040426b39a1b5d23a7f0f2d0b13c4898273014e4
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5 #include "input.h"
6 #include "audio.h"
7
8 static void player_walk_drop_in_vector( v3f vec ){
9 v3f axis, init_dir;
10 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
11 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
12 v3_normalize( init_dir );
13 v3_muls( init_dir, 4.25f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
18 }
19
20 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
21 localplayer.subsystem = k_player_subsystem_skate;
22
23 v3f v;
24
25 if( player_xyspeed2() < 0.1f * 0.1f )
26 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
27 else
28 v3_copy( localplayer.rb.v, v );
29
30 player_skate.state.activity_prev = k_skate_activity_ground;
31 player_skate.state.activity = init;
32
33 v3f dir;
34 v3_copy( v, dir );
35 v3_normalize( dir );
36
37 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
38 atan2f(-dir[0],-dir[2]) );
39 q_normalize( localplayer.rb.q );
40
41 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
42 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
43
44 v3_copy( v, player_skate.state.cog_v );
45 v3_copy( v, localplayer.rb.v );
46
47 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
48 player__skate_reset_animator();
49 player__skate_clear_mechanics();
50 rb_update_transform( &localplayer.rb );
51 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
52
53 if( init == k_skate_activity_air )
54 player__approximate_best_trajectory();
55 }
56
57 static void player_walk_drop_in_to_skate(void){
58 localplayer.immobile = 0;
59 localplayer.subsystem = k_player_subsystem_skate;
60
61 player_skate.state.activity_prev = k_skate_activity_ground;
62 player_skate.state.activity = k_skate_activity_ground;
63
64 player__begin_holdout( (v3f){0,0,0} );
65 player__skate_clear_mechanics();
66 player__skate_reset_animator();
67
68 v3f init_velocity;
69 player_walk_drop_in_vector( init_velocity );
70
71 rb_update_transform( &localplayer.rb );
72 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
73 player_skate.state.cog );
74 v3_copy( init_velocity, player_skate.state.cog_v );
75 v3_copy( init_velocity, localplayer.rb.v );
76 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
77 v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
78 player_skate.state.trick_euler );
79 }
80
81 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
82 v3f axis;
83 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
84 v3_normalize( axis );
85
86 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
87 q_axis_angle( q, axis, a );
88
89 float l = t * 0.5f,
90 heading_angle = player_walk.state.drop_in_angle;
91
92 v3f overhang;
93 overhang[0] = sinf( heading_angle ) * l;
94 overhang[1] = 0.28f * l;
95 overhang[2] = cosf( heading_angle ) * l;
96
97 q_mulv( q, overhang, overhang );
98 v3_add( player_walk.state.drop_in_target, overhang, co );
99 }
100
101 static int player_walk_scan_for_drop_in(void){
102 world_instance *world = world_current_instance();
103
104 v3f dir, center;
105 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
106 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
107
108 ray_hit samples[20];
109 int sample_count = 0;
110
111 for( int i=0; i<20; i ++ ){
112 float t = (float)i * (1.0f/19.0f),
113 s = sinf( t * VG_PIf * 0.25f ),
114 c = cosf( t * VG_PIf * 0.25f );
115
116 v3f ray_dir, pos;
117 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
118 v3_muladds( ray_dir, dir, -s, ray_dir );
119 v3_muladds( center, ray_dir, -2.0f, pos );
120
121 ray_hit *ray = &samples[ sample_count ];
122 ray->dist = 2.0f;
123
124 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
125 vg_line( pos, ray->pos, VG__RED );
126 vg_line_point( ray->pos, 0.025f, VG__BLACK );
127
128 sample_count ++;
129 }
130 }
131
132 float min_a = 0.70710678118654752f;
133 ray_hit *candidate = NULL;
134
135 if( sample_count >= 2 ){
136 for( int i=0; i<sample_count-1; i++ ){
137 ray_hit *s0 = &samples[i],
138 *s1 = &samples[i+1];
139
140 float a = v3_dot( s0->normal, s1->normal );
141
142 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
143 min_a = a;
144 candidate = s0;
145 }
146 }
147 }
148
149 if( candidate ){
150 v4f pa, pb, pc;
151
152 ray_hit *s0 = candidate,
