void player_walk_drop_in_vector( v3f vec
){
10 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, player_walk
.state
.drop_in_normal
, axis
);
11 v3_cross( axis
, player_walk
.state
.drop_in_normal
, init_dir
);
12 v3_normalize( init_dir
);
13 v3_muls( init_dir
, 4.25f
, vec
);
16 static float player_xyspeed2(void){
17 return v3_length2( (v3f
){localplayer
.rb
.v
[0], 0.0f
, localplayer
.rb
.v
[2]} );
20 static void player_walk_generic_to_skate( enum skate_activity init
, f32 yaw
){
21 localplayer
.subsystem
= k_player_subsystem_skate
;
25 if( player_xyspeed2() < 0.1f
* 0.1f
)
26 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
28 v3_copy( localplayer
.rb
.v
, v
);
30 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
31 player_skate
.state
.activity
= init
;
37 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
38 atan2f(-dir
[0],-dir
[2]) );
39 q_normalize( localplayer
.rb
.q
);
41 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
42 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
, player_skate
.state
.cog
);
44 v3_copy( v
, player_skate
.state
.cog_v
);
45 v3_copy( v
, localplayer
.rb
.v
);
47 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
48 player__skate_reset_animator();
49 player__skate_clear_mechanics();
50 rb_update_transform( &localplayer
.rb
);
51 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
53 if( init
== k_skate_activity_air
)
54 player__approximate_best_trajectory();
57 static void player_walk_drop_in_to_skate(void){
58 localplayer
.immobile
= 0;
59 localplayer
.subsystem
= k_player_subsystem_skate
;
61 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
62 player_skate
.state
.activity
= k_skate_activity_ground
;
64 player__begin_holdout( (v3f
){0,0,0} );
65 player__skate_clear_mechanics();
66 player__skate_reset_animator();
69 player_walk_drop_in_vector( init_velocity
);
71 rb_update_transform( &localplayer
.rb
);
72 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
,
73 player_skate
.state
.cog
);
74 v3_copy( init_velocity
, player_skate
.state
.cog_v
);
75 v3_copy( init_velocity
, localplayer
.rb
.v
);
76 v3_copy( init_velocity
, localplayer
.cam_control
.cam_velocity_smooth
);
77 v3_copy( (v3f
){player_walk
.animator
.board_yaw
+1.0f
,0,0},
78 player_skate
.state
.trick_euler
);
81 static void player_walk_drop_in_overhang_transform( f32 t
, v3f co
, v4f q
){
83 v3_cross( (v3f
){0,1,0}, player_walk
.state
.drop_in_normal
, axis
);
86 float a
= acosf( player_walk
.state
.drop_in_normal
[1] ) * t
;
87 q_axis_angle( q
, axis
, a
);
90 heading_angle
= player_walk
.state
.drop_in_angle
;
93 overhang
[0] = sinf( heading_angle
) * l
;
94 overhang
[1] = 0.28f
* l
;
95 overhang
[2] = cosf( heading_angle
) * l
;
97 q_mulv( q
, overhang
, overhang
);
98 v3_add( player_walk
.state
.drop_in_target
, overhang
, co
);
101 static int player_walk_scan_for_drop_in(void){
102 world_instance
*world
= world_current_instance();
105 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
106 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -1.0f
, center
);
109 int sample_count
= 0;
111 for( int i
=0; i
<20; i
++ ){
112 float t
= (float)i
* (1.0f
/19.0f
),
113 s
= sinf( t
* VG_PIf
* 0.25f
),
114 c
= cosf( t
* VG_PIf
* 0.25f
);
117 v3_muls ( localplayer
.rb
.to_world
[1], -c
, ray_dir
);
118 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
119 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
121 ray_hit
*ray
= &samples
[ sample_count
];
124 if( ray_world( world
, pos
, ray_dir
, ray
, 0 ) ){
125 vg_line( pos
, ray
->pos
, VG__RED
);
126 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
132 float min_a
= 0.70710678118654752f
;
133 ray_hit
*candidate
= NULL
;
135 if( sample_count
>= 2 ){
136 for( int i
=0; i
<sample_count
-1; i
++ ){
137 ray_hit
*s0
= &samples
[i
],
140 float a
= v3_dot( s0
->normal
, s1
->normal
);
142 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) ){
152 ray_hit
*s0
= candidate
,
155 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
