#define PLAYER_WALK_C
#include "player.h"
+#include "input.h"
+#include "audio.h"
-VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
-{
- struct player_walk *w = &player->_walk;
-
+static void player_walk_drop_in_vector( v3f vec ){
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_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
+ v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
v3_normalize( init_dir );
- v3_muls( init_dir, 7.0f, vec );
+ v3_muls( init_dir, 4.25f, vec );
}
-VG_STATIC void player_walk_generic_to_skate( player_instance *player,
- enum skate_activity init )
-{
- player->subsystem = k_player_subsystem_skate;
+static float player_xyspeed2(void){
+ v3f xy;
+ v3_muladds( localplayer.rb.v, localplayer.basis[1],
+ -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy );
- struct player_walk *w = &player->_walk;
- struct player_skate *s = &player->_skate;
+ return v3_length2(xy);
+}
- v3f xy_speed, v;
+static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
+ localplayer.subsystem = k_player_subsystem_skate;
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
+ v3f v;
- if( v3_length2( xy_speed ) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
+ if( player_xyspeed2() < 0.1f * 0.1f )
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
else
- v3_copy( player->rb.v, v );
+ v3_copy( localplayer.rb.v, v );
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = init;
+ player_skate.state.activity_prev = k_skate_activity_ground;
+ player_skate.state.activity = init;
v3f dir;
v3_copy( v, dir );
v3_normalize( dir );
+ m3x3_mulv( localplayer.invbasis, dir, dir );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( -dir[0], -dir[2] ) );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(-dir[0],-dir[2]) );
+ q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
+ q_normalize( localplayer.rb.q );
- 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 );
+ q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+ v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
- player__skate_reset_animator( player );
- player__skate_clear_mechanics( player );
- rb_update_transform( &player->rb );
+ v3_copy( v, player_skate.state.cog_v );
+ v3_copy( v, localplayer.rb.v );
+
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__skate_reset_animator();
+ player__skate_clear_mechanics();
+ rb_update_transform( &localplayer.rb );
+ v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
if( init == k_skate_activity_air )
- player__approximate_best_trajectory( player );
+ player__approximate_best_trajectory();
}
-VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
-{
- player->subsystem = k_player_subsystem_skate;
+static void player_walk_drop_in_to_skate(void){
+ localplayer.immobile = 0;
+ localplayer.subsystem = k_player_subsystem_skate;
- struct player_walk *w = &player->_walk;
- struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = k_skate_activity_ground;
+ player_skate.state.activity_prev = k_skate_activity_ground;
+ player_skate.state.activity = k_skate_activity_ground;
- player__skate_clear_mechanics( player );
- player__skate_reset_animator( player );
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__skate_clear_mechanics();
+ player__skate_reset_animator();
v3f init_velocity;
- player_walk_drop_in_vector( player, init_velocity );
+ player_walk_drop_in_vector( init_velocity );
+
+ rb_update_transform( &localplayer.rb );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
+ player_skate.state.cog );
+ v3_copy( init_velocity, player_skate.state.cog_v );
+ v3_copy( init_velocity, localplayer.rb.v );
+ v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
+ v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+}
+
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
+ v3f axis;
+ v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
+ q_axis_angle( q, axis, a );
+
+ float l = t * 0.5f,
+ heading_angle = player_walk.state.drop_in_angle;
- 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, player->rb.v );
- v3_copy( init_velocity, player->cam_velocity_smooth );
+ 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( player_walk.state.drop_in_target, overhang, co );
}
-VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+static int player_walk_scan_for_drop_in(void){
+ world_instance *world = world_current_instance();
v3f dir, center;
