6 VG_STATIC
void player_walk_drop_in_vector( player_instance
*player
, v3f vec
)
8 struct player_walk
*w
= &player
->_walk
;
11 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
12 v3_cross( axis
, w
->state
.drop_in_normal
, init_dir
);
13 v3_normalize( init_dir
);
14 v3_muls( init_dir
, 7.0f
, vec
);
17 VG_STATIC
float player_xyspeed2( player_instance
*player
)
20 v3_muladds( player
->rb
.v
, player
->basis
[1],
21 -v3_dot( player
->basis
[1], player
->rb
.v
), xy
);
23 return v3_length2(xy
);
26 VG_STATIC
void player_walk_generic_to_skate( player_instance
*player
,
27 enum skate_activity init
,
30 player
->subsystem
= k_player_subsystem_skate
;
32 struct player_walk
*w
= &player
->_walk
;
33 struct player_skate
*s
= &player
->_skate
;
37 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
38 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
40 v3_copy( player
->rb
.v
, v
);
42 s
->state
.activity_prev
= k_skate_activity_ground
;
43 s
->state
.activity
= init
;
48 m3x3_mulv( player
->invbasis
, dir
, dir
);
50 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(-dir
[0],-dir
[2]) );
51 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
52 q_normalize( player
->rb
.q
);
54 q_mulv( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, s
->state
.cog
);
55 v3_add( s
->state
.cog
, player
->rb
.co
, s
->state
.cog
);
57 v3_copy( v
, s
->state
.cog_v
);
58 v3_copy( v
, player
->rb
.v
);
60 player__skate_reset_animator( player
);
61 player__skate_clear_mechanics( player
);
62 rb_update_transform( &player
->rb
);
63 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, s
->state
.trick_euler
);
65 if( init
== k_skate_activity_air
)
66 player__approximate_best_trajectory( player
);
69 VG_STATIC
void player_walk_drop_in_to_skate( player_instance
*player
)
71 player
->subsystem
= k_player_subsystem_skate
;
73 struct player_walk
*w
= &player
->_walk
;
74 struct player_skate
*s
= &player
->_skate
;
75 s
->state
.activity_prev
= k_skate_activity_ground
;
76 s
->state
.activity
= k_skate_activity_ground
;
78 player__skate_clear_mechanics( player
);
79 player__skate_reset_animator( player
);
82 player_walk_drop_in_vector( player
, init_velocity
);
84 rb_update_transform( &player
->rb
);
85 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
86 v3_copy( init_velocity
, s
->state
.cog_v
);
87 v3_copy( init_velocity
, player
->rb
.v
);
88 v3_copy( init_velocity
, player
->cam_velocity_smooth
);
89 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, s
->state
.trick_euler
);
92 VG_STATIC
void player_walk_drop_in_overhang_transform( player_instance
*player
,
96 struct player_walk
*w
= &player
->_walk
;
99 v3_cross( player
->basis
[1], w
->state
.drop_in_normal
, axis
);
100 v3_normalize( axis
);
102 float a
= acosf( w
->state
.drop_in_normal
[1] ) * t
;
104 q_axis_angle( q
, axis
, a
);
107 heading_angle
= w
->state
.drop_in_angle
;
110 overhang
[0] = sinf( heading_angle
) * l
;
111 overhang
[1] = 0.28f
* l
;
112 overhang
[2] = cosf( heading_angle
) * l
;
114 q_mulv( q
, overhang
, overhang
);
115 v3_add( w
->state
.drop_in_target
, overhang
, co
);
118 VG_STATIC
int player_walk_scan_for_drop_in( player_instance
*player
)
120 struct player_walk
*w
= &player
->_walk
;
123 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
124 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
127 int sample_count
= 0;
129 for( int i
=0; i
<20; i
++ )
131 float t
= (float)i
* (1.0f
/19.0f
),
132 s
= sinf( t
* VG_PIf
* 0.25f
),
133 c
= cosf( t
* VG_PIf
* 0.25f
);
136 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
137 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
138 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
140 ray_hit
*ray
= &samples
[ sample_count
];
143 if( ray_world( pos
, ray_dir
, ray
) )
145 vg_line( pos
, ray
->pos
, VG__RED
);
146 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
152 float min_a
= 0.70710678118654752f
;
153 ray_hit
*candidate
= NULL
;
155 if( sample_count
>= 2 )
157 for( int i
=0; i
<sample_count
-1; i
++ )
159 ray_hit
*s0
= &samples
[i
],
162 float a
= v3_dot( s0
->normal
, s1
->normal
);
164 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
176 ray_hit
*s0
= candidate
,
179 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
181 v3_copy( s0
->normal
, pa
);
182 v3_copy( s1
->normal
, pb
);
183 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
186 pa
[3] = v3_dot( pa
, s0
->pos
);
187 pb
[3] = v3_dot( pb
, s1
->pos
);
188 pc
[3] = v3_dot( pc
, player
->rb
.co
);
191 if( plane_intersect3( pa
, pb
, pc
, edge
) )
193 v3_copy( edge
, w
->state
.drop_in_target
);
194 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
195 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
197 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
198 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
199 w
->state
.drop_in_normal
[2] );
201 /* TODO: scan multiple of these? */
204 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
206 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
207 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
209 q_mulv( oq
, va
, va
);
210 q_mulv( oq
, vb
, vb
);
211 v3_add( oco
, va
, va
);
212 v3_add( oco
, vb
, vb
);
215 v3_sub( vb
, va
, v0
);
219 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
