8 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
10 struct player_walk
*w
= &player
->_walk
;
13 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
14 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
15 v3_normalize( init_dir
);
16 v3_muls( init_dir
, 7.0f
, vec
);
19 VG_STATIC
float player_xyspeed2( player_instance
*player
)
22 v3_muladds( player
->rb
.v
, player
->basis
[1],
23 -v3_dot( player
->basis
[1], player
->rb
.v
), xy
);
25 return v3_length2(xy
);
28 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
29 enum skate_activity init
,
32 player
->subsystem
= k_player_subsystem_skate
;
34 struct player_walk
*w
= &player
->_walk
;
35 struct player_skate
*s
= &player
->_skate
;
39 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
40 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
42 v3_copy( player
->rb
.v
, v
);
44 s
->state
.activity_prev
= k_skate_activity_ground
;
45 s
->state
.activity
= init
;
50 m3x3_mulv( player
->invbasis
, dir
, dir
);
52 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(-dir
[0],-dir
[2]) );
53 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
54 q_normalize( player
->rb
.q
);
56 q_mulv( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, s
->state
.cog
);
57 v3_add( s
->state
.cog
, player
->rb
.co
, s
->state
.cog
);
59 v3_copy( v
, s
->state
.cog_v
);
60 v3_copy( v
, player
->rb
.v
);
62 player__skate_reset_animator( player
);
63 player__skate_clear_mechanics( player
);
64 rb_update_transform( &player
->rb
);
65 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
67 if( init
== k_skate_activity_air
)
68 player__approximate_best_trajectory( player
);
71 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
74 player
->subsystem
= k_player_subsystem_skate
;
76 struct player_walk
*w
= &player
->_walk
;
77 struct player_skate
*s
= &player
->_skate
;
78 s
->state
.activity_prev
= k_skate_activity_ground
;
79 s
->state
.activity
= k_skate_activity_ground
;
81 player__skate_clear_mechanics( player
);
82 player__skate_reset_animator( player
);
85 player_walk_drop_in_vector( player
, init_velocity
);
87 rb_update_transform( &player
->rb
);
88 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
89 v3_copy( init_velocity
, s
->state
.cog_v
);
90 v3_copy( init_velocity
, player
->rb
.v
);
91 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
92 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
95 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
99 struct player_walk
*w
= &player
->_walk
;
102 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
103 v3_normalize( axis
);
105 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
107 q_axis_angle( q
, axis
, a
);
110 heading_angle
= w
->state
.drop_in_angle
;
113 overhang
[0] = sinf( heading_angle
) * l
;
114 overhang
[1] = 0.28f
* l
;
115 overhang
[2] = cosf( heading_angle
) * l
;
117 q_mulv( q
, overhang
, overhang
);
118 v3_add( w
->state
.drop_in_target
, overhang
, co
);
121 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
123 struct player_walk
*w
= &player
->_walk
;
124 world_instance
*world
= world_current_instance();
127 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
128 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
131 int sample_count
= 0;
133 for( int i
=0; i
<20; i
++ )
135 float t
= (float)i
* (1.0f
/19.0f
),
136 s
= sinf( t
* VG_PIf
* 0.25f
),
137 c
= cosf( t
* VG_PIf
* 0.25f
);
140 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
141 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
142 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
144 ray_hit
*ray
= &samples
[ sample_count
];
147 if( ray_world( world
, pos
, ray_dir
, ray
) )
149 vg_line( pos
, ray
->pos
, VG__RED
);
150 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
156 float min_a
= 0.70710678118654752f
;
157 ray_hit
*candidate
= NULL
;
159 if( sample_count
>= 2 )
161 for( int i
=0; i
<sample_count
-1; i
++ )
163 ray_hit
*s0
= &samples
[i
],
166 float a
= v3_dot( s0
->normal
, s1
->normal
);
168 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
180 ray_hit
*s0
= candidate
,
183 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
185 v3_copy( s0
->normal
, pa
);
186 v3_copy( s1
->normal
, pb
);
187 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
190 pa
[3] = v3_dot( pa
, s0
->pos
);
191 pb
[3] = v3_dot( pb
, s1
->pos
);
192 pc
[3] = v3_dot( pc
, player
->rb
.co
);
195 if( plane_intersect3( pa
, pb
, pc
, edge
) )
197 v3_copy( edge
, w
->state
.drop_in_target
);
198 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
199 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
201 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
202 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
