8 static void player_walk_drop_in_vector( v3f vec
){
10 v3_cross( localplayer
.basis
[1], 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){
18 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1],
19 -v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
), xy
);
21 return v3_length2(xy
);
24 static void player_walk_generic_to_skate( enum skate_activity init
, f32 yaw
){
25 localplayer
.subsystem
= k_player_subsystem_skate
;
29 if( player_xyspeed2() < 0.1f
* 0.1f
)
30 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
32 v3_copy( localplayer
.rb
.v
, v
);
34 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
35 player_skate
.state
.activity
= init
;
40 m3x3_mulv( localplayer
.invbasis
, dir
, dir
);
42 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
43 atan2f(-dir
[0],-dir
[2]) );
44 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
45 q_normalize( localplayer
.rb
.q
);
47 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
48 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
, player_skate
.state
.cog
);
50 v3_copy( v
, player_skate
.state
.cog_v
);
51 v3_copy( v
, localplayer
.rb
.v
);
53 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
54 player__skate_reset_animator();
55 player__skate_clear_mechanics();
56 rb_update_transform( &localplayer
.rb
);
57 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
59 if( init
== k_skate_activity_air
)
60 player__approximate_best_trajectory();
63 static void player_walk_drop_in_to_skate(void){
64 localplayer
.immobile
= 0;
65 localplayer
.subsystem
= k_player_subsystem_skate
;
67 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
68 player_skate
.state
.activity
= k_skate_activity_ground
;
70 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
71 player__skate_clear_mechanics();
72 player__skate_reset_animator();
75 player_walk_drop_in_vector( init_velocity
);
77 rb_update_transform( &localplayer
.rb
);
78 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
,
79 player_skate
.state
.cog
);
80 v3_copy( init_velocity
, player_skate
.state
.cog_v
);
81 v3_copy( init_velocity
, localplayer
.rb
.v
);
82 v3_copy( init_velocity
, localplayer
.cam_control
.cam_velocity_smooth
);
83 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
86 static void player_walk_drop_in_overhang_transform( f32 t
, v3f co
, v4f q
){
88 v3_cross( localplayer
.basis
[1], player_walk
.state
.drop_in_normal
, axis
);
91 float a
= acosf( player_walk
.state
.drop_in_normal
[1] ) * t
;
92 q_axis_angle( q
, axis
, a
);
95 heading_angle
= player_walk
.state
.drop_in_angle
;
98 overhang
[0] = sinf( heading_angle
) * l
;
99 overhang
[1] = 0.28f
* l
;
100 overhang
[2] = cosf( heading_angle
) * l
;
102 q_mulv( q
, overhang
, overhang
);
103 v3_add( player_walk
.state
.drop_in_target
, overhang
, co
);
106 static int player_walk_scan_for_drop_in(void){
107 world_instance
*world
= world_current_instance();
110 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
111 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -1.0f
, center
);
114 int sample_count
= 0;
116 for( int i
=0; i
<20; i
++ ){
117 float t
= (float)i
* (1.0f
/19.0f
),
118 s
= sinf( t
* VG_PIf
* 0.25f
),
119 c
= cosf( t
* VG_PIf
* 0.25f
);
122 v3_muls ( localplayer
.rb
.to_world
[1], -c
, ray_dir
);
123 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
124 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
126 ray_hit
*ray
= &samples
[ sample_count
];
129 if( ray_world( world
, pos
, ray_dir
, ray
, 0 ) ){
130 vg_line( pos
, ray
->pos
, VG__RED
);
131 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
137 float min_a
= 0.70710678118654752f
;
138 ray_hit
*candidate
= NULL
;
140 if( sample_count
>= 2 ){
141 for( int i
=0; i
