6 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
8 struct player_walk
*w
= &player
->_walk
;
11 v3_cross( player
->basis
[1], 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
float player_xyspeed2( player_instance
*player
)
20 v3_muladds( player
->rb
.v
, player
->basis
[1],
21 -v3_dot( player
->basis
[1], player
->rb
.v
), xy
);
23 return v3_length2(xy
);
26 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
27 enum skate_activity init
,
30 player
->subsystem
= k_player_subsystem_skate
;
32 struct player_walk
*w
= &player
->_walk
;
33 struct player_skate
*s
= &player
->_skate
;
37 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
38 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
40 v3_copy( player
->rb
.v
, v
);
42 s
->state
.activity_prev
= k_skate_activity_ground
;
43 s
->state
.activity
= init
;
48 m3x3_mulv( player
->invbasis
, dir
, dir
);
50 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(-dir
[0],-dir
[2]) );
51 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
52 q_normalize( player
->rb
.q
);
54 q_mulv( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, s
->state
.cog
);
55 v3_add( s
->state
.cog
, player
->rb
.co
, s
->state
.cog
);
57 v3_copy( v
, s
->state
.cog_v
);
58 v3_copy( v
, player
->rb
.v
);
60 player__skate_reset_animator( player
);
61 player__skate_clear_mechanics( player
);
62 rb_update_transform( &player
->rb
);
63 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
65 if( init
== k_skate_activity_air
)
66 player__approximate_best_trajectory( player
);
69 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
71 player
->subsystem
= k_player_subsystem_skate
;
73 struct player_walk
*w
= &player
->_walk
;
74 struct player_skate
*s
= &player
->_skate
;
75 s
->state
.activity_prev
= k_skate_activity_ground
;
76 s
->state
.activity
= k_skate_activity_ground
;
78 player__skate_clear_mechanics( player
);
79 player__skate_reset_animator( player
);
82 player_walk_drop_in_vector( player
, init_velocity
);
84 rb_update_transform( &player
->rb
);
85 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
86 v3_copy( init_velocity
, s
->state
.cog_v
);
87 v3_copy( init_velocity
, player
->rb
.v
);
88 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
89 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
92 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
96 struct player_walk
*w
= &player
->_walk
;
99 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
100 v3_normalize( axis
);
102 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
104 q_axis_angle( q
, axis
, a
);
107 heading_angle
= w
->state
.drop_in_angle
;
110 overhang
[0] = sinf( heading_angle
) * l
;
111 overhang
[1] = 0.28f
* l
;
112 overhang
[2] = cosf( heading_angle
) * l
;
114 q_mulv( q
, overhang
, overhang
);
115 v3_add( w
->state
.drop_in_target
, overhang
, co
);
118 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
120 struct player_walk
*w
= &player
->_walk
;
121 world_instance
*world
= get_active_world();
124 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
125 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
128 int sample_count
= 0;
130 for( int i
=0; i
<20; i
++ )
132 float t
= (float)i
* (1.0f
/19.0f
),
133 s
= sinf( t
* VG_PIf
* 0.25f
),
134 c
= cosf( t
* VG_PIf
* 0.25f
);
137 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
138 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
139 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
141 ray_hit
*ray
= &samples
[ sample_count
];
144 if( ray_world( world
, pos
, ray_dir
, ray
) )
146 vg_line( pos
, ray
->pos
, VG__RED
);
147 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
153 float min_a
= 0.70710678118654752f
;
154 ray_hit
*candidate
= NULL
;
156 if( sample_count
>= 2 )
158 for( int i
=0; i
<sample_count
-1; i
++ )
160 ray_hit
*s0
= &samples
[i
],
163 float a
= v3_dot( s0
->normal
, s1
->normal
);
165 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
177 ray_hit
*s0
= candidate
,
180 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
182 v3_copy( s0
->normal
, pa
);
183 v3_copy( s1
->normal
, pb
);
184 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
187 pa
[3] = v3_dot( pa
, s0
->pos
);
188 pb
[3] = v3_dot( pb
, s1
->pos
);
189 pc
[3] = v3_dot( pc
, player
->rb
.co
);
192 if( plane_intersect3( pa
, pb
, pc
, edge
) )
194 v3_copy( edge
, w
->state
.drop_in_target
);
195 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
196 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
198 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
199 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
200 w
->state
