-#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,
+
+ .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 );
}
}
-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;
if( speed < 0.04f )
return;
- drop += control * friction * k_rb_delta;
+ drop += control * friction * vg.time_fixed_delta;
float newspeed = vg_maxf( 0.0f, speed - drop );
newspeed /= speed;
player__networked_sfx( k_player_subsystem_walk, 32,
k_player_walk_soundeffect_splash,
localplayer.rb.co, 1.0f );
+ vg_info( "player fell of due to walking into walker\n" );
player__dead_transition( k_player_die_type_generic );
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 );
}
/*
*/
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) ||
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;
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) ||
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 );
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,
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;
}
}
-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_popoff = skeleton_get_anim( sk, "pop_off_short" );
}
-static void player__walk_transition( bool grounded, f32 board_yaw ){
+void player__walk_transition( bool grounded, f32 board_yaw ){
struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
w->state.walk_timer = 0.0f;
w->state.step_phase = 0;
w->animator.board_yaw = fmodf( board_yaw, 2.0f );
- 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_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 */