network oneshots
[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 static void player_walk_drop_in_vector( v3f vec ){
9 v3f axis, init_dir;
10 v3_cross( localplayer.basis[1], 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, 7.0f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 v3f xy;
18 v3_muladds( localplayer.rb.v, localplayer.basis[1],
19 -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy );
20
21 return v3_length2(xy);
22 }
23
24 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
25 localplayer.subsystem = k_player_subsystem_skate;
26
27 v3f v;
28
29 if( player_xyspeed2() < 0.1f * 0.1f )
30 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
31 else
32 v3_copy( localplayer.rb.v, v );
33
34 player_skate.state.activity_prev = k_skate_activity_ground;
35 player_skate.state.activity = init;
36
37 v3f dir;
38 v3_copy( v, dir );
39 v3_normalize( dir );
40 m3x3_mulv( localplayer.invbasis, dir, dir );
41
42 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
43 atan2f(-dir[0],-dir[2]) );
44 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
45 q_normalize( localplayer.rb.q );
46
47 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
48 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
49
50 v3_copy( v, player_skate.state.cog_v );
51 v3_copy( v, localplayer.rb.v );
52
53 player__begin_holdout();
54 player__skate_reset_animator();
55 player__skate_clear_mechanics();
56 rb_update_transform( &localplayer.rb );
57 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
58
59 if( init == k_skate_activity_air )
60 player__approximate_best_trajectory();
61 }
62
63 static void player_walk_drop_in_to_skate(void){
64 localplayer.immobile = 0;
65 localplayer.subsystem = k_player_subsystem_skate;
66
67 player_skate.state.activity_prev = k_skate_activity_ground;
68 player_skate.state.activity = k_skate_activity_ground;
69
70 player__begin_holdout();
71 player__skate_clear_mechanics();
72 player__skate_reset_animator();
73
74 v3f init_velocity;
75 player_walk_drop_in_vector( init_velocity );
76
77 rb_update_transform( &localplayer.rb );
78 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
79 player_skate.state.cog );
80 v3_copy( init_velocity, player_skate.state.cog_v );
81 v3_copy( init_velocity, localplayer.rb.v );
82 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
83 v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
84 }
85
86 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
87 v3f axis;
88 v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
89 v3_normalize( axis );
90
91 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
92 q_axis_angle( q, axis, a );
93
94 float l = t * 0.5f,
95 heading_angle = player_walk.state.drop_in_angle;
96
97 v3f overhang;
98 overhang[0] = sinf( heading_angle ) * l;
99 overhang[1] = 0.28f * l;
100 overhang[2] = cosf( heading_angle ) * l;
101
102 q_mulv( q, overhang, overhang );
103 v3_add( player_walk.state.drop_in_target, overhang, co );
104 }
105
106 static int player_walk_scan_for_drop_in(void){
107 world_instance *world = world_current_instance();
108
109 v3f dir, center;
110 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
111 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
112
113 ray_hit samples[20];
114 int sample_count = 0;
115
116 for( int i=0; i<20; i ++ ){
117 float t = (float)i * (1.0f/19.0f),
118 s = sinf( t * VG_PIf * 0.25f ),
119 c = cosf( t * VG_PIf * 0.25f );
120
121 v3f ray_dir, pos;
122 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
123 v3_muladds( ray_dir, dir, -s, ray_dir );
124 v3_muladds( center, ray_dir, -2.0f, pos );
125
126 ray_hit *ray = &samples[ sample_count ];
127 ray->dist = 2.0f;
128
129 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
130 vg_line( pos, ray->pos, VG__RED );
131 vg_line_point( ray->pos, 0.025f, VG__BLACK );
132
133 sample_count ++;
134 }
135 }
136
137 float min_a = 0.70710678118654752f;
138 ray_hit *candidate = NULL;
139
140 if( sample_count >= 2 ){
141 for( int i=0; i<sample_count-1; i++ ){
142 ray_hit *s0 = &samples[i],
143 *s1 = &samples[i+1];
144
145 float a = v3_dot( s0->normal, s1->normal );