153 *s1 = candidate+1;
154
155 vg_line( s0->pos, s1->pos, VG__WHITE );
156
157 v3_copy( s0->normal, pa );
158 v3_copy( s1->normal, pb );
159 v3_cross( localplayer.rb.to_world[1], dir, pc );
160 v3_normalize( pc );
161
162 pa[3] = v3_dot( pa, s0->pos );
163 pb[3] = v3_dot( pb, s1->pos );
164 pc[3] = v3_dot( pc, localplayer.rb.co );
165
166 v3f edge;
167 if( plane_intersect3( pa, pb, pc, edge ) ){
168 v3_copy( edge, player_walk.state.drop_in_target );
169 v3_copy( s1->normal, player_walk.state.drop_in_normal );
170 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
171
172 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
173 player_walk.state.drop_in_angle =
174 atan2f( player_walk.state.drop_in_normal[0],
175 player_walk.state.drop_in_normal[2] );
176
177 /* TODO: scan multiple of these? */
178 v3f oco;
179 v4f oq;
180 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
181
182 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
183 vb = {0.0f,0.0f, k_board_length + 0.3f};
184
185 q_mulv( oq, va, va );
186 q_mulv( oq, vb, vb );
187 v3_add( oco, va, va );
188 v3_add( oco, vb, vb );
189
190 v3f v0;
191 v3_sub( vb, va, v0 );
192 v3_normalize( v0 );
193
194 ray_hit ray;
195 ray.dist = k_board_length*2.0f + 0.6f;
196
197 if( ray_world( world, va, v0, &ray, 0 ) ){
198 vg_line( va, vb, VG__RED );
199 vg_line_point( ray.pos, 0.1f, VG__RED );
200 vg_error( "invalidated\n" );
201 return 0;
202 }
203
204 v3_muls( v0, -1.0f, v0 );
205 if( ray_world( world, vb, v0, &ray, 0 ) ){
206 vg_line( va, vb, VG__RED );
207 vg_line_point( ray.pos, 0.1f, VG__RED );
208 vg_error( "invalidated\n" );
209 return 0;
210 }
211
212 player_walk_drop_in_vector( localplayer.rb.v );
213 return 1;
214 }
215 else{
216 vg_error( "failed to find intersection of drop in\n" );
217 }
218 }
219
220 return 0;
221 }
222
223 static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
224 f32 speed ){
225 f32 length = (f32)(anim->length-1) / anim->rate;
226 *t += (vg.time_delta * speed) / length;
227
228 if( *t >= 1.0f ) return 1;
229 else return 0;
230 }
231
232 static void player_walk_pre_sit(void){
233 struct player_walk *w = &player_walk;
234
235 v2f steer;
236 joystick_state( k_srjoystick_steer, steer );
237
238 vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
239
240 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
241 button_down(k_srbind_jump) ){
242 w->state.activity = k_walk_activity_sit_up;
243 }
244 return;
245 }
246
247 static void player_walk_pre_sit_up(void){
248 struct player_walk *w = &player_walk;
249
250 if( w->state.transition_t > 0.0f )
251 vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
252 else
253 w->state.activity = k_walk_activity_ground;
254
255 if( button_down(k_srbind_sit) )
256 w->state.activity = k_walk_activity_sit;
257
258 return;
259 }
260
261 static void player_walk_pre_ground(void){
262 struct player_walk *w = &player_walk;
263
264 if( button_down(k_srbind_sit) ){
265 v3_zero( localplayer.rb.v );
266 w->state.activity = k_walk_activity_sit;
267 return;
268 }
269
270 if( button_down( k_srbind_use ) ){
271 if( player_walk_scan_for_drop_in() ){
272 w->state.activity = k_walk_activity_odrop_in;
273 }
274 else{
275 w->state.activity = k_walk_activity_oregular;
276 }
277
278 w->state.transition_t = 0.0f;
279 }
280
281 if( button_down( k_srbind_jump ) ){
282 w->state.jump_queued = 1;
283 w->state.jump_input_time = vg.time;
284 }
285 }
286
287 static void player_walk_pre_air(void){
288 struct player_walk *w = &player_walk;
289 if( button_down( k_srbind_use ) ){
290 w->state.activity = k_walk_activity_oair;
291 w->state.transition_t = 0.0f;
292 }
293
294 if( button_down( k_srbind_jump ) ){
295 w->state.jump_queued = 1;
296 w->state.jump_input_time = vg.time;
297 }
298 }
299
300 static void player_walk_pre_drop_in(void){
301 struct player_walk *w = &player_walk;
302 bool finished = player__preupdate_anim( w->anim_drop_in,
303 &w->state.transition_t, 1.0f );
304 if( finished )
305 player_walk_drop_in_to_skate();
306 }
307
308 static void player_walk_pre_caveman(void){
309 struct player_walk *w = &player_walk;
310 bool finished = player__preupdate_anim( w->anim_jump_to_air,
311 &w->state.transition_t, 1.0f );
312 if( finished ){
313 player_walk_generic_to_skate( k_skate_activity_air,
