water trigger
[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__skate_reset_animator( player );
63 player__skate_clear_mechanics( player );
64 rb_update_transform( &player->rb );
65 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
66
67 if( init == k_skate_activity_air )
68 player__approximate_best_trajectory( player );
69 }
70
71 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
72 {
73 player->immobile = 0;
74 player->subsystem = k_player_subsystem_skate;
75
76 struct player_walk *w = &player->_walk;
77 struct player_skate *s = &player->_skate;
78 s->state.activity_prev = k_skate_activity_ground;
79 s->state.activity = k_skate_activity_ground;
80
81 player__skate_clear_mechanics( player );
82 player__skate_reset_animator( player );
83
84 v3f init_velocity;
85 player_walk_drop_in_vector( player, init_velocity );
86
87 rb_update_transform( &player->rb );
88 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
89 v3_copy( init_velocity, s->state.cog_v );
90 v3_copy( init_velocity, player->rb.v );
91 v3_copy( init_velocity, player->cam_velocity_smooth );
92 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
93 }
94
95 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
96 float t,
97 v3f co, v4f q )
98 {
99 struct player_walk *w = &player->_walk;
100
101 v3f axis;
102 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
103 v3_normalize( axis );
104
105 float a = acosf( w->state.drop_in_normal[1] ) * t;
106
107 q_axis_angle( q, axis, a );
108
109 float l = t * 0.5f,
110 heading_angle = w->state.drop_in_angle;
111
112 v3f overhang;
113 overhang[0] = sinf( heading_angle ) * l;
114 overhang[1] = 0.28f * l;
115 overhang[2] = cosf( heading_angle ) * l;
116
117 q_mulv( q, overhang, overhang );
118 v3_add( w->state.drop_in_target, overhang, co );
119 }
120
121 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
122 {
123 struct player_walk *w = &player->_walk;
124 world_instance *world = world_current_instance();
125
126 v3f dir, center;
127 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
128 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
129
130 ray_hit samples[20];
131 int sample_count = 0;
132
133 for( int i=0; i<20; i ++ )
134 {
135 float t = (float)i * (1.0f/19.0f),
136 s = sinf( t * VG_PIf * 0.25f ),
137 c = cosf( t * VG_PIf * 0.25f );
138
139 v3f ray_dir, pos;
140 v3_muls ( player->rb.to_world[1], -c, ray_dir );
141 v3_muladds( ray_dir, dir, -s, ray_dir );
142 v3_muladds( center, ray_dir, -2.0f, pos );
143
144 ray_hit *ray = &samples[ sample_count ];
145 ray->dist = 2.0f;
146
147 if( ray_world( world, pos, ray_dir, ray ) )
148 {
149 vg_line( pos, ray->pos, VG__RED );
150 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
151
152 sample_count ++;
153 }
154 }
155
156 float min_a = 0.70710678118654752f;
157 ray_hit *candidate = NULL;
158
159 if( sample_count >= 2 )
160 {
161 for( int i=0; i<sample_count-1; i++ )
162 {
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 {
170 min_a = a;
171 candidate = s0;
172 }
173 }
174 }
175
176 if( candidate )
177 {
178 v4f pa, pb, pc;
179
180 ray_hit *s0 = candidate,
181 *s1 = candidate+1;
182
183 vg_line( s0->pos, s1->pos, VG__WHITE );
184
185 v3_copy( s0->normal, pa );
186 v3_copy( s1->normal, pb );
187 v3_cross( player->rb.to_world[1], dir, pc );
188 v3_normalize( pc );
189
190 pa[3] = v3_dot( pa, s0->pos );
191 pb[3] = v3_dot( pb, s1->pos );
192 pc[3] = v3_dot( pc, player->rb.co );
193
194 v3f edge;
195 if( plane_intersect3( pa, pb, pc, edge ) )
196 {
197 v3_copy( edge, w->state.drop_in_target );
198 v3_copy( s1->normal, w->state.drop_in_normal );
199 v3_copy( player->rb.co, w->state.drop_in_start );
200
201 w->state.drop_in_start_angle = player_get_heading_yaw( player );
202 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
203 w->state.drop_in_normal[2] );
204
205 /* TODO: scan multiple of these? */
206 v3f oco;
207 v4f oq;
208 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
209
210 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
