8 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
10 struct player_walk
*w
= &player
->_walk
;
13 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
14 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
15 v3_normalize( init_dir
);
16 v3_muls( init_dir
, 7.0f
, vec
);
19 VG_STATIC
float player_xyspeed2( player_instance
*player
)
22 v3_muladds( player
->rb
.v
, player
->basis
[1],
23 -v3_dot( player
->basis
[1], player
->rb
.v
), xy
);
25 return v3_length2(xy
);
28 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
29 enum skate_activity init
,
32 player
->subsystem
= k_player_subsystem_skate
;
34 struct player_walk
*w
= &player
->_walk
;
35 struct player_skate
*s
= &player
->_skate
;
39 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
40 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
42 v3_copy( player
->rb
.v
, v
);
44 s
->state
.activity_prev
= k_skate_activity_ground
;
45 s
->state
.activity
= init
;
50 m3x3_mulv( player
->invbasis
, dir
, dir
);
52 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(-dir
[0],-dir
[2]) );
53 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
54 q_normalize( player
->rb
.q
);
56 q_mulv( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, s
->state
.cog
);
57 v3_add( s
->state
.cog
, player
->rb
.co
, s
->state
.cog
);
59 v3_copy( v
, s
->state
.cog_v
);
60 v3_copy( v
, player
->rb
.v
);
62 player__skate_reset_animator( player
);
63 player__skate_clear_mechanics( player
);
64 rb_update_transform( &player
->rb
);
65 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
67 if( init
== k_skate_activity_air
)
68 player__approximate_best_trajectory( player
);
71 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
74 player
->subsystem
= k_player_subsystem_skate
;
76 struct player_walk
*w
= &player
->_walk
;
77 struct player_skate
*s
= &player
->_skate
;
78 s
->state
.activity_prev
= k_skate_activity_ground
;
79 s
->state
.activity
= k_skate_activity_ground
;
81 player__skate_clear_mechanics( player
);
82 player__skate_reset_animator( player
);
85 player_walk_drop_in_vector( player
, init_velocity
);
87 rb_update_transform( &player
->rb
);
88 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
89 v3_copy( init_velocity
, s
->state
.cog_v
);
90 v3_copy( init_velocity
, player
->rb
.v
);
91 v3_copy( init_velocity
, player
->cam_control
.cam_velocity_smooth
);
92 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
95 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
99 struct player_walk
*w
= &player
->_walk
;
102 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
103 v3_normalize( axis
);
105 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
107 q_axis_angle( q
, axis
, a
);
110 heading_angle
= w
->state
.drop_in_angle
;
113 overhang
[0] = sinf( heading_angle
) * l
;
114 overhang
[1] = 0.28f
* l
;
115 overhang
[2] = cosf( heading_angle
) * l
;
117 q_mulv( q
, overhang
, overhang
);
118 v3_add( w
->state
.drop_in_target
, overhang
, co
);
121 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
123 struct player_walk
*w
= &player
->_walk
;
124 world_instance
*world
= world_current_instance();
127 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
128 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
131 int sample_count
= 0;
133 for( int i
=0; i
<20; i
++ )
135 float t
= (float)i
* (1.0f
/19.0f
),
136 s
= sinf( t
* VG_PIf
* 0.25f
),
137 c
= cosf( t
* VG_PIf
* 0.25f
);
140 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
141 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
142 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
144 ray_hit
*ray
= &samples
[ sample_count
];
147 if( ray_world( world
, pos
, ray_dir
, ray
) )
149 vg_line( pos
, ray
->pos
, VG__RED
);
150 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
156 float min_a
= 0.70710678118654752f
;
157 ray_hit
*candidate
= NULL
;
159 if( sample_count
>= 2 )
161 for( int i
=0; i
<sample_count
-1; i
++ )
163 ray_hit
*s0
= &samples
[i
],
166 float a
= v3_dot( s0
->normal
, s1
->normal
);
168 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
180 ray_hit
*s0
= candidate
,
183 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
185 v3_copy( s0
->normal
, pa
);
186 v3_copy( s1
->normal
, pb
);
187 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
190 pa
[3] = v3_dot( pa
, s0
->pos
);
191 pb
[3] = v3_dot( pb
, s1
->pos
);
192 pc
[3] = v3_dot( pc
, player
->rb
.co
);
195 if( plane_intersect3( pa
, pb
, pc
, edge
) )
197 v3_copy( edge
, w
->state
.drop_in_target
);
198 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
199 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
201 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
202 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
203 w
->state