.drop_in_normal
[2] );
202 /* TODO: scan multiple of these? */
205 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
207 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
208 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
210 q_mulv( oq
, va
, va
);
211 q_mulv( oq
, vb
, vb
);
212 v3_add( oco
, va
, va
);
213 v3_add( oco
, vb
, vb
);
216 v3_sub( vb
, va
, v0
);
220 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
222 if( ray_world( world
, va
, v0
, &ray
) )
224 vg_line( va
, vb
, VG__RED
);
225 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
226 vg_error( "invalidated\n" );
230 v3_muls( v0
, -1.0f
, v0
);
231 if( ray_world( world
, vb
, v0
, &ray
) )
233 vg_line( va
, vb
, VG__RED
);
234 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
235 vg_error( "invalidated\n" );
239 player_walk_drop_in_vector( player
, player
->rb
.v
);
244 vg_error( "failed to find intersection of drop in\n" );
251 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
253 struct player_walk
*w
= &player
->_walk
;
255 if( w
->state
.activity
!= k_walk_activity_immobile
)
256 player_look( player
, player
->angles
);
258 if( w
->state
.outro_anim
){
259 float outro_length
= (float)w
->state
.outro_anim
->length
/
260 w
->state
.outro_anim
->rate
,
261 outro_time
= vg
.time
- w
->state
.outro_start_time
;
263 if( outro_time
>= outro_length
){
264 w
->state
.outro_anim
= NULL
;
265 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
266 player_walk_drop_in_to_skate( player
);
268 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
269 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
272 player_walk_generic_to_skate( player
,
273 k_skate_activity_ground
, 1.0f
);
279 else if( vg_input_button_down( player
->input_use
) ){
280 if( v3_dist2( player
->rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
281 player
->subsystem
= k_player_subsystem_drive
;
284 if( w
->state
.activity
== k_walk_activity_ground
){
285 if( player_walk_scan_for_drop_in( player
) ){
286 w
->state
.outro_type
= k_walk_outro_drop_in
;
287 w
->state
.outro_anim
= w
->anim_drop_in
;
288 w
->state
.outro_start_time
= vg
.time
;
289 w
->state
.activity
= k_walk_activity_immobile
;
291 struct player_avatar
*av
= player
->playeravatar
;
292 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
293 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
294 w
->state
.drop_in_foot_anchor
);
297 w
->state
.outro_type
= k_walk_outro_regular
;
298 w
->state
.outro_anim
= w
->anim_intro
;
299 w
->state
.outro_start_time
= vg
.time
;
300 w
->state
.activity
= k_walk_activity_lockedmove
;
302 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
303 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
307 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
308 w
->state
.outro_anim
= w
->anim_jump_to_air
;
309 w
->state
.outro_start_time
= vg
.time
;
316 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
318 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
321 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
323 float currentspeed
= v3_dot( v
, movedir
),
324 addspeed
= speed
- currentspeed
;
329 float accelspeed
= accel
* k_rb_delta
* speed
;
331 if( accelspeed
> addspeed
)
332 accelspeed
= addspeed
;
334 v3_muladds( v
, movedir
, accelspeed
, v
);
337 VG_STATIC
void player_friction( v3f v
)
339 float speed
= v3_length( v
),
341 control
= vg_maxf( speed
, k_stopspeed
);
346 drop
+= control
* k_walk_friction
* k_rb_delta
;
348 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
351 v3_muls( v
, newspeed
, v
);
354 VG_STATIC
void player__walk_update( player_instance
*player
)
356 struct player_walk
*w
= &player
->_walk
;
357 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
359 enum walk_activity prev_state
= w
->state
.activity
;
361 if( w
->state
.activity
== k_walk_activity_immobile
)
364 w
->collider
.height
= 2.0f
;
365 w
->collider
.radius
= 0.3f
;
368 m3x3_copy( player
->rb
.to_world
, mtx
);
369 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
371 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
376 float yaw
= player
->angles
[0];
378 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
379 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
381 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
382 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
385 v2f walk
= { player
->input_walkh
->axis
.value
,
386 player
->input_walkv
->axis
.value
};
388 if( v2_length2(walk
) > 0.001f
)
389 v2_normalize_clamp( walk
);
391 w
->move_speed
= v2_length( walk
);
392 world_instance
*world
= get_active_world();
395 * Collision detection