314 player_walk.animator.board_yaw );
315 }
316 }
317
318 static void player_walk_pre_running_start(void){
319 struct player_walk *w = &player_walk;
320 bool finished = player__preupdate_anim( w->anim_intro,
321 &w->state.transition_t, 1.0f );
322 if( finished ){
323 /* TODO: get the derivative of the last keyframes to calculate new
324 * velocity for player */
325 player_walk_generic_to_skate( k_skate_activity_ground,
326 player_walk.animator.board_yaw+1.0f );
327 }
328 }
329
330 static void player_walk_pre_popoff(void){
331 struct player_walk *w = &player_walk;
332 bool finished = player__preupdate_anim( w->anim_popoff,
333 &w->state.transition_t, 1.0f );
334
335 if( finished ){
336 w->state.activity = k_walk_activity_ground;
337 w->animator.board_yaw += 1.0f;
338 }
339 }
340
341 static void player__walk_pre_update(void){
342 struct player_walk *w = &player_walk;
343
344 if( localplayer.immobile ) return;
345 else player_look( localplayer.angles, skaterift.time_rate );
346
347 enum walk_activity a = w->state.activity;
348
349 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
350 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
351 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
352 else if( a == k_walk_activity_air ) player_walk_pre_air();
353 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
354 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
355 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
356 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
357 }
358
359 static int player_walk_normal_standable( v3f n ){
360 return n[1] > 0.70710678118f;
361 }
362
363 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
364 float currentspeed = v3_dot( v, movedir ),
365 addspeed = speed - currentspeed;
366
367 if( addspeed <= 0 )
368 return;
369
370 float accelspeed = accel * k_rb_delta * speed;
371
372 if( accelspeed > addspeed )
373 accelspeed = addspeed;
374
375 v3_muladds( v, movedir, accelspeed, v );
376 }
377
378 static void player_friction( v3f v, f32 friction ){
379 float speed = v3_length( v ),
380 drop = 0.0f,
381 control = vg_maxf( speed, k_stopspeed );
382
383 if( speed < 0.04f )
384 return;
385
386 drop += control * friction * k_rb_delta;
387
388 float newspeed = vg_maxf( 0.0f, speed - drop );
389 newspeed /= speed;
390
391 v3_muls( v, newspeed, v );
392 }
393
394 static void player_walk_custom_filter( world_instance *world,
395 rb_ct *man, int len, f32 w ){
396 for( int i=0; i<len; i++ ){
397 rb_ct *ci = &man[i];
398 if( ci->type == k_contact_type_disabled ||
399 ci->type == k_contact_type_edge )
400 continue;
401
402
403 float d1 = v3_dot( ci->co, ci->n );
404
405 for( int j=0; j<len; j++ ){
406 if( j == i )
407 continue;
408
409 rb_ct *cj = &man[j];
410 if( cj->type == k_contact_type_disabled )
411 continue;
412
413 struct world_surface *si = world_contact_surface( world, ci ),
414 *sj = world_contact_surface( world, cj );
415
416 if( (sj->info.flags & k_material_flag_walking) &&
417 !(si->info.flags & k_material_flag_walking)){
418 continue;
419 }
420
421 float d2 = v3_dot( cj->co, ci->n ),
422 d = d2-d1;
423
424 if( fabsf( d ) <= w ){
425 cj->type = k_contact_type_disabled;
426 }
427 }
428 }
429 }
430
431 static void player_walk_update_generic(void){
432 struct player_walk *w = &player_walk;
433
434 if( (w->state.activity != k_walk_activity_oregular) &&
435 (w->state.activity != k_walk_activity_oair) ){
436 joystick_state( k_srjoystick_steer, w->state.steer );
437 w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
438 if( v2_length2(w->state.steer)>1.0f )
439 v2_normalize(w->state.steer);
440 }
441
442 v3_copy( localplayer.rb.co, w->state.prev_pos );
443 v3_zero( localplayer.rb.w );
444
445 world_instance *world = world_current_instance();
446
447 if( world->water.enabled ){
448 if( localplayer.rb.co[1]+0.4f < world->water.height ){
449 player__networked_sfx( k_player_subsystem_walk, 32,
450 k_player_walk_soundeffect_splash,
451 localplayer.rb.co, 1.0f );
452 player__dead_transition( k_player_die_type_generic );
453 return;
454 }
455 }
456
457 enum walk_activity prev_state = w->state.activity;
458
459 w->collider.height = 2.0f;
460 w->collider.radius = 0.3f;
461
462 m4x3f mtx;
463 m3x3_copy( localplayer.rb.to_world, mtx );