.drop_in_normal
[2] );
205 /* TODO: scan multiple of these? */
208 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
210 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
211 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
213 q_mulv( oq
, va
, va
);
214 q_mulv( oq
, vb
, vb
);
215 v3_add( oco
, va
, va
);
216 v3_add( oco
, vb
, vb
);
219 v3_sub( vb
, va
, v0
);
223 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
225 if( ray_world( world
, va
, v0
, &ray
) )
227 vg_line( va
, vb
, VG__RED
);
228 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
229 vg_error( "invalidated\n" );
233 v3_muls( v0
, -1.0f
, v0
);
234 if( ray_world( world
, vb
, v0
, &ray
) )
236 vg_line( va
, vb
, VG__RED
);
237 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
238 vg_error( "invalidated\n" );
242 player_walk_drop_in_vector( player
, player
->rb
.v
);
247 vg_error( "failed to find intersection of drop in\n" );
254 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
256 struct player_walk
*w
= &player
->_walk
;
258 if( !player
->immobile
)
259 player_look( player
, player
->angles
);
261 if( w
->state
.outro_anim
){
262 float outro_length
= (float)w
->state
.outro_anim
->length
/
263 w
->state
.outro_anim
->rate
,
264 outro_time
= vg
.time
- w
->state
.outro_start_time
;
266 if( outro_time
>= outro_length
){
267 w
->state
.outro_anim
= NULL
;
268 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
269 player_walk_drop_in_to_skate( player
);
271 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
272 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
275 player_walk_generic_to_skate( player
,
276 k_skate_activity_ground
, 1.0f
);
282 else if( button_down( k_srbind_use
) && !player
->immobile
){
283 if( v3_dist2( player
->rb
.co
, gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
){
284 player
->subsystem
= k_player_subsystem_drive
;
287 struct player_board
*board
=
288 addon_cache_item_if_loaded( k_addon_type_board
,
289 player
->board_view_slot
);
293 if( w
->state
.activity
== k_walk_activity_ground
){
294 if( player_walk_scan_for_drop_in( player
) ){
295 w
->state
.outro_type
= k_walk_outro_drop_in
;
296 w
->state
.outro_anim
= w
->anim_drop_in
;
297 w
->state
.outro_start_time
= vg
.time
;
298 player
->immobile
= 1;
300 struct player_avatar
*av
= player
->playeravatar
;
301 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
302 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
303 w
->state
.drop_in_foot_anchor
);
306 w
->state
.outro_type
= k_walk_outro_regular
;
307 w
->state
.outro_anim
= w
->anim_intro
;
308 w
->state
.outro_start_time
= vg
.time
;
309 w
->state
.activity
= k_walk_activity_lockedmove
;
311 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
312 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
316 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
317 w
->state
.outro_anim
= w
->anim_jump_to_air
;
318 w
->state
.outro_start_time
= vg
.time
;
323 else if( button_down( k_srbind_jump
) && !player
->immobile
){
324 w
->state
.jump_queued
= 1;
325 w
->state
.jump_input_time
= vg
.time
;
329 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
331 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
334 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
336 float currentspeed
= v3_dot( v
, movedir
),
337 addspeed
= speed
- currentspeed
;
342 float accelspeed
= accel
* k_rb_delta
* speed
;
344 if( accelspeed
> addspeed
)
345 accelspeed
= addspeed
;
347 v3_muladds( v
, movedir
, accelspeed
, v
);
350 VG_STATIC
void player_friction( v3f v
)
352 float speed
= v3_length( v
),
354 control
= vg_maxf( speed
, k_stopspeed
);
359 drop
+= control
* k_walk_friction
* k_rb_delta
;
361 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
364 v3_muls( v
, newspeed
, v
);
367 VG_STATIC
void player__walk_update( player_instance
*player
)
369 struct player_walk
*w
= &player
->_walk
;
370 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
371 v3_zero( player
->rb
.w
);
373 world_instance
*world
= world_current_instance();
375 if( world
->water
.enabled
){
376 if( player
->rb
.co
[1]+0.4f
< world
->water
.height
){
377 audio_oneshot_3d( &audio_splash
, player
->rb
.co
, 40.0f
, 1.0f
);
378 player__dead_transition( player
);
383 enum walk_activity prev_state
= w
->state
.activity
;
385 if( player
->immobile
)
388 w
->collider
.height
= 2.0f
;
389 w
->collider
.radius
= 0.3f
;
392 m3x3_copy( player
->rb
.to_world
, mtx
);
393 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
395 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
400 float yaw
= player
->angles
[0];
402 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
403 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
405 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
