move everything to animator based
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5 #include "input.h"
6 #include "audio.h"
7
8 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
9 {
10 struct player_walk *w = &player->_walk;
11
12 v3f axis, init_dir;
13 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
14 v3_cross( axis, w->state.drop_in_normal, init_dir );
15 v3_normalize( init_dir );
16 v3_muls( init_dir, 7.0f, vec );
17 }
18
19 VG_STATIC float player_xyspeed2( player_instance *player )
20 {
21 v3f xy;
22 v3_muladds( player->rb.v, player->basis[1],
23 -v3_dot( player->basis[1], player->rb.v ), xy );
24
25 return v3_length2(xy);
26 }
27
28 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
29 enum skate_activity init,
30 float yaw )
31 {
32 player->subsystem = k_player_subsystem_skate;
33
34 struct player_walk *w = &player->_walk;
35 struct player_skate *s = &player->_skate;
36
37 v3f v;
38
39 if( player_xyspeed2(player) < 0.1f * 0.1f )
40 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
41 else
42 v3_copy( player->rb.v, v );
43
44 s->state.activity_prev = k_skate_activity_ground;
45 s->state.activity = init;
46
47 v3f dir;
48 v3_copy( v, dir );
49 v3_normalize( dir );
50 m3x3_mulv( player->invbasis, dir, dir );
51
52 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
53 q_mul( player->qbasis, player->rb.q, player->rb.q );
54 q_normalize( player->rb.q );
55
56 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
57 v3_add( s->state.cog, player->rb.co, s->state.cog );
58
59 v3_copy( v, s->state.cog_v );
60 v3_copy( v, player->rb.v );
61
62 player__begin_holdout( player );
63 player__skate_reset_animator( player );
64 player__skate_clear_mechanics( player );
65 rb_update_transform( &player->rb );
66 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
67
68 if( init == k_skate_activity_air )
69 player__approximate_best_trajectory( player );
70 }
71
72 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
73 {
74 player->immobile = 0;
75 player->subsystem = k_player_subsystem_skate;
76
77 struct player_walk *w = &player->_walk;
78 struct player_skate *s = &player->_skate;
79 s->state.activity_prev = k_skate_activity_ground;
80 s->state.activity = k_skate_activity_ground;
81
82 player__begin_holdout( player );
83 player__skate_clear_mechanics( player );
84 player__skate_reset_animator( player );
85
86 v3f init_velocity;
87 player_walk_drop_in_vector( player, init_velocity );
88
89 rb_update_transform( &player->rb );
90 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
91 v3_copy( init_velocity, s->state.cog_v );
92 v3_copy( init_velocity, player->rb.v );
93 v3_copy( init_velocity, player->cam_control.cam_velocity_smooth );
94 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
95 }
96
97 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
98 float t,
99 v3f co, v4f q )
100 {
101 struct player_walk *w = &player->_walk;
102
103 v3f axis;
104 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
105 v3_normalize( axis );
106
107 float a = acosf( w->state.drop_in_normal[1] ) * t;
108
109 q_axis_angle( q, axis, a );
110
111 float l = t * 0.5f,
112 heading_angle = w->state.drop_in_angle;
113
114 v3f overhang;
115 overhang[0] = sinf( heading_angle ) * l;
116 overhang[1] = 0.28f * l;
117 overhang[2] = cosf( heading_angle ) * l;
118
119 q_mulv( q, overhang, overhang );
120 v3_add( w->state.drop_in_target, overhang, co );
121 }
122
123 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
124 {
125 struct player_walk *w = &player->_walk;
126 world_instance *world = world_current_instance();
127
128 v3f dir, center;
129 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
130 v3_muladds( player->rb.co, player->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 {
137 float t = (float)i * (1.0f/19.0f),
138 s = sinf( t * VG_PIf * 0.25f ),