157 v3_copy( s0
->normal
, pa
);
158 v3_copy( s1
->normal
, pb
);
159 v3_cross( localplayer
.rb
.to_world
[1], dir
, pc
);
162 pa
[3] = v3_dot( pa
, s0
->pos
);
163 pb
[3] = v3_dot( pb
, s1
->pos
);
164 pc
[3] = v3_dot( pc
, localplayer
.rb
.co
);
167 if( plane_intersect3( pa
, pb
, pc
, edge
) ){
168 v3_copy( edge
, player_walk
.state
.drop_in_target
);
169 v3_copy( s1
->normal
, player_walk
.state
.drop_in_normal
);
170 v3_copy( localplayer
.rb
.co
, player_walk
.state
.drop_in_start
);
172 player_walk
.state
.drop_in_start_angle
= player_get_heading_yaw();
173 player_walk
.state
.drop_in_angle
=
174 atan2f( player_walk
.state
.drop_in_normal
[0],
175 player_walk
.state
.drop_in_normal
[2] );
177 /* TODO: scan multiple of these? */
180 player_walk_drop_in_overhang_transform( 1.0f
, oco
, oq
);
182 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
183 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
185 q_mulv( oq
, va
, va
);
186 q_mulv( oq
, vb
, vb
);
187 v3_add( oco
, va
, va
);
188 v3_add( oco
, vb
, vb
);
191 v3_sub( vb
, va
, v0
);
195 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
197 if( ray_world( world
, va
, v0
, &ray
, 0 ) ){
198 vg_line( va
, vb
, VG__RED
);
199 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
200 vg_error( "invalidated\n" );
204 v3_muls( v0
, -1.0f
, v0
);
205 if( ray_world( world
, vb
, v0
, &ray
, 0 ) ){
206 vg_line( va
, vb
, VG__RED
);
207 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
208 vg_error( "invalidated\n" );
212 player_walk_drop_in_vector( localplayer
.rb
.v
);
216 vg_error( "failed to find intersection of drop in\n" );
223 static bool player__preupdate_anim( struct skeleton_anim
*anim
, f32
*t
,
225 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
;
226 *t
+= (vg
.time_delta
* speed
) / length
;
228 if( *t
>= 1.0f
) return 1;
232 static void player_walk_pre_sit(void){
233 struct player_walk
*w
= &player_walk
;
236 joystick_state( k_srjoystick_steer
, steer
);
238 vg_slewf( &w
->state
.transition_t
, 1.0f
, vg
.time_delta
);
240 if( button_down(k_srbind_sit
) || (v2_length2(steer
)>0.2f
) ||
241 button_down(k_srbind_jump
) ){
242 w
->state
.activity
= k_walk_activity_sit_up
;
247 static void player_walk_pre_sit_up(void){
248 struct player_walk
*w
= &player_walk
;
250 if( w
->state
.transition_t
> 0.0f
)
251 vg_slewf( &w
->state
.transition_t
, 0.0f
, vg
.time_delta
);
253 w
->state
.activity
= k_walk_activity_ground
;
255 if( button_down(k_srbind_sit
) )
256 w
->state
.activity
= k_walk_activity_sit
;
261 static void player_walk_pre_ground(void){
262 struct player_walk
*w
= &player_walk
;
264 if( button_down(k_srbind_sit
) ){
265 v3_zero( localplayer
.rb
.v
);
266 w
->state
.activity
= k_walk_activity_sit
;
270 if( button_down( k_srbind_use
) ){
271 if( player_walk_scan_for_drop_in() ){
272 w
->state
.activity
= k_walk_activity_odrop_in
;
275 w
->state
.activity
= k_walk_activity_oregular
;
278 w
->state
.transition_t
= 0.0f
;
281 if( button_down( k_srbind_jump
) ){
282 w
->state
.jump_queued
= 1;
283 w
->state
.jump_input_time
= vg
.time
;
287 static void player_walk_pre_air(void){
288 struct player_walk
*w
= &player_walk
;
289 if( button_down( k_srbind_use
) ){
290 w
->state
.activity
= k_walk_activity_oair
;
291 w
->state
.transition_t
= 0.0f
;
294 if( button_down( k_srbind_jump
) ){
295 w
->state
.jump_queued
= 1;
296 w
->state
.jump_input_time
= vg
.time
;
300 static void player_walk_pre_drop_in(void){
301 struct player_walk
*w
= &player_walk
;
302 bool finished
= player__preupdate_anim( w
->anim_drop_in
,
303 &w
->state
.transition_t
, 1.0f
);
305 player_walk_drop_in_to_skate();
308 static void player_walk_pre_caveman(void){
309 struct player_walk
*w
= &player_walk
;
310 bool finished
= player__preupdate_anim( w
->anim_jump_to_air
,
311 &w
->state
.transition_t
, 1.0f
);
313 player_walk_generic_to_skate( k_skate_activity_air
,
314 player_walk
.animator
.board_yaw
);
318 static void player_walk_pre_running_start(void){
