6 VG_STATIC
void player__walk_pre_update( player_instance
*player
)
8 struct player_walk
*w
= &player
->_walk
;
9 player_look( player
, w
->state
.angles
);
11 if( vg_input_button_down( player
->input_use
) )
14 v3_copy( player
->rb
.v
, v
);
15 v3_copy( v
, xy_speed
);
18 if( v3_length2( xy_speed
) < 0.1f
* 0.1f
)
20 v
[0] = -sinf( -w
->state
.angles
[0] );
22 v
[2] = -cosf( -w
->state
.angles
[0] );
23 v3_muls( v
, 1.6f
, v
);
26 player
->subsystem
= k_player_subsystem_skate
;
27 player__skate_transition( player
, v
);
32 VG_STATIC
int player_walk_normal_standable( v3f n
)
34 return n
[1] > 0.70710678118f
;
37 VG_STATIC
void player_accelerate( v3f v
, v3f movedir
, float speed
, float accel
)
39 float currentspeed
= v3_dot( v
, movedir
),
40 addspeed
= speed
- currentspeed
;
45 float accelspeed
= accel
* k_rb_delta
* speed
;
47 if( accelspeed
> addspeed
)
48 accelspeed
= addspeed
;
50 v3_muladds( v
, movedir
, accelspeed
, v
);
53 VG_STATIC
void player_friction( v3f v
)
55 float speed
= v3_length( v
),
57 control
= vg_maxf( speed
, k_stopspeed
);
62 drop
+= control
* k_walk_friction
* k_rb_delta
;
64 float newspeed
= vg_maxf( 0.0f
, speed
- drop
);
67 v3_muls( v
, newspeed
, v
);
70 VG_STATIC
void player__walk_update( player_instance
*player
)
72 struct player_walk
*w
= &player
->_walk
;
73 v3_copy( player
->rb
.co
, w
->state
.prev_pos
);
75 w
->collider
.height
= 2.0f
;
76 w
->collider
.radius
= 0.3f
;
80 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
82 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__WHITE
);
87 float yaw
= w
->state
.angles
[0];
89 v3f forward_dir
= { sinf(yaw
), 0.0f
, -cosf(yaw
) };
90 v3f right_dir
= { -forward_dir
[2], 0.0f
, forward_dir
[0] };
92 v2f walk
= { player
->input_walkh
->axis
.value
,
93 player
->input_walkv
->axis
.value
};
95 if( v2_length2(walk
) > 0.001f
)
96 v2_normalize_clamp( walk
);
98 w
->move_speed
= v2_length( walk
);
101 * Collision detection
103 len
= rb_capsule__scene( mtx
, &w
->collider
, NULL
,
104 &world
.rb_geo
.inf
.scene
, manifold
);
105 rb_manifold_filter_coplanar( manifold
, len
, 0.01f
);
106 len
= rb_manifold_apply_filtered( manifold
, len
);
108 v3f surface_avg
= { 0.0f
, 0.0f
, 0.0f
};
109 w
->state
.activity
= k_walk_activity_air
;
111 for( int i
=0; i
<len
; i
++ )
113 struct contact
*ct
= &manifold
[i
];
114 rb_debug_contact( ct
);
116 if( player_walk_normal_standable( ct
->n
) )
118 w
->state
.activity
= k_walk_activity_ground
;
119 v3_add( surface_avg
, ct
->n
, surface_avg
);
122 rb_prepare_contact( ct
);
129 float accel_speed
= 0.0f
, nominal_speed
= 0.0f
;
131 v3_muls( right_dir
, walk
[0], movedir
);
132 v3_muladds( movedir
, forward_dir
, walk
[1], movedir
);
134 if( w
->state
.activity
== k_walk_activity_ground
)
136 v3_normalize( surface_avg
);
139 rb_tangent_basis( surface_avg
, tx
, ty
);
141 if( v2_length2(walk
) > 0.001f
)
143 /* clip movement to the surface */
144 float d
= v3_dot(surface_avg
,movedir
);
145 v3_muladds( movedir
, surface_avg
, -d
, movedir
);
148 accel_speed
= k_walk_accel
;
149 nominal_speed
= k_walkspeed
;
152 if( player
->input_jump
->button
.value
)
154 player
->rb
.v
[1] = 5.0f
;
155 w
->state
.activity
= k_walk_activity_air
;
156 accel_speed
= k_walk_air_accel
;
157 nominal_speed
= k_airspeed
;
161 player_friction( player
->rb
.v
);
163 struct world_material
*surface_mat
= world_contact_material(manifold
);
164 w
->surface
= surface_mat
->info
.surface_prop
;
169 accel_speed
= k_walk_air_accel
;
170 nominal_speed
= k_airspeed
;
173 if( v2_length2(walk
) > 0.001f
)
175 player_accelerate( player
->rb
.v
, movedir