146
147 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
148 min_a = a;
149 candidate = s0;
150 }
151 }
152 }
153
154 if( candidate ){
155 v4f pa, pb, pc;
156
157 ray_hit *s0 = candidate,
158 *s1 = candidate+1;
159
160 vg_line( s0->pos, s1->pos, VG__WHITE );
161
162 v3_copy( s0->normal, pa );
163 v3_copy( s1->normal, pb );
164 v3_cross( localplayer.rb.to_world[1], dir, pc );
165 v3_normalize( pc );
166
167 pa[3] = v3_dot( pa, s0->pos );
168 pb[3] = v3_dot( pb, s1->pos );
169 pc[3] = v3_dot( pc, localplayer.rb.co );
170
171 v3f edge;
172 if( plane_intersect3( pa, pb, pc, edge ) ){
173 v3_copy( edge, player_walk.state.drop_in_target );
174 v3_copy( s1->normal, player_walk.state.drop_in_normal );
175 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
176
177 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
178 player_walk.state.drop_in_angle =
179 atan2f( player_walk.state.drop_in_normal[0],
180 player_walk.state.drop_in_normal[2] );
181
182 /* TODO: scan multiple of these? */
183 v3f oco;
184 v4f oq;
185 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
186
187 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
188 vb = {0.0f,0.0f, k_board_length + 0.3f};
189
190 q_mulv( oq, va, va );
191 q_mulv( oq, vb, vb );
192 v3_add( oco, va, va );
193 v3_add( oco, vb, vb );
194
195 v3f v0;
196 v3_sub( vb, va, v0 );
197 v3_normalize( v0 );
198
199 ray_hit ray;
200 ray.dist = k_board_length*2.0f + 0.6f;
201
202 if( ray_world( world, va, v0, &ray, 0 ) ){
203 vg_line( va, vb, VG__RED );
204 vg_line_point( ray.pos, 0.1f, VG__RED );
205 vg_error( "invalidated\n" );
206 return 0;
207 }
208
209 v3_muls( v0, -1.0f, v0 );
210 if( ray_world( world, vb, v0, &ray, 0 ) ){
211 vg_line( va, vb, VG__RED );
212 vg_line_point( ray.pos, 0.1f, VG__RED );
213 vg_error( "invalidated\n" );
214 return 0;
215 }
216
217 player_walk_drop_in_vector( localplayer.rb.v );
218 return 1;
219 }
220 else{
221 vg_error( "failed to find intersection of drop in\n" );
222 }
223 }
224
225 return 0;
226 }
227
228 static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
229 struct player_walk *w = &player_walk;
230
231 return (struct skeleton_anim *[]){
232 [k_walk_outro_none] = NULL,
233 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
234 [k_walk_outro_regular] = w->anim_intro,
235 [k_walk_outro_drop_in] = w->anim_drop_in
236 }[ type ];
237 }
238
239
240 static void player__walk_pre_update(void){
241 struct player_walk *w = &player_walk;
242
243 if( !localplayer.immobile )
244 player_look( localplayer.angles, skaterift.time_rate );
245
246 if( w->state.outro_type ){
247 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
248
249 f32 outro_length = (f32)anim->length / anim->rate,
250 outro_time = vg.time - w->state.outro_start_time;
251
252 if( outro_time >= outro_length ){
253 if( w->state.outro_type == k_walk_outro_drop_in ){
254 player_walk_drop_in_to_skate();
255 }
256 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
257 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
258 }
259 else{
260 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
261 }
262
263 w->state.outro_type = k_walk_outro_none;
264 return;
265 }
266 }
267 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
268 if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
269 localplayer.subsystem = k_player_subsystem_drive;
270 }
271 else{
272 struct player_board *board =
273 addon_cache_item_if_loaded( k_addon_type_board,
274 localplayer.board_view_slot );
275
276 if( !board ) return;
277
278 if( w->state.activity == k_walk_activity_ground ){
279 if( player_walk_scan_for_drop_in() ){
280 w->state.outro_type = k_walk_outro_drop_in;
281 w->state.outro_start_time = vg.time;
282 localplayer.immobile = 1;
283
284 struct player_avatar *av = localplayer.playeravatar;
285 m4x3_mulv( localplayer.final_mtx[ av->id_ik_foot_r ],
286 av->sk.bones[ av->id_ik_foot_r ].co,
287 w->state.drop_in_foot_anchor );
288 }
289 else{
290 w->state.outro_type = k_walk_outro_regular;
291 w->state.outro_start_time = vg.time;
292 w->state.activity = k_walk_activity_lockedmove;
293
294 if( player_xyspeed2() < 0.1f * 0.1f ){