203 w
->state
.drop_in_normal
[2] );
205 /* TODO: scan multiple of these? */
208 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
210 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
211 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
213 q_mulv( oq
, va
, va
);
214 q_mulv( oq
, vb
, vb
);
215 v3_add( oco
, va
, va
);
216 v3_add( oco
, vb
, vb
);
219 v3_sub( vb
, va
, v0
);
223 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
225 if( ray_world( world
, va
, v0
, &ray
) )
227 vg_line( va
, vb
, VG__RED
);
228 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
229 vg_error( "invalidated\n" );
233 v3_muls( v0
, -1.0f
, v0
);
234 if( ray_world( world
, vb
, v0
, &ray
) )
236 vg_line( va
, vb
, VG__RED
);
237 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
238 vg_error( "invalidated\n" );
242 player_walk_drop_in_vector( player
, player
->rb
.v
);
247 vg_error( "failed to find intersection of drop in\n" );
254 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
256 struct player_walk
*w
= &player
->_walk
;
258 if( !player
->immobile
)
259 player_look( player
, player
->angles
);
261 if( w
->state
.outro_anim
){
262 float outro_length
= (float)w
->state
.outro_anim
->length
/
263 w
->state
.outro_anim
->rate
,
264 outro_time
= vg
.time
- w
->state
.outro_start_time
;
266 if( outro_time
>= outro_length
){
267 w
->state
.outro_anim
= NULL
;
268 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
269 player_walk_drop_in_to_skate( player
);
271 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
272 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
275 player_walk_generic_to_skate( player
,
276 k_skate_activity_ground
, 1.0f
);
282 else if( button_down( k_srbind_use
) && !player
->immobile
){
283 if( v3_dist2( player
->rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
284 player
->subsystem
= k_player_subsystem_drive
;
287 if( !player_get_player_board(player
) )
290 if( w
->state
.activity
== k_walk_activity_ground
){
291 if( player_walk_scan_for_drop_in( player
) ){
292 w
->state
.outro_type
= k_walk_outro_drop_in
;
293 w
->state
.outro_anim
= w
->anim_drop_in
;
294 w
->state
.outro_start_time
= vg
.time
;
295 player
->immobile
= 1;
297 struct player_avatar
*av
= player
->playeravatar
;
298 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
299 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
300 w
->state
.drop_in_foot_anchor
);
303 w
->state
.outro_type
= k_walk_outro_regular
;
304 w
->state
.outro_anim
= w
->anim_intro
;
305 w
->state
.outro_start_time
= vg
.time
;
306 w
->state
.activity
= k_walk_activity_lockedmove
;
308 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
309 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
313 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
314 w
->state
.outro_anim
= w
->anim_jump_to_air
;
315 w
->state
.outro_start_time
= vg
.time
;
320 else if( button_down( k_srbind_jump
) && !player
->immobile
){
321 w
->state
.jump_queued
= 1;
322 w
->state
.jump_input_time
= vg
.time
;
326 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
328 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
331 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
333 float currentspeed
= v3_dot( v
, movedir
),
334 addspeed
= speed
- currentspeed
;
339 float accelspeed
= accel
* k_rb_delta
* speed
;
341 if( accelspeed
> addspeed
)
342 accelspeed
= addspeed
;
344 v3_muladds( v
, movedir
, accelspeed
, v
);
347 VG_STATIC
void player_friction( v3f v
)
349 float speed
= v3_length( v
),
351 control
= vg_maxf( speed
, k_stopspeed
);
356 drop
+= control
* k_walk_friction
* k_rb_delta
;
358 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
361 v3_muls( v
, newspeed
, v
);
364 VG_STATIC
void player__walk_update( player_instance
*player
)
366 struct player_walk
*w
= &player
->_walk
;
367 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
369 world_instance
*world
= world_current_instance();
371 if( world
->water
.enabled
){
372 if( player
->rb
.co
[1]+0.4f
< world
->water
.height
){
373 audio_oneshot_3d( &audio_splash
, player
->rb
.co
, 40.0f
, 1.0f
);
374 player__dead_transition( player
);
379 enum walk_activity prev_state
= w
->state
.activity
;
381 if( player
->immobile
)
384 w
->collider
.height
= 2.0f
;
385 w
->collider
.radius
= 0.3f
;
388 m3x3_copy( player
->rb
.to_world
, mtx
);
389 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
391 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
396 float yaw
= player
->angles
[0];
398 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
399 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
401 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