- 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 );
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
ray_hit samples[20];
int sample_count = 0;
- for( int i=0; i<20; i ++ )
- {
+ for( int i=0; i<20; i ++ ){
float t = (float)i * (1.0f/19.0f),
s = sinf( t * VG_PIf * 0.25f ),
c = cosf( t * VG_PIf * 0.25f );
v3f ray_dir, pos;
- v3_muls ( player->rb.to_world[1], -c, ray_dir );
+ v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
v3_muladds( ray_dir, dir, -s, ray_dir );
v3_muladds( center, ray_dir, -2.0f, pos );
ray_hit *ray = &samples[ sample_count ];
ray->dist = 2.0f;
- if( ray_world( pos, ray_dir, ray ) )
- {
+ if( ray_world( world, pos, ray_dir, ray, 0 ) ){
vg_line( pos, ray->pos, VG__RED );
- vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
+ vg_line_point( ray->pos, 0.025f, VG__BLACK );
sample_count ++;
}
float min_a = 0.70710678118654752f;
ray_hit *candidate = NULL;
- if( sample_count >= 2 )
- {
- for( int i=0; i<sample_count-1; i++ )
- {
+ if( sample_count >= 2 ){
+ for( int i=0; i<sample_count-1; i++ ){
ray_hit *s0 = &samples[i],
*s1 = &samples[i+1];
float a = v3_dot( s0->normal, s1->normal );
- if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
- {
+ if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
min_a = a;
candidate = s0;
}
}
}
- if( candidate )
- {
+ if( candidate ){
v4f pa, pb, pc;
ray_hit *s0 = candidate,
v3_copy( s0->normal, pa );
v3_copy( s1->normal, pb );
- v3_cross( player->rb.to_world[1], dir, pc );
+ v3_cross( localplayer.rb.to_world[1], dir, pc );
v3_normalize( pc );
pa[3] = v3_dot( pa, s0->pos );
pb[3] = v3_dot( pb, s1->pos );
- pc[3] = v3_dot( pc, player->rb.co );
+ pc[3] = v3_dot( pc, localplayer.rb.co );
v3f edge;
- if( plane_intersect3( pa, pb, pc, edge ) )
- {
- v3_copy( edge, w->state.drop_in_target );
- v3_copy( s1->normal, w->state.drop_in_normal );
+ if( plane_intersect3( pa, pb, pc, edge ) ){
+ v3_copy( edge, player_walk.state.drop_in_target );
+ v3_copy( s1->normal, player_walk.state.drop_in_normal );
+ v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
+
+ player_walk.state.drop_in_start_angle = player_get_heading_yaw();
+ player_walk.state.drop_in_angle =
+ atan2f( player_walk.state.drop_in_normal[0],
+ player_walk.state.drop_in_normal[2] );
+
+ /* TODO: scan multiple of these? */
+ v3f oco;
+ v4f oq;
+ player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
+
+ 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( world, va, v0, &ray, 0 ) ){
+ vg_line( va, vb, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
- player_walk_drop_in_vector( player, player->rb.v );
+ v3_muls( v0, -1.0f, v0 );
+ if( ray_world( world, vb, v0, &ray, 0 ) ){
+ vg_line( va, vb, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
+
+ player_walk_drop_in_vector( localplayer.rb.v );
return 1;
}
- else
- {
+ else{
vg_error( "failed to find intersection of drop in\n" );
}
}
return 0;
}
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
+ struct player_walk *w = &player_walk;
- if( w->state.activity != k_walk_activity_immobile )
- player_look( player, player->angles );
+ if( type >= k_walk_outro_max )
+ return NULL;
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
-
- if( outro_time >= outro_length )
- {
- w->state.outro_anim = NULL;
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
- player_walk_drop_in_to_skate( player );
- }
- else
- {
- player_walk_generic_to_skate( player, k_skate_activity_air );
- }
+ return (struct skeleton_anim *[]){
+ [k_walk_outro_none] = NULL,
+ [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
+ [k_walk_outro_regular] = w->anim_intro,
+ [k_walk_outro_drop_in] = w->anim_drop_in
+ }[ type ];
+}
+
+
+static void player__walk_pre_update(void){
+ struct player_walk *w = &player_walk;
+
+ if( !localplayer.immobile )
+ player_look( localplayer.angles, skaterift.time_rate );
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( w->state.activity == k_walk_activity_sit ){
+ if( w->state.sit_t < 1.0f )
+ w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + vg.time_delta );
+
+ if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
+ button_down(k_srbind_jump) ){
+ w->state.activity = k_walk_activity_sit_up;
+ }
+ return;
+ }
+ else if( w->state.activity == k_walk_activity_sit_up ){
+ if( w->state.sit_t > 0.0f )
+ w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
+ else