319 struct player_walk
*w
= &player_walk
;
320 bool finished
= player__preupdate_anim( w
->anim_intro
,
321 &w
->state
.transition_t
, 1.0f
);
323 /* TODO: get the derivative of the last keyframes to calculate new
324 * velocity for player */
325 player_walk_generic_to_skate( k_skate_activity_ground
,
326 player_walk
.animator
.board_yaw
+1.0f
);
330 static void player_walk_pre_popoff(void){
331 struct player_walk
*w
= &player_walk
;
332 bool finished
= player__preupdate_anim( w
->anim_popoff
,
333 &w
->state
.transition_t
, 1.0f
);
336 w
->state
.activity
= k_walk_activity_ground
;
337 w
->animator
.board_yaw
+= 1.0f
;
341 static void player__walk_pre_update(void){
342 struct player_walk
*w
= &player_walk
;
344 if( localplayer
.immobile
) return;
345 else player_look( localplayer
.angles
, skaterift
.time_rate
);
347 enum walk_activity a
= w
->state
.activity
;
349 if ( a
== k_walk_activity_sit
) player_walk_pre_sit();
350 else if( a
== k_walk_activity_sit_up
) player_walk_pre_sit_up();
351 else if( a
== k_walk_activity_ground
) player_walk_pre_ground();
352 else if( a
== k_walk_activity_air
) player_walk_pre_air();
353 else if( a
== k_walk_activity_odrop_in
) player_walk_pre_drop_in();
354 else if( a
== k_walk_activity_oair
) player_walk_pre_caveman();
355 else if( a
== k_walk_activity_oregular
) player_walk_pre_running_start();
356 else if( a
== k_walk_activity_ipopoff
) player_walk_pre_popoff();
359 static int player_walk_normal_standable( v3f n
){
360 return n
[1] > 0.70710678118f
;
363 static void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
364 float currentspeed
= v3_dot( v
, movedir
),
365 addspeed
= speed
- currentspeed
;
370 float accelspeed
= accel
* k_rb_delta
* speed
;
372 if( accelspeed
> addspeed
)
373 accelspeed
= addspeed
;
375 v3_muladds( v
, movedir
, accelspeed
, v
);
378 static void player_friction( v3f v
, f32 friction
){
379 float speed
= v3_length( v
),
381 control
= vg_maxf( speed
, k_stopspeed
);
386 drop
+= control
* friction
* k_rb_delta
;
388 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
391 v3_muls( v
, newspeed
, v
);
394 static void player_walk_custom_filter( world_instance
*world
,
395 rb_ct
*man
, int len
, f32 w
){
396 for( int i
=0; i
<len
; i
++ ){
398 if( ci
->type
== k_contact_type_disabled
||
399 ci
->type
== k_contact_type_edge
)
403 float d1
= v3_dot( ci
->co
, ci
->n
);
405 for( int j
=0; j
<len
; j
++ ){
410 if( cj
->type
== k_contact_type_disabled
)
413 struct world_surface
*si
= world_contact_surface( world
, ci
),
414 *sj
= world_contact_surface( world
, cj
);
416 if( (sj
->info
.flags
& k_material_flag_walking
) &&
417 !(si
->info
.flags
& k_material_flag_walking
)){
421 float d2
= v3_dot( cj
->co
, ci
->n
),
424 if( fabsf( d
) <= w
){
425 cj
->type
= k_contact_type_disabled
;
431 static void player_walk_update_generic(void){
432 struct player_walk
*w
= &player_walk
;
434 if( (w
->state
.activity
!= k_walk_activity_oregular
) &&
435 (w
->state
.activity
!= k_walk_activity_oair
) ){
436 joystick_state( k_srjoystick_steer
, w
->state
.steer
);
437 w
->state
.steer
[2] = button_press(k_srbind_run
)? k_runspeed
: k_walkspeed
;
438 if( v2_length2(w
->state
.steer
)>1.0f
)
439 v2_normalize(w
->state
.steer
);
442 v3_copy( localplayer
.rb
.co
, w
->state
.prev_pos
);
443 v3_zero( localplayer
.rb
.w
);
445 world_instance
*world
= world_current_instance();
447 if( world
->water
.enabled
){
448 if( localplayer
.rb
.co
[1]+0.4f
< world
->water
.height
){
449 player__networked_sfx( k_player_subsystem_walk
, 32,
450 k_player_walk_soundeffect_splash
,
451 localplayer
.rb
.co
, 1.0f
);
452 player__dead_transition( k_player_die_type_generic
);
457 enum walk_activity prev_state
= w
->state
.activity
;
459 w
->collider
.height
= 2.0f
;
460 w
->collider
.radius
= 0.3f
;
463 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
464 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
466 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
471 float yaw
