revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #pragma once
2
3 #include "vg/vg_rigidbody_collision.h"
4
5 #include "skaterift.h"
6 #include "player_walk.h"
7 #include "player_skate.h"
8 #include "player_dead.h"
9 #include "player.h"
10 #include "input.h"
11 #include "audio.h"
12 #include "scene_rigidbody.h"
13
14 struct player_walk player_walk;
15 struct player_subsystem_interface player_subsystem_walk =
16 {
17 .system_register = player__walk_register,
18 .bind = player__walk_bind,
19 .pre_update = player__walk_pre_update,
20 .update = player__walk_update,
21 .post_update = player__walk_post_update,
22 .im_gui = player__walk_im_gui,
23 .animate = player__walk_animate,
24 .post_animate = player__walk_post_animate,
25 .pose = player__walk_pose,
26 .network_animator_exchange = player__walk_animator_exchange,
27
28 .animator_data = &player_walk.animator,
29 .animator_size = sizeof(player_walk.animator),
30 .name = "Walk"
31 };
32
33
34 static void player_walk_drop_in_vector( v3f vec ){
35 v3f axis, init_dir;
36 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
37 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
38 v3_normalize( init_dir );
39 v3_muls( init_dir, 4.25f, vec );
40 }
41
42 static float player_xyspeed2(void){
43 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
44 }
45
46 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
47 localplayer.subsystem = k_player_subsystem_skate;
48
49 v3f v;
50
51 if( player_xyspeed2() < 0.1f * 0.1f )
52 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
53 else
54 v3_copy( localplayer.rb.v, v );
55
56 player_skate.state.activity_prev = k_skate_activity_ground;
57 player_skate.state.activity = init;
58
59 v3f dir;
60 v3_copy( v, dir );
61 v3_normalize( dir );
62
63 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
64 atan2f(-dir[0],-dir[2]) );
65 q_normalize( localplayer.rb.q );
66
67 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
68 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
69
70 v3_copy( v, player_skate.state.cog_v );
71 v3_copy( v, localplayer.rb.v );
72
73 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
74 player__skate_reset_animator();
75 player__skate_clear_mechanics();
76 rb_update_matrices( &localplayer.rb );
77 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
78
79 if( init == k_skate_activity_air )
80 player__approximate_best_trajectory();
81 }
82
83 static void player_walk_drop_in_to_skate(void){
84 localplayer.immobile = 0;
85 localplayer.subsystem = k_player_subsystem_skate;
86
87 player_skate.state.activity_prev = k_skate_activity_ground;
88 player_skate.state.activity = k_skate_activity_ground;
89
90 player__begin_holdout( (v3f){0,0,0} );
91 player__skate_clear_mechanics();
92 player__skate_reset_animator();
93
94 v3f init_velocity;
95 player_walk_drop_in_vector( init_velocity );
96
97 rb_update_matrices( &localplayer.rb );
98 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
99 player_skate.state.cog );
100 v3_copy( init_velocity, player_skate.state.cog_v );
101 v3_copy( init_velocity, localplayer.rb.v );
102 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
103 v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
104 player_skate.state.trick_euler );
105 }
106
107 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
108 v3f axis;
109 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
110 v3_normalize( axis );
111
112 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
113 q_axis_angle( q, axis, a );
114
115 float l = t * 0.5f,
116 heading_angle = player_walk.state.drop_in_angle;
117
118 v3f overhang;
119 overhang[0] = sinf( heading_angle ) * l;
120 overhang[1] = 0.28f * l;
121 overhang[2] = cosf( heading_angle ) * l;
122
123 q_mulv( q, overhang, overhang );
124 v3_add( player_walk.state.drop_in_target, overhang, co );
125 }
126
127 static int player_walk_scan_for_drop_in(void){
128 world_instance *world = world_current_instance();
129
130 v3f dir, center;
131 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
132 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
133
134 ray_hit samples[20];
135 int sample_count = 0;
136
137 for( int i=0; i<20; i ++ ){
138 float t = (float)i * (1.0f/19.0f),
139 s = sinf( t * VG_PIf * 0.25f ),
140 c = cosf( t * VG_PIf * 0.25f );
141
142 v3f ray_dir, pos;
143 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
144 v3_muladds( ray_dir, dir, -s, ray_dir );
145 v3_muladds( center, ray_dir, -2.0f, pos );
146