139 c = cosf( t * VG_PIf * 0.25f );
140
141 v3f ray_dir, pos;
142 v3_muls ( player->rb.to_world[1], -c, ray_dir );
143 v3_muladds( ray_dir, dir, -s, ray_dir );
144 v3_muladds( center, ray_dir, -2.0f, pos );
145
146 ray_hit *ray = &samples[ sample_count ];
147 ray->dist = 2.0f;
148
149 if( ray_world( world, pos, ray_dir, ray ) )
150 {
151 vg_line( pos, ray->pos, VG__RED );
152 vg_line_point( ray->pos, 0.025f, VG__BLACK );
153
154 sample_count ++;
155 }
156 }
157
158 float min_a = 0.70710678118654752f;
159 ray_hit *candidate = NULL;
160
161 if( sample_count >= 2 ){
162 for( int i=0; i<sample_count-1; i++ ){
163 ray_hit *s0 = &samples[i],
164 *s1 = &samples[i+1];
165
166 float a = v3_dot( s0->normal, s1->normal );
167
168 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
169 min_a = a;
170 candidate = s0;
171 }
172 }
173 }
174
175 if( candidate ){
176 v4f pa, pb, pc;
177
178 ray_hit *s0 = candidate,
179 *s1 = candidate+1;
180
181 vg_line( s0->pos, s1->pos, VG__WHITE );
182
183 v3_copy( s0->normal, pa );
184 v3_copy( s1->normal, pb );
185 v3_cross( player->rb.to_world[1], dir, pc );
186 v3_normalize( pc );
187
188 pa[3] = v3_dot( pa, s0->pos );
189 pb[3] = v3_dot( pb, s1->pos );
190 pc[3] = v3_dot( pc, player->rb.co );
191
192 v3f edge;
193 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 );
197
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] );
201
202 /* TODO: scan multiple of these? */
203 v3f oco;
204 v4f oq;
205 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
206
207 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
208 vb = {0.0f,0.0f, k_board_length + 0.3f};
209
210 q_mulv( oq, va, va );
211 q_mulv( oq, vb, vb );
212 v3_add( oco, va, va );
213 v3_add( oco, vb, vb );
214
215 v3f v0;
216 v3_sub( vb, va, v0 );
217 v3_normalize( v0 );
218
219 ray_hit ray;
220 ray.dist = k_board_length*2.0f + 0.6f;
221
222 if( ray_world( world, va, v0, &ray ) )
223 {
224 vg_line( va, vb, VG__RED );
225 vg_line_point( ray.pos, 0.1f, VG__RED );
226 vg_error( "invalidated\n" );
227 return 0;
228 }
229
230 v3_muls( v0, -1.0f, v0 );
231 if( ray_world( world, vb, v0, &ray ) )
232 {
233 vg_line( va, vb, VG__RED );
234 vg_line_point( ray.pos, 0.1f, VG__RED );
235 vg_error( "invalidated\n" );
236 return 0;
237 }
238
239 player_walk_drop_in_vector( player, player->rb.v );
240 return 1;
241 }
242 else
243 {
244 vg_error( "failed to find intersection of drop in\n" );
245 }
246 }
247
248 return 0;
249 }
250
251 VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player,
252 enum walk_outro type ){
253 struct player_walk *w = &player->_walk;
254
255 return (struct skeleton_anim *[]){
256 [k_walk_outro_none] = NULL,
257 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
258 [k_walk_outro_regular] = w->anim_intro,
259 [k_walk_outro_drop_in] = w->anim_drop_in
260 }[ type ];
261 }
262
263
264 VG_STATIC void player__walk_pre_update( player_instance *player )
265 {
266 struct player_walk *w = &player->_walk;
267
268 if( !player->immobile )
269 player_look( player->angles, skaterift.time_rate );
270
271 if( w->state.outro_type ){
272 struct skeleton_anim *anim =
273 player_walk_outro_anim( player, w->state.outro_type );
274
275 f32 outro_length = (f32)anim->length / anim->rate,
276 outro_time = vg.time - w->state.outro_start_time;
277
278 if( outro_time >= outro_length ){
279 if( w->state.outro_type == k_walk_outro_drop_in ){
280 player_walk_drop_in_to_skate( player );
281 }
282 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
283 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
284 }
285 else{
286 player_walk_generic_to_skate( player,
287 k_skate_activity_ground, 1.0f );
288 }
289
290 w->state.outro_type = k_walk_outro_none;
291 return;
292 }
293 }
294 else if( button_down( k_srbind_use ) && !player->immobile ){
295 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
