8 static void player_walk_drop_in_vector( v3f vec
){
10 v3_cross( localplayer
.basis
[1], player_walk
.state
.drop_in_normal
, axis
);
11 v3_cross( axis
, player_walk
.state
.drop_in_normal
, init_dir
);
12 v3_normalize( init_dir
);
13 v3_muls( init_dir
, 7.0f
, vec
);
16 static float player_xyspeed2(void){
18 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1],
19 -v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
), xy
);
21 return v3_length2(xy
);
24 static void player_walk_generic_to_skate( enum skate_activity init
, f32 yaw
){
25 localplayer
.subsystem
= k_player_subsystem_skate
;
29 if( player_xyspeed2() < 0.1f
* 0.1f
)
30 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
32 v3_copy( localplayer
.rb
.v
, v
);
34 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
35 player_skate
.state
.activity
= init
;
40 m3x3_mulv( localplayer
.invbasis
, dir
, dir
);
42 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
43 atan2f(-dir
[0],-dir
[2]) );
44 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
45 q_normalize( localplayer
.rb
.q
);
47 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
48 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
, player_skate
.state
.cog
);
50 v3_copy( v
, player_skate
.state
.cog_v
);
51 v3_copy( v
, localplayer
.rb
.v
);
53 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
54 player__skate_reset_animator();
55 player__skate_clear_mechanics();
56 rb_update_transform( &localplayer
.rb
);
57 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
59 if( init
== k_skate_activity_air
)
60 player__approximate_best_trajectory();
63 static void player_walk_drop_in_to_skate(void){
64 localplayer
.immobile
= 0;
65 localplayer
.subsystem
= k_player_subsystem_skate
;
67 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
68 player_skate
.state
.activity
= k_skate_activity_ground
;
70 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
71 player__skate_clear_mechanics();
72 player__skate_reset_animator();
75 player_walk_drop_in_vector( init_velocity
);
77 rb_update_transform( &localplayer
.rb
);
78 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
,
79 player_skate
.state
.cog
);
80 v3_copy( init_velocity
, player_skate
.state
.cog_v
);
81 v3_copy( init_velocity
, localplayer
.rb
.v
);
82 v3_copy( init_velocity
, localplayer
.cam_control
.cam_velocity_smooth
);
83 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
86 static void player_walk_drop_in_overhang_transform( f32 t
, v3f co
, v4f q
){
88 v3_cross( localplayer
.basis
[1], player_walk
.state
.drop_in_normal
, axis
);
91 float a
= acosf( player_walk
.state
.drop_in_normal
[1] ) * t
;
92 q_axis_angle( q
, axis
, a
);
95 heading_angle
= player_walk
.state
.drop_in_angle
;
98 overhang
[0] = sinf( heading_angle
) * l
;
99 overhang
[1] = 0.28f
* l
;
100 overhang
[2] = cosf( heading_angle
) * l
;
102 q_mulv( q
, overhang
, overhang
);
103 v3_add( player_walk
.state
.drop_in_target
, overhang
, co
);
106 static int player_walk_scan_for_drop_in(void){
107 world_instance
*world
= world_current_instance();
110 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
111 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -1.0f
, center
);
114 int sample_count
= 0;
116 for( int i
=0; i
<20; i
++ ){
117 float t
= (float)i
* (1.0f
/19.0f
),
118 s
= sinf( t
* VG_PIf
* 0.25f
),
119 c
= cosf( t
* VG_PIf
* 0.25f
);
122 v3_muls ( localplayer
.rb
.to_world
[1], -c
, ray_dir
);
123 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
124 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
126 ray_hit
*ray
= &samples
[ sample_count
];
129 if( ray_world( world
, pos
, ray_dir
, ray
, 0 ) ){
130 vg_line( pos
, ray
->pos
, VG__RED
);
131 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
137 float min_a
= 0.70710678118654752f
;
138 ray_hit
*candidate
= NULL
;
140 if( sample_count
>= 2 ){
141 for( int i
=0; i
<sample_count
-1; i
++ ){
142 ray_hit
*s0
= &samples
[i
],
145 float a
= v3_dot( s0
->normal
, s1
->normal
);
147 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) ){
157 ray_hit
*s0
= candidate
,
160 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
162 v3_copy( s0