147 ray_hit *ray = &samples[ sample_count ];
148 ray->dist = 2.0f;
149
150 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
151 vg_line( pos, ray->pos, VG__RED );
152 vg_line_point( ray->pos, 0.025f, VG__BLACK );
153
154 sample_count ++;
155 }
156 }
157
158 float min_a = 0.70710678118654752f;
159 ray_hit *candidate = NULL;
160
161 if( sample_count >= 2 ){
162 for( int i=0; i<sample_count-1; i++ ){
163 ray_hit *s0 = &samples[i],
164 *s1 = &samples[i+1];
165
166 float a = v3_dot( s0->normal, s1->normal );
167
168 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
169 min_a = a;
170 candidate = s0;
171 }
172 }
173 }
174
175 if( candidate ){
176 v4f pa, pb, pc;
177
178 ray_hit *s0 = candidate,
179 *s1 = candidate+1;
180
181 vg_line( s0->pos, s1->pos, VG__WHITE );
182
183 v3_copy( s0->normal, pa );
184 v3_copy( s1->normal, pb );
185 v3_cross( localplayer.rb.to_world[1], dir, pc );
186 v3_normalize( pc );
187
188 pa[3] = v3_dot( pa, s0->pos );
189 pb[3] = v3_dot( pb, s1->pos );
190 pc[3] = v3_dot( pc, localplayer.rb.co );
191
192 v3f edge;
193 if( plane_intersect3( pa, pb, pc, edge ) ){
194 v3_copy( edge, player_walk.state.drop_in_target );
195 v3_copy( s1->normal, player_walk.state.drop_in_normal );
196 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
197
198 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
199 player_walk.state.drop_in_angle =
200 atan2f( player_walk.state.drop_in_normal[0],
201 player_walk.state.drop_in_normal[2] );
202
203 /* TODO: scan multiple of these? */
204 v3f oco;
205 v4f oq;
206 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
207
208 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
209 vb = {0.0f,0.0f, k_board_length + 0.3f};
210
211 q_mulv( oq, va, va );
212 q_mulv( oq, vb, vb );
213 v3_add( oco, va, va );
214 v3_add( oco, vb, vb );
215
216 v3f v0;
217 v3_sub( vb, va, v0 );
218 v3_normalize( v0 );
219
220 ray_hit ray;
221 ray.dist = k_board_length*2.0f + 0.6f;
222
223 if( ray_world( world, va, v0, &ray, 0 ) ){
224 vg_line( va, vb, VG__RED );
225 vg_line_point( ray.pos, 0.1f, VG__RED );
226 vg_error( "invalidated\n" );
227 return 0;
228 }
229
230 v3_muls( v0, -1.0f, v0 );
231 if( ray_world( world, vb, v0, &ray, 0 ) ){
232 vg_line( va, vb, VG__RED );
233 vg_line_point( ray.pos, 0.1f, VG__RED );
234 vg_error( "invalidated\n" );
235 return 0;
236 }
237
238 player_walk_drop_in_vector( localplayer.rb.v );
239 return 1;
240 }
241 else{
242 vg_error( "failed to find intersection of drop in\n" );
243 }
244 }
245
246 return 0;
247 }
248
249 static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
250 f32 speed ){
251 f32 length = (f32)(anim->length-1) / anim->rate;
252 *t += (vg.time_delta * speed) / length;
253
254 if( *t >= 1.0f ) return 1;
255 else return 0;
256 }
257
258 static void player_walk_pre_sit(void){
259 struct player_walk *w = &player_walk;
260
261 v2f steer;
262 joystick_state( k_srjoystick_steer, steer );
263
264 vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
265
266 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
267 button_down(k_srbind_jump) ){
268 w->state.activity = k_walk_activity_sit_up;
269 }
270 return;
271 }
272
273 static void player_walk_pre_sit_up(void){
274 struct player_walk *w = &player_walk;
275
276 if( w->state.transition_t > 0.0f )
277 vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
278 else
279 w->state.activity = k_walk_activity_ground;
280
281 if( button_down(k_srbind_sit) )
282 w->state.activity = k_walk_activity_sit;
283
284 return;
285 }
286
287 static void player_walk_pre_ground(void){
288 struct player_walk *w = &player_walk;
289
290 if( button_down(k_srbind_sit) ){
291 v3_zero( localplayer.rb.v );
292 w->state.activity = k_walk_activity_sit;
293 w->state.transition_t = 0.0f;
294 return;
295 }
296
297 if( button_down( k_srbind_use ) ){
298 if( player_walk_scan_for_drop_in() ){
299 w->state.activity = k_walk_activity_odrop_in;
300 }
301 else{
302 w->state.activity = k_walk_activity_oregular;
303 }
304
305 w->state.transition_t = 0.0f;
306 }
307
308 if( button_down( k_srbind_jump ) ){
309 w->state.jump_queued = 1;
310 w->state.jump_input_time = vg.time;
311 }
312 }
313
314 static void player_walk_pre_air(void){
315 struct player_walk *w = &player_walk;
316 if( button_down( k_srbind_use ) ){
317 w->state.activity = k_walk_activity_oair;
318 w->state.transition_t = 0.0f;
319 }
320
321 if( button_down( k_srbind_jump ) ){
322 w->state.jump_queued = 1;
323 w->state.jump_input_time = vg.time;
324 }
325 }
326
