X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=1f706c2ad3f875d108dd14c405fb8f32e704f34d;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=0d6f8738737996210493c96ad3404ea4a965629b;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 0d6f873..1f706c2 100644 --- a/player_walk.c +++ b/player_walk.c @@ -2,73 +2,131 @@ #define PLAYER_WALK_C #include "player.h" +#include "input.h" +#include "audio.h" -VG_STATIC void player_walk_transfer_to_skate( player_instance *player, - enum skate_activity init ) +VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) { struct player_walk *w = &player->_walk; - v3f xy_speed, v; + 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 ); +} - v3_copy( player->rb.v, xy_speed ); - xy_speed[1] = 0.0f; +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 ); - if( v3_length2( xy_speed ) < 0.1f * 0.1f ) - { - v[0] = -sinf( -w->state.angles[0] ); - v[1] = 0.0f; - v[2] = -cosf( -w->state.angles[0] ); - v3_muls( v, 1.6f, v ); - } + 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 ); - player->subsystem = k_player_subsystem_skate; - player__skate_transition( player, v, init ); - return; + 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__begin_holdout( player ); + 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 temp_drop_in_finish( player_instance *player ) +VG_STATIC void player_walk_drop_in_to_skate( player_instance *player ) { + player->immobile = 0; 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_air; - s->state.activity = k_skate_activity_air; - - s->blend_fly = 0.0f; - s->blend_slide = 0.0f; - s->blend_z = 0.0f; - s->blend_x = 0.0f; - s->blend_stand = 0.0f; - s->blend_push = 0.0f; - s->blend_jump = 0.0f; - s->blend_airdir = 0.0f; - - v3f axis, init_dir, init_velocity; - v3_cross( (v3f){0.0f,1.0f,0.0f}, 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, init_velocity ); + s->state.activity_prev = k_skate_activity_ground; + s->state.activity = k_skate_activity_ground; + player__begin_holdout( player ); + 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, s->state.vl ); v3_copy( init_velocity, player->rb.v ); + v3_copy( init_velocity, player->cam_control.cam_velocity_smooth ); + v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler ); +} - rb_update_transform( &player->rb ); +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 = world_current_instance(); v3f dir, center; - dir[0] = sinf( w->state.heading_angle ); - dir[1] = 0.0f; - dir[2] = cosf( w->state.heading_angle ); - + 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]; @@ -88,10 +146,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) ray_hit *ray = &samples[ sample_count ]; ray->dist = 2.0f; - if( ray_world( pos, ray_dir, ray ) ) - { + if( ray_world( world, pos, ray_dir, ray, 0 ) ){ vg_line( pos, ray->pos, VG__RED ); - vg_line_pt3( ray->pos, 0.025f, VG__BLACK ); + vg_line_point( ray->pos, 0.025f, VG__BLACK ); sample_count ++; } @@ -100,25 +157,21 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) float min_a = 0.70710678118654752f; ray_hit *candidate = NULL; - if( sample_count >= 2 ) - { - for( int i=0; i= 2 ){ + for( int i=0; inormal, s1->normal ); - if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ) - { + if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){ min_a = a; candidate = s0; } } } - if( candidate ) - { + if( candidate ){ v4f pa, pb, pc; ray_hit *s0 = candidate, @@ -136,20 +189,52 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) pc[3] = v3_dot( pc, player->rb.co ); v3f edge; - if( plane_intersect3( pa, pb, pc, 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 ); - return 1; + 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 ); -#if 0 - v3_muladds( w->state.drop_in_target, s0->normal, 0.3f, - player->rb.co ); + v3f va = {0.0f,0.0f,-k_board_length - 0.3f}, + vb = {0.0f,0.0f, k_board_length + 0.3f}; - player->subsystem = k_player_subsystem_skate; - player__skate_transition( player, s1->normal, k_skate_activity_air ); -#endif + 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, 0 ) ){ + vg_line( va, vb, VG__RED ); + vg_line_point( 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, 0 ) ){ + vg_line( va, vb, VG__RED ); + vg_line_point( ray.pos, 0.1f, VG__RED ); + vg_error( "invalidated\n" ); + return 0; + } + + player_walk_drop_in_vector( player, player->rb.v ); + return 1; } else { @@ -160,77 +245,98 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) return 0; } +VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player, + enum walk_outro type ){ + struct player_walk *w = &player->_walk; + + return (struct skeleton_anim *[]){ + [k_walk_outro_none] = NULL, + [k_walk_outro_jump_to_air] = w->anim_jump_to_air, + [k_walk_outro_regular] = w->anim_intro, + [k_walk_outro_drop_in] = w->anim_drop_in + }[ type ]; +} + + VG_STATIC void player__walk_pre_update( player_instance *player ) { struct player_walk *w = &player->_walk; - player_look( player, w->state.