6 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
8 struct player_walk
*w
= &player
->_walk
;
11 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
12 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
13 v3_normalize( init_dir
);
14 v3_muls( init_dir
, 7.0f
, vec
);
17 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
18 enum skate_activity init
,
21 player
->subsystem
= k_player_subsystem_skate
;
23 struct player_walk
*w
= &player
->_walk
;
24 struct player_skate
*s
= &player
->_skate
;
28 v3_copy( player
->rb
.v
, xy_speed
);
31 if( v3_length2( xy_speed
) < 0.1f
* 0.1f
)
32 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
34 v3_copy( player
->rb
.v
, v
);
36 s
->state
.activity_prev
= k_skate_activity_ground
;
37 s
->state
.activity
= init
;
43 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
44 atan2f( -dir
[0], -dir
[2] ) );
46 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
47 v3_copy( v
, s
->state
.cog_v
);
48 v3_copy( v
, player
->rb
.v
);
50 player__skate_reset_animator( player
);
51 player__skate_clear_mechanics( player
);
52 rb_update_transform( &player
->rb
);
53 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
55 if( init
== k_skate_activity_air
)
56 player__approximate_best_trajectory( player
);
59 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
61 player
->subsystem
= k_player_subsystem_skate
;
63 struct player_walk
*w
= &player
->_walk
;
64 struct player_skate
*s
= &player
->_skate
;
65 s
->state
.activity_prev
= k_skate_activity_ground
;
66 s
->state
.activity
= k_skate_activity_ground
;
68 player__skate_clear_mechanics( player
);
69 player__skate_reset_animator( player
);
72 player_walk_drop_in_vector( player
, init_velocity
);
74 rb_update_transform( &player
->rb
);
75 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
76 v3_copy( init_velocity
, s
->state
.cog_v
);
77 v3_copy( init_velocity
, player
->rb
.v
);
78 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
79 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
82 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
86 struct player_walk
*w
= &player
->_walk
;
89 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, w
->state
.drop_in_normal
, axis
);
92 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
94 q_axis_angle( q
, axis
, a
);
97 heading_angle
= w
->state
.drop_in_angle
;
100 overhang
[0] = sinf( heading_angle
) * l
;
101 overhang
[1] = 0.28f
* l
;
102 overhang
[2] = cosf( heading_angle
) * l
;
104 q_mulv( q
, overhang
, overhang
);
105 v3_add( w
->state
.drop_in_target
, overhang
, co
);
108 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
110 struct player_walk
*w
= &player
->_walk
;
113 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
114 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
117 int sample_count
= 0;
119 for( int i
=0; i
<20; i
++ )
121 float t
= (float)i
* (1.0f
/19.0f
),
122 s
= sinf( t
* VG_PIf
* 0.25f
),
123 c
= cosf( t
* VG_PIf
* 0.25f
);
126 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
127 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
128 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
130 ray_hit
*ray
= &samples
[ sample_count
];
133 if( ray_world( pos
, ray_dir
, ray
) )
135 vg_line( pos
, ray
->pos
, VG__RED
);
136 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
142 float min_a
= 0.70710678118654752f
;
143 ray_hit
*candidate
= NULL
;
145 if( sample_count
>= 2 )
147 for( int i
=0; i
<sample_count
-1; i
++ )
149 ray_hit
*s0
= &samples
[i
],
152 float a
= v3_dot( s0
->normal
, s1
->normal
);
154 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
166 ray_hit
*s0
= candidate
,
169 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
171 v3_copy( s0
->normal
, pa
);
172 v3_copy( s1
->normal
, pb
);
173 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
176 pa
[3] = v3_dot( pa
, s0
->pos
);
177 pb
[3] = v3_dot( pb
, s1
->pos
);
178 pc
[3] = v3_dot( pc
, player
->rb
.co
);
181 if( plane_intersect3( pa
, pb
, pc
, edge
) )
183 v3_copy( edge
, w
->state
.drop_in_target
);
184 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
185 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
187 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
188 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
189 w
->state
.drop_in_normal
[2] );
191 /* TODO: scan multiple of these? */
194 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
196 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
197 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
199 q_mulv( oq
, va
, va
);
200 q_mulv( oq
, vb
, vb
);
201 v3_add( oco
, va
, va
);
202 v3_add( oco
, vb
, vb
);
205 v3_sub( vb
, va
, v0
);
209 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
211 if( ray_world( va
, v0
, &ray
) )
213 vg_line( va
, vb
, VG__RED
);
214 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
215 vg_error( "invalidated\n" );
219 v3_muls( v0
, -1.0f
, v0
);
220 if( ray_world( vb
, v0
, &ray
) )
222 vg_line( va
, vb