= localplayer
.angles
[0];
473 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
474 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
477 * Collision detection
480 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
481 &world
->rb_geo
.inf
.scene
, manifold
, 0 );
482 player_walk_custom_filter( world
, manifold
, len
, 0.01f
);
483 len
= rb_manifold_apply_filtered( manifold
, len
);
485 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
487 w
->state
.activity
= k_walk_activity_air
;
488 w
->surface
= k_surface_prop_concrete
;
490 for( int i
=0; i
<len
; i
++ ){
491 struct contact
*ct
= &manifold
[i
];
492 rb_debug_contact( ct
);
494 if( player_walk_normal_standable( ct
->n
) ){
495 w
->state
.activity
= k_walk_activity_ground
;
497 v3_add( surface_avg
, ct
->n
, surface_avg
);
499 struct world_surface
*surf
= world_contact_surface( world
, ct
);
500 if( surf
->info
.surface_prop
> w
->surface
)
501 w
->surface
= surf
->info
.surface_prop
;
504 rb_prepare_contact( ct
, k_rb_delta
);
510 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
513 v3_muls( right_dir
, w
->state
.steer
[0], movedir
);
514 v3_muladds( movedir
, forward_dir
, w
->state
.steer
[1], movedir
);
516 if( w
->state
.activity
== k_walk_activity_ground
){
517 v3_normalize( surface_avg
);
520 v3_tangent_basis( surface_avg
, tx
, ty
);
522 if( v2_length2(w
->state
.steer
) > 0.001f
){
523 /* clip movement to the surface */
524 float d
= v3_dot(surface_avg
,movedir
);
525 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
528 accel_speed
= k_walk_accel
;
529 nominal_speed
= w
->state
.steer
[2];
532 if( w
->state
.jump_queued
){
533 w
->state
.jump_queued
= 0;
535 f32 t
= vg
.time
- w
->state
.jump_input_time
;
536 if( t
< PLAYER_JUMP_EPSILON
){
537 localplayer
.rb
.v
[1] = 5.0f
;
538 w
->state
.activity
= k_walk_activity_air
;
539 prev_state
= k_walk_activity_air
;
540 accel_speed
= k_walk_air_accel
;
541 nominal_speed
= k_airspeed
;
545 player_friction( localplayer
.rb
.v
, k_walk_friction
);
549 accel_speed
= k_walk_air_accel
;
550 nominal_speed
= k_airspeed
;
553 if( v2_length2( w
->state
.steer
) > 0.001f
){
554 player_accelerate( localplayer
.rb
.v
, movedir
,
555 nominal_speed
, accel_speed
);
556 v3_normalize( movedir
);
560 * Resolve velocity constraints
562 for( int j
=0; j
<5; j
++ ){
563 for( int i
=0; i
<len
; i
++ ){
564 struct contact
*ct
= &manifold
[i
];
567 float vn
= -v3_dot( localplayer
.rb
.v
, ct
->n
);
569 float temp
= ct
->norm_impulse
;
570 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
571 vn
= ct
->norm_impulse
- temp
;
573 v3_muladds( localplayer
.rb
.v
, ct
->n
, vn
, localplayer
.rb
.v
);
578 if( w
->state
.activity
== k_walk_activity_ground
||
579 prev_state
== k_walk_activity_ground
){
580 float max_dist
= 0.4f
;
583 v3_copy( localplayer
.rb
.co
, pa
);
584 pa
[1] += w
->collider
.radius
+ max_dist
;
585 v3_add( pa
, (v3f
){0, -max_dist
* 2.0f
, 0}, pb
);
586 vg_line( pa
, pb
, 0xff000000 );
590 if( spherecast_world( world
, pa
, pb
,
591 w
->collider
.radius
, &t
, n
, 0 ) != -1 ){
592 if( player_walk_normal_standable(n
) ){
593 v3_lerp( pa
, pb
, t
, localplayer
.rb
.co
);
594 localplayer
.rb
.co
[1] += -w
->collider
.radius
- k_penetration_slop
;
595 w
->state
.activity
= k_walk_activity_ground
;
597 float d
= -v3_dot(n
,localplayer
.rb
.v
);
598 v3_muladds( localplayer
.rb
.v
, n
, d
, localplayer
.rb
.v
);
599 localplayer
.rb
.v
[1] += -k_gravity
* k_rb_delta
;
608 rb_depenetrate( manifold
, len
, dt
);
609 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
612 if( w
->state
.activity
== k_walk_activity_air
){
613 localplayer
.rb
.v
[1] += -k_gravity
*k_rb_delta
;
616 if( localplayer
.immobile
){
617 localplayer
.rb
.v
[0] = 0.0f
;
618 localplayer
.rb
.v
[2] = 0.0f
;
621 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, k_rb_delta
,
623 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
624 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
