X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_device_walk.h;fp=player_device_walk.h;h=0000000000000000000000000000000000000000;hb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;hp=c1fbd4fd5ee48bd1235f1c271e42688582508f4f;hpb=5430d708f058626a6c8fed7dd2aa8ba5f0a06c84;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_device_walk.h b/player_device_walk.h deleted file mode 100644 index c1fbd4f..0000000 --- a/player_device_walk.h +++ /dev/null @@ -1,574 +0,0 @@ -#ifndef PLAYER_DEVICE_WALK_H -#define PLAYER_DEVICE_WALK_H - -#include "player_interface.h" -#include "player_device_common.h" -#include "skeleton.h" -#include "player_model.h" - -VG_STATIC -struct player_device_walk -{ - rb_capsule collider; - - struct - { - v3f angles; - v3f prev_pos; - - enum walk_activity - { - k_walk_activity_air, - k_walk_activity_ground, - k_walk_activity_sleep - } - activity; - } - state, - state_gate_storage; - - enum mdl_surface_prop surface; - struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump; - - float blend_fly, - blend_run, - blend_walk, - - move_speed, - walk_timer; - - u32 device_id_skate; -} -localplayer_device_walk; - -VG_STATIC void player_walk_pre_update( player_device *dev, - player_interface *player ) -{ - struct player_device_walk *w = dev->storage; - player_look( player, w->state.angles ); - - if( vg_input_button_down( player->input_use ) ) - { - struct device_transition_skateboard inf; - - v3f xy_speed; - v3_copy( player->rb.v, xy_speed ); - xy_speed[1] = 0.0f; - - if( v3_length2( xy_speed ) > 0.1f * 0.1f ) - { - v3_copy( player->rb.v, inf.dir ); - } - else - { - inf.dir[0] = -sinf( -w->state.angles[0] ); - inf.dir[1] = 0.0f; - inf.dir[2] = -cosf( -w->state.angles[0] ); - v3_muls( inf.dir, 1.6f, player->rb.v ); - } - - player_transition_to_device( player, w->device_id_skate, &inf ); - return; - } - -#if 0 - v3f walk = { player->input_walkh->axis.value, - 0.0f, - -player->input_walkv->axis.value }; - - v3_muls( walk, 10.0f * vg.time_delta, walk ); - - m3x3f m; - euler_m3x3( w->angles, m ); - v3_muladds( player->rb.co, m[0], walk[0], player->rb.co ); - v3_muladds( player->rb.co, m[1], walk[1], player->rb.co ); - v3_muladds( player->rb.co, m[2], walk[2], player->rb.co ); -#endif -} - -VG_STATIC int player_walk_normal_standable( v3f n ) -{ - return n[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_device *dev, - player_interface *player ) -{ - struct player_device_walk *w = dev->storage; - v3_copy( player->rb.co, w->state.prev_pos ); - - w->collider.height = 2.0f; - w->collider.radius = 0.3f; - - m4x3f mtx; - m3x3_identity( mtx ); - v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); - - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE ); - - rb_ct manifold[64]; - int len; - - float yaw = w->state.angles[0]; - - v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) }; - v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; - - 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 - */ - 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 }; - w->state.activity = k_walk_activity_air; - - for( int i=0; in ) ) - { - w->state.activity = k_walk_activity_ground; - v3_add( surface_avg, ct->n, surface_avg ); - } - - rb_prepare_contact( ct ); - } - - - /* - * 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 ) - { - player->rb.v[1] = 5.0f; - 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_material *surface_mat = world_contact_material(manifold); - w->surface = surface_mat->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; irb.