327 static void player_walk_pre_drop_in(void){
328 struct player_walk *w = &player_walk;
329 bool finished = player__preupdate_anim( w->anim_drop_in,
330 &w->state.transition_t, 1.0f );
331 if( finished )
332 player_walk_drop_in_to_skate();
333 }
334
335 static void player_walk_pre_caveman(void){
336 struct player_walk *w = &player_walk;
337 bool finished = player__preupdate_anim( w->anim_jump_to_air,
338 &w->state.transition_t, 1.0f );
339 if( finished ){
340 player_walk_generic_to_skate( k_skate_activity_air,
341 player_walk.animator.board_yaw );
342 }
343 }
344
345 static void player_walk_pre_running_start(void){
346 struct player_walk *w = &player_walk;
347 bool finished = player__preupdate_anim( w->anim_intro,
348 &w->state.transition_t, 1.0f );
349 if( finished ){
350 /* TODO: get the derivative of the last keyframes to calculate new
351 * velocity for player */
352 player_walk_generic_to_skate( k_skate_activity_ground,
353 player_walk.animator.board_yaw+1.0f );
354 }
355 }
356
357 static void player_walk_pre_popoff(void){
358 struct player_walk *w = &player_walk;
359 bool finished = player__preupdate_anim( w->anim_popoff,
360 &w->state.transition_t, 1.0f );
361
362 if( finished ){
363 w->state.activity = k_walk_activity_ground;
364 w->animator.board_yaw += 1.0f;
365 }
366 }
367
368 void player__walk_pre_update(void){
369 struct player_walk *w = &player_walk;
370
371 if( localplayer.immobile ) return;
372 else player_look( localplayer.angles, skaterift.time_rate );
373
374 enum walk_activity a = w->state.activity;
375
376 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
377 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
378 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
379 else if( a == k_walk_activity_air ) player_walk_pre_air();
380 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
381 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
382 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
383 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
384 }
385
386 static int player_walk_normal_standable( v3f n ){
387 return n[1] > 0.70710678118f;
388 }
389
390 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
391 float currentspeed = v3_dot( v, movedir ),
392 addspeed = speed - currentspeed;
393
394 if( addspeed <= 0 )
395 return;
396
397 float accelspeed = accel * vg.time_fixed_delta * speed;
398
399 if( accelspeed > addspeed )
400 accelspeed = addspeed;
401
402 v3_muladds( v, movedir, accelspeed, v );
403 }
404
405 static void player_friction( v3f v, f32 friction ){
406 float speed = v3_length( v ),
407 drop = 0.0f,
408 control = vg_maxf( speed, k_stopspeed );
409
410 if( speed < 0.04f )
411 return;
412
413 drop += control * friction * vg.time_fixed_delta;
414
415 float newspeed = vg_maxf( 0.0f, speed - drop );
416 newspeed /= speed;
417
418 v3_muls( v, newspeed, v );
419 }
420
421 static void player_walk_custom_filter( world_instance *world,
422 rb_ct *man, int len, f32 w ){
423 for( int i=0; i<len; i++ ){
424 rb_ct *ci = &man[i];
425 if( ci->type == k_contact_type_disabled ||
426 ci->type == k_contact_type_edge )
427 continue;
428
429
430 float d1 = v3_dot( ci->co, ci->n );
431
432 for( int j=0; j<len; j++ ){
433 if( j == i )
434 continue;
435
436 rb_ct *cj = &man[j];
437 if( cj->type == k_contact_type_disabled )
438 continue;
439
440 struct world_surface *si = world_contact_surface( world, ci ),
441 *sj = world_contact_surface( world, cj );
442
443 if( (sj->info.flags & k_material_flag_walking) &&
444 !(si->info.flags & k_material_flag_walking)){
445 continue;
446 }
447
448 float d2 = v3_dot( cj->co, ci->n ),
449 d = d2-d1;
450
451 if( fabsf( d ) <= w ){
452 cj->type = k_contact_type_disabled;
453 }
454 }
455 }
456 }
457
458 static void player_walk_update_generic(void){
459 struct player_walk *w = &player_walk;
460
461 if( (w->state.activity != k_walk_activity_oregular) &&
462 (w->state.activity != k_walk_activity_oair) ){
463 joystick_state( k_srjoystick_steer, w->state.steer );
464 w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
465 if( v2_length2(w->state.steer)>1.0f )
466 v2_normalize(w->state.steer);
467 }
468
469 v3_copy( localplayer.rb.co, w->state.prev_pos );
470 v3_zero( localplayer.rb.w );
471
472 world_instance *world = world_current_instance();
473
474 if( world->water.enabled ){
475 if( localplayer.rb.co[1]+0.4f < world->water.height ){
476 player__networked_sfx( k_player_subsystem_walk, 32,
477 k_player_walk_soundeffect_splash,
