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__begin_holdout( player
);
63 player__skate_reset_animator( player
);
64 player__skate_clear_mechanics( player
);
65 rb_update_transform( &player
->rb
);
66 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
68 if( init
== k_skate_activity_air
)
69 player__approximate_best_trajectory( player
);
72 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
75 player
->subsystem
= k_player_subsystem_skate
;
77 struct player_walk
*w
= &player
->_walk
;
78 struct player_skate
*s
= &player
->_skate
;
79 s
->state
.activity_prev
= k_skate_activity_ground
;
80 s
->state
.activity
= k_skate_activity_ground
;
82 player__begin_holdout( player
);
83 player__skate_clear_mechanics( player
);
84 player__skate_reset_animator( player
);
87 player_walk_drop_in_vector( player
, init_velocity
);
89 rb_update_transform( &player
->rb
);
90 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
91 v3_copy( init_velocity
, s
->state
.cog_v
);
92 v3_copy( init_velocity
, player
->rb
.v
);
93 v3_copy( init_velocity
, player
->cam_control
.cam_velocity_smooth
);
94 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
97 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
101 struct player_walk
*w
= &player
->_walk
;
104 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
105 v3_normalize( axis
);
107 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
109 q_axis_angle( q
, axis
, a
);
112 heading_angle
= w
->state
.drop_in_angle
;
115 overhang
[0] = sinf( heading_angle
) * l
;
116 overhang
[1] = 0.28f
* l
;
117 overhang
[2] = cosf( heading_angle
) * l
;
119 q_mulv( q
, overhang
, overhang
);
120 v3_add( w
->state
.drop_in_target
, overhang
, co
);
123 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
125 struct player_walk
*w
= &player
->_walk
;
126 world_instance
*world
= world_current_instance();
129 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
130 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
133 int sample_count
= 0;
135 for( int i
=0; i
<20; i
++ )
137 float t
= (float)i
* (1.0f
/19.0f
),
138 s
= sinf( t
* VG_PIf
* 0.25f
),
139 c
= cosf( t
* VG_PIf
* 0.25f
);
142 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
143 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
144 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
146 ray_hit
*ray
= &samples
[ sample_count
];
149 if( ray_world( world
, pos
, ray_dir
, ray
) )
151 vg_line( pos
, ray
->pos
, VG__RED
);
152 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
158 float min_a
= 0.70710678118654752f
;
159 ray_hit
*candidate
= NULL
;
161 if( sample_count
>= 2 ){
162 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]) ){
178 ray_hit
*s0
= candidate
,
181 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
183 v3_copy( s0
->normal
, pa
);
184 v3_copy( s1
->normal
, pb
);
185 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
188 pa
[3] = v3_dot( pa
, s0
->pos
);
189 pb
[3] = v3_dot( pb
, s1
->pos
);
190 pc
[3] = v3_dot( pc
, player
->rb
.co
);
193 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_point( 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_point( 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
struct skeleton_anim
*player_walk_outro_anim( player_instance
*player
,
252 enum walk_outro type
){
253 struct player_walk
*w
= &player
->_walk
;
255 return (struct skeleton_anim
*[]){
256 [k_walk_outro_none
] = NULL
,
257 [k_walk_outro_jump_to_air
] = w
->anim_jump_to_air
,
258 [k_walk_outro_regular
] = w
->anim_intro
,
259 [k_walk_outro_drop_in
] = w
->anim_drop_in
264 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
266 struct player_walk
*w
= &player
->_walk
;
268 if( !player
->immobile
)
269 player_look( player
->angles
, skaterift
.time_rate
);
271 if( w
->state
.outro_type
){
272 struct skeleton_anim
*anim
=
273 player_walk_outro_anim( player
, w
->state
.outro_type
);
275 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
276 outro_time
= vg
.time
- w
->state
.outro_start_time
;
278 if( outro_time
>= outro_length
){
279 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
280 player_walk_drop_in_to_skate( player
);
282 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
