#include "player.h"
+VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
+{
+ struct player_walk *w = &player->_walk;
+
+ 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_normalize( init_dir );
+ v3_muls( init_dir, 7.0f, 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);
+}
+
+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;
+
+ v3f v;
+
+ if( player_xyspeed2(player) < 0.1f * 0.1f )
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
+ else
+ v3_copy( player->rb.v, v );
+
+ s->state.activity_prev = k_skate_activity_ground;
+ s->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_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 );
+
+ v3_copy( v, s->state.cog_v );
+ v3_copy( v, player->rb.v );
+
+ 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 );
+
+ if( init == k_skate_activity_air )
+ player__approximate_best_trajectory( player );
+}
+
+VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
+{
+ player->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_clear_mechanics( player );
+ player__skate_reset_animator( player );
+
+ 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_velocity_smooth );
+ v3_copy( (v3f){1.0f,0.0f,0.0f}, s->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;
+
+ v3f axis;
+ v3_cross( player->basis[1], w->state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( w->state.drop_in_normal[1] ) * t;
+
+ q_axis_angle( q, axis, a );
+
+ float l = t * 0.5f,
+ heading_angle = w->state.drop_in_angle;
+
+ v3f overhang;
+ overhang[0] = sinf( heading_angle ) * l;
+ overhang[1] = 0.28f * l;
+ overhang[2] = cosf( heading_angle ) * l;
+
+ q_mulv( q, overhang, overhang );
+ v3_add( w->state.drop_in_target, overhang, co );
+}
+
+VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+ world_instance *world = get_active_world();
+
+ 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 );
+
+ ray_hit samples[20];
+ int sample_count = 0;
+
+ 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_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 ) )
+ {
+ vg_line( pos, ray->pos, VG__RED );
+ vg_line_pt3( 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++ )
+ {
+ 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]) )
+ {
+ min_a = a;
+ candidate = s0;
+ }
+ }
+ }
+
+ if( candidate )
+ {
+ v4f pa, pb, pc;
+
+ ray_hit *s0 = candidate,
+ *s1 = candidate+1;
+
+ vg_line( s0->pos, s1->pos, VG__WHITE );
+
+ v3_copy( s0->normal, pa );
+ v3_copy( s1->normal, pb );
+ v3_cross( player->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 );
+
+ 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 );
+
+ 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] );
+
+ /* TODO: scan multiple of these? */
+ v3f oco;
+ v4f oq;
+ player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
+
+ v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
+ vb = {0.0f,0.0f, k_board_length + 0.3f};
+
+ q_mulv( oq, va, va );
+ q_mulv( oq, vb, vb );
+ v3_add( oco, va, va );
+ v3_add( oco, vb, vb );
+
+ v3f v0;
+ v3_sub( vb, va, v0 );
+ v3_normalize( v0 );
+
+ ray_hit ray;
+ ray.dist = k_board_length*2.0f + 0.6f;
+
+ if( ray_world( world, va, v0, &ray ) )
+ {
+ vg_line( va, vb, VG__RED );
+ vg_line_pt3( 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 ) )
+ {
+ vg_line( va, vb, VG__RED );
+ vg_line_pt3( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
+
+ player_walk_drop_in_vector( player, player->rb.v );
+ return 1;
+ }
+ else
+ {
+ vg_error( "failed to find intersection of drop in\n" );
+ }
+ }
+
+ return 0;
+}
+
VG_STATIC void player__walk_pre_update( player_instance *player )
{
struct player_walk *w = &player->_walk;
- player_look( player, w->state.angles );
- if( vg_input_button_down( player->input_use ) )
+ if( w->state.activity != k_walk_activity_immobile )
+ player_look( player, player->angles );
+
+ if( w->state.outro_anim )
{
- v3f xy_speed, v;
- v3_copy( player->rb.v, v );
- v3_copy( v, xy_speed );
- xy_speed[1] = 0.0f;
+ float outro_length = (float)w->state.outro_anim->length /
+ w->state.outro_anim->rate,
+ outro_time = vg.time - w->state.outro_start_time;
- if( v3_length2( xy_speed ) < 0.1f * 0.1f )
+ if( outro_time >= outro_length )
{
- v[0] = -sinf( -w->state.angles[0] );
- v[1] = 0.0f;
- v[2] = -cosf( -w->state.angles[0] );
- v3_muls( v, 1.6f, v );
+ w->state.outro_anim = NULL;
+ if( w->state.outro_type == k_walk_outro_drop_in )
+ {
+ player_walk_drop_in_to_skate( player );
+ }
+ else if( w->state.outro_type == k_walk_outro_jump_to_air )
+ {
+ player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