406 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
409 joystick_state( k_srjoystick_steer
, steer
);
411 w
->move_speed
= v2_length( steer
);
414 * Collision detection
417 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
418 &world
->rb_geo
.inf
.scene
, manifold
);
419 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
420 len
= rb_manifold_apply_filtered( manifold
, len
);
422 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
424 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
425 w
->state
.activity
= k_walk_activity_air
;
427 w
->surface
= k_surface_prop_concrete
;
429 for( int i
=0; i
<len
; i
++ ){
430 struct contact
*ct
= &manifold
[i
];
431 rb_debug_contact( ct
);
433 if( player_walk_normal_standable( player
, ct
->n
) ){
434 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
435 w
->state
.activity
= k_walk_activity_ground
;
437 v3_add( surface_avg
, ct
->n
, surface_avg
);
439 struct world_surface
*surf
= world_contact_surface( world
, ct
);
440 if( surf
->info
.surface_prop
> w
->surface
)
441 w
->surface
= surf
->info
.surface_prop
;
444 rb_prepare_contact( ct
, k_rb_delta
);
450 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
453 v3_muls( right_dir
, steer
[0], movedir
);
454 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
456 if( w
->state
.activity
== k_walk_activity_ground
){
457 v3_normalize( surface_avg
);
460 v3_tangent_basis( surface_avg
, tx
, ty
);
462 if( v2_length2(steer
) > 0.001f
){
463 /* clip movement to the surface */
464 float d
= v3_dot(surface_avg
,movedir
);
465 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
468 accel_speed
= k_walk_accel
;
469 nominal_speed
= k_walkspeed
;
472 if( w
->state
.jump_queued
){
473 w
->state
.jump_queued
= 0;
475 f32 t
= vg
.time
- w
->state
.jump_input_time
;
476 if( t
< PLAYER_JUMP_EPSILON
){
477 float d
= v3_dot( player
->basis
[1], player
->rb
.v
);
478 v3_muladds( player
->rb
.v
, player
->basis
[1], -d
, player
->rb
.v
);
479 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
480 w
->state
.activity
= k_walk_activity_air
;
481 prev_state
= k_walk_activity_air
;
482 accel_speed
= k_walk_air_accel
;
483 nominal_speed
= k_airspeed
;
487 player_friction( player
->rb
.v
);
491 accel_speed
= k_walk_air_accel
;
492 nominal_speed
= k_airspeed
;
495 if( v2_length2( steer
) > 0.001f
){
496 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
497 v3_normalize( movedir
);
501 * Resolve velocity constraints
503 for( int j
=0; j
<5; j
++ ){
504 for( int i
=0; i
<len
; i
++ ){
505 struct contact
*ct
= &manifold
[i
];
508 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
510 float temp
= ct
->norm_impulse
;
511 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
512 vn
= ct
->norm_impulse
- temp
;
514 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
519 if( w
->state
.activity
== k_walk_activity_ground
||
520 prev_state
== k_walk_activity_ground
){
521 float max_dist
= 0.4f
;
524 v3_copy( player
->rb
.co
, pa
);
525 v3_muladds( pa
, player
->basis
[1], w
->collider
.radius
+ max_dist
, pa
);
526 v3_muladds( pa
, player
->basis
[1], -max_dist
* 2.0f
, pb
);
527 vg_line( pa
, pb
, 0xff000000 );
531 if( spherecast_world( world
, pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 ){
532 if( player_walk_normal_standable( player
, n
) ){
533 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
534 v3_muladds( player
->rb
.co
, player
->basis
[1],
535 -w
->collider
.radius
- k_penetration_slop
,
537 w
->state
.activity
= k_walk_activity_ground
;
539 float d
= -v3_dot(n
,player
->rb
.v
),
540 g
= -k_gravity
* k_rb_delta
;
541 v3_muladds( player
->rb
.v
, n
, d
, player
->rb
.v
);
542 v3_muladds( player
->rb
.v
, player
->basis
[1], g
, player
->rb
.v
);
551 rb_depenetrate( manifold
, len
, dt
);
552 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
555 if( w
->state
.activity
== k_walk_activity_air
){
556 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
560 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
561 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
562 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
566 * ---------------------------------------------------
571 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
573 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
574 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
577 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
579 float movedist
= v3_length( movedelta
);
581 if( movedist
> 0.3f
){
582 float t
, sr
= w
->collider
.radius
-0.04f
;
585 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 ){
586 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
587 player
->rb
.co
[1] -= w
->collider
.radius
;
588 rb_update_transform( &player