478 localplayer.rb.co, 1.0f );
479 vg_info( "player fell of due to walking into walker\n" );
480 player__dead_transition( k_player_die_type_generic );
481 return;
482 }
483 }
484
485 enum walk_activity prev_state = w->state.activity;
486
487 w->collider.h = 2.0f;
488 w->collider.r = 0.3f;
489
490 m4x3f mtx;
491 m3x3_copy( localplayer.rb.to_world, mtx );
492 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
493
494 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
495
496 rb_ct manifold[64];
497 int len;
498
499 float yaw = localplayer.angles[0];
500
501 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
502 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
503
504 /*
505 * Collision detection
506 */
507
508 len = rb_capsule__scene( mtx, &w->collider, NULL,
509 world->geo_bh, manifold, 0 );
510 player_walk_custom_filter( world, manifold, len, 0.01f );
511 len = rb_manifold_apply_filtered( manifold, len );
512
513 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
514
515 w->state.activity = k_walk_activity_air;
516 w->surface = k_surface_prop_concrete;
517
518 for( int i=0; i<len; i++ ){
519 rb_ct *ct = &manifold[i];
520 rb_debug_contact( ct );
521
522 if( player_walk_normal_standable( ct->n ) ){
523 w->state.activity = k_walk_activity_ground;
524
525 v3_add( surface_avg, ct->n, surface_avg );
526
527 struct world_surface *surf = world_contact_surface( world, ct );
528 if( surf->info.surface_prop > w->surface )
529 w->surface = surf->info.surface_prop;
530 }
531
532 rb_prepare_contact( ct, vg.time_fixed_delta );
533 }
534
535 /*
536 * Move & Friction
537 */
538 float accel_speed = 0.0f, nominal_speed = 0.0f;
539 v3f movedir;
540
541 v3_muls( right_dir, w->state.steer[0], movedir );
542 v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
543
544 if( w->state.activity == k_walk_activity_ground ){
545 v3_normalize( surface_avg );
546
547 v3f tx, ty;
548 v3_tangent_basis( surface_avg, tx, ty );
549
550 if( v2_length2(w->state.steer) > 0.001f ){
551 /* clip movement to the surface */
552 float d = v3_dot(surface_avg,movedir);
553 v3_muladds( movedir, surface_avg, -d, movedir );
554 }
555
556 accel_speed = k_walk_accel;
557 nominal_speed = w->state.steer[2];
558
559 /* jump */
560 if( w->state.jump_queued ){
561 w->state.jump_queued = 0;
562
563 f32 t = vg.time - w->state.jump_input_time;
564 if( t < PLAYER_JUMP_EPSILON ){
565 localplayer.rb.v[1] = 5.0f;
566 w->state.activity = k_walk_activity_air;
567 prev_state = k_walk_activity_air;
568 accel_speed = k_walk_air_accel;
569 nominal_speed = k_airspeed;
570 }
571 }
572 else{
573 player_friction( localplayer.rb.v, k_walk_friction );
574 }
575 }
576 else{
577 accel_speed = k_walk_air_accel;
578 nominal_speed = k_airspeed;
579 }
580
581 if( v2_length2( w->state.steer ) > 0.001f ){
582 player_accelerate( localplayer.rb.v, movedir,
583 nominal_speed, accel_speed );
584 v3_normalize( movedir );
585 }
586
587 /*
588 * Resolve velocity constraints
589 */
590 for( int j=0; j<5; j++ ){
591 for( int i=0; i<len; i++ ){
592 rb_ct *ct = &manifold[i];
593
594 /*normal */
595 float vn = -v3_dot( localplayer.rb.v, ct->n );
596
597 float temp = ct->norm_impulse;
598 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
599 vn = ct->norm_impulse - temp;
600
601 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
602 }
603 }
604
605 /* stepping */
606 if( w->state.activity == k_walk_activity_ground||
607 prev_state == k_walk_activity_ground ){
608 float max_dist = 0.4f;
609
610 v3f pa, pb;
611 v3_copy( localplayer.rb.co, pa );
612 pa[1] += w->collider.r + max_dist;
613 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
614 vg_line( pa, pb, 0xff000000 );
615
616 v3f n;
617 float t;
618 if( spherecast_world( world, pa, pb,
619 w->collider.r, &t, n, 0 ) != -1 ){
620 if( player_walk_normal_standable(n) ){
621 v3_lerp( pa, pb, t, localplayer.rb.co );
622 localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
623 w->state.activity = k_walk_activity_ground;
624
625 float d = -v3_dot(n,localplayer.rb.v);
626 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
627 localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
628 }
629 }
630 }
631
632 /*
633 * Depenetrate
634 */
635 v3f dt;
636 rb_depenetrate( manifold, len, dt );
637 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
638
639 /* integrate */
640 if( w->state.activity == k_walk_activity_air ){
641 localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
642 }
643
644 if( localplayer.immobile ){
