maths api changes
[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
7 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
8 {
9 struct player_walk *w = &player->_walk;
10
11 v3f axis, init_dir;
12 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
13 v3_cross( axis, w->state.drop_in_normal, init_dir );
14 v3_normalize( init_dir );
15 v3_muls( init_dir, 7.0f, vec );
16 }
17
18 VG_STATIC float player_xyspeed2( player_instance *player )
19 {
20 v3f xy;
21 v3_muladds( player->rb.v, player->basis[1],
22 -v3_dot( player->basis[1], player->rb.v ), xy );
23
24 return v3_length2(xy);
25 }
26
27 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
28 enum skate_activity init,
29 float yaw )
30 {
31 player->subsystem = k_player_subsystem_skate;
32
33 struct player_walk *w = &player->_walk;
34 struct player_skate *s = &player->_skate;
35
36 v3f v;
37
38 if( player_xyspeed2(player) < 0.1f * 0.1f )
39 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
40 else
41 v3_copy( player->rb.v, v );
42
43 s->state.activity_prev = k_skate_activity_ground;
44 s->state.activity = init;
45
46 v3f dir;
47 v3_copy( v, dir );
48 v3_normalize( dir );
49 m3x3_mulv( player->invbasis, dir, dir );
50
51 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
52 q_mul( player->qbasis, player->rb.q, player->rb.q );
53 q_normalize( player->rb.q );
54
55 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
56 v3_add( s->state.cog, player->rb.co, s->state.cog );
57
58 v3_copy( v, s->state.cog_v );
59 v3_copy( v, player->rb.v );
60
61 player__skate_reset_animator( player );
62 player__skate_clear_mechanics( player );
63 rb_update_transform( &player->rb );
64 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
65
66 if( init == k_skate_activity_air )
67 player__approximate_best_trajectory( player );
68 }
69
70 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
71 {
72 player->immobile = 0;
73 player->subsystem = k_player_subsystem_skate;
74
75 struct player_walk *w = &player->_walk;
76 struct player_skate *s = &player->_skate;
77 s->state.activity_prev = k_skate_activity_ground;
78 s->state.activity = k_skate_activity_ground;
79
80 player__skate_clear_mechanics( player );
81 player__skate_reset_animator( player );
82
83 v3f init_velocity;
84 player_walk_drop_in_vector( player, init_velocity );
85
86 rb_update_transform( &player->rb );
87 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
88 v3_copy( init_velocity, s->state.cog_v );
89 v3_copy( init_velocity, player->rb.v );
90 v3_copy( init_velocity, player->cam_velocity_smooth );
91 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
92 }
93
94 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
95 float t,
96 v3f co, v4f q )
97 {
98 struct player_walk *w = &player->_walk;
99
100 v3f axis;
101 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
102 v3_normalize( axis );
103
104 float a = acosf( w->state.drop_in_normal[1] ) * t;
105
106 q_axis_angle( q, axis, a );
107
108 float l = t * 0.5f,
109 heading_angle = w->state.drop_in_angle;
110
111 v3f overhang;
112 overhang[0] = sinf( heading_angle ) * l;
113 overhang[1] = 0.28f * l;
114 overhang[2] = cosf( heading_angle ) * l;
115
116 q_mulv( q, overhang, overhang );
117 v3_add( w->state.drop_in_target, overhang, co );
118 }
119
120 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
121 {
122 struct player_walk *w = &player->_walk;
123 world_instance *world = get_active_world();
124
125 v3f dir, center;
126 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
127 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
128
129 ray_hit samples[20];
130 int sample_count = 0;
131
132 for( int i=0; i<20; i ++ )
133 {
134 float t = (float)i * (1.0f/19.0f),
135 s = sinf( t * VG_PIf * 0.25f ),
136 c = cosf( t * VG_PIf * 0.25f );
137
138 v3f ray_dir, pos;
139 v3_muls ( player->rb.to_world[1], -c, ray_dir );
140 v3_muladds( ray_dir, dir, -s, ray_dir );
141 v3_muladds( center, ray_dir, -2.0f, pos );
142
143 ray_hit *ray = &samples[ sample_count ];
144 ray->dist = 2.0f;
145
146 if( ray_world( world, pos, ray_dir, ray ) )
147 {
148 vg_line( pos, ray->pos, VG__RED );
149 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
150
151 sample_count ++;
152 }
153 }
154