628 * ---------------------------------------------------
633 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
635 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
636 v3_add( lwr_offs
, localplayer
.rb
.co
, lwr_now
);
639 v3_sub( localplayer
.rb
.co
, w
->state
.prev_pos
, movedelta
);
641 float movedist
= v3_length( movedelta
);
643 if( movedist
> 0.3f
){
644 float t
, sr
= w
->collider
.radius
-0.04f
;
647 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
, 0 ) != -1 ){
648 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), localplayer
.rb
.co
);
649 localplayer
.rb
.co
[1] -= w
->collider
.radius
;
650 rb_update_transform( &localplayer
.rb
);
652 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
653 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
657 u32 id
= world_intersect_gates(world
, localplayer
.rb
.co
, w
->state
.prev_pos
);
659 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
660 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
661 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
663 v4f transport_rotation
;
664 m3x3_q( gate
->transport
, transport_rotation
);
665 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
667 rb_update_transform( &localplayer
.rb
);
668 player__pass_gate( id
);
670 rb_update_transform( &localplayer
.rb
);
672 if( (prev_state
== k_walk_activity_oregular
) ||
673 (prev_state
== k_walk_activity_oair
) ||
674 (prev_state
== k_walk_activity_ipopoff
) ){
675 w
->state
.activity
= prev_state
;
678 w
->move_speed
= vg_minf( v2_length( (v2f
){ localplayer
.rb
.v
[0],
679 localplayer
.rb
.v
[2] } ),
683 static void player__walk_post_update(void){
684 struct player_walk
*w
= &player_walk
;
687 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
688 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
690 float substep
= vg
.time_fixed_extrapolate
;
691 v3_muladds( mtx
[3], localplayer
.rb
.v
, k_rb_delta
*substep
, mtx
[3] );
692 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
694 /* Calculate header */
696 if( (player_xyspeed2() > 0.1f
*0.1f
) ){
698 if( (w
->state
.activity
== k_walk_activity_ground
) ||
699 (w
->state
.activity
== k_walk_activity_ipopoff
) ||
700 (w
->state
.activity
== k_walk_activity_oregular
) ){
704 f32 ta
= atan2f( localplayer
.rb
.v
[0], localplayer
.rb
.v
[2] );
706 q_axis_angle( qt
, (v3f
){0,1,0}, ta
);
707 q_nlerp( localplayer
.rb
.q
, qt
, vg
.time_delta
/r
, localplayer
.rb
.q
);
710 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
712 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
713 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
714 v3_muladds( w
->state
.drop_in_target
, localplayer
.rb
.to_world
[1], 0.3f
, p1
);
715 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
717 float a
= player_get_heading_yaw();
722 v3_add( localplayer
.rb
.co
, p1
, p1
);
723 vg_line( localplayer
.rb
.co
, p1
, VG__PINK
);
726 if( vg_fractf(w
->state
.walk_timer
) > 0.5f
)
731 if( (w
->state
.step_phase
!= walk_phase
) &&
732 (w
->state
.activity
== k_walk_activity_ground
) )
735 if( w
->surface
== k_surface_prop_concrete
){
737 &audio_footsteps
[vg_randu32(&vg
.rand
) %
738 vg_list_size(audio_footsteps
)],
739 localplayer
.rb
.co
, 40.0f
, 1.0f
742 else if( w
->surface
== k_surface_prop_grass
){
744 &audio_footsteps_grass
[ vg_randu32(&vg
.rand
) %
745 vg_list_size(audio_footsteps_grass
)],
746 localplayer
.rb
.co
, 40.0f
, 1.0f
749 else if( w
->surface
== k_surface_prop_wood
){
751 &audio_footsteps_wood
[ vg_randu32(&vg
.rand
) %
752 vg_list_size(audio_footsteps_wood
)],
753 localplayer
.rb
.co
, 40.0f
, 1.0f
759 w
->state
.step_phase
= walk_phase
;
762 static void player__walk_update(void){
763 struct player_walk
*w
= &player_walk
;
765 if( (w
->state
.activity
== k_walk_activity_air
) ||
766 (w
->state
.activity
== k_walk_activity_ground
) ||
767 (w
->state
.activity
== k_walk_activity_oair
) ||
768 (w
->state
.activity
== k_walk_activity_oregular
) ||
769 (w
->state
.activity
== k_walk_activity_ipopoff
