CCD!
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 0d6f8738737996210493c96ad3404ea4a965629b..0a6a4856e9e40f6c525d65a17a4a5f0e5973acfa 100644 (file)
 
 #include "player.h"
 
-VG_STATIC void player_walk_transfer_to_skate( player_instance *player,
-                                              enum skate_activity init )
+VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
 {
    struct player_walk *w = &player->_walk;
 
+   v3f axis, init_dir;
+   v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+   v3_cross( axis, w->state.drop_in_normal, init_dir );
+   v3_normalize( init_dir );
+   v3_muls( init_dir, 7.0f, vec );
+}
+
+VG_STATIC void player_walk_generic_to_skate( player_instance *player,
+                                             enum skate_activity init )
+{
+   player->subsystem = k_player_subsystem_skate;
+
+   struct player_walk *w = &player->_walk;
+   struct player_skate *s = &player->_skate;
+
    v3f xy_speed, v;
 
    v3_copy( player->rb.v, xy_speed );
    xy_speed[1] = 0.0f;
 
    if( v3_length2( xy_speed ) < 0.1f * 0.1f )
-   {
-      v[0] = -sinf( -w->state.angles[0] );
-      v[1] =  0.0f;
-      v[2] = -cosf( -w->state.angles[0] );
-      v3_muls( v, 1.6f, v );
-   }
+      q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
    else
       v3_copy( player->rb.v, v );
 
-   player->subsystem = k_player_subsystem_skate;
-   player__skate_transition( player, v, init );
-   return;
+   s->state.activity_prev = k_skate_activity_ground;
+   s->state.activity = init;
+
+   v3f dir;
+   v3_copy( v, dir );
+   v3_normalize( dir );
+
+   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f( -dir[0], -dir[2] ) );
+
+   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+   v3_copy( v, s->state.cog_v );
+   v3_copy( v, player->rb.v );
+
+   player__skate_reset_animator( player );
+   player__skate_clear_mechanics( player );
+   rb_update_transform( &player->rb );
+   v3_copy( (v3f){0.0f,0.0f,0.0f}, s->state.trick_euler );
+
+   if( init == k_skate_activity_air )
+      player__approximate_best_trajectory( player );
 }
 
-VG_STATIC void temp_drop_in_finish( player_instance *player )
+VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
 {
    player->subsystem = k_player_subsystem_skate;
 
    struct player_walk *w = &player->_walk;
    struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_air;
-   s->state.activity = k_skate_activity_air;
-
-   s->blend_fly = 0.0f;
-   s->blend_slide = 0.0f;
-   s->blend_z = 0.0f;
-   s->blend_x = 0.0f;
-   s->blend_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
-
-   v3f axis, init_dir, init_velocity;
-   v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
-   v3_cross( axis, w->state.drop_in_normal, init_dir );
-   v3_normalize( init_dir );
-   v3_muls( init_dir, 7.0f, init_velocity );
+   s->state.activity_prev = k_skate_activity_ground;
+   s->state.activity = k_skate_activity_ground;
+
+   player__skate_clear_mechanics( player );
+   player__skate_reset_animator( player );
+
+   v3f init_velocity;
+   player_walk_drop_in_vector( player, init_velocity );
 
+   rb_update_transform( &player->rb );
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( init_velocity, s->state.cog_v );
-   v3_copy( init_velocity, s->state.vl );
    v3_copy( init_velocity, player->rb.v );
+   v3_copy( init_velocity, player->cam_velocity_smooth );
+   v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
+}
 
-   rb_update_transform( &player->rb );
+VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
+                                                       float t,
+                                                       v3f co, v4f q )
+{
+   struct player_walk *w = &player->_walk;
+
+   v3f axis;
+   v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+   v3_normalize( axis );
+
+   float a = acosf( w->state.drop_in_normal[1] ) * t;
+
+   q_axis_angle( q, axis, a );
+
+   float l = t * 0.5f,
+         heading_angle = w->state.drop_in_angle;
+
+   v3f overhang;
+   overhang[0] = sinf( heading_angle ) * l;
+   overhang[1] = 0.28f * l;
+   overhang[2] = cosf( heading_angle ) * l;
+
+   q_mulv( q, overhang, overhang );
+   v3_add( w->state.drop_in_target, overhang, co );
 }
 
 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
@@ -65,10 +109,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    struct player_walk *w = &player->_walk;
 
    v3f dir, center;
-   dir[0] = sinf( w->state.heading_angle );
-   dir[1] = 0.0f;
-   dir[2] = cosf( w->state.heading_angle );
-
+   q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
    v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
 
    ray_hit samples[20];
@@ -140,16 +181,51 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
       {
          v3_copy( edge, w->state.drop_in_target );
          v3_copy( s1->normal, w->state.drop_in_normal );
+         v3_copy( player->rb.co, w->state.drop_in_start );
 