295 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
296 localplayer.rb.v );
297 }
298 }
299 }
300 else{
301 w->state.outro_type = k_walk_outro_jump_to_air;
302 w->state.outro_start_time = vg.time;
303 return;
304 }
305 }
306 }
307 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
308 w->state.jump_queued = 1;
309 w->state.jump_input_time = vg.time;
310 }
311 }
312
313 static int player_walk_normal_standable( v3f n ){
314 return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
315 }
316
317 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
318 float currentspeed = v3_dot( v, movedir ),
319 addspeed = speed - currentspeed;
320
321 if( addspeed <= 0 )
322 return;
323
324 float accelspeed = accel * k_rb_delta * speed;
325
326 if( accelspeed > addspeed )
327 accelspeed = addspeed;
328
329 v3_muladds( v, movedir, accelspeed, v );
330 }
331
332 static void player_friction( v3f v ){
333 float speed = v3_length( v ),
334 drop = 0.0f,
335 control = vg_maxf( speed, k_stopspeed );
336
337 if( speed < 0.04f )
338 return;
339
340 drop += control * k_walk_friction * k_rb_delta;
341
342 float newspeed = vg_maxf( 0.0f, speed - drop );
343 newspeed /= speed;
344
345 v3_muls( v, newspeed, v );
346 }
347
348 static void player_walk_custom_filter( world_instance *world,
349 rb_ct *man, int len, f32 w ){
350 for( int i=0; i<len; i++ ){
351 rb_ct *ci = &man[i];
352 if( ci->type == k_contact_type_disabled ||
353 ci->type == k_contact_type_edge )
354 continue;
355
356
357 float d1 = v3_dot( ci->co, ci->n );
358
359 for( int j=0; j<len; j++ ){
360 if( j == i )
361 continue;
362
363 rb_ct *cj = &man[j];
364 if( cj->type == k_contact_type_disabled )
365 continue;
366
367 struct world_surface *si = world_contact_surface( world, ci ),
368 *sj = world_contact_surface( world, cj );
369
370 if( (sj->info.flags & k_material_flag_walking) &&
371 !(si->info.flags & k_material_flag_walking)){
372 continue;
373 }
374
375 float d2 = v3_dot( cj->co, ci->n ),
376 d = d2-d1;
377
378 if( fabsf( d ) <= w ){
379 cj->type = k_contact_type_disabled;
380 }
381 }
382 }
383 }
384
385 static void player__walk_update(void){
386 struct player_walk *w = &player_walk;
387 v3_copy( localplayer.rb.co, w->state.prev_pos );
388 v3_zero( localplayer.rb.w );
389
390 world_instance *world = world_current_instance();
391
392 if( world->water.enabled ){
393 if( localplayer.rb.co[1]+0.4f < world->water.height ){
394 audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
395 player__dead_transition();
396 return;
397 }
398 }
399
400 enum walk_activity prev_state = w->state.activity;
401
402 w->collider.height = 2.0f;
403 w->collider.radius = 0.3f;
404
405 m4x3f mtx;
406 m3x3_copy( localplayer.rb.to_world, mtx );
407 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
408
409 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
410
411 rb_ct manifold[64];
412 int len;
413
414 float yaw = localplayer.angles[0];
415
416 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
417 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
418
419 m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
420 m3x3_mulv( localplayer.basis, right_dir, right_dir );
421
422 v2f steer;
423 joystick_state( k_srjoystick_steer, steer );
424
425 w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
426
427 /*
428 * Collision detection
429 */
430
431 len = rb_capsule__scene( mtx, &w->collider, NULL,
432 &world->rb_geo.inf.scene, manifold, 0 );
433 player_walk_custom_filter( world, manifold, len, 0.01f );
434 len = rb_manifold_apply_filtered( manifold, len );
435
436 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
437
438 if( w->state.activity != k_walk_activity_lockedmove )
439 w->state.activity = k_walk_activity_air;
440
441 w->surface = k_surface_prop_concrete;
442
443 for( int i=0; i<len; i++ ){
444 struct contact *ct = &manifold[i];
445 rb_debug_contact( ct );
446
447 if( player_walk_normal_standable( ct->n ) ){
448 if( w->state.activity != k_walk_activity_lockedmove )
449 w->state.activity = k_walk_activity_ground;
450
451 v3_add( surface_avg, ct->n, surface_avg );
452