) ){
770 player_walk_update_generic();
774 static void player_walk_animate_drop_in(void){
775 struct player_walk
*w
= &player_walk
;
776 struct player_walk_animator
*animator
= &w
->animator
;
777 struct skeleton_anim
*anim
= w
->anim_drop_in
;
779 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
,
780 time
= w
->state
.transition_t
;
782 f32 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
783 w
->state
.drop_in_angle
, animator
->transition_t
);
784 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
785 animator
->transition_t
, localplayer
.rb
.co
);
787 q_axis_angle( localplayer
.rb
.q
, (v3f
){0,1,0}, walk_yaw
+ VG_PIf
);
789 /* the drop in bit */
792 player_walk_drop_in_overhang_transform( animator
->transition_t
,
795 q_mul( final_q
, localplayer
.rb
.q
, localplayer
.rb
.q
);
796 v3_lerp( localplayer
.rb
.co
, final_co
, animator
->transition_t
,
799 rb_update_transform( &localplayer
.rb
);
801 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1],
802 -0.1f
*animator
->transition_t
, localplayer
.rb
.co
);
804 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
805 v4_copy( localplayer
.rb
.q
, animator
->root_q
);
807 /* for the camera purposes only */
809 player_walk_drop_in_vector( init_velocity
);
810 v3_muls( init_velocity
, animator
->transition_t
, localplayer
.rb
.v
);
811 v3_copy( localplayer
.rb
.v
,
812 localplayer
.cam_control
.cam_velocity_smooth
);
815 static void player_walk_animate_generic(void){
816 struct player_walk
*w
= &player_walk
;
817 struct player_walk_animator
*animator
= &w
->animator
;
820 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, _null
);
822 f32 walk_yaw
= player_get_heading_yaw(),
823 head_yaw
= localplayer
.angles
[0] + VG_PIf
,
824 y
= vg_angle_diff( head_yaw
, -walk_yaw
),
825 p
= vg_clampf( localplayer
.angles
[1],
826 -k_sit_pitch_limit
, k_sit_pitch_limit
);
828 if( fabsf(y
) > k_sit_yaw_limit
){
833 animator
->yaw
= vg_lerpf( animator
->yaw
, y
, vg
.time_delta
*2.0f
);
834 animator
->pitch
= vg_lerpf( animator
->pitch
, p
, vg
.time_delta
*2.8f
);
835 q_axis_angle( animator
->root_q
, (v3f
){0,1,0}, walk_yaw
+ VG_PIf
);
838 q_axis_angle( qrev
, (v3f
){0,1,0}, VG_TAUf
*0.5f
);
839 q_mul( localplayer
.rb
.q
, qrev
, animator
->root_q
);
842 static void player__walk_animate(void){
843 struct player_walk
*w
= &player_walk
;
844 player_pose
*pose
= &localplayer
.pose
;
845 struct player_walk_animator
*animator
= &w
->animator
;
847 animator
->activity
= w
->state
.activity
;
848 animator
->transition_t
= w
->state
.transition_t
;
851 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
854 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
857 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
858 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
862 if( animator
->run
> 0.025f
){
863 f32 walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
864 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
867 if( animator
->run
<= k_walkspeed
)
868 l
= (animator
->run
/ k_walkspeed
) * walk_norm
;
870 l
= vg_lerpf( walk_norm
, run_norm
,
871 (animator
->run
-k_walkspeed
) / (k_runspeed
-k_walkspeed
) );
873 w
->state
.walk_timer
+= l
* vg
.time_delta
;
876 w
->state
.walk_timer
= 0.0f
;
878 animator
->walk_timer
= w
->state
.walk_timer
;
880 player_walk_animate_generic();
881 if( w
->state
.activity
== k_walk_activity_odrop_in
){
882 player_walk_animate_drop_in();
885 if( (w
->state
.activity
== k_walk_activity_odrop_in
) ||
886 (w
->state
.activity
== k_walk_activity_oregular
) ||
887 (w
->state
.activity
== k_walk_activity_oair
) ){
888 localplayer
.cam_velocity_influence
= w
->animator
.transition_t
;
890 else if( w
->state
.activity
== k_walk_activity_ipopoff
){
891 localplayer
.cam_velocity_influence
= 1.0f
-w
->animator
.transition_t
;
894 localplayer
.cam_velocity_influence
= 0.0f
;
897 static void player_walk_pose_sit( struct player_walk_animator
*animator
,
899 mdl_keyframe bpose
[32];
901 struct player_walk
*w
