X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=b421e42c3ab98305b692d6e42b2d01609419e4ff;hb=HEAD;hp=e0cdbecbb33d18e8f307c48af0fc9cd400a74f44;hpb=f48c3935c01da796b7ecb011a42d6576788b7648;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index e0cdbec..b421e42 100644 --- a/player_walk.c +++ b/player_walk.c @@ -1,113 +1,118 @@ -#ifndef PLAYER_WALK_C -#define PLAYER_WALK_C +#include "vg/vg_rigidbody_collision.h" +#include "skaterift.h" +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" #include "player.h" #include "input.h" #include "audio.h" +#include "scene_rigidbody.h" -VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) +struct player_walk player_walk; +struct player_subsystem_interface player_subsystem_walk = { - struct player_walk *w = &player->_walk; - + .system_register = player__walk_register, + .bind = player__walk_bind, + .pre_update = player__walk_pre_update, + .update = player__walk_update, + .post_update = player__walk_post_update, + .im_gui = player__walk_im_gui, + .animate = player__walk_animate, + .post_animate = player__walk_post_animate, + .pose = player__walk_pose, + .network_animator_exchange = player__walk_animator_exchange, + .sfx_oneshot = player__walk_sfx_oneshot, + + .animator_data = &player_walk.animator, + .animator_size = sizeof(player_walk.animator), + .name = "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( (v3f){0.0f,1.0f,0.0f}, 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 ); + v3_muls( init_dir, 4.25f, vec ); } -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 ); - - return v3_length2(xy); +static float player_xyspeed2(void){ + return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} ); } -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 ); - 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_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( (v3f){0.0f,0.0f,0.0f} ); + player__skate_reset_animator(); + player__skate_clear_mechanics(); + rb_update_matrices( &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( (v3f){0,0,0} ); + 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_control.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_matrices( &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){player_walk.animator.board_yaw+1.0f,0,0}, + 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( (v3f){0,1,0}, 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; @@ -115,37 +120,33 @@ 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_point( ray->pos, 0.025f, VG__BLACK ); @@ -156,25 +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, @@ -184,28 +181,28 @@ 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}; @@ -222,8 +219,7 @@ 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_point( ray.pos, 0.1f, VG__RED ); vg_error( "invalidated\n" ); @@ -231,19 +227,17 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) } 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_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" ); } } @@ -251,95 +245,155 @@ 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 bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t, + f32 speed ){ + f32 length = (f32)(anim->length-1) / anim->rate; + *t += (vg.time_delta * speed) / length; - if( !player->immobile ) - player_look( player->angles, skaterift.time_rate ); + if( *t >= 1.0f ) return 1; + else return 0; +} - 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; +static void player_walk_pre_sit(void){ + struct player_walk *w = &player_walk; - 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 ); - } - 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_generic_to_skate( player, - k_skate_activity_ground, 1.0f ); - } + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - return; - } + vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta ); + + if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) || + button_down(k_srbind_jump) ){ + w->state.activity = k_walk_activity_sit_up; } - 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; + return; +} + +static void player_walk_pre_sit_up(void){ + struct player_walk *w = &player_walk; + + if( w->state.transition_t > 0.0f ) + vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta ); + else + w->state.activity = k_walk_activity_ground; + + if( button_down(k_srbind_sit) ) + w->state.activity = k_walk_activity_sit; + + return; +} + +static void player_walk_pre_ground(void){ + struct player_walk *w = &player_walk; + + if( button_down(k_srbind_sit) ){ + v3_zero( localplayer.rb.v ); + w->state.activity = k_walk_activity_sit; + w->state.transition_t = 0.0f; + return; + } + + if( button_down( k_srbind_use ) ){ + if( player_walk_scan_for_drop_in() ){ + w->state.activity = k_walk_activity_odrop_in; } 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_anim = w->anim_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_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; - return; - } + w->state.activity = k_walk_activity_oregular; } + + w->state.transition_t = 0.0f; } - else if( button_down( k_srbind_jump ) && !player->immobile ){ + + if( button_down( k_srbind_jump ) ){ 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 void player_walk_pre_air(void){ + struct player_walk *w = &player_walk; + if( button_down( k_srbind_use ) ){ + w->state.activity = k_walk_activity_oair; + w->state.transition_t = 0.0f; + } + + if( button_down( k_srbind_jump ) ){ + w->state.jump_queued = 1; + w->state.jump_input_time = vg.time; + } } -VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel ) -{ +static void player_walk_pre_drop_in(void){ + struct player_walk *w = &player_walk; + bool finished = player__preupdate_anim( w->anim_drop_in, + &w->state.transition_t, 1.0f ); + if( finished ) + player_walk_drop_in_to_skate(); +} + +static void player_walk_pre_caveman(void){ + struct player_walk *w = &player_walk; + bool finished = player__preupdate_anim( w->anim_jump_to_air, + &w->state.transition_t, 1.0f ); + if( finished ){ + player_walk_generic_to_skate( k_skate_activity_air, + player_walk.animator.board_yaw ); + } +} + +static void player_walk_pre_running_start(void){ + struct player_walk *w = &player_walk; + bool finished = player__preupdate_anim( w->anim_intro, + &w->state.transition_t, 1.0f ); + if( finished ){ + /* TODO: get the derivative of the last keyframes to calculate new + * velocity for player */ + player_walk_generic_to_skate( k_skate_activity_ground, + player_walk.animator.board_yaw+1.0f ); + } +} + +static void player_walk_pre_popoff(void){ + struct player_walk *w = &player_walk; + bool finished = player__preupdate_anim( w->anim_popoff, + &w->state.transition_t, 1.0f ); + + if( finished ){ + w->state.activity = k_walk_activity_ground; + w->animator.board_yaw += 1.0f; + } +} + +void player__walk_pre_update(void){ + struct player_walk *w = &player_walk; + + if( localplayer.immobile ) return; + else player_look( localplayer.angles, skaterift.time_rate ); + + enum walk_activity a = w->state.activity; + + if ( a == k_walk_activity_sit ) player_walk_pre_sit(); + else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up(); + else if( a == k_walk_activity_ground ) player_walk_pre_ground(); + else if( a == k_walk_activity_air ) player_walk_pre_air(); + else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in(); + else if( a == k_walk_activity_oair ) player_walk_pre_caveman(); + else if( a == k_walk_activity_oregular ) player_walk_pre_running_start(); + else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff(); +} + +static int player_walk_normal_standable( v3f n ){ + return n[1] > 0.70710678118f; +} + +static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){ float currentspeed = v3_dot( v, movedir ), addspeed = speed - currentspeed; if( addspeed <= 0 ) return; - float accelspeed = accel * k_rb_delta * speed; + float accelspeed = accel * vg.time_fixed_delta * speed; if( accelspeed > addspeed ) accelspeed = addspeed; @@ -347,8 +401,7 @@ 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, f32 friction ){ float speed = v3_length( v ), drop = 0.0f, control = vg_maxf( speed, k_stopspeed ); @@ -356,7 +409,7 @@ VG_STATIC void player_friction( v3f v ) if( speed < 0.04f ) return; - drop += control * k_walk_friction * k_rb_delta; + drop += control * friction * vg.time_fixed_delta; float newspeed = vg_maxf( 0.0f, speed - drop ); newspeed /= speed; @@ -364,75 +417,99 @@ 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; - 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; + 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; + } } } +} - enum walk_activity prev_state = w->state.activity; +static void player_walk_update_generic(void){ + struct