#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( player->basis[1], w->state.drop_in_normal, axis );
- v3_cross( axis, w->state.drop_in_normal, init_dir );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, 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 float player_xyspeed2( player_instance *player )
-{
- v3f xy;
- v3_muladds( player->rb.v, player->basis[1],
- -v3_dot( player->basis[1], player->rb.v ), xy );
-
- return v3_length2(xy);
+static float player_xyspeed2(void){
+ return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
}
-VG_STATIC void player_walk_generic_to_skate( player_instance *player,
- enum skate_activity init,
- float yaw )
-{
- player->subsystem = k_player_subsystem_skate;
-
- struct player_walk *w = &player->_walk;
- struct player_skate *s = &player->_skate;
+static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
+ localplayer.subsystem = k_player_subsystem_skate;
v3f v;
- if( player_xyspeed2(player) < 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( player->invbasis, dir, dir );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
- q_mul( player->qbasis, player->rb.q, player->rb.q );
- q_normalize( player->rb.q );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(-dir[0],-dir[2]) );
+ q_normalize( localplayer.rb.q );
- q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
- v3_add( s->state.cog, player->rb.co, s->state.cog );
+ 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 );
- v3_copy( v, s->state.cog_v );
- v3_copy( v, player->rb.v );
+ v3_copy( v, player_skate.state.cog_v );
+ v3_copy( v, localplayer.rb.v );
- player__begin_holdout( player );
- player__skate_reset_animator( player );
- player__skate_clear_mechanics( player );
- rb_update_transform( &player->rb );
- v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
+ 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->immobile = 0;
- 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__begin_holdout( player );
- 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 );
-
- 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_control.cam_velocity_smooth );
- v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
+ 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 );
}
-VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
- float t,
- v3f co, v4f q )
-{
- struct player_walk *w = &player->_walk;
-
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
v3f axis;
- v3_cross( player->basis[1], w->state.drop_in_normal, axis );
+ v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
v3_normalize( axis );
- float a = acosf( w->state.drop_in_normal[1] ) * t;
-
+ float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
q_axis_angle( q, axis, a );
float l = t * 0.5f,
- heading_angle = w->state.drop_in_angle;
+ heading_angle = player_walk.state.drop_in_angle;
v3f overhang;
overhang[0] = sinf( heading_angle ) * l;
overhang[2] = cosf( heading_angle ) * l;
q_mulv( q, overhang, overhang );
- v3_add( w->state.drop_in_target, overhang, co );
+ 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( world, pos, ray_dir, ray ) )
- {
+ if( ray_world( world, pos, ray_dir, ray, 0 ) ){
vg_line( pos, ray->pos, VG__RED );
vg_line_point( ray->pos, 0.025f, VG__BLACK );
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 );
- v3_copy( player->rb.co, w->state.drop_in_start );
+ 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 );
- 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] );
+ 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( player, 1.0f, oco, 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};
ray_hit ray;
ray.dist = k_board_length*2.0f + 0.6f;
- if( ray_world( world, va, v0, &ray ) )
- {
+ 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" );
}
v3_muls( v0, -1.0f, v0 );
- if( ray_world( world, vb, v0, &ray ) )
- {
+ 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( player, player->rb.v );
+ 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 struct skeleton_anim *player_walk_outro_anim( player_instance *player,
- enum walk_outro type ){
- 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( type >= k_walk_outro_max )
+ return NULL;
return (struct skeleton_anim *[]){
[k_walk_outro_none] = NULL,
}
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
+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;
+ }
+ }
- if( !player->immobile )
- player_look( player->angles, skaterift.time_rate );
+ w->state.sit_t = 0.0f;
if( w->state.outro_type ){
