move rigidbody to vg
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #pragma once
2
3 #include "vg/vg_rigidbody_collision.h"
4 #include "scene_rigidbody.h"
5
6 #include "player.h"
7 #include "input.h"
8 #include "audio.h"
9
10 static void player_walk_drop_in_vector( v3f vec ){
11 v3f axis, init_dir;
12 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
13 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
14 v3_normalize( init_dir );
15 v3_muls( init_dir, 4.25f, vec );
16 }
17
18 static float player_xyspeed2(void){
19 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
20 }
21
22 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
23 localplayer.subsystem = k_player_subsystem_skate;
24
25 v3f v;
26
27 if( player_xyspeed2() < 0.1f * 0.1f )
28 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
29 else
30 v3_copy( localplayer.rb.v, v );
31
32 player_skate.state.activity_prev = k_skate_activity_ground;
33 player_skate.state.activity = init;
34
35 v3f dir;
36 v3_copy( v, dir );
37 v3_normalize( dir );
38
39 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
40 atan2f(-dir[0],-dir[2]) );
41 q_normalize( localplayer.rb.q );
42
43 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
44 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
45
46 v3_copy( v, player_skate.state.cog_v );
47 v3_copy( v, localplayer.rb.v );
48
49 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
50 player__skate_reset_animator();
51 player__skate_clear_mechanics();
52 rb_update_matrices( &localplayer.rb );
53 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
54
55 if( init == k_skate_activity_air )
56 player__approximate_best_trajectory();
57 }
58
59 static void player_walk_drop_in_to_skate(void){
60 localplayer.immobile = 0;
61 localplayer.subsystem = k_player_subsystem_skate;
62
63 player_skate.state.activity_prev = k_skate_activity_ground;
64 player_skate.state.activity = k_skate_activity_ground;
65
66 player__begin_holdout( (v3f){0,0,0} );
67 player__skate_clear_mechanics();
68 player__skate_reset_animator();
69
70 v3f init_velocity;
71 player_walk_drop_in_vector( init_velocity );
72
73 rb_update_matrices( &localplayer.rb );
74 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
75 player_skate.state.cog );
76 v3_copy( init_velocity, player_skate.state.cog_v );
77 v3_copy( init_velocity, localplayer.rb.v );
78 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
79 v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
80 player_skate.state.trick_euler );
81 }
82
83 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
84 v3f axis;
85 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
86 v3_normalize( axis );
87
88 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
89 q_axis_angle( q, axis, a );
90
91 float l = t * 0.5f,
92 heading_angle = player_walk.state.drop_in_angle;
93
94 v3f overhang;
95 overhang[0] = sinf( heading_angle ) * l;
96 overhang[1] = 0.28f * l;
97 overhang[2] = cosf( heading_angle ) * l;
98
99 q_mulv( q, overhang, overhang );
100 v3_add( player_walk.state.drop_in_target, overhang, co );
101 }
102
103 static int player_walk_scan_for_drop_in(void){
104 world_instance *world = world_current_instance();
105
106 v3f dir, center;
107 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
108 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
109
110 ray_hit samples[20];
111 int sample_count = 0;
112
113 for( int i=0; i<20; i ++ ){
114 float t = (float)i * (1.0f/19.0f),
115 s = sinf( t * VG_PIf * 0.25f ),
116 c = cosf( t * VG_PIf * 0.25f );
117
118 v3f ray_dir, pos;
119 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
120 v3_muladds( ray_dir, dir, -s, ray_dir );
121 v3_muladds( center, ray_dir, -2.0f, pos );
122
123 ray_hit *ray = &samples[ sample_count ];
124 ray->dist = 2.0f;
125
126 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
127 vg_line( pos, ray->pos, VG__RED );
128 vg_line_point( ray->pos, 0.025f, VG__BLACK );
129
130 sample_count ++;
131 }
132 }
133
134 float min_a = 0.70710678118654752f;
135 ray_hit *candidate = NULL;
136
137 if( sample_count >= 2 ){
138 for( int i=0; i<sample_count-1; i++ ){
139 ray_hit *s0 = &samples[i],
140 *s1 = &samples[i+1];
141
142 float a = v3_dot( s0->normal, s1->normal );
143
144 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
145 min_a = a;
146 candidate = s0;
147 }
148 }
149 }
150
151 if( candidate ){