296 player->subsystem = k_player_subsystem_drive;
297 }
298 else{
299 struct player_board *board =
300 addon_cache_item_if_loaded( k_addon_type_board,
301 player->board_view_slot );
302
303 if( !board ) return;
304
305 if( w->state.activity == k_walk_activity_ground ){
306 if( player_walk_scan_for_drop_in( player ) ){
307 w->state.outro_type = k_walk_outro_drop_in;
308 w->state.outro_start_time = vg.time;
309 player->immobile = 1;
310
311 struct player_avatar *av = player->playeravatar;
312 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
313 av->sk.bones[ av->id_ik_foot_r ].co,
314 w->state.drop_in_foot_anchor );
315 }
316 else{
317 w->state.outro_type = k_walk_outro_regular;
318 w->state.outro_start_time = vg.time;
319 w->state.activity = k_walk_activity_lockedmove;
320
321 if( player_xyspeed2(player) < 0.1f * 0.1f )
322 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
323 }
324 }
325 else{
326 w->state.outro_type = k_walk_outro_jump_to_air;
327 w->state.outro_start_time = vg.time;
328 return;
329 }
330 }
331 }
332 else if( button_down( k_srbind_jump ) && !player->immobile ){
333 w->state.jump_queued = 1;
334 w->state.jump_input_time = vg.time;
335 }
336 }
337
338 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ){
339 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
340 }
341
342 VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
343 float currentspeed = v3_dot( v, movedir ),
344 addspeed = speed - currentspeed;
345
346 if( addspeed <= 0 )
347 return;
348
349 float accelspeed = accel * k_rb_delta * speed;
350
351 if( accelspeed > addspeed )
352 accelspeed = addspeed;
353
354 v3_muladds( v, movedir, accelspeed, v );
355 }
356
357 VG_STATIC void player_friction( v3f v ){
358 float speed = v3_length( v ),
359 drop = 0.0f,
360 control = vg_maxf( speed, k_stopspeed );
361
362 if( speed < 0.04f )
363 return;
364
365 drop += control * k_walk_friction * k_rb_delta;
366
367 float newspeed = vg_maxf( 0.0f, speed - drop );
368 newspeed /= speed;
369
370 v3_muls( v, newspeed, v );
371 }
372
373 VG_STATIC void player__walk_update( player_instance *player ){
374 struct player_walk *w = &player->_walk;
375 v3_copy( player->rb.co, w->state.prev_pos );
376 v3_zero( player->rb.w );
377
378 world_instance *world = world_current_instance();
379
380 if( world->water.enabled ){
381 if( player->rb.co[1]+0.4f < world->water.height ){
382 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
383 player__dead_transition( player );
384 return;
385 }
386 }
387
388 enum walk_activity prev_state = w->state.activity;
389
390 if( player->immobile )
391 return;
392
393 w->collider.height = 2.0f;
394 w->collider.radius = 0.3f;
395
396 m4x3f mtx;
397 m3x3_copy( player->rb.to_world, mtx );
398 v3_add( player->rb.co, player->basis[1], mtx[3] );
399
400 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
401
402 rb_ct manifold[64];
403 int len;
404
405 float yaw = player->angles[0];
406
407 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
408 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
409
410 m3x3_mulv( player->basis, forward_dir, forward_dir );
411 m3x3_mulv( player->basis, right_dir, right_dir );
412
413 v2f steer;
414 joystick_state( k_srjoystick_steer, steer );
415
416 w->move_speed = v2_length( steer );
417
418 /*
419 * Collision detection
420 */
421
422 len = rb_capsule__scene( mtx, &w->collider, NULL,
423 &world->rb_geo.inf.scene, manifold );
424 rb_manifold_filter_coplanar( manifold, len, 0.01f );
425 len = rb_manifold_apply_filtered( manifold, len );
426
427 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
428
429 if( w->state.activity != k_walk_activity_lockedmove )
430 w->state.activity = k_walk_activity_air;
431
432 w->surface = k_surface_prop_concrete;
433
434 for( int i=0; i<len; i++ ){
435 struct contact *ct = &manifold[i];
436 rb_debug_contact( ct );