+ w->state.activity = k_walk_activity_ground;
+
+ if( button_down(k_srbind_sit) )
+ w->state.activity = k_walk_activity_sit;
+
+ return;
+ }
+ else if( w->state.activity == k_walk_activity_ground ){
+ if( button_down(k_srbind_sit) ){
+ v3_zero( localplayer.rb.v );
+ w->state.activity = k_walk_activity_sit;
return;
}
}
- else if( vg_input_button_down( player->input_use ) )
- {
- if( w->state.activity == k_walk_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;
- w->state.activity = k_walk_activity_immobile;
- v3_copy( player->rb.co, w->state.drop_in_start );
- 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] );
+ w->state.sit_t = 0.0f;
+
+ if( w->state.outro_type ){
+ struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
- struct player_avatar *av = player->playeravatar;
- m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
- av->sk.bones[ av->id_ik_foot_r ].co,
- w->state.drop_in_foot_anchor );
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = vg.time - w->state.outro_start_time;
+
+ if( outro_time >= outro_length ){
+ if( w->state.outro_type == k_walk_outro_drop_in ){
+ player_walk_drop_in_to_skate();
+ }
+ else if( w->state.outro_type == k_walk_outro_jump_to_air ){
+ player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
+ }
+ else{
+ player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
}
+
+ w->state.outro_type = k_walk_outro_none;
return;
}
- else
- {
- 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;
- return;
+ }
+ else if( button_down( k_srbind_use ) && !localplayer.immobile ){
+ if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
+ localplayer.subsystem = k_player_subsystem_drive;
+ }
+ else{
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.board_view_slot );
+
+ if( !board ) return;
+
+ if( w->state.activity == k_walk_activity_ground ){
+ if( player_walk_scan_for_drop_in() ){
+ w->state.outro_type = k_walk_outro_drop_in;
+ w->state.outro_start_time = vg.time;
+ localplayer.immobile = 1;
+
+ u32 foot_id = localplayer.id_ik_foot_r;
+
+ m4x3_mulv( localplayer.final_mtx[ foot_id ],
+ localplayer.skeleton.bones[ foot_id ].co,
+ w->state.drop_in_foot_anchor );
+ }
+ else{
+ w->state.outro_type = k_walk_outro_regular;
+ w->state.outro_start_time = vg.time;
+ w->state.activity = k_walk_activity_lockedmove;
+
+ if( player_xyspeed2() < 0.1f * 0.1f ){
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
+ localplayer.rb.v );
+ }
+ }
+ }
+ else{
+ w->state.outro_type = k_walk_outro_jump_to_air;
+ w->state.outro_start_time = vg.time;
+ return;
+ }
}
}
+ else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
+ w->state.jump_queued = 1;
+ w->state.jump_input_time = vg.time;
+ }
}
-VG_STATIC int player_walk_normal_standable( v3f n )
-{
- return n[1] > 0.70710678118f;
+static int player_walk_normal_standable( v3f n ){
+ return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
}
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
+static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
float currentspeed = v3_dot( v, movedir ),
addspeed = speed - currentspeed;
v3_muladds( v, movedir, accelspeed, v );
}
-VG_STATIC void player_friction( v3f v )
-{
+static void player_friction( v3f v ){
float speed = v3_length( v ),
drop = 0.0f,
control = vg_maxf( speed, k_stopspeed );
v3_muls( v, newspeed, v );
}
-VG_STATIC void player__walk_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- v3_copy( player->rb.co, w->state.prev_pos );
+static void player_walk_custom_filter( world_instance *world,
+ rb_ct *man, int len, f32 w ){
+ for( int i=0; i<len; i++ ){
+ rb_ct *ci = &man[i];
+ if( ci->type == k_contact_type_disabled ||
+ ci->type == k_contact_type_edge )
+ continue;
+
+
+ float d1 = v3_dot( ci->co, ci->n );
+
+ for( int j=0; j<len; j++ ){
+ if( j == i )
+ continue;
+
+ rb_ct *cj = &man[j];
+ if( cj->type == k_contact_type_disabled )
+ continue;
- if( w->state.activity == k_walk_activity_immobile )
+ struct world_surface *si = world_contact_surface( world, ci ),
+ *sj = world_contact_surface( world, cj );
+
+ if( (sj->info.flags & k_material_flag_walking) &&
+ !(si->info.flags & k_material_flag_walking)){
+ continue;
+ }
+
+ float d2 = v3_dot( cj->co, ci->n ),
+ d = d2-d1;
+
+ if( fabsf( d ) <= w ){
+ cj->type = k_contact_type_disabled;
+ }
+ }
+ }
+}
+
+static void player__walk_update(void){
