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
;
121 world_instance
*world
= get_active_world();
124 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.0f
}, dir
);
125 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], -1.0f
, center
);
128 int sample_count
= 0;
130 for( int i
=0; i
<20; i
++ )
132 float t
= (float)i
* (1.0f
/19.0f
),
133 s
= sinf( t
* VG_PIf
* 0.25f
),
134 c
= cosf( t
* VG_PIf
* 0.25f
);
137 v3_muls ( player
->rb
.to_world
[1], -c
, ray_dir
);
138 v3_muladds( ray_dir
, dir
, -s
, ray_dir
);
139 v3_muladds( center
, ray_dir
, -2.0f
, pos
);
141 ray_hit
*ray
= &samples
[ sample_count
];
144 if( ray_world( world
, pos
, ray_dir
, ray
) )
146 vg_line( pos
, ray
->pos
, VG__RED
);
147 vg_line_pt3( ray
->pos
, 0.025f
, VG__BLACK
);
153 float min_a
= 0.70710678118654752f
;
154 ray_hit
*candidate
= NULL
;
156 if( sample_count
>= 2 )
158 for( int i
=0; i
<sample_count
-1; i
++ )
160 ray_hit
*s0
= &samples
[i
],
163 float a
= v3_dot( s0
->normal
, s1
->normal
);
165 if( (a
< min_a
) && (a
>= -0.1f
) && (s0
->normal
[1]>s1
->normal
[1]) )
177 ray_hit
*s0
= candidate
,
180 vg_line( s0
->pos
, s1
->pos
, VG__WHITE
);
182 v3_copy( s0
->normal
, pa
);
183 v3_copy( s1
->normal
, pb
);
184 v3_cross( player
->rb
.to_world
[1], dir
, pc
);
187 pa
[3] = v3_dot( pa
, s0
->pos
);
188 pb
[3] = v3_dot( pb
, s1
->pos
);
189 pc
[3] = v3_dot( pc
, player
->rb
.co
);
192 if( plane_intersect3( pa
, pb
, pc
, edge
) )
194 v3_copy( edge
, w
->state
.drop_in_target
);
195 v3_copy( s1
->normal
, w
->state
.drop_in_normal
);
196 v3_copy( player
->rb
.co
, w
->state
.drop_in_start
);
198 w
->state
.drop_in_start_angle
= player_get_heading_yaw( player
);
199 w
->state
.drop_in_angle
= atan2f( w
->state
.drop_in_normal
[0],
200 w
->state
.drop_in_normal
[2] );
202 /* TODO: scan multiple of these? */
205 player_walk_drop_in_overhang_transform( player
, 1.0f
, oco
, oq
);
207 v3f va
= {0.0f
,0.0f
,-k_board_length
- 0.3f
},
208 vb
= {0.0f
,0.0f
, k_board_length
+ 0.3f
};
210 q_mulv( oq
, va
, va
);
211 q_mulv( oq
, vb
, vb
);
212 v3_add( oco
, va
, va
);
213 v3_add( oco
, vb
, vb
);
216 v3_sub( vb
, va
, v0
);
220 ray
.dist
= k_board_length
*2.0f
+ 0.6f
;
222 if( ray_world( world
, va
, v0
, &ray
) )
224 vg_line( va
, vb
, VG__RED
);
225 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
226 vg_error( "invalidated\n" );
230 v3_muls( v0
, -1.0f
, v0
);
231 if( ray_world( world
, vb
, v0
, &ray
) )
233 vg_line( va
, vb
, VG__RED
);
234 vg_line_pt3( ray
.pos
, 0.1f
, VG__RED
);
235 vg_error( "invalidated\n" );
239 player_walk_drop_in_vector( player
, player
->rb
.v
);
244 vg_error( "failed to find intersection of drop in\n" );
251 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
253 struct player_walk
*w
= &player
->_walk
;
255 if( w
->state
.activity
!= k_walk_activity_immobile
)
256 player_look( player
, player
->angles
);
258 if( w
->state
.outro_anim
)
260 float outro_length
= (float)w
->state
.outro_anim
->length
/
261 w
->state
.outro_anim
->rate
,
262 outro_time
= vg
.time
- w
->state
.outro_start_time
;
264 if( outro_time
>= outro_length
)
266 w
->state
.outro_anim
= NULL
;
267 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
)
273 player_walk_generic_to_skate( player
, k_skate_activity_air
, 0.0f
);
277 player_walk_generic_to_skate( player
,
278 k_skate_activity_ground
, 1.0f
);
284 else if( vg_input_button_down( player
->input_use
) )
286 if( w
->state
.activity
== k_walk_activity_ground
)
288 if( player_walk_scan_for_drop_in( player
) )
290 w
->state
.outro_type
= k_walk_outro_drop_in
;
291 w
->state
.outro_anim
= w
->anim_drop_in
;
292 w
->state
.outro_start_time
= vg
.time
;
293 w
->state
.activity
= k_walk_activity_immobile
