X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=8b493a8e49a7c1856ab7cfeb94f824e6e19b3c47;hb=ce0205fd929e5fb1446f8c52fcab344884d82569;hp=dbf0d026f3487efa251c19b8c2fa11123fea0690;hpb=cbeec2e44e93ab43ccde54c2dd9cd02f559ebef8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index dbf0d02..8b493a8 100644 --- a/player_walk.c +++ b/player_walk.c @@ -5,109 +5,94 @@ #include "input.h" #include "audio.h" -VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) -{ - struct player_walk *w = &player->_walk; - +static void player_walk_drop_in_vector( v3f vec ){ 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_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis ); + v3_cross( axis, player_walk.state.drop_in_normal, init_dir ); v3_normalize( init_dir ); v3_muls( init_dir, 7.0f, vec ); } -VG_STATIC float player_xyspeed2( player_instance *player ) -{ +static float player_xyspeed2(void){ v3f xy; - v3_muladds( player->rb.v, player->basis[1], - -v3_dot( player->basis[1], player->rb.v ), xy ); + v3_muladds( localplayer.rb.v, localplayer.basis[1], + -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy ); 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; +static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){ + localplayer.subsystem = k_player_subsystem_skate; v3f v; - if( player_xyspeed2(player) < 0.1f * 0.1f ) - q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v ); + if( player_xyspeed2() < 0.1f * 0.1f ) + q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v ); else - v3_copy( player->rb.v, v ); + v3_copy( localplayer.rb.v, v ); - s->state.activity_prev = k_skate_activity_ground; - s->state.activity = init; + player_skate.state.activity_prev = k_skate_activity_ground; + player_skate.state.activity = init; v3f dir; v3_copy( v, dir ); v3_normalize( dir ); - m3x3_mulv( player->invbasis, dir, dir ); + m3x3_mulv( localplayer.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_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, + atan2f(-dir[0],-dir[2]) ); + q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q ); + q_normalize( localplayer.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 ); + q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog ); + v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog ); - v3_copy( v, s->state.cog_v ); - v3_copy( v, player->rb.v ); + v3_copy( v, player_skate.state.cog_v ); + v3_copy( v, localplayer.rb.v ); - 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 ); + player__begin_holdout(); + player__skate_reset_animator(); + player__skate_clear_mechanics(); + rb_update_transform( &localplayer.rb ); + v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler ); if( init == k_skate_activity_air ) - player__approximate_best_trajectory( player ); + player__approximate_best_trajectory(); } -VG_STATIC void player_walk_drop_in_to_skate( player_instance *player ) -{ - player->immobile = 0; - player->subsystem = k_player_subsystem_skate; +static void player_walk_drop_in_to_skate(void){ + localplayer.immobile = 0; + localplayer.subsystem = k_player_subsystem_skate; - struct player_walk *w = &player->_walk; - struct player_skate *s = &player->_skate; - s->state.activity_prev = k_skate_activity_ground; - s->state.activity = k_skate_activity_ground; + player_skate.state.activity_prev = k_skate_activity_ground; + player_skate.state.activity = k_skate_activity_ground; - player__skate_clear_mechanics( player ); - player__skate_reset_animator( player ); + player__begin_holdout(); + player__skate_clear_mechanics(); + player__skate_reset_animator(); 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, player->rb.v ); - v3_copy( init_velocity, player->cam_velocity_smooth ); - v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler ); + player_walk_drop_in_vector( init_velocity ); + + rb_update_transform( &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 ); + v3_copy( init_velocity, localplayer.rb.v ); + v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth ); + v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler ); } -VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player, - float t, - v3f co, v4f q ) -{ - struct player_walk *w = &player->_walk; - +static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){ v3f axis; - v3_cross( player->basis[1], w->state.drop_in_normal, axis ); + v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis ); v3_normalize( axis ); - float a = acosf( w->state.drop_in_normal[1] ) * t; - + float a = acosf( player_walk.state.drop_in_normal[1] ) * t; q_axis_angle( q, axis, a ); float l = t * 0.5f, - heading_angle = w->state.drop_in_angle; + heading_angle = player_walk.state.drop_in_angle; v3f overhang; overhang[0] = sinf( heading_angle ) * l; @@ -115,39 +100,35 @@ VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player, overhang[2] = cosf( heading_angle ) * l; q_mulv( q, overhang, overhang ); - v3_add( w->state.drop_in_target, overhang, co ); + v3_add( player_walk.state.drop_in_target, overhang, co ); } -VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) -{ - struct player_walk *w = &player->_walk; +static int player_walk_scan_for_drop_in(void){ world_instance *world = world_current_instance(); v3f dir, center; - 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 ); + q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir ); + v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center ); ray_hit samples[20]; int sample_count = 0; - for( int i=0; i<20; i ++ ) - { + for( int i=0; i<20; i ++ ){ float t = (float)i * (1.0f/19.0f), s = sinf( t * VG_PIf * 0.25f ), c = cosf( t * VG_PIf * 0.25f ); v3f ray_dir, pos; - v3_muls ( player->rb.to_world[1], -c, ray_dir ); + v3_muls ( localplayer.rb.to_world[1], -c, ray_dir ); v3_muladds( ray_dir, dir, -s, ray_dir ); v3_muladds( center, ray_dir, -2.0f, pos ); ray_hit *ray = &samples[ sample_count ]; ray->dist = 2.0f; - if( ray_world( 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 ++; } @@ -156,25 +137,21 @@ 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, @@ -184,28 +161,28 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) v3_copy( s0->normal, pa ); v3_copy( s1->normal, pb ); - v3_cross( player->rb.to_world[1], dir, pc ); + v3_cross( localplayer.rb.to_world[1], dir, pc ); v3_normalize( pc ); pa[3] = v3_dot( pa, s0->pos ); pb[3] = v3_dot( pb, s1->pos ); - pc[3] = v3_dot( pc, player->rb.co ); + pc[3] = v3_dot( pc, localplayer.rb.co ); v3f 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 ); + if( plane_intersect3( pa, pb, pc, edge ) ){ + v3_copy( edge, player_walk.state.drop_in_target ); + v3_copy( s1->normal, player_walk.state.drop_in_normal ); + v3_copy( localplayer.rb.co, player_walk.state.drop_in_start ); - 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] ); + player_walk.state.drop_in_start_angle = player_get_heading_yaw(); + player_walk.state.drop_in_angle = + atan2f( player_walk.state.drop_in_normal[0], + player_walk.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 ); + player_walk_drop_in_overhang_transform( 1.0f, oco, oq ); v3f va = {0.0f,0.0f,-k_board_length - 0.3f}, vb = {0.0f,0.0f, k_board_length + 0.3f}; @@ -222,28 +199,25 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) ray_hit ray; ray.dist = k_board_length*2.0f + 0.6f; - if( ray_world( world, va, v0, &ray ) ) - { + if( ray_world( world, va, v0, &ray, 0 ) ){ vg_line( va, vb, VG__RED ); - vg_line_pt3( ray.pos, 0.1f, 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 ) ) - { + if( ray_world( world, vb, v0, &ray, 0 ) ){ vg_line( va, vb, VG__RED ); - vg_line_pt3( ray.pos, 0.1f, 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 ); + player_walk_drop_in_vector( localplayer.rb.v ); return 1; } - else - { + else{ vg_error( "failed to find intersection of drop in\n" ); } } @@ -251,88 +225,96 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) return 0; } -VG_STATIC void player__walk_pre_update( player_instance *player ) -{ - struct player_walk *w = &player->_walk; +static struct skeleton_anim *player_walk_outro_anim( 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 ]; +} + - if( !player->immobile ) - player_look( player, player->angles ); +static void player__walk_pre_update(void){ + struct player_walk *w = &player_walk; - 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( !localplayer.immobile ) + player_look( localplayer.angles, skaterift.time_rate ); + + if( w->state.outro_type ){ + struct skeleton_anim *anim = player_walk_outro_anim(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 ){ - w->state.outro_anim = NULL; if( w->state.outro_type == k_walk_outro_drop_in ){ - player_walk_drop_in_to_skate( player ); + player_walk_drop_in_to_skate(); } else if( w->state.outro_type == k_walk_outro_jump_to_air ){ - player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f ); + player_walk_generic_to_skate( k_skate_activity_air, 0.0f ); } else{ - player_walk_generic_to_skate( player, - k_skate_activity_ground, 1.0f ); + player_walk_generic_to_skate( k_skate_activity_ground, 1.0f ); } + w->state.outro_type = k_walk_outro_none; return; } } - 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 if( button_down( k_srbind_use ) && !localplayer.immobile ){ + if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){ + localplayer.subsystem = k_player_subsystem_drive; } else{ struct player_board *board = - addon_cache_item_if_loaded( k_workshop_file_type_board, - player->board_view_slot ); + addon_cache_item_if_loaded( k_addon_type_board, + localplayer.board_view_slot ); if( !board ) return; if( w->state.activity == k_walk_activity_ground ){ - if( player_walk_scan_for_drop_in( player ) ){ + if( player_walk_scan_for_drop_in() ){ w->state.outro_type = k_walk_outro_drop_in; - w->state.outro_anim = w->anim_drop_in; w->state.outro_start_time = vg.time; - player->immobile = 1; + localplayer.immobile = 1; - struct player_avatar *av = player->playeravatar; - m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ], + struct player_avatar *av = localplayer.playeravatar; + m4x3_mulv( localplayer.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_anim = w->anim_intro; 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 ); + if( player_xyspeed2() < 0.1f * 0.1f ){ + q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, + localplayer.rb.v ); + } } } 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; return; } } } - else if( button_down( k_srbind_jump ) && !player->immobile ){ + else if( button_down( k_srbind_jump ) && !localplayer.immobile ){ w->state.jump_queued = 1; w->state.jump_input_time = vg.time; } } -VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ) -{ - return v3_dot( n, player->basis[1] ) > 0.70710678118f; +static int player_walk_normal_standable( v3f n ){ + return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f; } -VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) -{ +static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){ float currentspeed = v3_dot( v, movedir ), addspeed = speed - currentspeed; @@ -347,8 +329,7 @@ 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 ) -{ +static void player_friction( v3f v ){ float speed = v3_length( v ), drop = 0.0f, control = vg_maxf( speed, k_stopspeed ); @@ -364,59 +345,92 @@ VG_STATIC void player_friction( v3f v ) v3_muls( v, newspeed, v ); } -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 ); +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; + } + } + } +} + +static void player__walk_update(void){ + struct player_walk *w = &player_walk; + v3_copy( localplayer.rb.co, w->state.prev_pos ); + v3_zero( localplayer.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 ); + if( localplayer.rb.co[1]+0.4f < world->water.height ){ + audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f ); + player__dead_transition(); return; } } enum walk_activity prev_state = w->state.activity; - if( player->immobile ) - return; - w->collider.height = 2.0f; w->collider.radius = 0.3f; m4x3f mtx; - m3x3_copy( player->rb.to_world, mtx ); - v3_add( player->rb.co, player->basis[1], mtx[3] ); + m3x3_copy( localplayer.rb.to_world, mtx ); + v3_add( localplayer.rb.co, localplayer.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 = player->angles[0]; + float yaw = localplayer.angles[0]; v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) }; v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] }; - m3x3_mulv( player->basis, forward_dir, forward_dir ); - m3x3_mulv( player->basis, right_dir, right_dir ); + m3x3_mulv( localplayer.basis, forward_dir, forward_dir ); + m3x3_mulv( localplayer.basis, right_dir, right_dir ); v2f steer; joystick_state( k_srjoystick_steer, steer ); - w->move_speed = v2_length( steer ); + w->move_speed = localplayer.immobile? 0.0f: 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 }; @@ -430,7 +444,7 @@ VG_STATIC void player__walk_update( player_instance *player ) struct contact *ct = &manifold[i]; rb_debug_contact( ct ); - if( player_walk_normal_standable( player, ct->n ) ){ + if( player_walk_normal_standable( ct->n ) ){ if( w->state.activity != k_walk_activity_lockedmove ) w->state.activity = k_walk_activity_ground; @@ -457,7 +471,7 @@ VG_STATIC void player__walk_update( player_instance *player ) v3_normalize( surface_avg ); v3f tx, ty; - rb_tangent_basis( surface_avg, tx, ty ); + v3_tangent_basis( surface_avg, tx, ty ); if( v2_length2(steer) > 0.001f ){ /* clip movement to the surface */ @@ -474,9 +488,11 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); + float d = v3_dot( localplayer.basis[1], localplayer.rb.v ); + v3_muladds( localplayer.rb.v, localplayer.basis[1], -d, + localplayer.rb.v ); + v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f, + localplayer.rb.v ); w->state.activity = k_walk_activity_air; prev_state = k_walk_activity_air; accel_speed = k_walk_air_accel; @@ -484,7 +500,7 @@ VG_STATIC void player__walk_update( player_instance *player ) } } else{ - player_friction( player->rb.v ); + player_friction( localplayer.rb.v ); } } else{ @@ -493,7 +509,8 @@ VG_STATIC void player__walk_update( player_instance *player ) } if( v2_length2( steer ) > 0.001f ){ - player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); + player_accelerate( localplayer.rb.v, movedir, + nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -505,13 +522,13 @@ VG_STATIC void player__walk_update( player_instance *player ) struct contact *ct = &manifold[i]; /*normal */ - float vn = -v3_dot( player->rb.v, ct->n ); + float vn = -v3_dot( localplayer.rb.