211 vb = {0.0f,0.0f, k_board_length + 0.3f};
212
213 q_mulv( oq, va, va );
214 q_mulv( oq, vb, vb );
215 v3_add( oco, va, va );
216 v3_add( oco, vb, vb );
217
218 v3f v0;
219 v3_sub( vb, va, v0 );
220 v3_normalize( v0 );
221
222 ray_hit ray;
223 ray.dist = k_board_length*2.0f + 0.6f;
224
225 if( ray_world( world, va, v0, &ray ) )
226 {
227 vg_line( va, vb, VG__RED );
228 vg_line_pt3( ray.pos, 0.1f, VG__RED );
229 vg_error( "invalidated\n" );
230 return 0;
231 }
232
233 v3_muls( v0, -1.0f, v0 );
234 if( ray_world( world, vb, v0, &ray ) )
235 {
236 vg_line( va, vb, VG__RED );
237 vg_line_pt3( ray.pos, 0.1f, VG__RED );
238 vg_error( "invalidated\n" );
239 return 0;
240 }
241
242 player_walk_drop_in_vector( player, player->rb.v );
243 return 1;
244 }
245 else
246 {
247 vg_error( "failed to find intersection of drop in\n" );
248 }
249 }
250
251 return 0;
252 }
253
254 VG_STATIC void player__walk_pre_update( player_instance *player )
255 {
256 struct player_walk *w = &player->_walk;
257
258 if( !player->immobile )
259 player_look( player, player->angles );
260
261 if( w->state.outro_anim ){
262 float outro_length = (float)w->state.outro_anim->length /
263 w->state.outro_anim->rate,
264 outro_time = vg.time - w->state.outro_start_time;
265
266 if( outro_time >= outro_length ){
267 w->state.outro_anim = NULL;
268 if( w->state.outro_type == k_walk_outro_drop_in ){
269 player_walk_drop_in_to_skate( player );
270 }
271 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 );
273 }
274 else{
275 player_walk_generic_to_skate( player,
276 k_skate_activity_ground, 1.0f );
277 }
278
279 return;
280 }
281 }
282 else if( button_down( k_srbind_use ) && !player->immobile ){
283 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
284 player->subsystem = k_player_subsystem_drive;
285 }
286 else{
287 if( !player_get_player_board(player) )
288 return;
289
290 if( w->state.activity == k_walk_activity_ground ){
291 if( player_walk_scan_for_drop_in( player ) ){
292 w->state.outro_type = k_walk_outro_drop_in;
293 w->state.outro_anim = w->anim_drop_in;
294 w->state.outro_start_time = vg.time;
295 player->immobile = 1;
296
297 struct player_avatar *av = player->playeravatar;
298 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
299 av->sk.bones[ av->id_ik_foot_r ].co,
300 w->state.drop_in_foot_anchor );
301 }
302 else{
303 w->state.outro_type = k_walk_outro_regular;
304 w->state.outro_anim = w->anim_intro;
305 w->state.outro_start_time = vg.time;
306 w->state.activity = k_walk_activity_lockedmove;
307
308 if( player_xyspeed2(player) < 0.1f * 0.1f )
309 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
310 }
311 }
312 else{
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;
316 return;
317 }
318 }
319 }
320 }
321
322 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
323 {
324 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
325 }
326
327 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
328 {
329 float currentspeed = v3_dot( v, movedir ),
330 addspeed = speed - currentspeed;
331
332 if( addspeed <= 0 )
333 return;
334
335 float accelspeed = accel * k_rb_delta * speed;
336
337 if( accelspeed > addspeed )
338 accelspeed = addspeed;
339
340 v3_muladds( v, movedir, accelspeed, v );
341 }
342
343 VG_STATIC void player_friction( v3f v )
344 {
345 float speed = v3_length( v ),
346 drop = 0.0f,
347 control = vg_maxf( speed, k_stopspeed );
348
349 if( speed < 0.04f )
350 return;
351
352 drop += control * k_walk_friction * k_rb_delta;
353
354 float newspeed = vg_maxf( 0.0f, speed - drop );
355 newspeed /= speed;
356
357 v3_muls( v, newspeed, v );
358 }
359
360 VG_STATIC void player__walk_update( player_instance *player )
361 {
362 struct player_walk *w = &player->_walk;
363 v3_copy( player->rb.co, w->state.prev_pos );
364
365 world_instance *world = world_current_instance();
366
367 if( world->water.enabled ){
368 if( player->rb.co[1]+0.4f < world->water.height ){
369 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