->normal
, pa
);
163 v3_copy( s1
->normal
, pb
);
164 v3_cross( localplayer
.rb
.to_world
[1], dir
, pc
);
167 pa
[3] = v3_dot( pa
, s0
->pos
);
168 pb
[3] = v3_dot( pb
, s1
->pos
);
169 pc
[3] = v3_dot( pc
, localplayer
.rb
.co
);
172 if( plane_intersect3( pa
, pb
, pc
, edge
) ){
173 v3_copy( edge
, player_walk
.state
.drop_in_target
);
174 v3_copy( s1
->normal
, player_walk
.state
.drop_in_normal
);
175 v3_copy( localplayer
.rb
.co
, player_walk
.state
.drop_in_start
);
177 player_walk
.state
.drop_in_start_angle
= player_get_heading_yaw();
178 player_walk
.state
.drop_in_angle
=
179 atan2f( player_walk
.state
.drop_in_normal
[0],
180 player_walk
.state
.drop_in_normal
[2] );
182 /* TODO: scan multiple of these? */
185 player_walk_drop_in_overhang_transform( 1.0f
, oco
, oq
);
187 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
188 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
190 q_mulv( oq
, va
, va
);
191 q_mulv( oq
, vb
, vb
);
192 v3_add( oco
, va
, va
);
193 v3_add( oco
, vb
, vb
);
196 v3_sub( vb
, va
, v0
);
200 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
202 if( ray_world( world
, va
, v0
, &ray
, 0 ) ){
203 vg_line( va
, vb
, VG__RED
);
204 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
205 vg_error( "invalidated\n" );
209 v3_muls( v0
, -1.0f
, v0
);
210 if( ray_world( world
, vb
, v0
, &ray
, 0 ) ){
211 vg_line( va
, vb
, VG__RED
);
212 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
213 vg_error( "invalidated\n" );
217 player_walk_drop_in_vector( localplayer
.rb
.v
);
221 vg_error( "failed to find intersection of drop in\n" );
228 static struct skeleton_anim
*player_walk_outro_anim( enum walk_outro type
){
229 struct player_walk
*w
= &player_walk
;
231 return (struct skeleton_anim
*[]){
232 [k_walk_outro_none
] = NULL
,
233 [k_walk_outro_jump_to_air
] = w
->anim_jump_to_air
,
234 [k_walk_outro_regular
] = w
->anim_intro
,
235 [k_walk_outro_drop_in
] = w
->anim_drop_in
240 static void player__walk_pre_update(void){
241 struct player_walk
*w
= &player_walk
;
243 if( !localplayer
.immobile
)
244 player_look( localplayer
.angles
, skaterift
.time_rate
);
246 if( w
->state
.outro_type
){
247 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
249 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
250 outro_time
= vg
.time
- w
->state
.outro_start_time
;
252 if( outro_time
>= outro_length
){
253 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
254 player_walk_drop_in_to_skate();
256 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
257 player_walk_generic_to_skate( k_skate_activity_air
, 0.0f
);
260 player_walk_generic_to_skate( k_skate_activity_ground
, 1.0f
);
263 w
->state
.outro_type
= k_walk_outro_none
;
267 else if( button_down( k_srbind_use
) && !localplayer
.immobile
){
268 if( v3_dist2( localplayer
.rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
269 localplayer
.subsystem
= k_player_subsystem_drive
;
272 struct player_board
*board
=
273 addon_cache_item_if_loaded( k_addon_type_board
,
274 localplayer
.board_view_slot
);
278 if( w
->state
.activity
== k_walk_activity_ground
){
279 if( player_walk_scan_for_drop_in() ){
280 w
->state
.outro_type
= k_walk_outro_drop_in
;
281 w
->state
.outro_start_time
= vg
.time
;
282 localplayer
.immobile
= 1;
284 struct player_avatar
*av
= localplayer
.playeravatar
;
285 m4x3_mulv( localplayer
.final_mtx
[ av
->id_ik_foot_r
],
286 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
287 w
->state
.drop_in_foot_anchor
);
290 w
->state
.outro_type
= k_walk_outro_regular
;
291 w
->state
.outro_start_time
= vg
.time
;
292 w
->state
.activity
= k_walk_activity_lockedmove
;
294 if( player_xyspeed2() < 0.1f
* 0.1f
){
295 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
},
301 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
302 w
->state
.outro_start_time
= vg
.time
;
307 else if( button_down( k_srbind_jump
) && !localplayer
.immobile
){
308 w
->state
.jump_queued
= 1;
309 w
->state
.jump_input_time
= vg
.time
;
313 static int player_walk_normal_standable( v3f n
){
314 return v3_dot( n
, localplayer
.basis
[1] ) > 0.70710678118f
;