<sample_count
-1; i
++ ){
142 ray_hit
*s0
= &samples
[i
],
145 float a
= v3_dot( s0
->normal
, s1
->normal
);
147 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) ){
157 ray_hit
*s0
= candidate
,
160 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
162 v3_copy( s0
->normal
, pa
);
163 v3_copy( s1
->normal
, pb
);
164 v3_cross( localplayer
.rb
.to_world
[1], dir
, pc
);
167 pa
[3] = v3_dot( pa
, s0
->pos
);
168 pb
[3] = v3_dot( pb
, s1
->pos
);
169 pc
[3] = v3_dot( pc
, localplayer
.rb
.co
);
172 if( plane_intersect3( pa
, pb
, pc
, edge
) ){
173 v3_copy( edge
, player_walk
.state
.drop_in_target
);
174 v3_copy( s1
->normal
, player_walk
.state
.drop_in_normal
);
175 v3_copy( localplayer
.rb
.co
, player_walk
.state
.drop_in_start
);
177 player_walk
.state
.drop_in_start_angle
= player_get_heading_yaw();
178 player_walk
.state
.drop_in_angle
=
179 atan2f( player_walk
.state
.drop_in_normal
[0],
180 player_walk
.state
.drop_in_normal
[2] );
182 /* TODO: scan multiple of these? */
185 player_walk_drop_in_overhang_transform( 1.0f
, oco
, oq
);
187 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
188 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
190 q_mulv( oq
, va
, va
);
191 q_mulv( oq
, vb
, vb
);
192 v3_add( oco
, va
, va
);
193 v3_add( oco
, vb
, vb
);
196 v3_sub( vb
, va
, v0
);
200 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
202 if( ray_world( world
, va
, v0
, &ray
, 0 ) ){
203 vg_line( va
, vb
, VG__RED
);
204 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
205 vg_error( "invalidated\n" );
209 v3_muls( v0
, -1.0f
, v0
);
210 if( ray_world( world
, vb
, v0
, &ray
, 0 ) ){
211 vg_line( va
, vb
, VG__RED
);
212 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
213 vg_error( "invalidated\n" );
217 player_walk_drop_in_vector( localplayer
.rb
.v
);
221 vg_error( "failed to find intersection of drop in\n" );
228 static struct skeleton_anim
*player_walk_outro_anim( enum walk_outro type
){
229 struct player_walk
*w
= &player_walk
;
231 if( type
>= k_walk_outro_max
)
234 return (struct skeleton_anim
*[]){
235 [k_walk_outro_none
] = NULL
,
236 [k_walk_outro_jump_to_air
] = w
->anim_jump_to_air
,
237 [k_walk_outro_regular
] = w
->anim_intro
,
238 [k_walk_outro_drop_in
] = w
->anim_drop_in
243 static void player__walk_pre_update(void){
244 struct player_walk
*w
= &player_walk
;
246 if( !localplayer
.immobile
)
247 player_look( localplayer
.angles
, skaterift
.time_rate
);
250 joystick_state( k_srjoystick_steer
, steer
);
252 if( w
->state
.activity
== k_walk_activity_sit
){
253 if( w
->state
.sit_t
< 1.0f
)
254 w
->state
.sit_t
= vg_minf( 1.0f
, w
->state
.sit_t
+ vg
.time_delta
);
256 if( button_down(k_srbind_sit
) || (v2_length2(steer
)>0.2f
) ||
257 button_down(k_srbind_jump
) ){
258 w
->state
.activity
= k_walk_activity_sit_up
;
262 else if( w
->state
.activity
== k_walk_activity_sit_up
){
263 if( w
->state
.sit_t
> 0.0f
)
264 w
->state
.sit_t
= vg_maxf( 0.0f
, w
->state
.sit_t
- vg
.time_delta
);
266 w
->state
.activity
= k_walk_activity_ground
;
268 if( button_down(k_srbind_sit
) )
269 w
->state
.activity
= k_walk_activity_sit
;
273 else if( w
->state
.activity
== k_walk_activity_ground
){
274 if( button_down(k_srbind_sit
) ){
275 v3_zero( localplayer
.rb
.v
);
276 w
->state
.activity
= k_walk_activity_sit
;
281 w
->state
.sit_t
= 0.0f
;
283 if( w
->state
.outro_type
){
284 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
286 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
287 outro_time
= vg
.time
- w
->state
.outro_start_time
;
289 if( outro_time
>= outro_length
){
290 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
291 player_walk_drop_in_to_skate();
293 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
