bool finished = player__preupdate_anim( w->anim_popoff,
&w->state.transition_t, 1.0f );
- if( finished )
+ if( finished ){
w->state.activity = k_walk_activity_ground;
+ w->animator.board_yaw += 1.0f;
+ }
}
static void player__walk_pre_update(void){
v3_muladds( v, movedir, accelspeed, v );
}
-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 );
if( speed < 0.04f )
return;
- drop += control * k_walk_friction * k_rb_delta;
+ drop += control * friction * k_rb_delta;
float newspeed = vg_maxf( 0.0f, speed - drop );
newspeed /= speed;
static void player_walk_update_generic(void){
struct player_walk *w = &player_walk;
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
-
- if( v2_length2(steer)>1.0f )
- v2_normalize(steer);
+ 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 );
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 );
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 = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
+ nominal_speed = w->state.steer[2];
/* jump */
if( w->state.jump_queued ){
}
}
else{
- player_friction( localplayer.rb.v );
+ player_friction( localplayer.rb.v, k_walk_friction );
}
}
else{
nominal_speed = k_airspeed;
}
- if( v2_length2( steer ) > 0.001f ){
+ if( v2_length2( w->state.steer ) > 0.001f ){
player_accelerate( localplayer.rb.v, movedir,
nominal_speed, accel_speed );
v3_normalize( movedir );
}
-
- w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
- localplayer.rb.v[2] } ),
- k_runspeed );
/*
* Resolve velocity constraints
(prev_state == k_walk_activity_ipopoff) ){
w->state.activity = prev_state;
}
+
+ w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
+ localplayer.rb.v[2] } ),
+ k_runspeed );
}
static void player__walk_post_update(void){
v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
/* Calculate header */
v3f v;
- if( player_xyspeed2() > 0.1f*0.1f ){
- float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
- q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
+ 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;
+ }
+
+ 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 );
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 */
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 );
}
static void player__walk_animate(void){
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 );
+
skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
}
skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
+ mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
+ f32 yaw = animator->board_yaw;
+
+ if( animator->activity == k_walk_activity_ipopoff )
+ if( animator->transition_t > 0.5f )
+ yaw += 1.0f;
+
+ 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 );
+
/* sit */
if( (animator->activity == k_walk_activity_sit) ||
(animator->activity == k_walk_activity_sit_up) ){
else {
skeleton_copy_pose( sk, apose, pose->keyframes );
}
-
- mdl_keyframe *kf_board = &pose->keyframes[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 );
}
static void player__walk_post_animate(void){
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" );
+ w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
}
-static void player__walk_transition( enum walk_activity activity,
- f32 board_yaw ){
+static void player__walk_transition( bool grounded, f32 board_yaw ){
struct player_walk *w = &player_walk;
- w->state.activity = activity;
+ 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 );
-
- v3f fwd = { 0.0f, 0.0f, 1.0f };
- 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]) );
-
rb_update_transform( &localplayer.rb );
}