155 float min_a = 0.70710678118654752f;
156 ray_hit *candidate = NULL;
157
158 if( sample_count >= 2 )
159 {
160 for( int i=0; i<sample_count-1; i++ )
161 {
162 ray_hit *s0 = &samples[i],
163 *s1 = &samples[i+1];
164
165 float a = v3_dot( s0->normal, s1->normal );
166
167 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
168 {
169 min_a = a;
170 candidate = s0;
171 }
172 }
173 }
174
175 if( candidate )
176 {
177 v4f pa, pb, pc;
178
179 ray_hit *s0 = candidate,
180 *s1 = candidate+1;
181
182 vg_line( s0->pos, s1->pos, VG__WHITE );
183
184 v3_copy( s0->normal, pa );
185 v3_copy( s1->normal, pb );
186 v3_cross( player->rb.to_world[1], dir, pc );
187 v3_normalize( pc );
188
189 pa[3] = v3_dot( pa, s0->pos );
190 pb[3] = v3_dot( pb, s1->pos );
191 pc[3] = v3_dot( pc, player->rb.co );
192
193 v3f edge;
194 if( plane_intersect3( pa, pb, pc, edge ) )
195 {
196 v3_copy( edge, w->state.drop_in_target );
197 v3_copy( s1->normal, w->state.drop_in_normal );
198 v3_copy( player->rb.co, w->state.drop_in_start );
199
200 w->state.drop_in_start_angle = player_get_heading_yaw( player );
201 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
202 w->state.drop_in_normal[2] );
203
204 /* TODO: scan multiple of these? */
205 v3f oco;
206 v4f oq;
207 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
208
209 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
210 vb = {0.0f,0.0f, k_board_length + 0.3f};
211
212 q_mulv( oq, va, va );
213 q_mulv( oq, vb, vb );
214 v3_add( oco, va, va );
215 v3_add( oco, vb, vb );
216
217 v3f v0;
218 v3_sub( vb, va, v0 );
219 v3_normalize( v0 );
220
221 ray_hit ray;
222 ray.dist = k_board_length*2.0f + 0.6f;
223
224 if( ray_world( world, va, v0, &ray ) )
225 {
226 vg_line( va, vb, VG__RED );
227 vg_line_pt3( ray.pos, 0.1f, VG__RED );
228 vg_error( "invalidated\n" );
229 return 0;
230 }
231
232 v3_muls( v0, -1.0f, v0 );
233 if( ray_world( world, vb, v0, &ray ) )
234 {
235 vg_line( va, vb, VG__RED );
236 vg_line_pt3( ray.pos, 0.1f, VG__RED );
237 vg_error( "invalidated\n" );
238 return 0;
239 }
240
241 player_walk_drop_in_vector( player, player->rb.v );
242 return 1;
243 }
244 else
245 {
246 vg_error( "failed to find intersection of drop in\n" );
247 }
248 }
249
250 return 0;
251 }
252
253 VG_STATIC void player__walk_pre_update( player_instance *player )
254 {
255 struct player_walk *w = &player->_walk;
256
257 if( !player->immobile )
258 player_look( player, player->angles );
259
260 if( w->state.outro_anim ){
261 float outro_length = (float)w->state.outro_anim->length /
262 w->state.outro_anim->rate,
263 outro_time = vg.time - w->state.outro_start_time;
264
265 if( outro_time >= outro_length ){
266 w->state.outro_anim = NULL;
267 if( w->state.outro_type == k_walk_outro_drop_in ){
268 player_walk_drop_in_to_skate( player );
269 }
270 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
271 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
272 }
273 else{
274 player_walk_generic_to_skate( player,
275 k_skate_activity_ground, 1.0f );
276 }
277
278 return;
279 }
280 }
281 else if( button_down( k_srbind_use ) && !player->immobile ){
282 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
283 player->subsystem = k_player_subsystem_drive;
284 }
285 else{
286 if( !player_get_player_board(player) )
287 return;
288
289 if( w->state.activity == k_walk_activity_ground ){
290 if( player_walk_scan_for_drop_in( player ) ){
291 w->state.outro_type = k_walk_outro_drop_in;
292 w->state.outro_anim = w->anim_drop_in;
293 w->state.outro_start_time = vg.time;
294 player->immobile = 1;
295
296 struct player_avatar *av = player->playeravatar;
297 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
298 av->sk.bones[ av->id_ik_foot_r ].co,
299 w->state.drop_in_foot_anchor );
300 }
301 else{
302 w->state.outro_type = k_walk_outro_regular;
303 w->state.outro_anim = w->anim_intro;
304 w->state.outro_start_time = vg.time;
305 w->state.activity = k_walk_activity_lockedmove;
306
307 if( player_xyspeed2(player) < 0.1f * 0.1f )
308 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
309 }
310 }
311 else{
312 w->state.outro_type = k_walk_outro_jump_to_air;
313 w->state.outro_anim = w->anim_jump_to_air;
314 w->state.outro_start_time = vg.time;
315 return;
316 }
317 }
318 }
