#define PLAYER_DEVICE_WALK_H
#include "player_interface.h"
-
-VG_STATIC float
- k_walkspeed = 10.0f,
- k_airspeed = 2.0f,
- k_stopspeed = 4.0f,
- k_walk_accel = 10.0f,
- k_walk_air_accel = 7.0f,
- k_walk_friction = 10.0f,
- k_walk_step_height = 0.2f;
+#include "skeleton.h"
+#include "player_model.h"
struct player_device_walk
{
}
activity;
}
- state;
+ state,
+ state_gate_storage;
enum mdl_surface_prop surface;
+
+ struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
+
+ float blend_fly,
+ blend_run,
+ blend_walk,
+
+ move_speed,
+ walk_timer;
};
VG_STATIC void player_walk_pre_update( player_interface *player,
if( v2_length2(walk) > 0.001f )
v2_normalize_clamp( walk );
+ w->move_speed = v2_length( walk );
+
/*
* Collision detection
*/
if( v2_length2(walk) > 0.001f )
{
- vg_info( "%f %f\n", walk[0], walk[1] );
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
VG_STATIC void player_walk_post_update( player_interface *player,
player_attachment *at )
{
-
-}
-
-VG_STATIC void player_walk_get_camera( player_interface *player,
- player_attachment *at, camera *cam )
-{
struct player_device_walk *w = at->storage;
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
- v3f pos;
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta*substep, pos );
+ v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
- v3_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos );
- v3_copy( w->state.angles, cam->angles );
- cam->fov = 90.0f;
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
}
VG_STATIC void player_walk_ui( player_interface *player,
player->rb.co[2] );
}
-player_device player_device_walk =
+VG_STATIC void player_walk_bind( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_walk *w = at->storage;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
+ w->anim_walk = skeleton_get_anim( sk, "walk" );
+ w->anim_run = skeleton_get_anim( sk, "run" );
+ w->anim_jump = skeleton_get_anim( sk, "jump" );
+}
+
+VG_STATIC void player_walk_pose( player_interface *player,
+ player_attachment *at,
+ player_pose pose, m4x3f transform )
+{
+ struct player_device_walk *w = at->storage;
+ struct skeleton *sk = &player->playeravatar->sk;
+
+ {
+ float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
+ rate;
+
+ if( w->state.activity == k_walk_activity_air )
+ rate = 2.4f;
+ else
+ rate = 9.0f;
+
+ w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
+ w->blend_run = vg_lerpf( w->blend_run,
+ w->move_speed *
+ (1.0f + player->input_walk->button.value*0.5f),
+ 2.0f*vg.time_delta );
+ }
+
+ player_pose apose, bpose;
+
+ if( w->move_speed > 0.025f )
+ {
+ /* TODO move */
+ float walk_norm = 30.0f/(float)w->anim_walk->length,
+ run_norm = 30.0f/(float)w->anim_run->length,
+ walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
+
+ w->walk_timer += walk_adv * vg.time_delta;
+ }
+ else
+ {
+ w->walk_timer = 0.0f;
+ }
+
+ float walk_norm = (float)w->anim_walk->length/30.0f,
+ run_norm = (float)w->anim_run->length/30.0f,
+ t = w->walk_timer,
+ l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
+ idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+ /* walk/run */
+ skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+ /* idle */
+ skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+ /* air */
+ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, pose );
+
+ /* Create transform matrix */
+ m3x3f rotation_mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -w->state.angles[0]-VG_PIf*0.5f );
+ q_m3x3( rot, rotation_mtx );
+
+ rb_extrapolate_transform( &player->rb, transform );
+ m3x3_copy( rotation_mtx, transform );
+}
+
+VG_STATIC void player_walk_get_camera( player_interface *player,
+ player_attachment *at, camera *cam )
+{
+ struct player_device_walk *w = at->storage;
+ struct player_avatar *av = player->playeravatar;
+
+ /* FIXME: viewpoint entity */
+ v3f vp = {-0.1f,1.8f,0.0f};
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+ v3_copy( w->state.angles, cam->angles );
+ cam->fov = 90.0f;
+}
+
+VG_STATIC void player_walk_transport( player_interface *player,
+ player_attachment *at,
+ teleport_gate *gate )
+{
+ struct player_device_walk *w = at->storage;
+
+ m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+ m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+
+ /* analytical rotation of yaw */
+ v3f fwd_dir = { cosf(w->state.angles[0]),
+ 0.0f,
+ sinf(w->state.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+ w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+ w->state_gate_storage = w->state;
+ player_apply_transport_to_cam( gate->transport );
+}
+
+VG_STATIC player_device player_device_walk =
{
- .pre_update = player_walk_pre_update,
- .update = player_walk_update,
- .post_update = player_walk_post_update,
- .get_camera = player_walk_get_camera,
- .debug_ui = player_walk_ui
+ .pre_update = player_walk_pre_update,
+ .update = player_walk_update,
+ .post_update = player_walk_post_update,
+ .get_camera = player_walk_get_camera,
+ .debug_ui = player_walk_ui,
+ .bind = player_walk_bind,
+ .pose = player_walk_pose,
+ .gate_transport= player_walk_transport
};
#endif /* PLAYER_DEVICE_WALK_H */