8 static void player_walk_drop_in_vector( v3f vec
){
10 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, 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
, 4.25f
, vec
);
16 static float player_xyspeed2(void){
17 return v3_length2( (v3f
){localplayer
.rb
.v
[0], 0.0f
, localplayer
.rb
.v
[2]} );
20 static void player_walk_generic_to_skate( enum skate_activity init
, f32 yaw
){
21 localplayer
.subsystem
= k_player_subsystem_skate
;
25 if( player_xyspeed2() < 0.1f
* 0.1f
)
26 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, v
);
28 v3_copy( localplayer
.rb
.v
, v
);
30 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
31 player_skate
.state
.activity
= init
;
37 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
38 atan2f(-dir
[0],-dir
[2]) );
39 q_normalize( localplayer
.rb
.q
);
41 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, player_skate
.state
.cog
);
42 v3_add( player_skate
.state
.cog
, localplayer
.rb
.co
, player_skate
.state
.cog
);
44 v3_copy( v
, player_skate
.state
.cog_v
);
45 v3_copy( v
, localplayer
.rb
.v
);
47 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
48 player__skate_reset_animator();
49 player__skate_clear_mechanics();
50 rb_update_transform( &localplayer
.rb
);
51 v3_copy( (v3f
){yaw
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
53 if( init
== k_skate_activity_air
)
54 player__approximate_best_trajectory();
57 static void player_walk_drop_in_to_skate(void){
58 localplayer
.immobile
= 0;
59 localplayer
.subsystem
= k_player_subsystem_skate
;
61 player_skate
.state
.activity_prev
= k_skate_activity_ground
;
62 player_skate
.state
.activity
= k_skate_activity_ground
;
64 player__begin_holdout( (v3f
){0.0f
,0.0f
,0.0f
} );
65 player__skate_clear_mechanics();
66 player__skate_reset_animator();
69 player_walk_drop_in_vector( init_velocity
);
71 rb_update_transform( &localplayer
.rb
);
72 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
,
73 player_skate
.state
.cog
);
74 v3_copy( init_velocity
, player_skate
.state
.cog_v
);
75 v3_copy( init_velocity
, localplayer
.rb
.v
);
76 v3_copy( init_velocity
, localplayer
.cam_control
.cam_velocity_smooth
);
77 v3_copy( (v3f
){1.0f
,0.0f
,0.0f
}, player_skate
.state
.trick_euler
);
80 static void player_walk_drop_in_overhang_transform( f32 t
, v3f co
, v4f q
){
82 v3_cross( (v3f
){0,1,0}, player_walk
.state
.drop_in_normal
, axis
);
85 float a
= acosf( player_walk
.state
.drop_in_normal
[1] ) * t
;
86 q_axis_angle( q
, axis
, a
);
89 heading_angle
= player_walk
.state
.drop_in_angle
;
92 overhang
[0] = sinf( heading_angle
) * l
;
93 overhang
[1] = 0.28f
* l
;
94 overhang
[2] = cosf( heading_angle
) * l
;
96 q_mulv( q
, overhang
, overhang
);
97 v3_add( player_walk
.state
.drop_in_target
, overhang
, co
);
100 static int player_walk_scan_for_drop_in(void){
101 world_instance
*world
= world_current_instance();
104 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
105 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], -1.0f
, center
);
108 int sample_count
= 0;
110 for( int i
=0; i
<20; i
++ ){
111 float t
= (float)i
* (1.0f
/19.0f
),
112 s
= sinf( t
* VG_PIf
* 0.25f
),
113 c
= cosf( t
* VG_PIf
* 0.25f
);
116 v3_muls ( localplayer
.rb
.to_world
[1], -c
, ray_dir
);
117 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
118 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
120 ray_hit
*ray
= &samples
[ sample_count
];
123 if( ray_world( world
, pos
, ray_dir
, ray
, 0 ) ){
124 vg_line( pos
, ray
->pos
, VG__RED
);
125 vg_line_point( ray
->pos
, 0.025f
, VG__BLACK
);
131 float min_a
= 0.70710678118654752f
;
132 ray_hit
*candidate