294 player_walk_generic_to_skate( k_skate_activity_air
, 0.0f
);
297 player_walk_generic_to_skate( k_skate_activity_ground
, 1.0f
);
300 w
->state
.outro_type
= k_walk_outro_none
;
304 else if( button_down( k_srbind_use
) && !localplayer
.immobile
){
305 if( v3_dist2( localplayer
.rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
306 localplayer
.subsystem
= k_player_subsystem_drive
;
309 struct player_board
*board
=
310 addon_cache_item_if_loaded( k_addon_type_board
,
311 localplayer
.board_view_slot
);
315 if( w
->state
.activity
== k_walk_activity_ground
){
316 if( player_walk_scan_for_drop_in() ){
317 w
->state
.outro_type
= k_walk_outro_drop_in
;
318 w
->state
.outro_start_time
= vg
.time
;
319 localplayer
.immobile
= 1;
321 u32 foot_id
= localplayer
.id_ik_foot_r
;
323 m4x3_mulv( localplayer
.final_mtx
[ foot_id
],
324 localplayer
.skeleton
.bones
[ foot_id
].co
,
325 w
->state
.drop_in_foot_anchor
);
328 w
->state
.outro_type
= k_walk_outro_regular
;
329 w
->state
.outro_start_time
= vg
.time
;
330 w
->state
.activity
= k_walk_activity_lockedmove
;
332 if( player_xyspeed2() < 0.1f
* 0.1f
){
333 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
},
339 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
340 w
->state
.outro_start_time
= vg
.time
;
345 else if( button_down( k_srbind_jump
) && !localplayer
.immobile
){
346 w
->state
.jump_queued
= 1;
347 w
->state
.jump_input_time
= vg
.time
;
351 static int player_walk_normal_standable( v3f n
){
352 return v3_dot( n
, localplayer
.basis
[1] ) > 0.70710678118f
;
355 static void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
356 float currentspeed
= v3_dot( v
, movedir
),
357 addspeed
= speed
- currentspeed
;
362 float accelspeed
= accel
* k_rb_delta
* speed
;
364 if( accelspeed
> addspeed
)
365 accelspeed
= addspeed
;
367 v3_muladds( v
, movedir
, accelspeed
, v
);
370 static void player_friction( v3f v
){
371 float speed
= v3_length( v
),
373 control
= vg_maxf( speed
, k_stopspeed
);
378 drop
+= control
* k_walk_friction
* k_rb_delta
;
380 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
383 v3_muls( v
, newspeed
, v
);
386 static void player_walk_custom_filter( world_instance
*world
,
387 rb_ct
*man
, int len
, f32 w
){
388 for( int i
=0; i
<len
; i
++ ){
390 if( ci
->type
== k_contact_type_disabled
||
391 ci
->type
== k_contact_type_edge
)
395 float d1
= v3_dot( ci
->co
, ci
->n
);
397 for( int j
=0; j
<len
; j
++ ){
402 if( cj
->type
== k_contact_type_disabled
)
405 struct world_surface
*si
= world_contact_surface( world
, ci
),
406 *sj
= world_contact_surface( world
, cj
);
408 if( (sj
->info
.flags
& k_material_flag_walking
) &&
409 !(si
->info
.flags
& k_material_flag_walking
)){
413 float d2
= v3_dot( cj
->co
, ci
->n
),
416 if( fabsf( d
) <= w
){
417 cj
->type
= k_contact_type_disabled
;
423 static void player__walk_update(void){
424 struct player_walk
*w
= &player_walk
;
427 joystick_state( k_srjoystick_steer
, steer
);
429 if( (w
->state
.activity
== k_walk_activity_sit
) ||
430 (w
->state
.activity
== k_walk_activity_sit_up
) ){
434 v3_copy( localplayer
.rb
.co
, w
->state
.prev_pos
);
435 v3_zero( localplayer
.rb
.w
);
437 world_instance
*world
= world_current_instance();
439 if( world
->water
.enabled
){
440 if( localplayer
.rb
.co
[1]+0.4f
< world
->water
.height
){
441 audio_oneshot_3d( &audio_splash
, localplayer
.rb
.co
, 40.0f
, 1.0f
);
442 player__dead_transition();
447 enum walk_activity prev_state
= w
->state
.activity
;
449 w
->collider
.height
= 2.0f
;
450 w
->collider
.radius
= 0.3f
;
453 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
454 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