player_walk *w = &player_walk; - if( player->immobile ) - return; + if( (w->state.activity != k_walk_activity_oregular) && + (w->state.activity != k_walk_activity_oair) ){ + joystick_state( k_srjoystick_steer, w->state.steer ); + w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed; + if( v2_length2(w->state.steer)>1.0f ) + v2_normalize(w->state.steer); + } + + v3_copy( localplayer.rb.co, w->state.prev_pos ); + v3_zero( localplayer.rb.w ); + + world_instance *world = world_current_instance(); + if( !world_water_player_safe( world, 0.4f ) ) return; + + enum walk_activity prev_state = w->state.activity; - w->collider.height = 2.0f; - w->collider.radius = 0.3f; + w->collider.h = 2.0f; + w->collider.r = 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, (v3f){0,1,0}, mtx[3] ); - vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE ); + vg_line_capsule( mtx, w->collider.r, w->collider.h, 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 ); - - v2f steer; - joystick_state( k_srjoystick_steer, steer ); - - 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->geo_bh, 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 }; - if( w->state.activity != k_walk_activity_lockedmove ) - w->state.activity = k_walk_activity_air; - + w->state.activity = k_walk_activity_air; w->surface = k_surface_prop_concrete; for( int i=0; in ) ){ - if( w->state.activity != k_walk_activity_lockedmove ) - w->state.activity = k_walk_activity_ground; + if( player_walk_normal_standable( ct->n ) ){ + w->state.activity = k_walk_activity_ground; v3_add( surface_avg, ct->n, surface_avg ); @@ -441,7 +518,7 @@ VG_STATIC void player__walk_update( player_instance *player ) w->surface = surf->info.surface_prop; } - rb_prepare_contact( ct, k_rb_delta ); + rb_prepare_contact( ct, vg.time_fixed_delta ); } /* @@ -450,8 +527,8 @@ VG_STATIC void player__walk_update( player_instance *player ) float accel_speed = 0.0f, nominal_speed = 0.0f; v3f movedir; - v3_muls( right_dir, steer[0], movedir ); - v3_muladds( movedir, forward_dir, steer[1], movedir ); + v3_muls( right_dir, w->state.steer[0], movedir ); + v3_muladds( movedir, forward_dir, w->state.steer[1], movedir ); if( w->state.activity == k_walk_activity_ground ){ v3_normalize( surface_avg ); @@ -459,14 +536,14 @@ VG_STATIC void player__walk_update( player_instance *player ) v3f tx, ty; v3_tangent_basis( surface_avg, tx, ty ); - if( v2_length2(steer) > 0.001f ){ + if( v2_length2(w->state.steer) > 0.001f ){ /* clip movement to the surface */ float d = v3_dot(surface_avg,movedir); v3_muladds( movedir, surface_avg, -d, movedir ); } accel_speed = k_walk_accel; - nominal_speed = k_walkspeed; + nominal_speed = w->state.steer[2]; /* jump */ if( w->state.jump_queued ){ @@ -474,9 +551,7 @@ 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 ); + localplayer.rb.v[1] = 5.0f; w->state.activity = k_walk_activity_air; prev_state = k_walk_activity_air; accel_speed = k_walk_air_accel; @@ -484,7 +559,7 @@ VG_STATIC void player__walk_update( player_instance *player ) } } else{ - player_friction( player->rb.v ); + player_friction( localplayer.rb.v, k_walk_friction ); } } else{ @@ -492,8 +567,9 @@ VG_STATIC void player__walk_update( player_instance *player ) nominal_speed = k_airspeed; } - if( v2_length2( steer ) > 0.001f ){ - player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); + if( v2_length2( w->state.steer ) > 0.001f ){ + player_accelerate( localplayer.rb.v, movedir, + nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -502,16 +578,16 @@ VG_STATIC void player__walk_update( player_instance *player ) */ for( int j=0; j<5; j++ ){ for( int i=0; irb.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 +597,23 @@ 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 ); + pa[1] += w->collider.r + max_dist; + v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, 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], - -w->collider.radius - k_penetration_slop, - player->rb.co ); + if( spherecast_world( world, pa, pb, + w->collider.r, &t, n, 0 ) != -1 ){ + if( player_walk_normal_standable(n) ){ + v3_lerp( pa, pb, t, localplayer.rb.co ); + localplayer.rb.co[1] += -w->collider.r - k_penetration_slop; 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 ); + float d = -v3_dot(n,localplayer.rb.v); + v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v ); + localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta; } } } @@ -549,17 +623,22 @@ 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 ); + localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta; + } + + if( localplayer.immobile ){ + localplayer.rb.v[0] = 0.0f; + localplayer.rb.v[2] = 0.0f; } - v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); - v3_add( player->rb.co, player->basis[1], mtx[3] ); - vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); + v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta, + localplayer.rb.co ); + v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] ); + vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN ); /* * CCD routine @@ -568,332 +647,487 @@ VG_STATIC void player__walk_update( player_instance *player ) */ v3f lwr_prev, lwr_now, - lwr_offs = { 0.0f, w->collider.radius, 0.0f }; + lwr_offs = { 0.0f, w->collider.r, 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 ); if( movedist > 0.3f ){ - float t, sr = w->collider.radius-0.04f; + float t, sr = w->collider.r-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 ); - - v3_add( player->rb.co, player->basis[1], mtx[3] ); - vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); + 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.r; + rb_update_matrices( &localplayer.rb ); + v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] ); + vg_line_capsule( mtx, w->collider.r, w->collider.h, 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 ); + q_normalize( localplayer.rb.q ); + rb_update_matrices( &localplayer.rb ); + player__pass_gate( id ); + } + rb_update_matrices( &localplayer.rb ); - w->state_gate_storage = w->state; - player__pass_gate( player, gate ); + if( (prev_state == k_walk_activity_oregular) || + (prev_state == k_walk_activity_oair) || + (prev_state == k_walk_activity_ipopoff) ){ + w->state.activity = prev_state; } - 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; + w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0], + localplayer.rb.v[2] } ), + k_runspeed ); } -VG_STATIC void player__walk_post_update( player_instance *player ) -{ - struct player_walk *w = &player->_walk; +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, (v3f){0,1,0}, mtx[3] ); float substep = vg.time_fixed_extrapolate; - v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); - vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); - + v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] ); + vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW ); /* Calculate header */ 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( (player_xyspeed2() > 0.1f*0.1f) ){ + f32 r = 0.3f; + if( (w->state.activity == k_walk_activity_ground) || + (w->state.activity == k_walk_activity_ipopoff) || + (w->state.activity == k_walk_activity_oregular) ){ + r = 0.07f; + } - 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 ); + f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] ); + v4f qt; + q_axis_angle( qt, (v3f){0,1,0}, ta ); + q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q ); } 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_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 ); - - 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 + &audio_footsteps[vg_randu32(&vg.rand) % 4], + 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.rand) % 6 ], + 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.rand) % 6 ], + 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; +void player__walk_update(void){ + struct player_walk *w = &player_walk; + + if( (w->state.activity == k_walk_activity_air) || + (w->state.activity == k_walk_activity_ground) || + (w->state.activity == k_walk_activity_oair) || + (w->state.activity == k_walk_activity_oregular) || + (w->state.activity == k_walk_activity_ipopoff) ){ + player_walk_update_generic(); + } +} + +static void player_walk_animate_drop_in(void){ + struct player_walk *w = &player_walk; + struct player_walk_animator *animator = &w->animator; + struct skeleton_anim *anim = w->anim_drop_in; + + f32 length = (f32)(anim->length-1) / anim->rate, + time = w->state.transition_t; + + f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle, + w->state.drop_in_angle, animator->transition_t ); + v3_lerp( w->state.drop_in_start, w->state.drop_in_target, + animator->transition_t, localplayer.rb.co ); + + q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf ); + + /* the drop in bit */ + v3f final_co; + v4f final_q; + player_walk_drop_in_overhang_transform( animator->transition_t, + final_co, final_q ); + + q_mul( final_q, localplayer.rb.q, localplayer.rb.q ); + v3_lerp( localplayer.rb.co, final_co, animator->transition_t, + localplayer.rb.co ); + + rb_update_matrices( &localplayer.rb ); + + v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], + -0.1f*animator->transition_t, localplayer.rb.co ); + + v3_copy( localplayer.rb.co, animator->root_co ); + v4_copy( localplayer.rb.q, animator->root_q ); + + /* for the camera purposes only */ + v3f init_velocity; + player_walk_drop_in_vector( init_velocity ); + v3_muls( init_velocity, animator->transition_t, localplayer.rb.v ); + v3_copy( localplayer.rb.v, + localplayer.cam_control.cam_velocity_smooth ); +} + +static void player_walk_animate_generic(void){ + struct player_walk *w = &player_walk; + struct player_walk_animator *animator = &w->animator; + + v4f _null; + rb_extrapolate( &localplayer.rb, animator->root_co, _null ); + + f32 walk_yaw = player_get_heading_yaw(), + head_yaw = localplayer.angles[0] + VG_PIf, + y = vg_angle_diff( head_yaw, -walk_yaw ), + p = vg_clampf( localplayer.angles[1], + -k_sit_pitch_limit, k_sit_pitch_limit ); + + if( fabsf(y) > k_sit_yaw_limit ){ + y = 0.0f; + p = 0.0f; + } + + animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f ); + animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f ); + q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf ); + + v4f qrev; + q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f ); + q_mul( localplayer.rb.q, qrev, animator->root_q ); +} + +void player__walk_animate(void){ + struct player_walk *w = &player_walk; + player_pose *pose = &localplayer.pose; + struct player_walk_animator *animator = &w->animator; + + animator->activity = w->state.activity; + animator->transition_t = w->state.transition_t; { - 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, + 8.0f*vg.time_delta); } - player_pose apose, bpose; + if( animator->run > 0.025f ){ + f32 walk_norm = 30.0f/(float)w->anim_walk->length, + run_norm = 30.0f/(float)w->anim_run->length, + l; - 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 ); + if( animator->run <= k_walkspeed ) + l = (animator->run / k_walkspeed) * walk_norm; + else { + l = vg_lerpf( walk_norm, run_norm, + (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) ); + } + w->state.walk_timer += l * vg.time_delta; + } + else + w->state.walk_timer = 0.0f; + + animator->walk_timer = w->state.walk_timer; - w->walk_timer += walk_adv * vg.time_delta; + player_walk_animate_generic(); + if( w->state.activity == k_walk_activity_odrop_in ){ + player_walk_animate_drop_in(); } - else{ - w->walk_timer = 0.0f; + + if( (w->state.activity == k_walk_activity_odrop_in) || + (w->state.activity == k_walk_activity_oregular) || + (w->state.activity == k_walk_activity_oair) ){ + localplayer.cam_velocity_influence = w->animator.transition_t; + } + else if( w->state.activity == k_walk_activity_ipopoff ){ + localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t; + } + else + localplayer.cam_velocity_influence = 0.0f; + + if( w->state.activity == k_walk_activity_sit ){ + localplayer.cam_dist = 3.8f; + } + else { + localplayer.cam_dist = 1.8f; } +} + +static void player_walk_pose_sit( struct player_walk_animator *animator, + player_pose *pose ) +{ + mdl_keyframe bpose[32]; + + struct player_walk *w = &player_walk; + struct skeleton *sk = &localplayer.skeleton; + + f32 t = animator->transition_t, + st = t * ((f32)(w->anim_sit->length-1)/30.0f); + skeleton_sample_anim( sk, w->anim_sit, st, bpose ); + + v4f qy,qp; + f32 *qh = bpose[localplayer.id_head-1].q; + q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t ); + q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t ); + q_mul( qy, qh, qh ); + q_mul( qh, qp, qh ); + q_normalize( qh ); + + qh = bpose[localplayer.id_chest-1].q; + q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t ); + q_mul( qy, qh, qh ); + q_normalize( qh ); + + skeleton_lerp_pose( sk, pose->keyframes, bpose, + vg_minf(1.0f,t*10.0f), pose->keyframes ); +} + +enum walk_transition_type { + k_walk_transition_in, + k_walk_transition_out, + k_walk_transition_outin, +}; + +static