basic npc
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #include "vg/vg_rigidbody_collision.h"
2
3 #include "skaterift.h"
4 #include "player_walk.h"
5 #include "player_skate.h"
6 #include "player_dead.h"
7 #include "player.h"
8 #include "input.h"
9 #include "audio.h"
10 #include "scene_rigidbody.h"
11
12 struct player_walk player_walk;
13 struct player_subsystem_interface player_subsystem_walk =
14 {
15 .system_register = player__walk_register,
16 .bind = player__walk_bind,
17 .pre_update = player__walk_pre_update,
18 .update = player__walk_update,
19 .post_update = player__walk_post_update,
20 .im_gui = player__walk_im_gui,
21 .animate = player__walk_animate,
22 .post_animate = player__walk_post_animate,
23 .pose = player__walk_pose,
24 .network_animator_exchange = player__walk_animator_exchange,
25
26 .animator_data = &player_walk.animator,
27 .animator_size = sizeof(player_walk.animator),
28 .name = "Walk"
29 };
30
31
32 static void player_walk_drop_in_vector( v3f vec ){
33 v3f axis, init_dir;
34 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
35 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
36 v3_normalize( init_dir );
37 v3_muls( init_dir, 4.25f, vec );
38 }
39
40 static float player_xyspeed2(void){
41 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
42 }
43
44 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
45 localplayer.subsystem = k_player_subsystem_skate;
46
47 v3f v;
48
49 if( player_xyspeed2() < 0.1f * 0.1f )
50 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
51 else
52 v3_copy( localplayer.rb.v, v );
53
54 player_skate.state.activity_prev = k_skate_activity_ground;
55 player_skate.state.activity = init;
56
57 v3f dir;
58 v3_copy( v, dir );
59 v3_normalize( dir );
60
61 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
62 atan2f(-dir[0],-dir[2]) );
63 q_normalize( localplayer.rb.q );
64
65 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
66 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
67
68 v3_copy( v, player_skate.state.cog_v );
69 v3_copy( v, localplayer.rb.v );
70
71 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
72 player__skate_reset_animator();
73 player__skate_clear_mechanics();
74 rb_update_matrices( &localplayer.rb );
75 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
76
77 if( init == k_skate_activity_air )
78 player__approximate_best_trajectory();
79 }
80
81 static void player_walk_drop_in_to_skate(void){
82 localplayer.immobile = 0;
83 localplayer.subsystem = k_player_subsystem_skate;
84
85 player_skate.state.activity_prev = k_skate_activity_ground;
86 player_skate.state.activity = k_skate_activity_ground;
87
88 player__begin_holdout( (v3f){0,0,0} );
89 player__skate_clear_mechanics();
90 player__skate_reset_animator();
91
92 v3f init_velocity;
93 player_walk_drop_in_vector( init_velocity );
94
95 rb_update_matrices( &localplayer.rb );
96 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
97 player_skate.state.cog );
98 v3_copy( init_velocity, player_skate.state.cog_v );
99 v3_copy( init_velocity, localplayer.rb.v );
100 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
101 v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
102 player_skate.state.trick_euler );
103 }
104
105 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
106 v3f axis;
107 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
108 v3_normalize( axis );
109
110 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
111 q_axis_angle( q, axis, a );
112
113 float l = t * 0.5f,
114 heading_angle = player_walk.state.drop_in_angle;
115
116 v3f overhang;
117 overhang[0] = sinf( heading_angle ) * l;
118 overhang[1] = 0.28f * l;
119 overhang[2] = cosf( heading_angle ) * l;
120
121 q_mulv( q, overhang, overhang );
122 v3_add( player_walk.state.drop_in_target, overhang, co );
123 }
124
125 static int player_walk_scan_for_drop_in(void){
126 world_instance *world = world_current_instance();
127
128 v3f dir, center;
129 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
130 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
131
132 ray_hit samples[20];
133 int sample_count = 0;
134
135 for( int i=0; i<20; i ++ ){
136 float t = (float)i * (1.0f/19.0f),
137 s = sinf( t * VG_PIf * 0.25f ),
138 c = cosf( t * VG_PIf * 0.25f );
139
140 v3f ray_dir, pos;
141 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
142 v3_muladds( ray_dir, dir, -s, ray_dir );
143 v3_muladds( center, ray_dir, -2.0f, pos );
144
145 ray_hit *ray = &samples[ sample_count ];