283 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
286 player_walk_generic_to_skate( player
,
287 k_skate_activity_ground
, 1.0f
);
290 w
->state
.outro_type
= k_walk_outro_none
;
294 else if( button_down( k_srbind_use
) && !player
->immobile
){
295 if( v3_dist2( player
->rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
296 player
->subsystem
= k_player_subsystem_drive
;
299 struct player_board
*board
=
300 addon_cache_item_if_loaded( k_addon_type_board
,
301 player
->board_view_slot
);
305 if( w
->state
.activity
== k_walk_activity_ground
){
306 if( player_walk_scan_for_drop_in( player
) ){
307 w
->state
.outro_type
= k_walk_outro_drop_in
;
308 w
->state
.outro_start_time
= vg
.time
;
309 player
->immobile
= 1;
311 struct player_avatar
*av
= player
->playeravatar
;
312 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
313 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
314 w
->state
.drop_in_foot_anchor
);
317 w
->state
.outro_type
= k_walk_outro_regular
;
318 w
->state
.outro_start_time
= vg
.time
;
319 w
->state
.activity
= k_walk_activity_lockedmove
;
321 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
322 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
326 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
327 w
->state
.outro_start_time
= vg
.time
;
332 else if( button_down( k_srbind_jump
) && !player
->immobile
){
333 w
->state
.jump_queued
= 1;
334 w
->state
.jump_input_time
= vg
.time
;
338 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
){
339 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
342 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
343 float currentspeed
= v3_dot( v
, movedir
),
344 addspeed
= speed
- currentspeed
;
349 float accelspeed
= accel
* k_rb_delta
* speed
;
351 if( accelspeed
> addspeed
)
352 accelspeed
= addspeed
;
354 v3_muladds( v
, movedir
, accelspeed
, v
);
357 VG_STATIC
void player_friction( v3f v
){
358 float speed
= v3_length( v
),
360 control
= vg_maxf( speed
, k_stopspeed
);
365 drop
+= control
* k_walk_friction
* k_rb_delta
;
367 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
370 v3_muls( v
, newspeed
, v
);
373 VG_STATIC
void player__walk_update( player_instance
*player
){
374 struct player_walk
*w
= &player
->_walk
;
375 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
376 v3_zero( player
->rb
.w
);
378 world_instance
*world
= world_current_instance();
380 if( world
->water
.enabled
){
381 if( player
->rb
.co
[1]+0.4f
< world
->water
.height
){
382 audio_oneshot_3d( &audio_splash
, player
->rb
.co
, 40.0f
, 1.0f
);
383 player__dead_transition( player
);
388 enum walk_activity prev_state
= w
->state
.activity
;
390 if( player
->immobile
)
393 w
->collider
.height
= 2.0f
;
394 w
->collider
.radius
= 0.3f
;
397 m3x3_copy( player
->rb
.to_world
, mtx
);
398 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
400 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
405 float yaw
= player
->angles
[0];
407 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
408 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
410 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
411 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
414 joystick_state( k_srjoystick_steer
, steer
);
416 w
->move_speed
= v2_length( steer
);
419 * Collision detection
422 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
423 &world
->rb_geo
.inf
.scene
, manifold
);
424 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
425 len
= rb_manifold_apply_filtered( manifold
, len
);
427 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
429 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
430 w
->state
.activity
= k_walk_activity_air
;
432 w
->surface
= k_surface_prop_concrete
;
434 for( int i
=0; i
<len
; i
++ ){
435 struct contact
*ct
= &manifold
[i
];
436 rb_debug_contact( ct
);
438 if( player_walk_normal_standable( player
, ct
->n
) ){
439 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
440 w
->state
.activity
= k_walk_activity_ground
;
442 v3_add( surface_avg
, ct
->n
, surface_avg
);
444 struct world_surface
*surf
= world_contact_surface( world
, ct
);
445 if( surf
->info
.surface_prop
> w
->surface
)
446 w
->surface
