6 VG_STATIC
void player_walk_transfer_to_skate( player_instance
*player
,
7 enum skate_activity init
)
9 struct player_walk
*w
= &player
->_walk
;
13 v3_copy( player
->rb
.v
, xy_speed
);
16 if( v3_length2( xy_speed
) < 0.1f
* 0.1f
)
18 v
[0] = -sinf( -w
->state
.angles
[0] );
20 v
[2] = -cosf( -w
->state
.angles
[0] );
21 v3_muls( v
, 1.6f
, v
);
24 v3_copy( player
->rb
.v
, v
);
26 player
->subsystem
= k_player_subsystem_skate
;
27 player__skate_transition( player
, v
, init
);
31 VG_STATIC
void temp_drop_in_finish( player_instance
*player
)
33 player
->subsystem
= k_player_subsystem_skate
;
35 struct player_walk
*w
= &player
->_walk
;
36 struct player_skate
*s
= &player
->_skate
;
37 s
->state
.activity_prev
= k_skate_activity_air
;
38 s
->state
.activity
= k_skate_activity_air
;
41 s
->blend_slide
= 0.0f
;
44 s
->blend_stand
= 0.0f
;
47 s
->blend_airdir
= 0.0f
;
49 v3f axis
, init_dir
, init_velocity
;
50 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
51 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
52 v3_normalize( init_dir
);
53 v3_muls( init_dir
, 7.0f
, init_velocity
);
55 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
56 v3_copy( init_velocity
, s
->state
.cog_v
);
57 v3_copy( init_velocity
, s
->state
.vl
);
58 v3_copy( init_velocity
, player
->rb
.v
);
60 rb_update_transform( &player
->rb
);
63 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
65 struct player_walk
*w
= &player
->_walk
;
68 dir
[0] = sinf( w
->state
.heading_angle
);
70 dir
[2] = cosf( w
->state
.heading_angle
);
72 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
77 for( int i
=0; i
<20; i
++ )
79 float t
= (float)i
* (1.0f
/19.0f
),
80 s
= sinf( t
* VG_PIf
* 0.25f
),
81 c
= cosf( t
* VG_PIf
* 0.25f
);
84 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
85 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
86 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
88 ray_hit
*ray
= &samples
[ sample_count
];
91 if( ray_world( pos
, ray_dir
, ray
) )
93 vg_line( pos
, ray
->pos
, VG__RED
);
94 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
100 float min_a
= 0.70710678118654752f
;
101 ray_hit
*candidate
= NULL
;
103 if( sample_count
>= 2 )
105 for( int i
=0; i
<sample_count
-1; i
++ )
107 ray_hit
*s0
= &samples
[i
],
110 float a
= v3_dot( s0
->normal
, s1
->normal
);
112 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
124 ray_hit
*s0
= candidate
,
127 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
129 v3_copy( s0
->normal
, pa
);
130 v3_copy( s1
->normal
, pb
);
131 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
134 pa
[3] = v3_dot( pa
, s0
->pos
);
135 pb
[3] = v3_dot( pb
, s1
->pos
);
136 pc
[3] = v3_dot( pc
, player
->rb
.co
);
139 if( plane_intersect3( pa
, pb
, pc
, edge
) )
141 v3_copy( edge
, w
->state
.drop_in_target
);
142 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
147 v3_muladds( w
->state
.drop_in_target
, s0
->normal
, 0.3f
,
150 player
->subsystem
= k_player_subsystem_skate
;
151 player__skate_transition( player
, s1
->normal
, k_skate_activity_air
);
156 vg_error( "failed to find intersection of drop in\n" );
163 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
165 struct player_walk
*w
= &player
->_walk
;
166 player_look( player
, w
->state
.angles
);
168 if( w
->state
.outro_anim
)
170 float outro_length
= (float)w
->state
.outro_anim
->length
/
171 w
->state
.outro_anim
->rate
,
172 outro_time
= vg
.time
- w
->state
.outro_start_time
;
174 if( outro_time
>= outro_length
)
176 w
->state
.outro_anim
= NULL
;
177 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
179 temp_drop_in_finish( player
);
183 player_walk_transfer_to_skate( player
, k_skate_activity_air
);
188 else if( vg_input_button_down( player
->input_use
) )
190 if( w
->state
.activity
== k_walk_activity_ground
)
192 //player_walk_transfer_to_skate( player, k_skate_activity_ground );
193 if( player_walk_scan_for_drop_in( player
) )
195 w
->state
.outro_type
= k_walk_outro_drop_in
;
196 w
->state
.outro_anim
= w
->anim_drop_in
;
197 w
->state
.outro_start_time
= vg
.time
;
198 v3_copy( player
->cam
.pos
, player
->follow_pos
);
199 v3_copy( player
->cam
.angles
, player
->follow_angles
);
200 w
->state
.activity
= k_walk_activity_immobile
;
201 v3_zero( player
->rb
.v
);
202 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
204 w
->state
.drop_in_start_angle
= w
->state
.heading_angle
;
205 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
206 w
->state