= NULL
;
134 if( sample_count
>= 2 ){
135 for( int i
=0; i
<sample_count
-1; i
++ ){
136 ray_hit
*s0
= &samples
[i
],
139 float a
= v3_dot( s0
->normal
, s1
->normal
);
141 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) ){
151 ray_hit
*s0
= candidate
,
154 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
156 v3_copy( s0
->normal
, pa
);
157 v3_copy( s1
->normal
, pb
);
158 v3_cross( localplayer
.rb
.to_world
[1], dir
, pc
);
161 pa
[3] = v3_dot( pa
, s0
->pos
);
162 pb
[3] = v3_dot( pb
, s1
->pos
);
163 pc
[3] = v3_dot( pc
, localplayer
.rb
.co
);
166 if( plane_intersect3( pa
, pb
, pc
, edge
) ){
167 v3_copy( edge
, player_walk
.state
.drop_in_target
);
168 v3_copy( s1
->normal
, player_walk
.state
.drop_in_normal
);
169 v3_copy( localplayer
.rb
.co
, player_walk
.state
.drop_in_start
);
171 player_walk
.state
.drop_in_start_angle
= player_get_heading_yaw();
172 player_walk
.state
.drop_in_angle
=
173 atan2f( player_walk
.state
.drop_in_normal
[0],
174 player_walk
.state
.drop_in_normal
[2] );
176 /* TODO: scan multiple of these? */
179 player_walk_drop_in_overhang_transform( 1.0f
, oco
, oq
);
181 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
182 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
184 q_mulv( oq
, va
, va
);
185 q_mulv( oq
, vb
, vb
);
186 v3_add( oco
, va
, va
);
187 v3_add( oco
, vb
, vb
);
190 v3_sub( vb
, va
, v0
);
194 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
196 if( ray_world( world
, va
, v0
, &ray
, 0 ) ){
197 vg_line( va
, vb
, VG__RED
);
198 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
199 vg_error( "invalidated\n" );
203 v3_muls( v0
, -1.0f
, v0
);
204 if( ray_world( world
, vb
, v0
, &ray
, 0 ) ){
205 vg_line( va
, vb
, VG__RED
);
206 vg_line_point( ray
.pos
, 0.1f
, VG__RED
);
207 vg_error( "invalidated\n" );
211 player_walk_drop_in_vector( localplayer
.rb
.v
);
215 vg_error( "failed to find intersection of drop in\n" );
222 static struct skeleton_anim
*player_walk_outro_anim( enum walk_outro type
){
223 struct player_walk
*w
= &player_walk
;
225 if( type
>= k_walk_outro_max
)
228 return (struct skeleton_anim
*[]){
229 [k_walk_outro_none
] = NULL
,
230 [k_walk_outro_jump_to_air
] = w
->anim_jump_to_air
,
231 [k_walk_outro_regular
] = w
->anim_intro
,
232 [k_walk_outro_drop_in
] = w
->anim_drop_in
237 static void player__walk_pre_update(void){
238 struct player_walk
*w
= &player_walk
;
240 if( !localplayer
.immobile
)
241 player_look( localplayer
.angles
, skaterift
.time_rate
);
244 joystick_state( k_srjoystick_steer
, steer
);
246 if( w
->state
.activity
== k_walk_activity_sit
){
247 if( w
->state
.sit_t
< 1.0f
)
248 w
->state
.sit_t
= vg_minf( 1.0f
, w
->state
.sit_t
+ vg
.time_delta
);
250 if( button_down(k_srbind_sit
) || (v2_length2(steer
)>0.2f
) ||
251 button_down(k_srbind_jump
) ){
252 w
->state
.activity
= k_walk_activity_sit_up
;
256 else if( w
->state
.activity
== k_walk_activity_sit_up
){
257 if( w
->state
.sit_t
> 0.0f
)
258 w
->state
.sit_t
= vg_maxf( 0.0f
, w
->state
.sit_t
- vg
.time_delta
);
260 w
->state
.activity
= k_walk_activity_ground
;
262 if( button_down(k_srbind_sit
) )
263 w
->state
.activity
= k_walk_activity_sit
;
267 else if( w
->state
.activity
== k_walk_activity_ground
){
268 if( button_down(k_srbind_sit
) ){
269 v3_zero( localplayer
.rb
.v
);
270 w
->state
.activity
= k_walk_activity_sit
;
275 w
->state
.sit_t
= 0.0f
;
277 if( w
->state
.outro_type
){
278 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
280 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
281 outro_time
= vg
.time
- w
->state
.outro_start_time
;
283 if( outro_time
