#define PLAYER_WALK_C
#include "player.h"
+#include "input.h"
+#include "audio.h"
VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
{
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 );
VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
{
+ player->immobile = 0;
player->subsystem = k_player_subsystem_skate;
struct player_walk *w = &player->_walk;
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 );
}
VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
{
struct player_walk *w = &player->_walk;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f dir, center;
q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
if( ray_world( world, pos, ray_dir, ray ) )
{
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 );
if( ray_world( world, va, v0, &ray ) )
{
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;
}
if( ray_world( world, vb, v0, &ray ) )
{
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( w->state.activity != k_walk_activity_immobile )
- player_look( player, player->angles );
+ if( !player->immobile )
+ 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 );
- if( outro_time >= outro_length )
- {
- w->state.outro_anim = NULL;
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
+ f32 outro_length = (f32)anim->length / anim->rate,
+ outro_time = vg.time - w->state.outro_start_time;
+
+ if( outro_time >= outro_length ){
+ 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 )
- {
+ 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
- {
+ else{
player_walk_generic_to_skate( player,
k_skate_activity_ground, 1.0f );
}
+ w->state.outro_type = k_walk_outro_none;
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 if( button_down( k_srbind_use ) && !player->immobile ){
+ if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
+ player->subsystem = k_player_subsystem_drive;
+ }
+ else{
+ 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_start_time = vg.time;
+ player->immobile = 1;
+
+ 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_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
- {
- w->state.outro_type = k_walk_outro_regular;
- w->state.outro_anim = w->anim_intro;
+ else{
+ w->state.outro_type = k_walk_outro_jump_to_air;
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 );
+ return;
}
}
- 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;
- }
+ }
+ else if( button_down( k_srbind_jump ) && !player->immobile ){
+ w->state.jump_queued = 1;
+ w->state.jump_input_time = vg.time;
}
}
-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_update( player_instance *player ){
struct player_walk *w = &player->_walk;
v3_copy( player->rb.co, w->state.prev_pos );
+ v3_zero( player->rb.w );
+
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.4f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__dead_transition( player );
+ return;
+ }
+ }
+
+ enum walk_activity prev_state = w->state.activity;
- if( w->state.activity == k_walk_activity_immobile )
+ if( player->immobile )
return;
w->collider.height = 2.0f;
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;
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] };
+ 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 steer;
+ joystick_state( k_srjoystick_steer, steer );
- v2f walk = { player->input_walkh->axis.value,
- player->input_walkv->axis.value };
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- w->move_speed = v2_length( walk );
+ w->move_speed = v2_length( steer );
/*
* Collision detection
*/
- world_instance *world = get_active_world();
len = rb_capsule__scene( mtx, &w->collider, NULL,
&world->rb_geo.inf.scene, manifold );
if( w->state.activity != k_walk_activity_lockedmove )
w->state.activity = k_walk_activity_air;
- for( int i=0; i<len; i++ )
- {
+ 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( player, ct->n ) )
- {
+ 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, k_rb_delta );
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
- v3_muladds( movedir, forward_dir, walk[1], movedir );
+
+ v3_muls( right_dir, steer[0], movedir );
+ v3_muladds( movedir, forward_dir, steer[1], movedir );
if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
v3f tx, ty;
- rb_tangent_basis( surface_avg, tx, ty );
+ v3_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(walk) > 0.001f ){
+ if( v2_length2(steer) > 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 ){
- 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;
+ if( w->state.jump_queued ){
+ w->state.jump_queued = 0;
+
+ f32 t = vg.time - w->state.jump_input_time;
+ if( t < PLAYER_JUMP_EPSILON ){
+ 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{
player_friction( player->rb.v );
-
- struct world_surface *surf = world_contact_surface( world, manifold );
- w->surface = surf->info.surface_prop;
}
}
else{
nominal_speed = k_airspeed;
}
- if( v2_length2(walk) > 0.001f ){
+ if( v2_length2( steer ) > 0.001f ){
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
}
}
- /*
- * Depenetrate
- */
- v3f dt;
- rb_depenetrate( manifold, len, 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 )
- {
+ 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, 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 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( 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, 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_post_update( player_instance *player )
-{
+VG_STATIC void player__walk_post_update( player_instance *player ){
struct player_walk *w = &player->_walk;
m4x3f mtx;
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 );
+ 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 );
v3_add( player->rb.co, p1, p1 );
vg_line( player->rb.co, p1, VG__PINK );
+
+
+ int walk_phase = 0;
+ if( vg_fractf(w->state.walk_timer) > 0.5f )
+ walk_phase = 1;
+ else
+ walk_phase = 0;
+
+ if( (w->state.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[vg_randu32()%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[ 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)],
+ player->rb.co, 40.0f, 1.0f
+ );
+ }
+ audio_unlock();
+ }
+
+ 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 *
- (1.0f + player->input_walk->button.value*0.5f),
- 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 )
- {
+ 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->walk_timer = 0.0f;
- }
-
- 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 );
+ w->state.walk_timer = 0.0f;
+ animator->walk_timer = w->state.walk_timer;
- /* 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( !player->immobile )
+ rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+ else{
+ v3_copy( player->rb.co, animator->root_co );
+ v4_copy( player->rb.q, animator->root_q );
+ }
- 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],
(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] );
-
- 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, "surface: %s\n",
+ (const char *[]){ "concrete",
+ "wood",
+ "grass",
+ "tiles",
+ "metal" }
+ [w->surface] );
+
+ 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;
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_start_time = 0.0;
+}
+
#endif /* PLAYER_DEVICE_WALK_H */