370 player__dead_transition( player );
371 return;
372 }
373 }
374
375 enum walk_activity prev_state = w->state.activity;
376
377 if( player->immobile )
378 return;
379
380 w->collider.height = 2.0f;
381 w->collider.radius = 0.3f;
382
383 m4x3f mtx;
384 m3x3_copy( player->rb.to_world, mtx );
385 v3_add( player->rb.co, player->basis[1], mtx[3] );
386
387 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
388
389 rb_ct manifold[64];
390 int len;
391
392 float yaw = player->angles[0];
393
394 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
395 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
396
397 m3x3_mulv( player->basis, forward_dir, forward_dir );
398 m3x3_mulv( player->basis, right_dir, right_dir );
399
400 v2f steer;
401 joystick_state( k_srjoystick_steer, steer );
402
403 w->move_speed = v2_length( steer );
404
405 /*
406 * Collision detection
407 */
408
409 len = rb_capsule__scene( mtx, &w->collider, NULL,
410 &world->rb_geo.inf.scene, manifold );
411 rb_manifold_filter_coplanar( manifold, len, 0.01f );
412 len = rb_manifold_apply_filtered( manifold, len );
413
414 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
415
416 if( w->state.activity != k_walk_activity_lockedmove )
417 w->state.activity = k_walk_activity_air;
418
419 w->surface = k_surface_prop_concrete;
420
421 for( int i=0; i<len; i++ ){
422 struct contact *ct = &manifold[i];
423 rb_debug_contact( ct );
424
425 if( player_walk_normal_standable( player, ct->n ) ){
426 if( w->state.activity != k_walk_activity_lockedmove )
427 w->state.activity = k_walk_activity_ground;
428
429 v3_add( surface_avg, ct->n, surface_avg );
430
431 struct world_surface *surf = world_contact_surface( world, ct );
432 if( surf->info.surface_prop > w->surface )
433 w->surface = surf->info.surface_prop;
434 }
435
436 rb_prepare_contact( ct, k_rb_delta );
437 }
438
439 /*
440 * Move & Friction
441 */
442 float accel_speed = 0.0f, nominal_speed = 0.0f;
443 v3f movedir;
444
445 v3_muls( right_dir, steer[0], movedir );
446 v3_muladds( movedir, forward_dir, steer[1], movedir );
447
448 if( w->state.activity == k_walk_activity_ground ){
449 v3_normalize( surface_avg );
450
451 v3f tx, ty;
452 rb_tangent_basis( surface_avg, tx, ty );
453
454 if( v2_length2(steer) > 0.001f ){
455 /* clip movement to the surface */
456 float d = v3_dot(surface_avg,movedir);
457 v3_muladds( movedir, surface_avg, -d, movedir );
458 }
459
460 accel_speed = k_walk_accel;
461 nominal_speed = k_walkspeed;
462
463 /* jump */
464 if( button_down( k_srbind_jump ) ){
465 float d = v3_dot( player->basis[1], player->rb.v );
466 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
467 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
468 w->state.activity = k_walk_activity_air;
469 prev_state = k_walk_activity_air;
470 accel_speed = k_walk_air_accel;
471 nominal_speed = k_airspeed;
472 }
473 else{
474 player_friction( player->rb.v );
475 }
476 }
477 else{
478 accel_speed = k_walk_air_accel;
479 nominal_speed = k_airspeed;
480 }
481
482 if( v2_length2( steer ) > 0.001f ){
483 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
484 v3_normalize( movedir );
485 }
486
487 /*
488 * Resolve velocity constraints
489 */
490 for( int j=0; j<5; j++ ){
491 for( int i=0; i<len; i++ ){
492 struct contact *ct = &manifold[i];
493
494 /*normal */
495 float vn = -v3_dot( player->rb.v, ct->n );
496
497 float temp = ct->norm_impulse;
498 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
499 vn = ct->norm_impulse - temp;
500
501 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
502 }
503 }
504
505 /* stepping */
506 if( w->state.activity == k_walk_activity_ground||
507 prev_state == k_walk_activity_ground ){
508 float max_dist = 0.4f;
509
510 v3f pa, pb;
511 v3_copy( player->rb.co, pa );
512 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
513 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
514 vg_line( pa, pb, 0xff000000 );
515
516 v3f n;
517 float t;