= surf
->info
.surface_prop
;
449 rb_prepare_contact( ct
, k_rb_delta
);
455 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
458 v3_muls( right_dir
, steer
[0], movedir
);
459 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
461 if( w
->state
.activity
== k_walk_activity_ground
){
462 v3_normalize( surface_avg
);
465 v3_tangent_basis( surface_avg
, tx
, ty
);
467 if( v2_length2(steer
) > 0.001f
){
468 /* clip movement to the surface */
469 float d
= v3_dot(surface_avg
,movedir
);
470 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
473 accel_speed
= k_walk_accel
;
474 nominal_speed
= k_walkspeed
;
477 if( w
->state
.jump_queued
){
478 w
->state
.jump_queued
= 0;
480 f32 t
= vg
.time
- w
->state
.jump_input_time
;
481 if( t
< PLAYER_JUMP_EPSILON
){
482 float d
= v3_dot( player
->basis
[1], player
->rb
.v
);
483 v3_muladds( player
->rb
.v
, player
->basis
[1], -d
, player
->rb
.v
);
484 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
485 w
->state
.activity
= k_walk_activity_air
;
486 prev_state
= k_walk_activity_air
;
487 accel_speed
= k_walk_air_accel
;
488 nominal_speed
= k_airspeed
;
492 player_friction( player
->rb
.v
);
496 accel_speed
= k_walk_air_accel
;
497 nominal_speed
= k_airspeed
;
500 if( v2_length2( steer
) > 0.001f
){
501 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
502 v3_normalize( movedir
);
506 * Resolve velocity constraints
508 for( int j
=0; j
<5; j
++ ){
509 for( int i
=0; i
<len
; i
++ ){
510 struct contact
*ct
= &manifold
[i
];
513 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
515 float temp
= ct
->norm_impulse
;
516 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
517 vn
= ct
->norm_impulse
- temp
;
519 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
524 if( w
->state
.activity
== k_walk_activity_ground
||
525 prev_state
== k_walk_activity_ground
){
526 float max_dist
= 0.4f
;
529 v3_copy( player
->rb
.co
, pa
);
530 v3_muladds( pa
, player
->basis
[1], w
->collider
.radius
+ max_dist
, pa
);
531 v3_muladds( pa
, player
->basis
[1], -max_dist
* 2.0f
, pb
);
532 vg_line( pa
, pb
, 0xff000000 );
536 if( spherecast_world( world
, pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 ){
537 if( player_walk_normal_standable( player
, n
) ){
538 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
539 v3_muladds( player
->rb
.co
, player
->basis
[1],
540 -w
->collider
.radius
- k_penetration_slop
,
542 w
->state
.activity
= k_walk_activity_ground
;
544 float d
= -v3_dot(n
,player
->rb
.v
),
545 g
= -k_gravity
* k_rb_delta
;
546 v3_muladds( player
->rb
.v
, n
, d
, player
->rb
.v
);
547 v3_muladds( player
->rb
.v
, player
->basis
[1], g
, player
->rb
.v
);
556 rb_depenetrate( manifold
, len
, dt
);
557 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
560 if( w
->state
.activity
== k_walk_activity_air
){
561 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
565 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
566 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
567 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
571 * ---------------------------------------------------
576 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
578 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
579 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
582 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
584 float movedist
= v3_length( movedelta
);
586 if( movedist
> 0.3f
){
587 float t
, sr
= w
->collider
.radius
-0.04f
;
590 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 ){
591 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
592 player
->rb
.co
[1] -= w
->collider
.radius
;
593 rb_update_transform( &player
->rb
);
595 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
596 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
601 world_intersect_gates( world
, player
->rb
.co
, w
->state
.prev_pos
);
603 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
604 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
606 v4f transport_rotation
;
607 m3x3_q( gate
->transport
, transport_rotation
);
608 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
610 rb_update_transform( &player
->rb
);
611 player__pass_gate( player