+ struct player_walk *w = &player_walk;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( (w->state.activity == k_walk_activity_sit) ||
+ (w->state.activity == k_walk_activity_sit_up) ){
return;
+ }
+
+ v3_copy( localplayer.rb.co, w->state.prev_pos );
+ v3_zero( localplayer.rb.w );
+
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( localplayer.rb.co[1]+0.4f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
+ player__dead_transition();
+ return;
+ }
+ }
+
+ enum walk_activity prev_state = w->state.activity;
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] );
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
rb_ct manifold[64];
int len;
- float yaw = player->angles[0];
+ float yaw = localplayer.angles[0];
- v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
- v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[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 };
+ m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
+ m3x3_mulv( localplayer.basis, right_dir, right_dir );
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
- w->move_speed = v2_length( walk );
+ w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
/*
* Collision detection
*/
+
len = rb_capsule__scene( mtx, &w->collider, NULL,
- &world.rb_geo.inf.scene, manifold );
- rb_manifold_filter_coplanar( manifold, len, 0.01f );
+ &world->rb_geo.inf.scene, manifold, 0 );
+ player_walk_custom_filter( world, 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++ )
- {
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_air;
+
+ w->surface = k_surface_prop_concrete;
+
+ 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;
+ if( player_walk_normal_standable( ct->n ) ){
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_ground;
+
v3_add( surface_avg, ct->n, surface_avg );
+
+ struct world_surface *surf = world_contact_surface( world, ct );
+ if( surf->info.surface_prop > w->surface )
+ w->surface = surf->info.surface_prop;
}
- rb_prepare_contact( ct );
+ rb_prepare_contact( ct, k_rb_delta );
}
/*
*/
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_muls( right_dir, steer[0], movedir );
+ v3_muladds( movedir, forward_dir, steer[1], movedir );
+
+ if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
v3f tx, ty;
- rb_tangent_basis( surface_avg, tx, ty );
+ v3_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(walk) > 0.001f )
- {
+ if( v2_length2(steer) > 0.001f ){
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
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;
+ if( w->state.jump_queued ){
+ w->state.jump_queued = 0;
+
+ f32 t = vg.time - w->state.jump_input_time;
+ if( t < PLAYER_JUMP_EPSILON ){
+ float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
+ v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
+ localplayer.rb.v );
+ v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f,
+ localplayer.rb.v );
+ w->state.activity = k_walk_activity_air;
+ prev_state = 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{
+ player_friction( localplayer.rb.v );
}
}
- else
- {
+ else{
accel_speed = k_walk_air_accel;
nominal_speed = k_airspeed;
}
- if( v2_length2(walk) > 0.001f )
- {
- player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+ if( v2_length2( steer ) > 0.001f ){
+ player_accelerate( localplayer.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++ )
- {
+ 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 vn = -v3_dot( localplayer.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 );
+ v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.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 */
+ /* stepping */
+ if( w->state.activity == k_walk_activity_ground||
+ prev_state == k_walk_activity_ground ){
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 );
+ v3_copy( localplayer.rb.co, pa );
+ v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
+ v3_muladds( pa, localplayer.basis[1], -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;
+ if( spherecast_world( world, pa, pb,
+ w->collider.radius, &t, n, 0 ) != -1 ){
+ if( player_walk_normal_standable(n) ){
+ v3_lerp( pa, pb, t, localplayer.rb.co );
+ v3_muladds( localplayer.rb.co, localplayer.basis[1],
+ -w->collider.radius - k_penetration_slop,
+ localplayer.rb.co );
+ w->state.activity = k_walk_activity_ground;
+
+ float d = -v3_dot(n,localplayer.rb.v),
+ g = -k_gravity * k_rb_delta;
+ v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
