#define PLAYER_WALK_H
#include "player_api.h"
+#include "rigidbody.h"
+
+#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */
struct player_walk{
rb_capsule collider;
- struct{
+ struct player_walk_state{
v3f prev_pos;
v3f drop_in_target,
drop_in_foot_anchor,
k_walk_activity_air,
k_walk_activity_ground,
k_walk_activity_sleep,
- k_walk_activity_immobile,
k_walk_activity_lockedmove
}
activity;
k_walk_outro_regular
}
outro_type;
-
- struct skeleton_anim *outro_anim;
double outro_start_time;
+
+ int jump_queued;
+ f64 jump_input_time;
+
+ f32 walk_timer;
+ int step_phase;
}
- state,
- state_gate_storage;
+ state;
+
+ f32 move_speed;
enum mdl_surface_prop surface;
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
*anim_jump_to_air, *anim_drop_in, *anim_intro;
- float blend_fly,
- blend_run,
- blend_walk,
+ struct player_walk_animator {
+ v3f root_co;
+ v4f root_q;
+ f32 fly,
+ run,
+ walk;
- move_speed,
- walk_timer;
+ f32 walk_timer;
- int step_phase;
+ v3f foot_anchor;
+ enum walk_outro outro_type;
+ f32 outro_t,
+ commit_t;
+ }
+ animator;
};
VG_STATIC float
VG_STATIC void player__walk_pre_update ( player_instance *player );
VG_STATIC void player__walk_update ( player_instance *player );
VG_STATIC void player__walk_post_update ( player_instance *player );
-VG_STATIC void player__walk_animate ( player_instance *player,
- player_animation *anim );
+VG_STATIC void player__walk_animate ( player_instance *player );
+VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose );
VG_STATIC void player__walk_post_animate( player_instance *player );
VG_STATIC void player__walk_im_gui ( player_instance *player );
VG_STATIC void player__walk_bind ( player_instance *player );
-VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
+VG_STATIC void player__walk_transition ( player_instance *player );
VG_STATIC void player__walk_reset ( player_instance *player,
ent_spawn *rp );
VG_STATIC void player__walk_restore( player_instance *player );