, gate
);
613 rb_update_transform( &player
->rb
);
616 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 vg_line_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_point( 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_point( 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
->state
.walk_timer
) > 0.5f
)
668 if( (w
->state
.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()%
681 vg_list_size(audio_footsteps_grass
)],
682 player
->rb
.co
, 40.0f
, 1.0f
685 else if( w
->surface
== k_surface_prop_wood
){
687 &audio_footsteps_wood
[ vg_randu32()%
688 vg_list_size(audio_footsteps_wood
)],
689 player
->rb
.co
, 40.0f
, 1.0f
695 w
->state
.step_phase
= walk_phase
;
698 VG_STATIC
void player__walk_animate( player_instance
*player
){
699 struct player_walk
*w
= &player
->_walk
;
700 player_pose
*pose
= &player
->pose
;
701 struct player_walk_animator
*animator
= &w
->animator
;
703 animator
->outro_type
= w
->state
.outro_type
;
706 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
709 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
712 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
713 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
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
->state
.walk_timer
+= walk_adv
* vg
.time_delta
;
726 w
->state
.walk_timer
= 0.0f
;
727 animator
->walk_timer
= w
->state
.walk_timer
;
729 if( !player
->immobile
)
730 rb_extrapolate( &player
->rb
, animator
->root_co
, animator
->root_q
);
732 v3_copy( player
->rb
.co
, animator
->root_co
);
733 v4_copy( player
->rb
.q
, animator
->root_q
);
736 f32 walk_yaw
= player_get_heading_yaw( player
);
737 if( w
->state
.outro_type
){
738 struct player_avatar
*av
= player
->playeravatar
;
739 struct skeleton_anim
*anim
=
740 player_walk_outro_anim( player
, w
->state
.outro_type
);
741 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
742 outro_time
= vg
.time
- w
->state
.outro_start_time
;
743 animator
->outro_t
= outro_time
/ outro_length
;
745 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
746 float inv_rate
= 1.0f
/ anim
->rate
,
747 anim_frames
= anim
->length
* inv_rate
,
748 step_frames
= 12.0f
* inv_rate
,
749 commit_frames
= 6.0f
* inv_rate
,
750 drop_frames
= anim_frames
- step_frames
,
751 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
752 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
753 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
);
754 animator
->commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
756 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
757 w
->state
.drop_in_angle
, step_t
);
759 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
760 step_t
, player
->rb
.co
);
761 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
764 v3_copy( w
->state
.drop_in_foot_anchor
, animator
->foot_anchor
);
766 /* the drop in bit */
767 if( step_t
>= 1.0f
){
769 player_walk_drop_in_overhang_transform( player
, dop_t
,
770 player
->rb
.co
, final_q
);
771 q_mul( final_q
, animator
->root_q
, animator
->root_q
);
773 v4_copy( animator
->root_q
, player
->rb
.q
);
774 v3_muladds( animator
->root_co
, player
->rb
.to_world
[1],
775 -0.1f
*dop_t
, animator
->root_co
);
780 v3_muladds( animator
->root_co
, player
->rb
.to_world
[1],
781 -0.1f
*animator
->outro_t
, animator
->root_co
);
785 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
786 q_mul( player
->qbasis
, animator
->root_q
, animator
->root_q
);
787 q_normalize( animator
->root_q
);
790 VG_STATIC
void player__walk_pose( player_instance
*player
, player_pose
*pose
){
791 struct player_walk
*w
= &player
->_walk
;
792 struct player_walk_animator
*animator
= &w
->animator
;
793 struct skeleton
*sk
= &player
->playeravatar
->sk
;
794 struct player_avatar
*av
= player
->playeravatar
;
796 v3_copy( animator
->root_co
, pose
->root_co
);
797 v4_copy( animator
->root_q
, pose
->root_q
);
798 pose
->board
.lean
= 0.0f
;
799 pose
->type
= k_player_pose_type_ik
;
801 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
802 run_norm
= (float)w
->anim_run
->length
/30.0f
,
803 t
= animator
->walk_timer
,
804 l
= vg_clampf( animator
->run
*15.0f
, 0.0f
, 1.0f
),
805 idle_walk
= vg_clampf( (animator