+ }
+ else
+ {
+ player_walk_generic_to_skate( player,
+ k_skate_activity_ground, 1.0f );
+ }
+
+ return;
}
+ }
+ else if( vg_input_button_down( player->input_use ) )
+ {
+ if( w->state.activity == k_walk_activity_ground )
+ {
+ if( player_walk_scan_for_drop_in( player ) )
+ {
+ w->state.outro_type = k_walk_outro_drop_in;
+ w->state.outro_anim = w->anim_drop_in;
+ w->state.outro_start_time = vg.time;
+ w->state.activity = k_walk_activity_immobile;
+
+ struct player_avatar *av = player->playeravatar;
+ m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
+ av->sk.bones[ av->id_ik_foot_r ].co,
+ w->state.drop_in_foot_anchor );
+ }
+ 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;
- player->subsystem = k_player_subsystem_skate;
- player__skate_transition( player, v );
- return;
+ if( player_xyspeed2(player) < 0.1f * 0.1f )
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ }
+ }
+ 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( v3f n )
+VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
{
- return n[1] > 0.70710678118f;
+ return v3_dot( n, player->basis[1] ) > 0.70710678118f;
}
VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
struct player_walk *w = &player->_walk;
v3_copy( player->rb.co, w->state.prev_pos );
+ enum walk_activity prev_state = w->state.activity;
+
+ if( w->state.activity == k_walk_activity_immobile )
+ return;
+
w->collider.height = 2.0f;
w->collider.radius = 0.3f;
m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ m3x3_copy( 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 );
rb_ct manifold[64];
int len;
- float yaw = w->state.angles[0];
+ float yaw = player->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 walk = { player->input_walkh->axis.value,
player->input_walkv->axis.value };
v2_normalize_clamp( walk );
w->move_speed = v2_length( walk );
+ world_instance *world = get_active_world();
/*
* Collision detection
*/
+
len = rb_capsule__scene( mtx, &w->collider, NULL,
- &world.rb_geo.inf.scene, manifold );
+ &world->rb_geo.inf.scene, manifold );
rb_manifold_filter_coplanar( manifold, len, 0.01f );
len = rb_manifold_apply_filtered( manifold, len );
v3f surface_avg = { 0.0f, 0.0f, 0.0f };
- w->state.activity = k_walk_activity_air;
- for( int i=0; i<len; i++ )
- {
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_air;
+
+ w->surface = k_surface_prop_concrete;
+
+ for( int i=0; i<len; i++ ){
struct contact *ct = &manifold[i];
rb_debug_contact( ct );
- if( player_walk_normal_standable( ct->n ) )
- {
- w->state.activity = k_walk_activity_ground;
+ if( player_walk_normal_standable( player, ct->n ) ){
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_ground;
+
v3_add( surface_avg, ct->n, surface_avg );
+
+ struct world_surface *surf = world_contact_surface( world, ct );
+ if( surf->info.surface_prop > w->surface )
+ w->surface = surf->info.surface_prop;
}
- rb_prepare_contact( ct );
+ rb_prepare_contact( ct, k_rb_delta );
}
-
/*
* Move & Friction
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
+ v3_muls( right_dir, walk[0], movedir );
v3_muladds( movedir, forward_dir, walk[1], movedir );
- if( w->state.activity == k_walk_activity_ground )
- {
+ if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
v3f tx, ty;
rb_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(walk) > 0.001f )
- {
+ if( v2_length2(walk) > 0.001f ){
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
nominal_speed = k_walkspeed;
/* jump */
- if( player->input_jump->button.value )
- {
- player->rb.v[1] = 5.0f;
+ if( player->input_jump->button.value ){
+ 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 );
w->state.activity = k_walk_activity_air;
+ prev_state = k_walk_activity_air;
accel_speed = k_walk_air_accel;
nominal_speed = k_airspeed;
}
- else
- {
+ else{
player_friction( player->rb.v );
-
- struct world_material *surface_mat = world_contact_material(manifold);
- w->surface = surface_mat->info.surface_prop;
}
}
- else
- {
+ else{
accel_speed = k_walk_air_accel;
nominal_speed = k_airspeed;
}
- if( v2_length2(walk) > 0.001f )
- {
+ if( v2_length2(walk) > 0.001f ){
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
/*
* Resolve velocity constraints
*/
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
+ for( int j=0; j<5; j++ ){
+ for( int i=0; i<len; i++ ){
struct contact *ct = &manifold[i];
/*normal */
}
}
- /*
- * Depenetrate
- */
- v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
- }
- }
- v3_add( dt, player->rb.co, player->rb.co );
-
- /* TODO: Stepping......
