the never ending refactor
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
diff --git a/player_device_walk.h b/player_device_walk.h
deleted file mode 100644 (file)
index c1fbd4f..0000000
+++ /dev/null
@@ -1,574 +0,0 @@
-#ifndef PLAYER_DEVICE_WALK_H
-#define PLAYER_DEVICE_WALK_H
-
-#include "player_interface.h"
-#include "player_device_common.h"
-#include "skeleton.h"
-#include "player_model.h"
-
-VG_STATIC
-struct player_device_walk
-{
-   rb_capsule collider;
-
-   struct
-   {
-      v3f angles;
-      v3f prev_pos;
-
-      enum walk_activity
-      {
-         k_walk_activity_air,
-         k_walk_activity_ground,
-         k_walk_activity_sleep
-      }
-      activity;
-   }
-   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;
-
-   u32 device_id_skate;
-}
-localplayer_device_walk;
-
-VG_STATIC void player_walk_pre_update( player_device *dev, 
-                                       player_interface *player )
-{
-   struct player_device_walk *w = dev->storage;
-   player_look( player, w->state.angles );
-
-   if( vg_input_button_down( player->input_use ) )
-   {
-      struct device_transition_skateboard inf;
-
-      v3f xy_speed;
-      v3_copy( player->rb.v, xy_speed );
-      xy_speed[1] = 0.0f;
-
-      if( v3_length2( xy_speed ) > 0.1f * 0.1f )
-      {
-         v3_copy( player->rb.v, inf.dir );
-      }
-      else
-      {
-         inf.dir[0] = -sinf( -w->state.angles[0] );
-         inf.dir[1] =  0.0f;
-         inf.dir[2] = -cosf( -w->state.angles[0] );
-         v3_muls( inf.dir, 1.6f, player->rb.v );
-      }
-
-      player_transition_to_device( player, w->device_id_skate, &inf );
-      return;
-   }
-
-#if 0
-   v3f walk = {  player->input_walkh->axis.value,
-                 0.0f, 
-                -player->input_walkv->axis.value };
-
-   v3_muls( walk, 10.0f * vg.time_delta, walk );
-
-   m3x3f m;
-   euler_m3x3( w->angles, m );
-   v3_muladds( player->rb.co, m[0], walk[0], player->rb.co );
-   v3_muladds( player->rb.co, m[1], walk[1], player->rb.co );
-   v3_muladds( player->rb.co, m[2], walk[2], player->rb.co );
-#endif
-}
-
-VG_STATIC int player_walk_normal_standable( v3f n )
-{
-   return n[1] > 0.70710678118f;
-}
-
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
-   float currentspeed = v3_dot( v, movedir ),
-         addspeed     = speed - currentspeed;
-
-   if( addspeed <= 0 )
-      return;
-
-   float accelspeed = accel * k_rb_delta * speed;
-
-   if( accelspeed > addspeed )
-      accelspeed = addspeed;
-
-   v3_muladds( v, movedir, accelspeed, v );
-}
-
-VG_STATIC void player_friction( v3f v )
-{
-   float speed = v3_length( v ),
-         drop  = 0.0f,
-         control = vg_maxf( speed, k_stopspeed );
-
-   if( speed < 0.04f )
-      return;
-
-   drop += control * k_walk_friction * k_rb_delta;
-
-   float newspeed = vg_maxf( 0.0f, speed - drop );
-   newspeed /= speed;
-
-   v3_muls( v, newspeed, v );
-}
-
-VG_STATIC void player_walk_update( player_device *dev, 
-                                   player_interface *player )
-{
-   struct player_device_walk *w = dev->storage;
-   v3_copy( player->rb.co, w->state.prev_pos );
-
-   w->collider.height = 2.0f;
-   w->collider.radius = 0.3f;
-
-   m4x3f mtx;
-   m3x3_identity( mtx );