void player_walk_pose_transition( + struct player_walk_animator *animator, struct skeleton_anim *anim, + enum walk_transition_type type, + mdl_keyframe apose[32], f32 *mask, player_pose *pose ){ + + mdl_keyframe bpose[32]; + + struct player_walk *w = &player_walk; + struct skeleton *sk = &localplayer.skeleton; + + f32 length = (f32)(anim->length-1) / anim->rate, + t = animator->transition_t * length, + blend = 1.0f; + + if( type == k_walk_transition_in || type == k_walk_transition_outin ) + blend = vg_minf( blend, length-t ); + + if( type == k_walk_transition_out || type == k_walk_transition_outin ) + blend = vg_minf( blend, t ); + + blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) ); + + skeleton_sample_anim_clamped( sk, anim, t, bpose ); + + mdl_keyframe *kf_board = &bpose[localplayer.id_board-1]; + f32 yaw = animator->board_yaw * VG_TAUf * 0.5f; + + v4f qyaw; + q_axis_angle( qyaw, (v3f){0,1,0}, yaw ); + q_mul( kf_board->q, qyaw, kf_board->q ); + q_normalize( kf_board->q ); + + if( mask ){ + for( i32 i=0; ibone_count-1; i ++ ) + keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i ); + } + else + skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes ); +} + +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.skeleton; + + 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 = 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 ); + t = animator->walk_timer; /* 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 ); + mdl_keyframe apose[32], bpose[32]; + if( animator->run <= k_walkspeed ){ + /* walk / idle */ + f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f ); + skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose ); + skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose ); + skeleton_lerp_pose( sk, apose, bpose, l, apose ); + } + else { + /* walk / run */ + f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed); + 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 ); + } /* air */ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose ); + skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose ); - /* Create transform */ - if( !player->immobile ) - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - else{ - v3_copy( player->rb.co, dest->root_co ); - v4_copy( player->rb.q, 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 ); - - 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, - 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 ); - - 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 ); - - 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 ); - + mdl_keyframe *kf_board = &apose[localplayer.id_board-1]; + f32 yaw = animator->board_yaw; - /* 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 ); + if( animator->activity == k_walk_activity_ipopoff ) + if( animator->transition_t > 0.5f ) + yaw += 1.0f; - 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 ); + v4f qyaw; + q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f ); + q_mul( kf_board->q, qyaw, kf_board->q ); + q_normalize( kf_board->q ); - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); - player->holdout_time = 1.0f; - } - return; + /* sit */ + if( (animator->activity == k_walk_activity_sit) || + (animator->activity == k_walk_activity_sit_up) ) + { + skeleton_copy_pose( sk, apose, pose->keyframes ); + player_walk_pose_sit( animator, pose ); + } + else if( animator->activity == k_walk_activity_odrop_in ){ + player_walk_pose_transition( + animator, w->anim_drop_in, k_walk_transition_out, apose, + NULL, pose ); + } + else if( animator->activity == k_walk_activity_oair ){ + player_walk_pose_transition( + animator, w->anim_jump_to_air, k_walk_transition_out, apose, + NULL, pose ); + } + else if( animator->activity == k_walk_activity_oregular ){ + player_walk_pose_transition( + animator, w->anim_intro, k_walk_transition_out, apose, + NULL, pose ); + } + else if( animator->activity == k_walk_activity_ipopoff ){ + if( animator->run > 0.2f ){ + f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ), + mask[ 32 ]; + + for( u32 i=0; i<32; i ++ ) + mask[i] = 1.0f; + + mask[ localplayer.id_ik_foot_l-1 ] = t; + mask[ localplayer.id_ik_foot_r-1 ] = t; + mask[ localplayer.id_ik_knee_l-1 ] = t; + mask[ localplayer.id_ik_knee_r-1 ] = t; + mask[ localplayer.id_hip-1 ] = t; + player_walk_pose_transition( + animator, w->anim_popoff, k_walk_transition_in, apose, + mask, pose ); } 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; + player_walk_pose_transition( + animator, w->anim_popoff, k_walk_transition_in, apose, + NULL, pose ); } } - else{ - skeleton_copy_pose( sk, apose, dest->pose ); + else { + skeleton_copy_pose( sk, apose, pose->keyframes ); } - - 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 ) -{ +void player__walk_post_animate(void){ /* * Camera */ - struct player_walk *w = &player->_walk; - struct player_avatar *av = player->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; + struct player_walk *w = &player_walk; - 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], - 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] ); +void player__walk_im_gui(void){ + struct player_walk *w = &player_walk; + player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)", + localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2], + v3_length(localplayer.rb.v) ); + 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, "transition: %5.2f ", w->state.transition_t ); player__debugtext( 1, "activity: %s\n", - (const char *[]){ "k_walk_activity_air", - "k_walk_activity_ground", - "k_walk_activity_sleep", - "k_walk_activity_lockedmove" } + (const char *[]){ "air", + "ground", + "sit", + "sit_up", + "inone", + "ipopoff", + "oair", + "odrop_in", + "oregular" } [w->state.activity] ); player__debugtext( 1, "surface: %s\n", (const char *[]){ "concrete", "wood", "grass", "tiles", - "metal" } + "metal", + "snow", + "sand" } [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; - 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; - struct skeleton *sk = &av->sk; +void player__walk_bind(void){ + struct player_walk *w = &player_walk; + struct skeleton *sk = &localplayer.skeleton; w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" ); w->anim_walk = skeleton_get_anim( sk, "walk+y" ); @@ -902,31 +1136,73 @@ VG_STATIC void player__walk_bind( player_instance *player ) 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" ); + w->anim_sit = skeleton_get_anim( sk, "sit" ); + w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" ); +} + +void player__walk_transition( bool grounded, f32 board_yaw ){ + struct player_walk *w = &player_walk; + w->state.activity = k_walk_activity_air; + + if( grounded ){ + w->state.activity = k_walk_activity_ipopoff; + } + + w->state.transition_t = 0.0f; + w->state.jump_queued = 0; + w->state.jump_input_time = 0.0; + w->state.walk_timer = 0.0f; + w->state.step_phase = 0; + w->animator.board_yaw = fmodf( board_yaw, 2.0f ); + rb_update_matrices( &localplayer.rb ); } -VG_STATIC void player__walk_transition( player_instance *player, v3f angles ) +void player__walk_reset(void) { - struct player_walk *w = &player->_walk; + struct player_walk *w = &player_walk; w->state.activity = k_walk_activity_air; + w->state.transition_t = 0.0f; 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 ); + q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, + atan2f(fwd[0], fwd[2]) ); - 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_matrices( &localplayer.rb ); +} + +void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){ + struct player_walk_animator *animator = data; - rb_update_transform( &player->rb ); + 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, k_runspeed, &animator->run ); + bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer ); + + for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */ + bitpack_bytes( ctx, 8, &animator->activity ); + } + + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t ); + + if( (animator->activity == k_walk_activity_sit) || + (animator->activity == k_walk_activity_sit_up) ){ + bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw ); + bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit, + &animator->pitch ); + } + + bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw ); } -VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ) +void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ) { - 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; -} + audio_lock(); -#endif /* PLAYER_DEVICE_WALK_H */ + if( id == k_player_walk_soundeffect_splash ){ + audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f ); + } + + audio_unlock(); +}