398 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
399 &world
->rb_geo
.inf
.scene
, manifold
);
400 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
401 len
= rb_manifold_apply_filtered( manifold
, len
);
403 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
405 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
406 w
->state
.activity
= k_walk_activity_air
;
408 w
->surface
= k_surface_prop_concrete
;
410 for( int i
=0; i
<len
; i
++ ){
411 struct contact
*ct
= &manifold
[i
];
412 rb_debug_contact( ct
);
414 if( player_walk_normal_standable( player
, ct
->n
) ){
415 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
416 w
->state
.activity
= k_walk_activity_ground
;
418 v3_add( surface_avg
, ct
->n
, surface_avg
);
420 struct world_surface
*surf
= world_contact_surface( world
, ct
);
421 if( surf
->info
.surface_prop
> w
->surface
)
422 w
->surface
= surf
->info
.surface_prop
;
425 rb_prepare_contact( ct
, k_rb_delta
);
431 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
433 v3_muls( right_dir
, walk
[0], movedir
);
434 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
436 if( w
->state
.activity
== k_walk_activity_ground
){
437 v3_normalize( surface_avg
);
440 rb_tangent_basis( surface_avg
, tx
, ty
);
442 if( v2_length2(walk
) > 0.001f
){
443 /* clip movement to the surface */
444 float d
= v3_dot(surface_avg
,movedir
);
445 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
448 accel_speed
= k_walk_accel
;
449 nominal_speed
= k_walkspeed
;
452 if( player
->input_jump
->button
.value
){
453 float d
= v3_dot( player
->basis
[1], player
->rb
.v
);
454 v3_muladds( player
->rb
.v
, player
->basis
[1], -d
, player
->rb
.v
);
455 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
456 w
->state
.activity
= k_walk_activity_air
;
457 prev_state
= k_walk_activity_air
;
458 accel_speed
= k_walk_air_accel
;
459 nominal_speed
= k_airspeed
;
462 player_friction( player
->rb
.v
);
466 accel_speed
= k_walk_air_accel
;
467 nominal_speed
= k_airspeed
;
470 if( v2_length2(walk
) > 0.001f
){
471 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
472 v3_normalize( movedir
);
476 * Resolve velocity constraints
478 for( int j
=0; j
<5; j
++ ){
479 for( int i
=0; i
<len
; i
++ ){
480 struct contact
*ct
= &manifold
[i
];
483 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
485 float temp
= ct
->norm_impulse
;
486 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
487 vn
= ct
->norm_impulse
- temp
;
489 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
494 if( w
->state
.activity
== k_walk_activity_ground
||
495 prev_state
== k_walk_activity_ground
){
496 float max_dist
= 0.4f
;
499 v3_copy( player
->rb
.co
, pa
);
500 v3_muladds( pa
, player
->basis
[1], w
->collider
.radius
+ max_dist
, pa
);
501 v3_muladds( pa
, player
->basis
[1], -max_dist
* 2.0f
, pb
);
502 vg_line( pa
, pb
, 0xff000000 );
506 if( spherecast_world( world
, pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 ){
507 if( player_walk_normal_standable( player
, n
) ){
508 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
509 v3_muladds( player
->rb
.co
, player
->basis
[1],
510 -w
->collider
.radius
- k_penetration_slop
,
512 w
->state
.activity
= k_walk_activity_ground
;
514 float d
= -v3_dot(n
,player
->rb
.v
),
515 g
= -k_gravity
* k_rb_delta
;
516 v3_muladds( player
->rb
.v
, n
, d
, player
->rb
.v
);
517 v3_muladds( player
->rb
.v
, player
->basis
[1], g
, player
->rb
.v
);
526 rb_depenetrate( manifold
, len
, dt
);
527 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
530 if( w
->state
.activity
== k_walk_activity_air
){
531 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
535 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
536 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
537 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
541 * ---------------------------------------------------
546 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
548 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
549 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
552 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
554 float movedist
= v3_length( movedelta
);
556 if( movedist
> 0.3f
){
557 float t
, sr
= w
->collider
.radius
-0.04f
;
560 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 ){
561 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
562 player
->rb
.co
[1] -= w
->collider
.radius
;
563 rb_update_transform( &player
->rb
);
565 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
566 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
571 world_intersect_gates( world
, player
->rb
.co