- struct skeleton_anim *anim =
- player_walk_outro_anim( player, 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;
if( outro_time >= outro_length ){
if( w->state.outro_type == k_walk_outro_drop_in ){
- player_walk_drop_in_to_skate( player );
+ player_walk_drop_in_to_skate();
}
else if( w->state.outro_type == k_walk_outro_jump_to_air ){
- player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
+ player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
}
else{
- player_walk_generic_to_skate( player,
- k_skate_activity_ground, 1.0f );
+ player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
}
w->state.outro_type = k_walk_outro_none;
return;
}
}
- else if( button_down( k_srbind_use ) && !player->immobile ){
- if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
- player->subsystem = k_player_subsystem_drive;
+ else if( button_down( k_srbind_use ) && !localplayer.immobile ){
+ if( 0 && (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,
- player->board_view_slot );
+ localplayer.board_view_slot );
if( !board ) return;
if( w->state.activity == k_walk_activity_ground ){
- if( player_walk_scan_for_drop_in( player ) ){
+ if( player_walk_scan_for_drop_in() ){
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_start_time = vg.time;
- player->immobile = 1;
+ localplayer.immobile = 1;
+
+ u32 foot_id = localplayer.id_ik_foot_r;
- 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,
+ m4x3_mulv( localplayer.final_mtx[ foot_id ],
+ localplayer.skeleton.bones[ foot_id ].co,
w->state.drop_in_foot_anchor );
}
else{
w->state.outro_start_time = vg.time;
w->state.activity = k_walk_activity_lockedmove;
- if( player_xyspeed2(player) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ if( player_xyspeed2() < 0.1f * 0.1f ){
+ q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
+ localplayer.rb.v );
+ }
}
}
else{
}
}
}
- else if( button_down( k_srbind_jump ) && !player->immobile ){
+ 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( player_instance *player, v3f n ){
- return v3_dot( n, player->basis[1] ) > 0.70710678118f;
+static int player_walk_normal_standable( v3f n ){
+ return n[1] > 0.70710678118f;
}
-VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 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 );
- v3_zero( player->rb.w );
+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;
+
+ 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( player->rb.co[1]+0.4f < world->water.height ){
- audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
- player__dead_transition( player );
+ if( localplayer.rb.co[1]+0.4f < world->water.height ){
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+ player__dead_transition();
return;
}
}
enum walk_activity prev_state = w->state.activity;
- if( player->immobile )
- return;
-
w->collider.height = 2.0f;
w->collider.radius = 0.3f;
m4x3f mtx;
- m3x3_copy( player->rb.to_world, mtx );
- v3_add( player->rb.co, player->basis[1], mtx[3] );
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
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] };
- m3x3_mulv( player->basis, forward_dir, forward_dir );
- m3x3_mulv( player->basis, right_dir, right_dir );
-
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
-
- w->move_speed = v2_length( steer );
+ 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 };
struct contact *ct = &manifold[i];
rb_debug_contact( ct );
- if( player_walk_normal_standable( player, ct->n ) ){
+ if( player_walk_normal_standable( ct->n ) ){
if( w->state.activity != k_walk_activity_lockedmove )
w->state.activity = k_walk_activity_ground;
f32 t = vg.time - w->state.jump_input_time;
if( t < PLAYER_JUMP_EPSILON ){
- float d = v3_dot( player->basis[1], player->rb.v );
- v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
- v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
+ localplayer.rb.v[1] = 5.0f;
w->state.activity = k_walk_activity_air;
prev_state = k_walk_activity_air;
accel_speed = k_walk_air_accel;
}
}
else{
- player_friction( player->rb.v );
+ player_friction( localplayer.rb.v );
}
}
else{
}
if( v2_length2( steer ) > 0.001f ){
- player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+ player_accelerate( localplayer.rb.v, movedir,
+ nominal_speed, accel_speed );
v3_normalize( movedir );
}
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 );
}
}
float max_dist = 0.4f;
v3f pa, pb;
- v3_copy( player->rb.co, pa );
- v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
- v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
