+++ /dev/null
-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
-
-#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;
-
- if( w->state.activity != k_walk_activity_immobile )
- player_look( player, player->angles );
-
- 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( outro_time >= outro_length )
- {
- 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;
-
- 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( 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 )
-{
- float currentspeed = v3_dot( v, movedir ),
- addspeed = speed - currentspeed;
-
- if( addspeed <= 0 )
- return;
-
- float accelspeed = accel * k_rb_delta * speed;
-
- if( accelspeed > addspeed )
- accelspeed = addspeed;
-
- v3_muladds( v, movedir, accelspeed, v );
-}
-
-VG_STATIC void player_friction( v3f v )
-{
- 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;
-
- float newspeed = vg_maxf( 0.0f, speed - drop );
- newspeed /= speed;
-
- v3_muls( v, newspeed, v );
-}
-
-VG_STATIC void player__walk_update( player_instance *player )
-{
- struct player_walk *w = &player->_walk;
- v3_copy( player->rb.co, w->state.prev_pos );
-
- if( w->state.activity == k_walk_activity_immobile )
- return;
-
- w->collider.height = 2.0f;
- w->collider.radius = 0.3f;
-
- m4x3f mtx;
- 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 = 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 };
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- w->move_speed = v2_length( walk );
-
- /*
- * Collision detection
- */
- world_instance *world = get_active_world();
-
- len = rb_capsule__scene( mtx, &w->collider, NULL,
- &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 };
-
- 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( 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 );
- }
-
- 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_muladds( movedir, forward_dir, walk[1], movedir );
-
- 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 ){
- /* 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 = 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;
- }
- else{
- player_friction( player->rb.v );
-
- struct world_surface *surf = world_contact_surface( world, manifold );
- w->surface = surf->info.surface_prop;
- }
- }
- else{
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
- }
-
- 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++ ){
- struct contact *ct = &manifold[i];
-
- /*normal */
- float vn = -v3_dot( player->rb.v, ct->n );
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
- }
- }
-
- /*
- * 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 */
- 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 );
- 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 ) )
- {
- v3_lerp( pa, pb, t, player->rb.co );
- player->rb.co[1] -= w->collider.radius;
- }
- }
- }
-#endif
-
-
- /* integrate */
- 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 );
-
- /*
- * CCD routine
- * ---------------------------------------------------
- *
- */
- v3f lwr_prev,
- lwr_now,
- lwr_offs = { 0.0f, w->collider.radius, 0.0f };
-
- v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
- v3_add( lwr_offs, player->rb.co, lwr_now );
-
- v3f movedelta;
- v3_sub( player->rb.co, w->state.prev_pos, movedelta );
-
- float movedist = v3_length( movedelta );
-
- 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 )
- {
- 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 );
- }
- }
-
- 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;
- player__pass_gate( player, gate );
- }
-}
-
-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 );
- 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 );
-}
-
-VG_STATIC void player__walk_animate( player_instance *player,
- player_animation *dest )
-{
- struct player_walk *w = &player->_walk;
- struct skeleton *sk = &player->playeravatar->sk;
-
- {
- float 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;
-
- 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 );
- }
-
- player_pose apose, bpose;
-
- 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;
- }
- 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 );
-
- /* 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( 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 )
-{
- /*
- * 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;
-
- 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] );
-
- 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_walk *w = &player->_walk;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
-
- 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;
- 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 );
-}
-
-#endif /* PLAYER_DEVICE_WALK_H */