464 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
465
466 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
467
468 rb_ct manifold[64];
469 int len;
470
471 float yaw = localplayer.angles[0];
472
473 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
474 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
475
476 /*
477 * Collision detection
478 */
479
480 len = rb_capsule__scene( mtx, &w->collider, NULL,
481 &world->rb_geo.inf.scene, manifold, 0 );
482 player_walk_custom_filter( world, manifold, len, 0.01f );
483 len = rb_manifold_apply_filtered( manifold, len );
484
485 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
486
487 w->state.activity = k_walk_activity_air;
488 w->surface = k_surface_prop_concrete;
489
490 for( int i=0; i<len; i++ ){
491 struct contact *ct = &manifold[i];
492 rb_debug_contact( ct );
493
494 if( player_walk_normal_standable( ct->n ) ){
495 w->state.activity = k_walk_activity_ground;
496
497 v3_add( surface_avg, ct->n, surface_avg );
498
499 struct world_surface *surf = world_contact_surface( world, ct );
500 if( surf->info.surface_prop > w->surface )
501 w->surface = surf->info.surface_prop;
502 }
503
504 rb_prepare_contact( ct, k_rb_delta );
505 }
506
507 /*
508 * Move & Friction
509 */
510 float accel_speed = 0.0f, nominal_speed = 0.0f;
511 v3f movedir;
512
513 v3_muls( right_dir, w->state.steer[0], movedir );
514 v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
515
516 if( w->state.activity == k_walk_activity_ground ){
517 v3_normalize( surface_avg );
518
519 v3f tx, ty;
520 v3_tangent_basis( surface_avg, tx, ty );
521
522 if( v2_length2(w->state.steer) > 0.001f ){
523 /* clip movement to the surface */
524 float d = v3_dot(surface_avg,movedir);
525 v3_muladds( movedir, surface_avg, -d, movedir );
526 }
527
528 accel_speed = k_walk_accel;
529 nominal_speed = w->state.steer[2];
530
531 /* jump */
532 if( w->state.jump_queued ){
533 w->state.jump_queued = 0;
534
535 f32 t = vg.time - w->state.jump_input_time;
536 if( t < PLAYER_JUMP_EPSILON ){
537 localplayer.rb.v[1] = 5.0f;
538 w->state.activity = k_walk_activity_air;
539 prev_state = k_walk_activity_air;
540 accel_speed = k_walk_air_accel;
541 nominal_speed = k_airspeed;
542 }
543 }
544 else{
545 player_friction( localplayer.rb.v, k_walk_friction );
546 }
547 }
548 else{
549 accel_speed = k_walk_air_accel;
550 nominal_speed = k_airspeed;
551 }
552
553 if( v2_length2( w->state.steer ) > 0.001f ){
554 player_accelerate( localplayer.rb.v, movedir,
555 nominal_speed, accel_speed );
556 v3_normalize( movedir );
557 }
558
559 /*
560 * Resolve velocity constraints
561 */
562 for( int j=0; j<5; j++ ){
563 for( int i=0; i<len; i++ ){
564 struct contact *ct = &manifold[i];
565
566 /*normal */
567 float vn = -v3_dot( localplayer.rb.v, ct->n );
568
569 float temp = ct->norm_impulse;
570 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
571 vn = ct->norm_impulse - temp;
572
573 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
574 }
575 }
576
577 /* stepping */
578 if( w->state.activity == k_walk_activity_ground||
579 prev_state == k_walk_activity_ground ){
580 float max_dist = 0.4f;
581
582 v3f pa, pb;
583 v3_copy( localplayer.rb.co, pa );
584 pa[1] += w->collider.radius + max_dist;
585 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
586 vg_line( pa, pb, 0xff000000 );
587
588 v3f n;
589 float t;
590 if( spherecast_world( world, pa, pb,
591 w->collider.radius, &t, n, 0 ) != -1 ){
592 if( player_walk_normal_standable(n) ){
593 v3_lerp( pa, pb, t, localplayer.rb.co );
594 localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
595 w->state.activity = k_walk_activity_ground;
596
597 float d = -v3_dot(n,localplayer.rb.v);
598 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
599 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
600 }
601 }
602 }
603
604 /*
605 * Depenetrate
606 */
607 v3f dt;
608 rb_depenetrate( manifold, len, dt );
609 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
610
611 /* integrate */
612 if( w->state.activity == k_walk_activity_air ){
613 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
614 }
615
616 if( localplayer.immobile ){
617 localplayer.rb.v[0] = 0.0f;
618 localplayer.rb.v[2] = 0.0f;
619 }
620
621 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
