v3_copy( v, s->state.cog_v );
v3_copy( v, player->rb.v );
+ player__begin_holdout( player );
player__skate_reset_animator( player );
player__skate_clear_mechanics( player );
rb_update_transform( &player->rb );
s->state.activity_prev = k_skate_activity_ground;
s->state.activity = k_skate_activity_ground;
+ player__begin_holdout( player );
player__skate_clear_mechanics( player );
player__skate_reset_animator( player );
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 );
+ v3_copy( init_velocity, player->cam_control.cam_velocity_smooth );
v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
}
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_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,
pc[3] = v3_dot( pc, player->rb.co );
v3f edge;
- if( plane_intersect3( pa, pb, pc, 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 );
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_pt3( ray.pos, 0.1f, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
vg_error( "invalidated\n" );
return 0;
}
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_pt3( ray.pos, 0.1f, VG__RED );
+ vg_line_point( ray.pos, 0.1f, VG__RED );
vg_error( "invalidated\n" );
return 0;
}
return 0;
}
+VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player,
+ enum walk_outro type ){
+ struct player_walk *w = &player->_walk;
+
+ 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 ];
+}
+
+
VG_STATIC void player__walk_pre_update( player_instance *player )
{
struct player_walk *w = &player->_walk;
if( !player->immobile )
- player_look( player, player->angles );
+ player_look( player->angles, skaterift.time_rate );
- 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( w->state.outro_type ){
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( player, 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 ){
- w->state.outro_anim = NULL;
if( w->state.outro_type == k_walk_outro_drop_in ){
player_walk_drop_in_to_skate( player );
}
k_skate_activity_ground, 1.0f );
}
+ w->state.outro_type = k_walk_outro_none;
return;
}
}
player->subsystem = k_player_subsystem_drive;
}
else{
- if( !player_get_player_board(player) )
- return;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+
+ if( !board ) return;
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;
player->immobile = 1;
}
else{
w->state.outro_type = k_walk_outro_regular;
- w->state.outro_anim = w->anim_intro;
w->state.outro_start_time = vg.time;
w->state.activity = k_walk_activity_lockedmove;
}
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;
}
}
}
-VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
-{
+VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ){
return v3_dot( n, player->basis[1] ) > 0.70710678118f;
}
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
+VG_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 )
-{
+VG_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 )
-{
+VG_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;
+ }
+ }
+ }
+}
+
+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 );
m3x3_copy( player->rb.to_world, mtx );
v3_add( player->rb.co, player->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;
*/
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 };
v3_normalize( surface_avg );
v3f tx, ty;
- rb_tangent_basis( surface_avg, tx, ty );
+ v3_tangent_basis( surface_avg, tx, ty );
if( v2_length2(steer) > 0.001f ){
/* clip movement to the surface */
v3f n;
float t;
- if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
+ if( spherecast_world( world, pa, pb,
+ w->collider.radius, &t, n, 0 ) != -1 ){
if( player_walk_normal_standable( player, n ) ){
v3_lerp( pa, pb, t, player->rb.co );
v3_muladds( player->rb.co, player->basis[1],
v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
v3_add( player->rb.co, player->basis[1], mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
/*
* CCD routine
float t, sr = w->collider.radius-0.04f;
v3f n;
- if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
+ if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
player->rb.co[1] -= w->collider.radius;
rb_update_transform( &player->rb );
v3_add( player->rb.co, player->basis[1], mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
}
}
q_mul( transport_rotation, player->rb.q, player->rb.q );
rb_update_transform( &player->rb );
-
- w->state_gate_storage = w->state;
player__pass_gate( player, gate );
}
rb_update_transform( &player->rb );
}
-VG_STATIC void player__walk_restore( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- w->state = w->state_gate_storage;
-}
-
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
+VG_STATIC void player__walk_post_update( player_instance *player ){
struct player_walk *w = &player->_walk;
m4x3f mtx;
float substep = vg.time_fixed_extrapolate;
v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+ vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
/* Calculate header */
q_normalize( player->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 );
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 );
int walk_phase = 0;
- if( vg_fractf(w->walk_timer) > 0.5f )
+ if( vg_fractf(w->state.walk_timer) > 0.5f )
walk_phase = 1;
else
walk_phase = 0;
- if( (w->step_phase != walk_phase) &&
+ if( (w->state.step_phase != walk_phase) &&
(w->state.activity == k_walk_activity_ground ) )
{
audio_lock();
}
else if( w->surface == k_surface_prop_grass ){
audio_oneshot_3d(
- &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
+ &audio_footsteps_grass[ vg_randu32()%
+ vg_list_size(audio_footsteps_grass)],
player->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)],