, nominal_speed
, accel_speed
);
176 v3_normalize( movedir
);
180 * Resolve velocity constraints
182 for( int j
=0; j
<5; j
++ )
184 for( int i
=0; i
<len
; i
++ )
186 struct contact
*ct
= &manifold
[i
];
189 float vn
= -v3_dot( player
->rb
.v
, ct
->n
);
191 float temp
= ct
->norm_impulse
;
192 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
193 vn
= ct
->norm_impulse
- temp
;
195 v3_muladds( player
->rb
.v
, ct
->n
, vn
, player
->rb
.v
);
204 for( int j
=0; j
<8; j
++ )
206 for( int i
=0; i
<len
; i
++ )
208 struct contact
*ct
= &manifold
[i
];
210 float resolved_amt
= v3_dot( ct
->n
, dt
),
211 remaining
= (ct
->p
-k_penetration_slop
) - resolved_amt
,
212 apply
= vg_maxf( remaining
, 0.0f
) * 0.3f
;
214 v3_muladds( dt
, ct
->n
, apply
, dt
);
217 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
219 /* TODO: Stepping......
221 * ideas; walkgrid style steps
224 if( w
->state
.activity
== k_walk_activity_ground
)
227 float max_dist
= 0.4f
;
230 v3_copy( player
->rb
.co
, pa
);
231 pa
[1] += w
->collider
.radius
+ max_dist
;
233 v3_muladds( pa
, (v3f
){0.0f
,1.0f
,0.0f
}, -max_dist
* 2.0f
, pb
);
234 vg_line( pa
, pb
, 0xff000000 );
238 if( spherecast_world( pa
, pb
, w
->collider
.radius
, &t
, n
) != -1 )
240 if( player_walk_normal_standable( n
) )
242 v3_lerp( pa
, pb
, t
, player
->rb
.co
);
243 player
->rb
.co
[1] -= w
->collider
.radius
;
251 if( w
->state
.activity
== k_walk_activity_air
)
252 player
->rb
.v
[1] += -k_gravity
* k_rb_delta
;
254 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
257 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
258 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__GREEN
);
262 * ---------------------------------------------------
267 lwr_offs
= { 0.0f
, w
->collider
.radius
, 0.0f
};
269 v3_add( lwr_offs
, w
->state
.prev_pos
, lwr_prev
);
270 v3_add( lwr_offs
, player
->rb
.co
, lwr_now
);
273 v3_sub( player
->rb
.co
, w
->state
.prev_pos
, movedelta
);
275 float movedist
= v3_length( movedelta
);
277 if( movedist
> 0.3f
)
279 float t
, sr
= w
->collider
.radius
-0.04f
;
282 if( spherecast_world( lwr_prev
, lwr_now
, sr
, &t
, n
) != -1 )
284 v3_lerp( lwr_prev
, lwr_now
, vg_maxf(0.01f
,t
), player
->rb
.co
);
285 player
->rb
.co
[1] -= w
->collider
.radius
;
286 rb_update_transform( &player
->rb
);
288 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
289 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__RED
);
294 if( (gate
= world_intersect_gates( player
->rb
.co
, w
->state
.prev_pos
)) )
296 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
297 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
298 rb_update_transform( &player
->rb
);
300 /* analytical rotation of yaw */
301 v3f fwd_dir
= { cosf(w
->state
.angles
[0]),
303 sinf(w
->state
.angles
[0])};
304 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
305 w
->state
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
307 w
->state_gate_storage
= w
->state
;
308 player__pass_gate( player
, gate
);
312 VG_STATIC
void player__walk_post_update( player_instance
*player
)
314 struct player_walk
*w
= &player
->_walk
;
317 m3x3_identity( mtx
);
318 v3_add( player
->rb
.co
, (v3f
){0.0f
, 1.0f
, 0.0f
}, mtx
[3] );
320 float substep
= vg_clampf( vg
.accumulator
/ k_rb_delta
, 0.0f
, 1.0f
);
321 v3_muladds( mtx
[3], player
->rb
.v
, k_rb_delta
*substep
, mtx
[3] );
322 debug_capsule( mtx
, w
->collider
.radius
, w
->collider
.height
, VG__YELOW
);
325 VG_STATIC
void player__walk_animate( player_instance
*player
,
326 player_animation
*dest
)
328 struct player_walk
*w
= &player
->_walk
;