146 ray->dist = 2.0f;
147
148 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
149 vg_line( pos, ray->pos, VG__RED );
150 vg_line_point( ray->pos, 0.025f, VG__BLACK );
151
152 sample_count ++;
153 }
154 }
155
156 float min_a = 0.70710678118654752f;
157 ray_hit *candidate = NULL;
158
159 if( sample_count >= 2 ){
160 for( int i=0; i<sample_count-1; i++ ){
161 ray_hit *s0 = &samples[i],
162 *s1 = &samples[i+1];
163
164 float a = v3_dot( s0->normal, s1->normal );
165
166 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
167 min_a = a;
168 candidate = s0;
169 }
170 }
171 }
172
173 if( candidate ){
174 v4f pa, pb, pc;
175
176 ray_hit *s0 = candidate,
177 *s1 = candidate+1;
178
179 vg_line( s0->pos, s1->pos, VG__WHITE );
180
181 v3_copy( s0->normal, pa );
182 v3_copy( s1->normal, pb );
183 v3_cross( localplayer.rb.to_world[1], dir, pc );
184 v3_normalize( pc );
185
186 pa[3] = v3_dot( pa, s0->pos );
187 pb[3] = v3_dot( pb, s1->pos );
188 pc[3] = v3_dot( pc, localplayer.rb.co );
189
190 v3f edge;
191 if( plane_intersect3( pa, pb, pc, edge ) ){
192 v3_copy( edge, player_walk.state.drop_in_target );
193 v3_copy( s1->normal, player_walk.state.drop_in_normal );
194 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
195
196 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
197 player_walk.state.drop_in_angle =
198 atan2f( player_walk.state.drop_in_normal[0],
199 player_walk.state.drop_in_normal[2] );
200
201 /* TODO: scan multiple of these? */
202 v3f oco;
203 v4f oq;
204 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
205
206 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
207 vb = {0.0f,0.0f, k_board_length + 0.3f};
208
209 q_mulv( oq, va, va );
210 q_mulv( oq, vb, vb );
211 v3_add( oco, va, va );
212 v3_add( oco, vb, vb );
213
214 v3f v0;
215 v3_sub( vb, va, v0 );
216 v3_normalize( v0 );
217
218 ray_hit ray;
219 ray.dist = k_board_length*2.0f + 0.6f;
220
221 if( ray_world( world, va, v0, &ray, 0 ) ){
222 vg_line( va, vb, VG__RED );
223 vg_line_point( ray.pos, 0.1f, VG__RED );
224 vg_error( "invalidated\n" );
225 return 0;
226 }
227
228 v3_muls( v0, -1.0f, v0 );
229 if( ray_world( world, vb, v0, &ray, 0 ) ){
230 vg_line( va, vb, VG__RED );
231 vg_line_point( ray.pos, 0.1f, VG__RED );
232 vg_error( "invalidated\n" );
233 return 0;
234 }
235
236 player_walk_drop_in_vector( localplayer.rb.v );
237 return 1;
238 }
239 else{
240 vg_error( "failed to find intersection of drop in\n" );
241 }
242 }
243
244 return 0;
245 }
246
247 static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
248 f32 speed ){
249 f32 length = (f32)(anim->length-1) / anim->rate;
250 *t += (vg.time_delta * speed) / length;
251
252 if( *t >= 1.0f ) return 1;
253 else return 0;
254 }
255
256 static void player_walk_pre_sit(void){
257 struct player_walk *w = &player_walk;
258
259 v2f steer;
260 joystick_state( k_srjoystick_steer, steer );
261
262 vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
263
264 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
265 button_down(k_srbind_jump) ){
266 w->state.activity = k_walk_activity_sit_up;
267 }
268 return;
269 }
270
271 static void player_walk_pre_sit_up(void){
272 struct player_walk *w = &player_walk;
273
274 if( w->state.transition_t > 0.0f )
275 vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
276 else
277 w->state.activity = k_walk_activity_ground;
278
279 if( button_down(k_srbind_sit) )
280 w->state.activity = k_walk_activity_sit;
281
282 return;
283 }
284
285 static void player_walk_pre_ground(void){
286 struct player_walk *w = &player_walk;
287
288 if( button_down(k_srbind_sit) ){
289 v3_zero( localplayer.rb.v );
290 w->state.activity = k_walk_activity_sit;
291 w->state.transition_t = 0.0f;
292 return;
293 }
294
295 if( button_down( k_srbind_use ) ){
296 if( player_walk_scan_for_drop_in() ){
297 w->state.activity = k_walk_activity_odrop_in;
298 }
299 else{
300 w->state.activity = k_walk_activity_oregular;
301 }
302
303 w->state.transition_t = 0.0f;
304 }
305
306 if( button_down( k_srbind_jump ) ){
307 w->state.jump_queued = 1;
308 w->state.jump_input_time = vg.time;
309 }
310 }
311
312 static void player_walk_pre_air(void){
313 struct player_walk *w = &player_walk;
314 if( button_down( k_srbind_use ) ){
315 w->state.activity = k_walk_activity_oair;
316 w->state.transition_t = 0.0f;
317 }
318
319 if( button_down( k_srbind_jump ) ){
320 w->state.jump_queued = 1;
321 w->state.jump_input_time = vg.time;
322 }
323 }
324