319 }
320
321 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
322 {
323 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
324 }
325
326 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
327 {
328 float currentspeed = v3_dot( v, movedir ),
329 addspeed = speed - currentspeed;
330
331 if( addspeed <= 0 )
332 return;
333
334 float accelspeed = accel * k_rb_delta * speed;
335
336 if( accelspeed > addspeed )
337 accelspeed = addspeed;
338
339 v3_muladds( v, movedir, accelspeed, v );
340 }
341
342 VG_STATIC void player_friction( v3f v )
343 {
344 float speed = v3_length( v ),
345 drop = 0.0f,
346 control = vg_maxf( speed, k_stopspeed );
347
348 if( speed < 0.04f )
349 return;
350
351 drop += control * k_walk_friction * k_rb_delta;
352
353 float newspeed = vg_maxf( 0.0f, speed - drop );
354 newspeed /= speed;
355
356 v3_muls( v, newspeed, v );
357 }
358
359 VG_STATIC void player__walk_update( player_instance *player )
360 {
361 struct player_walk *w = &player->_walk;
362 v3_copy( player->rb.co, w->state.prev_pos );
363
364 enum walk_activity prev_state = w->state.activity;
365
366 if( player->immobile )
367 return;
368
369 w->collider.height = 2.0f;
370 w->collider.radius = 0.3f;
371
372 m4x3f mtx;
373 m3x3_copy( player->rb.to_world, mtx );
374 v3_add( player->rb.co, player->basis[1], mtx[3] );
375
376 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
377
378 rb_ct manifold[64];
379 int len;
380
381 float yaw = player->angles[0];
382
383 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
384 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
385
386 m3x3_mulv( player->basis, forward_dir, forward_dir );
387 m3x3_mulv( player->basis, right_dir, right_dir );
388
389 v2f steer;
390 joystick_state( k_srjoystick_steer, steer );
391
392 w->move_speed = v2_length( steer );
393 world_instance *world = get_active_world();
394
395 /*
396 * Collision detection
397 */
398
399 len = rb_capsule__scene( mtx, &w->collider, NULL,
400 &world->rb_geo.inf.scene, manifold );
401 rb_manifold_filter_coplanar( manifold, len, 0.01f );
402 len = rb_manifold_apply_filtered( manifold, len );
403
404 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
405
406 if( w->state.activity != k_walk_activity_lockedmove )
407 w->state.activity = k_walk_activity_air;
408
409 w->surface = k_surface_prop_concrete;
410
411 for( int i=0; i<len; i++ ){
412 struct contact *ct = &manifold[i];
413 rb_debug_contact( ct );
414
415 if( player_walk_normal_standable( player, ct->n ) ){
416 if( w->state.activity != k_walk_activity_lockedmove )
417 w->state.activity = k_walk_activity_ground;
418
419 v3_add( surface_avg, ct->n, surface_avg );
420
421 struct world_surface *surf = world_contact_surface( world, ct );
422 if( surf->info.surface_prop > w->surface )
423 w->surface = surf->info.surface_prop;
424 }
425
426 rb_prepare_contact( ct, k_rb_delta );
427 }
428
429 /*
430 * Move & Friction
431 */
432 float accel_speed = 0.0f, nominal_speed = 0.0f;
433 v3f movedir;
434
435 v3_muls( right_dir, steer[0], movedir );
436 v3_muladds( movedir, forward_dir, steer[1], movedir );
437
438 if( w->state.activity == k_walk_activity_ground ){
439 v3_normalize( surface_avg );
440
441 v3f tx, ty;
442 rb_tangent_basis( surface_avg, tx, ty );
443
444 if( v2_length2(steer) > 0.001f ){
445 /* clip movement to the surface */
446 float d = v3_dot(surface_avg,movedir);
447 v3_muladds( movedir, surface_avg, -d, movedir );
448 }
449
450 accel_speed = k_walk_accel;
451 nominal_speed = k_walkspeed;
452
453 /* jump */
454 if( button_down( k_srbind_jump ) ){
455 float d = v3_dot( player->basis[1], player->rb.v );
456 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
457 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
458 w->state.activity = k_walk_activity_air;
459 prev_state = k_walk_activity_air;
460 accel_speed = k_walk_air_accel;
461 nominal_speed = k_airspeed;
462 }
463 else{
464 player_friction( player->rb.v );
465 }
466 }
467 else{
468 accel_speed = k_walk_air_accel;
469 nominal_speed = k_airspeed;
470 }
471
472 if( v2_length2( steer ) > 0.001f ){
473 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
474 v3_normalize( movedir );
475 }
476
477 /*
478 * Resolve velocity constraints
479 */