>= outro_length
){
284 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
285 player_walk_drop_in_to_skate();
287 else if( w
->state
.outro_type
== k_walk_outro_jump_to_air
){
288 player_walk_generic_to_skate( k_skate_activity_air
, 0.0f
);
291 player_walk_generic_to_skate( k_skate_activity_ground
, 1.0f
);
294 w
->state
.outro_type
= k_walk_outro_none
;
298 else if( button_down( k_srbind_use
) && !localplayer
.immobile
){
299 if( 0 && (v3_dist2(localplayer
.rb
.co
,gzoomer
.obj
.rb
.co
) <= 4.0f
*4.0f
) ){
300 localplayer
.subsystem
= k_player_subsystem_drive
;
303 struct player_board
*board
=
304 addon_cache_item_if_loaded( k_addon_type_board
,
305 localplayer
.board_view_slot
);
309 if( w
->state
.activity
== k_walk_activity_ground
){
310 if( player_walk_scan_for_drop_in() ){
311 w
->state
.outro_type
= k_walk_outro_drop_in
;
312 w
->state
.outro_start_time
= vg
.time
;
313 localplayer
.immobile
= 1;
315 u32 foot_id
= localplayer
.id_ik_foot_r
;
317 m4x3_mulv( localplayer
.final_mtx
[ foot_id
],
318 localplayer
.skeleton
.bones
[ foot_id
].co
,
319 w
->state
.drop_in_foot_anchor
);
322 w
->state
.outro_type
= k_walk_outro_regular
;
323 w
->state
.outro_start_time
= vg
.time
;
324 w
->state
.activity
= k_walk_activity_lockedmove
;
326 if( player_xyspeed2() < 0.1f
* 0.1f
){
327 q_mulv( localplayer
.rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
},
333 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
334 w
->state
.outro_start_time
= vg
.time
;
339 else if( button_down( k_srbind_jump
) && !localplayer
.immobile
){
340 w
->state
.jump_queued
= 1;
341 w
->state
.jump_input_time
= vg
.time
;
345 static int player_walk_normal_standable( v3f n
){
346 return n
[1] > 0.70710678118f
;
349 static void player_accelerate( v3f v
, v3f movedir
, f32 speed
, f32 accel
){
350 float currentspeed
= v3_dot( v
, movedir
),
351 addspeed
= speed
- currentspeed
;
356 float accelspeed
= accel
* k_rb_delta
* speed
;
358 if( accelspeed
> addspeed
)
359 accelspeed
= addspeed
;
361 v3_muladds( v
, movedir
, accelspeed
, v
);
364 static void player_friction( v3f v
){
365 float speed
= v3_length( v
),
367 control
= vg_maxf( speed
, k_stopspeed
);
372 drop
+= control
* k_walk_friction
* k_rb_delta
;
374 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
377 v3_muls( v
, newspeed
, v
);
380 static void player_walk_custom_filter( world_instance
*world
,
381 rb_ct
*man
, int len
, f32 w
){
382 for( int i
=0; i
<len
; i
++ ){
384 if( ci
->type
== k_contact_type_disabled
||
385 ci
->type
== k_contact_type_edge
)
389 float d1
= v3_dot( ci
->co
, ci
->n
);
391 for( int j
=0; j
<len
; j
++ ){
396 if( cj
->type
== k_contact_type_disabled
)
399 struct world_surface
*si
= world_contact_surface( world
, ci
),
400 *sj
= world_contact_surface( world
, cj
);
402 if( (sj
->info
.flags
& k_material_flag_walking
) &&
403 !(si
->info
.flags
& k_material_flag_walking
)){
407 float d2
= v3_dot( cj
->co
, ci
->n
),
410 if( fabsf( d
) <= w
){
411 cj
->type
= k_contact_type_disabled
;
417 static void player__walk_update(void){
418 struct player_walk
*w
= &player_walk
;
421 joystick_state( k_srjoystick_steer
, steer
);
423 if( (w
->state
.activity
== k_walk_activity_sit
) ||
424 (w
->state
.activity
== k_walk_activity_sit_up
) ){
428 v3_copy( localplayer
.rb
.co
, w
->state
.prev_pos
);
429 v3_zero( localplayer
.rb
.w
);
431 world_instance
*world
= world_current_instance();
433 if( world
->water
.enabled
){
434 if( localplayer
.rb
.co
[1]+0.4f
< world
->water
.height
){
435 audio_oneshot_3d( &audio_splash
, localplayer
.rb
.co
, 40.0f
, 1.0f
);
436 player__dead_transition();