152 v4f pa, pb, pc;
153
154 ray_hit *s0 = candidate,
155 *s1 = candidate+1;
156
157 vg_line( s0->pos, s1->pos, VG__WHITE );
158
159 v3_copy( s0->normal, pa );
160 v3_copy( s1->normal, pb );
161 v3_cross( localplayer.rb.to_world[1], dir, pc );
162 v3_normalize( pc );
163
164 pa[3] = v3_dot( pa, s0->pos );
165 pb[3] = v3_dot( pb, s1->pos );
166 pc[3] = v3_dot( pc, localplayer.rb.co );
167
168 v3f edge;
169 if( plane_intersect3( pa, pb, pc, edge ) ){
170 v3_copy( edge, player_walk.state.drop_in_target );
171 v3_copy( s1->normal, player_walk.state.drop_in_normal );
172 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
173
174 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
175 player_walk.state.drop_in_angle =
176 atan2f( player_walk.state.drop_in_normal[0],
177 player_walk.state.drop_in_normal[2] );
178
179 /* TODO: scan multiple of these? */
180 v3f oco;
181 v4f oq;
182 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
183
184 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
185 vb = {0.0f,0.0f, k_board_length + 0.3f};
186
187 q_mulv( oq, va, va );
188 q_mulv( oq, vb, vb );
189 v3_add( oco, va, va );
190 v3_add( oco, vb, vb );
191
192 v3f v0;
193 v3_sub( vb, va, v0 );
194 v3_normalize( v0 );
195
196 ray_hit ray;
197 ray.dist = k_board_length*2.0f + 0.6f;
198
199 if( ray_world( world, va, v0, &ray, 0 ) ){
200 vg_line( va, vb, VG__RED );
201 vg_line_point( ray.pos, 0.1f, VG__RED );
202 vg_error( "invalidated\n" );
203 return 0;
204 }
205
206 v3_muls( v0, -1.0f, v0 );
207 if( ray_world( world, vb, v0, &ray, 0 ) ){
208 vg_line( va, vb, VG__RED );
209 vg_line_point( ray.pos, 0.1f, VG__RED );
210 vg_error( "invalidated\n" );
211 return 0;
212 }
213
214 player_walk_drop_in_vector( localplayer.rb.v );
215 return 1;
216 }
217 else{
218 vg_error( "failed to find intersection of drop in\n" );
219 }
220 }
221
222 return 0;
223 }
224
225 static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
226 f32 speed ){
227 f32 length = (f32)(anim->length-1) / anim->rate;
228 *t += (vg.time_delta * speed) / length;
229
230 if( *t >= 1.0f ) return 1;
231 else return 0;
232 }
233
234 static void player_walk_pre_sit(void){
235 struct player_walk *w = &player_walk;
236
237 v2f steer;
238 joystick_state( k_srjoystick_steer, steer );
239
240 vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
241
242 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
243 button_down(k_srbind_jump) ){
244 w->state.activity = k_walk_activity_sit_up;
245 }
246 return;
247 }
248
249 static void player_walk_pre_sit_up(void){
250 struct player_walk *w = &player_walk;
251
252 if( w->state.transition_t > 0.0f )
253 vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
254 else
255 w->state.activity = k_walk_activity_ground;
256
257 if( button_down(k_srbind_sit) )
258 w->state.activity = k_walk_activity_sit;
259
260 return;
261 }
262
263 static void player_walk_pre_ground(void){
264 struct player_walk *w = &player_walk;
265
266 if( button_down(k_srbind_sit) ){
267 v3_zero( localplayer.rb.v );
268 w->state.activity = k_walk_activity_sit;
269 w->state.transition_t = 0.0f;
270 return;
271 }
272
273 if( button_down( k_srbind_use ) ){
274 if( player_walk_scan_for_drop_in() ){
275 w->state.activity = k_walk_activity_odrop_in;
276 }
277 else{
278 w->state.activity = k_walk_activity_oregular;
279 }
280
281 w->state.transition_t = 0.0f;
282 }
283
284 if( button_down( k_srbind_jump ) ){
285 w->state.jump_queued = 1;
286 w->state.jump_input_time = vg.time;
287 }
288 }
289
290 static void player_walk_pre_air(void){
291 struct player_walk *w = &player_walk;
292 if( button_down( k_srbind_use ) ){
293 w->state.activity = k_walk_activity_oair;
294 w->state.transition_t = 0.0f;
295 }
296
297 if( button_down( k_srbind_jump ) ){
298 w->state.jump_queued = 1;
299 w->state.jump_input_time = vg.time;
300 }
301 }
302
303 static void player_walk_pre_drop_in(void){
304 struct player_walk *w = &player_walk;
305 bool finished = player__preupdate_anim( w->anim_drop_in,
306 &w->state.transition_t, 1.0f );
307 if( finished )
308 player_walk_drop_in_to_skate();
309 }
310
311 static void player_walk_pre_caveman(void){
312 struct player_walk *w = &player_walk;
313 bool finished = player__preupdate_anim( w->anim_jump_to_air,
314 &w->state.transition_t, 1.0f );
315 if( finished ){
316 player_walk_generic_to_skate( k_skate_activity_air,