+ v3_muladds( localplayer.rb.v, localplayer.basis[1], g,
+ localplayer.rb.v );
}
}
}
-#endif
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ rb_depenetrate( manifold, len, dt );
+ v3_add( dt, localplayer.rb.co, localplayer.rb.co );
/* 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 );
+ if( w->state.activity == k_walk_activity_air ){
+ v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta,
+ localplayer.rb.v );
+ }
+ if( localplayer.immobile ){
+ localplayer.rb.v[0] = 0.0f;
+ localplayer.rb.v[2] = 0.0f;
+ }
- 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 );
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
+ localplayer.rb.co );
+ v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
/*
* CCD routine
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 );
+ v3_add( lwr_offs, localplayer.rb.co, lwr_now );
v3f movedelta;
- v3_sub( player->rb.co, w->state.prev_pos, movedelta );
+ v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
float movedist = v3_length( movedelta );
- if( movedist > 0.3f )
- {
+ 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 );
+ if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
+ v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
+ localplayer.rb.co[1] -= w->collider.radius;
+ rb_update_transform( &localplayer.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 );
+ v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
+ vg_line_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 )) )
- {
- 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 );
+ u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
+ if( id ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
+ m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
+ m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
- w->state_gate_storage = w->state;
- player__pass_gate( player, gate );
+ rb_update_transform( &localplayer.rb );
+ player__pass_gate( id );
}
+ rb_update_transform( &localplayer.rb );
}
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+static void player__walk_post_update(void){
+ struct player_walk *w = &player_walk;
m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, localplayer.basis[1], 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 );
+ float substep = vg.time_fixed_extrapolate;
+ v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
/* Calculate header */
- 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 )
+ v3f v;
+ if( player_xyspeed2() > 0.1f*0.1f )
{
- 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 );
+ v3f v_xy;
+ m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
+ float a = atan2f( v_xy[0], v_xy[2] );
+
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+ q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
+ q_normalize( localplayer.rb.q );
}
- vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
+ vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
v3f p1;
v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
vg_line( w->state.drop_in_target, p1, VG__GREEN );
- v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
+ v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
vg_line( w->state.drop_in_target, p1, VG__GREEN );
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 );
+ vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
- float a = player_get_heading_yaw( player );
+ float a = player_get_heading_yaw();
p1[0] = sinf( a );
p1[1] = 0.0f;
p1[2] = cosf( a );
+ m3x3_mulv( localplayer.basis, p1, p1 );
+
+ v3_add( localplayer.rb.co, p1, p1 );
+ vg_line( localplayer.rb.co, p1, VG__PINK );
- v3_add( player->rb.co, p1, p1 );
- vg_line( player->rb.co, p1, VG__PINK );
-}
-VG_STATIC void player__walk_animate( player_instance *player,
- player_animation *dest )
-{
- struct player_walk *w = &player->_walk;
- struct skeleton *sk = &player->playeravatar->sk;
+ int walk_phase = 0;
+ if( vg_fractf(w->state.walk_timer) > 0.5f )
+ walk_phase = 1;
+ else
+ walk_phase = 0;
+ if( (w->state.step_phase != walk_phase) &&
+ (w->state.activity == k_walk_activity_ground ) )
{
- float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
+ audio_lock();
+ if( w->surface == k_surface_prop_concrete ){
+ audio_oneshot_3d(
+ &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ else if( w->surface == k_surface_prop_grass ){
+ audio_oneshot_3d(
+ &audio_footsteps_grass[ vg_randu32()%