+ v3_copy( localplayer.rb.co, pa );
+ pa[1] += w->collider.radius + max_dist;
+ v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
vg_line( pa, pb, 0xff000000 );
v3f n;
float t;
- if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
- if( player_walk_normal_standable( player, n ) ){
- v3_lerp( pa, pb, t, player->rb.co );
- v3_muladds( player->rb.co, player->basis[1],
- -w->collider.radius - k_penetration_slop,
- player->rb.co );
+ 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 );
+ localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
w->state.activity = k_walk_activity_ground;
- float d = -v3_dot(n,player->rb.v),
- g = -k_gravity * k_rb_delta;
- v3_muladds( player->rb.v, n, d, player->rb.v );
- v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
+ float d = -v3_dot(n,localplayer.rb.v);
+ v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
+ localplayer.rb.v[1] += -k_gravity * k_rb_delta;
}
}
}
*/
v3f dt;
rb_depenetrate( manifold, len, dt );
- v3_add( dt, player->rb.co, player->rb.co );
+ v3_add( dt, localplayer.rb.co, localplayer.rb.co );
/* integrate */
if( w->state.activity == k_walk_activity_air ){
- v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
- player->rb.v );
+ localplayer.rb.v[1] += -k_gravity*k_rb_delta;
+ }
+
+ if( localplayer.immobile ){
+ localplayer.rb.v[0] = 0.0f;
+ localplayer.rb.v[2] = 0.0f;
}
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
- v3_add( player->rb.co, player->basis[1], mtx[3] );
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
+ localplayer.rb.co );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
/*
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 );
float t, sr = w->collider.radius-0.04f;
v3f n;
- if( spherecast_world( 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, player->basis[1], mtx[3] );
- vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
}
}
- ent_gate *gate =
- world_intersect_gates( world, player->rb.co, w->state.prev_pos );
- if( gate ){
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+ 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, player->rb.q, player->rb.q );
+ q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
- rb_update_transform( &player->rb );
- player__pass_gate( player, gate );
+ rb_update_transform( &localplayer.rb );
+ player__pass_gate( id );
}
- rb_update_transform( &player->rb );
+ 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_copy( player->rb.to_world, mtx );
- v3_add( player->rb.co, player->basis[1], mtx[3] );
+ m3x3_copy( localplayer.rb.to_world, mtx );
+ v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
float substep = vg.time_fixed_extrapolate;
- v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
+ 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 v;
- if( player_xyspeed2(player) > 0.1f*0.1f )
- {
- v3f v_xy;
- m3x3_mulv( player->invbasis, player->rb.v, v_xy );
- float a = atan2f( v_xy[0], v_xy[2] );
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
- q_mul( player->qbasis, player->rb.q, player->rb.q );
- q_normalize( player->rb.q );
+ if( player_xyspeed2() > 0.1f*0.1f ){
+ float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
}
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_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( player->basis, p1, p1 );
-
- v3_add( player->rb.co, p1, p1 );
- vg_line( player->rb.co, p1, VG__PINK );
+ v3_add( localplayer.rb.co, p1, p1 );
+ vg_line( localplayer.rb.co, p1, VG__PINK );
int walk_phase = 0;
if( vg_fractf(w->state.walk_timer) > 0.5f )
if( w->surface == k_surface_prop_concrete ){
audio_oneshot_3d(
&audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
- player->rb.co, 40.0f, 1.0f
+ 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)],
- player->rb.co, 40.0f, 1.0f
+ 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)],
- player->rb.co, 40.0f, 1.0f
+ localplayer.rb.co, 40.0f, 1.0f
);
}
audio_unlock();
w->state.step_phase = walk_phase;
}
-VG_STATIC void player__walk_animate( player_instance *player ){
- struct player_walk *w = &player->_walk;
- player_pose *pose = &player->pose;
+static void player__walk_animate(void){
+ struct player_walk *w = &player_walk;
+ player_pose *pose = &localplayer.pose;
struct player_walk_animator *animator = &w->animator;
animator->outro_type = w->state.outro_type;
w->state.walk_timer = 0.0f;
animator->walk_timer = w->state.walk_timer;
- if( !player->immobile )
- rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+