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 ); + v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v ); } } @@ -521,25 +538,27 @@ VG_STATIC void player__walk_update( player_instance *player ) float max_dist = 0.4f; v3f pa, pb; - v3_copy( player->rb.co, pa ); - v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa ); - v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb ); + v3_copy( localplayer.rb.co, pa ); + v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa ); + v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb ); vg_line( pa, pb, 0xff000000 ); v3f n; float t; - if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){ - if( player_walk_normal_standable( player, n ) ){ - v3_lerp( pa, pb, t, player->rb.co ); - v3_muladds( player->rb.co, player->basis[1], + if( spherecast_world( world, pa, pb, + w->collider.radius, &t, n, 0 ) != -1 ){ + if( player_walk_normal_standable(n) ){ + v3_lerp( pa, pb, t, localplayer.rb.co ); + v3_muladds( localplayer.rb.co, localplayer.basis[1], -w->collider.radius - k_penetration_slop, - player->rb.co ); + localplayer.rb.co ); w->state.activity = k_walk_activity_ground; - float d = -v3_dot(n,player->rb.v), + float d = -v3_dot(n,localplayer.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 ); + v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v ); + v3_muladds( localplayer.rb.v, localplayer.basis[1], g, + localplayer.rb.v ); } } } @@ -549,17 +568,23 @@ VG_STATIC void player__walk_update( player_instance *player ) */ v3f dt; rb_depenetrate( manifold, len, dt ); - v3_add( dt, player->rb.co, player->rb.co ); + v3_add( dt, localplayer.rb.co, localplayer.rb.co ); /* integrate */ 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( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta, + localplayer.rb.v ); } - v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); - v3_add( player->rb.co, player->basis[1], mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); + if( localplayer.immobile ){ + localplayer.rb.v[0] = 0.0f; + localplayer.rb.v[2] = 0.0f; + } + + v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta, + localplayer.rb.co ); + v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); /* * CCD routine @@ -571,10 +596,10 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); + v3_add( lwr_offs, localplayer.rb.co, lwr_now ); v3f movedelta; - v3_sub( player->rb.co, w->state.prev_pos, movedelta ); + v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta ); float movedist = v3_length( movedelta ); @@ -582,286 +607,294 @@ VG_STATIC void player__walk_update( player_instance *player ) float t, sr = w->collider.radius-0.04f; v3f n; - if( spherecast_world( 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 ); + 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 ); - v3_add( player->rb.co, player->basis[1], mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); + v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED); } } - 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 ); + u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos); + if( id ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) ); + m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co ); + m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v ); v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player->rb.q, player->rb.q ); - - rb_update_transform( &player->rb ); + q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q ); - w->state_gate_storage = w->state; - player__pass_gate( player, gate ); + rb_update_transform( &localplayer.rb ); + player__pass_gate( id ); } - rb_update_transform( &player->rb ); -} - -VG_STATIC void player__walk_restore( player_instance *player ) -{ - struct player_walk *w = &player->_walk; - w->state = w->state_gate_storage; + rb_update_transform( &localplayer.rb ); } -VG_STATIC void player__walk_post_update( player_instance *player ) -{ - struct player_walk *w = &player->_walk; +static void player__walk_post_update(void){ + struct player_walk *w = &player_walk; m4x3f mtx; - m3x3_copy( player->rb.to_world, mtx ); - v3_add( player->rb.co, player->basis[1], mtx[3] ); + m3x3_copy( localplayer.rb.to_world, mtx ); + v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] ); 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 ); + 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 ); /* Calculate header */ v3f v; - if( player_xyspeed2(player) > 0.1f*0.1f ) + if( player_xyspeed2() > 0.1f*0.1f ) { v3f v_xy; - m3x3_mulv( player->invbasis, player->rb.v, v_xy ); + m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy ); float a = atan2f( v_xy[0], v_xy[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 ); + q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a ); + q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q ); + q_normalize( localplayer.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 ); - v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 ); + v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 ); 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 ); - float a = player_get_heading_yaw( player ); + float a = player_get_heading_yaw(); p1[0] = sinf( a ); p1[1] = 0.0f; p1[2] = cosf( a ); - m3x3_mulv( player->basis, p1, p1 ); + m3x3_mulv( localplayer.basis, p1, p1 ); - v3_add( player->rb.co, p1, p1 ); - vg_line( player->rb.co, p1, VG__PINK ); + v3_add( localplayer.rb.co, p1, p1 ); + vg_line( localplayer.rb.co, p1, VG__PINK ); int walk_phase = 0; - if( vg_fractf(w->walk_timer) > 0.5f ) + if( vg_fractf(w->state.walk_timer) > 0.5f ) walk_phase = 1; else walk_phase = 0; - if( (w->step_phase != walk_phase) && + 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 + localplayer.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 + &audio_footsteps_grass[ vg_randu32()% + vg_list_size(audio_footsteps_grass)], + localplayer.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_footsteps_wood[ vg_randu32()% + vg_list_size(audio_footsteps_wood)], + localplayer.rb.co, 40.0f, 1.0f ); } audio_unlock(); } - w->step_phase = walk_phase; + w->state.step_phase = walk_phase; } -VG_STATIC void player__walk_animate( player_instance *player, - player_animation *dest ) -{ - struct player_walk *w = &player->_walk; - struct skeleton *sk = &player->playeravatar->sk; +static void player__walk_animate(void){ + struct player_walk *w = &player_walk; + player_pose *pose = &localplayer.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, 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 ){ /* 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->state.walk_timer = 0.0f; + animator->walk_timer = w->state.walk_timer; + + if( !localplayer.immobile ) + rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); else{ - w->walk_timer = 0.0f; + v3_copy( localplayer.rb.co, animator->root_co ); + v4_copy( localplayer.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 = player_get_heading_yaw( player ); - - if( w->state.outro_anim ){ - 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 ); + f32 walk_yaw = player_get_heading_yaw(); + if( w->state.outro_type ){ + struct player_avatar *av = localplayer.playeravatar; + struct skeleton_anim *anim = + player_walk_outro_anim( 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 / w->state.outro_anim->rate, - anim_frames = w->state.outro_anim->length * inv_rate, + 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 ); 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 ); - - m4x3f transform, inverse; - q_m3x3( dest->root_q, transform ); - v3_copy( dest->root_co, transform[3] ); - m4x3_invert_affine( transform, inverse ); + step_t, localplayer.rb.co ); + q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, + walk_yaw + VG_PIf ); - 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 */ 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, dest->root_q, dest->root_q ); - - v4_copy( dest->root_q, player->rb.q ); - v3_muladds( dest->root_co, player->rb.to_world[1], - -0.1f * dop_t, dest->root_co ); + player_walk_drop_in_overhang_transform( dop_t, localplayer.rb.co, + final_q ); + q_mul( final_q, animator->root_q, animator->root_q ); - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); - player->holdout_time = 1.0f; + v4_copy( animator->root_q, localplayer.rb.q ); + v3_muladds( animator->root_co, localplayer.rb.to_world[1], + -0.1f*dop_t, animator->root_co ); } return; } else{ - v3_muladds( dest->root_co, player->rb.to_world[1], - -0.1f * outro_t, dest->root_co ); - - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); - player->holdout_time = 1.0f; + v3_muladds( animator->root_co, localplayer.