441 enum walk_activity prev_state
= w
->state
.activity
;
443 w
->collider
.height
= 2.0f
;
444 w
->collider
.radius
= 0.3f
;
447 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
448 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
450 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
455 float yaw
= localplayer
.angles
[0];
457 v3f forward_dir
= { -sinf(yaw
), 0.0f
, cosf(yaw
) };
458 v3f right_dir
= { forward_dir
[2], 0.0f
, -forward_dir
[0] };
460 w
->move_speed
= localplayer
.immobile
? 0.0f
: v2_length( steer
);
463 * Collision detection
466 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
467 &world
->rb_geo
.inf
.scene
, manifold
, 0 );
468 player_walk_custom_filter( world
, manifold
, len
, 0.01f
);
469 len
= rb_manifold_apply_filtered( manifold
, len
);
471 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
473 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
474 w
->state
.activity
= k_walk_activity_air
;
476 w
->surface
= k_surface_prop_concrete
;
478 for( int i
=0; i
<len
; i
++ ){
479 struct contact
*ct
= &manifold
[i
];
480 rb_debug_contact( ct
);
482 if( player_walk_normal_standable( ct
->n
) ){
483 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
484 w
->state
.activity
= k_walk_activity_ground
;
486 v3_add( surface_avg
, ct
->n
, surface_avg
);
488 struct world_surface
*surf
= world_contact_surface( world
, ct
);
489 if( surf
->info
.surface_prop
> w
->surface
)
490 w
->surface
= surf
->info
.surface_prop
;
493 rb_prepare_contact( ct
, k_rb_delta
);
499 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
502 v3_muls( right_dir
, steer
[0], movedir
);
503 v3_muladds( movedir
, forward_dir
, steer
[1], movedir
);
505 if( w
->state
.activity
== k_walk_activity_ground
){
506 v3_normalize( surface_avg
);
509 v3_tangent_basis( surface_avg
, tx
, ty
);
511 if( v2_length2(steer
) > 0.001f
){
512 /* clip movement to the surface */
513 float d
= v3_dot(surface_avg
,movedir
);
514 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
517 accel_speed
= k_walk_accel
;
518 nominal_speed
= k_walkspeed
;
521 if( w
->state
.jump_queued
){
522 w
->state
.jump_queued
= 0;
524 f32 t
= vg
.time
- w
->state
.jump_input_time
;
525 if( t
< PLAYER_JUMP_EPSILON
){
526 localplayer
.rb
.v
[1] = 5.0f
;
527 w
->state
.activity
= k_walk_activity_air
;
528 prev_state
= k_walk_activity_air
;
529 accel_speed
= k_walk_air_accel
;
530 nominal_speed
= k_airspeed
;
534 player_friction( localplayer
.rb
.v
);
538 accel_speed
= k_walk_air_accel
;
539 nominal_speed
= k_airspeed
;
542 if( v2_length2( steer
) > 0.001f
){
543 player_accelerate( localplayer
.rb
.v
, movedir
,
544 nominal_speed
, accel_speed
);
545 v3_normalize( movedir
);
549 * Resolve velocity constraints
551 for( int j
=0; j
<5; j
++ ){
552 for( int i
=0; i
<len
; i
++ ){
553 struct contact
*ct
= &manifold
[i
];
556 float vn
= -v3_dot( localplayer
.rb
.v
, ct
->n
);
558 float temp
= ct
->norm_impulse
;
559 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
560 vn
= ct
->norm_impulse
- temp
;
562 v3_muladds( localplayer
.rb
.v
, ct
->n
, vn
, localplayer
.rb
.v
);
567 if( w
->state
.activity
== k_walk_activity_ground
||
568 prev_state
== k_walk_activity_ground
){
569 float max_dist
= 0.4f
;
572 v3_copy( localplayer
.rb
.co
, pa
);
573 pa
[1] += w
->collider
.radius
+ max_dist
;
574 v3_add( pa
, (v3f
){0, -max_dist
* 2.0f
, 0}, pb
);
575 vg_line( pa
, pb
, 0xff000000 );
579 if( spherecast_world( world
, pa
, pb
,
580 w
->collider
.radius
, &t
, n
, 0 ) != -1 ){
581 if( player_walk_normal_standable(n
) ){
582 v3_lerp( pa
, pb
, t
, localplayer
.rb
.co
);
583 localplayer
.rb
.co
[1] += -w
