trail rendering basics
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index d1055092448b580a72c22056097ca301f38be71a..560d61a69a32fec28bf85268523f01e8825e1323 100644 (file)
@@ -1,5 +1,7 @@
-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
+#pragma once
+
+#include "vg/vg_rigidbody_collision.h"
+#include "scene_rigidbody.h"
 
 #include "player.h"
 #include "input.h"
@@ -47,7 +49,7 @@ static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
    player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
    player__skate_reset_animator();
    player__skate_clear_mechanics();
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
    v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
 
    if( init == k_skate_activity_air )
@@ -68,7 +70,7 @@ static void player_walk_drop_in_to_skate(void){
    v3f init_velocity;
    player_walk_drop_in_vector( init_velocity );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &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 );
@@ -264,6 +266,7 @@ static void player_walk_pre_ground(void){
    if( button_down(k_srbind_sit) ){
       v3_zero( localplayer.rb.v );
       w->state.activity = k_walk_activity_sit;
+      w->state.transition_t = 0.0f;
       return;
    }
 
@@ -332,8 +335,10 @@ static void player_walk_pre_popoff(void){
    bool finished = player__preupdate_anim( w->anim_popoff, 
                                           &w->state.transition_t, 1.0f );
 
-   if( finished )
+   if( finished ){
       w->state.activity = k_walk_activity_ground;
+      w->animator.board_yaw += 1.0f;
+   }
 }
 
 static void player__walk_pre_update(void){
@@ -373,7 +378,7 @@ static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
    v3_muladds( v, movedir, accelspeed, v );
 }
 
-static void player_friction( v3f v ){
+static void player_friction( v3f v, f32 friction ){
    float speed = v3_length( v ),
          drop  = 0.0f,
          control = vg_maxf( speed, k_stopspeed );
@@ -381,7 +386,7 @@ static void player_friction( v3f v ){
    if( speed < 0.04f )
       return;
 
-   drop += control * k_walk_friction * k_rb_delta;
+   drop += control * friction * k_rb_delta;
 
    float newspeed = vg_maxf( 0.0f, speed - drop );
    newspeed /= speed;
@@ -429,11 +434,13 @@ static void player_walk_custom_filter( world_instance *world,
 static void player_walk_update_generic(void){
    struct player_walk *w = &player_walk;
 
-   v2f steer;
-   joystick_state( k_srjoystick_steer, steer );
-
-   if( v2_length2(steer)>1.0f )
-      v2_normalize(steer);
+   if( (w->state.activity != k_walk_activity_oregular) &&
+       (w->state.activity != k_walk_activity_oair) ){
+      joystick_state( k_srjoystick_steer, w->state.steer );
+      w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
+      if( v2_length2(w->state.steer)>1.0f )
+         v2_normalize(w->state.steer);
+   }
 
    v3_copy( localplayer.rb.co, w->state.prev_pos );
    v3_zero( localplayer.rb.w );
@@ -445,6 +452,7 @@ static void player_walk_update_generic(void){
          player__networked_sfx( k_player_subsystem_walk, 32, 
                                 k_player_walk_soundeffect_splash,
                                 localplayer.rb.co, 1.0f );
+         vg_info( "player fell of due to walking into walker\n" );
          player__dead_transition( k_player_die_type_generic );
          return;
       }
@@ -452,14 +460,14 @@ static void player_walk_update_generic(void){
 
    enum walk_activity prev_state = w->state.activity;
 
-   w->collider.height = 2.0f;
-   w->collider.radius = 0.3f;
+   w->collider.h = 2.0f;
+   w->collider.r = 0.3f;
 
    m4x3f mtx;
    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 );
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
 
    rb_ct manifold[64];
    int len;
@@ -474,7 +482,7 @@ static void player_walk_update_generic(void){
     */
 
    len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world->rb_geo.inf.scene, manifold, 0 );
+                            world->geo_bh, manifold, 0 );
    player_walk_custom_filter( world, manifold, len, 0.01f );
    len = rb_manifold_apply_filtered( manifold, len );
 