221 if( ray_world( va
, v0
, &ray
) )
223 vg_line( va
, vb
, VG__RED
);
224 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
225 vg_error( "invalidated\n" );
229 v3_muls( v0
, -1.0f
, v0
);
230 if( ray_world( vb
, v0
, &ray
) )
232 vg_line( va
, vb
, VG__RED
);
233 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
234 vg_error( "invalidated\n" );
238 player_walk_drop_in_vector( player
, player
->rb
.v
);
243 vg_error( "failed to find intersection of drop in\n" );
250 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
252 struct player_walk
*w
= &player
->_walk
;
254 if( w
->state
.activity
!= k_walk_activity_immobile
)
255 player_look( player
, player
->angles
);
257 if( w
->state
.outro_anim
)
259 float outro_length
= (float)w
->state
.outro_anim
->length
/
260 w
->state
.outro_anim
->rate
,
261 outro_time
= vg
.time
- w
->state
.outro_start_time
;
263 if( outro_time
>= outro_length
)
265 w
->state
.outro_anim
= NULL
;
266 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
268 player_walk_drop_in_to_skate( player
);
270 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
);
276 player_walk_generic_to_skate( player
,
277 k_skate_activity_ground
, 1.0f
);
283 else if( vg_input_button_down( player
->input_use
) )
285 if( w
->state
.activity
== k_walk_activity_ground
)
287 if( player_walk_scan_for_drop_in( player
) )
289 w
->state
.outro_type
= k_walk_outro_drop_in
;
290 w
->state
.outro_anim
= w
->anim_drop_in
;
291 w
->state
.outro_start_time
= vg
.time
;
292 w
->state
.activity
= k_walk_activity_immobile
;
294 struct player_avatar
*av
= player
->playeravatar
;
295 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
296 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
297 w
->state
.drop_in_foot_anchor
);
301 w
->state
.outro_type
= k_walk_outro_regular
;
302 w
->state
.outro_anim
= w
->anim_intro
;
303 w
->state
.outro_start_time
= vg
.time
;
304 w
->state
.activity
= k_walk_activity_lockedmove
;
306 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
307 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
312 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
313 w
->state
.outro_anim
= w
->anim_jump_to_air
;
314 w
->state
.outro_start_time
= vg
.time
;
320 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
322 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
325 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
327 float currentspeed
= v3_dot( v
, movedir
),
328 addspeed
= speed
- currentspeed
;
333 float accelspeed
= accel
* k_rb_delta
* speed
;
335 if( accelspeed
> addspeed
)
336 accelspeed
= addspeed
;
338 v3_muladds( v
, movedir
, accelspeed
, v
);
341 VG_STATIC
void player_friction( v3f v
)
343 float speed
= v3_length( v
),
345 control
= vg_maxf( speed
, k_stopspeed
);
350 drop
+= control
* k_walk_friction
* k_rb_delta
;
352 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
355 v3_muls( v
, newspeed
, v
);
358 VG_STATIC
void player__walk_update( player_instance
*player
)
360 struct player_walk
*w
= &player
->_walk
;
361 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
363 if( w
->state
.activity
== k_walk_activity_immobile
)
366 w
->collider
.height
= 2.0f
;
367 w
->collider
.radius
= 0.3f
;
370 m3x3_copy( player
->rb
.to_world
, mtx
);
371 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
373 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
378 float yaw
= player
->angles
[0];
380 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
381 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
383 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
384 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
387 v2f walk
= { player
->input_walkh
->axis
.value
,
388 player
->input_walkv
->axis
.value
};
390 if( v2_length2(walk
) > 0.001f
)
391 v2_normalize_clamp( walk
);
393 w
->move_speed
= v2_length( walk
);
396 * Collision detection
398 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
399 &world
.rb_geo
.inf
.scene
, manifold
);
400 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
401 len
= rb_manifold_apply_filtered( manifold
, len
);
403 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
405 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
406 w
->state
.activity
= k_walk_activity_air
;
408 for( int i
=0; i
<len
; i
++ )
410 struct contact
*ct
= &manifold
[i
];
411 rb_debug_contact( ct
);
413 if( player_walk_normal_standable( player
, ct
->n
) )
415 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
416 w
->state
.activity
= k_walk_activity_ground
;
418 v3_add( surface_avg
, ct
->n
, surface_avg
);
421 rb_prepare_contact( ct
, k_rb_delta
);
427 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
429 v3_muls( right_dir
, walk
[0], movedir
);
430 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
432 if( w
->state
.activity
== k_walk_activity_ground
)
434 v3_normalize( surface_avg
);
437 rb_tangent_basis( surface_avg
, tx
, ty
);
439 if( v2_length2(walk
) > 0.001f
)
441 /* clip movement to the surface */
442 float d
= v3_dot(surface_avg
,movedir
);
443 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
446 accel_speed
= k_walk_accel
;
447 nominal_speed
= k_walkspeed
;
450 if( player
->input_jump
->button
.value
)
452 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
453 w
->state