518 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
519 if( player_walk_normal_standable( player, n ) ){
520 v3_lerp( pa, pb, t, player->rb.co );
521 v3_muladds( player->rb.co, player->basis[1],
522 -w->collider.radius - k_penetration_slop,
523 player->rb.co );
524 w->state.activity = k_walk_activity_ground;
525
526 float d = -v3_dot(n,player->rb.v),
527 g = -k_gravity * k_rb_delta;
528 v3_muladds( player->rb.v, n, d, player->rb.v );
529 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
530 }
531 }
532 }
533
534 /*
535 * Depenetrate
536 */
537 v3f dt;
538 rb_depenetrate( manifold, len, dt );
539 v3_add( dt, player->rb.co, player->rb.co );
540
541 /* integrate */
542 if( w->state.activity == k_walk_activity_air ){
543 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
544 player->rb.v );
545 }
546
547 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
548 v3_add( player->rb.co, player->basis[1], mtx[3] );
549 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
550
551 /*
552 * CCD routine
553 * ---------------------------------------------------
554 *
555 */
556 v3f lwr_prev,
557 lwr_now,
558 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
559
560 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
561 v3_add( lwr_offs, player->rb.co, lwr_now );
562
563 v3f movedelta;
564 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
565
566 float movedist = v3_length( movedelta );
567
568 if( movedist > 0.3f ){
569 float t, sr = w->collider.radius-0.04f;
570 v3f n;
571
572 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
573 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
574 player->rb.co[1] -= w->collider.radius;
575 rb_update_transform( &player->rb );
576
577 v3_add( player->rb.co, player->basis[1], mtx[3] );
578 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
579 }
580 }
581
582 ent_gate *gate =
583 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
584 if( gate ){
585 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
586 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
587
588 v4f transport_rotation;
589 m3x3_q( gate->transport, transport_rotation );
590 q_mul( transport_rotation, player->rb.q, player->rb.q );
591
592 rb_update_transform( &player->rb );
593
594 w->state_gate_storage = w->state;
595 player__pass_gate( player, gate );
596 }
597 rb_update_transform( &player->rb );
598 }
599
600 VG_STATIC void player__walk_restore( player_instance *player )
601 {
602 struct player_walk *w = &player->_walk;
603 w->state = w->state_gate_storage;
604 }
605
606 VG_STATIC void player__walk_post_update( player_instance *player )
607 {
608 struct player_walk *w = &player->_walk;
609
610 m4x3f mtx;
611 m3x3_copy( player->rb.to_world, mtx );
612 v3_add( player->rb.co, player->basis[1], mtx[3] );
613
614 float substep = vg.time_fixed_extrapolate;
615 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
616 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
617
618
619 /* Calculate header */
620 v3f v;
621 if( player_xyspeed2(player) > 0.1f*0.1f )
622 {
623 v3f v_xy;
624 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
625 float a = atan2f( v_xy[0], v_xy[2] );
626
627 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
628 q_mul( player->qbasis, player->rb.q, player->rb.q );
629 q_normalize( player->rb.q );
630 }
631
632 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
633 v3f p1;
634 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
635 vg_line( w->state.drop_in_target, p1, VG__GREEN );
636 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
637 vg_line( w->state.drop_in_target, p1, VG__GREEN );
638
639 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
640 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
641
642
643 float a = player_get_heading_yaw( player );
644 p1[0] = sinf( a );
645 p1[1] = 0.0f;
646 p1[2] = cosf( a );
647 m3x3_mulv( player->basis, p1, p1 );
648
649 v3_add( player->rb.co, p1, p1 );
650 vg_line( player->rb.co, p1, VG__PINK );