+ 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{
- v3_copy( player->rb.co, animator->root_co );
- v4_copy( player->rb.q, animator->root_q );
+ rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ }
+
+ f32 walk_yaw = player_get_heading_yaw();
+
+ /* sitting */
+ animator->sit_t = w->state.sit_t;
+
+ {
+ 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 );
}
- f32 walk_yaw = player_get_heading_yaw( player );
if( w->state.outro_type ){
- struct player_avatar *av = player->playeravatar;
struct skeleton_anim *anim =
- player_walk_outro_anim( player, w->state.outro_type );
+ 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;
w->state.drop_in_angle, step_t );
v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
- step_t, player->rb.co );
+ step_t, localplayer.rb.co );
+ v3_copy( localplayer.rb.co, animator->root_co );
+
+ /* 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 );
+
q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
walk_yaw + VG_PIf );
/* the drop in bit */
if( step_t >= 1.0f ){
+ v3f final_co;
v4f final_q;
- player_walk_drop_in_overhang_transform( player, dop_t,
- player->rb.co, final_q );
+ player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
+
q_mul( final_q, animator->root_q, animator->root_q );
+ v3_copy( final_co, animator->root_co );
+
- v4_copy( animator->root_q, player->rb.q );
- v3_muladds( animator->root_co, player->rb.to_world[1],
+ v4_copy( animator->root_q, localplayer.rb.q );
+ rb_update_transform( &localplayer.rb );
+
+ 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 );
}
+
return;
}
else{
- v3_muladds( animator->root_co, player->rb.to_world[1],
+ v3_muladds( animator->root_co, localplayer.rb.to_world[1],
-0.1f*animator->outro_t, animator->root_co );
}
}
q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
- q_mul( player->qbasis, animator->root_q, animator->root_q );
- q_normalize( animator->root_q );
}
-VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){
- struct player_walk *w = &player->_walk;
- struct player_walk_animator *animator = &w->animator;
- struct skeleton *sk = &player->playeravatar->sk;
- struct player_avatar *av = player->playeravatar;
+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 );
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( player, animator->outro_type );
+ struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
+
+ if( !anim ){
+ skeleton_copy_pose( sk, apose, pose->keyframes );
+ return;
+ }
f32 outro_length = (f32)anim->length / anim->rate,
outro_time = animator->outro_t*outro_length;
v3f anchored_pos;
m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
- v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
+ v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co,
+ anchored_pos,
1.0f-animator->commit_t,
- pose->keyframes[ av->id_ik_foot_r-1 ].co );
+ pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
}
}
else
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_type ){
- struct skeleton_anim *anim =
- player_walk_outro_anim( player, 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_lockedmove" }
+ "k_walk_activity_lockedmove",
+ "k_walk_activity_sit",
+ "k_walk_activity_sit_up" }
[w->state.activity] );
player__debugtext( 1, "surface: %s\n",
(const char *[]){ "concrete",
if( w->state.outro_type ){
struct skeleton_anim *anim =
- player_walk_outro_anim( player, w->state.outro_type );
+ 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;
}
}
-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_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 ){
- 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 );
- m3x3_mulv( player->invbasis, fwd, fwd );
+ q_mulv( localplayer.rb.q, fwd, fwd );
+ q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f(fwd[0], fwd[2]) );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
- q_mul( player->qbasis, player->rb.q, player->rb.q );
- q_normalize( player->rb.q );
-
- rb_update_transform( &player->rb );
+ rb_update_transform( &localplayer.rb );
}
-VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){
- struct player_walk *w = &player->_walk;
+static void player__walk_reset(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;
}
+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 );
+ }
+}
+
+static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+ audio_lock();
+
+ if( id == k_player_walk_soundeffect_splash ){
+ audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
+ }
+
+ audio_unlock();
+}
#endif /* PLAYER_DEVICE_WALK_H */