X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=fe74981fb24259f0025c41e74bbb0d6defad2f2c;hb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;hp=77386fa22b089285b91b67049360579ce25516b1;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 77386fa..fe74981 100644 --- a/player_walk.c +++ b/player_walk.c @@ -3,29 +3,63 @@ #include "player.h" +VG_STATIC void player_walk_transfer_to_skate( player_instance *player, + enum skate_activity init ) +{ + struct player_walk *w = &player->_walk; + + 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 ) + { + v[0] = -sinf( -w->state.angles[0] ); + v[1] = 0.0f; + v[2] = -cosf( -w->state.angles[0] ); + v3_muls( v, 1.6f, v ); + } + else + v3_copy( player->rb.v, v ); + + player->subsystem = k_player_subsystem_skate; + player__skate_transition( player, v, init ); + return; +} + VG_STATIC void player__walk_pre_update( player_instance *player ) { struct player_walk *w = &player->_walk; player_look( player, w->state.angles ); - if( vg_input_button_down( player->input_use ) ) + if( w->state.outro_anim ) { - v3f xy_speed, v; - v3_copy( player->rb.v, v ); - v3_copy( v, xy_speed ); - xy_speed[1] = 0.0f; + float outro_length = (float)w->state.outro_anim->length / + w->state.outro_anim->rate, + outro_time = vg.time - w->state.outro_start_time; - if( v3_length2( xy_speed ) < 0.1f * 0.1f ) + if( outro_time >= outro_length ) { - v[0] = -sinf( -w->state.angles[0] ); - v[1] = 0.0f; - v[2] = -cosf( -w->state.angles[0] ); - v3_muls( v, 1.6f, v ); + w->state.outro_anim = NULL; + player_walk_transfer_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 ) + { + player_walk_transfer_to_skate( player, k_skate_activity_ground ); + } + else + { + 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; } - - player->subsystem = k_player_subsystem_skate; - player__skate_transition( player, v ); - return; } } @@ -121,7 +155,6 @@ VG_STATIC void player__walk_update( player_instance *player ) rb_prepare_contact( ct ); } - /* * Move & Friction @@ -320,6 +353,16 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ) + w->state.heading_angle = atan2f( player->rb.v[0], player->rb.v[2] ); } VG_STATIC void player__walk_animate( player_instance *player, @@ -378,12 +421,36 @@ 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 = w->state.heading_angle + VG_PIf*0.5f; + + 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; + + walk_yaw += -VG_PIf*0.5f*outro_t; + + /* TODO: Compression */ + v3_muladds( dest->root_co, player->rb.to_world[1], + -0.28f * outro_t, dest->root_co ); + + skeleton_sample_anim_clamped( sk, w->state.outro_anim, + outro_time, bpose ); + skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose ); + } + else + { + skeleton_copy_pose( sk, apose, dest->pose ); + } + + q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw ); } VG_STATIC void player__walk_post_animate( player_instance *player ) @@ -402,25 +469,50 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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 ); + 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->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 ); + 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->cam1.co ); - v3_copy( w->state.angles, player->cam1.angles ); + 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 / + w->state.outro_anim->rate, + 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 ); + } + 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 ); } @@ -428,12 +520,26 @@ VG_STATIC void player__walk_post_animate( player_instance *player ) 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" } + [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 ) @@ -442,10 +548,11 @@ 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" ); + 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_jump_to_air = skeleton_get_anim( sk, "jump_to_air" ); } VG_STATIC void player__walk_transition( player_instance *player, v3f angles )