325 static void player_walk_pre_drop_in(void){
326 struct player_walk *w = &player_walk;
327 bool finished = player__preupdate_anim( w->anim_drop_in,
328 &w->state.transition_t, 1.0f );
329 if( finished )
330 player_walk_drop_in_to_skate();
331 }
332
333 static void player_walk_pre_caveman(void){
334 struct player_walk *w = &player_walk;
335 bool finished = player__preupdate_anim( w->anim_jump_to_air,
336 &w->state.transition_t, 1.0f );
337 if( finished ){
338 player_walk_generic_to_skate( k_skate_activity_air,
339 player_walk.animator.board_yaw );
340 }
341 }
342
343 static void player_walk_pre_running_start(void){
344 struct player_walk *w = &player_walk;
345 bool finished = player__preupdate_anim( w->anim_intro,
346 &w->state.transition_t, 1.0f );
347 if( finished ){
348 /* TODO: get the derivative of the last keyframes to calculate new
349 * velocity for player */
350 player_walk_generic_to_skate( k_skate_activity_ground,
351 player_walk.animator.board_yaw+1.0f );
352 }
353 }
354
355 static void player_walk_pre_popoff(void){
356 struct player_walk *w = &player_walk;
357 bool finished = player__preupdate_anim( w->anim_popoff,
358 &w->state.transition_t, 1.0f );
359
360 if( finished ){
361 w->state.activity = k_walk_activity_ground;
362 w->animator.board_yaw += 1.0f;
363 }
364 }
365
366 void player__walk_pre_update(void){
367 struct player_walk *w = &player_walk;
368
369 if( localplayer.immobile ) return;
370 else player_look( localplayer.angles, skaterift.time_rate );
371
372 enum walk_activity a = w->state.activity;
373
374 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
375 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
376 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
377 else if( a == k_walk_activity_air ) player_walk_pre_air();
378 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
379 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
380 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
381 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
382 }
383
384 static int player_walk_normal_standable( v3f n ){
385 return n[1] > 0.70710678118f;
386 }
387
388 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
389 float currentspeed = v3_dot( v, movedir ),
390 addspeed = speed - currentspeed;
391
392 if( addspeed <= 0 )
393 return;
394
395 float accelspeed = accel * vg.time_fixed_delta * speed;
396
397 if( accelspeed > addspeed )
398 accelspeed = addspeed;
399
400 v3_muladds( v, movedir, accelspeed, v );
401 }
402
403 static void player_friction( v3f v, f32 friction ){
404 float speed = v3_length( v ),
405 drop = 0.0f,
406 control = vg_maxf( speed, k_stopspeed );
407
408 if( speed < 0.04f )
409 return;
410
411 drop += control * friction * vg.time_fixed_delta;
412
413 float newspeed = vg_maxf( 0.0f, speed - drop );
414 newspeed /= speed;
415
416 v3_muls( v, newspeed, v );
417 }
418
419 static void player_walk_custom_filter( world_instance *world,
420 rb_ct *man, int len, f32 w ){
421 for( int i=0; i<len; i++ ){
422 rb_ct *ci = &man[i];
423 if( ci->type == k_contact_type_disabled ||
424 ci->type == k_contact_type_edge )
425 continue;
426
427
428 float d1 = v3_dot( ci->co, ci->n );
429
430 for( int j=0; j<len; j++ ){
431 if( j == i )
432 continue;
433
434 rb_ct *cj = &man[j];
435 if( cj->type == k_contact_type_disabled )
436 continue;
437
438 struct world_surface *si = world_contact_surface( world, ci ),
439 *sj = world_contact_surface( world, cj );
440
441 if( (sj->info.flags & k_material_flag_walking) &&
442 !(si->info.flags & k_material_flag_walking)){
443 continue;
444 }
445
446 float d2 = v3_dot( cj->co, ci->n ),
447 d = d2-d1;
448
449 if( fabsf( d ) <= w ){
450 cj->type = k_contact_type_disabled;
451 }
452 }
453 }
454 }
455
456 static void player_walk_update_generic(void){
457 struct player_walk *w = &player_walk;
458
459 if( (w->state.activity != k_walk_activity_oregular) &&
460 (w->state.activity != k_walk_activity_oair) ){
461 joystick_state( k_srjoystick_steer, w->state.steer );
462 w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
463 if( v2_length2(w->state.steer)>1.0f )
464 v2_normalize(w->state.steer);
465 }
466
467 v3_copy( localplayer.rb.co, w->state.prev_pos );
468 v3_zero( localplayer.rb.w );
469
470 world_instance *world = world_current_instance();
471
472 if( world->water.enabled ){
473 if( localplayer.rb.co[1]+0.4f < world->water.height ){
474 player__networked_sfx( k_player_subsystem_walk, 32,
475 k_player_walk_soundeffect_splash,
476 localplayer.rb.co, 1.0f );