456 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
461 float yaw
= localplayer
.angles
[0];
463 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
464 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
466 m3x3_mulv( localplayer
.basis
, forward_dir
, forward_dir
);
467 m3x3_mulv( localplayer
.basis
, right_dir
, right_dir
);
470 w
->move_speed
= localplayer
.immobile
? 0.0f
: v2_length( steer
);
473 * Collision detection
476 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
477 &world
->rb_geo
.inf
.scene
, manifold
, 0 );
478 player_walk_custom_filter( world
, manifold
, len
, 0.01f
);
479 len
= rb_manifold_apply_filtered( manifold
, len
);
481 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
483 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
484 w
->state
.activity
= k_walk_activity_air
;
486 w
->surface
= k_surface_prop_concrete
;
488 for( int i
=0; i
<len
; i
++ ){
489 struct contact
*ct
= &manifold
[i
];
490 rb_debug_contact( ct
);
492 if( player_walk_normal_standable( ct
->n
) ){
493 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
494 w
->state
.activity
= k_walk_activity_ground
;
496 v3_add( surface_avg
, ct
->n
, surface_avg
);
498 struct world_surface
*surf
= world_contact_surface( world
, ct
);
499 if( surf
->info
.surface_prop
> w
->surface
)
500 w
->surface
= surf
->info
.surface_prop
;
503 rb_prepare_contact( ct
, k_rb_delta
);
509 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
512 v3_muls( right_dir
, steer
[0], movedir
);
513 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
515 if( w
->state
.activity
== k_walk_activity_ground
){
516 v3_normalize( surface_avg
);
519 v3_tangent_basis( surface_avg
, tx
, ty
);
521 if( v2_length2(steer
) > 0.001f
){
522 /* clip movement to the surface */
523 float d
= v3_dot(surface_avg
,movedir
);
524 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
527 accel_speed
= k_walk_accel
;
528 nominal_speed
= k_walkspeed
;
531 if( w
->state
.jump_queued
){
532 w
->state
.jump_queued
= 0;
534 f32 t
= vg
.time
- w
->state
.jump_input_time
;
535 if( t
< PLAYER_JUMP_EPSILON
){
536 float d
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
);
537 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], -d
,
539 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], 5.0f
,
541 w
->state
.activity
= k_walk_activity_air
;
542 prev_state
= k_walk_activity_air
;
543 accel_speed
= k_walk_air_accel
;
544 nominal_speed
= k_airspeed
;
548 player_friction( localplayer
.rb
.v
);
552 accel_speed
= k_walk_air_accel
;
553 nominal_speed
= k_airspeed
;
556 if( v2_length2( steer
) > 0.001f
){
557 player_accelerate( localplayer
.rb
.v
, movedir
,
558 nominal_speed
, accel_speed
);
559 v3_normalize( movedir
);
563 * Resolve velocity constraints
565 for( int j
=0; j
<5; j
++ ){
566 for( int i
=0; i
<len
; i
++ ){
567 struct contact
*ct
= &manifold
[i
];
570 float vn
= -v3_dot( localplayer
.rb
.v
, ct
->n
);
572 float temp
= ct
->norm_impulse
;
573 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
574 vn
= ct
->norm_impulse
- temp
;
576 v3_muladds( localplayer
.rb
.v
, ct
->n
, vn
, localplayer
.rb
.v
);
581 if( w
->state
.activity
== k_walk_activity_ground
||
582 prev_state
== k_walk_activity_ground
){
583 float max_dist
= 0.4f
;
586 v3_copy( localplayer
.rb
.co
, pa
);
587 v3_muladds( pa
, localplayer
.basis
[1], w
->collider
.radius
+ max_dist
, pa
);
588 v3_muladds( pa
, localplayer
.basis
[1], -max_dist
* 2.0f
, pb
);
589 vg_line( pa
, pb
, 0xff000000 );
593 if( spherecast_world( world
, pa
, pb
,
594 w
->collider
.radius
, &t
, n
, 0 ) != -1 ){
595 if( player_walk_normal_standable(n
) ){
596 v3_lerp( pa
, pb
, t
, localplayer
.rb
.co
);
597 v3_muladds( localplayer
.rb
.co
, localplayer