645 localplayer.rb.v[0] = 0.0f;
646 localplayer.rb.v[2] = 0.0f;
647 }
648
649 v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta,
650 localplayer.rb.co );
651 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
652 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
653
654 /*
655 * CCD routine
656 * ---------------------------------------------------
657 *
658 */
659 v3f lwr_prev,
660 lwr_now,
661 lwr_offs = { 0.0f, w->collider.r, 0.0f };
662
663 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
664 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
665
666 v3f movedelta;
667 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
668
669 float movedist = v3_length( movedelta );
670
671 if( movedist > 0.3f ){
672 float t, sr = w->collider.r-0.04f;
673 v3f n;
674
675 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
676 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
677 localplayer.rb.co[1] -= w->collider.r;
678 rb_update_matrices( &localplayer.rb );
679 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
680 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
681 }
682 }
683
684 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
685 if( id ){
686 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
687 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
688 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
689
690 v4f transport_rotation;
691 m3x3_q( gate->transport, transport_rotation );
692 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
693 q_normalize( localplayer.rb.q );
694 rb_update_matrices( &localplayer.rb );
695 player__pass_gate( id );
696 }
697 rb_update_matrices( &localplayer.rb );
698
699 if( (prev_state == k_walk_activity_oregular) ||
700 (prev_state == k_walk_activity_oair) ||
701 (prev_state == k_walk_activity_ipopoff) ){
702 w->state.activity = prev_state;
703 }
704
705 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
706 localplayer.rb.v[2] } ),
707 k_runspeed );
708 }
709
710 void player__walk_post_update(void){
711 struct player_walk *w = &player_walk;
712
713 m4x3f mtx;
714 m3x3_copy( localplayer.rb.to_world, mtx );
715 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
716
717 float substep = vg.time_fixed_extrapolate;
718 v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
719 vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
720
721 /* Calculate header */
722 v3f v;
723 if( (player_xyspeed2() > 0.1f*0.1f) ){
724 f32 r = 0.3f;
725 if( (w->state.activity == k_walk_activity_ground) ||
726 (w->state.activity == k_walk_activity_ipopoff) ||
727 (w->state.activity == k_walk_activity_oregular) ){
728 r = 0.07f;
729 }
730
731 f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
732 v4f qt;
733 q_axis_angle( qt, (v3f){0,1,0}, ta );
734 q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
735 }
736
737 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
738 v3f p1;
739 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
740 vg_line( w->state.drop_in_target, p1, VG__GREEN );
741 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
742 vg_line( w->state.drop_in_target, p1, VG__GREEN );
743
744 float a = player_get_heading_yaw();
745 p1[0] = sinf( a );
746 p1[1] = 0.0f;
747 p1[2] = cosf( a );
748
749 v3_add( localplayer.rb.co, p1, p1 );
750 vg_line( localplayer.rb.co, p1, VG__PINK );
751
752 int walk_phase = 0;
753 if( vg_fractf(w->state.walk_timer) > 0.5f )
754 walk_phase = 1;
755 else
756 walk_phase = 0;
757
758 if( (w->state.step_phase != walk_phase) &&
759 (w->state.activity == k_walk_activity_ground ) )
760 {
761 audio_lock();
762 if( w->surface == k_surface_prop_concrete ){
763 audio_oneshot_3d(
764 &audio_footsteps[vg_randu32(&vg.rand) % 4],
765 localplayer.rb.co, 40.0f, 1.0f
766 );
767 }
768 else if( w->surface == k_surface_prop_grass ){
769 audio_oneshot_3d(
770 &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
771 localplayer.rb.co, 40.0f, 1.0f
772 );
773 }
774 else if( w->surface == k_surface_prop_wood ){
775 audio_oneshot_3d(
776 &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
777 localplayer.rb.co, 40.0f, 1.0f
778 );
779 }
780 audio_unlock();
781 }
782
783 w->state.step_phase = walk_phase;
784 }
785
786 void player__walk_update(void){
787 struct player_walk *w = &player_walk;
788
789 if( (w->state.activity == k_walk_activity_air) ||
790 (w->state.activity == k_walk_activity_ground) ||
791 (w->state.activity == k_walk_activity_oair) ||
792 (w->state.activity == k_walk_activity_oregular) ||