622 localplayer.rb.co );
623 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
624 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
625
626 /*
627 * CCD routine
628 * ---------------------------------------------------
629 *
630 */
631 v3f lwr_prev,
632 lwr_now,
633 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
634
635 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
636 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
637
638 v3f movedelta;
639 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
640
641 float movedist = v3_length( movedelta );
642
643 if( movedist > 0.3f ){
644 float t, sr = w->collider.radius-0.04f;
645 v3f n;
646
647 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
648 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
649 localplayer.rb.co[1] -= w->collider.radius;
650 rb_update_transform( &localplayer.rb );
651
652 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
653 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
654 }
655 }
656
657 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
658 if( id ){
659 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
660 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
661 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
662
663 v4f transport_rotation;
664 m3x3_q( gate->transport, transport_rotation );
665 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
666
667 rb_update_transform( &localplayer.rb );
668 player__pass_gate( id );
669 }
670 rb_update_transform( &localplayer.rb );
671
672 if( (prev_state == k_walk_activity_oregular) ||
673 (prev_state == k_walk_activity_oair) ||
674 (prev_state == k_walk_activity_ipopoff) ){
675 w->state.activity = prev_state;
676 }
677
678 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
679 localplayer.rb.v[2] } ),
680 k_runspeed );
681 }
682
683 static void player__walk_post_update(void){
684 struct player_walk *w = &player_walk;
685
686 m4x3f mtx;
687 m3x3_copy( localplayer.rb.to_world, mtx );
688 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
689
690 float substep = vg.time_fixed_extrapolate;
691 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
692 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
693
694 /* Calculate header */
695 v3f v;
696 if( (player_xyspeed2() > 0.1f*0.1f) ){
697 f32 r = 0.3f;
698 if( (w->state.activity == k_walk_activity_ground) ||
699 (w->state.activity == k_walk_activity_ipopoff) ||
700 (w->state.activity == k_walk_activity_oregular) ){
701 r = 0.07f;
702 }
703
704 f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
705 v4f qt;
706 q_axis_angle( qt, (v3f){0,1,0}, ta );
707 q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
708 }
709
710 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
711 v3f p1;
712 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
713 vg_line( w->state.drop_in_target, p1, VG__GREEN );
714 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
715 vg_line( w->state.drop_in_target, p1, VG__GREEN );
716
717 float a = player_get_heading_yaw();
718 p1[0] = sinf( a );
719 p1[1] = 0.0f;
720 p1[2] = cosf( a );
721
722 v3_add( localplayer.rb.co, p1, p1 );
723 vg_line( localplayer.rb.co, p1, VG__PINK );
724
725 int walk_phase = 0;
726 if( vg_fractf(w->state.walk_timer) > 0.5f )
727 walk_phase = 1;
728 else
729 walk_phase = 0;
730
731 if( (w->state.step_phase != walk_phase) &&
732 (w->state.activity == k_walk_activity_ground ) )
733 {
734 audio_lock();
735 if( w->surface == k_surface_prop_concrete ){
736 audio_oneshot_3d(
737 &audio_footsteps[vg_randu32(&vg.rand) %
738 vg_list_size(audio_footsteps)],
739 localplayer.rb.co, 40.0f, 1.0f
740 );
741 }
742 else if( w->surface == k_surface_prop_grass ){
743 audio_oneshot_3d(
744 &audio_footsteps_grass[ vg_randu32(&vg.rand) %
745 vg_list_size(audio_footsteps_grass)],
746 localplayer.rb.co, 40.0f, 1.0f
747 );
748 }
749 else if( w->surface == k_surface_prop_wood ){
750 audio_oneshot_3d(
751 &audio_footsteps_wood[ vg_randu32(&vg.rand) %
752 vg_list_size(audio_footsteps_wood)],
753 localplayer.rb.co, 40.0f, 1.0f
754 );
755 }
756 audio_unlock();
757 }
758
759 w->state.step_phase = walk_phase;
760 }
761
762 static void player__walk_update(void){
763 struct player_walk *w = &player_walk;
764
765 if( (w->state.activity == k_walk_activity_air) ||