651
652
653 int walk_phase = 0;
654 if( vg_fractf(w->walk_timer) > 0.5f )
655 walk_phase = 1;
656 else
657 walk_phase = 0;
658
659 if( (w->step_phase != walk_phase) &&
660 (w->state.activity == k_walk_activity_ground ) )
661 {
662 audio_lock();
663 if( w->surface == k_surface_prop_concrete ){
664 audio_oneshot_3d(
665 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
666 player->rb.co, 40.0f, 1.0f
667 );
668 }
669 else if( w->surface == k_surface_prop_grass ){
670 audio_oneshot_3d(
671 &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
672 player->rb.co, 40.0f, 1.0f
673 );
674 }
675 else if( w->surface == k_surface_prop_wood ){
676 audio_oneshot_3d(
677 &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
678 player->rb.co, 40.0f, 1.0f
679 );
680 }
681 audio_unlock();
682 }
683
684 w->step_phase = walk_phase;
685 }
686
687 VG_STATIC void player__walk_animate( player_instance *player,
688 player_animation *dest )
689 {
690 struct player_walk *w = &player->_walk;
691 struct skeleton *sk = &player->playeravatar->sk;
692
693 {
694 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
695 rate;
696
697 if( w->state.activity == k_walk_activity_air )
698 rate = 2.4f;
699 else
700 rate = 9.0f;
701
702 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
703 w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
704 }
705
706 player_pose apose, bpose;
707
708 if( w->move_speed > 0.025f ){
709 /* TODO move */
710 float walk_norm = 30.0f/(float)w->anim_walk->length,
711 run_norm = 30.0f/(float)w->anim_run->length,
712 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
713
714 w->walk_timer += walk_adv * vg.time_delta;
715 }
716 else{
717 w->walk_timer = 0.0f;
718 }
719
720 float walk_norm = (float)w->anim_walk->length/30.0f,
721 run_norm = (float)w->anim_run->length/30.0f,
722 t = w->walk_timer,
723 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
724 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
725
726 /* walk/run */
727 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
728 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
729
730 skeleton_lerp_pose( sk, apose, bpose, l, apose );
731
732 /* idle */
733 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
734 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
735
736 /* air */
737 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
738 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
739
740 /* Create transform */
741 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
742
743 float walk_yaw = player_get_heading_yaw( player );
744
745 if( w->state.outro_anim ){
746 struct player_avatar *av = player->playeravatar;
747 float outro_length = (float)w->state.outro_anim->length /
748 w->state.outro_anim->rate,
749 outro_time = vg.time - w->state.outro_start_time,
750 outro_t = outro_time / outro_length;
751
752 /* TODO: Compression */
753 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
754 outro_time, bpose );
755 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
756
757 if( w->state.outro_type == k_walk_outro_drop_in ){
758 float inv_rate = 1.0f / w->state.outro_anim->rate,
759 anim_frames = w->state.outro_anim->length * inv_rate,
760 step_frames = 12.0f * inv_rate,
761 commit_frames = 6.0f * inv_rate,
762 drop_frames = anim_frames - step_frames,
763 step_t = vg_minf( 1.0f, outro_time / step_frames ),
764 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
765 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
766 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
767
768 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
769 w->state.drop_in_angle, step_t );
770
771 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
772 step_t, player->rb.co );
773 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
774
775 m4x3f transform, inverse;
776 q_m3x3( dest->root_q, transform );
777 v3_copy( dest->root_co, transform[3] );
778 m4x3_invert_affine( transform, inverse );
779
780 v3f anchored_pos;