793 (w->state.activity == k_walk_activity_ipopoff) ){
794 player_walk_update_generic();
795 }
796 }
797
798 static void player_walk_animate_drop_in(void){
799 struct player_walk *w = &player_walk;
800 struct player_walk_animator *animator = &w->animator;
801 struct skeleton_anim *anim = w->anim_drop_in;
802
803 f32 length = (f32)(anim->length-1) / anim->rate,
804 time = w->state.transition_t;
805
806 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
807 w->state.drop_in_angle, animator->transition_t );
808 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
809 animator->transition_t, localplayer.rb.co );
810
811 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
812
813 /* the drop in bit */
814 v3f final_co;
815 v4f final_q;
816 player_walk_drop_in_overhang_transform( animator->transition_t,
817 final_co, final_q );
818
819 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
820 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
821 localplayer.rb.co );
822
823 rb_update_matrices( &localplayer.rb );
824
825 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
826 -0.1f*animator->transition_t, localplayer.rb.co );
827
828 v3_copy( localplayer.rb.co, animator->root_co );
829 v4_copy( localplayer.rb.q, animator->root_q );
830
831 /* for the camera purposes only */
832 v3f init_velocity;
833 player_walk_drop_in_vector( init_velocity );
834 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
835 v3_copy( localplayer.rb.v,
836 localplayer.cam_control.cam_velocity_smooth );
837 }
838
839 static void player_walk_animate_generic(void){
840 struct player_walk *w = &player_walk;
841 struct player_walk_animator *animator = &w->animator;
842
843 v4f _null;
844 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
845
846 f32 walk_yaw = player_get_heading_yaw(),
847 head_yaw = localplayer.angles[0] + VG_PIf,
848 y = vg_angle_diff( head_yaw, -walk_yaw ),
849 p = vg_clampf( localplayer.angles[1],
850 -k_sit_pitch_limit, k_sit_pitch_limit );
851
852 if( fabsf(y) > k_sit_yaw_limit ){
853 y = 0.0f;
854 p = 0.0f;
855 }
856
857 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
858 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
859 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
860
861 v4f qrev;
862 q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
863 q_mul( localplayer.rb.q, qrev, animator->root_q );
864 }
865
866 void player__walk_animate(void){
867 struct player_walk *w = &player_walk;
868 player_pose *pose = &localplayer.pose;
869 struct player_walk_animator *animator = &w->animator;
870
871 animator->activity = w->state.activity;
872 animator->transition_t = w->state.transition_t;
873
874 {
875 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
876 rate;
877
878 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
879 else rate = 9.0f;
880
881 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
882 animator->run = vg_lerpf( animator->run, w->move_speed,
883 8.0f*vg.time_delta);
884 }
885
886 if( animator->run > 0.025f ){
887 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
888 run_norm = 30.0f/(float)w->anim_run->length,
889 l;
890
891 if( animator->run <= k_walkspeed )
892 l = (animator->run / k_walkspeed) * walk_norm;
893 else {
894 l = vg_lerpf( walk_norm, run_norm,
895 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
896 }
897 w->state.walk_timer += l * vg.time_delta;
898 }
899 else
900 w->state.walk_timer = 0.0f;
901
902 animator->walk_timer = w->state.walk_timer;
903
904 player_walk_animate_generic();
905 if( w->state.activity == k_walk_activity_odrop_in ){
906 player_walk_animate_drop_in();
907 }
908
909 if( (w->state.activity == k_walk_activity_odrop_in) ||
910 (w->state.activity == k_walk_activity_oregular) ||
911 (w->state.activity == k_walk_activity_oair) ){
912 localplayer.cam_velocity_influence = w->animator.transition_t;
913 }
914 else if( w->state.activity == k_walk_activity_ipopoff ){
915 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
916 }
917 else
918 localplayer.cam_velocity_influence = 0.0f;
919
920 if( w->state.activity == k_walk_activity_sit ){
921 localplayer.cam_dist = 3.8f;
922 }
923 else {
924 localplayer.cam_dist = 1.8f;
925 }
926 }
927
928 static void player_walk_pose_sit( struct player_walk_animator *animator,
929 player_pose *pose ){
930 mdl_keyframe bpose[32];
931
932 struct player_walk *w = &player_walk;
933 struct skeleton *sk = &localplayer.skeleton;
934
935 f32 t = animator->transition_t,