, VG__RED
);
223 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
224 vg_error( "invalidated\n" );
228 player_walk_drop_in_vector( player
, player
->rb
.v
);
233 vg_error( "failed to find intersection of drop in\n" );
240 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
242 struct player_walk
*w
= &player
->_walk
;
244 if( w
->state
.activity
!= k_walk_activity_immobile
)
245 player_look( player
, player
->angles
);
247 if( w
->state
.outro_anim
)
249 float outro_length
= (float)w
->state
.outro_anim
->length
/
250 w
->state
.outro_anim
->rate
,
251 outro_time
= vg
.time
- w
->state
.outro_start_time
;
253 if( outro_time
>= outro_length
)
255 w
->state
.outro_anim
= NULL
;
256 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
258 player_walk_drop_in_to_skate( player
);
260 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
)
262 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
266 player_walk_generic_to_skate( player
,
267 k_skate_activity_ground
, 1.0f
);
273 else if( vg_input_button_down( player
->input_use
) )
275 if( w
->state
.activity
== k_walk_activity_ground
)
277 if( player_walk_scan_for_drop_in( player
) )
279 w
->state
.outro_type
= k_walk_outro_drop_in
;
280 w
->state
.outro_anim
= w
->anim_drop_in
;
281 w
->state
.outro_start_time
= vg
.time
;
282 w
->state
.activity
= k_walk_activity_immobile
;
284 struct player_avatar
*av
= player
->playeravatar
;
285 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
286 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
287 w
->state
.drop_in_foot_anchor
);
291 w
->state
.outro_type
= k_walk_outro_regular
;
292 w
->state
.outro_anim
= w
->anim_intro
;
293 w
->state
.outro_start_time
= vg
.time
;
294 w
->state
.activity
= k_walk_activity_lockedmove
;
297 v3_copy( player
->rb
.v
, xy_speed
);
300 if( v3_length2( xy_speed
) < 0.1f
* 0.1f
)
301 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
306 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
307 w
->state
.outro_anim
= w
->anim_jump_to_air
;
308 w
->state
.outro_start_time
= vg
.time
;
314 VG_STATIC
int player_walk_normal_standable( v3f n
)
316 return n
[1] > 0.70710678118f
;
319 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
321 float currentspeed
= v3_dot( v
, movedir
),
322 addspeed
= speed
- currentspeed
;
327 float accelspeed
= accel
* k_rb_delta
* speed
;
329 if( accelspeed
> addspeed
)
330 accelspeed
= addspeed
;
332 v3_muladds( v
, movedir
, accelspeed
, v
);
335 VG_STATIC
void player_friction( v3f v
)
337 float speed
= v3_length( v
),
339 control
= vg_maxf( speed
, k_stopspeed
);
344 drop
+= control
* k_walk_friction
* k_rb_delta
;
346 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
349 v3_muls( v
, newspeed
, v
);
352 VG_STATIC
void player__walk_update( player_instance
*player
)
354 struct player_walk
*w
= &player
->_walk
;
355 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
357 if( w
->state
.activity
== k_walk_activity_immobile
)
360 w
->collider
.height
= 2.0f
;
361 w
->collider
.radius
= 0.3f
;
364 m3x3_identity( mtx
);
365 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
367 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
372 float yaw
= player
->angles
[0];
374 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
375 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
377 v2f walk
= { player
->input_walkh
->axis
.value
,
378 player
->input_walkv
->axis
.value
};
380 if( v2_length2(walk
) > 0.001f
)
381 v2_normalize_clamp( walk
);
383 w
->move_speed
= v2_length( walk
);
386 * Collision detection
388 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
389 &world
.rb_geo
.inf
.scene
, manifold
);
390 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
391 len
= rb_manifold_apply_filtered( manifold
, len
);
393 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
395 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
396 w
->state
.activity
= k_walk_activity_air
;
398 for( int i
=0; i
<len
; i
++ )
400 struct contact
*ct
= &manifold
[i
];
401 rb_debug_contact( ct
);
403 if( player_walk_normal_standable( ct
->n
) )
405 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
406 w
->state
.activity
= k_walk_activity_ground
;
408 v3_add( surface_avg
, ct
->n
, surface_avg
);
411 rb_prepare_contact( ct
, k_rb_delta
);
417 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
419 v3_muls( right_dir
, walk
[0], movedir
);
420 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
422 if( w
->state
.activity
== k_walk_activity_ground
)
424 v3_normalize( surface_avg
);
427 rb_tangent_basis( surface_avg
, tx
, ty
);
429 if( v2_length2(walk
) > 0.001f
)
431 /* clip movement to the surface */
432 float d
= v3_dot(surface_avg
,movedir
);
433 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
436 accel_speed
= k_walk_accel
;
437 nominal_speed
= k_walkspeed
;
440 if( player
->input_jump
->button
.value
)
442 player
->rb
.v
[1] = 5.0f
;
443 w
->state
.activity
= k_walk_activity_air
;
444 accel_speed
= k_walk_air_accel
;
445 nominal_speed