.basis
[1],
598 -w
->collider
.radius
- k_penetration_slop
,
600 w
->state
.activity
= k_walk_activity_ground
;
602 float d
= -v3_dot(n
,localplayer
.rb
.v
),
603 g
= -k_gravity
* k_rb_delta
;
604 v3_muladds( localplayer
.rb
.v
, n
, d
, localplayer
.rb
.v
);
605 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], g
,
615 rb_depenetrate( manifold
, len
, dt
);
616 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
619 if( w
->state
.activity
== k_walk_activity_air
){
620 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], -k_gravity
*k_rb_delta
,
624 if( localplayer
.immobile
){
625 localplayer
.rb
.v
[0] = 0.0f
;
626 localplayer
.rb
.v
[2] = 0.0f
;
629 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, k_rb_delta
,
631 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
632 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
636 * ---------------------------------------------------
641 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
643 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
644 v3_add( lwr_offs
, localplayer
.rb
.co
, lwr_now
);
647 v3_sub( localplayer
.rb
.co
, w
->state
.prev_pos
, movedelta
);
649 float movedist
= v3_length( movedelta
);
651 if( movedist
> 0.3f
){
652 float t
, sr
= w
->collider
.radius
-0.04f
;
655 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
, 0 ) != -1 ){
656 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), localplayer
.rb
.co
);
657 localplayer
.rb
.co
[1] -= w
->collider
.radius
;
658 rb_update_transform( &localplayer
.rb
);
660 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
661 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
665 u32 id
= world_intersect_gates(world
, localplayer
.rb
.co
, w
->state
.prev_pos
);
667 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
668 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
669 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
671 v4f transport_rotation
;
672 m3x3_q( gate
->transport
, transport_rotation
);
673 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
675 rb_update_transform( &localplayer
.rb
);
676 player__pass_gate( id
);
678 rb_update_transform( &localplayer
.rb
);
681 static void player__walk_post_update(void){
682 struct player_walk
*w
= &player_walk
;
685 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
686 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
688 float substep
= vg
.time_fixed_extrapolate
;
689 v3_muladds( mtx
[3], localplayer
.rb
.v
, k_rb_delta
*substep
, mtx
[3] );
690 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
693 /* Calculate header */
695 if( player_xyspeed2() > 0.1f
*0.1f
)
698 m3x3_mulv( localplayer
.invbasis
, localplayer
.rb
.v
, v_xy
);
699 float a
= atan2f( v_xy
[0], v_xy
[2] );
701 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
702 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
703 q_normalize( localplayer
.rb
.q
);
706 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
708 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
709 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
710 v3_muladds( w
->state
.drop_in_target
, localplayer
.rb
.to_world
[1], 0.3f
, p1
);
711 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
713 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
714 vg_line_point( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
717 float a
= player_get_heading_yaw();
721 m3x3_mulv( localplayer
.basis
, p1
, p1
);
723 v3_add( localplayer
.rb
.co
, p1
, p1
);
724 vg_line( localplayer
.rb
.co
, p1
, VG__PINK
);
728 if( vg_fractf(w
->state
.walk_timer
) > 0.5f
)
733 if( (w
->state
.step_phase
!= walk_phase
) &&
734 (w
->state
.activity
== k_walk_activity_ground
) )
737 if( w
->surface