402 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
405 joystick_state( k_srjoystick_steer
, steer
);
407 w
->move_speed
= v2_length( steer
);
410 * Collision detection
413 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
414 &world
->rb_geo
.inf
.scene
, manifold
);
415 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
416 len
= rb_manifold_apply_filtered( manifold
, len
);
418 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
420 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
421 w
->state
.activity
= k_walk_activity_air
;
423 w
->surface
= k_surface_prop_concrete
;
425 for( int i
=0; i
<len
; i
++ ){
426 struct contact
*ct
= &manifold
[i
];
427 rb_debug_contact( ct
);
429 if( player_walk_normal_standable( player
, ct
->n
) ){
430 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
431 w
->state
.activity
= k_walk_activity_ground
;
433 v3_add( surface_avg
, ct
->n
, surface_avg
);
435 struct world_surface
*surf
= world_contact_surface( world
, ct
);
436 if( surf
->info
.surface_prop
> w
->surface
)
437 w
->surface
= surf
->info
.surface_prop
;
440 rb_prepare_contact( ct
, k_rb_delta
);
446 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
449 v3_muls( right_dir
, steer
[0], movedir
);
450 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
452 if( w
->state
.activity
== k_walk_activity_ground
){
453 v3_normalize( surface_avg
);
456 rb_tangent_basis( surface_avg
, tx
, ty
);
458 if( v2_length2(steer
) > 0.001f
){
459 /* clip movement to the surface */
460 float d
= v3_dot(surface_avg
,movedir
);
461 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
464 accel_speed
= k_walk_accel
;
465 nominal_speed
= k_walkspeed
;
468 if( w
->state
.jump_queued
){
469 w
->state
.jump_queued
= 0;
471 f32 t
= vg
.time
- w
->state
.jump_input_time
;
472 if( t
< PLAYER_JUMP_EPSILON
){
473 float d
= v3_dot( player
->basis
[1], player
->rb
.v
);
474 v3_muladds( player
->rb
.v
, player
->basis
[1], -d
, player
->rb
.v
);
475 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
476 w
->state
.activity
= k_walk_activity_air
;
477 prev_state
= k_walk_activity_air
;
478 accel_speed
= k_walk_air_accel
;
479 nominal_speed
= k_airspeed
;
483 player_friction( player
->rb
.v
);
487 accel_speed
= k_walk_air_accel
;
488 nominal_speed
= k_airspeed
;
491 if( v2_length2( steer
) > 0.001f
){
492 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
493 v3_normalize( movedir
);
497 * Resolve velocity constraints
499 for( int j
=0; j
<5; j
++ ){
500 for( int i
=0; i
<len
; i
++ ){
501 struct contact
*ct
= &manifold
[i
];
504 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
506 float temp
= ct
->norm_impulse
;
507 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
508 vn
= ct
->norm_impulse
- temp
;
510 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
515 if( w
->state
.activity
== k_walk_activity_ground
||
516 prev_state
== k_walk_activity_ground
){
517 float max_dist
= 0.4f
;
520 v3_copy( player
->rb
.co
, pa
);
521 v3_muladds( pa
, player
->basis
[1], w
->collider
.radius
+ max_dist
, pa
);
522 v3_muladds( pa
, player
->basis
[1], -max_dist
* 2.0f
, pb
);
523 vg_line( pa
, pb
, 0xff000000 );
527 if( spherecast_world( world
, pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 ){
528 if( player_walk_normal_standable( player
, n
) ){
529 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
530 v3_muladds( player
->rb
.co
, player
->basis
[1],
531 -w
->collider
.radius
- k_penetration_slop
,
533 w
->state
.activity
= k_walk_activity_ground
;
535 float d
= -v3_dot(n
,player
->rb
.v
),
536 g
= -k_gravity
* k_rb_delta
;
537 v3_muladds( player
->rb
.v
, n
, d
, player
->rb
.v
);
538 v3_muladds( player
->rb
.v
, player
->basis
[1], g
, player
->rb
.v
);
547 rb_depenetrate( manifold
, len
, dt
);
548 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
551 if( w
->state
.activity
== k_walk_activity_air
){
552 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
556 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
557 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
558 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
562 * ---------------------------------------------------
567 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
569 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
570 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
573 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
575 float movedist
= v3_length( movedelta
);
577 if( movedist
> 0.3f
){
578 float t
, sr
= w
->collider
.radius
-0.04f
;
581 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 ){
582 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
583 player
->rb
.co
[1] -= w
->collider
.radius
;