+ vg_list_size(audio_footsteps_grass)],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ else if( w->surface == k_surface_prop_wood ){
+ audio_oneshot_3d(
+ &audio_footsteps_wood[ vg_randu32()%
+ vg_list_size(audio_footsteps_wood)],
+ localplayer.rb.co, 40.0f, 1.0f
+ );
+ }
+ audio_unlock();
+ }
- if( w->state.activity == k_walk_activity_air )
- rate = 2.4f;
- else
- rate = 9.0f;
+ w->state.step_phase = walk_phase;
+}
- 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 );
- }
+static void player__walk_animate(void){
+ struct player_walk *w = &player_walk;
+ player_pose *pose = &localplayer.pose;
+ struct player_walk_animator *animator = &w->animator;
- player_pose apose, bpose;
+ animator->outro_type = w->state.outro_type;
- if( w->move_speed > 0.025f )
{
+ f32 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;
+
+ animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
+ animator->run = vg_lerpf( animator->run, w->move_speed,
+ 2.0f*vg.time_delta);
+ }
+
+ 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;
+ w->state.walk_timer += walk_adv * vg.time_delta;
}
else
- {
- w->walk_timer = 0.0f;
- }
+ w->state.walk_timer = 0.0f;
+ animator->walk_timer = w->state.walk_timer;
- 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 );
+ if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
+ v3_copy( localplayer.rb.co, animator->root_co );
+ v4_copy( localplayer.rb.q, animator->root_q );
+ }
+ else{
+ rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ }
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
+ f32 walk_yaw = player_get_heading_yaw();
- /* idle */
- skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+ /* sitting */
+ animator->sit_t = w->state.sit_t;
- /* air */
- skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
-
- /* Create transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+ {
+ f32 head_yaw = localplayer.angles[0] + VG_PIf,
+ y = vg_angle_diff( head_yaw, -walk_yaw ),
+ p = vg_clampf( localplayer.angles[1],
+ -k_sit_pitch_limit, k_sit_pitch_limit );
+
+ if( fabsf(y) > k_sit_yaw_limit ){
+ y = 0.0f;
+ p = 0.0f;
+ }
+ animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
+ animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
+ }
- float walk_yaw = player_get_heading_yaw( player );
+ if( w->state.outro_type ){
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( w->state.outro_type );
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = vg.time - w->state.outro_start_time;
+ animator->outro_t = outro_time / outro_length;
- if( w->state.outro_anim )
- {
- struct player_avatar *av = player->playeravatar;
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time,
- outro_t = outro_time / outro_length;
-
- /* TODO: Compression */
- skeleton_sample_anim_clamped( sk, w->state.outro_anim,
- outro_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
-
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
- float inv_rate = 1.0f / w->state.outro_anim->rate,
- anim_frames = w->state.outro_anim->length * inv_rate,
+ if( w->state.outro_type == k_walk_outro_drop_in ){
+ float inv_rate = 1.0f / anim->rate,
+ anim_frames = anim->length * inv_rate,
step_frames = 12.0f * inv_rate,
commit_frames = 6.0f * inv_rate,
drop_frames = anim_frames - step_frames,
step_t = vg_minf( 1.0f, outro_time / step_frames ),
remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
- dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
- commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
+ dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
+ animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
w->state.drop_in_angle, step_t );
v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
- step_t, player->rb.co );
- q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+ step_t, localplayer.rb.co );
+ v3_copy( localplayer.rb.co, animator->root_co );
- m4x3f transform, inverse;
- q_m3x3( dest->root_q, transform );
- v3_copy( dest->root_co, transform[3] );
- m4x3_invert_affine( transform, inverse );
+ /* for the camera purposes only */
+ v3f init_velocity;
+ player_walk_drop_in_vector( init_velocity );
+ v3_muls( init_velocity, dop_t, localplayer.rb.v );
+ v3_copy( localplayer.rb.v,
+ localplayer.cam_control.cam_velocity_smooth );
- v3f anchored_pos;
- m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
+ q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