, w
->state
.prev_pos
);
573 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
574 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
576 v4f transport_rotation
;
577 m3x3_q( gate
->transport
, transport_rotation
);
578 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
580 rb_update_transform( &player
->rb
);
582 w
->state_gate_storage
= w
->state
;
583 player__pass_gate( player
, gate
);
585 rb_update_transform( &player
->rb
);
588 VG_STATIC
void player__walk_restore( player_instance
*player
)
590 struct player_walk
*w
= &player
->_walk
;
591 w
->state
= w
->state_gate_storage
;
594 VG_STATIC
void player__walk_post_update( player_instance
*player
)
596 struct player_walk
*w
= &player
->_walk
;
599 m3x3_copy( player
->rb
.to_world
, mtx
);
600 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
602 float substep
= vg
.time_fixed_extrapolate
;
603 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
604 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
607 /* Calculate header */
609 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
612 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
613 float a
= atan2f( v_xy
[0], v_xy
[2] );
615 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
616 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
617 q_normalize( player
->rb
.q
);
620 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
622 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
623 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
624 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
625 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
627 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
628 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
631 float a
= player_get_heading_yaw( player
);
635 m3x3_mulv( player
->basis
, p1
, p1
);
637 v3_add( player
->rb
.co
, p1
, p1
);
638 vg_line( player
->rb
.co
, p1
, VG__PINK
);
642 if( vg_fractf(w
->walk_timer
) > 0.5f
)
647 if( (w
->step_phase
!= walk_phase
) &&
648 (w
->state
.activity
== k_walk_activity_ground
) )
651 if( w
->surface
== k_surface_prop_concrete
){
653 &audio_footsteps
[rand()%vg_list_size(audio_footsteps
)],
654 player
->rb
.co
, 40.0f
, 1.0f
657 else if( w
->surface
== k_surface_prop_grass
){
659 &audio_footsteps_grass
[rand()%vg_list_size(audio_footsteps_grass
)],
660 player
->rb
.co
, 40.0f
, 1.0f
663 else if( w
->surface
== k_surface_prop_wood
){
665 &audio_footsteps_wood
[rand()%vg_list_size(audio_footsteps_wood
)],
666 player
->rb
.co
, 40.0f
, 1.0f
672 w
->step_phase
= walk_phase
;
675 VG_STATIC
void player__walk_animate( player_instance
*player
,
676 player_animation
*dest
)
678 struct player_walk
*w
= &player
->_walk
;
679 struct skeleton
*sk
= &player
->playeravatar
->sk
;
682 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
685 if( w
->state
.activity
== k_walk_activity_air
)
690 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
691 w
->blend_run
= vg_lerpf( w
->blend_run
,
693 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
694 2.0f
*vg
.time_delta
);
697 player_pose apose
, bpose
;
699 if( w
->move_speed
> 0.025f
){
701 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
702 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
703 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
705 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
708 w
->walk_timer
= 0.0f
;
711 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
712 run_norm
= (float)w
->anim_run
->length
/30.0f
,
714 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
715 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
718 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
719 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
721 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
724 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
725 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
728 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
729 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
731 /* Create transform */
732 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
734 float walk_yaw
= player_get_heading_yaw( player
);
736 if( w
->state
.outro_anim
){
737 struct player_avatar
*av
= player
->playeravatar
;
738 float outro_length
= (float)w
->state
.outro_anim
->length
/
739 w
->state
.outro_anim
->rate
,
740 outro_time
= vg
.time
- w
->state
.outro_start_time
,
741 outro_t
= outro_time
/ outro_length
;
743 /* TODO: Compression */
744 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
746 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
748 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