->rb
);
590 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
591 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
596 world_intersect_gates( world
, player
->rb
.co
, w
->state
.prev_pos
);
598 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
599 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
601 v4f transport_rotation
;
602 m3x3_q( gate
->transport
, transport_rotation
);
603 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
605 rb_update_transform( &player
->rb
);
607 w
->state_gate_storage
= w
->state
;
608 player__pass_gate( player
, gate
);
610 rb_update_transform( &player
->rb
);
613 VG_STATIC
void player__walk_restore( player_instance
*player
)
615 struct player_walk
*w
= &player
->_walk
;
616 w
->state
= w
->state_gate_storage
;
619 VG_STATIC
void player__walk_post_update( player_instance
*player
)
621 struct player_walk
*w
= &player
->_walk
;
624 m3x3_copy( player
->rb
.to_world
, mtx
);
625 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
627 float substep
= vg
.time_fixed_extrapolate
;
628 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
629 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
632 /* Calculate header */
634 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
637 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
638 float a
= atan2f( v_xy
[0], v_xy
[2] );
640 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
641 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
642 q_normalize( player
->rb
.q
);
645 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
647 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
648 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
649 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
650 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
652 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
653 vg_line_point( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
656 float a
= player_get_heading_yaw( player
);
660 m3x3_mulv( player
->basis
, p1
, p1
);
662 v3_add( player
->rb
.co
, p1
, p1
);
663 vg_line( player
->rb
.co
, p1
, VG__PINK
);
667 if( vg_fractf(w
->walk_timer
) > 0.5f
)
672 if( (w
->step_phase
!= walk_phase
) &&
673 (w
->state
.activity
== k_walk_activity_ground
) )
676 if( w
->surface
== k_surface_prop_concrete
){
678 &audio_footsteps
[vg_randu32()%vg_list_size(audio_footsteps
)],
679 player
->rb
.co
, 40.0f
, 1.0f
682 else if( w
->surface
== k_surface_prop_grass
){
684 &audio_footsteps_grass
[vg_randu32()%vg_list_size(audio_footsteps_grass
)],
685 player
->rb
.co
, 40.0f
, 1.0f
688 else if( w
->surface
== k_surface_prop_wood
){
690 &audio_footsteps_wood
[vg_randu32()%vg_list_size(audio_footsteps_wood
)],
691 player
->rb
.co
, 40.0f
, 1.0f
697 w
->step_phase
= walk_phase
;
700 VG_STATIC
void player__walk_animate( player_instance
*player
,
701 player_animation
*dest
)
703 struct player_walk
*w
= &player
->_walk
;
704 struct skeleton
*sk
= &player
->playeravatar
->sk
;
707 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
710 if( w
->state
.activity
== k_walk_activity_air
)
715 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
716 w
->blend_run
= vg_lerpf( w
->blend_run
, w
->move_speed
, 2.0f
*vg
.time_delta
);
719 player_pose apose
, bpose
;
721 if( w
->move_speed
> 0.025f
){
723 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
724 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
725 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
727 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
730 w
->walk_timer
= 0.0f
;
733 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
734 run_norm
= (float)w
->anim_run
->length
/30.0f
,
736 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
737 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
740 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
741 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
743 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
746 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
747 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
750 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
751 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
753 /* Create transform */
754 if( !player
->immobile
)
755 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
757 v3_copy( player
->rb
.co
, dest
->root_co
);
758 v4_copy( player
->rb
.q
, dest
->root_q
);
761 float walk_yaw
= player_get_heading_yaw( player
);
763 if( w
->state
.outro_anim
){
764 struct player_avatar
*av
= player
->playeravatar
;
765 float outro_length
= (float)w
->state
.outro_anim
->length
/
766 w
->state
.outro_anim
->rate
,
767 outro_time
= vg
.time
- w
->state
.outro_start_time
,
768 outro_t
= outro_time
/ outro_length
;
770 /* TODO: Compression */