437
438 if( player_walk_normal_standable( player, ct->n ) ){
439 if( w->state.activity != k_walk_activity_lockedmove )
440 w->state.activity = k_walk_activity_ground;
441
442 v3_add( surface_avg, ct->n, surface_avg );
443
444 struct world_surface *surf = world_contact_surface( world, ct );
445 if( surf->info.surface_prop > w->surface )
446 w->surface = surf->info.surface_prop;
447 }
448
449 rb_prepare_contact( ct, k_rb_delta );
450 }
451
452 /*
453 * Move & Friction
454 */
455 float accel_speed = 0.0f, nominal_speed = 0.0f;
456 v3f movedir;
457
458 v3_muls( right_dir, steer[0], movedir );
459 v3_muladds( movedir, forward_dir, steer[1], movedir );
460
461 if( w->state.activity == k_walk_activity_ground ){
462 v3_normalize( surface_avg );
463
464 v3f tx, ty;
465 v3_tangent_basis( surface_avg, tx, ty );
466
467 if( v2_length2(steer) > 0.001f ){
468 /* clip movement to the surface */
469 float d = v3_dot(surface_avg,movedir);
470 v3_muladds( movedir, surface_avg, -d, movedir );
471 }
472
473 accel_speed = k_walk_accel;
474 nominal_speed = k_walkspeed;
475
476 /* jump */
477 if( w->state.jump_queued ){
478 w->state.jump_queued = 0;
479
480 f32 t = vg.time - w->state.jump_input_time;
481 if( t < PLAYER_JUMP_EPSILON ){
482 float d = v3_dot( player->basis[1], player->rb.v );
483 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
484 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
485 w->state.activity = k_walk_activity_air;
486 prev_state = k_walk_activity_air;
487 accel_speed = k_walk_air_accel;
488 nominal_speed = k_airspeed;
489 }
490 }
491 else{
492 player_friction( player->rb.v );
493 }
494 }
495 else{
496 accel_speed = k_walk_air_accel;
497 nominal_speed = k_airspeed;
498 }
499
500 if( v2_length2( steer ) > 0.001f ){
501 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
502 v3_normalize( movedir );
503 }
504
505 /*
506 * Resolve velocity constraints
507 */
508 for( int j=0; j<5; j++ ){
509 for( int i=0; i<len; i++ ){
510 struct contact *ct = &manifold[i];
511
512 /*normal */
513 float vn = -v3_dot( player->rb.v, ct->n );
514
515 float temp = ct->norm_impulse;
516 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
517 vn = ct->norm_impulse - temp;
518
519 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
520 }
521 }
522
523 /* stepping */
524 if( w->state.activity == k_walk_activity_ground||
525 prev_state == k_walk_activity_ground ){
526 float max_dist = 0.4f;
527
528 v3f pa, pb;
529 v3_copy( player->rb.co, pa );
530 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
531 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
532 vg_line( pa, pb, 0xff000000 );
533
534 v3f n;
535 float t;
536 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
537 if( player_walk_normal_standable( player, n ) ){
538 v3_lerp( pa, pb, t, player->rb.co );
539 v3_muladds( player->rb.co, player->basis[1],
540 -w->collider.radius - k_penetration_slop,
541 player->rb.co );
542 w->state.activity = k_walk_activity_ground;
543
544 float d = -v3_dot(n,player->rb.v),
545 g = -k_gravity * k_rb_delta;
546 v3_muladds( player->rb.v, n, d, player->rb.v );
547 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
548 }
549 }
550 }
551
552 /*
553 * Depenetrate
554 */
555 v3f dt;
556 rb_depenetrate( manifold, len, dt );
557 v3_add( dt, player->rb.co, player->rb.co );
558
559 /* integrate */
560 if( w->state.activity == k_walk_activity_air ){
561 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
562 player->rb.v );
563 }
564
565 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
566 v3_add( player->rb.co, player->basis[1], mtx[3] );
567 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
568
569 /*
570 * CCD routine
571 * ---------------------------------------------------
572 *
573 */
574 v3f lwr_prev,
575 lwr_now,
576 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
577