->run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
808 mdl_keyframe apose
[32], bpose
[32];
809 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
810 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
812 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
815 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
816 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
819 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
820 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
822 if( animator
->outro_type
){
823 struct skeleton_anim
*anim
=
824 player_walk_outro_anim( player
, animator
->outro_type
);
826 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
827 outro_time
= animator
->outro_t
*outro_length
;
829 skeleton_sample_anim_clamped( sk
, anim
, outro_time
, bpose
);
830 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->outro_t
*10.0f
,
833 if( animator
->outro_type
== k_walk_outro_drop_in
){
834 m4x3f transform
, inverse
;
835 q_m3x3( pose
->root_q
, transform
);
836 v3_copy( pose
->root_co
, transform
[3] );
837 m4x3_invert_affine( transform
, inverse
);
840 m4x3_mulv( inverse
, animator
->foot_anchor
, anchored_pos
);
842 v3_lerp( pose
->keyframes
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
843 1.0f
-animator
->commit_t
,
844 pose
->keyframes
[ av
->id_ik_foot_r
-1 ].co
);
848 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
851 VG_STATIC
void player__walk_post_animate( player_instance
*player
){
855 struct player_walk
*w
= &player
->_walk
;
856 struct player_avatar
*av
= player
->playeravatar
;
858 if( w
->state
.outro_type
){
859 struct skeleton_anim
*anim
=
860 player_walk_outro_anim( player
, w
->state
.outro_type
);
862 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
863 outro_time
= vg
.time
- w
->state
.outro_start_time
,
864 outro_t
= outro_time
/ outro_length
;
866 player
->cam_velocity_influence
= outro_t
;
869 player
->cam_velocity_influence
= 0.0f
;
872 VG_STATIC
void player__walk_im_gui( player_instance
*player
){
873 struct player_walk
*w
= &player
->_walk
;
874 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
877 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
880 player__debugtext( 1, "activity: %s\n",
881 (const char *[]){ "k_walk_activity_air",
882 "k_walk_activity_ground",
883 "k_walk_activity_sleep",
884 "k_walk_activity_lockedmove" }
885 [w
->state
.activity
] );
886 player__debugtext( 1, "surface: %s\n",
887 (const char *[]){ "concrete",
894 if( w
->state
.outro_type
){
895 struct skeleton_anim
*anim
=
896 player_walk_outro_anim( player
, w
->state
.outro_type
);
898 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
899 outro_time
= vg
.time
- w
->state
.outro_start_time
;
900 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
904 VG_STATIC
void player__walk_bind( player_instance
*player
){
905 struct player_walk
*w
= &player
->_walk
;
906 struct player_avatar
*av
= player
->playeravatar
;
907 struct skeleton
*sk
= &av
->sk
;
909 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
910 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
911 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
912 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
913 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
914 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
915 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
918 VG_STATIC
void player__walk_transition( player_instance
*player
){
919 struct player_walk
*w
= &player
->_walk
;
920 w
->state
.activity
= k_walk_activity_air
;
922 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
923 q_mulv( player
->rb
.q
, fwd
, fwd
);
924 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
926 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
927 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
928 q_normalize( player
->rb
.q
);
930 rb_update_transform( &player
->rb
);
933 VG_STATIC
void player__walk_reset( player_instance
*player
, ent_spawn
*rp
){
934 struct player_walk
*w
= &player
->_walk
;
935 w
->state
.activity
= k_walk_activity_air
;
936 w
->state
.outro_type
= k_walk_outro_none
;
937 w
->state
.outro_start_time
= 0.0;
940 #endif /* PLAYER_DEVICE_WALK_H */