477 vg_info( "player fell of due to walking into walker\n" );
478 player__dead_transition( k_player_die_type_generic );
479 return;
480 }
481 }
482
483 enum walk_activity prev_state = w->state.activity;
484
485 w->collider.h = 2.0f;
486 w->collider.r = 0.3f;
487
488 m4x3f mtx;
489 m3x3_copy( localplayer.rb.to_world, mtx );
490 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
491
492 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
493
494 rb_ct manifold[64];
495 int len;
496
497 float yaw = localplayer.angles[0];
498
499 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
500 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
501
502 /*
503 * Collision detection
504 */
505
506 len = rb_capsule__scene( mtx, &w->collider, NULL,
507 world->geo_bh, manifold, 0 );
508 player_walk_custom_filter( world, manifold, len, 0.01f );
509 len = rb_manifold_apply_filtered( manifold, len );
510
511 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
512
513 w->state.activity = k_walk_activity_air;
514 w->surface = k_surface_prop_concrete;
515
516 for( int i=0; i<len; i++ ){
517 rb_ct *ct = &manifold[i];
518 rb_debug_contact( ct );
519
520 if( player_walk_normal_standable( ct->n ) ){
521 w->state.activity = k_walk_activity_ground;
522
523 v3_add( surface_avg, ct->n, surface_avg );
524
525 struct world_surface *surf = world_contact_surface( world, ct );
526 if( surf->info.surface_prop > w->surface )
527 w->surface = surf->info.surface_prop;
528 }
529
530 rb_prepare_contact( ct, vg.time_fixed_delta );
531 }
532
533 /*
534 * Move & Friction
535 */
536 float accel_speed = 0.0f, nominal_speed = 0.0f;
537 v3f movedir;
538
539 v3_muls( right_dir, w->state.steer[0], movedir );
540 v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
541
542 if( w->state.activity == k_walk_activity_ground ){
543 v3_normalize( surface_avg );
544
545 v3f tx, ty;
546 v3_tangent_basis( surface_avg, tx, ty );
547
548 if( v2_length2(w->state.steer) > 0.001f ){
549 /* clip movement to the surface */
550 float d = v3_dot(surface_avg,movedir);
551 v3_muladds( movedir, surface_avg, -d, movedir );
552 }
553
554 accel_speed = k_walk_accel;
555 nominal_speed = w->state.steer[2];
556
557 /* jump */
558 if( w->state.jump_queued ){
559 w->state.jump_queued = 0;
560
561 f32 t = vg.time - w->state.jump_input_time;
562 if( t < PLAYER_JUMP_EPSILON ){
563 localplayer.rb.v[1] = 5.0f;
564 w->state.activity = k_walk_activity_air;
565 prev_state = k_walk_activity_air;
566 accel_speed = k_walk_air_accel;
567 nominal_speed = k_airspeed;
568 }
569 }
570 else{
571 player_friction( localplayer.rb.v, k_walk_friction );
572 }
573 }
574 else{
575 accel_speed = k_walk_air_accel;
576 nominal_speed = k_airspeed;
577 }
578
579 if( v2_length2( w->state.steer ) > 0.001f ){
580 player_accelerate( localplayer.rb.v, movedir,
581 nominal_speed, accel_speed );
582 v3_normalize( movedir );
583 }
584
585 /*
586 * Resolve velocity constraints
587 */
588 for( int j=0; j<5; j++ ){
589 for( int i=0; i<len; i++ ){
590 rb_ct *ct = &manifold[i];
591
592 /*normal */
593 float vn = -v3_dot( localplayer.rb.v, ct->n );
594
595 float temp = ct->norm_impulse;
596 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
597 vn = ct->norm_impulse - temp;
598
599 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
600 }
601 }
602
603 /* stepping */
604 if( w->state.activity == k_walk_activity_ground||
605 prev_state == k_walk_activity_ground ){
606 float max_dist = 0.4f;
607
608 v3f pa, pb;
609 v3_copy( localplayer.rb.co, pa );
610 pa[1] += w->collider.r + max_dist;
611 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
612 vg_line( pa, pb, 0xff000000 );
613
614 v3f n;
615 float t;
616 if( spherecast_world( world, pa, pb,
617 w->collider.r, &t, n, 0 ) != -1 ){
618 if( player_walk_normal_standable(n) ){
619 v3_lerp( pa, pb, t, localplayer.rb.co );
620 localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
621 w->state.activity = k_walk_activity_ground;
622
623 float d = -v3_dot(n,localplayer.rb.v);
624 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
625 localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
626 }
627 }
628 }
629
630 /*
631 * Depenetrate
632 */
633 v3f dt;
634 rb_depenetrate( manifold, len, dt );
635 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
636
637 /* integrate */
638 if( w->state.activity == k_walk_activity_air ){
639 localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
640 }
641
642 if( localplayer.immobile ){