453 struct world_surface *surf = world_contact_surface( world, ct );
454 if( surf->info.surface_prop > w->surface )
455 w->surface = surf->info.surface_prop;
456 }
457
458 rb_prepare_contact( ct, k_rb_delta );
459 }
460
461 /*
462 * Move & Friction
463 */
464 float accel_speed = 0.0f, nominal_speed = 0.0f;
465 v3f movedir;
466
467 v3_muls( right_dir, steer[0], movedir );
468 v3_muladds( movedir, forward_dir, steer[1], movedir );
469
470 if( w->state.activity == k_walk_activity_ground ){
471 v3_normalize( surface_avg );
472
473 v3f tx, ty;
474 v3_tangent_basis( surface_avg, tx, ty );
475
476 if( v2_length2(steer) > 0.001f ){
477 /* clip movement to the surface */
478 float d = v3_dot(surface_avg,movedir);
479 v3_muladds( movedir, surface_avg, -d, movedir );
480 }
481
482 accel_speed = k_walk_accel;
483 nominal_speed = k_walkspeed;
484
485 /* jump */
486 if( w->state.jump_queued ){
487 w->state.jump_queued = 0;
488
489 f32 t = vg.time - w->state.jump_input_time;
490 if( t < PLAYER_JUMP_EPSILON ){
491 float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
492 v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
493 localplayer.rb.v );
494 v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f,
495 localplayer.rb.v );
496 w->state.activity = k_walk_activity_air;
497 prev_state = k_walk_activity_air;
498 accel_speed = k_walk_air_accel;
499 nominal_speed = k_airspeed;
500 }
501 }
502 else{
503 player_friction( localplayer.rb.v );
504 }
505 }
506 else{
507 accel_speed = k_walk_air_accel;
508 nominal_speed = k_airspeed;
509 }
510
511 if( v2_length2( steer ) > 0.001f ){
512 player_accelerate( localplayer.rb.v, movedir,
513 nominal_speed, accel_speed );
514 v3_normalize( movedir );
515 }
516
517 /*
518 * Resolve velocity constraints
519 */
520 for( int j=0; j<5; j++ ){
521 for( int i=0; i<len; i++ ){
522 struct contact *ct = &manifold[i];
523
524 /*normal */
525 float vn = -v3_dot( localplayer.rb.v, ct->n );
526
527 float temp = ct->norm_impulse;
528 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
529 vn = ct->norm_impulse - temp;
530
531 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
532 }
533 }
534
535 /* stepping */
536 if( w->state.activity == k_walk_activity_ground||
537 prev_state == k_walk_activity_ground ){
538 float max_dist = 0.4f;
539
540 v3f pa, pb;
541 v3_copy( localplayer.rb.co, pa );
542 v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
543 v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb );
544 vg_line( pa, pb, 0xff000000 );
545
546 v3f n;
547 float t;
548 if( spherecast_world( world, pa, pb,
549 w->collider.radius, &t, n, 0 ) != -1 ){
550 if( player_walk_normal_standable(n) ){
551 v3_lerp( pa, pb, t, localplayer.rb.co );
552 v3_muladds( localplayer.rb.co, localplayer.basis[1],
553 -w->collider.radius - k_penetration_slop,
554 localplayer.rb.co );
555 w->state.activity = k_walk_activity_ground;
556
557 float d = -v3_dot(n,localplayer.rb.v),
558 g = -k_gravity * k_rb_delta;
559 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
560 v3_muladds( localplayer.rb.v, localplayer.basis[1], g,
561 localplayer.rb.v );
562 }
563 }
564 }
565
566 /*
567 * Depenetrate
568 */
569 v3f dt;
570 rb_depenetrate( manifold, len, dt );
571 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
572
573 /* integrate */
574 if( w->state.activity == k_walk_activity_air ){
575 v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta,
576 localplayer.rb.v );
577 }
578
579 if( localplayer.immobile ){
580 localplayer.rb.v[0] = 0.0f;
581 localplayer.rb.v[2] = 0.0f;
582 }
583
584 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
585 localplayer.rb.co );
586 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
587 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
588
589 /*
590 * CCD routine
591 * ---------------------------------------------------
592 *
593 */
594 v3f lwr_prev,
595 lwr_now,
596 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
597
598 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
599 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
600
601 v3f movedelta;
602 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