->collider
.radius
- k_penetration_slop
;
584 w
->state
.activity
= k_walk_activity_ground
;
586 float d
= -v3_dot(n
,localplayer
.rb
.v
);
587 v3_muladds( localplayer
.rb
.v
, n
, d
, localplayer
.rb
.v
);
588 localplayer
.rb
.v
[1] += -k_gravity
* k_rb_delta
;
597 rb_depenetrate( manifold
, len
, dt
);
598 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
601 if( w
->state
.activity
== k_walk_activity_air
){
602 localplayer
.rb
.v
[1] += -k_gravity
*k_rb_delta
;
605 if( localplayer
.immobile
){
606 localplayer
.rb
.v
[0] = 0.0f
;
607 localplayer
.rb
.v
[2] = 0.0f
;
610 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, k_rb_delta
,
612 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
613 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
617 * ---------------------------------------------------
622 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
624 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
625 v3_add( lwr_offs
, localplayer
.rb
.co
, lwr_now
);
628 v3_sub( localplayer
.rb
.co
, w
->state
.prev_pos
, movedelta
);
630 float movedist
= v3_length( movedelta
);
632 if( movedist
> 0.3f
){
633 float t
, sr
= w
->collider
.radius
-0.04f
;
636 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
, 0 ) != -1 ){
637 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), localplayer
.rb
.co
);
638 localplayer
.rb
.co
[1] -= w
->collider
.radius
;
639 rb_update_transform( &localplayer
.rb
);
641 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
642 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
646 u32 id
= world_intersect_gates(world
, localplayer
.rb
.co
, w
->state
.prev_pos
);
648 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
649 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
650 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
652 v4f transport_rotation
;
653 m3x3_q( gate
->transport
, transport_rotation
);
654 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
656 rb_update_transform( &localplayer
.rb
);
657 player__pass_gate( id
);
659 rb_update_transform( &localplayer
.rb
);
662 static void player__walk_post_update(void){
663 struct player_walk
*w
= &player_walk
;
666 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
667 v3_add( localplayer
.rb
.co
, (v3f
){0,1,0}, mtx
[3] );
669 float substep
= vg
.time_fixed_extrapolate
;
670 v3_muladds( mtx
[3], localplayer
.rb
.v
, k_rb_delta
*substep
, mtx
[3] );
671 vg_line_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
674 /* Calculate header */
676 if( player_xyspeed2() > 0.1f
*0.1f
){
677 float a
= atan2f( localplayer
.rb
.v
[0], localplayer
.rb
.v
[2] );
678 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
681 vg_line_point( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
683 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
684 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
685 v3_muladds( w
->state
.drop_in_target
, localplayer
.rb
.to_world
[1], 0.3f
, p1
);
686 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
688 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
689 vg_line_point( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
692 float a
= player_get_heading_yaw();
697 v3_add( localplayer
.rb
.co
, p1
, p1
);
698 vg_line( localplayer
.rb
.co
, p1
, VG__PINK
);
701 if( vg_fractf(w
->state
.walk_timer
) > 0.5f
)
706 if( (w
->state
.step_phase
!= walk_phase
) &&
707 (w
->state
.activity
== k_walk_activity_ground
) )
710 if( w
->surface
== k_surface_prop_concrete
){
712 &audio_footsteps
[vg_randu32()%vg_list_size(audio_footsteps
)],
713 localplayer
.rb
.co
, 40.0f
, 1.0f
716 else if( w
->surface