;
295 struct player_avatar
*av
= player
->playeravatar
;
296 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_ik_foot_r
],
297 av
->sk
.bones
[ av
->id_ik_foot_r
].co
,
298 w
->state
.drop_in_foot_anchor
);
302 w
->state
.outro_type
= k_walk_outro_regular
;
303 w
->state
.outro_anim
= w
->anim_intro
;
304 w
->state
.outro_start_time
= vg
.time
;
305 w
->state
.activity
= k_walk_activity_lockedmove
;
307 if( player_xyspeed2(player
) < 0.1f
* 0.1f
)
308 q_mulv( player
->rb
.q
, (v3f
){0.0f
,0.0f
,1.6f
}, player
->rb
.v
);
313 w
->state
.outro_type
= k_walk_outro_jump_to_air
;
314 w
->state
.outro_anim
= w
->anim_jump_to_air
;
315 w
->state
.outro_start_time
= vg
.time
;
321 VG_STATIC
int player_walk_normal_standable( player_instance
*player
, v3f n
)
323 return v3_dot( n
, player
->basis
[1] ) > 0.70710678118f
;
326 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
328 float currentspeed
= v3_dot( v
, movedir
),
329 addspeed
= speed
- currentspeed
;
334 float accelspeed
= accel
* k_rb_delta
* speed
;
336 if( accelspeed
> addspeed
)
337 accelspeed
= addspeed
;
339 v3_muladds( v
, movedir
, accelspeed
, v
);
342 VG_STATIC
void player_friction( v3f v
)
344 float speed
= v3_length( v
),
346 control
= vg_maxf( speed
, k_stopspeed
);
351 drop
+= control
* k_walk_friction
* k_rb_delta
;
353 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
356 v3_muls( v
, newspeed
, v
);
359 VG_STATIC
void player__walk_update( player_instance
*player
)
361 struct player_walk
*w
= &player
->_walk
;
362 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
364 if( w
->state
.activity
== k_walk_activity_immobile
)
367 w
->collider
.height
= 2.0f
;
368 w
->collider
.radius
= 0.3f
;
371 m3x3_copy( player
->rb
.to_world
, mtx
);
372 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
374 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
379 float yaw
= player
->angles
[0];
381 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
382 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
384 m3x3_mulv( player
->basis
, forward_dir
, forward_dir
);
385 m3x3_mulv( player
->basis
, right_dir
, right_dir
);
388 v2f walk
= { player
->input_walkh
->axis
.value
,
389 player
->input_walkv
->axis
.value
};
391 if( v2_length2(walk
) > 0.001f
)
392 v2_normalize_clamp( walk
);
394 w
->move_speed
= v2_length( walk
);
397 * Collision detection
399 world_instance
*world
= get_active_world();
401 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
402 &world
->rb_geo
.inf
.scene
, manifold
);
403 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
404 len
= rb_manifold_apply_filtered( manifold
, len
);
406 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
408 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
409 w
->state
.activity
= k_walk_activity_air
;
411 for( int i
=0; i
<len
; i
++ )
413 struct contact
*ct
= &manifold
[i
];
414 rb_debug_contact( ct
);
416 if( player_walk_normal_standable( player
, ct
->n
) )
418 if( w
->state
.activity
!= k_walk_activity_lockedmove
)
419 w
->state
.activity
= k_walk_activity_ground
;
421 v3_add( surface_avg
, ct
->n
, surface_avg
);
424 rb_prepare_contact( ct
, k_rb_delta
);
430 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
432 v3_muls( right_dir
, walk
[0], movedir
);
433 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
435 if( w
->state
.activity
== k_walk_activity_ground
)
437 v3_normalize( surface_avg
);
440 rb_tangent_basis( surface_avg
, tx
, ty
);
442 if( v2_length2(walk
) > 0.001f
)
444 /* clip movement to the surface */
445 float d
= v3_dot(surface_avg
,movedir
);
446 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
449 accel_speed
= k_walk_accel
;
450 nominal_speed