584 rb_update_transform( &player
->rb
);
586 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
587 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
592 world_intersect_gates( world
, player
->rb
.co
, w
->state
.prev_pos
);
594 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
595 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
597 v4f transport_rotation
;
598 m3x3_q( gate
->transport
, transport_rotation
);
599 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
601 rb_update_transform( &player
->rb
);
603 w
->state_gate_storage
= w
->state
;
604 player__pass_gate( player
, gate
);
606 rb_update_transform( &player
->rb
);
609 VG_STATIC
void player__walk_restore( player_instance
*player
)
611 struct player_walk
*w
= &player
->_walk
;
612 w
->state
= w
->state_gate_storage
;
615 VG_STATIC
void player__walk_post_update( player_instance
*player
)
617 struct player_walk
*w
= &player
->_walk
;
620 m3x3_copy( player
->rb
.to_world
, mtx
);
621 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
623 float substep
= vg
.time_fixed_extrapolate
;
624 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
625 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
628 /* Calculate header */
630 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
633 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
634 float a
= atan2f( v_xy
[0], v_xy
[2] );
636 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
637 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
638 q_normalize( player
->rb
.q
);
641 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
643 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
644 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
645 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
646 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
648 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
649 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
652 float a
= player_get_heading_yaw( player
);
656 m3x3_mulv( player
->basis
, p1
, p1
);
658 v3_add( player
->rb
.co
, p1
, p1
);
659 vg_line( player
->rb
.co
, p1
, VG__PINK
);
663 if( vg_fractf(w
->walk_timer
) > 0.5f
)
668 if( (w
->step_phase
!= walk_phase
) &&
669 (w
->state
.activity
== k_walk_activity_ground
) )
672 if( w
->surface
== k_surface_prop_concrete
){
674 &audio_footsteps
[vg_randu32()%vg_list_size(audio_footsteps
)],
675 player
->rb
.co
, 40.0f
, 1.0f
678 else if( w
->surface
== k_surface_prop_grass
){
680 &audio_footsteps_grass
[vg_randu32()%vg_list_size(audio_footsteps_grass
)],
681 player
->rb
.co
, 40.0f
, 1.0f
684 else if( w
->surface
== k_surface_prop_wood
){
686 &audio_footsteps_wood
[vg_randu32()%vg_list_size(audio_footsteps_wood
)],
687 player
->rb
.co
, 40.0f
, 1.0f
693 w
->step_phase
= walk_phase
;
696 VG_STATIC
void player__walk_animate( player_instance
*player
,
697 player_animation
*dest
)
699 struct player_walk
*w
= &player
->_walk
;
700 struct skeleton
*sk
= &player
->playeravatar
->sk
;
703 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
706 if( w
->state
.activity
== k_walk_activity_air
)
711 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
712 w
->blend_run
= vg_lerpf( w
->blend_run
, w
->move_speed
, 2.0f
*vg
.time_delta
);
715 player_pose apose
, bpose
;
717 if( w
->move_speed
> 0.025f
){
719 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
720 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
721 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
723 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
726 w
->walk_timer
= 0.0f
;
729 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
730 run_norm
= (float)w
->anim_run
->length
/30.0f
,
732 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
733 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
736 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
737 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
739 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
742 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
743 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
746 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
747 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
749 /* Create transform */
750 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
752 float walk_yaw
= player_get_heading_yaw( player
);
754 if( w
->state
.outro_anim
){
755 struct player_avatar
*av
= player
->playeravatar
;
756 float outro_length
= (float)w
->state
.outro_anim
->length
/
757 w
->state
.outro_anim
->rate
,
758 outro_time
= vg
.time
- w
->state
.outro_start_time
,
759 outro_t
= outro_time
/ outro_length
;
761 /* TODO: Compression */
762 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