749 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
750 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
751 step_frames
= 12.0f
* inv_rate
,
752 commit_frames
= 6.0f
* inv_rate
,
753 drop_frames
= anim_frames
- step_frames
,
754 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
755 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
756 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
757 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
759 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
760 w
->state
.drop_in_angle
, step_t
);
762 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
763 step_t
, player
->rb
.co
);
764 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
766 m4x3f transform
, inverse
;
767 q_m3x3( dest
->root_q
, transform
);
768 v3_copy( dest
->root_co
, transform
[3] );
769 m4x3_invert_affine( transform
, inverse
);
772 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
774 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
776 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
779 /* the drop in bit */
780 if( step_t
>= 1.0f
){
782 player_walk_drop_in_overhang_transform( player
, dop_t
,
783 player
->rb
.co
, final_q
);
784 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
786 v4_copy( dest
->root_q
, player
->rb
.q
);
787 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
788 -0.1f
* dop_t
, dest
->root_co
);
790 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
791 player
->holdout_time
= 1.0f
;
796 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
797 -0.1f
* outro_t
, dest
->root_co
);
799 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
800 player
->holdout_time
= 1.0f
;
804 skeleton_copy_pose( sk
, apose
, dest
->pose
);
807 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
808 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
809 q_normalize( dest
->root_q
);
812 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
817 struct player_walk
*w
= &player
->_walk
;
818 struct player_avatar
*av
= player
->playeravatar
;
820 if( w
->state
.outro_anim
)
822 float outro_length
= (float)w
->state
.outro_anim
->length
/
823 w
->state
.outro_anim
->rate
,
824 outro_time
= vg
.time
- w
->state
.outro_start_time
,
825 outro_t
= outro_time
/ outro_length
;
827 player
->cam_velocity_influence
= outro_t
;
830 player
->cam_velocity_influence
= 0.0f
;
834 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
836 struct player_walk
*w
= &player
->_walk
;
837 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
840 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
843 player__debugtext( 1, "activity: %s\n",
844 (const char *[]){ "k_walk_activity_air",
845 "k_walk_activity_ground",
846 "k_walk_activity_sleep",
847 "k_walk_activity_immobile",
848 "k_walk_activity_lockedmove" }
849 [w
->state
.activity
] );
850 player__debugtext( 1, "surface: %s\n",
851 (const char *[]){ "concrete",
858 if( w
->state
.outro_anim
){
859 float outro_length
= (float)w
->state
.outro_anim
->length
/
860 w
->state
.outro_anim
->rate
,
861 outro_time
= vg
.time
- w
->state
.outro_start_time
;
862 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
866 VG_STATIC
void player__walk_bind( player_instance
*player
)
868 struct player_walk
*w
= &player
->_walk
;
869 struct player_avatar
*av
= player
->playeravatar
;
870 struct skeleton
*sk
= &av
->sk
;
872 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
873 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
874 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
875 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
876 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
877 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
878 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
881 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
883 struct player_walk
*w
= &player
->_walk
;
884 w
->state
.activity
= k_walk_activity_air
;
886 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
887 q_mulv( player
->rb
.q
, fwd
, fwd
);
888 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
890 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
891 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
892 q_normalize( player
->rb
.q
);
894 rb_update_transform( &player
->rb
);
897 VG_STATIC
void player__walk_reset( player_instance
*player
, ent_spawn
*rp
)
899 struct player_walk
*w
= &player
->_walk
;
900 w
->state
.activity
= k_walk_activity_air
;
901 w
->state
.outro_type
= k_walk_outro_none
;
902 w
->state
.outro_anim
= NULL
;
903 w
->state
.outro_start_time
= 0.0;
906 #endif /* PLAYER_DEVICE_WALK_H */