= k_walkspeed
;
453 if( player
->input_jump
->button
.value
)
455 v3_muladds( player
->rb
.v
, player
->basis
[1], 5.0f
, player
->rb
.v
);
456 w
->state
.activity
= k_walk_activity_air
;
457 accel_speed
= k_walk_air_accel
;
458 nominal_speed
= k_airspeed
;
462 player_friction( player
->rb
.v
);
464 struct world_material
*surface_mat
=
465 world_contact_material( world
, manifold
);
466 w
->surface
= surface_mat
->info
.surface_prop
;
471 accel_speed
= k_walk_air_accel
;
472 nominal_speed
= k_airspeed
;
475 if( v2_length2(walk
) > 0.001f
)
477 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
478 v3_normalize( movedir
);
482 * Resolve velocity constraints
484 for( int j
=0; j
<5; j
++ )
486 for( int i
=0; i
<len
; i
++ )
488 struct contact
*ct
= &manifold
[i
];
491 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
493 float temp
= ct
->norm_impulse
;
494 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
495 vn
= ct
->norm_impulse
- temp
;
497 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
505 rb_depenetrate( manifold
, len
, dt
);
506 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
508 /* TODO: Stepping......
510 * ideas; walkgrid style steps
513 if( w
->state
.activity
== k_walk_activity_ground
)
516 float max_dist
= 0.4f
;
519 v3_copy( player
->rb
.co
, pa
);
520 pa
[1] += w
->collider
.radius
+ max_dist
;
522 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
523 vg_line( pa
, pb
, 0xff000000 );
527 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
529 if( player_walk_normal_standable( n
) )
531 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
532 player
->rb
.co
[1] -= w
->collider
.radius
;
540 if( w
->state
.activity
== k_walk_activity_air
)
542 v3_muladds( player
->rb
.v
, player
->basis
[1], -k_gravity
*k_rb_delta
,
546 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
547 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
548 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
552 * ---------------------------------------------------
557 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
559 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
560 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
563 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
565 float movedist
= v3_length( movedelta
);
567 if( movedist
> 0.3f
)
569 float t
, sr
= w
->collider
.radius
-0.04f
;
572 if( spherecast_world( world
, lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
574 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
575 player
->rb
.co
[1] -= w
->collider
.radius
;
576 rb_update_transform( &player
->rb
);
578 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
579 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
584 if( world_intersect_gates(world
, player
->rb
.co
, w
->state
.prev_pos
, &hit
) )
586 teleport_gate
*gate
= hit
.gate
;
587 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
588 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
590 v4f transport_rotation
;
591 m3x3_q( gate
->transport
, transport_rotation
);
592 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
594 rb_update_transform( &player
->rb
);
596 w
->state_gate_storage
= w
->state
;
597 player__pass_gate( player
, &hit
);
601 VG_STATIC
void player__walk_post_update( player_instance
*player
)
603 struct player_walk
*w
= &player
->_walk
;
606 m3x3_copy( player
->rb
.to_world
, mtx
);
607 v3_add( player
->rb
.co
, player
->basis
[1], mtx
[3] );
609 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
610 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
611 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
614 /* Calculate header */
616 if( player_xyspeed2(player
) > 0.1f