.drop_in_normal
[2] );
208 struct player_avatar
*av
= player
->playeravatar
;
209 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
210 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
211 w
->state
.drop_in_foot_anchor
);
217 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
218 w
->state
.outro_anim
= w
->anim_jump_to_air
;
219 w
->state
.outro_start_time
= vg
.time
;
220 v3_copy( player
->cam
.pos
, player
->follow_pos
);
221 v3_copy( player
->cam
.angles
, player
->follow_angles
);
227 VG_STATIC
int player_walk_normal_standable( v3f n
)
229 return n
[1] > 0.70710678118f
;
232 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
234 float currentspeed
= v3_dot( v
, movedir
),
235 addspeed
= speed
- currentspeed
;
240 float accelspeed
= accel
* k_rb_delta
* speed
;
242 if( accelspeed
> addspeed
)
243 accelspeed
= addspeed
;
245 v3_muladds( v
, movedir
, accelspeed
, v
);
248 VG_STATIC
void player_friction( v3f v
)
250 float speed
= v3_length( v
),
252 control
= vg_maxf( speed
, k_stopspeed
);
257 drop
+= control
* k_walk_friction
* k_rb_delta
;
259 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
262 v3_muls( v
, newspeed
, v
);
265 VG_STATIC
void player__walk_update( player_instance
*player
)
267 struct player_walk
*w
= &player
->_walk
;
268 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
270 if( w
->state
.activity
== k_walk_activity_immobile
)
273 w
->collider
.height
= 2.0f
;
274 w
->collider
.radius
= 0.3f
;
277 m3x3_identity( mtx
);
278 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
280 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
285 float yaw
= w
->state
.angles
[0];
287 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
288 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
290 v2f walk
= { player
->input_walkh
->axis
.value
,
291 player
->input_walkv
->axis
.value
};
293 if( v2_length2(walk
) > 0.001f
)
294 v2_normalize_clamp( walk
);
296 w
->move_speed
= v2_length( walk
);
299 * Collision detection
301 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
302 &world
.rb_geo
.inf
.scene
, manifold
);
303 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
304 len
= rb_manifold_apply_filtered( manifold
, len
);
306 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
307 w
->state
.activity
= k_walk_activity_air
;
309 for( int i
=0; i
<len
; i
++ )
311 struct contact
*ct
= &manifold
[i
];
312 rb_debug_contact( ct
);
314 if( player_walk_normal_standable( ct
->n
) )
316 w
->state
.activity
= k_walk_activity_ground
;
317 v3_add( surface_avg
, ct
->n
, surface_avg
);
320 rb_prepare_contact( ct
);
326 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
328 v3_muls( right_dir
, walk
[0], movedir
);
329 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
331 if( w
->state
.activity
== k_walk_activity_ground
)
333 v3_normalize( surface_avg
);
336 rb_tangent_basis( surface_avg
, tx
, ty
);
338 if( v2_length2(walk
) > 0.001f
)
340 /* clip movement to the surface */
341 float d
= v3_dot(surface_avg
,movedir
);
342 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
345 accel_speed
= k_walk_accel
;
346 nominal_speed
= k_walkspeed
;
349 if( player
->input_jump
->button
.value
)
351 player
->rb
.v
[1] = 5.0f
;
352 w
->state
.activity
= k_walk_activity_air
;
353 accel_speed
= k_walk_air_accel
;
354 nominal_speed
= k_airspeed
;
358 player_friction( player
->rb
.v
);
360 struct world_material
*surface_mat
= world_contact_material(manifold
);
361 w
->surface
= surface_mat
->info
.surface_prop
;
366 accel_speed
= k_walk_air_accel
;
367 nominal_speed
= k_airspeed
;
370 if( v2_length2(walk
) > 0.001f
)
372 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
373 v3_normalize( movedir
);
377 * Resolve velocity constraints
379 for( int j
=0; j
<5; j
++ )
381 for( int i
=0; i
<len
; i
++ )
383 struct contact
*ct
= &manifold
[i
];
386 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
388 float temp
= ct
->norm_impulse
;
389 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
390 vn
= ct
->norm_impulse
- temp
;
392 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
401 for( int j
=0; j
<8; j
++ )
403 for( int i
=0; i
<len
; i
++ )
405 struct contact
*ct
= &manifold
[i
];
407 float resolved_amt
= v3_dot( ct
->n
, dt
),
408 remaining
= (ct
->p
-k_penetration_slop
) - resolved_amt
,
409 apply
= vg_maxf( remaining
, 0.0f
) * 0.3f
;
411 v3_muladds( dt
, ct
->n
, apply
, dt
);
414 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
416 /* TODO: Stepping......