+ walk_yaw + VG_PIf );
- v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
- 1.0f-commit_t,
- dest->pose[ av->id_ik_foot_r-1 ].co );
-
+ v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
/* the drop in bit */
- if( step_t >= 1.0f )
- {
+ if( step_t >= 1.0f ){
+ v3f final_co;
v4f final_q;
- v3f axis;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_normalize( axis );
+ player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
- float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
+ q_mul( final_q, animator->root_q, animator->root_q );
+ v3_copy( final_co, animator->root_co );
- q_axis_angle( final_q, axis, a );
- q_mul( final_q, dest->root_q, dest->root_q );
- float l = dop_t * 0.5f,
- heading_angle = w->state.drop_in_angle;
+ v4_copy( animator->root_q, localplayer.rb.q );
+ rb_update_transform( &localplayer.rb );
- v3f overhang;
- overhang[0] = sinf( heading_angle ) * l;
- overhang[1] = 0.28f * l;
- overhang[2] = cosf( heading_angle ) * l;
+ v3_muladds( animator->root_co, localplayer.rb.to_world[1],
+ -0.1f*dop_t, animator->root_co );
+ v3_copy( animator->root_co, localplayer.rb.co );
+ }
- q_mulv( final_q, overhang, overhang );
+ return;
+ }
+ else{
+ v3_muladds( animator->root_co, localplayer.rb.to_world[1],
+ -0.1f*animator->outro_t, animator->root_co );
+ }
+ }
- v3f overhang_pos;
- v3_add( w->state.drop_in_target, overhang, player->rb.co );
- 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 );
+ q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+ q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
+ q_normalize( animator->root_q );
+}
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
- player->holdout_time = 1.0f;
- }
+static void player__walk_pose( void *_animator, player_pose *pose ){
+ struct player_walk *w = &player_walk;
+ struct player_walk_animator *animator = _animator;
+ struct skeleton *sk = &localplayer.skeleton;
+
+ v3_copy( animator->root_co, pose->root_co );
+ v4_copy( animator->root_q, pose->root_q );
+ pose->board.lean = 0.0f;
+ pose->type = k_player_pose_type_ik;
+
+ float walk_norm = (float)w->anim_walk->length/30.0f,
+ run_norm = (float)w->anim_run->length/30.0f,
+ t = animator->walk_timer,
+ l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
+ idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+ /* walk/run */
+ mdl_keyframe apose[32], bpose[32];
+ 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, animator->fly, apose );
+
+ /* sit */
+ if( animator->sit_t > 0.0f ){
+ f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
+ st = vg_minf( 1.0f, animator->sit_t );
+ skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
+
+ v4f qy,qp;
+ f32 *qh = bpose[localplayer.id_head-1].q;
+ q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+ q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
+ q_mul( qy, qh, qh );
+ q_mul( qh, qp, qh );
+ q_normalize( qh );
+
+ qh = bpose[localplayer.id_chest-1].q;
+ q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+ q_mul( qy, qh, qh );
+ q_normalize( qh );
+
+ skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
+ }
+
+ if( animator->outro_type ){
+ struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
+
+ if( !anim ){
+ skeleton_copy_pose( sk, apose, pose->keyframes );
return;
}
- else
- {
- v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.28f * outro_t, dest->root_co );
+
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = animator->outro_t*outro_length;
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
- player->holdout_time = 1.0f;
+ skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
+ pose->keyframes );
+
+ if( animator->outro_type == k_walk_outro_drop_in ){
+ m4x3f transform, inverse;
+ q_m3x3( pose->root_q, transform );
+ v3_copy( pose->root_co, transform[3] );
+ m4x3_invert_affine( transform, inverse );
+
+ v3f anchored_pos;
+ m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
+
+ v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co,
+ anchored_pos,
+ 1.0f-animator->commit_t,
+ pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
}
}
else
- {
- skeleton_copy_pose( sk, apose, dest->pose );
- }
-
- q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+ skeleton_copy_pose( sk, apose, pose->keyframes );
}
-VG_STATIC void player__walk_post_animate( player_instance *player )
-{