== k_surface_prop_grass
){
718 &audio_footsteps_grass
[ vg_randu32()%
719 vg_list_size(audio_footsteps_grass
)],
720 localplayer
.rb
.co
, 40.0f
, 1.0f
723 else if( w
->surface
== k_surface_prop_wood
){
725 &audio_footsteps_wood
[ vg_randu32()%
726 vg_list_size(audio_footsteps_wood
)],
727 localplayer
.rb
.co
, 40.0f
, 1.0f
733 w
->state
.step_phase
= walk_phase
;
736 static void player__walk_animate(void){
737 struct player_walk
*w
= &player_walk
;
738 player_pose
*pose
= &localplayer
.pose
;
739 struct player_walk_animator
*animator
= &w
->animator
;
741 animator
->outro_type
= w
->state
.outro_type
;
744 f32 fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
747 if( w
->state
.activity
== k_walk_activity_air
) rate
= 2.4f
;
750 animator
->fly
= vg_lerpf( animator
->fly
, fly
, rate
*vg
.time_delta
);
751 animator
->run
= vg_lerpf( animator
->run
, w
->move_speed
,
755 if( w
->move_speed
> 0.025f
){
757 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
758 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
759 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
761 w
->state
.walk_timer
+= walk_adv
* vg
.time_delta
;
764 w
->state
.walk_timer
= 0.0f
;
765 animator
->walk_timer
= w
->state
.walk_timer
;
768 if( localplayer
.immobile
|| (w
->state
.outro_type
== k_walk_outro_drop_in
) ){
769 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
770 v4_copy( localplayer
.rb
.q
, animator
->root_q
);
773 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
776 f32 walk_yaw
= player_get_heading_yaw();
779 animator
->sit_t
= w
->state
.sit_t
;
782 f32 head_yaw
= localplayer
.angles
[0] + VG_PIf
,
783 y
= vg_angle_diff( head_yaw
, -walk_yaw
),
784 p
= vg_clampf( localplayer
.angles
[1],
785 -k_sit_pitch_limit
, k_sit_pitch_limit
);
787 if( fabsf(y
) > k_sit_yaw_limit
){
791 animator
->yaw
= vg_lerpf( animator
->yaw
, y
, vg
.time_delta
*2.0f
);
792 animator
->pitch
= vg_lerpf( animator
->pitch
, p
, vg
.time_delta
*2.8f
);
795 if( w
->state
.outro_type
){
796 struct skeleton_anim
*anim
=
797 player_walk_outro_anim( w
->state
.outro_type
);
798 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
799 outro_time
= vg
.time
- w
->state
.outro_start_time
;
800 animator
->outro_t
= outro_time
/ outro_length
;
802 if( w
->state
.outro_type
== k_walk_outro_drop_in
){
803 float inv_rate
= 1.0f
/ anim
->rate
,
804 anim_frames
= anim
->length
* inv_rate
,
805 step_frames
= 12.0f
* inv_rate
,
806 commit_frames
= 6.0f
* inv_rate
,
807 drop_frames
= anim_frames
- step_frames
,
808 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
809 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
810 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
);
811 animator
->commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
813 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
814 w
->state
.drop_in_angle
, step_t
);
816 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
817 step_t
, localplayer
.rb
.co
);
818 v3_copy( localplayer
.rb
.co
, animator
->root_co
);
820 /* for the camera purposes only */
822 player_walk_drop_in_vector( init_velocity
);
823 v3_muls( init_velocity
, dop_t
, localplayer
.rb
.v
);
824 v3_copy( localplayer
.rb
.v
,
825 localplayer
.cam_control
.cam_velocity_smooth
);
827 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
830 v3_copy( w
->state
.drop_in_foot_anchor
, animator
->foot_anchor
);
832 /* the drop in bit */
833 if( step_t
>= 1.0f
){
836 player_walk_drop_in_overhang_transform( dop_t
, final_co
, final_q
);
838 q_mul( final_q
, animator
->root_q
, animator
->root_q
);
839 v3_copy( final_co
, animator
->root_co