== k_surface_prop_concrete
){
739 &audio_footsteps
[vg_randu32()%vg_list_size(audio_footsteps
)],
740 localplayer
.rb
.co
, 40.0f
, 1.0f
743 else if( w
->surface
== k_surface_prop_grass
){
745 &audio_footsteps_grass
[ vg_randu32()%
746 vg_list_size(audio_footsteps_grass
)],
747 localplayer
.rb
.co
, 40.0f
, 1.0f
750 else if( w
->surface
== k_surface_prop_wood
){
752 &audio_footsteps_wood
[ vg_randu32()%
753 vg_list_size(audio_footsteps_wood
)],
754 localplayer
.rb
.co
, 40.0f
, 1.0f
760 w
->state
.step_phase
= walk_phase
;
763 static void player__walk_animate(void){
764 struct player_walk
*w
= &player_walk
;
765 player_pose
*pose
= &localplayer
.pose
;
766 struct player_walk_animator
*animator
= &w
->animator
;
768 animator
->outro_type
= w
->state
.outro_type
;
771 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
774 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
777 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
778 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
782 if( w
->move_speed
> 0.025f
){
784 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
785 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
786 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
788 w
->state
.walk_timer
+= walk_adv
* vg
.time_delta
;
791 w
->state
.walk_timer
= 0.0f
;
792 animator
->walk_timer
= w
->state
.walk_timer
;
795 if( localplayer
.immobile
|| (w
->state
.outro_type
== k_walk_outro_drop_in
) ){
796 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
797 v4_copy( localplayer
.rb
.q
, animator
->root_q
);
800 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
803 f32 walk_yaw
= player_get_heading_yaw();
806 animator
->sit_t
= w
->state
.sit_t
;
809 f32 head_yaw
= localplayer
.angles
[0] + VG_PIf
,
810 y
= vg_angle_diff( head_yaw
, -walk_yaw
),
811 p
= vg_clampf( localplayer
.angles
[1],
812 -k_sit_pitch_limit
, k_sit_pitch_limit
);
814 if( fabsf(y
) > k_sit_yaw_limit
){
818 animator
->yaw
= vg_lerpf( animator
->yaw
, y
, vg
.time_delta
*2.0f
);
819 animator
->pitch
= vg_lerpf( animator
->pitch
, p
, vg
.time_delta
*2.8f
);
822 if( w
->state
.outro_type
){
823 struct skeleton_anim
*anim
=
824 player_walk_outro_anim( w
->state
.outro_type
);
825 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
826 outro_time
= vg
.time
- w
->state
.outro_start_time
;
827 animator
->outro_t
= outro_time
/ outro_length
;
829 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
830 float inv_rate
= 1.0f
/ anim
->rate
,
831 anim_frames
= anim
->length
* inv_rate
,
832 step_frames
= 12.0f
* inv_rate
,
833 commit_frames
= 6.0f
* inv_rate
,
834 drop_frames
= anim_frames
- step_frames
,
835 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
836 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
837 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
);
838 animator
->commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
840 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
841 w
->state
.drop_in_angle
, step_t
);
843 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
844 step_t
, localplayer
.rb
.co
);
845 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
847 /* for the camera purposes only */
849 player_walk_drop_in_vector( init_velocity
);
850 v3_muls( init_velocity
, dop_t
, localplayer
.rb
.v
);
851 v3_copy( localplayer
.rb
.v
,
852 localplayer
.cam_control
.cam_velocity_smooth
);
854 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
857 v3_copy( w
->state
.drop_in_foot_anchor
, animator
->foot_anchor
);
859 /* the drop in bit */
860 if( step_t
>= 1.0f
){
863 player_walk_drop_in_overhang_transform( dop_t
, final_co
, final_q
);
865 q_mul( final_q
, animator
->root_q
, animator
->root_q
);
866 v3_copy( final_co