480 for( int j=0; j<5; j++ ){
481 for( int i=0; i<len; i++ ){
482 struct contact *ct = &manifold[i];
483
484 /*normal */
485 float vn = -v3_dot( player->rb.v, ct->n );
486
487 float temp = ct->norm_impulse;
488 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
489 vn = ct->norm_impulse - temp;
490
491 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
492 }
493 }
494
495 /* stepping */
496 if( w->state.activity == k_walk_activity_ground||
497 prev_state == k_walk_activity_ground ){
498 float max_dist = 0.4f;
499
500 v3f pa, pb;
501 v3_copy( player->rb.co, pa );
502 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
503 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
504 vg_line( pa, pb, 0xff000000 );
505
506 v3f n;
507 float t;
508 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
509 if( player_walk_normal_standable( player, n ) ){
510 v3_lerp( pa, pb, t, player->rb.co );
511 v3_muladds( player->rb.co, player->basis[1],
512 -w->collider.radius - k_penetration_slop,
513 player->rb.co );
514 w->state.activity = k_walk_activity_ground;
515
516 float d = -v3_dot(n,player->rb.v),
517 g = -k_gravity * k_rb_delta;
518 v3_muladds( player->rb.v, n, d, player->rb.v );
519 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
520 }
521 }
522 }
523
524 /*
525 * Depenetrate
526 */
527 v3f dt;
528 rb_depenetrate( manifold, len, dt );
529 v3_add( dt, player->rb.co, player->rb.co );
530
531 /* integrate */
532 if( w->state.activity == k_walk_activity_air ){
533 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
534 player->rb.v );
535 }
536
537 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
538 v3_add( player->rb.co, player->basis[1], mtx[3] );
539 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
540
541 /*
542 * CCD routine
543 * ---------------------------------------------------
544 *
545 */
546 v3f lwr_prev,
547 lwr_now,
548 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
549
550 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
551 v3_add( lwr_offs, player->rb.co, lwr_now );
552
553 v3f movedelta;
554 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
555
556 float movedist = v3_length( movedelta );
557
558 if( movedist > 0.3f ){
559 float t, sr = w->collider.radius-0.04f;
560 v3f n;
561
562 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
563 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
564 player->rb.co[1] -= w->collider.radius;
565 rb_update_transform( &player->rb );
566
567 v3_add( player->rb.co, player->basis[1], mtx[3] );
568 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
569 }
570 }
571
572 ent_gate *gate =
573 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
574 if( gate ){
575 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
576 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
577
578 v4f transport_rotation;
579 m3x3_q( gate->transport, transport_rotation );
580 q_mul( transport_rotation, player->rb.q, player->rb.q );
581
582 rb_update_transform( &player->rb );
583
584 w->state_gate_storage = w->state;
585 player__pass_gate( player, gate );
586 }
587 rb_update_transform( &player->rb );
588 }
589
590 VG_STATIC void player__walk_restore( player_instance *player )
591 {
592 struct player_walk *w = &player->_walk;
593 w->state = w->state_gate_storage;
594 }
595
596 VG_STATIC void player__walk_post_update( player_instance *player )
597 {
598 struct player_walk *w = &player->_walk;
599
600 m4x3f mtx;
601 m3x3_copy( player->rb.to_world, mtx );
602 v3_add( player->rb.co, player->basis[1], mtx[3] );
603
604 float substep = vg.time_fixed_extrapolate;
605 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
606 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
607
608
609 /* Calculate header */
610 v3f v;
611 if( player_xyspeed2(player) > 0.1f*0.1f )
612 {
613 v3f v_xy;
614 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
615 float a = atan2f( v_xy[0], v_xy[2] );
616
617 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
618 q_mul( player->qbasis, player->rb.q, player->rb.q );
619 q_normalize( player->rb.q );
620 }
621
622 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
623 v3f p1;
624 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
625 vg_line( w->state.drop_in_target, p1, VG__GREEN );