+static void player__walk_post_animate(void){
/*
* Camera
*/
- struct player_walk *w = &player->_walk;
- struct player_avatar *av = player->playeravatar;
+ struct player_walk *w = &player_walk;
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time,
- outro_t = outro_time / outro_length;
+ if( w->state.outro_type ){
+ struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
+
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = vg.time - w->state.outro_start_time,
+ outro_t = outro_time / outro_length;
- player->cam_velocity_influence = outro_t;
+ localplayer.cam_velocity_influence = outro_t;
}
else
- player->cam_velocity_influence = 0.0f;
+ localplayer.cam_velocity_influence = 0.0f;
}
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- 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] );
+static void player__walk_im_gui(void){
+ struct player_walk *w = &player_walk;
+ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
+ localplayer.rb.v[1],
+ localplayer.rb.v[2] );
+ player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
+ localplayer.rb.co[1],
+ localplayer.rb.co[2] );
player__debugtext( 1, "activity: %s\n",
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
- "k_walk_activity_immobile" }
+ "k_walk_activity_lockedmove",
+ "k_walk_activity_sit",
+ "k_walk_activity_sit_up" }
[w->state.activity] );
-
- if( w->state.outro_anim )
- {
- float outro_length = (float)w->state.outro_anim->length /
- w->state.outro_anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
+ player__debugtext( 1, "surface: %s\n",
+ (const char *[]){ "concrete",
+ "wood",
+ "grass",
+ "tiles",
+ "metal" }
+ [w->surface] );
+
+ if( w->state.outro_type ){
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( w->state.outro_type );
+
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = vg.time - w->state.outro_start_time;
player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
}
}
-VG_STATIC void player__walk_bind( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
+static void player__walk_bind(void){
+ struct player_walk *w = &player_walk;
+ struct skeleton *sk = &localplayer.skeleton;
w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
w->anim_walk = skeleton_get_anim( sk, "walk+y" );
w->anim_jump = skeleton_get_anim( sk, "jump+y" );
w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
+ w->anim_intro = skeleton_get_anim( sk, "into_skate" );
+ w->anim_sit = skeleton_get_anim( sk, "sit" );
}
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
- struct player_walk *w = &player->_walk;
+static void player__walk_transition(void){
+ struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
+ w->state.outro_type = k_walk_outro_none;
+ w->state.outro_start_time = 0.0;
+ w->state.jump_queued = 0;
+ w->state.jump_input_time = 0.0;
+ w->state.walk_timer = 0.0f;
+ w->state.step_phase = 0;
v3f fwd = { 0.0f, 0.0f, 1.0f };
- q_mulv( player->rb.q, fwd, fwd );
+ q_mulv( localplayer.rb.q, fwd, fwd );
+ m3x3_mulv( localplayer.invbasis, fwd, fwd );
+
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(fwd[0], fwd[2]) );
+ q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
+ q_normalize( localplayer.rb.q );
+
+ rb_update_transform( &localplayer.rb );
+}
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( fwd[0], fwd[2] ) );
- rb_update_transform( &player->rb );
+static void player__walk_reset( ent_spawn *rp ){
+ struct player_walk *w = &player_walk;
+ w->state.activity = k_walk_activity_air;
+ w->state.outro_type = k_walk_outro_none;
+ w->state.outro_start_time = 0.0;
}
+static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+ struct player_walk_animator *animator = data;
+
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+ bitpack_qquat( ctx, animator->root_q );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
+ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
+
+ for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
+ bitpack_bytes( ctx, 8, &animator->outro_type );
+ if( animator->outro_type ){
+ bitpack_bytes( ctx, sizeof(animator->foot_anchor),
+ animator->foot_anchor );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
+ }
+ }
+
+ u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
+ if( code ){
+ bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
+ bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
+ &animator->pitch );
+ }
+}
#endif /* PLAYER_DEVICE_WALK_H */