936 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
937 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
938
939 v4f qy,qp;
940 f32 *qh = bpose[localplayer.id_head-1].q;
941 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
942 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
943 q_mul( qy, qh, qh );
944 q_mul( qh, qp, qh );
945 q_normalize( qh );
946
947 qh = bpose[localplayer.id_chest-1].q;
948 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
949 q_mul( qy, qh, qh );
950 q_normalize( qh );
951
952 skeleton_lerp_pose( sk, pose->keyframes, bpose,
953 vg_minf(1.0f,t*10.0f), pose->keyframes );
954 }
955
956 enum walk_transition_type {
957 k_walk_transition_in,
958 k_walk_transition_out,
959 k_walk_transition_outin,
960 };
961
962 static void player_walk_pose_transition(
963 struct player_walk_animator *animator, struct skeleton_anim *anim,
964 enum walk_transition_type type,
965 mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
966
967 mdl_keyframe bpose[32];
968
969 struct player_walk *w = &player_walk;
970 struct skeleton *sk = &localplayer.skeleton;
971
972 f32 length = (f32)(anim->length-1) / anim->rate,
973 t = animator->transition_t * length,
974 blend = 1.0f;
975
976 if( type == k_walk_transition_in || type == k_walk_transition_outin )
977 blend = vg_minf( blend, length-t );
978
979 if( type == k_walk_transition_out || type == k_walk_transition_outin )
980 blend = vg_minf( blend, t );
981
982 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
983
984 skeleton_sample_anim_clamped( sk, anim, t, bpose );
985
986 mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
987 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
988
989 v4f qyaw;
990 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
991 q_mul( kf_board->q, qyaw, kf_board->q );
992 q_normalize( kf_board->q );
993
994 if( mask ){
995 for( i32 i=0; i<sk->bone_count-1; i ++ )
996 keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
997 }
998 else
999 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
1000 }
1001
1002 void player__walk_pose( void *_animator, player_pose *pose ){
1003 struct player_walk *w = &player_walk;
1004 struct player_walk_animator *animator = _animator;
1005 struct skeleton *sk = &localplayer.skeleton;
1006
1007 v3_copy( animator->root_co, pose->root_co );
1008 v4_copy( animator->root_q, pose->root_q );
1009 pose->board.lean = 0.0f;
1010 pose->type = k_player_pose_type_ik;
1011
1012 float walk_norm = (float)w->anim_walk->length/30.0f,
1013 run_norm = (float)w->anim_run->length/30.0f,
1014 t = animator->walk_timer;
1015
1016 /* walk/run */
1017 mdl_keyframe apose[32], bpose[32];
1018 if( animator->run <= k_walkspeed ){
1019 /* walk / idle */
1020 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
1021 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
1022 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
1023 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1024 }
1025 else {
1026 /* walk / run */
1027 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
1028 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
1029 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
1030 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1031 }
1032
1033 /* air */
1034 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
1035 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
1036
1037 mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
1038 f32 yaw = animator->board_yaw;
1039
1040 if( animator->activity == k_walk_activity_ipopoff )
1041 if( animator->transition_t > 0.5f )
1042 yaw += 1.0f;
1043
1044 v4f qyaw;
1045 q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
1046 q_mul( kf_board->q, qyaw, kf_board->q );
1047 q_normalize( kf_board->q );
1048
1049 /* sit */
1050 if( (animator->activity == k_walk_activity_sit) ||
1051 (animator->activity == k_walk_activity_sit_up) ){
1052 player_walk_pose_sit( animator, pose );
1053 }
1054 else if( animator->activity == k_walk_activity_odrop_in ){
1055 player_walk_pose_transition(
1056 animator, w->anim_drop_in, k_walk_transition_out, apose,
1057 NULL, pose );
1058 }
1059 else if( animator->activity == k_walk_activity_oair ){
1060 player_walk_pose_transition(
1061 animator, w->anim_jump_to_air, k_walk_transition_out, apose,
1062 NULL, pose );
1063 }
1064 else if( animator->activity == k_walk_activity_oregular ){
1065 player_walk_pose_transition(
1066 animator, w->anim_intro, k_walk_transition_out, apose,
1067 NULL, pose );
1068 }