- *
- * ideas; walkgrid style steps
- */
-#if 0
- if( w->state.activity == k_walk_activity_ground )
- {
- /* step */
+ /* stepping */
+ if( w->state.activity == k_walk_activity_ground||
+ prev_state == k_walk_activity_ground ){
float max_dist = 0.4f;
v3f pa, pb;
v3_copy( player->rb.co, pa );
- pa[1] += w->collider.radius + max_dist;
-
- v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+ v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
+ v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
vg_line( pa, pb, 0xff000000 );
v3f n;
float t;
- if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
- {
- if( player_walk_normal_standable( n ) )
- {
+ 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 );
- player->rb.co[1] -= w->collider.radius;
+ v3_muladds( player->rb.co, player->basis[1],
+ -w->collider.radius - k_penetration_slop,
+ player->rb.co );
+ 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 );
}
}
}
-#endif
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ rb_depenetrate( manifold, len, dt );
+ v3_add( dt, player->rb.co, player->rb.co );
/* integrate */
- if( w->state.activity == k_walk_activity_air )
- player->rb.v[1] += -k_gravity * k_rb_delta;
+ if( w->state.activity == k_walk_activity_air ){
+ v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
+ player->rb.v );
+ }
v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-
-
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ v3_add( player->rb.co, player->basis[1], mtx[3] );
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
/*
float movedist = v3_length( movedelta );
- if( movedist > 0.3f )
- {
+ if( movedist > 0.3f ){
float t, sr = w->collider.radius-0.04f;
v3f n;
- if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
- {
+ 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 );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ v3_add( player->rb.co, player->basis[1], mtx[3] );
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
}
}
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
- {
+ 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 );
- rb_update_transform( &player->rb );
- /* analytical rotation of yaw */
- v3f fwd_dir = { cosf(w->state.angles[0]),
- 0.0f,
- sinf(w->state.angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
- w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ 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 );
}
}
+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 )
{
struct player_walk *w = &player->_walk;
m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ m3x3_copy( player->rb.to_world, mtx );
+ v3_add( player->rb.co, player->basis[1], mtx[3] );
float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+
+ /* 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 );
+ }
+
+ vg_line_pt3( 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 );
+ 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 );
+
+
+ float a = player_get_heading_yaw( player );
+ 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 );
+
+
+ int walk_phase = 0;
+ if( vg_fractf(w->walk_timer) > 0.5f )
+ walk_phase = 1;
+ else
+ walk_phase = 0;
+
+ if( (w->step_phase != walk_phase) &&
+ (w->state.activity == k_walk_activity_ground ) )
+ {
+ audio_lock();
+ if( w->surface == k_surface_prop_concrete ){
+ audio_oneshot_3d(
+ &audio_footsteps[rand()%vg_list_size(audio_footsteps)],
+ player->rb.co, 40.0f, 1.0f
+ );
+ }
+ else if( w->surface == k_surface_prop_grass ){
+ audio_oneshot_3d(
+ &audio_footsteps_grass[rand()%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[rand()%vg_list_size(audio_footsteps_wood)],
+ player->rb.co, 40.0f, 1.0f
+ );
+ }
+ audio_unlock();
+ }
+
+ w->step_phase = walk_phase;
}
VG_STATIC void player__walk_animate( player_instance *player,
player_pose apose, bpose;
- if( w->move_speed > 0.025f )
- {
+ 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,
w->walk_timer += walk_adv * vg.time_delta;
}
- else
- {
+ else{
w->walk_timer = 0.0f;