= k_airspeed
;
449 player_friction( player
->rb
.v
);
451 struct world_material
*surface_mat
= world_contact_material(manifold
);
452 w
->surface
= surface_mat
->info
.surface_prop
;
457 accel_speed
= k_walk_air_accel
;
458 nominal_speed
= k_airspeed
;
461 if( v2_length2(walk
) > 0.001f
)
463 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
464 v3_normalize( movedir
);
468 * Resolve velocity constraints
470 for( int j
=0; j
<5; j
++ )
472 for( int i
=0; i
<len
; i
++ )
474 struct contact
*ct
= &manifold
[i
];
477 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
479 float temp
= ct
->norm_impulse
;
480 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
481 vn
= ct
->norm_impulse
- temp
;
483 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
491 rb_depenetrate( manifold
, len
, dt
);
492 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
494 /* TODO: Stepping......
496 * ideas; walkgrid style steps
499 if( w
->state
.activity
== k_walk_activity_ground
)
502 float max_dist
= 0.4f
;
505 v3_copy( player
->rb
.co
, pa
);
506 pa
[1] += w
->collider
.radius
+ max_dist
;
508 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
509 vg_line( pa
, pb
, 0xff000000 );
513 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
515 if( player_walk_normal_standable( n
) )
517 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
518 player
->rb
.co
[1] -= w
->collider
.radius
;
526 if( w
->state
.activity
== k_walk_activity_air
)
527 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
529 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
532 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
533 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
537 * ---------------------------------------------------
542 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
544 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
545 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
548 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
550 float movedist
= v3_length( movedelta
);
552 if( movedist
> 0.3f
)
554 float t
, sr
= w
->collider
.radius
-0.04f
;
557 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
559 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
560 player
->rb
.co
[1] -= w
->collider
.radius
;
561 rb_update_transform( &player
->rb
);
563 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
564 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
569 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
571 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
572 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
573 rb_update_transform( &player
->rb
);
575 w
->state_gate_storage
= w
->state
;
576 player__pass_gate( player
, gate
);
580 VG_STATIC
void player__walk_post_update( player_instance
*player
)
582 struct player_walk
*w
= &player
->_walk
;
585 m3x3_copy( player
->rb
.to_world
, mtx
);
586 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
588 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
589 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
590 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
593 /* Calculate header */
596 v3_copy( player
->rb
.v
, xy_speed
);
599 if( v3_length2( xy_speed
) > 0.1f
* 0.1f
)
601 float a
= atan2f( player
->rb
.v
[0], player
->rb
.v
[2] );
602 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
605 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
607 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
608 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
609 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
610 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
612 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
613 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
616 float a
= player_get_heading_yaw( player
);
621 v3_add( player
->rb
.co
, p1
, p1
);
622 vg_line( player
->rb
.co
, p1
, VG__PINK
);
625 VG_STATIC
void player__walk_animate( player_instance
*player
,
626 player_animation
*dest
)
628 struct player_walk
*w
= &player
->_walk
;
629 struct skeleton
*sk
= &player
->playeravatar
->sk
;
632 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
635 if( w
->state
.activity
== k_walk_activity_air
)
640 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
641 w
->blend_run
= vg_lerpf( w
->blend_run
,
643 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
644 2.0f
*vg
.time_delta
);
647 player_pose apose
, bpose
;
649 if( w
->move_speed
> 0.025f
)
652 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
653 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
654 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
656 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
660 w
->walk_timer
= 0.0f
;
663 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
664 run_norm
= (float)w
->anim_run
->length
/30.0f
,
666 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
667 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
670 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