781 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
782
783 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
784 1.0f-commit_t,
785 dest->pose[ av->id_ik_foot_r-1 ].co );
786
787
788 /* the drop in bit */
789 if( step_t >= 1.0f ){
790 v4f final_q;
791 player_walk_drop_in_overhang_transform( player, dop_t,
792 player->rb.co, final_q );
793 q_mul( final_q, dest->root_q, dest->root_q );
794
795 v4_copy( dest->root_q, player->rb.q );
796 v3_muladds( dest->root_co, player->rb.to_world[1],
797 -0.1f * dop_t, dest->root_co );
798
799 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
800 player->holdout_time = 1.0f;
801 }
802 return;
803 }
804 else{
805 v3_muladds( dest->root_co, player->rb.to_world[1],
806 -0.1f * outro_t, dest->root_co );
807
808 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
809 player->holdout_time = 1.0f;
810 }
811 }
812 else{
813 skeleton_copy_pose( sk, apose, dest->pose );
814 }
815
816 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
817 q_mul( player->qbasis, dest->root_q, dest->root_q );
818 q_normalize( dest->root_q );
819 }
820
821 VG_STATIC void player__walk_post_animate( player_instance *player )
822 {
823 /*
824 * Camera
825 */
826 struct player_walk *w = &player->_walk;
827 struct player_avatar *av = player->playeravatar;
828
829 if( w->state.outro_anim )
830 {
831 float outro_length = (float)w->state.outro_anim->length /
832 w->state.outro_anim->rate,
833 outro_time = vg.time - w->state.outro_start_time,
834 outro_t = outro_time / outro_length;
835
836 player->cam_velocity_influence = outro_t;
837 }
838 else
839 player->cam_velocity_influence = 0.0f;
840 }
841
842
843 VG_STATIC void player__walk_im_gui( player_instance *player )
844 {
845 struct player_walk *w = &player->_walk;
846 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
847 player->rb.v[1],
848 player->rb.v[2] );
849 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
850 player->rb.co[1],
851 player->rb.co[2] );
852 player__debugtext( 1, "activity: %s\n",
853 (const char *[]){ "k_walk_activity_air",
854 "k_walk_activity_ground",
855 "k_walk_activity_sleep",
856 "k_walk_activity_lockedmove" }
857 [w->state.activity] );
858 player__debugtext( 1, "surface: %s\n",
859 (const char *[]){ "concrete",
860 "wood",
861 "grass",
862 "tiles",
863 "metal" }
864 [w->surface] );
865
866 if( w->state.outro_anim ){
867 float outro_length = (float)w->state.outro_anim->length /
868 w->state.outro_anim->rate,
869 outro_time = vg.time - w->state.outro_start_time;
870 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
871 }
872 }
873
874 VG_STATIC void player__walk_bind( player_instance *player )
875 {
876 struct player_walk *w = &player->_walk;
877 struct player_avatar *av = player->playeravatar;
878 struct skeleton *sk = &av->sk;
879
880 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
881 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
882 w->anim_run = skeleton_get_anim( sk, "run+y" );
883 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
884 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
885 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
886 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
887 }
888
889 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
890 {
891 struct player_walk *w = &player->_walk;
892 w->state.activity = k_walk_activity_air;
893
894 v3f fwd = { 0.0f, 0.0f, 1.0f };
895 q_mulv( player->rb.q, fwd, fwd );
896 m3x3_mulv( player->invbasis, fwd, fwd );
897
898 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
899 q_mul( player->qbasis, player->rb.q, player->rb.q );
900 q_normalize( player->rb.q );
901
902 rb_update_transform( &player->rb );
903 }
904
905 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
906 {
907 struct player_walk *w = &player->_walk;
908 w->state.activity = k_walk_activity_air;
909 w->state.outro_type = k_walk_outro_none;
910 w->state.outro_anim = NULL;
911 w->state.outro_start_time = 0.0;
912 }
913
914 #endif /* PLAYER_DEVICE_WALK_H */