);
842 v4_copy( animator
->root_q
, localplayer
.rb
.q
);
843 rb_update_transform( &localplayer
.rb
);
845 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
846 -0.1f
*dop_t
, animator
->root_co
);
847 v3_copy( animator
->root_co
, localplayer
.rb
.co
);
853 v3_muladds( animator
->root_co
, localplayer
.rb
.to_world
[1],
854 -0.1f
*animator
->outro_t
, animator
->root_co
);
858 q_axis_angle( animator
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
861 static void player__walk_pose( void *_animator
, player_pose
*pose
){
862 struct player_walk
*w
= &player_walk
;
863 struct player_walk_animator
*animator
= _animator
;
864 struct skeleton
*sk
= &localplayer
.skeleton
;
866 v3_copy( animator
->root_co
, pose
->root_co
);
867 v4_copy( animator
->root_q
, pose
->root_q
);
868 pose
->board
.lean
= 0.0f
;
869 pose
->type
= k_player_pose_type_ik
;
871 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
872 run_norm
= (float)w
->anim_run
->length
/30.0f
,
873 t
= animator
->walk_timer
,
874 l
= vg_clampf( animator
->run
*15.0f
, 0.0f
, 1.0f
),
875 idle_walk
= vg_clampf( (animator
->run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
878 mdl_keyframe apose
[32], bpose
[32];
879 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
880 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
882 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
885 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
886 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
889 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
890 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->fly
, apose
);
893 if( animator
->sit_t
> 0.0f
){
894 f32 sit_norm
= (f32
)(w
->anim_sit
->length
-1)/30.0f
,
895 st
= vg_minf( 1.0f
, animator
->sit_t
);
896 skeleton_sample_anim( sk
, w
->anim_sit
, st
*sit_norm
, bpose
);
899 f32
*qh
= bpose
[localplayer
.id_head
-1].q
;
900 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
901 q_axis_angle( qp
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->pitch
*st
);
906 qh
= bpose
[localplayer
.id_chest
-1].q
;
907 q_axis_angle( qy
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->yaw
*0.5f
*st
);
911 skeleton_lerp_pose( sk
, apose
, bpose
, vg_minf(1.0f
,st
*10.0f
), apose
);
914 if( animator
->outro_type
){
915 struct skeleton_anim
*anim
= player_walk_outro_anim(animator
->outro_type
);
918 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
922 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
923 outro_time
= animator
->outro_t
*outro_length
;
925 skeleton_sample_anim_clamped( sk
, anim
, outro_time
, bpose
);
926 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->outro_t
*10.0f
,
929 if( animator
->outro_type
== k_walk_outro_drop_in
){
930 m4x3f transform
, inverse
;
931 q_m3x3( pose
->root_q
, transform
);
932 v3_copy( pose
->root_co
, transform
[3] );
933 m4x3_invert_affine( transform
, inverse
);
936 m4x3_mulv( inverse
, animator
->foot_anchor
, anchored_pos
);
938 v3_lerp( pose
->keyframes
[ localplayer
.id_ik_foot_r
-1 ].co
,
940 1.0f
-animator
->commit_t
,
941 pose
->keyframes
[ localplayer
.id_ik_foot_r
-1 ].co
);
945 skeleton_copy_pose( sk
, apose
, pose
->keyframes
);
948 static void player__walk_post_animate(void){
952 struct player_walk
*w
= &player_walk
;
954 if( w
->state
.outro_type
){
955 struct skeleton_anim
*anim
= player_walk_outro_anim(w
->state
.outro_type
);
957 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
958 outro_time
= vg
.time
- w
->state
.outro_start_time
,
959 outro_t
= outro_time
/ outro_length
;
961 localplayer
.cam_velocity_influence
= outro_t
;
964 localplayer