317 static void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
318 float currentspeed
= v3_dot( v
, movedir
),
319 addspeed
= speed
- currentspeed
;
324 float accelspeed
= accel
* k_rb_delta
* speed
;
326 if( accelspeed
> addspeed
)
327 accelspeed
= addspeed
;
329 v3_muladds( v
, movedir
, accelspeed
, v
);
332 static void player_friction( v3f v
){
333 float speed
= v3_length( v
),
335 control
= vg_maxf( speed
, k_stopspeed
);
340 drop
+= control
* k_walk_friction
* k_rb_delta
;
342 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
345 v3_muls( v
, newspeed
, v
);
348 static void player_walk_custom_filter( world_instance
*world
,
349 rb_ct
*man
, int len
, f32 w
){
350 for( int i
=0; i
<len
; i
++ ){
352 if( ci
->type
== k_contact_type_disabled
||
353 ci
->type
== k_contact_type_edge
)
357 float d1
= v3_dot( ci
->co
, ci
->n
);
359 for( int j
=0; j
<len
; j
++ ){
364 if( cj
->type
== k_contact_type_disabled
)
367 struct world_surface
*si
= world_contact_surface( world
, ci
),
368 *sj
= world_contact_surface( world
, cj
);
370 if( (sj
->info
.flags
& k_material_flag_walking
) &&
371 !(si
->info
.flags
& k_material_flag_walking
)){
375 float d2
= v3_dot( cj
->co
, ci
->n
),
378 if( fabsf( d
) <= w
){
379 cj
->type
= k_contact_type_disabled
;
385 static void player__walk_update(void){
386 struct player_walk
*w
= &player_walk
;
389 joystick_state( k_srjoystick_steer
, steer
);
391 if( w
->state
.activity
== k_walk_activity_sit
){
392 if( w
->state
.sit_t
< 1.0f
)
393 w
->state
.sit_t
+= vg
.time_delta
;
395 w
->state
.sit_t
= 1.0f
;
397 if( button_down(k_srbind_sit
) || (v2_length2(steer
)>0.2f
) ||
398 button_down(k_srbind_jump
) ){
399 w
->state
.activity
= k_walk_activity_sit_up
;
404 else if( w
->state
.activity
== k_walk_activity_sit_up
){
405 if( w
->state
.sit_t
> 0.0f
){
406 w
->state
.sit_t
-= vg
.time_delta
;
411 w
->state
.sit_t
= 0.0f
;
413 v3_copy( localplayer
.rb
.co
, w
->state
.prev_pos
);
414 v3_zero( localplayer
.rb
.w
);
416 world_instance
*world
= world_current_instance();
418 if( world
->water
.enabled
){
419 if( localplayer
.rb
.co
[1]+0.4f
< world
->water
.height
){
420 audio_oneshot_3d( &audio_splash
, localplayer
.rb
.co
, 40.0f
, 1.0f
);
421 player__dead_transition();
426 enum walk_activity prev_state
= w
->state
.activity
;
428 w
->collider
.height
= 2.0f
;
429 w
->collider
.radius
= 0.3f
;
432 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
433 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
435 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
440 float yaw
= localplayer
.angles
[0];
442 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
443 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
445 m3x3_mulv( localplayer
.basis
, forward_dir
, forward_dir
);
446 m3x3_mulv( localplayer
.basis
, right_dir
, right_dir
);
449 w
->move_speed
= localplayer
.immobile
? 0.0f
: v2_length( steer
);
452 * Collision detection
455 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
456 &world
->rb_geo
.inf
.scene
, manifold
, 0 );
457 player_walk_custom_filter( world
, manifold
, len
, 0.01f
);
458 len
= rb_manifold_apply_filtered( manifold
, len
);
460 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
462 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
463 w
->state
.activity
= k_walk_activity_air
;
465 w
->surface
= k_surface_prop_concrete
;
467 for( int i
=0; i
<len
; i
++ ){
468 struct contact
*ct
= &manifold
[i
];
469 rb_debug_contact( ct
);
471 if( player_walk_normal_standable( ct
->n
) ){
472 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
473 w
->state
.activity
= k_walk_activity_ground
;
475 v3_add( surface_avg
, ct
->n
, surface_avg
);
477 struct world_surface
*surf
= world_contact_surface( world
, ct
);
478 if( surf
->info
.surface_prop
> w
->surface
)
479 w
->surface
= surf
->info
.surface_prop
;
482 rb_prepare_contact( ct
, k_rb_delta
);
488 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
491 v3_muls( right_dir
, steer
[0], movedir
);
492 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
494 if( w
->state
.activity
== k_walk_activity_ground
){
495 v3_normalize( surface_avg
);
497 if( button_down(k_srbind_sit