578 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
579 v3_add( lwr_offs, player->rb.co, lwr_now );
580
581 v3f movedelta;
582 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
583
584 float movedist = v3_length( movedelta );
585
586 if( movedist > 0.3f ){
587 float t, sr = w->collider.radius-0.04f;
588 v3f n;
589
590 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
591 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
592 player->rb.co[1] -= w->collider.radius;
593 rb_update_transform( &player->rb );
594
595 v3_add( player->rb.co, player->basis[1], mtx[3] );
596 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
597 }
598 }
599
600 ent_gate *gate =
601 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
602 if( gate ){
603 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
604 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
605
606 v4f transport_rotation;
607 m3x3_q( gate->transport, transport_rotation );
608 q_mul( transport_rotation, player->rb.q, player->rb.q );
609
610 rb_update_transform( &player->rb );
611 player__pass_gate( player, gate );
612 }
613 rb_update_transform( &player->rb );
614 }
615
616 VG_STATIC void player__walk_post_update( player_instance *player ){
617 struct player_walk *w = &player->_walk;
618
619 m4x3f mtx;
620 m3x3_copy( player->rb.to_world, mtx );
621 v3_add( player->rb.co, player->basis[1], mtx[3] );
622
623 float substep = vg.time_fixed_extrapolate;
624 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
625 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
626
627
628 /* Calculate header */
629 v3f v;
630 if( player_xyspeed2(player) > 0.1f*0.1f )
631 {
632 v3f v_xy;
633 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
634 float a = atan2f( v_xy[0], v_xy[2] );
635
636 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
637 q_mul( player->qbasis, player->rb.q, player->rb.q );
638 q_normalize( player->rb.q );
639 }
640
641 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
642 v3f p1;
643 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
644 vg_line( w->state.drop_in_target, p1, VG__GREEN );
645 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
646 vg_line( w->state.drop_in_target, p1, VG__GREEN );
647
648 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
649 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
650
651
652 float a = player_get_heading_yaw( player );
653 p1[0] = sinf( a );
654 p1[1] = 0.0f;
655 p1[2] = cosf( a );
656 m3x3_mulv( player->basis, p1, p1 );
657
658 v3_add( player->rb.co, p1, p1 );
659 vg_line( player->rb.co, p1, VG__PINK );
660
661
662 int walk_phase = 0;
663 if( vg_fractf(w->walk_timer) > 0.5f )
664 walk_phase = 1;
665 else
666 walk_phase = 0;
667
668 if( (w->step_phase != walk_phase) &&
669 (w->state.activity == k_walk_activity_ground ) )
670 {
671 audio_lock();
672 if( w->surface == k_surface_prop_concrete ){
673 audio_oneshot_3d(
674 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
675 player->rb.co, 40.0f, 1.0f
676 );
677 }
678 else if( w->surface == k_surface_prop_grass ){
679 audio_oneshot_3d(
680 &audio_footsteps_grass[ vg_randu32()%
681 vg_list_size(audio_footsteps_grass)],
682 player->rb.co, 40.0f, 1.0f
683 );
684 }
685 else if( w->surface == k_surface_prop_wood ){
686 audio_oneshot_3d(
687 &audio_footsteps_wood[ vg_randu32()%
688 vg_list_size(audio_footsteps_wood)],
689 player->rb.co, 40.0f, 1.0f
690 );
691 }
692 audio_unlock();
693 }
694
695 w->step_phase = walk_phase;
696 }
697
698 VG_STATIC void player__walk_animate( player_instance *player ){
699 struct player_walk *w = &player->_walk;
700 player_pose *pose = &player->pose;
701 struct player_walk_animator *animator = &w->animator;
702
703 animator->outro_type = w->state.outro_type;
704
705 {
706 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
707 rate;
708
