+++ /dev/null
-#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 */