) ){
498 w
->state
.activity
= k_walk_activity_sit
;
503 v3_tangent_basis( surface_avg
, tx
, ty
);
505 if( v2_length2(steer
) > 0.001f
){
506 /* clip movement to the surface */
507 float d
= v3_dot(surface_avg
,movedir
);
508 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
511 accel_speed
= k_walk_accel
;
512 nominal_speed
= k_walkspeed
;
515 if( w
->state
.jump_queued
){
516 w
->state
.jump_queued
= 0;
518 f32 t
= vg
.time
- w
->state
.jump_input_time
;
519 if( t
< PLAYER_JUMP_EPSILON
){
520 float d
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
);
521 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], -d
,
523 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], 5.0f
,
525 w
->state
.activity
= k_walk_activity_air
;
526 prev_state
= k_walk_activity_air
;
527 accel_speed
= k_walk_air_accel
;
528 nominal_speed
= k_airspeed
;
532 player_friction( localplayer
.rb
.v
);
536 accel_speed
= k_walk_air_accel
;
537 nominal_speed
= k_airspeed
;
540 if( v2_length2( steer
) > 0.001f
){
541 player_accelerate( localplayer
.rb
.v
, movedir
,
542 nominal_speed
, accel_speed
);
543 v3_normalize( movedir
);
547 * Resolve velocity constraints
549 for( int j
=0; j
<5; j
++ ){
550 for( int i
=0; i
<len
; i
++ ){
551 struct contact
*ct
= &manifold
[i
];
554 float vn
= -v3_dot( localplayer
.rb
.v
, ct
->n
);
556 float temp
= ct
->norm_impulse
;
557 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
558 vn
= ct
->norm_impulse
- temp
;
560 v3_muladds( localplayer
.rb
.v
, ct
->n
, vn
, localplayer
.rb
.v
);
565 if( w
->state
.activity
== k_walk_activity_ground
||
566 prev_state
== k_walk_activity_ground
){
567 float max_dist
= 0.4f
;
570 v3_copy( localplayer
.rb
.co
, pa
);
571 v3_muladds( pa
, localplayer
.basis
[1], w
->collider
.radius
+ max_dist
, pa
);
572 v3_muladds( pa
, localplayer
.basis
[1], -max_dist
* 2.0f
, pb
);
573 vg_line( pa
, pb
, 0xff000000 );
577 if( spherecast_world( world
, pa
, pb
,
578 w
->collider
.radius
, &t
, n
, 0 ) != -1 ){
579 if( player_walk_normal_standable(n
) ){
580 v3_lerp( pa
, pb
, t
, localplayer
.rb
.co
);
581 v3_muladds( localplayer
.rb
.co
, localplayer
.basis
[1],
582 -w
->collider
.radius
- k_penetration_slop
,
584 w
->state
.activity
= k_walk_activity_ground
;
586 float d
= -v3_dot(n
,localplayer
.rb
.v
),
587 g
= -k_gravity
* k_rb_delta
;
588 v3_muladds( localplayer
.rb
.v
, n
, d
, localplayer
.rb
.v
);
589 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], g
,
599 rb_depenetrate( manifold
, len
, dt
);
600 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
603 if( w
->state
.activity
== k_walk_activity_air
){
604 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1], -k_gravity
*k_rb_delta
,
608 if( localplayer
.immobile
){
609 localplayer
.rb
.v
[0] = 0.0f
;
610 localplayer
.rb
.v
[2] = 0.0f
;
613 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, k_rb_delta
,
615 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
616 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
620 * ---------------------------------------------------
625 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
627 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
628 v3_add( lwr_offs
, localplayer
.rb
.co
, lwr_now
);
631 v3_sub( localplayer
.rb
.co
, w
->state
.prev_pos
, movedelta
);
633 float movedist
= v3_length( movedelta
);
635 if( movedist
> 0.3f
){
636 float t
, sr
= w
->collider
.radius
-0.04f
;
639 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
, 0 ) != -1 ){
640 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), localplayer
.rb
.co
);
641 localplayer
.rb
.co
[1] -= w
->collider
.radius
;
642 rb_update_transform( &localplayer
.rb
);
644 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
645 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
649 u32 id
= world_intersect_gates(world
, localplayer
.rb
.co
, w
->state
.prev_pos
);
651 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
652 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
653 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
655 v4f transport_rotation
;
656 m3x3_q( gate
->transport
, transport_rotation
);