329 struct skeleton
*sk
= &player
->playeravatar
->sk
;
332 float fly
= (w
->state
.activity
== k_walk_activity_air
)? 1.0f
: 0.0f
,
335 if( w
->state
.activity
== k_walk_activity_air
)
340 w
->blend_fly
= vg_lerpf( w
->blend_fly
, fly
, rate
*vg
.time_delta
);
341 w
->blend_run
= vg_lerpf( w
->blend_run
,
343 (1.0f
+ player
->input_walk
->button
.value
*0.5f
),
344 2.0f
*vg
.time_delta
);
347 player_pose apose
, bpose
;
349 if( w
->move_speed
> 0.025f
)
352 float walk_norm
= 30.0f
/(float)w
->anim_walk
->length
,
353 run_norm
= 30.0f
/(float)w
->anim_run
->length
,
354 walk_adv
= vg_lerpf( walk_norm
, run_norm
, w
->move_speed
);
356 w
->walk_timer
+= walk_adv
* vg
.time_delta
;
360 w
->walk_timer
= 0.0f
;
363 float walk_norm
= (float)w
->anim_walk
->length
/30.0f
,
364 run_norm
= (float)w
->anim_run
->length
/30.0f
,
366 l
= vg_clampf( w
->blend_run
*15.0f
, 0.0f
, 1.0f
),
367 idle_walk
= vg_clampf( (w
->blend_run
-0.1f
)/(1.0f
-0.1f
), 0.0f
, 1.0f
);
370 skeleton_sample_anim( sk
, w
->anim_walk
, t
*walk_norm
, apose
);
371 skeleton_sample_anim( sk
, w
->anim_run
, t
*run_norm
, bpose
);
373 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
376 skeleton_sample_anim( sk
, w
->anim_idle
, vg
.time
*0.1f
, bpose
);
377 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
380 skeleton_sample_anim( sk
, w
->anim_jump
, vg
.time
*0.6f
, bpose
);
381 skeleton_lerp_pose( sk
, apose
, bpose
, w
->blend_fly
, dest
->pose
);
383 /* Create transform */
384 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
385 q_axis_angle( dest
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
},
386 -w
->state
.angles
[0]-VG_PIf
*0.5f
);
389 VG_STATIC
void player__walk_post_animate( player_instance
*player
)
394 struct player_walk
*w
= &player
->_walk
;
395 struct player_avatar
*av
= player
->playeravatar
;
399 euler_m3x3( w
->state
.angles
, angles
);
401 v3f cast_dir
, origin
;
403 v3_add( player
->rb
.co
, (v3f
){0.0f
,2.0f
,0.0f
}, origin
);
405 v3_muladds( origin
, angles
[2], 2.0f
, player
->cam3
.co
);
406 v3_muladds( player
->cam3
.co
, angles
[0], 0.5f
, player
->cam3
.co
);
410 if( spherecast_world( origin
, player
->cam3
.co
, 0.1f
, &t
, n
) != -1 )
411 v3_lerp( origin
, player
->cam3
.co
, t
, player
->cam3
.co
);
412 v3_copy( w
->state
.angles
, player
->cam3
.angles
);
415 /* FIXME: viewpoint entity */
416 v3f vp
= {-0.1f
,1.8f
,0.0f
};
417 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, player
->cam1
.co
);
418 v3_copy( w
->state
.angles
, player
->cam1
.angles
);
420 /* FIXME: Organize this. Its int wrong fucking place */
421 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
422 vp1
= {0.0f
,0.1f
,-0.6f
};
424 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
425 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
429 VG_STATIC
void player__walk_im_gui( player_instance
*player
)
431 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
434 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
439 VG_STATIC
void player__walk_bind( player_instance
*player
)
441 struct player_walk
*w
= &player
->_walk
;
442 struct player_avatar
*av
= player
->playeravatar
;
443 struct skeleton
*sk
= &av
->sk
;
445 w
->anim_idle
= skeleton_get_anim( sk
, "idle_cycle" );
446 w
->anim_walk
= skeleton_get_anim( sk
, "walk" );
447 w
->anim_run
= skeleton_get_anim( sk
, "run" );
448 w
->anim_jump
= skeleton_get_anim( sk
, "jump" );
451 VG_STATIC
void player__walk_transition( player_instance
*player
, v3f angles
)
453 struct player_walk
*w
= &player
->_walk
;
454 v3_copy( angles
, w
->state
.angles
);
457 #endif /* PLAYER_DEVICE_WALK_H */