*0.1f
)
619 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_xy
);
620 float a
= atan2f( v_xy
[0], v_xy
[2] );
622 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, a
);
623 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
624 q_normalize( player
->rb
.q
);
627 vg_line_pt3( w
->state
.drop_in_target
, 0.1f
, VG__GREEN
);
629 v3_muladds( w
->state
.drop_in_target
, w
->state
.drop_in_normal
, 0.3f
, p1
);
630 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
631 v3_muladds( w
->state
.drop_in_target
, player
->rb
.to_world
[1], 0.3f
, p1
);
632 vg_line( w
->state
.drop_in_target
, p1
, VG__GREEN
);
634 vg_line( w
->state
.drop_in_target
, w
->state
.drop_in_foot_anchor
, VG__WHITE
);
635 vg_line_pt3( w
->state
.drop_in_foot_anchor
, 0.08f
, VG__PINK
);
638 float a
= player_get_heading_yaw( player
);
642 m3x3_mulv( player
->basis
, p1
, p1
);
644 v3_add( player
->rb
.co
, p1
, p1
);
645 vg_line( player
->rb
.co
, p1
, VG__PINK
);
648 VG_STATIC
void player__walk_animate( player_instance
*player
,
649 player_animation
*dest
)
651 struct player_walk
*w
= &player
->_walk
;
652 struct skeleton
*sk
= &player
->playeravatar
->sk
;
655 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
658 if( w
->state
.activity
== k_walk_activity_air
)
663 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
664 w
->blend_run
= vg_lerpf( w
->blend_run
,
666 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
667 2.0f
*vg
.time_delta
);
670 player_pose apose
, bpose
;
672 if( w
->move_speed
> 0.025f
)
675 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
676 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
677 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
679 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
683 w
->walk_timer
= 0.0f
;
686 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
687 run_norm
= (float)w
->anim_run
->length
/30.0f
,
689 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
690 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
693 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
694 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
696 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
699 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
700 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
703 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
704 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, apose
);
706 /* Create transform */
707 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
709 float walk_yaw
= player_get_heading_yaw( player
);
711 if( w
->state
.outro_anim
)
713 struct player_avatar
*av
= player
->playeravatar
;
714 float outro_length
= (float)w
->state
.outro_anim
->length
/
715 w
->state
.outro_anim
->rate
,
716 outro_time
= vg
.time
- w
->state
.outro_start_time
,
717 outro_t
= outro_time
/ outro_length
;
719 /* TODO: Compression */
720 skeleton_sample_anim_clamped( sk
, w
->state
.outro_anim
,
722 skeleton_lerp_pose( sk
, apose
, bpose
, outro_t
* 10.0f
, dest
->pose
);
724 if( w
->state
.outro_type
== k_walk_outro_drop_in
)
726 float inv_rate
= 1.0f
/ w
->state
.outro_anim
->rate
,
727 anim_frames
= w
->state
.outro_anim
->length
* inv_rate
,
728 step_frames
= 12.0f
* inv_rate
,
729 commit_frames
= 6.0f
* inv_rate
,
730 drop_frames
= anim_frames
- step_frames
,
731 step_t
= vg_minf( 1.0f
, outro_time
/ step_frames
),
732 remaind_time
= vg_maxf( 0.0f
, outro_time
- step_frames
),
733 dop_t
= vg_minf( 1.0f
, remaind_time
/ drop_frames
),
734 commit_t
= vg_minf( 1.0f
, remaind_time
/ commit_frames
);
736 walk_yaw
= vg_alerpf( w
->state
.drop_in_start_angle
,
737 w
->state
.drop_in_angle
, step_t
);
739 v3_lerp( w
->state
.drop_in_start