603
604 float movedist = v3_length( movedelta );
605
606 if( movedist > 0.3f ){
607 float t, sr = w->collider.radius-0.04f;
608 v3f n;
609
610 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
611 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
612 localplayer.rb.co[1] -= w->collider.radius;
613 rb_update_transform( &localplayer.rb );
614
615 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
616 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
617 }
618 }
619
620 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
621 if( id ){
622 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
623 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
624 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
625
626 v4f transport_rotation;
627 m3x3_q( gate->transport, transport_rotation );
628 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
629
630 rb_update_transform( &localplayer.rb );
631 player__pass_gate( id );
632 }
633 rb_update_transform( &localplayer.rb );
634 }
635
636 static void player__walk_post_update(void){
637 struct player_walk *w = &player_walk;
638
639 m4x3f mtx;
640 m3x3_copy( localplayer.rb.to_world, mtx );
641 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
642
643 float substep = vg.time_fixed_extrapolate;
644 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
645 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
646
647
648 /* Calculate header */
649 v3f v;
650 if( player_xyspeed2() > 0.1f*0.1f )
651 {
652 v3f v_xy;
653 m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
654 float a = atan2f( v_xy[0], v_xy[2] );
655
656 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
657 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
658 q_normalize( localplayer.rb.q );
659 }
660
661 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
662 v3f p1;
663 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
664 vg_line( w->state.drop_in_target, p1, VG__GREEN );
665 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
666 vg_line( w->state.drop_in_target, p1, VG__GREEN );
667
668 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
669 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
670
671
672 float a = player_get_heading_yaw();
673 p1[0] = sinf( a );
674 p1[1] = 0.0f;
675 p1[2] = cosf( a );
676 m3x3_mulv( localplayer.basis, p1, p1 );
677
678 v3_add( localplayer.rb.co, p1, p1 );
679 vg_line( localplayer.rb.co, p1, VG__PINK );
680
681
682 int walk_phase = 0;
683 if( vg_fractf(w->state.walk_timer) > 0.5f )
684 walk_phase = 1;
685 else
686 walk_phase = 0;
687
688 if( (w->state.step_phase != walk_phase) &&
689 (w->state.activity == k_walk_activity_ground ) )
690 {
691 audio_lock();
692 if( w->surface == k_surface_prop_concrete ){
693 audio_oneshot_3d(
694 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
695 localplayer.rb.co, 40.0f, 1.0f
696 );
697 }
698 else if( w->surface == k_surface_prop_grass ){
699 audio_oneshot_3d(
700 &audio_footsteps_grass[ vg_randu32()%
701 vg_list_size(audio_footsteps_grass)],
702 localplayer.rb.co, 40.0f, 1.0f
703 );
704 }
705 else if( w->surface == k_surface_prop_wood ){
706 audio_oneshot_3d(
707 &audio_footsteps_wood[ vg_randu32()%
708 vg_list_size(audio_footsteps_wood)],
709 localplayer.rb.co, 40.0f, 1.0f
710 );
711 }
712 audio_unlock();
713 }
714
715 w->state.step_phase = walk_phase;
716 }
717
718 static void player__walk_animate(void){
719 struct player_walk *w = &player_walk;
720 player_pose *pose = &localplayer.pose;
721 struct player_walk_animator *animator = &w->animator;
722
723 animator->outro_type = w->state.outro_type;
724
725 {
726 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
727 rate;
728
729 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
730 else rate = 9.0f;
731
732 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
733 animator->run = vg_lerpf( animator->run, w->move_speed,
734 2.0f*vg.time_delta);
735 }
736
737 if( w->move_speed > 0.025f ){
738 /* TODO move */
739 float walk_norm = 30.0f/(float)w->anim_walk->length,
740 run_norm = 30.0f/(float)w->anim_run->length,