317 player_walk.animator.board_yaw );
318 }
319 }
320
321 static void player_walk_pre_running_start(void){
322 struct player_walk *w = &player_walk;
323 bool finished = player__preupdate_anim( w->anim_intro,
324 &w->state.transition_t, 1.0f );
325 if( finished ){
326 /* TODO: get the derivative of the last keyframes to calculate new
327 * velocity for player */
328 player_walk_generic_to_skate( k_skate_activity_ground,
329 player_walk.animator.board_yaw+1.0f );
330 }
331 }
332
333 static void player_walk_pre_popoff(void){
334 struct player_walk *w = &player_walk;
335 bool finished = player__preupdate_anim( w->anim_popoff,
336 &w->state.transition_t, 1.0f );
337
338 if( finished ){
339 w->state.activity = k_walk_activity_ground;
340 w->animator.board_yaw += 1.0f;
341 }
342 }
343
344 static void player__walk_pre_update(void){
345 struct player_walk *w = &player_walk;
346
347 if( localplayer.immobile ) return;
348 else player_look( localplayer.angles, skaterift.time_rate );
349
350 enum walk_activity a = w->state.activity;
351
352 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
353 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
354 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
355 else if( a == k_walk_activity_air ) player_walk_pre_air();
356 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
357 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
358 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
359 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
360 }
361
362 static int player_walk_normal_standable( v3f n ){
363 return n[1] > 0.70710678118f;
364 }
365
366 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
367 float currentspeed = v3_dot( v, movedir ),
368 addspeed = speed - currentspeed;
369
370 if( addspeed <= 0 )
371 return;
372
373 float accelspeed = accel * k_rb_delta * speed;
374
375 if( accelspeed > addspeed )
376 accelspeed = addspeed;
377
378 v3_muladds( v, movedir, accelspeed, v );
379 }
380
381 static void player_friction( v3f v, f32 friction ){
382 float speed = v3_length( v ),
383 drop = 0.0f,
384 control = vg_maxf( speed, k_stopspeed );
385
386 if( speed < 0.04f )
387 return;
388
389 drop += control * friction * k_rb_delta;
390
391 float newspeed = vg_maxf( 0.0f, speed - drop );
392 newspeed /= speed;
393
394 v3_muls( v, newspeed, v );
395 }
396
397 static void player_walk_custom_filter( world_instance *world,
398 rb_ct *man, int len, f32 w ){
399 for( int i=0; i<len; i++ ){
400 rb_ct *ci = &man[i];
401 if( ci->type == k_contact_type_disabled ||
402 ci->type == k_contact_type_edge )
403 continue;
404
405
406 float d1 = v3_dot( ci->co, ci->n );
407
408 for( int j=0; j<len; j++ ){
409 if( j == i )
410 continue;
411
412 rb_ct *cj = &man[j];
413 if( cj->type == k_contact_type_disabled )
414 continue;
415
416 struct world_surface *si = world_contact_surface( world, ci ),
417 *sj = world_contact_surface( world, cj );
418
419 if( (sj->info.flags & k_material_flag_walking) &&
420 !(si->info.flags & k_material_flag_walking)){
421 continue;
422 }
423
424 float d2 = v3_dot( cj->co, ci->n ),
425 d = d2-d1;
426
427 if( fabsf( d ) <= w ){
428 cj->type = k_contact_type_disabled;
429 }
430 }
431 }
432 }
433
434 static void player_walk_update_generic(void){
435 struct player_walk *w = &player_walk;
436
437 if( (w->state.activity != k_walk_activity_oregular) &&
438 (w->state.activity != k_walk_activity_oair) ){
439 joystick_state( k_srjoystick_steer, w->state.steer );
440 w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
441 if( v2_length2(w->state.steer)>1.0f )
442 v2_normalize(w->state.steer);
443 }
444
445 v3_copy( localplayer.rb.co, w->state.prev_pos );
446 v3_zero( localplayer.rb.w );
447
448 world_instance *world = world_current_instance();
449
450 if( world->water.enabled ){
451 if( localplayer.rb.co[1]+0.4f < world->water.height ){
452 player__networked_sfx( k_player_subsystem_walk, 32,
453 k_player_walk_soundeffect_splash,
454 localplayer.rb.co, 1.0f );
455 player__dead_transition( k_player_die_type_generic );
456 return;
457 }
458 }
459
460 enum walk_activity prev_state = w->state.activity;
461
462 w->collider.h = 2.0f;
463 w->collider.r = 0.3f;
464
465 m4x3f mtx;
466 m3x3_copy( localplayer.rb.to_world, mtx );
467 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
468
469 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
470
471 rb_ct manifold[64];