+ &audio_footsteps_wood[ vg_randu32()%
+ vg_list_size(audio_footsteps_wood)],
player->rb.co, 40.0f, 1.0f
);
}
audio_unlock();
}
- w->step_phase = walk_phase;
+ w->state.step_phase = walk_phase;
}
-VG_STATIC void player__walk_animate( player_instance *player,
- player_animation *dest )
-{
+VG_STATIC void player__walk_animate( player_instance *player ){
struct player_walk *w = &player->_walk;
- struct skeleton *sk = &player->playeravatar->sk;
+ player_pose *pose = &player->pose;
+ struct player_walk_animator *animator = &w->animator;
+
+ animator->outro_type = w->state.outro_type;
{
- float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
+ 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;
+ if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
+ else rate = 9.0f;
- w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
- w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
+ 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);
}
- player_pose apose, bpose;
-
if( w->move_speed > 0.025f ){
/* TODO move */
float walk_norm = 30.0f/(float)w->anim_walk->length,
run_norm = 30.0f/(float)w->anim_run->length,
walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
- w->walk_timer += walk_adv * vg.time_delta;
+ w->state.walk_timer += walk_adv * vg.time_delta;
}
+ else
+ 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 );
else{
- w->walk_timer = 0.0f;
+ v3_copy( player->rb.co, animator->root_co );
+ v4_copy( player->rb.q, animator->root_q );
}
- float walk_norm = (float)w->anim_walk->length/30.0f,
- run_norm = (float)w->anim_run->length/30.0f,
- t = w->walk_timer,
- l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
- /* walk/run */
- skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- /* idle */
- skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- /* air */
- skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
-
- /* Create transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-
- float walk_yaw = player_get_heading_yaw( player );
-
- if( w->state.outro_anim ){
+ f32 walk_yaw = player_get_heading_yaw( player );
+ if( w->state.outro_type ){
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 );
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( player, 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_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,
+ 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 );
+ q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
+ walk_yaw + VG_PIf );
- m4x3f transform, inverse;
- q_m3x3( dest->root_q, transform );
- v3_copy( dest->root_co, transform[3] );
- m4x3_invert_affine( transform, inverse );
-
- v3f anchored_pos;
- m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
-
- 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 ){
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 );
-
- v4_copy( dest->root_q, player->rb.q );
- v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.1f * dop_t, dest->root_co );
+ q_mul( final_q, animator->root_q, animator->root_q );
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
- player->holdout_time = 1.0f;
+ v4_copy( animator->root_q, player->rb.q );
+ v3_muladds( animator->root_co, player->rb.to_world[1],
+ -0.1f*dop_t, animator->root_co );
}
return;
}
else{
- v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.1f * outro_t, dest->root_co );
-
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
- player->holdout_time = 1.0f;
+ v3_muladds( animator->root_co, player->rb.to_world[1],
+ -0.1f*animator->outro_t, animator->root_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 );
- q_mul( player->qbasis, dest->root_q, dest->root_q );
- q_normalize( dest->root_q );
+ 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_post_animate( player_instance *player )
-{
+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;
+
+ 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 );
+
+ if( animator->outro_type ){
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( player, animator->outro_type );
+
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = animator->outro_t*outro_length;
+
+ 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[ av->id_ik_foot_r-1 ].co, anchored_pos,
+ 1.0f-animator->commit_t,
+ pose->keyframes[ av->id_ik_foot_r-1 ].co );
+ }
+ }
+ else
+ skeleton_copy_pose( sk, apose, pose->keyframes );
+}
+
+VG_STATIC void player__walk_post_animate( player_instance *player ){
/*
* Camera
*/
struct player_walk *w = &player->_walk;
struct player_avatar *av = player->playeravatar;
- 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( player, 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;
}
player->cam_velocity_influence = 0.0f;
}
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
+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],
"metal" }
[w->surface] );
- 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( w->state.outro_type ){
+ struct skeleton_anim *anim =
+ player_walk_outro_anim( player, 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 )
-{
+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;
w->anim_intro = skeleton_get_anim( sk, "into_skate" );
}
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
+VG_STATIC void player__walk_transition( player_instance *player ){
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 );
rb_update_transform( &player->rb );
}
-VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
-{
+VG_STATIC void player__walk_reset( player_instance *player, 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_anim = NULL;
w->state.outro_start_time = 0.0;
}