766 (w->state.activity == k_walk_activity_ground) ||
767 (w->state.activity == k_walk_activity_oair) ||
768 (w->state.activity == k_walk_activity_oregular) ||
769 (w->state.activity == k_walk_activity_ipopoff) ){
770 player_walk_update_generic();
771 }
772 }
773
774 static void player_walk_animate_drop_in(void){
775 struct player_walk *w = &player_walk;
776 struct player_walk_animator *animator = &w->animator;
777 struct skeleton_anim *anim = w->anim_drop_in;
778
779 f32 length = (f32)(anim->length-1) / anim->rate,
780 time = w->state.transition_t;
781
782 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
783 w->state.drop_in_angle, animator->transition_t );
784 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
785 animator->transition_t, localplayer.rb.co );
786
787 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
788
789 /* the drop in bit */
790 v3f final_co;
791 v4f final_q;
792 player_walk_drop_in_overhang_transform( animator->transition_t,
793 final_co, final_q );
794
795 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
796 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
797 localplayer.rb.co );
798
799 rb_update_transform( &localplayer.rb );
800
801 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
802 -0.1f*animator->transition_t, localplayer.rb.co );
803
804 v3_copy( localplayer.rb.co, animator->root_co );
805 v4_copy( localplayer.rb.q, animator->root_q );
806
807 /* for the camera purposes only */
808 v3f init_velocity;
809 player_walk_drop_in_vector( init_velocity );
810 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
811 v3_copy( localplayer.rb.v,
812 localplayer.cam_control.cam_velocity_smooth );
813 }
814
815 static void player_walk_animate_generic(void){
816 struct player_walk *w = &player_walk;
817 struct player_walk_animator *animator = &w->animator;
818
819 v4f _null;
820 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
821
822 f32 walk_yaw = player_get_heading_yaw(),
823 head_yaw = localplayer.angles[0] + VG_PIf,
824 y = vg_angle_diff( head_yaw, -walk_yaw ),
825 p = vg_clampf( localplayer.angles[1],
826 -k_sit_pitch_limit, k_sit_pitch_limit );
827
828 if( fabsf(y) > k_sit_yaw_limit ){
829 y = 0.0f;
830 p = 0.0f;
831 }
832
833 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
834 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
835 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
836
837 v4f qrev;
838 q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
839 q_mul( localplayer.rb.q, qrev, animator->root_q );
840 }
841
842 static void player__walk_animate(void){
843 struct player_walk *w = &player_walk;
844 player_pose *pose = &localplayer.pose;
845 struct player_walk_animator *animator = &w->animator;
846
847 animator->activity = w->state.activity;
848 animator->transition_t = w->state.transition_t;
849
850 {
851 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
852 rate;
853
854 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
855 else rate = 9.0f;
856
857 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
858 animator->run = vg_lerpf( animator->run, w->move_speed,
859 8.0f*vg.time_delta);
860 }
861
862 if( animator->run > 0.025f ){
863 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
864 run_norm = 30.0f/(float)w->anim_run->length,
865 l;
866
867 if( animator->run <= k_walkspeed )
868 l = (animator->run / k_walkspeed) * walk_norm;
869 else {
870 l = vg_lerpf( walk_norm, run_norm,
871 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
872 }
873 w->state.walk_timer += l * vg.time_delta;
874 }
875 else
876 w->state.walk_timer = 0.0f;
877
878 animator->walk_timer = w->state.walk_timer;
879
880 player_walk_animate_generic();
881 if( w->state.activity == k_walk_activity_odrop_in ){
882 player_walk_animate_drop_in();
883 }
884
885 if( (w->state.activity == k_walk_activity_odrop_in) ||
886 (w->state.activity == k_walk_activity_oregular) ||
887 (w->state.activity == k_walk_activity_oair) ){
888 localplayer.cam_velocity_influence = w->animator.transition_t;
889 }
890 else if( w->state.activity == k_walk_activity_ipopoff ){
891 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
892 }
893 else
894 localplayer.cam_velocity_influence = 0.0f;
895 }
896
897 static void player_walk_pose_sit( struct player_walk_animator *animator,