472 int len;
473
474 float yaw = localplayer.angles[0];
475
476 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
477 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
478
479 /*
480 * Collision detection
481 */
482
483 len = rb_capsule__scene( mtx, &w->collider, NULL,
484 world->geo_bh, manifold, 0 );
485 player_walk_custom_filter( world, manifold, len, 0.01f );
486 len = rb_manifold_apply_filtered( manifold, len );
487
488 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
489
490 w->state.activity = k_walk_activity_air;
491 w->surface = k_surface_prop_concrete;
492
493 for( int i=0; i<len; i++ ){
494 rb_ct *ct = &manifold[i];
495 rb_debug_contact( ct );
496
497 if( player_walk_normal_standable( ct->n ) ){
498 w->state.activity = k_walk_activity_ground;
499
500 v3_add( surface_avg, ct->n, surface_avg );
501
502 struct world_surface *surf = world_contact_surface( world, ct );
503 if( surf->info.surface_prop > w->surface )
504 w->surface = surf->info.surface_prop;
505 }
506
507 rb_prepare_contact( ct, k_rb_delta );
508 }
509
510 /*
511 * Move & Friction
512 */
513 float accel_speed = 0.0f, nominal_speed = 0.0f;
514 v3f movedir;
515
516 v3_muls( right_dir, w->state.steer[0], movedir );
517 v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
518
519 if( w->state.activity == k_walk_activity_ground ){
520 v3_normalize( surface_avg );
521
522 v3f tx, ty;
523 v3_tangent_basis( surface_avg, tx, ty );
524
525 if( v2_length2(w->state.steer) > 0.001f ){
526 /* clip movement to the surface */
527 float d = v3_dot(surface_avg,movedir);
528 v3_muladds( movedir, surface_avg, -d, movedir );
529 }
530
531 accel_speed = k_walk_accel;
532 nominal_speed = w->state.steer[2];
533
534 /* jump */
535 if( w->state.jump_queued ){
536 w->state.jump_queued = 0;
537
538 f32 t = vg.time - w->state.jump_input_time;
539 if( t < PLAYER_JUMP_EPSILON ){
540 localplayer.rb.v[1] = 5.0f;
541 w->state.activity = k_walk_activity_air;
542 prev_state = k_walk_activity_air;
543 accel_speed = k_walk_air_accel;
544 nominal_speed = k_airspeed;
545 }
546 }
547 else{
548 player_friction( localplayer.rb.v, k_walk_friction );
549 }
550 }
551 else{
552 accel_speed = k_walk_air_accel;
553 nominal_speed = k_airspeed;
554 }
555
556 if( v2_length2( w->state.steer ) > 0.001f ){
557 player_accelerate( localplayer.rb.v, movedir,
558 nominal_speed, accel_speed );
559 v3_normalize( movedir );
560 }
561
562 /*
563 * Resolve velocity constraints
564 */
565 for( int j=0; j<5; j++ ){
566 for( int i=0; i<len; i++ ){
567 rb_ct *ct = &manifold[i];
568
569 /*normal */
570 float vn = -v3_dot( localplayer.rb.v, ct->n );
571
572 float temp = ct->norm_impulse;
573 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
574 vn = ct->norm_impulse - temp;
575
576 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
577 }
578 }
579
580 /* stepping */
581 if( w->state.activity == k_walk_activity_ground||
582 prev_state == k_walk_activity_ground ){
583 float max_dist = 0.4f;
584
585 v3f pa, pb;
586 v3_copy( localplayer.rb.co, pa );
587 pa[1] += w->collider.r + max_dist;
588 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
589 vg_line( pa, pb, 0xff000000 );
590
591 v3f n;
592 float t;
593 if( spherecast_world( world, pa, pb,
594 w->collider.r, &t, n, 0 ) != -1 ){
595 if( player_walk_normal_standable(n) ){
596 v3_lerp( pa, pb, t, localplayer.rb.co );
597 localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
598 w->state.activity = k_walk_activity_ground;
599
600 float d = -v3_dot(n,localplayer.rb.v);
601 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
602 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
603 }
604 }
605 }
606
607 /*
608 * Depenetrate
609 */
610 v3f dt;
611 rb_depenetrate( manifold, len, dt );
612 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
613
614 /* integrate */
615 if( w->state.activity == k_walk_activity_air ){
616 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
617 }
618
619 if( localplayer.immobile ){
620 localplayer.rb.v[0] = 0.0f;
621 localplayer.rb.v[2] = 0.0f;
622 }
623
624 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
625 localplayer.rb.co );
626 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
627 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
628
629 /*
630 * CCD routine
631 * ---------------------------------------------------
632 *
633 */
634 v3f lwr_prev,
635 lwr_now,
