X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=959ed4be31cef7b4271439a57804475bfe3299e5;hb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;hp=0d6f8738737996210493c96ad3404ea4a965629b;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 0d6f873..959ed4b 100644 --- a/player_walk.c +++ b/player_walk.c @@ -3,72 +3,125 @@ #include "player.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__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->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__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_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 = get_active_world(); 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]; @@ -88,7 +141,7 @@ 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 ) ) { vg_line( pos, ray->pos, VG__RED ); vg_line_pt3( ray->pos, 0.025f, VG__BLACK ); @@ -140,16 +193,51 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) { 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 ); + + v3f va = {0.0f,0.0f,-k_board_length - 0.3f}, + vb = {0.0f,0.0f, k_board_length + 0.3f}; -#if 0 - v3_muladds( w->state.drop_in_target, s0->normal, 0.3f, - player->rb.co ); + q_mulv( oq, va, va ); + q_mulv( oq, vb, vb ); + v3_add( oco, va, va ); + v3_add( oco, vb, vb ); - player->subsystem = k_player_subsystem_skate; - player__skate_transition( player, s1->normal, k_skate_activity_air ); -#endif + 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 ) ) + { + vg_line( va, vb, VG__RED ); + vg_line_pt3( 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 ) ) + { + vg_line( va, vb, VG__RED ); + vg_line_pt3( ray.pos, 0.1f, VG__RED ); + vg_error( "invalidated\n" ); + return 0; + } + + player_walk_drop_in_vector( player, player->rb.v ); + return 1; } else { @@ -163,7 +251,9 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) 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.activity != k_walk_activity_immobile ) + player_look( player, player->angles ); if( w->state.outro_anim ) { @@ -176,12 +266,18 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) w->state.outro_anim = NULL; if( w->state.outro_type == k_walk_outro_drop_in ) { - temp_drop_in_finish( player ); + 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 ); + player_walk_generic_to_skate( player, + k_skate_activity_ground, 1.0f ); } + return; } } @@ -189,44 +285,42 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) { 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; 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; + 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 ); + } } 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; } } } -VG_STATIC int player_walk_normal_standable( v3f n ) +VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ) { - return n[1] > 0.70710678118f; + return v3_dot( n, player->basis[1] ) > 0.70710678118f; } VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) @@ -267,6 +361,8 @@ VG_STATIC void player__walk_update( player_instance *player ) struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); + enum walk_activity prev_state = w->state.activity; + if( w->state.activity == k_walk_activity_immobile ) return; @@ -274,19 +370,23 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); 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] }; + m3x3_mulv( player->basis, forward_dir, forward_dir ); + m3x3_mulv( player->basis, right_dir, right_dir ); + + v2f walk = { player->input_walkh->axis.value, player->input_walkv->axis.value }; @@ -294,30 +394,40 @@ VG_STATIC void player__walk_update( player_instance *player ) v2_normalize_clamp( walk ); w->move_speed = v2_length( walk ); + world_instance *world = get_active_world(); /* * Collision detection */ + len = rb_capsule__scene( mtx, &w->collider, NULL, - &world.rb_geo.inf.scene, manifold ); + &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; 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 +435,16 @@ 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_muls( right_dir, walk[0], movedir ); v3_muladds( movedir, forward_dir, walk[1], movedir ); - if( w->state.activity == k_walk_activity_ground ) - { + 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 ) - { + 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 ); @@ -346,29 +454,25 @@ 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; + if( player->input_jump->button.value ){ + 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(walk) > 0.001f ){ player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -376,10 +480,8 @@ 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 ) != -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] ); + v3_add( player->rb.co, player->basis[1], mtx[3] ); debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); /* @@ -471,35 +558,31 @@ 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 ) != -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] ); + v3_add( player->rb.co, player->basis[1], 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 )) ) - { + 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 ); + + rb_update_transform( &player->rb ); w->state_gate_storage = w->state; player__pass_gate( player, gate ); @@ -511,8 +594,8 @@ 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 ); v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); @@ -520,13 +603,17 @@ VG_STATIC void player__walk_post_update( player_instance *player ) /* 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 ); v3f p1; @@ -538,12 +625,49 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ); - 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->walk_timer) > 0.5f ) + walk_phase = 1; + else + walk_phase = 0; + + if( (w->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[rand()%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[rand()%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[rand()%vg_list_size(audio_footsteps_wood)], + player->rb.co, 40.0f, 1.0f + ); + } + audio_unlock(); + } + + w->step_phase = walk_phase; } VG_STATIC void player__walk_animate( player_instance *player, @@ -570,8 +694,7 @@ VG_STATIC void player__walk_animate( player_instance *player, 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, @@ -579,8 +702,7 @@ VG_STATIC void player__walk_animate( player_instance *player, w->walk_timer += walk_adv * vg.time_delta; } - else - { + else{ w->walk_timer = 0.0f; } @@ -607,10 +729,9 @@ VG_STATIC void player__walk_animate( player_instance *player, /* Create transform */ rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - float walk_yaw = w->state.heading_angle; + float walk_yaw = player_get_heading_yaw( player ); - if( w->state.outro_anim ) - { + 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, @@ -622,8 +743,7 @@ VG_STATIC void player__walk_animate( player_instance *player, 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 ) - { + 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, step_frames = 12.0f * inv_rate, @@ -636,7 +756,6 @@ VG_STATIC void player__walk_animate( player_instance *player, 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 ); @@ -656,43 +775,36 @@ VG_STATIC void player__walk_animate( player_instance *player, /* 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, 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 ); + + skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); + player->holdout_time = 1.0f; + } return; } - else - { + else{ v3_muladds( dest->root_co, player->rb.to_world[1], - -0.28f * outro_t, dest->root_co ); + -0.1f * outro_t, dest->root_co ); + + skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); + player->holdout_time = 1.0f; } } - else - { + 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 ); } VG_STATIC void player__walk_post_animate( player_instance *player ) @@ -703,33 +815,6 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) struct player_walk *w = &player->_walk; 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, player->override_pos ); - v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos ); - - 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 ); - - /* 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 ); - - /* FIXME: Organize this. Its int wrong fucking place */ - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; - if( w->state.outro_anim ) { float outro_length = (float)w->state.outro_anim->length / @@ -737,26 +822,10 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) outro_time = vg.time - w->state.outro_start_time, outro_t = outro_time / outro_length; - /* FIXME: Compression */ - v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin ); - player_set_follower_subject( player, origin ); - - player->cam_angles_override_strength = 1.0f-outro_t; - player->cam_position_override_strength = 1.0f-outro_t; - - - 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 ); + player->cam_velocity_influence = outro_t; } 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 ); + player->cam_velocity_influence = 0.0f; } @@ -773,11 +842,18 @@ 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_immobile", + "k_walk_activity_lockedmove" } [w->state.activity] ); - - if( w->state.outro_anim ) - { + player__debugtext( 1, "surface: %s\n", + (const char *[]){ "concrete", + "wood", + "grass", + "tiles", + "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; @@ -797,13 +873,32 @@ 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 ) { struct player_walk *w = &player->_walk; - v3_copy( angles, w->state.angles ); w->state.activity = k_walk_activity_air; + + 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; + 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; } #endif /* PLAYER_DEVICE_WALK_H */