X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=d916c2646a9e9b8301a489f703efa8b6b2f312cf;hb=b1557496a922904b7abcd47d5a59a6da44d70fe8;hp=77386fa22b089285b91b67049360579ce25516b1;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 77386fa..d916c26 100644 --- a/player_walk.c +++ b/player_walk.c @@ -3,29 +3,291 @@ #include "player.h" -VG_STATIC void player__walk_pre_update( player_instance *player ) +VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) { struct player_walk *w = &player->_walk; - player_look( player, w->state.angles ); - if( vg_input_button_down( player->input_use ) ) - { - v3f xy_speed, v; + v3f axis, init_dir; + 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, vec ); +} + +VG_STATIC void player_walk_generic_to_skate( player_instance *player, + enum skate_activity init ) +{ + player->subsystem = k_player_subsystem_skate; + + struct player_walk *w = &player->_walk; + struct player_skate *s = &player->_skate; + + v3f xy_speed, v; + + v3_copy( player->rb.v, xy_speed ); + xy_speed[1] = 0.0f; + + if( v3_length2( xy_speed ) < 0.1f * 0.1f ) + q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v ); + else v3_copy( player->rb.v, v ); - v3_copy( v, xy_speed ); - xy_speed[1] = 0.0f; - if( v3_length2( xy_speed ) < 0.1f * 0.1f ) + s->state.activity_prev = k_skate_activity_ground; + s->state.activity = init; + + v3f dir; + v3_copy( v, dir ); + v3_normalize( dir ); + + q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, + atan2f( -dir[0], -dir[2] ) ); + + v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, 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){0.0f,0.0f,0.0f}, s->state.trick_euler ); + + if( init == k_skate_activity_air ) + player__approximate_best_trajectory( 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_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, player->rb.v ); + v3_copy( init_velocity, player->cam_velocity_smooth ); + v3_copy( (v3f){1.0f,0.0f,0.0f}, s->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; + + 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] ) * 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; + + 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 ); + + ray_hit samples[20]; + int sample_count = 0; + + 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_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( pos, ray_dir, ray ) ) { - v[0] = -sinf( -w->state.angles[0] ); - v[1] = 0.0f; - v[2] = -cosf( -w->state.angles[0] ); - v3_muls( v, 1.6f, v ); + vg_line( pos, ray->pos, VG__RED ); + vg_line_pt3( ray->pos, 0.025f, VG__BLACK ); + + sample_count ++; } + } - player->subsystem = k_player_subsystem_skate; - player__skate_transition( player, v ); - return; + float min_a = 0.70710678118654752f; + ray_hit *candidate = NULL; + + if( sample_count >= 2 ) + { + for( int i=0; inormal, s1->normal ); + + if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ) + { + min_a = a; + candidate = s0; + } + } + } + + if( candidate ) + { + v4f pa, pb, pc; + + ray_hit *s0 = candidate, + *s1 = candidate+1; + + vg_line( s0->pos, s1->pos, VG__WHITE ); + + v3_copy( s0->normal, pa ); + v3_copy( s1->normal, pb ); + v3_cross( player->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 ); + + 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 ); + + 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}; + + q_mulv( oq, va, va ); + q_mulv( oq, vb, vb ); + v3_add( oco, va, va ); + v3_add( oco, vb, vb ); + + v3f v0; + v3_sub( vb, va, v0 ); + v3_normalize( v0 ); + + ray_hit ray; + ray.dist = k_board_length*2.0f + 0.6f; + + if( ray_world( 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( 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 + { + vg_error( "failed to find intersection of drop in\n" ); + } + } + + return 0; +} + +VG_STATIC void player__walk_pre_update( player_instance *player ) +{ + struct player_walk *w = &player->_walk; + + if( w->state.activity != k_walk_activity_immobile ) + player_look( player, player->angles ); + + if( w->state.outro_anim ) + { + float outro_length = (float)w->state.outro_anim->length / + w->state.outro_anim->rate, + outro_time = vg.time - w->state.outro_start_time; + + if( 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 + { + player_walk_generic_to_skate( player, k_skate_activity_air ); + } + return; + } + } + else if( vg_input_button_down( player->input_use ) ) + { + 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; + w->state.activity = k_walk_activity_immobile; + + 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_jump_to_air; + w->state.outro_anim = w->anim_jump_to_air; + w->state.outro_start_time = vg.time; + return; + } } } @@ -72,6 +334,9 @@ VG_STATIC void player__walk_update( player_instance *player ) struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); + if( w->state.activity == k_walk_activity_immobile ) + return; + w->collider.height = 2.0f; w->collider.radius = 0.3f; @@ -84,7 +349,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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] }; @@ -119,9 +384,8 @@ VG_STATIC void player__walk_update( player_instance *player ) v3_add( surface_avg, ct->n, surface_avg ); } - rb_prepare_contact( ct ); + rb_prepare_contact( ct, k_rb_delta ); } - /* * Move & Friction @@ -297,13 +561,6 @@ VG_STATIC void player__walk_update( player_instance *player ) 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] ); - w->state_gate_storage = w->state; player__pass_gate( player, gate ); } @@ -314,12 +571,44 @@ VG_STATIC void player__walk_post_update( player_instance *player ) struct player_walk *w = &player->_walk; m4x3f mtx; - m3x3_identity( mtx ); + m3x3_copy( player->rb.to_world, mtx ); v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f ); v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); + + + /* Calculate header */ + v3f xy_speed, v; + + v3_copy( player->rb.v, xy_speed ); + xy_speed[1] = 0.0f; + + if( v3_length2( xy_speed ) > 0.1f * 0.1f ) + { + float a = atan2f( player->rb.v[0], player->rb.v[2] ); + q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a ); + } + + vg_line_pt3( 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 ); + 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 ); + + + float a = player_get_heading_yaw( player ); + p1[0] = sinf( a ); + p1[1] = 0.0f; + p1[2] = cosf( a ); + + v3_add( player->rb.co, p1, p1 ); + vg_line( player->rb.co, p1, VG__PINK ); } VG_STATIC void player__walk_animate( player_instance *player, @@ -378,12 +667,90 @@ VG_STATIC void player__walk_animate( player_instance *player, /* air */ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose ); + skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose ); /* Create transform */ rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, - -w->state.angles[0]-VG_PIf*0.5f ); + + 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 ); + + + /* 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 ); + + skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); + player->holdout_time = 1.0f; + } + 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; + } + } + 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 ); } VG_STATIC void player__walk_post_animate( player_instance *player ) @@ -394,46 +761,43 @@ 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->cam3.co ); - v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co ); - - float t; - v3f n; - if( spherecast_world( origin, player->cam3.co, 0.1f, &t, n ) != -1 ) - v3_lerp( origin, player->cam3.co, t, player->cam3.co ); - v3_copy( w->state.angles, player->cam3.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->cam1.co ); - v3_copy( w->state.angles, player->cam1.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 / + w->state.outro_anim->rate, + outro_time = vg.time - w->state.outro_start_time, + outro_t = outro_time / outro_length; - 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 = 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] ); + player__debugtext( 1, "activity: %s\n", + (const char *[]){ "k_walk_activity_air", + "k_walk_activity_ground", + "k_walk_activity_sleep", + "k_walk_activity_immobile" } + [w->state.activity] ); + + if( w->state.outro_anim ) + { + float outro_length = (float)w->state.outro_anim->length / + w->state.outro_anim->rate, + outro_time = vg.time - w->state.outro_start_time; + player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length ); + } } VG_STATIC void player__walk_bind( player_instance *player ) @@ -442,16 +806,25 @@ VG_STATIC void player__walk_bind( player_instance *player ) struct player_avatar *av = player->playeravatar; struct skeleton *sk = &av->sk; - w->anim_idle = skeleton_get_anim( sk, "idle_cycle" ); - w->anim_walk = skeleton_get_anim( sk, "walk" ); - w->anim_run = skeleton_get_anim( sk, "run" ); - w->anim_jump = skeleton_get_anim( sk, "jump" ); + w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" ); + w->anim_walk = skeleton_get_anim( sk, "walk+y" ); + w->anim_run = skeleton_get_anim( sk, "run+y" ); + 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" ); } 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 ); + + q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, + atan2f( fwd[0], fwd[2] ) ); + rb_update_transform( &player->rb ); } #endif /* PLAYER_DEVICE_WALK_H */