741 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
742
743 w->state.walk_timer += walk_adv * vg.time_delta;
744 }
745 else
746 w->state.walk_timer = 0.0f;
747 animator->walk_timer = w->state.walk_timer;
748
749 if( !localplayer.immobile )
750 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
751 else{
752 v3_copy( localplayer.rb.co, animator->root_co );
753 v4_copy( localplayer.rb.q, animator->root_q );
754 }
755
756 f32 walk_yaw = player_get_heading_yaw();
757 if( w->state.outro_type ){
758 struct player_avatar *av = localplayer.playeravatar;
759 struct skeleton_anim *anim =
760 player_walk_outro_anim( w->state.outro_type );
761 f32 outro_length = (f32)anim->length / anim->rate,
762 outro_time = vg.time - w->state.outro_start_time;
763 animator->outro_t = outro_time / outro_length;
764
765 if( w->state.outro_type == k_walk_outro_drop_in ){
766 float inv_rate = 1.0f / anim->rate,
767 anim_frames = anim->length * inv_rate,
768 step_frames = 12.0f * inv_rate,
769 commit_frames = 6.0f * inv_rate,
770 drop_frames = anim_frames - step_frames,
771 step_t = vg_minf( 1.0f, outro_time / step_frames ),
772 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
773 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
774 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
775
776 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
777 w->state.drop_in_angle, step_t );
778
779 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
780 step_t, localplayer.rb.co );
781 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
782 walk_yaw + VG_PIf );
783
784 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
785
786 /* the drop in bit */
787 if( step_t >= 1.0f ){
788 v4f final_q;
789 player_walk_drop_in_overhang_transform( dop_t, localplayer.rb.co,
790 final_q );
791 q_mul( final_q, animator->root_q, animator->root_q );
792
793 v4_copy( animator->root_q, localplayer.rb.q );
794 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
795 -0.1f*dop_t, animator->root_co );
796 }
797 return;
798 }
799 else{
800 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
801 -0.1f*animator->outro_t, animator->root_co );
802 }
803 }
804
805 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
806 q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
807 q_normalize( animator->root_q );
808 }
809
810 static void player__walk_pose( void *_animator, player_pose *pose ){
811 struct player_walk *w = &player_walk;
812 struct player_walk_animator *animator = _animator;
813 struct skeleton *sk = &localplayer.playeravatar->sk;
814 struct player_avatar *av = localplayer.playeravatar;
815
816 v3_copy( animator->root_co, pose->root_co );
817 v4_copy( animator->root_q, pose->root_q );
818 pose->board.lean = 0.0f;
819 pose->type = k_player_pose_type_ik;
820
821 float walk_norm = (float)w->anim_walk->length/30.0f,
822 run_norm = (float)w->anim_run->length/30.0f,
823 t = animator->walk_timer,
824 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
825 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
826
827 /* walk/run */
828 mdl_keyframe apose[32], bpose[32];
829 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
830 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
831
832 skeleton_lerp_pose( sk, apose, bpose, l, apose );
833
834 /* idle */
835 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
836 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
837
838 /* air */
839 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
840 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
841
842 if( animator->outro_type ){
843 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
844
845 f32 outro_length = (f32)anim->length / anim->rate,
846 outro_time = animator->outro_t*outro_length;
847
848 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
849 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
850 pose->keyframes );
851
852 if( animator->outro_type == k_walk_outro_drop_in ){
853 m4x3f transform, inverse;
854 q_m3x3( pose->root_q, transform );
855 v3_copy( pose->root_co, transform[3] );
856 m4x3_invert_affine( transform, inverse );
857
858 v3f anchored_pos;