636 lwr_offs = { 0.0f, w->collider.r, 0.0f };
637
638 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
639 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
640
641 v3f movedelta;
642 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
643
644 float movedist = v3_length( movedelta );
645
646 if( movedist > 0.3f ){
647 float t, sr = w->collider.r-0.04f;
648 v3f n;
649
650 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
651 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
652 localplayer.rb.co[1] -= w->collider.r;
653 rb_update_matrices( &localplayer.rb );
654 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
655 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
656 }
657 }
658
659 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
660 if( id ){
661 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
662 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
663 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
664
665 v4f transport_rotation;
666 m3x3_q( gate->transport, transport_rotation );
667 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
668 q_normalize( localplayer.rb.q );
669 rb_update_matrices( &localplayer.rb );
670 player__pass_gate( id );
671 }
672 rb_update_matrices( &localplayer.rb );
673
674 if( (prev_state == k_walk_activity_oregular) ||
675 (prev_state == k_walk_activity_oair) ||
676 (prev_state == k_walk_activity_ipopoff) ){
677 w->state.activity = prev_state;
678 }
679
680 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
681 localplayer.rb.v[2] } ),
682 k_runspeed );
683 }
684
685 static void player__walk_post_update(void){
686 struct player_walk *w = &player_walk;
687
688 m4x3f mtx;
689 m3x3_copy( localplayer.rb.to_world, mtx );
690 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
691
692 float substep = vg.time_fixed_extrapolate;
693 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
694 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
695
696 /* Calculate header */
697 v3f v;
698 if( (player_xyspeed2() > 0.1f*0.1f) ){
699 f32 r = 0.3f;
700 if( (w->state.activity == k_walk_activity_ground) ||
701 (w->state.activity == k_walk_activity_ipopoff) ||
702 (w->state.activity == k_walk_activity_oregular) ){
703 r = 0.07f;
704 }
705
706 f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
707 v4f qt;
708 q_axis_angle( qt, (v3f){0,1,0}, ta );
709 q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
710 }
711
712 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
713 v3f p1;
714 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
715 vg_line( w->state.drop_in_target, p1, VG__GREEN );
716 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
717 vg_line( w->state.drop_in_target, p1, VG__GREEN );
718
719 float a = player_get_heading_yaw();
720 p1[0] = sinf( a );
721 p1[1] = 0.0f;
722 p1[2] = cosf( a );
723
724 v3_add( localplayer.rb.co, p1, p1 );
725 vg_line( localplayer.rb.co, p1, VG__PINK );
726
727 int walk_phase = 0;
728 if( vg_fractf(w->state.walk_timer) > 0.5f )
729 walk_phase = 1;
730 else
731 walk_phase = 0;
732
733 if( (w->state.step_phase != walk_phase) &&
734 (w->state.activity == k_walk_activity_ground ) )
735 {
736 audio_lock();
737 if( w->surface == k_surface_prop_concrete ){
738 audio_oneshot_3d(
739 &audio_footsteps[vg_randu32(&vg.rand) %
740 vg_list_size(audio_footsteps)],
741 localplayer.rb.co, 40.0f, 1.0f
742 );
743 }
744 else if( w->surface == k_surface_prop_grass ){
745 audio_oneshot_3d(
746 &audio_footsteps_grass[ vg_randu32(&vg.rand) %
747 vg_list_size(audio_footsteps_grass)],
748 localplayer.rb.co, 40.0f, 1.0f
749 );
750 }
751 else if( w->surface == k_surface_prop_wood ){
752 audio_oneshot_3d(
753 &audio_footsteps_wood[ vg_randu32(&vg.rand) %
754 vg_list_size(audio_footsteps_wood)],
755 localplayer.rb.co, 40.0f, 1.0f
756 );
757 }
758 audio_unlock();
759 }
760
761 w->state.step_phase = walk_phase;
762 }
763
764 static void player__walk_update(void){
765 struct player_walk *w = &player_walk;
766
767 if( (w->state.activity == k_walk_activity_air) ||
768 (w->state.activity == k_walk_activity_ground) ||
769 (w->state.activity == k_walk_activity_oair) ||
770 (w->state.activity == k_walk_activity_oregular) ||
771 (w->state.activity == k_walk_activity_ipopoff) ){
772 player_walk_update_generic();
773 }
774 }
775
776 static void player_walk_animate_drop_in(void){
777 struct player_walk *w = &player_walk;