657 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
659 rb_update_transform( &localplayer
.rb
);
660 player__pass_gate( id
);
662 rb_update_transform( &localplayer
.rb
);
665 static void player__walk_post_update(void){
666 struct player_walk
*w
= &player_walk
;
669 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
670 v3_add( localplayer
.rb
.co
, localplayer
.basis
[1], mtx
[3] );
672 float substep
= vg
.time_fixed_extrapolate
;
673 v3_muladds( mtx
[3], localplayer
.rb
.v
, k_rb_delta
*substep
, mtx
[3] );
674 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
677 /* Calculate header */
679 if( player_xyspeed2() > 0.1f
*0.1f
)
682 m3x3_mulv( localplayer
.invbasis
, localplayer
.rb
.v
, v_xy
);
683 float a
= atan2f( v_xy
[0], v_xy
[2] );
685 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
686 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
687 q_normalize( localplayer
.rb
.q
);
690 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
692 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
693 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
694 v3_muladds( w
->state
.drop_in_target
, localplayer
.rb
.to_world
[1], 0.3f
, p1
);
695 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
697 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
698 vg_line_point( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
701 float a
= player_get_heading_yaw();
705 m3x3_mulv( localplayer
.basis
, p1
, p1
);
707 v3_add( localplayer
.rb
.co
, p1
, p1
);
708 vg_line( localplayer
.rb
.co
, p1
, VG__PINK
);
712 if( vg_fractf(w
->state
.walk_timer
) > 0.5f
)
717 if( (w
->state
.step_phase
!= walk_phase
) &&
718 (w
->state
.activity
== k_walk_activity_ground
) )
721 if( w
->surface
== k_surface_prop_concrete
){
723 &audio_footsteps
[vg_randu32()%vg_list_size(audio_footsteps
)],
724 localplayer
.rb
.co
, 40.0f
, 1.0f
727 else if( w
->surface
== k_surface_prop_grass
){
729 &audio_footsteps_grass
[ vg_randu32()%
730 vg_list_size(audio_footsteps_grass
)],
731 localplayer
.rb
.co
, 40.0f
, 1.0f
734 else if( w
->surface
== k_surface_prop_wood
){
736 &audio_footsteps_wood
[ vg_randu32()%
737 vg_list_size(audio_footsteps_wood
)],
738 localplayer
.rb
.co
, 40.0f
, 1.0f
744 w
->state
.step_phase
= walk_phase
;
747 static void player__walk_animate(void){
748 struct player_walk
*w
= &player_walk
;
749 player_pose
*pose
= &localplayer
.pose
;
750 struct player_walk_animator
*animator
= &w
->animator
;
752 animator
->outro_type
= w
->state
.outro_type
;
755 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
758 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
761 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
762 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
766 if( w
->move_speed
> 0.025f
){
768 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
769 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
770 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
772 w
->state
.walk_timer
+= walk_adv
* vg
.time_delta
;
775 w
->state
.walk_timer
= 0.0f
;
776 animator
->walk_timer
= w
->state
.walk_timer
;
779 if( !localplayer
.immobile
)
780 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
782 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
783 v4_copy( localplayer
.rb
.q
, animator
->root_q
);
786 f32 walk_yaw
= player_get_heading_yaw();
789 animator
->sit_t
= w
->state
.sit_t
;
792 f32 head_yaw
= localplayer
.angles
[0] + VG_PIf
,
793 y
= vg_angle_diff( head_yaw
, -walk_yaw
),
794 p
= vg_clampf( localplayer
.angles
[1],
795 -k_sit_pitch_limit
, k_sit_pitch_limit
);
797 if( fabsf(y
) > k_sit_yaw_limit
){
801 animator
->yaw
= vg_lerpf( animator
->yaw
, y
, vg
.time_delta
*2.0f
);
802 animator
->pitch
= vg_lerpf( animator
->pitch
, p
, vg
.time_delta
*2.8f
);
805 if( w
->state
.outro_type
){
806 struct player_avatar
*av
= localplayer
.playeravatar
;
807 struct skeleton_anim
*anim
=
808 player_walk_outro_anim( w
->state
.outro_type
);
809 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
810 outro_time
= vg
.time
- w
->state
.outro_start_time
;
811 animator
->outro_t
= outro_time
/ outro_length
;
813 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