-         return 1;
+         w->state.drop_in_start_angle = player_get_heading_yaw( player );
+         w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
+                                          w->state.drop_in_normal[2] );
 
-#if 0
-         v3_muladds( w->state.drop_in_target, s0->normal, 0.3f,
-                     player->rb.co );
+         /* TODO: scan multiple of these? */
+         v3f oco;
+         v4f oq;
+         player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
 
-         player->subsystem = k_player_subsystem_skate;
-         player__skate_transition( player, s1->normal, k_skate_activity_air );
-#endif
+         v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
+             vb = {0.0f,0.0f, k_board_length + 0.3f};
+
+         q_mulv( oq, va, va );
+         q_mulv( oq, vb, vb );
+         v3_add( oco, va, va );
+         v3_add( oco, vb, vb );
+
+         v3f v0;
+         v3_sub( vb, va, v0 );
+         v3_normalize( v0 );
+
+         ray_hit ray;
+         ray.dist = k_board_length*2.0f + 0.6f;
+         
+         if( ray_world( va, v0, &ray ) )
+         {
+            vg_line( va, vb, VG__RED );
+            vg_line_pt3( ray.pos, 0.1f, VG__RED );
+            vg_error( "invalidated\n" );
+            return 0;
+         }
+
+         v3_muls( v0, -1.0f, v0 );
+         if( ray_world( vb, v0, &ray ) )
+         {
+            vg_line( va, vb, VG__RED );
+            vg_line_pt3( ray.pos, 0.1f, VG__RED );
+            vg_error( "invalidated\n" );
+            return 0;
+         }
+
+         player_walk_drop_in_vector( player, player->rb.v );
+         return 1;
       }
       else
       {
@@ -163,7 +239,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
 VG_STATIC void player__walk_pre_update( player_instance *player )
 {
    struct player_walk *w = &player->_walk;
-   player_look( player, w->state.angles );
+
+   if( w->state.activity != k_walk_activity_immobile )
+      player_look( player, player->angles );
 
    if( w->state.outro_anim )
    {
@@ -176,11 +254,11 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          w->state.outro_anim = NULL;
          if( w->state.outro_type == k_walk_outro_drop_in )
          {
-            temp_drop_in_finish( player );
+            player_walk_drop_in_to_skate( player );
          }
          else
          {
-            player_walk_transfer_to_skate( player, k_skate_activity_air );
+            player_walk_generic_to_skate( player, k_skate_activity_air );
          }
          return;
       }
@@ -189,21 +267,12 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
    {
       if( w->state.activity == k_walk_activity_ground )
       {
-         //player_walk_transfer_to_skate( player, k_skate_activity_ground );
          if( player_walk_scan_for_drop_in( player ) )
          {
             w->state.outro_type = k_walk_outro_drop_in;
             w->state.outro_anim = w->anim_drop_in;
             w->state.outro_start_time = vg.time;
-            v3_copy( player->cam.pos, player->follow_pos );
-            v3_copy( player->cam.angles, player->follow_angles );
             w->state.activity = k_walk_activity_immobile;
-            v3_zero( player->rb.v );
-            v3_copy( player->rb.co, w->state.drop_in_start );
-            
-            w->state.drop_in_start_angle = w->state.heading_angle;
-            w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
-                                             w->state.drop_in_normal[2] );
 
             struct player_avatar *av = player->playeravatar;
             m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ], 
@@ -217,8 +286,6 @@ VG_STATIC void player__walk_pre_update( player_instance *player )
          w->state.outro_type = k_walk_outro_jump_to_air;
          w->state.outro_anim = w->anim_jump_to_air;
          w->state.outro_start_time = vg.time;
-         v3_copy( player->cam.pos, player->follow_pos );
-         v3_copy( player->cam.angles, player->follow_angles );
          return;
       }
    }
@@ -282,7 +349,7 @@ VG_STATIC void player__walk_update( player_instance *player )
    rb_ct manifold[64];
    int len;
 
-   float yaw = w->state.angles[0];
+   float yaw = player->angles[0];
 
    v3f forward_dir = { sinf(yaw),          0.0f, -cosf(yaw) };
    v3f right_dir   = { -forward_dir[2],    0.0f,  forward_dir[0] };
@@ -494,13 +561,6 @@ VG_STATIC void player__walk_update( player_instance *player )
       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 );
    }
@@ -511,7 +571,7 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    struct player_walk *w = &player->_walk;
 
    m4x3f mtx;
-   m3x3_identity( mtx );
+   m3x3_copy( player->rb.to_world, 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 );
@@ -526,7 +586,10 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    xy_speed[1] = 0.0f;
 
    if( v3_length2( xy_speed ) > 0.1f * 0.1f )
-      w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] );
+   {
+      float a = atan2f( player->rb.v[0], player->rb.v[2] );
+      q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+   }
 
    vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
    v3f p1;
@@ -538,9 +601,11 @@ VG_STATIC void player__walk_post_update( player_instance *player )
    vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
    vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
 