778 struct player_walk_animator *animator = &w->animator;
779 struct skeleton_anim *anim = w->anim_drop_in;
780
781 f32 length = (f32)(anim->length-1) / anim->rate,
782 time = w->state.transition_t;
783
784 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
785 w->state.drop_in_angle, animator->transition_t );
786 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
787 animator->transition_t, localplayer.rb.co );
788
789 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
790
791 /* the drop in bit */
792 v3f final_co;
793 v4f final_q;
794 player_walk_drop_in_overhang_transform( animator->transition_t,
795 final_co, final_q );
796
797 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
798 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
799 localplayer.rb.co );
800
801 rb_update_matrices( &localplayer.rb );
802
803 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
804 -0.1f*animator->transition_t, localplayer.rb.co );
805
806 v3_copy( localplayer.rb.co, animator->root_co );
807 v4_copy( localplayer.rb.q, animator->root_q );
808
809 /* for the camera purposes only */
810 v3f init_velocity;
811 player_walk_drop_in_vector( init_velocity );
812 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
813 v3_copy( localplayer.rb.v,
814 localplayer.cam_control.cam_velocity_smooth );
815 }
816
817 static void player_walk_animate_generic(void){
818 struct player_walk *w = &player_walk;
819 struct player_walk_animator *animator = &w->animator;
820
821 v4f _null;
822 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
823
824 f32 walk_yaw = player_get_heading_yaw(),
825 head_yaw = localplayer.angles[0] + VG_PIf,
826 y = vg_angle_diff( head_yaw, -walk_yaw ),
827 p = vg_clampf( localplayer.angles[1],
828 -k_sit_pitch_limit, k_sit_pitch_limit );
829
830 if( fabsf(y) > k_sit_yaw_limit ){
831 y = 0.0f;
832 p = 0.0f;
833 }
834
835 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
836 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
837 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
838
839 v4f qrev;
840 q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
841 q_mul( localplayer.rb.q, qrev, animator->root_q );
842 }
843
844 static void player__walk_animate(void){
845 struct player_walk *w = &player_walk;
846 player_pose *pose = &localplayer.pose;
847 struct player_walk_animator *animator = &w->animator;
848
849 animator->activity = w->state.activity;
850 animator->transition_t = w->state.transition_t;
851
852 {
853 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
854 rate;
855
856 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
857 else rate = 9.0f;
858
859 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
860 animator->run = vg_lerpf( animator->run, w->move_speed,
861 8.0f*vg.time_delta);
862 }
863
864 if( animator->run > 0.025f ){
865 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
866 run_norm = 30.0f/(float)w->anim_run->length,
867 l;
868
869 if( animator->run <= k_walkspeed )
870 l = (animator->run / k_walkspeed) * walk_norm;
871 else {
872 l = vg_lerpf( walk_norm, run_norm,
873 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
874 }
875 w->state.walk_timer += l * vg.time_delta;
876 }
877 else
878 w->state.walk_timer = 0.0f;
879
880 animator->walk_timer = w->state.walk_timer;
881
882 player_walk_animate_generic();
883 if( w->state.activity == k_walk_activity_odrop_in ){
884 player_walk_animate_drop_in();
885 }
886
887 if( (w->state.activity == k_walk_activity_odrop_in) ||
888 (w->state.activity == k_walk_activity_oregular) ||
889 (w->state.activity == k_walk_activity_oair) ){
890 localplayer.cam_velocity_influence = w->animator.transition_t;
891 }
892 else if( w->state.activity == k_walk_activity_ipopoff ){
893 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
894 }
895 else
896 localplayer.cam_velocity_influence = 0.0f;
897 }
898
899 static void player_walk_pose_sit( struct player_walk_animator *animator,
900 player_pose *pose ){
901 mdl_keyframe bpose[32];
902
903 struct player_walk *w = &player_walk;
904 struct skeleton *sk = &localplayer.skeleton;
905
906 f32 t = animator->transition_t,
907 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
908 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
909
910 v4f qy,qp;
911 f32 *qh = bpose[localplayer.id_head-1].q;
912 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