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; - v3_zero( dt ); - for( int j=0; j<8; j++ ) - { - for( int i=0; in, dt ), - remaining = (ct->p-k_penetration_slop) - resolved_amt, - apply = vg_maxf( remaining, 0.0f ) * 0.3f; - - v3_muladds( dt, ct->n, apply, 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 ) - player->rb.v[1] += -k_gravity * k_rb_delta; - - 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] ); - 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( 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] ); - 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 )) ) - { - struct player_device_walk *w = dev->storage; - - m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); - m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); - rb_update_transform( &player->rb ); - - /* analytical rotation of yaw */ - v3f fwd_dir = { cosf(w->state.angles[0]), - 0.0f, - sinf(w->state.angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); - - w->state_gate_storage = w->state; - player_pass_gate( player, gate ); - } -} - -VG_STATIC void player_walk_post_update( player_device *dev, - player_interface *player ) -{ - struct player_device_walk *w = dev->storage; - - m4x3f mtx; - m3x3_identity( mtx ); - v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, 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 ); - -#if 0 - player_apply_transport_to_cam( gate->transport ); -#endif - -} - -VG_STATIC void player_walk_animate( player_device *dev, - player_interface *player ) -{ - struct player_device_walk *w = dev->storage; - 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, dev->pose ); - - /* Create transform */ - rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q ); - q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f}, - -w->state.angles[0]-VG_PIf*0.5f ); -} - -VG_STATIC void player_walk_post_animate( player_device *dev, - player_interface *player ) -{ - /* - * Camera - */ - struct player_device_walk *w = dev->storage; - struct player_avatar *av = player->playeravatar; - - /* 3RD */ - m3x3f angles; - euler_m3x3( w->state.angles, angles ); - - v3f cast_dir, origin; - - v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin ); - - v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos ); - v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos ); - - float t; - v3f n; - if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 ) - v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos ); - v3_copy( w->state.angles, dev->cam_3rd.angles ); - dev->cam_3rd.fov = 90.0f; - - - /* 1ST */ - /* FIXME: viewpoint entity */ - v3f vp = {-0.1f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos ); - v3_copy( w->state.angles, dev->cam_1st.angles ); - dev->cam_1st.fov = 90.0f; - - /* FIXME: Organize this. Its int wrong fucking place */ - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; - - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); -} - - -VG_STATIC void player_walk_ui( player_device *dev, player_interface *player ) -{ - 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] ); -} - -VG_STATIC void player_walk_bind( player_device *dev, player_interface *player ) -{ - struct player_device_walk *w = dev->storage; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; - - w->anim_idle = skeleton_get_anim( sk, "idle_cycle" ); - w->anim_walk = skeleton_get_anim( sk, "walk" ); - w->anim_run = skeleton_get_anim( sk, "run" ); - w->anim_jump = skeleton_get_anim( sk, "jump" ); - - w->device_id_skate = player_get_device( player, "skateboard" ); -} - -VG_STATIC int player_walk_event( player_device *dev, player_interface *player, - enum player_device_event_type ev, void *data ) -{ - struct player_device_walk *w = dev->storage; - - if( ev == k_player_device_event_bind ) - { - player_walk_bind( dev, player ); - } - else if( ev == k_player_device_event_custom_transition ) - { - struct device_transition_walk *inf = data; - v3_copy( inf->angles, w->state.angles ); - } - else if( ev == k_player_device_event_pre_update ) - { - player_walk_pre_update( dev, player ); - } - else if( ev == k_player_device_event_update ) - { - player_walk_update( dev, player ); - } - else if( ev == k_player_device_event_post_update ) - { - player_walk_post_update( dev, player ); - } - else if( ev == k_player_device_event_animate ) - { - player_walk_animate( dev, player ); - } - else if( ev == k_player_device_event_post_animate ) - { - player_walk_post_animate( dev, player ); - } - else if( ev == k_player_device_event_debug_ui ) - { - player_walk_ui( dev, player ); - } - else - return 0; - - return 1; -} - -VG_STATIC player_device player_device_walk = -{ - .name = "walk", - .event = player_walk_event, - .storage = &localplayer_device_walk -}; - -#endif /* PLAYER_DEVICE_WALK_H */