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
-
-   rb_ct manifold[64];
-   int len;
-
-   float yaw = w->state.angles[0];
-
-   v3f forward_dir = { sinf(yaw),          0.0f, -cosf(yaw) };
-   v3f right_dir   = { -forward_dir[2],    0.0f,  forward_dir[0] };
-
-   v2f walk = { player->input_walkh->axis.value,
-                player->input_walkv->axis.value };
-
-   if( v2_length2(walk) > 0.001f )
-      v2_normalize_clamp( walk );
-
-   w->move_speed = v2_length( walk );
-
-   /* 
-    * Collision detection
-    */
-   len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world.rb_geo.inf.scene, manifold );
-   rb_manifold_filter_coplanar( manifold, len, 0.01f );
-   len = rb_manifold_apply_filtered( manifold, len );
-
-   v3f surface_avg = { 0.0f, 0.0f, 0.0f };
-   w->state.activity = k_walk_activity_air;
-
-   for( int i=0; i<len; i++ )
-   {
-      struct contact *ct = &manifold[i];
-      rb_debug_contact( ct );
-
-      if( player_walk_normal_standable( ct->n ) )
-      {
-         w->state.activity = k_walk_activity_ground;
-         v3_add( surface_avg, ct->n, surface_avg );
-      }
-
-      rb_prepare_contact( ct );
-   }
-   
-
-   /* 
-    * Move & Friction
-    */
-   float accel_speed = 0.0f, nominal_speed = 0.0f;
-   v3f movedir;
-   v3_muls( right_dir,   walk[0], movedir );
-   v3_muladds( movedir, forward_dir, walk[1], movedir );
-
-   if( w->state.activity == k_walk_activity_ground )
-   {
-      v3_normalize( surface_avg );
-
-      v3f tx, ty;
-      rb_tangent_basis( surface_avg, tx, ty );
-
-      if( v2_length2(walk) > 0.001f )
-      {
-         /* clip movement to the surface */
-         float d = v3_dot(surface_avg,movedir);
-         v3_muladds( movedir, surface_avg, -d, movedir );
-      }
-
-      accel_speed = k_walk_accel;
-      nominal_speed = k_walkspeed;
-
-      /* jump */
-      if( player->input_jump->button.value )
-      {
-         player->rb.v[1] = 5.0f;
-         w->state.activity = k_walk_activity_air;
-         accel_speed = k_walk_air_accel;
-         nominal_speed = k_airspeed;
-      }
-      else
-      {
-         player_friction( player->rb.v );
-
-         struct world_material *surface_mat = world_contact_material(manifold);
-         w->surface = surface_mat->info.surface_prop;
-      }
-   }
-   else
-   {
-      accel_speed = k_walk_air_accel;
-      nominal_speed = k_airspeed;
-   }
-
-   if( v2_length2(walk) > 0.001f )
-   {
-      player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
-      v3_normalize( movedir );
-   }
-   
-   /*
-    * Resolve velocity constraints
-    */
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( player->rb.v, ct->n );
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
-      }
-   }
-
-   /* 
-    * Depenetrate
-    */
-   v3f dt;
-   v3_zero( dt );
-   for( int j=0; j<8; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-
-         float resolved_amt = v3_dot( ct->n, dt ),
-               remaining    = (ct->p-k_penetration_slop) - resolved_amt,
-               apply        = vg_maxf( remaining, 0.0f ) * 0.3f;
-
-         v3_muladds( dt, ct->n, apply, dt );
-      }
-   }
-   v3_add( dt, player->rb.co, player->rb.co );
-
-   /* TODO: Stepping......