418 * ideas; walkgrid style steps
421 if( w
->state
.activity
== k_walk_activity_ground
)
424 float max_dist
= 0.4f
;
427 v3_copy( player
->rb
.co
, pa
);
428 pa
[1] += w
->collider
.radius
+ max_dist
;
430 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
431 vg_line( pa
, pb
, 0xff000000 );
435 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
437 if( player_walk_normal_standable( n
) )
439 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
440 player
->rb
.co
[1] -= w
->collider
.radius
;
448 if( w
->state
.activity
== k_walk_activity_air
)
449 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
451 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
454 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
455 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
459 * ---------------------------------------------------
464 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
466 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
467 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
470 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
472 float movedist
= v3_length( movedelta
);
474 if( movedist
> 0.3f
)
476 float t
, sr
= w
->collider
.radius
-0.04f
;
479 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
481 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
482 player
->rb
.co
[1] -= w
->collider
.radius
;
483 rb_update_transform( &player
->rb
);
485 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
486 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
491 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
493 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
494 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
495 rb_update_transform( &player
->rb
);
497 /* analytical rotation of yaw */
498 v3f fwd_dir
= { cosf(w
->state
.angles
[0]),
500 sinf(w
->state
.angles
[0])};
501 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
502 w
->state
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
504 w
->state_gate_storage
= w
->state
;
505 player__pass_gate( player
, gate
);
509 VG_STATIC
void player__walk_post_update( player_instance
*player
)
511 struct player_walk
*w
= &player
->_walk
;
514 m3x3_identity( mtx
);
515 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
517 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
518 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
519 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
522 /* Calculate header */
525 v3_copy( player
->rb
.v
, xy_speed
);
528 if( v3_length2( xy_speed
) > 0.1f
* 0.1f
)
529 w
->state
.heading_angle
= atan2f( player
->rb
.v
[0], player
->rb
.v
[2] );
531 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
533 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
534 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
535 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
536 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
538 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
539 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
541 p1
[0] = sinf( w
->state
.heading_angle
);
543 p1
[2] = cosf( w
->state
.heading_angle
);
545 v3_add( player
->rb
.co
, p1
, p1
);
546 vg_line( player
->rb
.co
, p1
, VG__PINK
);
549 VG_STATIC
void player__walk_animate( player_instance
*player
,
550 player_animation
*dest
)
552 struct player_walk
*w
= &player
->_walk
;
553 struct skeleton
*sk
= &player
->playeravatar
->sk
;
556 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
559 if( w
->state
.activity
== k_walk_activity_air
)
564 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
565 w
->blend_run
= vg_lerpf( w
->blend_run
,
567 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
568 2.0f
*vg
.time_delta
);
571 player_pose apose
, bpose
;
573 if( w
->move_speed
> 0.025f
)
576 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
577 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
578 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
580 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
584 w
->walk_timer
= 0.0f
;
587 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
588 run_norm
= (float)w
->anim_run
->length
/30.0f
,
590 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
591 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
594 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
595 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
597 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
600 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
601 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
604 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
605 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
607 /* Create transform */
608 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
610 float walk_yaw
= w
->state
.heading_angle
;
612 if( w
->state
.outro_anim
)
614 struct player_avatar
*av
= player
->playeravatar
;
615 float outro_length
= (float)w
->state
.outro_anim
->length
/
616 w
->state
.outro_anim
->rate
,
617 outro_time
= vg
.time
- w
->state
.outro_start_time
,
618 outro_t
= outro_time
/ outro_length
;
620 /* TODO: Compression */
621 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
623 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
625 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