709 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
710 else rate = 9.0f;
711
712 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
713 animator->run = vg_lerpf( animator->run, w->move_speed,
714 2.0f*vg.time_delta);
715 }
716
717 if( w->move_speed > 0.025f ){
718 /* TODO move */
719 float walk_norm = 30.0f/(float)w->anim_walk->length,
720 run_norm = 30.0f/(float)w->anim_run->length,
721 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
722
723 w->walk_timer += walk_adv * vg.time_delta;
724 }
725 else{
726 w->walk_timer = 0.0f;
727 }
728
729 if( !player->immobile )
730 rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
731 else{
732 v3_copy( player->rb.co, animator->root_co );
733 v4_copy( player->rb.q, animator->root_q );
734 }
735
736 f32 walk_yaw = player_get_heading_yaw( player );
737 if( w->state.outro_type ){
738 struct player_avatar *av = player->playeravatar;
739 struct skeleton_anim *anim =
740 player_walk_outro_anim( player, w->state.outro_type );
741 f32 outro_length = (f32)anim->length / anim->rate,
742 outro_time = vg.time - w->state.outro_start_time;
743 animator->outro_t = outro_time / outro_length;
744
745 if( w->state.outro_type == k_walk_outro_drop_in ){
746 float inv_rate = 1.0f / anim->rate,
747 anim_frames = anim->length * inv_rate,
748 step_frames = 12.0f * inv_rate,
749 commit_frames = 6.0f * inv_rate,
750 drop_frames = anim_frames - step_frames,
751 step_t = vg_minf( 1.0f, outro_time / step_frames ),
752 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
753 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
754 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
755
756 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
757 w->state.drop_in_angle, step_t );
758
759 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
760 step_t, player->rb.co );
761 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
762 walk_yaw + VG_PIf );
763
764 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
765
766 /* the drop in bit */
767 if( step_t >= 1.0f ){
768 v4f final_q;
769 player_walk_drop_in_overhang_transform( player, dop_t,
770 player->rb.co, final_q );
771 q_mul( final_q, animator->root_q, animator->root_q );
772
773 v4_copy( animator->root_q, player->rb.q );
774 v3_muladds( animator->root_co, player->rb.to_world[1],
775 -0.1f*dop_t, animator->root_co );
776 }
777 return;
778 }
779 else{
780 v3_muladds( animator->root_co, player->rb.to_world[1],
781 -0.1f*animator->outro_t, animator->root_co );
782 }
783 }
784
785 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
786 q_mul( player->qbasis, animator->root_q, animator->root_q );
787 q_normalize( animator->root_q );
788 }
789
790 VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){
791 struct player_walk *w = &player->_walk;
792 struct player_walk_animator *animator = &w->animator;
793 struct skeleton *sk = &player->playeravatar->sk;
794 struct player_avatar *av = player->playeravatar;
795
796 v3_copy( animator->root_co, pose->root_co );
797 v4_copy( animator->root_q, pose->root_q );
798 pose->board.lean = 0.0f;
799
800 float walk_norm = (float)w->anim_walk->length/30.0f,
801 run_norm = (float)w->anim_run->length/30.0f,
802 t = w->walk_timer,
803 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
804 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
805
806 /* walk/run */
807 mdl_keyframe apose[32], bpose[32];
808 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
809 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
810
811 skeleton_lerp_pose( sk, apose, bpose, l, apose );
812
813 /* idle */
814 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
815 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
816
817 /* air */
818 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
819 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
820
821 if( animator->outro_type ){