, animator
->root_co
);
869 v4_copy( animator
->root_q
, localplayer
.rb
.q
);
870 rb_update_transform( &localplayer
.rb
);
872 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
873 -0.1f
*dop_t
, animator
->root_co
);
874 v3_copy( animator
->root_co
, localplayer
.rb
.co
);
880 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
881 -0.1f
*animator
->outro_t
, animator
->root_co
);
885 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
886 q_mul( localplayer
.qbasis
, animator
->root_q
, animator
->root_q
);
887 q_normalize( animator
->root_q
);
890 static void player__walk_pose( void *_animator
, player_pose
*pose
){
891 struct player_walk
*w
= &player_walk
;
892 struct player_walk_animator
*animator
= _animator
;
893 struct skeleton
*sk
= &localplayer
.skeleton
;
895 v3_copy( animator
->root_co
, pose
->root_co
);
896 v4_copy( animator
->root_q
, pose
->root_q
);
897 pose
->board
.lean
= 0.0f
;
898 pose
->type
= k_player_pose_type_ik
;
900 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
901 run_norm
= (float)w
->anim_run
->length
/30.0f
,
902 t
= animator
->walk_timer
,
903 l
= vg_clampf( animator
->run
*15.0f
, 0.0f
, 1.0f
),
904 idle_walk
= vg_clampf( (animator
->run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
907 mdl_keyframe apose
[32], bpose
[32];
908 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
909 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
911 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
914 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
915 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
918 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
919 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
922 if( animator
->sit_t
> 0.0f
){
923 f32 sit_norm
= (f32
)(w
->anim_sit
->length
-1)/30.0f
,
924 st
= vg_minf( 1.0f
, animator
->sit_t
);
925 skeleton_sample_anim( sk
, w
->anim_sit
, st
*sit_norm
, bpose
);
928 f32
*qh
= bpose
[localplayer
.id_head
-1].q
;
929 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
930 q_axis_angle( qp
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->pitch
*st
);
935 qh
= bpose
[localplayer
.id_chest
-1].q
;
936 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
940 skeleton_lerp_pose( sk
, apose
, bpose
, vg_minf(1.0f
,st
*10.0f
), apose
);
943 if( animator
->outro_type
){
944 struct skeleton_anim
*anim
= player_walk_outro_anim(animator
->outro_type
);
947 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
951 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
952 outro_time
= animator
->outro_t
*outro_length
;
954 skeleton_sample_anim_clamped( sk
, anim
, outro_time
, bpose
);
955 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->outro_t
*10.0f
,
958 if( animator
->outro_type
== k_walk_outro_drop_in
){
959 m4x3f transform
, inverse
;
960 q_m3x3( pose
->root_q
, transform
);
961 v3_copy( pose
->root_co
, transform
[3] );
962 m4x3_invert_affine( transform
, inverse
);
965 m4x3_mulv( inverse
, animator
->foot_anchor
, anchored_pos
);
967 v3_lerp( pose
->keyframes
[ localplayer
.id_ik_foot_r
-1 ].co
,
969 1.0f
-animator
->commit_t
,
970 pose
->keyframes
[ localplayer
.id_ik_foot_r
-1 ].co
);
974 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
977 static void player__walk_post_animate(void){
981 struct player_walk
*w
= &player_walk
;
983 if( w
->state
.outro_type
){
984 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
986 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
987 outro_time
= vg
.time
- w
->state
.outro_start_time
,
988 outro_t
= outro_time
/ outro_length
;
990 localplayer
.cam_velocity_influence
= outro_t
;
993 localplayer
.cam_velocity_influence
= 0.0f
;
996 static void player__walk_im_gui(void){