898 player_pose *pose ){
899 mdl_keyframe bpose[32];
900
901 struct player_walk *w = &player_walk;
902 struct skeleton *sk = &localplayer.skeleton;
903
904 f32 t = animator->transition_t,
905 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
906 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
907
908 v4f qy,qp;
909 f32 *qh = bpose[localplayer.id_head-1].q;
910 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
911 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
912 q_mul( qy, qh, qh );
913 q_mul( qh, qp, qh );
914 q_normalize( qh );
915
916 qh = bpose[localplayer.id_chest-1].q;
917 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
918 q_mul( qy, qh, qh );
919 q_normalize( qh );
920
921 skeleton_lerp_pose( sk, pose->keyframes, bpose,
922 vg_minf(1.0f,t*10.0f), pose->keyframes );
923 }
924
925 enum walk_transition_type {
926 k_walk_transition_in,
927 k_walk_transition_out,
928 k_walk_transition_outin,
929 };
930
931 static void player_walk_pose_transition(
932 struct player_walk_animator *animator, struct skeleton_anim *anim,
933 enum walk_transition_type type,
934 mdl_keyframe apose[32], player_pose *pose ){
935
936 mdl_keyframe bpose[32];
937
938 struct player_walk *w = &player_walk;
939 struct skeleton *sk = &localplayer.skeleton;
940
941 f32 length = (f32)(anim->length-1) / anim->rate,
942 t = animator->transition_t * length,
943 blend = 1.0f;
944
945 if( type == k_walk_transition_in || type == k_walk_transition_outin )
946 blend = vg_minf( blend, length-t );
947
948 if( type == k_walk_transition_out || type == k_walk_transition_outin )
949 blend = vg_minf( blend, t );
950
951 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
952
953 skeleton_sample_anim_clamped( sk, anim, t, bpose );
954
955 mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
956 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
957
958 v4f qyaw;
959 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
960 q_mul( kf_board->q, qyaw, kf_board->q );
961 q_normalize( kf_board->q );
962
963 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
964 }
965
966 static void player__walk_pose( void *_animator, player_pose *pose ){
967 struct player_walk *w = &player_walk;
968 struct player_walk_animator *animator = _animator;
969 struct skeleton *sk = &localplayer.skeleton;
970
971 v3_copy( animator->root_co, pose->root_co );
972 v4_copy( animator->root_q, pose->root_q );
973 pose->board.lean = 0.0f;
974 pose->type = k_player_pose_type_ik;
975
976 float walk_norm = (float)w->anim_walk->length/30.0f,
977 run_norm = (float)w->anim_run->length/30.0f,
978 t = animator->walk_timer;
979
980 /* walk/run */
981 mdl_keyframe apose[32], bpose[32];
982 if( animator->run <= k_walkspeed ){
983 /* walk / idle */
984 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
985 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
986 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
987 skeleton_lerp_pose( sk, apose, bpose, l, apose );
988 }
989 else {
990 /* walk / run */
991 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
992 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
993 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
994 skeleton_lerp_pose( sk, apose, bpose, l, apose );
995 }
996
997 /* air */
998 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
999 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
1000
1001 mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
1002 f32 yaw = animator->board_yaw;
1003
1004 if( animator->activity == k_walk_activity_ipopoff )
1005 if( animator->transition_t > 0.5f )
1006 yaw += 1.0f;
1007
1008 v4f qyaw;
1009 q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
1010 q_mul( kf_board->q, qyaw, kf_board->q );
1011 q_normalize( kf_board->q );
1012
1013 /* sit */
1014 if( (animator->activity == k_walk_activity_sit) ||
1015 (animator->activity == k_walk_activity_sit_up) ){
1016 player_walk_pose_sit( animator, pose );
1017 }
1018 else if( animator->activity == k_walk_activity_odrop_in ){
1019 player_walk_pose_transition(
1020 animator, w->anim_drop_in, k_walk_transition_out, apose, pose );
1021 }
1022 else if( animator->activity == k_walk_activity_oair ){
1023 player_walk_pose_transition(