822 struct skeleton_anim *anim =
823 player_walk_outro_anim( player, animator->outro_type );
824
825 f32 outro_length = (f32)anim->length / anim->rate,
826 outro_time = animator->outro_t*outro_length;
827
828 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
829 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
830 pose->keyframes );
831
832 if( animator->outro_type == k_walk_outro_drop_in ){
833 m4x3f transform, inverse;
834 q_m3x3( pose->root_q, transform );
835 v3_copy( pose->root_co, transform[3] );
836 m4x3_invert_affine( transform, inverse );
837
838 v3f anchored_pos;
839 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
840
841 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
842 1.0f-animator->commit_t,
843 pose->keyframes[ av->id_ik_foot_r-1 ].co );
844 }
845 }
846 else
847 skeleton_copy_pose( sk, apose, pose->keyframes );
848 }
849
850 VG_STATIC void player__walk_post_animate( player_instance *player ){
851 /*
852 * Camera
853 */
854 struct player_walk *w = &player->_walk;
855 struct player_avatar *av = player->playeravatar;
856
857 if( w->state.outro_type ){
858 struct skeleton_anim *anim =
859 player_walk_outro_anim( player, w->state.outro_type );
860
861 f32 outro_length = (f32)anim->length / anim->rate,
862 outro_time = vg.time - w->state.outro_start_time,
863 outro_t = outro_time / outro_length;
864
865 player->cam_velocity_influence = outro_t;
866 }
867 else
868 player->cam_velocity_influence = 0.0f;
869 }
870
871 VG_STATIC void player__walk_im_gui( player_instance *player ){
872 struct player_walk *w = &player->_walk;
873 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
874 player->rb.v[1],
875 player->rb.v[2] );
876 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
877 player->rb.co[1],
878 player->rb.co[2] );
879 player__debugtext( 1, "activity: %s\n",
880 (const char *[]){ "k_walk_activity_air",
881 "k_walk_activity_ground",
882 "k_walk_activity_sleep",
883 "k_walk_activity_lockedmove" }
884 [w->state.activity] );
885 player__debugtext( 1, "surface: %s\n",
886 (const char *[]){ "concrete",
887 "wood",
888 "grass",
889 "tiles",
890 "metal" }
891 [w->surface] );
892
893 if( w->state.outro_type ){
894 struct skeleton_anim *anim =
895 player_walk_outro_anim( player, w->state.outro_type );
896
897 f32 outro_length = (f32)anim->length / anim->rate,
898 outro_time = vg.time - w->state.outro_start_time;
899 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
900 }
901 }
902
903 VG_STATIC void player__walk_bind( player_instance *player ){
904 struct player_walk *w = &player->_walk;
905 struct player_avatar *av = player->playeravatar;
906 struct skeleton *sk = &av->sk;
907
908 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
909 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
910 w->anim_run = skeleton_get_anim( sk, "run+y" );
911 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
912 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
913 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
914 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
915 }
916
917 VG_STATIC void player__walk_transition( player_instance *player ){
918 struct player_walk *w = &player->_walk;
919 w->state.activity = k_walk_activity_air;
920
921 v3f fwd = { 0.0f, 0.0f, 1.0f };
922 q_mulv( player->rb.q, fwd, fwd );
923 m3x3_mulv( player->invbasis, fwd, fwd );
924
925 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
926 q_mul( player->qbasis, player->rb.q, player->rb.q );
927 q_normalize( player->rb.q );
928
929 rb_update_transform( &player->rb );
930 }
931
932 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){
933 struct player_walk *w = &player->_walk;
934 w->state.activity = k_walk_activity_air;
935 w->state.outro_type = k_walk_outro_none;
936 w->state.outro_start_time = 0.0;
937 }
938
939 #endif /* PLAYER_DEVICE_WALK_H */