}
/* air */
skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
/* Create transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f},
- -w->state.angles[0]-VG_PIf*0.5f );
+
+ float walk_yaw = player_get_heading_yaw( player );
+
+ if( w->state.outro_anim ){
+ struct player_avatar *av = player->playeravatar;
+ float outro_length = (float)w->state.outro_anim->length /
+ w->state.outro_anim->rate,
+ outro_time = vg.time - w->state.outro_start_time,
+ outro_t = outro_time / outro_length;
+
+ /* TODO: Compression */
+ skeleton_sample_anim_clamped( sk, w->state.outro_anim,
+ outro_time, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
+
+ if( w->state.outro_type == k_walk_outro_drop_in ){
+ float inv_rate = 1.0f / w->state.outro_anim->rate,
+ anim_frames = w->state.outro_anim->length * inv_rate,
+ 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 );
+
+ 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 );
+
+ 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 );
+
+
+ /* 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 );
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ player->holdout_time = 1.0f;
+ }
+ 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;
+ }
+ }
+ 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 );
}
VG_STATIC void player__walk_post_animate( player_instance *player )
struct player_walk *w = &player->_walk;
struct player_avatar *av = player->playeravatar;
- /* 3RD */
- m3x3f angles;
- euler_m3x3( w->state.angles, angles );
-
- v3f cast_dir, origin;
-
- v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
-
- v3_muladds( origin, angles[2], 2.0f, player->cam3.co );
- v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co );
-
- float t;
- v3f n;
- if( spherecast_world( origin, player->cam3.co, 0.1f, &t, n ) != -1 )
- v3_lerp( origin, player->cam3.co, t, player->cam3.co );
- v3_copy( w->state.angles, player->cam3.angles );
-
- /* 1ST */
- /* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
- v3_copy( w->state.angles, player->cam1.angles );
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
+ 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;
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ player->cam_velocity_influence = outro_t;
+ }
+ else
+ player->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] );
+ player__debugtext( 1, "activity: %s\n",
+ (const char *[]){ "k_walk_activity_air",
+ "k_walk_activity_ground",
+ "k_walk_activity_sleep",
+ "k_walk_activity_immobile",
+ "k_walk_activity_lockedmove" }
+ [w->state.activity] );
+ player__debugtext( 1, "surface: %s\n",
+ (const char *[]){ "concrete",
+ "wood",
+ "grass",
+ "tiles",
+ "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;
+ player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
+ }
}
VG_STATIC void player__walk_bind( player_instance *player )
struct player_avatar *av = player->playeravatar;
struct skeleton *sk = &av->sk;
- w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
- w->anim_walk = skeleton_get_anim( sk, "walk" );
- w->anim_run = skeleton_get_anim( sk, "run" );
- w->anim_jump = skeleton_get_anim( sk, "jump" );
+ w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
+ w->anim_walk = skeleton_get_anim( sk, "walk+y" );
+ w->anim_run = skeleton_get_anim( sk, "run+y" );
+ w->anim_jump = skeleton_get_anim( sk, "jump+y" );
+ w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
+ w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
+ w->anim_intro = skeleton_get_anim( sk, "into_skate" );
}
VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
{
struct player_walk *w = &player->_walk;
- v3_copy( angles, w->state.angles );
+ w->state.activity = k_walk_activity_air;
+
+ v3f fwd = { 0.0f, 0.0f, 1.0f };
+ q_mulv( player->rb.q, fwd, fwd );
+ m3x3_mulv( player->invbasis, fwd, fwd );
+
+ 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 );
+}
+
+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;
}
#endif /* PLAYER_DEVICE_WALK_H */