= &player_walk
;
902 struct skeleton
*sk
= &localplayer
.skeleton
;
904 f32 t
= animator
->transition_t
,
905 st
= t
* ((f32
)(w
->anim_sit
->length
-1)/30.0f
);
906 skeleton_sample_anim( sk
, w
->anim_sit
, st
, bpose
);
909 f32
*qh
= bpose
[localplayer
.id_head
-1].q
;
910 q_axis_angle( qy
, (v3f
){0,1,0}, animator
->yaw
*0.5f
*t
);
911 q_axis_angle( qp
, (v3f
){0,0,1}, animator
->pitch
*t
);
916 qh
= bpose
[localplayer
.id_chest
-1].q
;
917 q_axis_angle( qy
, (v3f
){0,1,0}, animator
->yaw
*0.5f
*t
);
921 skeleton_lerp_pose( sk
, pose
->keyframes
, bpose
,
922 vg_minf(1.0f
,t
*10.0f
), pose
->keyframes
);
925 enum walk_transition_type
{
926 k_walk_transition_in
,
927 k_walk_transition_out
,
928 k_walk_transition_outin
,
931 static void player_walk_pose_transition(
932 struct player_walk_animator
*animator
, struct skeleton_anim
*anim
,
933 enum walk_transition_type type
,
934 mdl_keyframe apose
[32], player_pose
*pose
){
936 mdl_keyframe bpose
[32];
938 struct player_walk
*w
= &player_walk
;
939 struct skeleton
*sk
= &localplayer
.skeleton
;
941 f32 length
= (f32
)(anim
->length
-1) / anim
->rate
,
942 t
= animator
->transition_t
* length
,
945 if( type
== k_walk_transition_in
|| type
== k_walk_transition_outin
)
946 blend
= vg_minf( blend
, length
-t
);
948 if( type
== k_walk_transition_out
|| type
== k_walk_transition_outin
)
949 blend
= vg_minf( blend
, t
);
951 blend
= vg_smoothstepf( vg_minf(1,blend
/k_anim_transition
) );
953 skeleton_sample_anim_clamped( sk
, anim
, t
, bpose
);
955 mdl_keyframe
*kf_board
= &bpose
[localplayer
.id_board
-1];
956 f32 yaw
= animator
->board_yaw
* VG_TAUf
* 0.5f
;
959 q_axis_angle( qyaw
, (v3f
){0,1,0}, yaw
);
960 q_mul( kf_board
->q
, qyaw
, kf_board
->q
);
961 q_normalize( kf_board
->q
);
963 skeleton_lerp_pose( sk
, apose
, bpose
, blend
, pose
->keyframes
);
966 static void player__walk_pose( void *_animator
, player_pose
*pose
){
967 struct player_walk
*w
= &player_walk
;
968 struct player_walk_animator
*animator
= _animator
;
969 struct skeleton
*sk
= &localplayer
.skeleton
;
971 v3_copy( animator
->root_co
, pose
->root_co
);
972 v4_copy( animator
->root_q
, pose
->root_q
);
973 pose
->board
.lean
= 0.0f
;
974 pose
->type
= k_player_pose_type_ik
;
976 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
977 run_norm
= (float)w
->anim_run
->length
/30.0f
,
978 t
= animator
->walk_timer
;
981 mdl_keyframe apose
[32], bpose
[32];
982 if( animator
->run
<= k_walkspeed
){
984 f32 l
= vg_minf( 1, (animator
->run
/k_walkspeed
)*6.0f
);
985 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, apose
);
986 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, bpose
);
987 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
991 f32 l
= (animator
->run
-k_walkspeed
) / (k_runspeed
-k_walkspeed
);
992 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
993 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
994 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
998 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
999 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
1001 mdl_keyframe
*kf_board
= &apose
[localplayer
.id_board
-1];
1002 f32 yaw
= animator
->board_yaw
;
1004 if( animator
->activity
== k_walk_activity_ipopoff
)
1005 if( animator
->transition_t
> 0.5f
)
1009 q_axis_angle( qyaw
, (v3f
){0,1,0}, yaw
* VG_TAUf
* 0.5f
);
1010 q_mul( kf_board
->q
, qyaw
, kf_board
->q
);
1011 q_normalize( kf_board
->q
);
1014 if( (animator
->activity
== k_walk_activity_sit
) ||
1015 (animator
->activity
== k_walk_activity_sit_up
) ){
1016 player_walk_pose_sit( animator
, pose
);
1018 else if( animator
->activity
== k_walk_activity_odrop_in
){
1019 player_walk_pose_transition(
1020 animator
, w
->anim_drop_in
, k_walk_transition_out
, apose
, pose
);
1022 else if( animator
->activity
== k_walk_activity_oair
){
1023 player_walk_pose_transition(
1024 animator
, w
->anim_jump_to_air
, k_walk_transition_out
, apose
, pose
);
1026 else if( animator
->activity