-    *
-    *        ideas; walkgrid style steps
-    */
-#if 0
-   if( w->state.activity == k_walk_activity_ground )
-   {
-      /* step */
-      float max_dist = 0.4f;
-
-      v3f pa, pb;
-      v3_copy( player->rb.co, pa );
-      pa[1] += w->collider.radius + max_dist;
-
-      v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
-      vg_line( pa, pb, 0xff000000 );
-
-      v3f n;
-      float t;
-      if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
-      {
-         if( player_walk_normal_standable( n ) )
-         {
-            v3_lerp( pa, pb, t, player->rb.co );
-            player->rb.co[1] -= w->collider.radius;
-         }
-      }
-   }
-#endif
-
-
-   /* integrate */
-   if( w->state.activity == k_walk_activity_air )
-      player->rb.v[1] += -k_gravity * k_rb_delta;
-
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-
-
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-
-   /* 
-    * CCD routine 
-    * ---------------------------------------------------
-    *
-    */
-   v3f lwr_prev,
-       lwr_now,
-       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
-
-   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
-   v3_add( lwr_offs, player->rb.co, lwr_now );
-
-   v3f movedelta;
-   v3_sub( player->rb.co, w->state.prev_pos, movedelta );
-
-   float movedist = v3_length( movedelta );
-
-   if( movedist > 0.3f )
-   {
-      float t, sr = w->collider.radius-0.04f;
-      v3f n;
-
-      if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
-      {
-         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
-         player->rb.co[1] -= w->collider.radius;
-         rb_update_transform( &player->rb );
-
-         v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-         debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
-      }
-   }
-
-   teleport_gate *gate;
-   if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
-   {
-      struct player_device_walk *w = dev->storage;
-
-      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
-      rb_update_transform( &player->rb );
-
-      /* 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_pass_gate( player, gate );
-   }
-}
-
-VG_STATIC void player_walk_post_update( player_device *dev,
-                                        player_interface *player )
-{
-   struct player_device_walk *w = dev->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 );
-   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
-#if 0
-   player_apply_transport_to_cam( gate->transport );
-#endif
-
-}
-
-VG_STATIC void player_walk_animate( player_device *dev, 
-                                    player_interface *player )
-{
-   struct player_device_walk *w = dev->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, dev->pose );
-
-   /* Create transform */
-   rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
-   q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f}, 
-                 -w->state.angles[0]-VG_PIf*0.5f );
-}
-
-VG_STATIC void player_walk_post_animate( player_device *dev,
-                                         player_interface *player )
-{
-   /* 
-    * Camera 
-    */
-   struct player_device_walk *w = dev->storage;
-   struct player_avatar *av = player->playeravatar;
-
-   /* 3RD */
-   m3x3f angles;
-   euler_m3x3( w->state.angles, angles );
-
-   v3f cast_dir, origin;
-
-   v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
-
-   v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos );
-   v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos );
-
-   float t;
-   v3f n;
-   if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 )
-      v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos );
-   v3_copy( w->state.angles, dev->cam_3rd.angles );
-   dev->cam_3rd.fov = 90.0f;
-
-
-   /* 1ST */
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
-   v3_copy( w->state.angles, dev->cam_1st.angles );
-   dev->cam_1st.fov = 90.0f;
-
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
-
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
-}
-
-
-VG_STATIC void player_walk_ui( player_device *dev, player_interface *player )
-{
-   player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
-                                                player->rb.v[1],
-                                                player->rb.v[2] );
-   player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
-                                                player->rb.co[1],
-                                                player->rb.co[2] );
-}
-
-VG_STATIC void player_walk_bind( player_device *dev, player_interface *player )
-{
-   struct player_device_walk *w = dev->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" );
-
-   w->device_id_skate = player_get_device( player, "skateboard" );
-}
-
-VG_STATIC int player_walk_event( player_device *dev, player_interface *player,
-                                 enum player_device_event_type ev, void *data )
-{
-   struct player_device_walk *w = dev->storage;
-
-   if( ev == k_player_device_event_bind )
-   {
-      player_walk_bind( dev, player );
-   }
-   else if( ev == k_player_device_event_custom_transition )
-   {
-      struct device_transition_walk *inf = data;
-      v3_copy( inf->angles, w->state.angles );
-   }
-   else if( ev == k_player_device_event_pre_update )
-   {
-      player_walk_pre_update( dev, player );
-   }
-   else if( ev == k_player_device_event_update )
-   {
-      player_walk_update( dev, player );
-   }
-   else if( ev == k_player_device_event_post_update )
-   {
-      player_walk_post_update( dev, player );
-   }
-   else if( ev == k_player_device_event_animate )
-   {
-      player_walk_animate( dev, player );
-   }
-   else if( ev == k_player_device_event_post_animate )
-   {
-      player_walk_post_animate( dev, player );
-   }
-   else if( ev == k_player_device_event_debug_ui )
-   {
-      player_walk_ui( dev, player );
-   }
-   else
-      return 0;
-
-   return 1;
-}
-
-VG_STATIC player_device player_device_walk =
-{
-   .name          = "walk",
-   .event         = player_walk_event,
-   .storage       = &localplayer_device_walk
-};
-
-#endif /* PLAYER_DEVICE_WALK_H */