--- /dev/null
+#ifndef PLAYER_DEVICE_WALK_H
+#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;
+
+struct player_device_walk
+{
+ rb_capsule collider;
+
+ struct
+ {
+ v3f angles;
+
+ enum walk_activity
+ {
+ k_walk_activity_air,
+ k_walk_activity_ground,
+ k_walk_activity_sleep
+ }
+ activity;
+ }
+ state;
+
+ enum mdl_surface_prop surface;
+};
+
+VG_STATIC void player_walk_pre_update( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_walk *w = at->storage;
+ player_look( player, w->state.angles );
+
+#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_interface *player,
+ player_attachment *at )
+{
+ struct player_device_walk *w = at->storage;
+ 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 );
+
+ /*
+ * 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 )
+ {
+ vg_info( "%f %f\n", walk[0], walk[1] );
+ 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 );
+}
+
+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;
+
+ 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_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos );
+ v3_copy( w->state.angles, cam->angles );
+ cam->fov = 90.0f;
+}
+
+VG_STATIC void player_walk_ui( player_interface *player,
+ player_attachment *at )
+{
+ 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] );
+}
+
+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
+};
+
+#endif /* PLAYER_DEVICE_WALK_H */