626 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
627 vg_line( w->state.drop_in_target, p1, VG__GREEN );
628
629 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
630 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
631
632
633 float a = player_get_heading_yaw( player );
634 p1[0] = sinf( a );
635 p1[1] = 0.0f;
636 p1[2] = cosf( a );
637 m3x3_mulv( player->basis, p1, p1 );
638
639 v3_add( player->rb.co, p1, p1 );
640 vg_line( player->rb.co, p1, VG__PINK );
641
642
643 int walk_phase = 0;
644 if( vg_fractf(w->walk_timer) > 0.5f )
645 walk_phase = 1;
646 else
647 walk_phase = 0;
648
649 if( (w->step_phase != walk_phase) &&
650 (w->state.activity == k_walk_activity_ground ) )
651 {
652 audio_lock();
653 if( w->surface == k_surface_prop_concrete ){
654 audio_oneshot_3d(
655 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
656 player->rb.co, 40.0f, 1.0f
657 );
658 }
659 else if( w->surface == k_surface_prop_grass ){
660 audio_oneshot_3d(
661 &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
662 player->rb.co, 40.0f, 1.0f
663 );
664 }
665 else if( w->surface == k_surface_prop_wood ){
666 audio_oneshot_3d(
667 &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
668 player->rb.co, 40.0f, 1.0f
669 );
670 }
671 audio_unlock();
672 }
673
674 w->step_phase = walk_phase;
675 }
676
677 VG_STATIC void player__walk_animate( player_instance *player,
678 player_animation *dest )
679 {
680 struct player_walk *w = &player->_walk;
681 struct skeleton *sk = &player->playeravatar->sk;
682
683 {
684 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
685 rate;
686
687 if( w->state.activity == k_walk_activity_air )
688 rate = 2.4f;
689 else
690 rate = 9.0f;
691
692 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
693 w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
694 }
695
696 player_pose apose, bpose;
697
698 if( w->move_speed > 0.025f ){
699 /* TODO move */
700 float walk_norm = 30.0f/(float)w->anim_walk->length,
701 run_norm = 30.0f/(float)w->anim_run->length,
702 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
703
704 w->walk_timer += walk_adv * vg.time_delta;
705 }
706 else{
707 w->walk_timer = 0.0f;
708 }
709
710 float walk_norm = (float)w->anim_walk->length/30.0f,
711 run_norm = (float)w->anim_run->length/30.0f,
712 t = w->walk_timer,
713 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
714 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
715
716 /* walk/run */
717 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
718 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
719
720 skeleton_lerp_pose( sk, apose, bpose, l, apose );
721
722 /* idle */
723 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
724 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
725
726 /* air */
727 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
728 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
729
730 /* Create transform */
731 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
732
733 float walk_yaw = player_get_heading_yaw( player );
734
735 if( w->state.outro_anim ){
736 struct player_avatar *av = player->playeravatar;
737 float outro_length = (float)w->state.outro_anim->length /
738 w->state.outro_anim->rate,
739 outro_time = vg.time - w->state.outro_start_time,
740 outro_t = outro_time / outro_length;
741
742 /* TODO: Compression */
743 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
744 outro_time, bpose );
745 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
746
747 if( w->state.outro_type == k_walk_outro_drop_in ){
748 float inv_rate = 1.0f / w->state.outro_anim->rate,
749 anim_frames = w->state.outro_anim->length * inv_rate,
750 step_frames = 12.0f * inv_rate,
751 commit_frames = 6.0f * inv_rate,
752 drop_frames = anim_frames - step_frames,
753 step_t = vg_minf( 1.0f, outro_time / step_frames ),
754 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
755 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
756 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
757
758 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
759 w->state.drop_in_angle, step_t );
760
761 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
762 step_t, player->rb.co );