764 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
766 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
767 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
768 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
769 step_frames
= 12.0f
* inv_rate
,
770 commit_frames
= 6.0f
* inv_rate
,
771 drop_frames
= anim_frames
- step_frames
,
772 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
773 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
774 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
775 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
777 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
778 w
->state
.drop_in_angle
, step_t
);
780 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
781 step_t
, player
->rb
.co
);
782 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
784 m4x3f transform
, inverse
;
785 q_m3x3( dest
->root_q
, transform
);
786 v3_copy( dest
->root_co
, transform
[3] );
787 m4x3_invert_affine( transform
, inverse
);
790 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
792 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
794 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
797 /* the drop in bit */
798 if( step_t
>= 1.0f
){
800 player_walk_drop_in_overhang_transform( player
, dop_t
,
801 player
->rb
.co
, final_q
);
802 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
804 v4_copy( dest
->root_q
, player
->rb
.q
);
805 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
806 -0.1f
* dop_t
, dest
->root_co
);
808 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
809 player
->holdout_time
= 1.0f
;
814 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
815 -0.1f
* outro_t
, dest
->root_co
);
817 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
818 player
->holdout_time
= 1.0f
;
822 skeleton_copy_pose( sk
, apose
, dest
->pose
);
825 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
826 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
827 q_normalize( dest
->root_q
);
830 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
835 struct player_walk
*w
= &player
->_walk
;
836 struct player_avatar
*av
= player
->playeravatar
;
838 if( w
->state
.outro_anim
)
840 float outro_length
= (float)w
->state
.outro_anim
->length
/
841 w
->state
.outro_anim
->rate
,
842 outro_time
= vg
.time
- w
->state
.outro_start_time
,
843 outro_t
= outro_time
/ outro_length
;
845 player
->cam_velocity_influence
= outro_t
;
848 player
->cam_velocity_influence
= 0.0f
;
852 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
854 struct player_walk
*w
= &player
->_walk
;
855 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
858 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
861 player__debugtext( 1, "activity: %s\n",
862 (const char *[]){ "k_walk_activity_air",
863 "k_walk_activity_ground",
864 "k_walk_activity_sleep",
865 "k_walk_activity_lockedmove" }
866 [w
->state
.activity
] );
867 player__debugtext( 1, "surface: %s\n",
868 (const char *[]){ "concrete",
875 if( w
->state
.outro_anim
){
876 float outro_length
= (float)w
->state
.outro_anim
->length
/
877 w
->state
.outro_anim
->rate
,
878 outro_time
= vg
.time
- w
->state
.outro_start_time
;
879 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
883 VG_STATIC
void player__walk_bind( player_instance
*player
)
885 struct player_walk
*w
= &player
->_walk
;
886 struct player_avatar
*av
= player
->playeravatar
;
887 struct skeleton
*sk
= &av
->sk
;
889 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
890 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
891 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
892 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
893 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
894 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
895 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
898 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
900 struct player_walk
*w
= &player
->_walk
;
901 w
->state
.activity
= k_walk_activity_air
;
903 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
904 q_mulv( player
->rb
.q
, fwd
, fwd
);
905 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
907 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
908 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
909 q_normalize( player
->rb
.q
);
911 rb_update_transform( &player
->rb
);
914 VG_STATIC
void player__walk_reset( player_instance
*player
, ent_spawn
*rp
)
916 struct player_walk
*w
= &player
->_walk
;
917 w
->state
.activity
= k_walk_activity_air
;
918 w
->state
.outro_type
= k_walk_outro_none
;
919 w
->state
.outro_anim
= NULL
;
920 w
->state
.outro_start_time
= 0.0;
923 #endif /* PLAYER_DEVICE_WALK_H */