997 struct player_walk
*w
= &player_walk
;
998 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
1000 localplayer
.rb
.v
[2] );
1001 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
1002 localplayer
.rb
.co
[1],
1003 localplayer
.rb
.co
[2] );
1004 player__debugtext( 1, "activity: %s\n",
1005 (const char *[]){ "k_walk_activity_air",
1006 "k_walk_activity_ground",
1007 "k_walk_activity_sleep",
1008 "k_walk_activity_lockedmove",
1009 "k_walk_activity_sit",
1010 "k_walk_activity_sit_up" }
1011 [w
->state
.activity
] );
1012 player__debugtext( 1, "surface: %s\n",
1013 (const char *[]){ "concrete",
1020 if( w
->state
.outro_type
){
1021 struct skeleton_anim
*anim
=
1022 player_walk_outro_anim( w
->state
.outro_type
);
1024 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
1025 outro_time
= vg
.time
- w
->state
.outro_start_time
;
1026 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
1030 static void player__walk_bind(void){
1031 struct player_walk
*w
= &player_walk
;
1032 struct skeleton
*sk
= &localplayer
.skeleton
;
1034 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
1035 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
1036 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
1037 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
1038 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
1039 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
1040 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
1041 w
->anim_sit
= skeleton_get_anim( sk
, "sit" );
1044 static void player__walk_transition(void){
1045 struct player_walk
*w
= &player_walk
;
1046 w
->state
.activity
= k_walk_activity_air
;
1047 w
->state
.outro_type
= k_walk_outro_none
;
1048 w
->state
.outro_start_time
= 0.0;
1049 w
->state
.jump_queued
= 0;
1050 w
->state
.jump_input_time
= 0.0;
1051 w
->state
.walk_timer
= 0.0f
;
1052 w
->state
.step_phase
= 0;
1054 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
1055 q_mulv( localplayer
.rb
.q
, fwd
, fwd
);
1056 m3x3_mulv( localplayer
.invbasis
, fwd
, fwd
);
1058 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1059 atan2f(fwd
[0], fwd
[2]) );
1060 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
1061 q_normalize( localplayer
.rb
.q
);
1063 rb_update_transform( &localplayer
.rb
);
1066 static void player__walk_reset( ent_spawn
*rp
){
1067 struct player_walk
*w
= &player_walk
;
1068 w
->state
.activity
= k_walk_activity_air
;
1069 w
->state
.outro_type
= k_walk_outro_none
;
1070 w
->state
.outro_start_time
= 0.0;
1073 static void player__walk_animator_exchange( bitpack_ctx
*ctx
, void *data
){
1074 struct player_walk_animator
*animator
= data
;
1076 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
1077 bitpack_qquat( ctx
, animator
->root_q
);
1078 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
1079 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->run
);
1080 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->walk
);
1081 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->walk_timer
);
1083 for( int i
=0; i
<1; i
++ ){ /* without this you get a warning from gcc. lol */
1084 bitpack_bytes( ctx
, 8, &animator
->outro_type
);
1085 if( animator
->outro_type
){
1086 bitpack_bytes( ctx
, sizeof(animator
->foot_anchor
),
1087 animator
->foot_anchor
);
1088 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->outro_t
);
1089 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->commit_t
);
1093 u32 code
= bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->sit_t
);
1095 bitpack_qf32( ctx
, 8, -k_sit_yaw_limit
, k_sit_yaw_limit
, &animator
->yaw
);
1096 bitpack_qf32( ctx
, 8, -k_sit_pitch_limit
, k_sit_pitch_limit
,
1100 #endif /* PLAYER_DEVICE_WALK_H */