643 localplayer.rb.v[0] = 0.0f;
644 localplayer.rb.v[2] = 0.0f;
645 }
646
647 v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta,
648 localplayer.rb.co );
649 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
650 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
651
652 /*
653 * CCD routine
654 * ---------------------------------------------------
655 *
656 */
657 v3f lwr_prev,
658 lwr_now,
659 lwr_offs = { 0.0f, w->collider.r, 0.0f };
660
661 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
662 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
663
664 v3f movedelta;
665 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
666
667 float movedist = v3_length( movedelta );
668
669 if( movedist > 0.3f ){
670 float t, sr = w->collider.r-0.04f;
671 v3f n;
672
673 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
674 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
675 localplayer.rb.co[1] -= w->collider.r;
676 rb_update_matrices( &localplayer.rb );
677 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
678 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
679 }
680 }
681
682 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
683 if( id ){
684 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
685 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
686 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
687
688 v4f transport_rotation;
689 m3x3_q( gate->transport, transport_rotation );
690 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
691 q_normalize( localplayer.rb.q );
692 rb_update_matrices( &localplayer.rb );
693 player__pass_gate( id );
694 }
695 rb_update_matrices( &localplayer.rb );
696
697 if( (prev_state == k_walk_activity_oregular) ||
698 (prev_state == k_walk_activity_oair) ||
699 (prev_state == k_walk_activity_ipopoff) ){
700 w->state.activity = prev_state;
701 }
702
703 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
704 localplayer.rb.v[2] } ),
705 k_runspeed );
706 }
707
708 void player__walk_post_update(void){
709 struct player_walk *w = &player_walk;
710
711 m4x3f mtx;
712 m3x3_copy( localplayer.rb.to_world, mtx );
713 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
714
715 float substep = vg.time_fixed_extrapolate;
716 v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
717 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
718
719 /* Calculate header */
720 v3f v;
721 if( (player_xyspeed2() > 0.1f*0.1f) ){
722 f32 r = 0.3f;
723 if( (w->state.activity == k_walk_activity_ground) ||
724 (w->state.activity == k_walk_activity_ipopoff) ||
725 (w->state.activity == k_walk_activity_oregular) ){
726 r = 0.07f;
727 }
728
729 f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
730 v4f qt;
731 q_axis_angle( qt, (v3f){0,1,0}, ta );
732 q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
733 }
734
735 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
736 v3f p1;
737 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
738 vg_line( w->state.drop_in_target, p1, VG__GREEN );
739 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
740 vg_line( w->state.drop_in_target, p1, VG__GREEN );
741
742 float a = player_get_heading_yaw();
743 p1[0] = sinf( a );
744 p1[1] = 0.0f;
745 p1[2] = cosf( a );
746
747 v3_add( localplayer.rb.co, p1, p1 );
748 vg_line( localplayer.rb.co, p1, VG__PINK );
749
750 int walk_phase = 0;
751 if( vg_fractf(w->state.walk_timer) > 0.5f )
752 walk_phase = 1;
753 else
754 walk_phase = 0;
755
756 if( (w->state.step_phase != walk_phase) &&
757 (w->state.activity == k_walk_activity_ground ) )
758 {
759 audio_lock();
760 if( w->surface == k_surface_prop_concrete ){
761 audio_oneshot_3d(
762 &audio_footsteps[vg_randu32(&vg.rand) % 4],
763 localplayer.rb.co, 40.0f, 1.0f
764 );
765 }
766 else if( w->surface == k_surface_prop_grass ){
767 audio_oneshot_3d(
768 &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
769 localplayer.rb.co, 40.0f, 1.0f
770 );
771 }
772 else if( w->surface == k_surface_prop_wood ){
773 audio_oneshot_3d(
774 &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
775 localplayer.rb.co, 40.0f, 1.0f
776 );
777 }
778 audio_unlock();
779 }
780
781 w->state.step_phase = walk_phase;
782 }
783
784 void player__walk_update(void){
785 struct player_walk *w = &player_walk;
786
787 if( (w->state.activity == k_walk_activity_air) ||
788 (w->state.activity == k_walk_activity_ground) ||
789 (w->state.activity == k_walk_activity_oair) ||
790 (w->state.activity == k_walk_activity_oregular) ||