.activity
= k_walk_activity_air
;
454 accel_speed
= k_walk_air_accel
;
455 nominal_speed
= k_airspeed
;
459 player_friction( player
->rb
.v
);
461 struct world_material
*surface_mat
= world_contact_material(manifold
);
462 w
->surface
= surface_mat
->info
.surface_prop
;
467 accel_speed
= k_walk_air_accel
;
468 nominal_speed
= k_airspeed
;
471 if( v2_length2(walk
) > 0.001f
)
473 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
474 v3_normalize( movedir
);
478 * Resolve velocity constraints
480 for( int j
=0; j
<5; j
++ )
482 for( int i
=0; i
<len
; i
++ )
484 struct contact
*ct
= &manifold
[i
];
487 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
489 float temp
= ct
->norm_impulse
;
490 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
491 vn
= ct
->norm_impulse
- temp
;
493 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
501 rb_depenetrate( manifold
, len
, dt
);
502 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
504 /* TODO: Stepping......
506 * ideas; walkgrid style steps
509 if( w
->state
.activity
== k_walk_activity_ground
)
512 float max_dist
= 0.4f
;
515 v3_copy( player
->rb
.co
, pa
);
516 pa
[1] += w
->collider
.radius
+ max_dist
;
518 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
519 vg_line( pa
, pb
, 0xff000000 );
523 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
525 if( player_walk_normal_standable( n
) )
527 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
528 player
->rb
.co
[1] -= w
->collider
.radius
;
536 if( w
->state
.activity
== k_walk_activity_air
)
538 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
542 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
543 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
544 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
548 * ---------------------------------------------------
553 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
555 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
556 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
559 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
561 float movedist
= v3_length( movedelta
);
563 if( movedist
> 0.3f
)
565 float t
, sr
= w
->collider
.radius
-0.04f
;
568 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
570 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
571 player
->rb
.co
[1] -= w
->collider
.radius
;
572 rb_update_transform( &player
->rb
);
574 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
575 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
580 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
582 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
583 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
585 v4f transport_rotation
;
586 m3x3_q( gate
->transport
, transport_rotation
);
587 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
589 rb_update_transform( &player
->rb
);
591 w
->state_gate_storage
= w
->state
;
592 player__pass_gate( player
, gate
);
596 VG_STATIC
void player__walk_post_update( player_instance
*player
)
598 struct player_walk
*w
= &player
->_walk
;
601 m3x3_copy( player
->rb
.to_world
, mtx
);
602 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
604 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
605 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
606 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
609 /* Calculate header */
611 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
614 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
615 float a
= atan2f( v_xy
[0], v_xy
[2] );
617 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
618 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
619 q_normalize( player
->rb
.q
);
622 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
624 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
625 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
626 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
627 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
629 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
630 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
633 float a
= player_get_heading_yaw( player
);
637 m3x3_mulv( player
->basis
, p1
, p1
);
639 v3_add( player
->rb
.co
, p1
, p1
);
640 vg_line( player
->rb
.co
, p1
, VG__PINK
);
643 VG_STATIC
void player__walk_animate( player_instance
*player
,
644 player_animation
*dest
)
646 struct player_walk
*w
= &player
->_walk
;
647 struct skeleton
*sk
= &player
->playeravatar
->sk
;
650 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
653 if( w
->state
.activity
== k_walk_activity_air
)
658 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
659 w
->blend_run
= vg_lerpf( w
->blend_run
,
661 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
662 2.0f
*vg
.time_delta
);
665 player_pose apose
, bpose
;
667 if( w
->move_speed
> 0.025f
)
670 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
671 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
672 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
674 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
678 w
->walk_timer
= 0.0f
;
681 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
682 run_norm
= (float)w
->anim_run
->length
/30.0f
,
684 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
