yo
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
index 0559acdc2dce064965391a9794f702bb19189a69..c1fbd4fd5ee48bd1235f1c271e42688582508f4f 100644 (file)
@@ -2,16 +2,11 @@
 #define PLAYER_DEVICE_WALK_H
 
 #include "player_interface.h"
+#include "player_device_common.h"
+#include "skeleton.h"
+#include "player_model.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;
-
+VG_STATIC
 struct player_device_walk
 {
    rb_capsule collider;
@@ -19,6 +14,7 @@ struct player_device_walk
    struct
    {
       v3f angles;
+      v3f prev_pos;
 
       enum walk_activity
       {
@@ -28,17 +24,53 @@ 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,
-                                       player_attachment *at )
+   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 = at->storage;
+   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, 
@@ -92,10 +124,12 @@ VG_STATIC void player_friction( v3f v )
    v3_muls( v, newspeed, v );
 }
 
-VG_STATIC void player_walk_update( player_interface *player,
-                                   player_attachment *at )
+VG_STATIC void player_walk_update( player_device *dev, 
+                                   player_interface *player )
 {
-   struct player_device_walk *w = at->storage;
+   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;
 
@@ -119,6 +153,8 @@ VG_STATIC void player_walk_update( player_interface *player,
    if( v2_length2(walk) > 0.001f )
       v2_normalize_clamp( walk );
 
+   w->move_speed = v2_length( walk );
+
    /* 
     * Collision detection
     */
@@ -194,7 +230,6 @@ VG_STATIC void player_walk_update( player_interface *player,
 
    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 );
    }
@@ -279,30 +314,189 @@ VG_STATIC void player_walk_update( player_interface *player,
 
    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_interface *player,
-                                        player_attachment *at )
+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_get_camera( player_interface *player,
-                                       player_attachment *at, camera *cam )
+VG_STATIC void player_walk_animate( player_device *dev, 
+                                    player_interface *player )
 {
-   struct player_device_walk *w = at->storage;
+   struct player_device_walk *w = dev->storage;
+   struct skeleton *sk = &player->playeravatar->sk;
 
-   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 );
+   {
+      float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
+            rate;
 
-   v3_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos );
-   v3_copy( w->state.angles, cam->angles );
-   cam->fov = 90.0f;
+      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_interface *player,
-                               player_attachment *at )
+
+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],
@@ -312,13 +506,69 @@ 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_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 =
 {
-   .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
+   .name          = "walk",
+   .event         = player_walk_event,
+   .storage       = &localplayer_device_walk
 };
 
 #endif /* PLAYER_DEVICE_WALK_H */