763 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
764
765 m4x3f transform, inverse;
766 q_m3x3( dest->root_q, transform );
767 v3_copy( dest->root_co, transform[3] );
768 m4x3_invert_affine( transform, inverse );
769
770 v3f anchored_pos;
771 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
772
773 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
774 1.0f-commit_t,
775 dest->pose[ av->id_ik_foot_r-1 ].co );
776
777
778 /* the drop in bit */
779 if( step_t >= 1.0f ){
780 v4f final_q;
781 player_walk_drop_in_overhang_transform( player, dop_t,
782 player->rb.co, final_q );
783 q_mul( final_q, dest->root_q, dest->root_q );
784
785 v4_copy( dest->root_q, player->rb.q );
786 v3_muladds( dest->root_co, player->rb.to_world[1],
787 -0.1f * dop_t, dest->root_co );
788
789 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
790 player->holdout_time = 1.0f;
791 }
792 return;
793 }
794 else{
795 v3_muladds( dest->root_co, player->rb.to_world[1],
796 -0.1f * outro_t, dest->root_co );
797
798 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
799 player->holdout_time = 1.0f;
800 }
801 }
802 else{
803 skeleton_copy_pose( sk, apose, dest->pose );
804 }
805
806 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
807 q_mul( player->qbasis, dest->root_q, dest->root_q );
808 q_normalize( dest->root_q );
809 }
810
811 VG_STATIC void player__walk_post_animate( player_instance *player )
812 {
813 /*
814 * Camera
815 */
816 struct player_walk *w = &player->_walk;
817 struct player_avatar *av = player->playeravatar;
818
819 if( w->state.outro_anim )
820 {
821 float outro_length = (float)w->state.outro_anim->length /
822 w->state.outro_anim->rate,
823 outro_time = vg.time - w->state.outro_start_time,
824 outro_t = outro_time / outro_length;
825
826 player->cam_velocity_influence = outro_t;
827 }
828 else
829 player->cam_velocity_influence = 0.0f;
830 }
831
832
833 VG_STATIC void player__walk_im_gui( player_instance *player )
834 {
835 struct player_walk *w = &player->_walk;
836 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
837 player->rb.v[1],
838 player->rb.v[2] );
839 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
840 player->rb.co[1],
841 player->rb.co[2] );
842 player__debugtext( 1, "activity: %s\n",
843 (const char *[]){ "k_walk_activity_air",
844 "k_walk_activity_ground",
845 "k_walk_activity_sleep",
846 "k_walk_activity_lockedmove" }
847 [w->state.activity] );
848 player__debugtext( 1, "surface: %s\n",
849 (const char *[]){ "concrete",
850 "wood",
851 "grass",
852 "tiles",
853 "metal" }
854 [w->surface] );
855
856 if( w->state.outro_anim ){
857 float outro_length = (float)w->state.outro_anim->length /
858 w->state.outro_anim->rate,
859 outro_time = vg.time - w->state.outro_start_time;
860 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
861 }
862 }
863
864 VG_STATIC void player__walk_bind( player_instance *player )
865 {
866 struct player_walk *w = &player->_walk;
867 struct player_avatar *av = player->playeravatar;
868 struct skeleton *sk = &av->sk;
869
870 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
871 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
872 w->anim_run = skeleton_get_anim( sk, "run+y" );
873 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
874 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
875 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
876 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
877 }
878
879 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
880 {
881 struct player_walk *w = &player->_walk;
882 w->state.activity = k_walk_activity_air;
883
884 v3f fwd = { 0.0f, 0.0f, 1.0f };
885 q_mulv( player->rb.q, fwd, fwd );
886 m3x3_mulv( player->invbasis, fwd, fwd );
887
888 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
889 q_mul( player->qbasis, player->rb.q, player->rb.q );
890 q_normalize( player->rb.q );
891
892 rb_update_transform( &player->rb );
893 }
894
895 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
896 {
897 struct player_walk *w = &player->_walk;
898 w->state.activity = k_walk_activity_air;
899 w->state.outro_type = k_walk_outro_none;
900 w->state.outro_anim = NULL;
901 w->state.outro_start_time = 0.0;
902 }
903
904 #endif /* PLAYER_DEVICE_WALK_H */