685 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
688 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
689 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
691 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
694 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
695 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
698 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
699 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
701 /* Create transform */
702 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
704 float walk_yaw
= player_get_heading_yaw( player
);
706 if( w
->state
.outro_anim
)
708 struct player_avatar
*av
= player
->playeravatar
;
709 float outro_length
= (float)w
->state
.outro_anim
->length
/
710 w
->state
.outro_anim
->rate
,
711 outro_time
= vg
.time
- w
->state
.outro_start_time
,
712 outro_t
= outro_time
/ outro_length
;
714 /* TODO: Compression */
715 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
717 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
719 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
721 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
722 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
723 step_frames
= 12.0f
* inv_rate
,
724 commit_frames
= 6.0f
* inv_rate
,
725 drop_frames
= anim_frames
- step_frames
,
726 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
727 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
728 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
729 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
731 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
732 w
->state
.drop_in_angle
, step_t
);
734 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
735 step_t
, player
->rb
.co
);
736 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
738 m4x3f transform
, inverse
;
739 q_m3x3( dest
->root_q
, transform
);
740 v3_copy( dest
->root_co
, transform
[3] );
741 m4x3_invert_affine( transform
, inverse
);
744 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
746 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
748 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
751 /* the drop in bit */
755 player_walk_drop_in_overhang_transform( player
, dop_t
,
756 player
->rb
.co
, final_q
);
757 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
759 v4_copy( dest
->root_q
, player
->rb
.q
);
760 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
761 -0.1f
* dop_t
, dest
->root_co
);
763 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
764 player
->holdout_time
= 1.0f
;
770 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
771 -0.1f
* outro_t
, dest
->root_co
);
773 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
774 player
->holdout_time
= 1.0f
;
779 skeleton_copy_pose( sk
, apose
, dest
->pose
);
782 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
783 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
784 q_normalize( dest
->root_q
);
787 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
792 struct player_walk
*w
= &player
->_walk
;
793 struct player_avatar
*av
= player
->playeravatar
;
795 if( w
->state
.outro_anim
)
797 float outro_length
= (float)w
->state
.outro_anim
->length
/
798 w
->state
.outro_anim
->rate
,
799 outro_time
= vg
.time
- w
->state
.outro_start_time
,
800 outro_t
= outro_time
/ outro_length
;
802 player
->cam_velocity_influence
= outro_t
;
805 player
->cam_velocity_influence
= 0.0f
;
809 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
811 struct player_walk
*w
= &player
->_walk
;
812 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
815 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
818 player__debugtext( 1, "activity: %s\n",
819 (const char *[]){ "k_walk_activity_air",
820 "k_walk_activity_ground",
821 "k_walk_activity_sleep",
822 "k_walk_activity_immobile",
823 "k_walk_activity_lockedmove" }
824 [w
->state
.activity
] );
826 if( w
->state
.outro_anim
)
828 float outro_length
= (float)w
->state
.outro_anim
->length
/
829 w
->state
.outro_anim
->rate
,
830 outro_time
= vg
.time
- w
->state
.outro_start_time
;
831 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
835 VG_STATIC
void player__walk_bind( player_instance
*player
)
837 struct player_walk
*w
= &player
->_walk
;
838 struct player_avatar
*av
= player
->playeravatar
;
839 struct skeleton
*sk
= &av
->sk
;
841 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
842 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
843 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
844 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
845 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
846 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
847 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
850 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
852 struct player_walk
*w
= &player
->_walk
;
853 w
->state
.activity
= k_walk_activity_air
;
855 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
856 q_mulv( player
->rb
.q
, fwd
, fwd
);
857 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
859 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
860 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
861 q_normalize( player
->rb
.q
);
863 rb_update_transform( &player
->rb
);
866 #endif /* PLAYER_DEVICE_WALK_H */