913 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
914 q_mul( qy, qh, qh );
915 q_mul( qh, qp, qh );
916 q_normalize( qh );
917
918 qh = bpose[localplayer.id_chest-1].q;
919 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
920 q_mul( qy, qh, qh );
921 q_normalize( qh );
922
923 skeleton_lerp_pose( sk, pose->keyframes, bpose,
924 vg_minf(1.0f,t*10.0f), pose->keyframes );
925 }
926
927 enum walk_transition_type {
928 k_walk_transition_in,
929 k_walk_transition_out,
930 k_walk_transition_outin,
931 };
932
933 static void player_walk_pose_transition(
934 struct player_walk_animator *animator, struct skeleton_anim *anim,
935 enum walk_transition_type type,
936 mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
937
938 mdl_keyframe bpose[32];
939
940 struct player_walk *w = &player_walk;
941 struct skeleton *sk = &localplayer.skeleton;
942
943 f32 length = (f32)(anim->length-1) / anim->rate,
944 t = animator->transition_t * length,
945 blend = 1.0f;
946
947 if( type == k_walk_transition_in || type == k_walk_transition_outin )
948 blend = vg_minf( blend, length-t );
949
950 if( type == k_walk_transition_out || type == k_walk_transition_outin )
951 blend = vg_minf( blend, t );
952
953 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
954
955 skeleton_sample_anim_clamped( sk, anim, t, bpose );
956
957 mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
958 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
959
960 v4f qyaw;
961 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
962 q_mul( kf_board->q, qyaw, kf_board->q );
963 q_normalize( kf_board->q );
964
965 if( mask ){
966 for( i32 i=0; i<sk->bone_count-1; i ++ )
967 keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
968 }
969 else
970 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
971 }
972
973 static void player__walk_pose( void *_animator, player_pose *pose ){
974 struct player_walk *w = &player_walk;
975 struct player_walk_animator *animator = _animator;
976 struct skeleton *sk = &localplayer.skeleton;
977
978 v3_copy( animator->root_co, pose->root_co );
979 v4_copy( animator->root_q, pose->root_q );
980 pose->board.lean = 0.0f;
981 pose->type = k_player_pose_type_ik;
982
983 float walk_norm = (float)w->anim_walk->length/30.0f,
984 run_norm = (float)w->anim_run->length/30.0f,
985 t = animator->walk_timer;
986
987 /* walk/run */
988 mdl_keyframe apose[32], bpose[32];
989 if( animator->run <= k_walkspeed ){
990 /* walk / idle */
991 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
992 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
993 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
994 skeleton_lerp_pose( sk, apose, bpose, l, apose );
995 }
996 else {
997 /* walk / run */
998 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
999 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
1000 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
1001 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1002 }
1003
1004 /* air */
1005 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
1006 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
1007
1008 mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
1009 f32 yaw = animator->board_yaw;
1010
1011 if( animator->activity == k_walk_activity_ipopoff )
1012 if( animator->transition_t > 0.5f )
1013 yaw += 1.0f;
1014
1015 v4f qyaw;
1016 q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
1017 q_mul( kf_board->q, qyaw, kf_board->q );
1018 q_normalize( kf_board->q );
1019
1020 /* sit */
1021 if( (animator->activity == k_walk_activity_sit) ||
1022 (animator->activity == k_walk_activity_sit_up) ){
1023 player_walk_pose_sit( animator, pose );
1024 }
1025 else if( animator->activity == k_walk_activity_odrop_in ){
1026 player_walk_pose_transition(
1027 animator, w->anim_drop_in, k_walk_transition_out, apose,
1028 NULL, pose );
1029 }
1030 else if( animator->activity == k_walk_activity_oair ){
1031 player_walk_pose_transition(
1032 animator, w->anim_jump_to_air, k_walk_transition_out, apose,
1033 NULL, pose );
1034 }
1035 else if( animator->activity == k_walk_activity_oregular ){
1036 player_walk_pose_transition(
1037 animator, w->anim_intro, k_walk_transition_out, apose,
1038 NULL, pose );
1039 }
1040 else if( animator->activity == k_walk_activity_ipopoff ){
1041 if( animator->run > 0.2f ){
1042 f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