1024 animator, w->anim_jump_to_air, k_walk_transition_out, apose, pose );
1025 }
1026 else if( animator->activity == k_walk_activity_oregular ){
1027 player_walk_pose_transition(
1028 animator, w->anim_intro, k_walk_transition_out, apose, pose );
1029 }
1030 else if( animator->activity == k_walk_activity_ipopoff ){
1031 player_walk_pose_transition(
1032 animator, w->anim_popoff, k_walk_transition_in, apose, pose );
1033 }
1034 else {
1035 skeleton_copy_pose( sk, apose, pose->keyframes );
1036 }
1037 }
1038
1039 static void player__walk_post_animate(void){
1040 /*
1041 * Camera
1042 */
1043 struct player_walk *w = &player_walk;
1044
1045 }
1046
1047 static void player__walk_im_gui(void){
1048 struct player_walk *w = &player_walk;
1049 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1050 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1051 v3_length(localplayer.rb.v) );
1052 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1053 localplayer.rb.co[1],
1054 localplayer.rb.co[2] );
1055 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1056 player__debugtext( 1, "activity: %s\n",
1057 (const char *[]){ "air",
1058 "ground",
1059 "sit",
1060 "sit_up",
1061 "inone",
1062 "ipopoff",
1063 "oair",
1064 "odrop_in",
1065 "oregular" }
1066 [w->state.activity] );
1067 player__debugtext( 1, "surface: %s\n",
1068 (const char *[]){ "concrete",
1069 "wood",
1070 "grass",
1071 "tiles",
1072 "metal" }
1073 [w->surface] );
1074 }
1075
1076 static void player__walk_bind(void){
1077 struct player_walk *w = &player_walk;
1078 struct skeleton *sk = &localplayer.skeleton;
1079
1080 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1081 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1082 w->anim_run = skeleton_get_anim( sk, "run+y" );
1083 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1084 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1085 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1086 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1087 w->anim_sit = skeleton_get_anim( sk, "sit" );
1088 w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
1089 }
1090
1091 static void player__walk_transition( bool grounded, f32 board_yaw ){
1092 struct player_walk *w = &player_walk;
1093 w->state.activity = k_walk_activity_air;
1094
1095 if( grounded ){
1096 w->state.activity = k_walk_activity_ipopoff;
1097 }
1098
1099 w->state.transition_t = 0.0f;
1100 w->state.jump_queued = 0;
1101 w->state.jump_input_time = 0.0;
1102 w->state.walk_timer = 0.0f;
1103 w->state.step_phase = 0;
1104 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1105 rb_update_transform( &localplayer.rb );
1106 }
1107
1108 static void player__walk_reset(void){
1109 struct player_walk *w = &player_walk;
1110 w->state.activity = k_walk_activity_air;
1111 w->state.transition_t = 0.0f;
1112
1113 v3f fwd = { 0.0f, 0.0f, 1.0f };
1114 q_mulv( localplayer.rb.q, fwd, fwd );
1115 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1116 atan2f(fwd[0], fwd[2]) );
1117
1118 rb_update_transform( &localplayer.rb );
1119 }
1120
1121 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1122 struct player_walk_animator *animator = data;
1123
1124 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1125 bitpack_qquat( ctx, animator->root_q );
1126 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1127 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1128 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1129 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1130
1131 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1132 bitpack_bytes( ctx, 8, &animator->activity );
1133 }
1134
1135 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1136
1137 if( (animator->activity == k_walk_activity_sit) ||
1138 (animator->activity == k_walk_activity_sit_up) ){
1139 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1140 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1141 &animator->pitch );
1142 }
1143
1144 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1145 }
1146
1147 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1148 audio_lock();
1149
1150 if( id == k_player_walk_soundeffect_splash ){
1151 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1152 }
1153
1154 audio_unlock();
1155 }
1156 #endif /* PLAYER_DEVICE_WALK_H */