struct player_walk *w = &player->_walk;
v3f axis, init_dir;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+ 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 )
+ 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 xy_speed, v;
-
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
+ v3f v;
- if( v3_length2( xy_speed ) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, 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 );
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_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_muladds( player->rb.co, player->rb.to_world[1], 1.0f, 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){0.0f,0.0f,0.0f}, s->state.trick_euler );
+ v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
if( init == k_skate_activity_air )
player__approximate_best_trajectory( player );
struct player_walk *w = &player->_walk;
v3f axis;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, 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;
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 );
ray_hit *ray = &samples[ sample_count ];
ray->dist = 2.0f;
- if( ray_world( pos, ray_dir, ray ) )
+ if( ray_world( world, pos, ray_dir, ray ) )
{
vg_line( pos, ray->pos, VG__RED );
vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
ray_hit ray;
ray.dist = k_board_length*2.0f + 0.6f;
- if( ray_world( va, v0, &ray ) )
+ if( ray_world( world, va, v0, &ray ) )
{
vg_line( va, vb, VG__RED );
vg_line_pt3( ray.pos, 0.1f, VG__RED );
}
v3_muls( v0, -1.0f, v0 );
- if( ray_world( vb, v0, &ray ) )
+ if( ray_world( world, vb, v0, &ray ) )
{
vg_line( va, vb, VG__RED );
vg_line_pt3( ray.pos, 0.1f, VG__RED );
{
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_air );
+ player_walk_generic_to_skate( player,
+ k_skate_activity_ground, 1.0f );
}
+
return;
}
}
av->sk.bones[ av->id_ik_foot_r ].co,
w->state.drop_in_foot_anchor );
}
- return;
+ 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;
+
+ if( player_xyspeed2(player) < 0.1f * 0.1f )
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ }
}
else
{
}
}
-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 )
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 );
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 };
/*
* Collision detection
*/
+ world_instance *world = get_active_world();
+
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;
+
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_air;
for( int i=0; i<len; i++ )
{
struct contact *ct = &manifold[i];
rb_debug_contact( ct );
- if( player_walk_normal_standable( ct->n ) )
+ if( player_walk_normal_standable( player, ct->n ) )
{
- w->state.activity = k_walk_activity_ground;
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_ground;
+
v3_add( surface_avg, ct->n, surface_avg );
}
*/
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 ){
+ v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
w->state.activity = 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;
+ struct world_surface *surf = world_contact_surface( world, manifold );
+ w->surface = surf->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 */
/* integrate */
if( w->state.activity == k_walk_activity_air )
- player->rb.v[1] += -k_gravity * k_rb_delta;
+ {
+ 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 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 );
+
+ 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;
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ 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] );
/* Calculate header */
- v3f xy_speed, v;
-
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
-
- if( v3_length2( xy_speed ) > 0.1f * 0.1f )
+ v3f v;
+ if( player_xyspeed2(player) > 0.1f*0.1f )
{
- float a = atan2f( player->rb.v[0], player->rb.v[2] );
+ 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 );
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 );
}
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 )
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
- "k_walk_activity_immobile" }
+ "k_walk_activity_immobile",
+ "k_walk_activity_lockedmove" }
[w->state.activity] );
if( w->state.outro_anim )
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 )
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 );
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( fwd[0], fwd[2] ) );
rb_update_transform( &player->rb );
}