@@ -484,7 +492,7 @@ static void player_walk_update_generic(void){
    w->surface = k_surface_prop_concrete;
 
    for( int i=0; i<len; i++ ){
-      struct contact *ct = &manifold[i];
+      rb_ct *ct = &manifold[i];
       rb_debug_contact( ct );
 
       if( player_walk_normal_standable( ct->n ) ){
@@ -506,8 +514,8 @@ static void player_walk_update_generic(void){
    float accel_speed = 0.0f, nominal_speed = 0.0f;
    v3f movedir;
 
-   v3_muls( right_dir, steer[0], movedir );
-   v3_muladds( movedir, forward_dir, steer[1], movedir );
+   v3_muls( right_dir, w->state.steer[0], movedir );
+   v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
 
    if( w->state.activity == k_walk_activity_ground ){
       v3_normalize( surface_avg );
@@ -515,14 +523,14 @@ static void player_walk_update_generic(void){
       v3f tx, ty;
       v3_tangent_basis( surface_avg, tx, ty );
 
-      if( v2_length2(steer) > 0.001f ){
+      if( v2_length2(w->state.steer) > 0.001f ){
          /* clip movement to the surface */
          float d = v3_dot(surface_avg,movedir);
          v3_muladds( movedir, surface_avg, -d, movedir );
       }
 
       accel_speed = k_walk_accel;
-      nominal_speed = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
+      nominal_speed = w->state.steer[2];
 
       /* jump */
       if( w->state.jump_queued ){
@@ -538,7 +546,7 @@ static void player_walk_update_generic(void){
          }
       }
       else{
-         player_friction( localplayer.rb.v );
+         player_friction( localplayer.rb.v, k_walk_friction );
       }
    }
    else{
@@ -546,22 +554,18 @@ static void player_walk_update_generic(void){
       nominal_speed = k_airspeed;
    }
 
-   if( v2_length2( steer ) > 0.001f ){
+   if( v2_length2( w->state.steer ) > 0.001f ){
       player_accelerate( localplayer.rb.v, movedir, 
                          nominal_speed, accel_speed );
       v3_normalize( movedir );
    }
-
-   w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0], 
-                                              localplayer.rb.v[2] } ),
-                            k_runspeed );
    
    /*
     * Resolve velocity constraints
     */
    for( int j=0; j<5; j++ ){
       for( int i=0; i<len; i++ ){
-         struct contact *ct = &manifold[i];
+         rb_ct *ct = &manifold[i];
          
          /*normal */
          float vn = -v3_dot( localplayer.rb.v, ct->n );
@@ -581,17 +585,17 @@ static void player_walk_update_generic(void){
 
       v3f pa, pb;
       v3_copy( localplayer.rb.co, pa );
-      pa[1] += w->collider.radius + max_dist;
+      pa[1] += w->collider.r + 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, 0 ) != -1 ){
+                            w->collider.r, &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;
+            localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
             w->state.activity = k_walk_activity_ground;
 
             float d = -v3_dot(n,localplayer.rb.v);
@@ -621,7 +625,7 @@ static void player_walk_update_generic(void){
    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 );
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
 
    /* 
     * CCD routine 
@@ -630,7 +634,7 @@ static void player_walk_update_generic(void){
     */
    v3f lwr_prev,
        lwr_now,
-       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+       lwr_offs = { 0.0f, w->collider.r, 0.0f };
 
    v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
    v3_add( lwr_offs, localplayer.rb.co, lwr_now );
@@ -641,16 +645,15 @@ static void player_walk_update_generic(void){
    float movedist = v3_length( movedelta );
 
    if( movedist > 0.3f ){
-      float t, sr = w->collider.radius-0.04f;
+      float t, sr = w->collider.r-0.04f;
       v3f n;
 