1043 mask[ 32 ];
1044
1045 for( u32 i=0; i<32; i ++ )
1046 mask[i] = 1.0f;
1047
1048 mask[ localplayer.id_ik_foot_l-1 ] = t;
1049 mask[ localplayer.id_ik_foot_r-1 ] = t;
1050 mask[ localplayer.id_ik_knee_l-1 ] = t;
1051 mask[ localplayer.id_ik_knee_r-1 ] = t;
1052 mask[ localplayer.id_hip-1 ] = t;
1053 player_walk_pose_transition(
1054 animator, w->anim_popoff, k_walk_transition_in, apose,
1055 mask, pose );
1056 }
1057 else{
1058 player_walk_pose_transition(
1059 animator, w->anim_popoff, k_walk_transition_in, apose,
1060 NULL, pose );
1061 }
1062 }
1063 else {
1064 skeleton_copy_pose( sk, apose, pose->keyframes );
1065 }
1066 }
1067
1068 static void player__walk_post_animate(void){
1069 /*
1070 * Camera
1071 */
1072 struct player_walk *w = &player_walk;
1073
1074 }
1075
1076 static void player__walk_im_gui(void){
1077 struct player_walk *w = &player_walk;
1078 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1079 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1080 v3_length(localplayer.rb.v) );
1081 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1082 localplayer.rb.co[1],
1083 localplayer.rb.co[2] );
1084 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1085 player__debugtext( 1, "activity: %s\n",
1086 (const char *[]){ "air",
1087 "ground",
1088 "sit",
1089 "sit_up",
1090 "inone",
1091 "ipopoff",
1092 "oair",
1093 "odrop_in",
1094 "oregular" }
1095 [w->state.activity] );
1096 player__debugtext( 1, "surface: %s\n",
1097 (const char *[]){ "concrete",
1098 "wood",
1099 "grass",
1100 "tiles",
1101 "metal",
1102 "snow",
1103 "sand" }
1104 [w->surface] );
1105 }
1106
1107 static void player__walk_bind(void){
1108 struct player_walk *w = &player_walk;
1109 struct skeleton *sk = &localplayer.skeleton;
1110
1111 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1112 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1113 w->anim_run = skeleton_get_anim( sk, "run+y" );
1114 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1115 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1116 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1117 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1118 w->anim_sit = skeleton_get_anim( sk, "sit" );
1119 w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
1120 }
1121
1122 static void player__walk_transition( bool grounded, f32 board_yaw ){
1123 struct player_walk *w = &player_walk;
1124 w->state.activity = k_walk_activity_air;
1125
1126 if( grounded ){
1127 w->state.activity = k_walk_activity_ipopoff;
1128 }
1129
1130 w->state.transition_t = 0.0f;
1131 w->state.jump_queued = 0;
1132 w->state.jump_input_time = 0.0;
1133 w->state.walk_timer = 0.0f;
1134 w->state.step_phase = 0;
1135 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1136 rb_update_matrices( &localplayer.rb );
1137 }
1138
1139 static void player__walk_reset(void){
1140 struct player_walk *w = &player_walk;
1141 w->state.activity = k_walk_activity_air;
1142 w->state.transition_t = 0.0f;
1143
1144 v3f fwd = { 0.0f, 0.0f, 1.0f };
1145 q_mulv( localplayer.rb.q, fwd, fwd );
1146 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1147 atan2f(fwd[0], fwd[2]) );
1148
1149 rb_update_matrices( &localplayer.rb );
1150 }
1151
1152 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1153 struct player_walk_animator *animator = data;
1154
1155 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1156 bitpack_qquat( ctx, animator->root_q );
1157 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1158 bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
1159 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1160
1161 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1162 bitpack_bytes( ctx, 8, &animator->activity );
1163 }
1164
1165 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1166
1167 if( (animator->activity == k_walk_activity_sit) ||
1168 (animator->activity == k_walk_activity_sit_up) ){
1169 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1170 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1171 &animator->pitch );
1172 }
1173
1174 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1175 }
1176
1177 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1178 audio_lock();
1179
1180 if( id == k_player_walk_soundeffect_splash ){
1181 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1182 }
1183
1184 audio_unlock();
1185 }