791 (w->state.activity == k_walk_activity_ipopoff) ){
792 player_walk_update_generic();
793 }
794 }
795
796 static void player_walk_animate_drop_in(void){
797 struct player_walk *w = &player_walk;
798 struct player_walk_animator *animator = &w->animator;
799 struct skeleton_anim *anim = w->anim_drop_in;
800
801 f32 length = (f32)(anim->length-1) / anim->rate,
802 time = w->state.transition_t;
803
804 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
805 w->state.drop_in_angle, animator->transition_t );
806 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
807 animator->transition_t, localplayer.rb.co );
808
809 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
810
811 /* the drop in bit */
812 v3f final_co;
813 v4f final_q;
814 player_walk_drop_in_overhang_transform( animator->transition_t,
815 final_co, final_q );
816
817 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
818 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
819 localplayer.rb.co );
820
821 rb_update_matrices( &localplayer.rb );
822
823 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
824 -0.1f*animator->transition_t, localplayer.rb.co );
825
826 v3_copy( localplayer.rb.co, animator->root_co );
827 v4_copy( localplayer.rb.q, animator->root_q );
828
829 /* for the camera purposes only */
830 v3f init_velocity;
831 player_walk_drop_in_vector( init_velocity );
832 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
833 v3_copy( localplayer.rb.v,
834 localplayer.cam_control.cam_velocity_smooth );
835 }
836
837 static void player_walk_animate_generic(void){
838 struct player_walk *w = &player_walk;
839 struct player_walk_animator *animator = &w->animator;
840
841 v4f _null;
842 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
843
844 f32 walk_yaw = player_get_heading_yaw(),
845 head_yaw = localplayer.angles[0] + VG_PIf,
846 y = vg_angle_diff( head_yaw, -walk_yaw ),
847 p = vg_clampf( localplayer.angles[1],
848 -k_sit_pitch_limit, k_sit_pitch_limit );
849
850 if( fabsf(y) > k_sit_yaw_limit ){
851 y = 0.0f;
852 p = 0.0f;
853 }
854
855 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
856 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
857 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
858
859 v4f qrev;
860 q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
861 q_mul( localplayer.rb.q, qrev, animator->root_q );
862 }
863
864 void player__walk_animate(void){
865 struct player_walk *w = &player_walk;
866 player_pose *pose = &localplayer.pose;
867 struct player_walk_animator *animator = &w->animator;
868
869 animator->activity = w->state.activity;
870 animator->transition_t = w->state.transition_t;
871
872 {
873 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
874 rate;
875
876 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
877 else rate = 9.0f;
878
879 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
880 animator->run = vg_lerpf( animator->run, w->move_speed,
881 8.0f*vg.time_delta);
882 }
883
884 if( animator->run > 0.025f ){
885 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
886 run_norm = 30.0f/(float)w->anim_run->length,
887 l;
888
889 if( animator->run <= k_walkspeed )
890 l = (animator->run / k_walkspeed) * walk_norm;
891 else {
892 l = vg_lerpf( walk_norm, run_norm,
893 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
894 }
895 w->state.walk_timer += l * vg.time_delta;
896 }
897 else
898 w->state.walk_timer = 0.0f;
899
900 animator->walk_timer = w->state.walk_timer;
901
902 player_walk_animate_generic();
903 if( w->state.activity == k_walk_activity_odrop_in ){
904 player_walk_animate_drop_in();
905 }
906
907 if( (w->state.activity == k_walk_activity_odrop_in) ||
908 (w->state.activity == k_walk_activity_oregular) ||
909 (w->state.activity == k_walk_activity_oair) ){
910 localplayer.cam_velocity_influence = w->animator.transition_t;
911 }
912 else if( w->state.activity == k_walk_activity_ipopoff ){
913 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
914 }
915 else
916 localplayer.cam_velocity_influence = 0.0f;
917
918 if( w->state.activity == k_walk_activity_sit ){
919 localplayer.cam_dist = 3.8f;
920 }
921 else {
922 localplayer.cam_dist = 1.8f;
923 }
924 }
925
926 static void player_walk_pose_sit( struct player_walk_animator *animator,
927 player_pose *pose ){
928 mdl_keyframe bpose[32];
929
930 struct player_walk *w = &player_walk;
931 struct skeleton *sk = &localplayer.skeleton;
932
933 f32 t = animator->transition_t,