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( !player->immobile ) + player_look( player->angles, skaterift.time_rate ); - if( outro_time >= outro_length ) - { - w->state.outro_anim = NULL; - if( w->state.outro_type == k_walk_outro_drop_in ) - { - temp_drop_in_finish( player ); + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time; + + if( outro_time >= outro_length ){ + 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_transfer_to_skate( player, k_skate_activity_air ); + else{ + player_walk_generic_to_skate( player, + k_skate_activity_ground, 1.0f ); } + + w->state.outro_type = k_walk_outro_none; return; } } - else if( vg_input_button_down( player->input_use ) ) - { - if( w->state.activity == k_walk_activity_ground ) - { - //player_walk_transfer_to_skate( player, k_skate_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; + else if( button_down( k_srbind_use ) && !player->immobile ){ + if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){ + player->subsystem = k_player_subsystem_drive; + } + else{ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); + + if( !board ) return; + + 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_start_time = vg.time; + player->immobile = 1; + + 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_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_start_time = vg.time; - v3_copy( player->cam.pos, player->follow_pos ); - v3_copy( player->cam.angles, player->follow_angles ); - w->state.activity = k_walk_activity_immobile; - v3_zero( player->rb.v ); - v3_copy( player->rb.co, w->state.drop_in_start ); - - w->state.drop_in_start_angle = w->state.heading_angle; - w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0], - w->state.drop_in_normal[2] ); - - 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 ); + return; } - return; - } - 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; - v3_copy( player->cam.pos, player->follow_pos ); - v3_copy( player->cam.angles, player->follow_angles ); - return; } } + else if( button_down( k_srbind_jump ) && !player->immobile ){ + w->state.jump_queued = 1; + w->state.jump_input_time = vg.time; + } } -VG_STATIC int player_walk_normal_standable( v3f n ) -{ - return n[1] > 0.70710678118f; +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 ) -{ +VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){ float currentspeed = v3_dot( v, movedir ), addspeed = speed - currentspeed; @@ -245,8 +351,7 @@ VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) v3_muladds( v, movedir, accelspeed, v ); } -VG_STATIC void player_friction( v3f v ) -{ +VG_STATIC void player_friction( v3f v ){ float speed = v3_length( v ), drop = 0.0f, control = vg_maxf( speed, k_stopspeed ); @@ -262,62 +367,120 @@ VG_STATIC void player_friction( v3f v ) v3_muls( v, newspeed, v ); } -VG_STATIC void player__walk_update( player_instance *player ) -{ +VG_STATIC void player_walk_custom_filter( world_instance *world, + rb_ct *man, int len, f32 w ){ + for( int i=0; itype == k_contact_type_disabled || + ci->type == k_contact_type_edge ) + continue; + + + float d1 = v3_dot( ci->co, ci->n ); + + for( int j=0; jtype == k_contact_type_disabled ) + continue; + + struct world_surface *si = world_contact_surface( world, ci ), + *sj = world_contact_surface( world, cj ); + + if( (sj->info.flags & k_material_flag_walking) && + !(si->info.flags & k_material_flag_walking)){ + continue; + } + + float d2 = v3_dot( cj->co, ci->n ), + d = d2-d1; + + if( fabsf( d ) <= w ){ + cj->type = k_contact_type_disabled; + } + } + } +} + +VG_STATIC void player__walk_update( player_instance *player ){ struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); + v3_zero( player->rb.w ); + + world_instance *world = world_current_instance(); + + if( world->water.enabled ){ + if( player->rb.co[1]+0.4f < world->water.height ){ + audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f ); + player__dead_transition( player ); + return; + } + } + + enum walk_activity prev_state = w->state.activity; - if( w->state.activity == k_walk_activity_immobile ) + if( player->immobile ) return; 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] ); + 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 ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE ); rb_ct manifold[64]; int len; - float yaw = w->state.angles[0]; + 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] }; + 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 }; + m3x3_mulv( player->basis, forward_dir, forward_dir ); + m3x3_mulv( player->basis, right_dir, right_dir ); - if( v2_length2(walk) > 0.001f ) - v2_normalize_clamp( walk ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - w->move_speed = v2_length( walk ); + w->move_speed = v2_length( steer ); /* * Collision detection */ + len = rb_capsule__scene( mtx, &w->collider, NULL, - &world.rb_geo.inf.scene, manifold ); - rb_manifold_filter_coplanar( manifold, len, 0.01f ); + &world->rb_geo.inf.scene, manifold, 0 ); + player_walk_custom_filter( world, 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; istate.activity != k_walk_activity_lockedmove ) + w->state.activity = k_walk_activity_air; + + w->surface = k_surface_prop_concrete; + + for( int i=0; in ) ) - { - w->state.activity = k_walk_activity_ground; + 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 ); + + struct world_surface *surf = world_contact_surface( world, ct ); + if( surf->info.surface_prop > w->surface ) + w->surface = surf->info.surface_prop; } - rb_prepare_contact( ct ); + rb_prepare_contact( ct, k_rb_delta ); } /* @@ -325,18 +488,17 @@ VG_STATIC void player__walk_update( player_instance *player ) */ 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_muls( right_dir, steer[0], movedir ); + v3_muladds( movedir, forward_dir, steer[1], movedir ); + + if( w->state.activity == k_walk_activity_ground ){ v3_normalize( surface_avg ); v3f tx, ty; - rb_tangent_basis( surface_avg, tx, ty ); + v3_tangent_basis( surface_avg, tx, ty ); - if( v2_length2(walk) > 0.001f ) - { + if( v2_length2(steer) > 0.001f ){ /* clip movement to the surface */ float d = v3_dot(surface_avg,movedir); v3_muladds( movedir, surface_avg, -d, movedir ); @@ -346,29 +508,30 @@ VG_STATIC void player__walk_update( player_instance *player ) 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; + if( w->state.jump_queued ){ + w->state.jump_queued = 0; + + f32 t = vg.time - w->state.jump_input_time; + if( t < PLAYER_JUMP_EPSILON ){ + float d = v3_dot( player->basis[1], player->rb.v ); + v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v ); + v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v ); + w->state.activity = k_walk_activity_air; + prev_state = k_walk_activity_air; + accel_speed = k_walk_air_accel; + nominal_speed = k_airspeed; + } } - else - { + else{ player_friction( player->rb.v ); - - struct world_material *surface_mat = world_contact_material(manifold); - w->surface = surface_mat->info.surface_prop; } } - else - { + else{ accel_speed = k_walk_air_accel; nominal_speed = k_airspeed; } - if( v2_length2(walk) > 0.001f ) - { + if( v2_length2( steer ) > 0.001f ){ player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -376,10 +539,8 @@ VG_STATIC void player__walk_update( player_instance *player ) /* * Resolve velocity constraints */ - for( int j=0; j<5; 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 */ + /* stepping */ + if( w->state.activity == k_walk_activity_ground|| + prev_state == k_walk_activity_ground ){ 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 ); + v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa ); + v3_muladds( pa, player->basis[1], -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 ) ) - { + if( spherecast_world( world, pa, pb, + w->collider.radius, &t, n, 0 ) != -1 ){ + if( player_walk_normal_standable( player, n ) ){ v3_lerp( pa, pb, t, player->rb.co ); - player->rb.co[1] -= w->collider.radius; + v3_muladds( player->rb.co, player->basis[1], + -w->collider.radius - k_penetration_slop, + player->rb.co ); + w->state.activity = k_walk_activity_ground; + + float d = -v3_dot(n,player->rb.v), + g = -k_gravity * k_rb_delta; + v3_muladds( player->rb.v, n, d, player->rb.v ); + v3_muladds( player->rb.v, player->basis[1], g, player->rb.v ); } } } -#endif + /* + * Depenetrate + */ + v3f dt; + rb_depenetrate( manifold, len, dt ); + v3_add( dt, player->rb.co, player->rb.co ); /* integrate */ - if( w->state.activity == k_walk_activity_air ) - player->rb.v[1] += -k_gravity * k_rb_delta; + 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, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); + v3_add( player->rb.co, player->basis[1], mtx[3] ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); /* * CCD routine @@ -471,64 +618,62 @@ VG_STATIC void player__walk_update( player_instance *player ) float movedist = v3_length( movedelta ); - if( movedist > 0.3f ) - { + 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 ) - { + if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -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 ); + v3_add( player->rb.co, player->basis[1], mtx[3] ); + vg_line_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 )) ) - { + 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 ); - 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] ); + v4f transport_rotation; + m3x3_q( gate->transport, transport_rotation ); + q_mul( transport_rotation, player->rb.q, player->rb.q ); - w->state_gate_storage = w->state; + rb_update_transform( &player->rb ); player__pass_gate( player, gate ); } + rb_update_transform( &player->rb ); } -VG_STATIC void player__walk_post_update( player_instance *player ) -{ +VG_STATIC void player__walk_post_update( player_instance *player ){ struct player_walk *w = &player->_walk; m4x3f mtx; - m3x3_identity( mtx ); - v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); + 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 ); + float substep = vg.time_fixed_extrapolate; v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); /* Calculate header */ - v3f xy_speed, v; - - v3_copy( player->rb.v, xy_speed ); - xy_speed[1] = 