       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 );
-
+         localplayer.rb.co[1] -= w->collider.r;
+         rb_update_matrices( &localplayer.rb );
          v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-         vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
+         vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
       }
    }
 
@@ -663,17 +666,21 @@ static void player_walk_update_generic(void){
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
-
-      rb_update_transform( &localplayer.rb );
+      q_normalize( localplayer.rb.q );
+      rb_update_matrices( &localplayer.rb );
       player__pass_gate( id );
    }
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    if( (prev_state == k_walk_activity_oregular) ||
        (prev_state == k_walk_activity_oair) ||
        (prev_state == k_walk_activity_ipopoff) ){
       w->state.activity = prev_state;
    }
+
+   w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0], 
+                                              localplayer.rb.v[2] } ),
+                            k_runspeed );
 }
 
 static void player__walk_post_update(void){
@@ -685,14 +692,22 @@ static void player__walk_post_update(void){
 
    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 );
-
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
 
    /* Calculate header */
    v3f v;
-   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 );
+   if( (player_xyspeed2() > 0.1f*0.1f) ){
+      f32 r = 0.3f;
+      if( (w->state.activity == k_walk_activity_ground) ||
+          (w->state.activity == k_walk_activity_ipopoff) ||
+          (w->state.activity == k_walk_activity_oregular) ){
+         r = 0.07f;
+      }
+
+      f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
+      v4f qt;
+      q_axis_angle( qt, (v3f){0,1,0}, ta );
+      q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
    }
 
    vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
@@ -771,6 +786,7 @@ static void player_walk_animate_drop_in(void){
                              w->state.drop_in_angle, animator->transition_t );
    v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
             animator->transition_t, localplayer.rb.co );
+
    q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
 
    /* the drop in bit */
@@ -783,7 +799,7 @@ static void player_walk_animate_drop_in(void){
    v3_lerp( localplayer.rb.co, final_co, animator->transition_t, 
             localplayer.rb.co );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 
                -0.1f*animator->transition_t, localplayer.rb.co );
@@ -820,6 +836,10 @@ static void player_walk_animate_generic(void){
    animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
    animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
    q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+   v4f qrev;
+   q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
+   q_mul( localplayer.rb.q, qrev, animator->root_q );
 }
 
 static void player__walk_animate(void){
@@ -875,6 +895,13 @@ static void player__walk_animate(void){
    }
    else
       localplayer.cam_velocity_influence = 0.0f;
+
+   if( w->state.activity == k_walk_activity_sit ){
+      localplayer.cam_dist = 3.8f;
+   }
+   else {
+      localplayer.cam_dist = 1.8f;
+   }
 }
 
 static void player_walk_pose_sit( struct player_walk_animator *animator,
@@ -914,7 +941,7 @@ enum walk_transition_type {
 static void player_walk_pose_transition( 
       struct player_walk_animator *animator, struct skeleton_anim *anim,
       enum walk_transition_type type,
-      mdl_keyframe apose[32], player_pose *pose ){
+      mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
 
    mdl_keyframe bpose[32];
 
@@ -934,7 +961,21 @@ static void player_walk_pose_transition(
    blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
 
    skeleton_sample_anim_clamped( sk, anim, t, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
+
+   mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
+   f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
+
+   v4f qyaw;
+   q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
+   q_mul( kf_board->q, qyaw, kf_board->q );
+   q_normalize( kf_board->q );
+
+   if( mask ){
+      for( i32 i=0; i<sk->bone_count-1; i ++ )
+         keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
+   }
+   else
+      skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
 }
 
 static void player__walk_pose( void *_animator, player_pose *pose ){
@@ -972,6 +1013,18 @@ static void player__walk_pose( void *_animator, player_pose *pose ){
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
    skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
 
