struct
{
v3f angles;
+ v3f prev_pos;
enum walk_activity
{
player_attachment *at )
{
struct player_device_walk *w = at->storage;
+ v3_copy( player->rb.co, w->state.prev_pos );
+
w->collider.height = 2.0f;
w->collider.radius = 0.3f;
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 )
-{
- 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 );
- v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
+ /*
+ * CCD routine
+ * ---------------------------------------------------
+ *
+ */
v3f lwr_prev,
lwr_now,
lwr_offs = { 0.0f, w->collider.radius, 0.0f };
- v3_add( lwr_offs, player->prev_position, lwr_prev );
+ 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, player->prev_position, movedelta );
+ v3_sub( player->rb.co, w->state.prev_pos, movedelta );
float movedist = v3_length( movedelta );
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
}
}
-}
-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] );
+ teleport_gate *gate;
+ if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
+ {
+ 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 );
+ 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_bind( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_post_update( 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" );
+ 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_pose( player_interface *player,
- player_attachment *at,
- player_pose pose, m4x3f transform )
+VG_STATIC void player_walk_animate( player_interface *player,
+ player_attachment *at )
{
struct player_device_walk *w = at->storage;
struct skeleton *sk = &player->playeravatar->sk;
/* 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 );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, at->pose );
- rb_extrapolate_transform( &player->rb, transform );
- m3x3_copy( rotation_mtx, transform );
+ /* Create transform */
+ rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
+ q_axis_angle( at->pose_root_q, (v3f){0.0f,1.0f,0.0f},
+ -w->state.angles[0]-VG_PIf*0.5f );
}
-VG_STATIC void player_walk_get_camera( player_interface *player,
- player_attachment *at, camera *cam )
+VG_STATIC void player_walk_post_animate( player_interface *player,
+ player_attachment *at )
{
+ /*
+ * Camera
+ */
struct player_device_walk *w = at->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, at->cam_3rd.pos );
+ v3_muladds( at->cam_3rd.pos, angles[0], 0.5f, at->cam_3rd.pos );
+
+ float t;
+ v3f n;
+ if( spherecast_world( origin, at->cam_3rd.pos, 0.1f, &t, n ) != -1 )
+ v3_lerp( origin, at->cam_3rd.pos, t, at->cam_3rd.pos );
+ v3_copy( w->state.angles, at->cam_3rd.angles );
+ at->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, cam->pos );
- v3_copy( w->state.angles, cam->angles );
- cam->fov = 90.0f;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
+ v3_copy( w->state.angles, at->cam_1st.angles );
+ at->cam_1st.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 );
+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] );
+}
- /* 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] );
+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->state_gate_storage = w->state;
- player_apply_transport_to_cam( gate->transport );
+ 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 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,
.bind = player_walk_bind,
- .pose = player_walk_pose,
- .gate_transport= player_walk_transport
+ .animate = player_walk_animate,
+ .post_animate = player_walk_post_animate
};
#endif /* PLAYER_DEVICE_WALK_H */