0.0f; + 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] ); - if( v3_length2( xy_speed ) > 0.1f * 0.1f ) - w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[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 ); + vg_line_point( 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 ); @@ -536,232 +681,230 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ); + vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK ); + - p1[0] = sinf( w->state.heading_angle ); + float a = player_get_heading_yaw( player ); + p1[0] = sinf( a ); p1[1] = 0.0f; - p1[2] = cosf( w->state.heading_angle ); + 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 ); + + + int walk_phase = 0; + if( vg_fractf(w->state.walk_timer) > 0.5f ) + walk_phase = 1; + else + walk_phase = 0; + + if( (w->state.step_phase != walk_phase) && + (w->state.activity == k_walk_activity_ground ) ) + { + audio_lock(); + if( w->surface == k_surface_prop_concrete ){ + audio_oneshot_3d( + &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)], + player->rb.co, 40.0f, 1.0f + ); + } + else if( w->surface == k_surface_prop_grass ){ + audio_oneshot_3d( + &audio_footsteps_grass[ vg_randu32()% + vg_list_size(audio_footsteps_grass)], + player->rb.co, 40.0f, 1.0f + ); + } + else if( w->surface == k_surface_prop_wood ){ + audio_oneshot_3d( + &audio_footsteps_wood[ vg_randu32()% + vg_list_size(audio_footsteps_wood)], + player->rb.co, 40.0f, 1.0f + ); + } + audio_unlock(); + } + + w->state.step_phase = walk_phase; } -VG_STATIC void player__walk_animate( player_instance *player, - player_animation *dest ) -{ +VG_STATIC void player__walk_animate( player_instance *player ){ struct player_walk *w = &player->_walk; - struct skeleton *sk = &player->playeravatar->sk; + player_pose *pose = &player->pose; + struct player_walk_animator *animator = &w->animator; + + animator->outro_type = w->state.outro_type; { - float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, - rate; + f32 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; + 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 ); + animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta ); + animator->run = vg_lerpf( animator->run, w->move_speed, + 2.0f*vg.time_delta); } - player_pose apose, bpose; - - if( w->move_speed > 0.025f ) - { + 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; + w->state.walk_timer += walk_adv * vg.time_delta; } else - { - w->walk_timer = 0.0f; + w->state.walk_timer = 0.0f; + animator->walk_timer = w->state.walk_timer; + + if( !player->immobile ) + rb_extrapolate( &player->rb, animator->root_co, animator->root_q ); + else{ + v3_copy( player->rb.co, animator->root_co ); + v4_copy( player->rb.q, animator->root_q ); } - 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 = w->state.heading_angle; - - if( w->state.outro_anim ) - { + f32 walk_yaw = player_get_heading_yaw( player ); + if( w->state.outro_type ){ 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, + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = vg.time - w->state.outro_start_time; + animator->outro_t = outro_time / outro_length; + + if( w->state.outro_type == k_walk_outro_drop_in ){ + float inv_rate = 1.0f / anim->rate, + anim_frames = 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 ); + dop_t = vg_minf( 1.0f, remaind_time / drop_frames ); + animator->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 ); - w->state.heading_angle = walk_yaw; 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 ); + q_axis_angle( animator->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 ); - + v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor ); /* the drop in bit */ - v4f final_q; - v3f axis; - v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis ); - v3_normalize( axis ); - - float a = acosf( w->state.drop_in_normal[1] ) * dop_t; - - q_axis_angle( final_q, axis, a ); - q_mul( final_q, dest->root_q, dest->root_q ); - - float l = dop_t * 0.7f; - - v3f overhang; - overhang[0] = sinf( w->state.heading_angle ) * l; - overhang[1] = 0.28f * l; - overhang[2] = cosf( w->state.heading_angle ) * l; - - m3x3f tmp; - q_m3x3( final_q, tmp ); - m3x3_mulv( tmp, overhang, overhang ); - v3_add( player->rb.co, overhang, player->rb.co ); - v3_copy( player->rb.co, dest->root_co ); - v4_copy( dest->root_q, player->rb.q ); + 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, animator->root_q, animator->root_q ); + + v4_copy( animator->root_q, player->rb.q ); + v3_muladds( animator->root_co, player->rb.to_world[1], + -0.1f*dop_t, animator->root_co ); + } return; } - else - { - v3_muladds( dest->root_co, player->rb.to_world[1], - -0.28f * outro_t, dest->root_co ); + else{ + v3_muladds( animator->root_co, player->rb.to_world[1], + -0.1f*animator->outro_t, animator->root_co ); } } - 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_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf ); + q_mul( player->qbasis, animator->root_q, animator->root_q ); + q_normalize( animator->root_q ); } -VG_STATIC void