814 float inv_rate
= 1.0f
/ anim
->rate
,
815 anim_frames
= anim
->length
* inv_rate
,
816 step_frames
= 12.0f
* inv_rate
,
817 commit_frames
= 6.0f
* inv_rate
,
818 drop_frames
= anim_frames
- step_frames
,
819 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
820 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
821 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
);
822 animator
->commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
824 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
825 w
->state
.drop_in_angle
, step_t
);
827 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
828 step_t
, localplayer
.rb
.co
);
829 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
832 v3_copy( w
->state
.drop_in_foot_anchor
, animator
->foot_anchor
);
834 /* the drop in bit */
835 if( step_t
>= 1.0f
){
837 player_walk_drop_in_overhang_transform( dop_t
, localplayer
.rb
.co
,
839 q_mul( final_q
, animator
->root_q
, animator
->root_q
);
841 v4_copy( animator
->root_q
, localplayer
.rb
.q
);
842 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
843 -0.1f
*dop_t
, animator
->root_co
);
848 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
849 -0.1f
*animator
->outro_t
, animator
->root_co
);
853 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
854 q_mul( localplayer
.qbasis
, animator
->root_q
, animator
->root_q
);
855 q_normalize( animator
->root_q
);
858 static void player__walk_pose( void *_animator
, player_pose
*pose
){
859 struct player_walk
*w
= &player_walk
;
860 struct player_walk_animator
*animator
= _animator
;
861 struct skeleton
*sk
= &localplayer
.playeravatar
->sk
;
862 struct player_avatar
*av
= localplayer
.playeravatar
;
864 v3_copy( animator
->root_co
, pose
->root_co
);
865 v4_copy( animator
->root_q
, pose
->root_q
);
866 pose
->board
.lean
= 0.0f
;
867 pose
->type
= k_player_pose_type_ik
;
869 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
870 run_norm
= (float)w
->anim_run
->length
/30.0f
,
871 t
= animator
->walk_timer
,
872 l
= vg_clampf( animator
->run
*15.0f
, 0.0f
, 1.0f
),
873 idle_walk
= vg_clampf( (animator
->run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
876 mdl_keyframe apose
[32], bpose
[32];
877 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
878 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
880 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
883 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
884 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
887 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
888 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
891 if( animator
->sit_t
> 0.0f
){
892 f32 sit_norm
= (f32
)(w
->anim_sit
->length
-1)/30.0f
,
893 st
= vg_minf( 1.0f
, animator
->sit_t
);
894 skeleton_sample_anim( sk
, w
->anim_sit
, st
*sit_norm
, bpose
);
897 f32
*qh
= bpose
[av
->id_head
-1].q
;
898 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
899 q_axis_angle( qp
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->pitch
*st
);
904 qh
= bpose
[av
->id_chest
-1].q
;
905 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
909 skeleton_lerp_pose( sk
, apose
, bpose
, vg_minf(1.0f
,st
*10.0f
), apose
);
912 if( animator
->outro_type
){
913 struct skeleton_anim
*anim
= player_walk_outro_anim(animator
->outro_type
);
915 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
916 outro_time
= animator
->outro_t
*outro_length
;
918 skeleton_sample_anim_clamped( sk
, anim
, outro_time
, bpose
);
919 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->outro_t
*10.0f
,
922 if( animator
->outro_type
== k_walk_outro_drop_in
){
923 m4x3f transform
, inverse
;
924 q_m3x3( pose
->root_q
, transform
);
925 v3_copy( pose
->root_co
, transform
[3] );
926 m4x3_invert_affine( transform
, inverse
);
929 m4x3_mulv( inverse
, animator
->foot_anchor
, anchored_pos
);
931 v3_lerp( pose
->keyframes
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
932 1.0f
-animator
->commit_t
,
933 pose
->keyframes
[ av
->id_ik_foot_r
-1 ].co
);
937 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
940 static void player__walk_post_animate(void){