771 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
773 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
775 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
776 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
777 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
778 step_frames
= 12.0f
* inv_rate
,
779 commit_frames
= 6.0f
* inv_rate
,
780 drop_frames
= anim_frames
- step_frames
,
781 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
782 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
783 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
784 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
786 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
787 w
->state
.drop_in_angle
, step_t
);
789 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
790 step_t
, player
->rb
.co
);
791 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
793 m4x3f transform
, inverse
;
794 q_m3x3( dest
->root_q
, transform
);
795 v3_copy( dest
->root_co
, transform
[3] );
796 m4x3_invert_affine( transform
, inverse
);
799 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
801 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
803 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
806 /* the drop in bit */
807 if( step_t
>= 1.0f
){
809 player_walk_drop_in_overhang_transform( player
, dop_t
,
810 player
->rb
.co
, final_q
);
811 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
813 v4_copy( dest
->root_q
, player
->rb
.q
);
814 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
815 -0.1f
* dop_t
, dest
->root_co
);
817 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
818 player
->holdout_time
= 1.0f
;
823 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
824 -0.1f
* outro_t
, dest
->root_co
);
826 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
827 player
->holdout_time
= 1.0f
;
831 skeleton_copy_pose( sk
, apose
, dest
->pose
);
834 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
835 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
836 q_normalize( dest
->root_q
);
839 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
844 struct player_walk
*w
= &player
->_walk
;
845 struct player_avatar
*av
= player
->playeravatar
;
847 if( w
->state
.outro_anim
)
849 float outro_length
= (float)w
->state
.outro_anim
->length
/
850 w
->state
.outro_anim
->rate
,
851 outro_time
= vg
.time
- w
->state
.outro_start_time
,
852 outro_t
= outro_time
/ outro_length
;
854 player
->cam_velocity_influence
= outro_t
;
857 player
->cam_velocity_influence
= 0.0f
;
861 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
863 struct player_walk
*w
= &player
->_walk
;
864 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
867 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
870 player__debugtext( 1, "activity: %s\n",
871 (const char *[]){ "k_walk_activity_air",
872 "k_walk_activity_ground",
873 "k_walk_activity_sleep",
874 "k_walk_activity_lockedmove" }
875 [w
->state
.activity
] );
876 player__debugtext( 1, "surface: %s\n",
877 (const char *[]){ "concrete",
884 if( w
->state
.outro_anim
){
885 float outro_length
= (float)w
->state
.outro_anim
->length
/
886 w
->state
.outro_anim
->rate
,
887 outro_time
= vg
.time
- w
->state
.outro_start_time
;
888 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
892 VG_STATIC
void player__walk_bind( player_instance
*player
)
894 struct player_walk
*w
= &player
->_walk
;
895 struct player_avatar
*av
= player
->playeravatar
;
896 struct skeleton
*sk
= &av
->sk
;
898 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
899 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
900 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
901 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
902 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
903 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
904 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
907 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
909 struct player_walk
*w
= &player
->_walk
;
910 w
->state
.activity
= k_walk_activity_air
;
912 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
913 q_mulv( player
->rb
.q
, fwd
, fwd
);
914 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
916 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
917 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
918 q_normalize( player
->rb
.q
);
920 rb_update_transform( &player
->rb
);
923 VG_STATIC
void player__walk_reset( player_instance
*player
, ent_spawn
*rp
)
925 struct player_walk
*w
= &player
->_walk
;
926 w
->state
.activity
= k_walk_activity_air
;
927 w
->state
.outro_type
= k_walk_outro_none
;
928 w
->state
.outro_anim
= NULL
;
929 w
->state
.outro_start_time
= 0.0;
932 #endif /* PLAYER_DEVICE_WALK_H */