1069 else if( animator->activity == k_walk_activity_ipopoff ){
1070 if( animator->run > 0.2f ){
1071 f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
1072 mask[ 32 ];
1073
1074 for( u32 i=0; i<32; i ++ )
1075 mask[i] = 1.0f;
1076
1077 mask[ localplayer.id_ik_foot_l-1 ] = t;
1078 mask[ localplayer.id_ik_foot_r-1 ] = t;
1079 mask[ localplayer.id_ik_knee_l-1 ] = t;
1080 mask[ localplayer.id_ik_knee_r-1 ] = t;
1081 mask[ localplayer.id_hip-1 ] = t;
1082 player_walk_pose_transition(
1083 animator, w->anim_popoff, k_walk_transition_in, apose,
1084 mask, pose );
1085 }
1086 else{
1087 player_walk_pose_transition(
1088 animator, w->anim_popoff, k_walk_transition_in, apose,
1089 NULL, pose );
1090 }
1091 }
1092 else {
1093 skeleton_copy_pose( sk, apose, pose->keyframes );
1094 }
1095 }
1096
1097 void player__walk_post_animate(void){
1098 /*
1099 * Camera
1100 */
1101 struct player_walk *w = &player_walk;
1102
1103 }
1104
1105 void player__walk_im_gui(void){
1106 struct player_walk *w = &player_walk;
1107 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1108 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1109 v3_length(localplayer.rb.v) );
1110 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1111 localplayer.rb.co[1],
1112 localplayer.rb.co[2] );
1113 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1114 player__debugtext( 1, "activity: %s\n",
1115 (const char *[]){ "air",
1116 "ground",
1117 "sit",
1118 "sit_up",
1119 "inone",
1120 "ipopoff",
1121 "oair",
1122 "odrop_in",
1123 "oregular" }
1124 [w->state.activity] );
1125 player__debugtext( 1, "surface: %s\n",
1126 (const char *[]){ "concrete",
1127 "wood",
1128 "grass",
1129 "tiles",
1130 "metal",
1131 "snow",
1132 "sand" }
1133 [w->surface] );
1134 }
1135
1136 void player__walk_bind(void){
1137 struct player_walk *w = &player_walk;
1138 struct skeleton *sk = &localplayer.skeleton;
1139
1140 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1141 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1142 w->anim_run = skeleton_get_anim( sk, "run+y" );
1143 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1144 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1145 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1146 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1147 w->anim_sit = skeleton_get_anim( sk, "sit" );
1148 w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
1149 }
1150
1151 void player__walk_transition( bool grounded, f32 board_yaw ){
1152 struct player_walk *w = &player_walk;
1153 w->state.activity = k_walk_activity_air;
1154
1155 if( grounded ){
1156 w->state.activity = k_walk_activity_ipopoff;
1157 }
1158
1159 w->state.transition_t = 0.0f;
1160 w->state.jump_queued = 0;
1161 w->state.jump_input_time = 0.0;
1162 w->state.walk_timer = 0.0f;
1163 w->state.step_phase = 0;
1164 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1165 rb_update_matrices( &localplayer.rb );
1166 }
1167
1168 void player__walk_reset(void)
1169 {
1170 struct player_walk *w = &player_walk;
1171 w->state.activity = k_walk_activity_air;
1172 w->state.transition_t = 0.0f;
1173
1174 v3f fwd = { 0.0f, 0.0f, 1.0f };
1175 q_mulv( localplayer.rb.q, fwd, fwd );
1176 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1177 atan2f(fwd[0], fwd[2]) );
1178
1179 rb_update_matrices( &localplayer.rb );
1180 }
1181
1182 void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1183 struct player_walk_animator *animator = data;
1184
1185 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1186 bitpack_qquat( ctx, animator->root_q );
1187 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1188 bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
1189 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1190
1191 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1192 bitpack_bytes( ctx, 8, &animator->activity );
1193 }
1194
1195 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1196
1197 if( (animator->activity == k_walk_activity_sit) ||
1198 (animator->activity == k_walk_activity_sit_up) ){
1199 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1200 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1201 &animator->pitch );
1202 }
1203
1204 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1205 }
1206
1207 void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1208 audio_lock();
1209
1210 if( id == k_player_walk_soundeffect_splash ){
1211 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1212 }
1213
1214 audio_unlock();
1215 }