third person better camera
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
index 0559acdc2dce064965391a9794f702bb19189a69..fbbe895286e756ef6fbb7f9e5a8540e7e1dee182 100644 (file)
@@ -2,15 +2,8 @@
 #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;
+#include "skeleton.h"
+#include "player_model.h"
 
 struct player_device_walk
 {
@@ -28,9 +21,19 @@ 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,
@@ -119,6 +122,8 @@ 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 +199,6 @@ 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 );
    }
@@ -284,21 +288,16 @@ VG_STATIC void player_walk_update( player_interface *player,
 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;
 
+   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 );
-   v3f pos;
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta*substep, pos );
+   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
 
-   v3_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos );
-   v3_copy( w->state.angles, cam->angles );
-   cam->fov = 90.0f;
+   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
 }
 
 VG_STATIC void player_walk_ui( player_interface *player,
@@ -312,13 +311,131 @@ 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_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" );
+}
+
+VG_STATIC void player_walk_pose( player_interface *player,
+                                 player_attachment *at, 
+                                 player_pose pose, m4x3f transform )
+{
+   struct player_device_walk *w = at->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, 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 );
+
+   rb_extrapolate_transform( &player->rb, transform );
+   m3x3_copy( rotation_mtx, transform );
+}
+
+VG_STATIC void player_walk_get_camera( player_interface *player,
+                                       player_attachment *at, camera *cam )
+{
+   struct player_device_walk *w = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
+   /* 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;
+}
+
+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 );
+
+   /* 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_apply_transport_to_cam( gate->transport );
+}
+
+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
+   .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
 };
 
 #endif /* PLAYER_DEVICE_WALK_H */