859 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
860
861 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
862 1.0f-animator->commit_t,
863 pose->keyframes[ av->id_ik_foot_r-1 ].co );
864 }
865 }
866 else
867 skeleton_copy_pose( sk, apose, pose->keyframes );
868 }
869
870 static void player__walk_post_animate(void){
871 /*
872 * Camera
873 */
874 struct player_walk *w = &player_walk;
875 struct player_avatar *av = localplayer.playeravatar;
876
877 if( w->state.outro_type ){
878 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
879
880 f32 outro_length = (f32)anim->length / anim->rate,
881 outro_time = vg.time - w->state.outro_start_time,
882 outro_t = outro_time / outro_length;
883
884 localplayer.cam_velocity_influence = outro_t;
885 }
886 else
887 localplayer.cam_velocity_influence = 0.0f;
888 }
889
890 static void player__walk_im_gui(void){
891 struct player_walk *w = &player_walk;
892 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
893 localplayer.rb.v[1],
894 localplayer.rb.v[2] );
895 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
896 localplayer.rb.co[1],
897 localplayer.rb.co[2] );
898 player__debugtext( 1, "activity: %s\n",
899 (const char *[]){ "k_walk_activity_air",
900 "k_walk_activity_ground",
901 "k_walk_activity_sleep",
902 "k_walk_activity_lockedmove" }
903 [w->state.activity] );
904 player__debugtext( 1, "surface: %s\n",
905 (const char *[]){ "concrete",
906 "wood",
907 "grass",
908 "tiles",
909 "metal" }
910 [w->surface] );
911
912 if( w->state.outro_type ){
913 struct skeleton_anim *anim =
914 player_walk_outro_anim( w->state.outro_type );
915
916 f32 outro_length = (f32)anim->length / anim->rate,
917 outro_time = vg.time - w->state.outro_start_time;
918 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
919 }
920 }
921
922 static void player__walk_bind(void){
923 struct player_walk *w = &player_walk;
924 struct player_avatar *av = localplayer.playeravatar;
925 struct skeleton *sk = &av->sk;
926
927 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
928 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
929 w->anim_run = skeleton_get_anim( sk, "run+y" );
930 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
931 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
932 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
933 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
934 }
935
936 static void player__walk_transition(void){
937 struct player_walk *w = &player_walk;
938 w->state.activity = k_walk_activity_air;
939 w->state.outro_type = k_walk_outro_none;
940 w->state.outro_start_time = 0.0;
941 w->state.jump_queued = 0;
942 w->state.jump_input_time = 0.0;
943 w->state.walk_timer = 0.0f;
944 w->state.step_phase = 0;
945
946 v3f fwd = { 0.0f, 0.0f, 1.0f };
947 q_mulv( localplayer.rb.q, fwd, fwd );
948 m3x3_mulv( localplayer.invbasis, fwd, fwd );
949
950 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
951 atan2f(fwd[0], fwd[2]) );
952 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
953 q_normalize( localplayer.rb.q );
954
955 rb_update_transform( &localplayer.rb );
956 }
957
958 static void player__walk_reset( ent_spawn *rp ){
959 struct player_walk *w = &player_walk;
960 w->state.activity = k_walk_activity_air;
961 w->state.outro_type = k_walk_outro_none;
962 w->state.outro_start_time = 0.0;
963 }
964
965 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
966 struct player_walk_animator *animator = data;
967
968 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
969 bitpack_qquat( ctx, animator->root_q );
970 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
971 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
972 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
973 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
974
975 bitpack_bytes( ctx, 8, &animator->outro_type );
976 if( animator->outro_type ){
977 bitpack_bytes(ctx, sizeof(animator->foot_anchor), animator->foot_anchor );
978 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
979 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
980 }
981 }
982 #endif /* PLAYER_DEVICE_WALK_H */