== k_walk_activity_oregular
){
1027 player_walk_pose_transition(
1028 animator
, w
->anim_intro
, k_walk_transition_out
, apose
, pose
);
1030 else if( animator
->activity
== k_walk_activity_ipopoff
){
1031 player_walk_pose_transition(
1032 animator
, w
->anim_popoff
, k_walk_transition_in
, apose
, pose
);
1035 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
1039 static void player__walk_post_animate(void){
1043 struct player_walk
*w
= &player_walk
;
1047 static void player__walk_im_gui(void){
1048 struct player_walk
*w
= &player_walk
;
1049 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1050 localplayer
.rb
.v
[0], localplayer
.rb
.v
[1], localplayer
.rb
.v
[2],
1051 v3_length(localplayer
.rb
.v
) );
1052 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
1053 localplayer
.rb
.co
[1],
1054 localplayer
.rb
.co
[2] );
1055 player__debugtext( 1, "transition: %5.2f ", w
->state
.transition_t
);
1056 player__debugtext( 1, "activity: %s\n",
1057 (const char *[]){ "air",
1066 [w
->state
.activity
] );
1067 player__debugtext( 1, "surface: %s\n",
1068 (const char *[]){ "concrete",
1076 static void player__walk_bind(void){
1077 struct player_walk
*w
= &player_walk
;
1078 struct skeleton
*sk
= &localplayer
.skeleton
;
1080 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
1081 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
1082 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
1083 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
1084 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
1085 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
1086 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
1087 w
->anim_sit
= skeleton_get_anim( sk
, "sit" );
1088 w
->anim_popoff
= skeleton_get_anim( sk
, "pop_off_short" );
1091 static void player__walk_transition( bool grounded
, f32 board_yaw
){
1092 struct player_walk
*w
= &player_walk
;
1093 w
->state
.activity
= k_walk_activity_air
;
1096 w
->state
.activity
= k_walk_activity_ipopoff
;
1099 w
->state
.transition_t
= 0.0f
;
1100 w
->state
.jump_queued
= 0;
1101 w
->state
.jump_input_time
= 0.0;
1102 w
->state
.walk_timer
= 0.0f
;
1103 w
->state
.step_phase
= 0;
1104 w
->animator
.board_yaw
= fmodf( board_yaw
, 2.0f
);
1105 rb_update_transform( &localplayer
.rb
);
1108 static void player__walk_reset(void){
1109 struct player_walk
*w
= &player_walk
;
1110 w
->state
.activity
= k_walk_activity_air
;
1111 w
->state
.transition_t
= 0.0f
;
1113 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
1114 q_mulv( localplayer
.rb
.q
, fwd
, fwd
);
1115 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1116 atan2f(fwd
[0], fwd
[2]) );
1118 rb_update_transform( &localplayer
.rb
);
1121 static void player__walk_animator_exchange( bitpack_ctx
*ctx
, void *data
){
1122 struct player_walk_animator
*animator
= data
;
1124 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
1125 bitpack_qquat( ctx
, animator
->root_q
);
1126 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
1127 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->run
);
1128 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->walk
);
1129 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->walk_timer
);
1131 for( int i
=0; i
<1; i
++ ){ /* without this you get a warning from gcc. lol */
1132 bitpack_bytes( ctx
, 8, &animator
->activity
);
1135 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->transition_t
);
1137 if( (animator
->activity
== k_walk_activity_sit
) ||
1138 (animator
->activity
== k_walk_activity_sit_up
) ){
1139 bitpack_qf32( ctx
, 8, -k_sit_yaw_limit
, k_sit_yaw_limit
, &animator
->yaw
);
1140 bitpack_qf32( ctx
, 8, -k_sit_pitch_limit
, k_sit_pitch_limit
,
1144 bitpack_qf32( ctx
, 16, -100.0f
, 100.0f
, &animator
->board_yaw
);
1147 static void player__walk_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
1150 if( id
== k_player_walk_soundeffect_splash
){
1151 audio_oneshot_3d( &audio_splash
, pos
, 40.0f
, 1.0f
);
1156 #endif /* PLAYER_DEVICE_WALK_H */