player__walk_post_animate( player_instance *player ) -{ - /* - * Camera - */ +VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){ struct player_walk *w = &player->_walk; + struct player_walk_animator *animator = &w->animator; + struct skeleton *sk = &player->playeravatar->sk; struct player_avatar *av = player->playeravatar; - /* 3RD */ - m3x3f angles; - euler_m3x3( w->state.angles, angles ); - - v3f cast_dir, origin; + v3_copy( animator->root_co, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); + pose->board.lean = 0.0f; + pose->type = k_player_pose_type_ik; - v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin ); + float walk_norm = (float)w->anim_walk->length/30.0f, + run_norm = (float)w->anim_run->length/30.0f, + t = animator->walk_timer, + l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ), + idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f ); - v3_muladds( origin, angles[2], 2.0f, player->override_pos ); - v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos ); + /* walk/run */ + mdl_keyframe apose[32], bpose[32]; + skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose ); + skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose ); - float t; - v3f n; - if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 ) - v3_lerp( origin, player->override_pos, t, player->override_pos ); - v3_copy( w->state.angles, player->override_angles ); + skeleton_lerp_pose( sk, apose, bpose, l, apose ); - /* 1ST */ - /* FIXME: viewpoint entity */ - v3f vp = {-0.1f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos ); - v3_copy( w->state.angles, player->fpv_angles ); + /* idle */ + skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); - /* FIXME: Organize this. Its int wrong fucking place */ - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; + /* air */ + skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose ); - 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; + if( animator->outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, animator->outro_type ); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = animator->outro_t*outro_length; - /* FIXME: Compression */ - v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin ); - player_set_follower_subject( player, origin ); + skeleton_sample_anim_clamped( sk, anim, outro_time, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, + pose->keyframes ); - player->cam_angles_override_strength = 1.0f-outro_t; - player->cam_position_override_strength = 1.0f-outro_t; + if( animator->outro_type == k_walk_outro_drop_in ){ + m4x3f transform, inverse; + q_m3x3( pose->root_q, transform ); + v3_copy( pose->root_co, transform[3] ); + m4x3_invert_affine( transform, inverse ); + v3f anchored_pos; + m4x3_mulv( inverse, animator->foot_anchor, anchored_pos ); - v3f fpv_angles; - player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f ); - v3_lerp( player->fpv_angles,fpv_angles, outro_t, player->fpv_angles ); + v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos, + 1.0f-animator->commit_t, + pose->keyframes[ av->id_ik_foot_r-1 ].co ); + } } else - { - player->cam_angles_override_strength = 1.0f; - player->cam_position_override_strength = 1.0f; - } - - 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 ); + skeleton_copy_pose( sk, apose, pose->keyframes ); } +VG_STATIC void player__walk_post_animate( player_instance *player ){ + /* + * Camera + */ + struct player_walk *w = &player->_walk; + struct player_avatar *av = player->playeravatar; -VG_STATIC void player__walk_im_gui( player_instance *player ) -{ + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / 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], @@ -773,20 +916,27 @@ VG_STATIC void player__walk_im_gui( player_instance *player ) (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, "surface: %s\n", + (const char *[]){ "concrete", + "wood", + "grass", + "tiles", + "metal" } + [w->surface] ); + + if( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( player, w->state.outro_type ); + + f32 outro_length = (f32)anim->length / 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 ) -{ +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; @@ -797,13 +947,35 @@ VG_STATIC void player__walk_bind( player_instance *player ) 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 ) -{ +VG_STATIC void player__walk_transition( player_instance *player ){ + struct player_walk *w = &player->_walk; + w->state.activity = k_walk_activity_air; + w->state.outro_type = k_walk_outro_none; + w->state.outro_start_time = 0.0; + w->state.jump_queued = 0; + w->state.jump_input_time = 0.0; + w->state.walk_timer = 0.0f; + w->state.step_phase = 0; + + 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 ); +} + +VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){ struct player_walk *w = &player->_walk; - v3_copy( angles, w->state.angles ); w->state.activity = k_walk_activity_air; + w->state.outro_type = k_walk_outro_none; + w->state.outro_start_time = 0.0; } #endif /* PLAYER_DEVICE_WALK_H */