, w
->state
.drop_in_target
,
740 step_t
, player
->rb
.co
);
741 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
743 m4x3f transform
, inverse
;
744 q_m3x3( dest
->root_q
, transform
);
745 v3_copy( dest
->root_co
, transform
[3] );
746 m4x3_invert_affine( transform
, inverse
);
749 m4x3_mulv( inverse
, w
->state
.drop_in_foot_anchor
, anchored_pos
);
751 v3_lerp( dest
->pose
[ av
->id_ik_foot_r
-1 ].co
, anchored_pos
,
753 dest
->pose
[ av
->id_ik_foot_r
-1 ].co
);
756 /* the drop in bit */
760 player_walk_drop_in_overhang_transform( player
, dop_t
,
761 player
->rb
.co
, final_q
);
762 q_mul( final_q
, dest
->root_q
, dest
->root_q
);
764 v4_copy( dest
->root_q
, player
->rb
.q
);
765 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
766 -0.1f
* dop_t
, dest
->root_co
);
768 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
769 player
->holdout_time
= 1.0f
;
775 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1],
776 -0.1f
* outro_t
, dest
->root_co
);
778 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
779 player
->holdout_time
= 1.0f
;
784 skeleton_copy_pose( sk
, apose
, dest
->pose
);
787 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, walk_yaw
+ VG_PIf
);
788 q_mul( player
->qbasis
, dest
->root_q
, dest
->root_q
);
789 q_normalize( dest
->root_q
);
792 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
797 struct player_walk
*w
= &player
->_walk
;
798 struct player_avatar
*av
= player
->playeravatar
;
800 if( w
->state
.outro_anim
)
802 float outro_length
= (float)w
->state
.outro_anim
->length
/
803 w
->state
.outro_anim
->rate
,
804 outro_time
= vg
.time
- w
->state
.outro_start_time
,
805 outro_t
= outro_time
/ outro_length
;
807 player
->cam_velocity_influence
= outro_t
;
810 player
->cam_velocity_influence
= 0.0f
;
814 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
816 struct player_walk
*w
= &player
->_walk
;
817 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
820 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
823 player__debugtext( 1, "activity: %s\n",
824 (const char *[]){ "k_walk_activity_air",
825 "k_walk_activity_ground",
826 "k_walk_activity_sleep",
827 "k_walk_activity_immobile",
828 "k_walk_activity_lockedmove" }
829 [w
->state
.activity
] );
831 if( w
->state
.outro_anim
)
833 float outro_length
= (float)w
->state
.outro_anim
->length
/
834 w
->state
.outro_anim
->rate
,
835 outro_time
= vg
.time
- w
->state
.outro_start_time
;
836 player__debugtext( 1, "outro time: %f / %f", outro_time
, outro_length
);
840 VG_STATIC
void player__walk_bind( player_instance
*player
)
842 struct player_walk
*w
= &player
->_walk
;
843 struct player_avatar
*av
= player
->playeravatar
;
844 struct skeleton
*sk
= &av
->sk
;
846 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle+y" );
847 w
->anim_walk
= skeleton_get_anim( sk
, "walk+y" );
848 w
->anim_run
= skeleton_get_anim( sk
, "run+y" );
849 w
->anim_jump
= skeleton_get_anim( sk
, "jump+y" );
850 w
->anim_jump_to_air
= skeleton_get_anim( sk
, "jump_to_air" );
851 w
->anim_drop_in
= skeleton_get_anim( sk
, "drop_in" );
852 w
->anim_intro
= skeleton_get_anim( sk
, "into_skate" );
855 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
857 struct player_walk
*w
= &player
->_walk
;
858 w
->state
.activity
= k_walk_activity_air
;
860 v3f fwd
= { 0.0f
, 0.0f
, 1.0f
};
861 q_mulv( player
->rb
.q
, fwd
, fwd
);
862 m3x3_mulv( player
->invbasis
, fwd
, fwd
);
864 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, atan2f(fwd
[0], fwd
[2]) );
865 q_mul( player
->qbasis
, player
->rb
.q
, player
->rb
.q
);
866 q_normalize( player
->rb
.q
);
868 rb_update_transform( &player
->rb
);
871 #endif /* PLAYER_DEVICE_WALK_H */