934 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
935 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
936
937 v4f qy,qp;
938 f32 *qh = bpose[localplayer.id_head-1].q;
939 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
940 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
941 q_mul( qy, qh, qh );
942 q_mul( qh, qp, qh );
943 q_normalize( qh );
944
945 qh = bpose[localplayer.id_chest-1].q;
946 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
947 q_mul( qy, qh, qh );
948 q_normalize( qh );
949
950 skeleton_lerp_pose( sk, pose->keyframes, bpose,
951 vg_minf(1.0f,t*10.0f), pose->keyframes );
952 }
953
954 enum walk_transition_type {
955 k_walk_transition_in,
956 k_walk_transition_out,
957 k_walk_transition_outin,
958 };
959
960 static void player_walk_pose_transition(
961 struct player_walk_animator *animator, struct skeleton_anim *anim,
962 enum walk_transition_type type,
963 mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
964
965 mdl_keyframe bpose[32];
966
967 struct player_walk *w = &player_walk;
968 struct skeleton *sk = &localplayer.skeleton;
969
970 f32 length = (f32)(anim->length-1) / anim->rate,
971 t = animator->transition_t * length,
972 blend = 1.0f;
973
974 if( type == k_walk_transition_in || type == k_walk_transition_outin )
975 blend = vg_minf( blend, length-t );
976
977 if( type == k_walk_transition_out || type == k_walk_transition_outin )
978 blend = vg_minf( blend, t );
979
980 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
981
982 skeleton_sample_anim_clamped( sk, anim, t, bpose );
983
984 mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
985 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
986
987 v4f qyaw;
988 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
989 q_mul( kf_board->q, qyaw, kf_board->q );
990 q_normalize( kf_board->q );
991
992 if( mask ){
993 for( i32 i=0; i<sk->bone_count-1; i ++ )
994 keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
995 }
996 else
997 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
998 }
999
1000 void player__walk_pose( void *_animator, player_pose *pose ){
1001 struct player_walk *w = &player_walk;
1002 struct player_walk_animator *animator = _animator;
1003 struct skeleton *sk = &localplayer.skeleton;
1004
1005 v3_copy( animator->root_co, pose->root_co );
1006 v4_copy( animator->root_q, pose->root_q );
1007 pose->board.lean = 0.0f;
1008 pose->type = k_player_pose_type_ik;
1009
1010 float walk_norm = (float)w->anim_walk->length/30.0f,
1011 run_norm = (float)w->anim_run->length/30.0f,
1012 t = animator->walk_timer;
1013
1014 /* walk/run */
1015 mdl_keyframe apose[32], bpose[32];
1016 if( animator->run <= k_walkspeed ){
1017 /* walk / idle */
1018 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
1019 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
1020 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
1021 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1022 }
1023 else {
1024 /* walk / run */
1025 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
1026 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
1027 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
1028 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1029 }
1030
1031 /* air */
1032 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
1033 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
1034
1035 mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
1036 f32 yaw = animator->board_yaw;
1037
1038 if( animator->activity == k_walk_activity_ipopoff )
1039 if( animator->transition_t > 0.5f )
1040 yaw += 1.0f;
1041
1042 v4f qyaw;
1043 q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
1044 q_mul( kf_board->q, qyaw, kf_board->q );
1045 q_normalize( kf_board->q );
1046
1047 /* sit */
1048 if( (animator->activity == k_walk_activity_sit) ||
1049 (animator->activity == k_walk_activity_sit_up) ){
1050 player_walk_pose_sit( animator, pose );
1051 }
1052 else if( animator->activity == k_walk_activity_odrop_in ){
1053 player_walk_pose_transition(
1054 animator, w->anim_drop_in, k_walk_transition_out, apose,
1055 NULL, pose );
1056 }
1057 else if( animator->activity == k_walk_activity_oair ){
1058 player_walk_pose_transition(
1059 animator, w->anim_jump_to_air, k_walk_transition_out, apose,
1060 NULL, pose );
1061 }
1062 else if( animator->activity == k_walk_activity_oregular ){
1063 player_walk_pose_transition(
1064 animator, w->anim_intro, k_walk_transition_out, apose,
1065 NULL, pose );
1066 }