.cam_velocity_influence
= 0.0f
;
967 static void player__walk_im_gui(void){
968 struct player_walk
*w
= &player_walk
;
969 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
971 localplayer
.rb
.v
[2] );
972 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
973 localplayer
.rb
.co
[1],
974 localplayer
.rb
.co
[2] );
975 player__debugtext( 1, "activity: %s\n",
976 (const char *[]){ "k_walk_activity_air",
977 "k_walk_activity_ground",
978 "k_walk_activity_sleep",
979 "k_walk_activity_lockedmove",
980 "k_walk_activity_sit",
981 "k_walk_activity_sit_up" }
982 [w
->state
.activity
] );
983 player__debugtext( 1, "surface: %s\n",
984 (const char *[]){ "concrete",
991 if( w
->state
.outro_type
){
992 struct skeleton_anim
*anim
=
993 player_walk_outro_anim( w
->state
.outro_type
);
995 f32 outro_length
= (f32
)anim
->length
/ anim
->rate
,
996 outro_time
= vg
.time
- w
->state
.outro_start_time
;
997 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
1001 static void player__walk_bind(void){
1002 struct player_walk
*w
= &player_walk
;
1003 struct skeleton
*sk
= &localplayer
.skeleton
;
1005 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
1006 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
1007 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
1008 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
1009 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
1010 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
1011 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
1012 w
->anim_sit
= skeleton_get_anim( sk
, "sit" );
1015 static void player__walk_transition(void){
1016 struct player_walk
*w
= &player_walk
;
1017 w
->state
.activity
= k_walk_activity_air
;
1018 w
->state
.outro_type
= k_walk_outro_none
;
1019 w
->state
.outro_start_time
= 0.0;
1020 w
->state
.jump_queued
= 0;
1021 w
->state
.jump_input_time
= 0.0;
1022 w
->state
.walk_timer
= 0.0f
;
1023 w
->state
.step_phase
= 0;
1025 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
1026 q_mulv( localplayer
.rb
.q
, fwd
, fwd
);
1027 q_axis_angle( localplayer
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1028 atan2f(fwd
[0], fwd
[2]) );
1030 rb_update_transform( &localplayer
.rb
);
1033 static void player__walk_reset(void){
1034 struct player_walk
*w
= &player_walk
;
1035 w
->state
.activity
= k_walk_activity_air
;
1036 w
->state
.outro_type
= k_walk_outro_none
;
1037 w
->state
.outro_start_time
= 0.0;
1040 static void player__walk_animator_exchange( bitpack_ctx
*ctx
, void *data
){
1041 struct player_walk_animator
*animator
= data
;
1043 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
1044 bitpack_qquat( ctx
, animator
->root_q
);
1045 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
1046 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->run
);
1047 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->walk
);
1048 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->walk_timer
);
1050 for( int i
=0; i
<1; i
++ ){ /* without this you get a warning from gcc. lol */
1051 bitpack_bytes( ctx
, 8, &animator
->outro_type
);
1052 if( animator
->outro_type
){
1053 bitpack_bytes( ctx
, sizeof(animator
->foot_anchor
),
1054 animator
->foot_anchor
);
1055 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->outro_t
);
1056 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->commit_t
);
1060 u32 code
= bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->sit_t
);
1062 bitpack_qf32( ctx
, 8, -k_sit_yaw_limit
, k_sit_yaw_limit
, &animator
->yaw
);
1063 bitpack_qf32( ctx
, 8, -k_sit_pitch_limit
, k_sit_pitch_limit
,
1067 #endif /* PLAYER_DEVICE_WALK_H */