944 struct player_walk
*w
= &player_walk
;
945 struct player_avatar
*av
= localplayer
.playeravatar
;
947 if( w
->state
.outro_type
){
948 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
950 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
951 outro_time
= vg
.time
- w
->state
.outro_start_time
,
952 outro_t
= outro_time
/ outro_length
;
954 localplayer
.cam_velocity_influence
= outro_t
;
957 localplayer
.cam_velocity_influence
= 0.0f
;
960 static void player__walk_im_gui(void){
961 struct player_walk
*w
= &player_walk
;
962 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
964 localplayer
.rb
.v
[2] );
965 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
966 localplayer
.rb
.co
[1],
967 localplayer
.rb
.co
[2] );
968 player__debugtext( 1, "activity: %s\n",
969 (const char *[]){ "k_walk_activity_air",
970 "k_walk_activity_ground",
971 "k_walk_activity_sleep",
972 "k_walk_activity_lockedmove",
973 "k_walk_activity_sit",
974 "k_walk_activity_sit_up" }
975 [w
->state
.activity
] );
976 player__debugtext( 1, "surface: %s\n",
977 (const char *[]){ "concrete",
984 if( w
->state
.outro_type
){
985 struct skeleton_anim
*anim
=
986 player_walk_outro_anim( w
->state
.outro_type
);
988 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
989 outro_time
= vg
.time
- w
->state
.outro_start_time
;
990 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
994 static void player__walk_bind(void){
995 struct player_walk
*w
= &player_walk
;
996 struct player_avatar
*av
= localplayer
.playeravatar
;
997 struct skeleton
*sk
= &av
->sk
;
999 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
1000 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
1001 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
1002 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
1003 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
1004 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
1005 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
1006 w
->anim_sit
= skeleton_get_anim( sk
, "sit" );
1009 static void player__walk_transition(void){
1010 struct player_walk
*w
= &player_walk
;
1011 w
->state
.activity
= k_walk_activity_air
;
1012 w
->state
.outro_type
= k_walk_outro_none
;
1013 w
->state
.outro_start_time
= 0.0;
1014 w
->state
.jump_queued
= 0;
1015 w
->state
.jump_input_time
= 0.0;
1016 w
->state
.walk_timer
= 0.0f
;
1017 w
->state
.step_phase
= 0;
1019 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
1020 q_mulv( localplayer
.rb
.q
, fwd
, fwd
);
1021 m3x3_mulv( localplayer
.invbasis
, fwd
, fwd
);
1023 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1024 atan2f(fwd
[0], fwd
[2]) );
1025 q_mul( localplayer
.qbasis
, localplayer
.rb
.q
, localplayer
.rb
.q
);
1026 q_normalize( localplayer
.rb
.q
);
1028 rb_update_transform( &localplayer
.rb
);
1031 static void player__walk_reset( ent_spawn
*rp
){
1032 struct player_walk
*w
= &player_walk
;
1033 w
->state
.activity
= k_walk_activity_air
;
1034 w
->state
.outro_type
= k_walk_outro_none
;
1035 w
->state
.outro_start_time
= 0.0;
1038 static void player__walk_animator_exchange( bitpack_ctx
*ctx
, void *data
){
1039 struct player_walk_animator
*animator
= data
;
1041 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
1042 bitpack_qquat( ctx
, animator
->root_q
);
1043 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
1044 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->run
);
1045 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->walk
);
1046 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->walk_timer
);
1047 bitpack_qf32( ctx
, 8, -k_sit_yaw_limit
, k_sit_yaw_limit
, &animator
->yaw
);
1048 bitpack_qf32( ctx
, 8, -k_sit_pitch_limit
, k_sit_pitch_limit
,
1051 for( int i
=0; i
<1; i
++ ){ /* without this you get a warning from gcc. lol */
1052 bitpack_bytes( ctx
, 8, &animator
->outro_type
);
1053 if( animator
->outro_type
){
1054 bitpack_bytes( ctx
, sizeof(animator
->foot_anchor
),
1055 animator
->foot_anchor
);
1056 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->outro_t
);
1057 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->commit_t
);
1061 #endif /* PLAYER_DEVICE_WALK_H */