1067 else if( animator->activity == k_walk_activity_ipopoff ){
1068 if( animator->run > 0.2f ){
1069 f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
1070 mask[ 32 ];
1071
1072 for( u32 i=0; i<32; i ++ )
1073 mask[i] = 1.0f;
1074
1075 mask[ localplayer.id_ik_foot_l-1 ] = t;
1076 mask[ localplayer.id_ik_foot_r-1 ] = t;
1077 mask[ localplayer.id_ik_knee_l-1 ] = t;
1078 mask[ localplayer.id_ik_knee_r-1 ] = t;
1079 mask[ localplayer.id_hip-1 ] = t;
1080 player_walk_pose_transition(
1081 animator, w->anim_popoff, k_walk_transition_in, apose,
1082 mask, pose );
1083 }
1084 else{
1085 player_walk_pose_transition(
1086 animator, w->anim_popoff, k_walk_transition_in, apose,
1087 NULL, pose );
1088 }
1089 }
1090 else {
1091 skeleton_copy_pose( sk, apose, pose->keyframes );
1092 }
1093 }
1094
1095 void player__walk_post_animate(void){
1096 /*
1097 * Camera
1098 */
1099 struct player_walk *w = &player_walk;
1100
1101 }
1102
1103 void player__walk_im_gui(void){
1104 struct player_walk *w = &player_walk;
1105 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1106 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1107 v3_length(localplayer.rb.v) );
1108 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1109 localplayer.rb.co[1],
1110 localplayer.rb.co[2] );
1111 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1112 player__debugtext( 1, "activity: %s\n",
1113 (const char *[]){ "air",
1114 "ground",
1115 "sit",
1116 "sit_up",
1117 "inone",
1118 "ipopoff",
1119 "oair",
1120 "odrop_in",
1121 "oregular" }
1122 [w->state.activity] );
1123 player__debugtext( 1, "surface: %s\n",
1124 (const char *[]){ "concrete",
1125 "wood",
1126 "grass",
1127 "tiles",
1128 "metal",
1129 "snow",
1130 "sand" }
1131 [w->surface] );
1132 }
1133
1134 void player__walk_bind(void){
1135 struct player_walk *w = &player_walk;
1136 struct skeleton *sk = &localplayer.skeleton;
1137
1138 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1139 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1140 w->anim_run = skeleton_get_anim( sk, "run+y" );
1141 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1142 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1143 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1144 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1145 w->anim_sit = skeleton_get_anim( sk, "sit" );
1146 w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
1147 }
1148
1149 void player__walk_transition( bool grounded, f32 board_yaw ){
1150 struct player_walk *w = &player_walk;
1151 w->state.activity = k_walk_activity_air;
1152
1153 if( grounded ){
1154 w->state.activity = k_walk_activity_ipopoff;
1155 }
1156
1157 w->state.transition_t = 0.0f;
1158 w->state.jump_queued = 0;
1159 w->state.jump_input_time = 0.0;
1160 w->state.walk_timer = 0.0f;
1161 w->state.step_phase = 0;
1162 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1163 rb_update_matrices( &localplayer.rb );
1164 }
1165
1166 void player__walk_reset(void)
1167 {
1168 struct player_walk *w = &player_walk;
1169 w->state.activity = k_walk_activity_air;
1170 w->state.transition_t = 0.0f;
1171
1172 v3f fwd = { 0.0f, 0.0f, 1.0f };
1173 q_mulv( localplayer.rb.q, fwd, fwd );
1174 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1175 atan2f(fwd[0], fwd[2]) );
1176
1177 rb_update_matrices( &localplayer.rb );
1178 }
1179
1180 void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1181 struct player_walk_animator *animator = data;
1182
1183 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1184 bitpack_qquat( ctx, animator->root_q );
1185 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1186 bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
1187 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1188
1189 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1190 bitpack_bytes( ctx, 8, &animator->activity );
1191 }
1192
1193 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1194
1195 if( (animator->activity == k_walk_activity_sit) ||
1196 (animator->activity == k_walk_activity_sit_up) ){
1197 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1198 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1199 &animator->pitch );
1200 }
1201
1202 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1203 }
1204
1205 void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1206 audio_lock();
1207
1208 if( id == k_player_walk_soundeffect_splash ){
1209 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1210 }
1211
1212 audio_unlock();
1213 }