627 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
628 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
629 step_frames
= 12.0f
* inv_rate
,
630 commit_frames
= 6.0f
* inv_rate
,
631 drop_frames
= anim_frames
- step_frames
,
632 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
633 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
634 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
635 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
637 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
638 w
->state
.drop_in_angle
, step_t
);
639 w
->state
.heading_angle
= walk_yaw
;
641 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
642 step_t
, player
->rb
.co
);
643 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
645 m4x3f transform
, inverse
;
646 q_m3x3( dest
->root_q
, transform
);
647 v3_copy( dest
->root_co
, transform
[3] );
648 m4x3_invert_affine( transform
, inverse
);
651 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
653 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
655 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
658 /* the drop in bit */
661 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
662 v3_normalize( axis
);
664 float a
= acosf( w
->state
.drop_in_normal
[1] ) * dop_t
;
666 q_axis_angle( final_q
, axis
, a
);
667 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
669 float l
= dop_t
* 0.7f
;
672 overhang
[0] = sinf( w
->state
.heading_angle
) * l
;
673 overhang
[1] = 0.28f
* l
;
674 overhang
[2] = cosf( w
->state
.heading_angle
) * l
;
677 q_m3x3( final_q
, tmp
);
678 m3x3_mulv( tmp
, overhang
, overhang
);
679 v3_add( player
->rb
.co
, overhang
, player
->rb
.co
);
680 v3_copy( player
->rb
.co
, dest
->root_co
);
681 v4_copy( dest
->root_q
, player
->rb
.q
);
686 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
687 -0.28f
* outro_t
, dest
->root_co
);
692 skeleton_copy_pose( sk
, apose
, dest
->pose
);
695 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
698 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
703 struct player_walk
*w
= &player
->_walk
;
704 struct player_avatar
*av
= player
->playeravatar
;
708 euler_m3x3( w
->state
.angles
, angles
);
710 v3f cast_dir
, origin
;
712 v3_add( player
->rb
.co
, (v3f
){0.0f
,2.0f
,0.0f
}, origin
);
714 v3_muladds( origin
, angles
[2], 2.0f
, player
->override_pos
);
715 v3_muladds( player
->override_pos
, angles
[0], 0.5f
, player
->override_pos
);
719 if( spherecast_world( origin
, player
->override_pos
, 0.1f
, &t
, n
) != -1 )
720 v3_lerp( origin
, player
->override_pos
, t
, player
->override_pos
);
721 v3_copy( w
->state
.angles
, player
->override_angles
);
724 /* FIXME: viewpoint entity */
725 v3f vp
= {-0.1f
,1.8f
,0.0f
};
726 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, player
->fpv_pos
);
727 v3_copy( w
->state
.angles
, player
->fpv_angles
);
729 /* FIXME: Organize this. Its int wrong fucking place */
730 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
731 vp1
= {0.0f
,0.1f
,-0.6f
};
733 if( w
->state
.outro_anim
)
735 float outro_length
= (float)w
->state
.outro_anim
->length
/
736 w
->state
.outro_anim
->rate
,
737 outro_time
= vg
.time
- w
->state
.outro_start_time
,
738 outro_t
= outro_time
/ outro_length
;
740 /* FIXME: Compression */
741 v3_add( player
->rb
.co
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
742 player_set_follower_subject( player
, origin
);
744 player
->cam_angles_override_strength
= 1.0f
-outro_t
;
745 player
->cam_position_override_strength
= 1.0f
-outro_t
;
749 player_vector_angles( fpv_angles
, player
->rb
.v
, 1.0f
, 0.25f
);
750 v3_lerp( player
->fpv_angles
,fpv_angles
, outro_t
, player
->fpv_angles
);
754 player
->cam_angles_override_strength
= 1.0f
;
755 player
->cam_position_override_strength
= 1.0f
;
758 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
759 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
763 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
765 struct player_walk
*w
= &player
->_walk
;
766 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
769 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
772 player__debugtext( 1, "activity: %s\n",
773 (const char *[]){ "k_walk_activity_air",
774 "k_walk_activity_ground",
775 "k_walk_activity_sleep",
776 "k_walk_activity_immobile" }
777 [w
->state
.activity
] );
779 if( w
->state
.outro_anim
)
781 float outro_length
= (float)w
->state
.outro_anim
->length
/
782 w
->state
.outro_anim
->rate
,
783 outro_time
= vg
.time
- w
->state
.outro_start_time
;
784 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
788 VG_STATIC
void player__walk_bind( player_instance
*player
)
790 struct player_walk
*w
= &player
->_walk
;
791 struct player_avatar
*av
= player
->playeravatar
;
792 struct skeleton
*sk
= &av
->sk
;
794 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
795 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
796 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
797 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
798 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
799 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
802 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
804 struct player_walk
*w
= &player
->_walk
;
805 v3_copy( angles
, w
->state
.angles
);
806 w
->state
.activity
= k_walk_activity_air
;
809 #endif /* PLAYER_DEVICE_WALK_H */