+   mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
+   f32 yaw = animator->board_yaw;
+
+   if( animator->activity == k_walk_activity_ipopoff )
+      if( animator->transition_t > 0.5f )
+         yaw += 1.0f;
+
+   v4f qyaw;
+   q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
+   q_mul( kf_board->q, qyaw, kf_board->q );
+   q_normalize( kf_board->q );
+
    /* sit */
    if( (animator->activity == k_walk_activity_sit) ||
        (animator->activity == k_walk_activity_sit_up) ){
@@ -979,32 +1032,45 @@ static void player__walk_pose( void *_animator, player_pose *pose ){
    }
    else if( animator->activity == k_walk_activity_odrop_in ){
       player_walk_pose_transition( 
-            animator, w->anim_drop_in, k_walk_transition_out, apose, pose );
+            animator, w->anim_drop_in, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_oair ){
       player_walk_pose_transition(
-            animator, w->anim_jump_to_air, k_walk_transition_out, apose, pose );
+            animator, w->anim_jump_to_air, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_oregular ){
       player_walk_pose_transition( 
-            animator, w->anim_intro, k_walk_transition_out, apose, pose );
+            animator, w->anim_intro, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_ipopoff ){
-      player_walk_pose_transition( 
-            animator, w->anim_popoff, k_walk_transition_in, apose, pose );
+      if( animator->run > 0.2f ){
+         f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
+             mask[ 32 ];
+
+         for( u32 i=0; i<32; i ++ ) 
+            mask[i] = 1.0f;
+
+         mask[ localplayer.id_ik_foot_l-1 ] = t;
+         mask[ localplayer.id_ik_foot_r-1 ] = t;
+         mask[ localplayer.id_ik_knee_l-1 ] = t;
+         mask[ localplayer.id_ik_knee_r-1 ] = t;
+         mask[ localplayer.id_hip-1 ] = t;
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               mask, pose );
+      }
+      else{
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               NULL, pose );
+      }
    }
    else {
       skeleton_copy_pose( sk, apose, pose->keyframes );
    }
-
-   mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1];
-
-   f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
-
-   v4f qyaw;
-   q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
-   q_mul( kf_board->q, qyaw, kf_board->q );
-   q_normalize( kf_board->q );
 }
 
 static void player__walk_post_animate(void){
@@ -1040,7 +1106,9 @@ static void player__walk_im_gui(void){
                                              "wood",
                                              "grass",
                                              "tiles",
-                                             "metal" }
+                                             "metal",
+                                             "snow",
+                                             "sand" }
                                              [w->surface] );
 }
 
@@ -1056,26 +1124,24 @@ static void player__walk_bind(void){
    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" );
-   w->anim_popoff       = skeleton_get_anim( sk, "pop_off" );
+   w->anim_popoff       = skeleton_get_anim( sk, "pop_off_short" );
 }
 
-static void player__walk_transition( enum walk_activity activity, 
-                                     f32 board_yaw ){
+static void player__walk_transition( bool grounded, f32 board_yaw ){
    struct player_walk *w = &player_walk;
-   w->state.activity = activity;
+   w->state.activity = k_walk_activity_air;
+
+   if( grounded ){
+      w->state.activity = k_walk_activity_ipopoff;
+   }
+
    w->state.transition_t = 0.0f;
    w->state.jump_queued = 0;
    w->state.jump_input_time = 0.0;
    w->state.walk_timer = 0.0f;
    w->state.step_phase = 0;
    w->animator.board_yaw = fmodf( board_yaw, 2.0f );
-
-   v3f fwd = { 0.0f, 0.0f, 1.0f };
-   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]) );
-
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 }
 
 static void player__walk_reset(void){
@@ -1088,7 +1154,7 @@ static void player__walk_reset(void){
    q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
                  atan2f(fwd[0], fwd[2]) );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 }
 
 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
@@ -1097,8 +1163,7 @@ static void player__walk_animator_exchange( bitpack_ctx *ctx, void *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, 8, 0.0f, k_runspeed, &animator->run );
    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 */
@@ -1126,4 +1191,3 @@ static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
 
    audio_unlock();
 }
-#endif /* PLAYER_DEVICE_WALK_H */