X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_device_walk.h;h=fbbe895286e756ef6fbb7f9e5a8540e7e1dee182;hb=9edcce70acf6cf8fbb2449bf54d797e212ebb2c2;hp=0559acdc2dce064965391a9794f702bb19189a69;hpb=2ab1c45f664daf5a452fd212c89dcfd918f7dd81;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_device_walk.h b/player_device_walk.h index 0559acd..fbbe895 100644 --- a/player_device_walk.h +++ b/player_device_walk.h @@ -2,15 +2,8 @@ #define PLAYER_DEVICE_WALK_H #include "player_interface.h" - -VG_STATIC float - k_walkspeed = 10.0f, - k_airspeed = 2.0f, - k_stopspeed = 4.0f, - k_walk_accel = 10.0f, - k_walk_air_accel = 7.0f, - k_walk_friction = 10.0f, - k_walk_step_height = 0.2f; +#include "skeleton.h" +#include "player_model.h" struct player_device_walk { @@ -28,9 +21,19 @@ struct player_device_walk } activity; } - state; + 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; }; VG_STATIC void player_walk_pre_update( player_interface *player, @@ -119,6 +122,8 @@ VG_STATIC void player_walk_update( player_interface *player, if( v2_length2(walk) > 0.001f ) v2_normalize_clamp( walk ); + w->move_speed = v2_length( walk ); + /* * Collision detection */ @@ -194,7 +199,6 @@ VG_STATIC void player_walk_update( player_interface *player, if( v2_length2(walk) > 0.001f ) { - vg_info( "%f %f\n", walk[0], walk[1] ); player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -284,21 +288,16 @@ VG_STATIC void player_walk_update( player_interface *player, VG_STATIC void player_walk_post_update( player_interface *player, player_attachment *at ) { - -} - -VG_STATIC void player_walk_get_camera( player_interface *player, - player_attachment *at, camera *cam ) -{ struct player_device_walk *w = at->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 ); - v3f pos; - v3_muladds( player->rb.co, player->rb.v, k_rb_delta*substep, pos ); + v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); - v3_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos ); - v3_copy( w->state.angles, cam->angles ); - cam->fov = 90.0f; + debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); } VG_STATIC void player_walk_ui( player_interface *player, @@ -312,13 +311,131 @@ VG_STATIC void player_walk_ui( player_interface *player, player->rb.co[2] ); } -player_device player_device_walk = +VG_STATIC void player_walk_bind( player_interface *player, + player_attachment *at ) +{ + struct player_device_walk *w = at->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" ); +} + +VG_STATIC void player_walk_pose( player_interface *player, + player_attachment *at, + player_pose pose, m4x3f transform ) +{ + struct player_device_walk *w = at->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, pose ); + + /* Create transform matrix */ + m3x3f rotation_mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -w->state.angles[0]-VG_PIf*0.5f ); + q_m3x3( rot, rotation_mtx ); + + rb_extrapolate_transform( &player->rb, transform ); + m3x3_copy( rotation_mtx, transform ); +} + +VG_STATIC void player_walk_get_camera( player_interface *player, + player_attachment *at, camera *cam ) +{ + struct player_device_walk *w = at->storage; + struct player_avatar *av = player->playeravatar; + + /* FIXME: viewpoint entity */ + v3f vp = {-0.1f,1.8f,0.0f}; + m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos ); + v3_copy( w->state.angles, cam->angles ); + cam->fov = 90.0f; +} + +VG_STATIC void player_walk_transport( player_interface *player, + player_attachment *at, + teleport_gate *gate ) +{ + struct player_device_walk *w = at->storage; + + m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); + m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); + + /* 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_apply_transport_to_cam( gate->transport ); +} + +VG_STATIC player_device player_device_walk = { - .pre_update = player_walk_pre_update, - .update = player_walk_update, - .post_update = player_walk_post_update, - .get_camera = player_walk_get_camera, - .debug_ui = player_walk_ui + .pre_update = player_walk_pre_update, + .update = player_walk_update, + .post_update = player_walk_post_update, + .get_camera = player_walk_get_camera, + .debug_ui = player_walk_ui, + .bind = player_walk_bind, + .pose = player_walk_pose, + .gate_transport= player_walk_transport }; #endif /* PLAYER_DEVICE_WALK_H */