671 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
673 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
676 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
677 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
680 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
681 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
683 /* Create transform */
684 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
686 float walk_yaw
= player_get_heading_yaw( player
);
688 if( w
->state
.outro_anim
)
690 struct player_avatar
*av
= player
->playeravatar
;
691 float outro_length
= (float)w
->state
.outro_anim
->length
/
692 w
->state
.outro_anim
->rate
,
693 outro_time
= vg
.time
- w
->state
.outro_start_time
,
694 outro_t
= outro_time
/ outro_length
;
696 /* TODO: Compression */
697 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
699 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
701 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
703 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
704 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
705 step_frames
= 12.0f
* inv_rate
,
706 commit_frames
= 6.0f
* inv_rate
,
707 drop_frames
= anim_frames
- step_frames
,
708 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
709 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
710 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
711 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
713 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
714 w
->state
.drop_in_angle
, step_t
);
716 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
717 step_t
, player
->rb
.co
);
718 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
720 m4x3f transform
, inverse
;
721 q_m3x3( dest
->root_q
, transform
);
722 v3_copy( dest
->root_co
, transform
[3] );
723 m4x3_invert_affine( transform
, inverse
);
726 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
728 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
730 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
733 /* the drop in bit */
737 player_walk_drop_in_overhang_transform( player
, dop_t
,
738 player
->rb
.co
, final_q
);
739 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
741 v4_copy( dest
->root_q
, player
->rb
.q
);
742 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
743 -0.1f
* dop_t
, dest
->root_co
);
745 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
746 player
->holdout_time
= 1.0f
;
752 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
753 -0.1f
* outro_t
, dest
->root_co
);
755 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
756 player
->holdout_time
= 1.0f
;
761 skeleton_copy_pose( sk
, apose
, dest
->pose
);
764 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
767 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
772 struct player_walk
*w
= &player
->_walk
;
773 struct player_avatar
*av
= player
->playeravatar
;
775 if( w
->state
.outro_anim
)
777 float outro_length
= (float)w
->state
.outro_anim
->length
/
778 w
->state
.outro_anim
->rate
,
779 outro_time
= vg
.time
- w
->state
.outro_start_time
,
780 outro_t
= outro_time
/ outro_length
;
782 player
->cam_velocity_influence
= outro_t
;
785 player
->cam_velocity_influence
= 0.0f
;
789 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
791 struct player_walk
*w
= &player
->_walk
;
792 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
795 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
798 player__debugtext( 1, "activity: %s\n",
799 (const char *[]){ "k_walk_activity_air",
800 "k_walk_activity_ground",
801 "k_walk_activity_sleep",
802 "k_walk_activity_immobile",
803 "k_walk_activity_lockedmove" }
804 [w
->state
.activity
] );
806 if( w
->state
.outro_anim
)
808 float outro_length
= (float)w
->state
.outro_anim
->length
/
809 w
->state
.outro_anim
->rate
,
810 outro_time
= vg
.time
- w
->state
.outro_start_time
;
811 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
815 VG_STATIC
void player__walk_bind( player_instance
*player
)
817 struct player_walk
*w
= &player
->_walk
;
818 struct player_avatar
*av
= player
->playeravatar
;
819 struct skeleton
*sk
= &av
->sk
;
821 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
822 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
823 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
824 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
825 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
826 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
827 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
830 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
832 struct player_walk
*w
= &player
->_walk
;
833 w
->state
.activity
= k_walk_activity_air
;
835 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
836 q_mulv( player
->rb
.q
, fwd
, fwd
);
838 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
839 atan2f( fwd
[0], fwd
[2] ) );
840 rb_update_transform( &player
->rb
);
843 #endif /* PLAYER_DEVICE_WALK_H */