-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
+#include "vg/vg_rigidbody_collision.h"
+#include "skaterift.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
#include "player.h"
#include "input.h"
#include "audio.h"
+#include "scene_rigidbody.h"
+
+struct player_walk player_walk;
+struct player_subsystem_interface player_subsystem_walk =
+{
+ .system_register = player__walk_register,
+ .bind = player__walk_bind,
+ .pre_update = player__walk_pre_update,
+ .update = player__walk_update,
+ .post_update = player__walk_post_update,
+ .im_gui = player__walk_im_gui,
+ .animate = player__walk_animate,
+ .post_animate = player__walk_post_animate,
+ .pose = player__walk_pose,
+ .network_animator_exchange = player__walk_animator_exchange,
+ .sfx_oneshot = player__walk_sfx_oneshot,
+
+ .animator_data = &player_walk.animator,
+ .animator_size = sizeof(player_walk.animator),
+ .name = "Walk"
+};
+
static void player_walk_drop_in_vector( v3f vec ){
v3f axis, init_dir;
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 )
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 );
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;
}
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){
+void player__walk_pre_update(void){
struct player_walk *w = &player_walk;
if( localplayer.immobile ) return;
if( addspeed <= 0 )
return;
- float accelspeed = accel * k_rb_delta * speed;
+ float accelspeed = accel * vg.time_fixed_delta * speed;
if( accelspeed > addspeed )
accelspeed = addspeed;
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 );
if( speed < 0.04f )
return;
- drop += control * k_walk_friction * k_rb_delta;
+ drop += control * friction * vg.time_fixed_delta;
float newspeed = vg_maxf( 0.0f, speed - drop );
newspeed /= speed;
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 );
world_instance *world = world_current_instance();
-
- if( world->water.enabled ){
- 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( k_player_die_type_generic );
- return;
- }
- }
+ if( !world_water_player_safe( world, 0.4f ) ) return;
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;
*/
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 );
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 ) ){
w->surface = surf->info.surface_prop;
}
- rb_prepare_contact( ct, k_rb_delta );
+ rb_prepare_contact( ct, vg.time_fixed_delta );
}
/*
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 );
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 ){
}
}
else{
- player_friction( localplayer.rb.v );
+ player_friction( localplayer.rb.v, k_walk_friction );
}
}
else{
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 );
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);
v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
- localplayer.rb.v[1] += -k_gravity * k_rb_delta;
+ localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
}
}
}
/* integrate */
if( w->state.activity == k_walk_activity_air ){
- localplayer.rb.v[1] += -k_gravity*k_rb_delta;
+ localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
}
if( localplayer.immobile ){
localplayer.rb.v[2] = 0.0f;
}
- v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
+ v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_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
*/
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 );
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);
}
}
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){
+void player__walk_post_update(void){
struct player_walk *w = &player_walk;
m4x3f mtx;
v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
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 );
-
+ v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
+ 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 );
audio_lock();
if( w->surface == k_surface_prop_concrete ){
audio_oneshot_3d(
- &audio_footsteps[vg_randu32(&vg.rand) %
- vg_list_size(audio_footsteps)],
+ &audio_footsteps[vg_randu32(&vg.rand) % 4],
localplayer.rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_grass ){
audio_oneshot_3d(
- &audio_footsteps_grass[ vg_randu32(&vg.rand) %
- vg_list_size(audio_footsteps_grass)],
+ &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
localplayer.rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_wood ){
audio_oneshot_3d(
- &audio_footsteps_wood[ vg_randu32(&vg.rand) %
- vg_list_size(audio_footsteps_wood)],
+ &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
localplayer.rb.co, 40.0f, 1.0f
);
}
w->state.step_phase = walk_phase;
}
-static void player__walk_update(void){
+void player__walk_update(void){
struct player_walk *w = &player_walk;
if( (w->state.activity == k_walk_activity_air) ||
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 */
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 );
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){
+void player__walk_animate(void){
struct player_walk *w = &player_walk;
player_pose *pose = &localplayer.pose;
struct player_walk_animator *animator = &w->animator;
}
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,
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];
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 ){
+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;
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) ){
}
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){
+void player__walk_post_animate(void){
/*
* Camera
*/
}
-static void player__walk_im_gui(void){
+void player__walk_im_gui(void){
struct player_walk *w = &player_walk;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
"wood",
"grass",
"tiles",
- "metal" }
+ "metal",
+ "snow",
+ "sand" }
[w->surface] );
}
-static void player__walk_bind(void){
+void player__walk_bind(void){
struct player_walk *w = &player_walk;
struct skeleton *sk = &localplayer.skeleton;
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 ){
+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){
+void player__walk_reset(void)
+{
struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
w->state.transition_t = 0.0f;
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 ){
+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, 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 */
bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
}
-static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume )
+{
audio_lock();
if( id == k_player_walk_soundeffect_splash ){
audio_unlock();
}
-#endif /* PLAYER_DEVICE_WALK_H */