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_mul( player->qbasis, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); + q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf ); + q_mul( localplayer.qbasis, animator->root_q, animator->root_q ); + q_normalize( animator->root_q ); } -VG_STATIC void player__walk_post_animate( player_instance *player ) -{ +static 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.playeravatar->sk; + struct player_avatar *av = localplayer.playeravatar; + + 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; + + 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 ); + + /* 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 ); + + 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, animator->fly, apose ); + + if( animator->outro_type ){ + struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type); + + f32 outro_length = (f32)anim->length / anim->rate, + outro_time = animator->outro_t*outro_length; + + skeleton_sample_anim_clamped( sk, anim, outro_time, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, + pose->keyframes ); + + 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 ); + + 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 + skeleton_copy_pose( sk, apose, pose->keyframes ); +} + +static void player__walk_post_animate(void){ /* * Camera */ - struct player_walk *w = &player->_walk; - struct player_avatar *av = player->playeravatar; + struct player_walk *w = &player_walk; + struct player_avatar *av = localplayer.playeravatar; - 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( w->state.outro_type ){ + struct skeleton_anim *anim = player_walk_outro_anim(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; + localplayer.cam_velocity_influence = outro_t; } else - player->cam_velocity_influence = 0.0f; + localplayer.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], - 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] ); +static void player__walk_im_gui(void){ + struct player_walk *w = &player_walk; + player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0], + localplayer.rb.v[1], + localplayer.rb.v[2] ); + player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0], + localplayer.rb.co[1], + localplayer.rb.co[2] ); player__debugtext( 1, "activity: %s\n", (const char *[]){ "k_walk_activity_air", "k_walk_activity_ground", @@ -876,18 +909,19 @@ VG_STATIC void player__walk_im_gui( player_instance *player ) "metal" } [w->surface] ); - 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( w->state.outro_type ){ + struct skeleton_anim *anim = + player_walk_outro_anim( 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 ) -{ - struct player_walk *w = &player->_walk; - struct player_avatar *av = player->playeravatar; +static void player__walk_bind(void){ + struct player_walk *w = &player_walk; + struct player_avatar *av = localplayer.playeravatar; struct skeleton *sk = &av->sk; w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" ); @@ -899,29 +933,50 @@ VG_STATIC void player__walk_bind( player_instance *player ) w->anim_intro = skeleton_get_anim( sk, "into_skate" ); } -VG_STATIC void player__walk_transition( player_instance *player, v3f angles ) -{ - struct player_walk *w = &player->_walk; +static void player__walk_transition(void){ + 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_mulv( localplayer.rb.q, fwd, fwd ); + m3x3_mulv( localplayer.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 ); + q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, + atan2f(fwd[0], fwd[2]) ); + q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q ); + q_normalize( localplayer.rb.q ); - rb_update_transform( &player->rb ); + rb_update_transform( &localplayer.rb ); } -VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ) -{ - struct player_walk *w = &player->_walk; +static void player__walk_reset( ent_spawn *rp ){ + struct player_walk *w = &player_walk; w->state.activity = k_walk_activity_air; w->state.outro_type = k_walk_outro_none; - w->state.outro_anim = NULL; w->state.outro_start_time = 0.0; } +static 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_qquat( ctx, animator->root_q ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk ); + bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer ); + + bitpack_bytes( ctx, 8, &animator->outro_type ); + if( animator->outro_type ){ + bitpack_bytes(ctx, sizeof(animator->foot_anchor), animator->foot_anchor ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t ); + } +} #endif /* PLAYER_DEVICE_WALK_H */