-   p1[0] = sinf( w->state.heading_angle );
+
+   float a = player_get_heading_yaw( player );
+   p1[0] = sinf( a );
    p1[1] = 0.0f;
-   p1[2] = cosf( w->state.heading_angle );
+   p1[2] = cosf( a );
 
    v3_add( player->rb.co, p1, p1 );
    vg_line( player->rb.co, p1, VG__PINK );
@@ -607,7 +672,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
    /* Create transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
 
-   float walk_yaw = w->state.heading_angle;
+   float walk_yaw = player_get_heading_yaw( player );
 
    if( w->state.outro_anim )
    {
@@ -636,7 +701,6 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
          walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
                                w->state.drop_in_angle, step_t );
-         w->state.heading_angle = walk_yaw;
 
          v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
                   step_t, player->rb.co );
@@ -656,35 +720,29 @@ VG_STATIC void player__walk_animate( player_instance *player,
          
 
          /* the drop in bit */
-         v4f final_q;
-         v3f axis;
-         v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
-         v3_normalize( axis );
-
-         float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
-
-         q_axis_angle( final_q, axis, a );
-         q_mul( final_q, dest->root_q, dest->root_q );
-
-         float l = dop_t * 0.7f;
+         if( step_t >= 1.0f )
+         {
+            v4f final_q;
+            player_walk_drop_in_overhang_transform( player, dop_t, 
+                                                    player->rb.co, final_q );
+            q_mul( final_q, dest->root_q, dest->root_q );
 
-         v3f overhang;
-         overhang[0] = sinf( w->state.heading_angle ) * l;
-         overhang[1] = 0.28f * l;
-         overhang[2] = cosf( w->state.heading_angle ) * l;
+            v4_copy( dest->root_q, player->rb.q );
+            v3_muladds( dest->root_co, player->rb.to_world[1], 
+                        -0.28f * dop_t, dest->root_co );
 
-         m3x3f tmp;
-         q_m3x3( final_q, tmp );
-         m3x3_mulv( tmp, overhang, overhang );
-         v3_add( player->rb.co, overhang, player->rb.co );
-         v3_copy( player->rb.co, dest->root_co );
-         v4_copy( dest->root_q, player->rb.q );
+            skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+            player->holdout_time = 1.0f;
+         }
          return;
       }
       else
       {
          v3_muladds( dest->root_co, player->rb.to_world[1], 
                      -0.28f * outro_t, dest->root_co );
+
+         skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+         player->holdout_time = 1.0f;
       }
    }
    else
@@ -703,33 +761,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
    struct player_walk *w = &player->_walk;
    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, player->override_pos );
-   v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
-
-   float t;
-   v3f n;
-   if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
-      v3_lerp( origin, player->override_pos, t, player->override_pos );
-   v3_copy( w->state.angles, player->override_angles );
-
-   /* 1ST */
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
-   v3_copy( w->state.angles, player->fpv_angles );
-
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
-
    if( w->state.outro_anim )
    {
       float outro_length = (float)w->state.outro_anim->length /
@@ -737,26 +768,10 @@ VG_STATIC void player__walk_post_animate( player_instance *player )
             outro_time   = vg.time - w->state.outro_start_time,
             outro_t      = outro_time / outro_length;
 
-      /* FIXME: Compression */
-      v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin );
-      player_set_follower_subject( player, origin );
-
-      player->cam_angles_override_strength   = 1.0f-outro_t;
-      player->cam_position_override_strength = 1.0f-outro_t;
-
-
-      v3f fpv_angles;
-      player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
-      v3_lerp( player->fpv_angles,fpv_angles, outro_t, player->fpv_angles );
+      player->cam_velocity_influence = outro_t;
    }
    else
-   {
-      player->cam_angles_override_strength = 1.0f;
-      player->cam_position_override_strength = 1.0f;
-   }
-
-   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 );
+      player->cam_velocity_influence = 0.0f;
 }
 
 
@@ -802,8 +817,14 @@ VG_STATIC void player__walk_bind( player_instance *player )
 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
 {
    struct player_walk *w = &player->_walk;
-   v3_copy( angles, w->state.angles );
    w->state.activity = k_walk_activity_air;
+
+   v3f fwd = { 0.0f, 0.0f, 1.0f };
+   q_mulv( player->rb.q, fwd, fwd );
+
+   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f( fwd[0], fwd[2] ) );
+   rb_update_transform( &player->rb );
 }
 
 #endif /* PLAYER_DEVICE_WALK_H */