performance wins!
[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){0.0f,0.0f,0.0f} );
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){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
78 }
79
80 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
81 v3f axis;
82 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
83 v3_normalize( axis );
84
85 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
86 q_axis_angle( q, axis, a );
87
88 float l = t * 0.5f,
89 heading_angle = player_walk.state.drop_in_angle;
90
91 v3f overhang;
92 overhang[0] = sinf( heading_angle ) * l;
93 overhang[1] = 0.28f * l;
94 overhang[2] = cosf( heading_angle ) * l;
95
96 q_mulv( q, overhang, overhang );
97 v3_add( player_walk.state.drop_in_target, overhang, co );
98 }
99
100 static int player_walk_scan_for_drop_in(void){
101 world_instance *world = world_current_instance();
102
103 v3f dir, center;
104 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
105 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
106
107 ray_hit samples[20];
108 int sample_count = 0;
109
110 for( int i=0; i<20; i ++ ){
111 float t = (float)i * (1.0f/19.0f),
112 s = sinf( t * VG_PIf * 0.25f ),
113 c = cosf( t * VG_PIf * 0.25f );
114
115 v3f ray_dir, pos;
116 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
117 v3_muladds( ray_dir, dir, -s, ray_dir );
118 v3_muladds( center, ray_dir, -2.0f, pos );
119
120 ray_hit *ray = &samples[ sample_count ];
121 ray->dist = 2.0f;
122
123 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
124 vg_line( pos, ray->pos, VG__RED );
125 vg_line_point( ray->pos, 0.025f, VG__BLACK );
126
127 sample_count ++;
128 }
129 }
130
131 float min_a = 0.70710678118654752f;
132 ray_hit *candidate = NULL;
133
134 if( sample_count >= 2 ){
135 for( int i=0; i<sample_count-1; i++ ){
136 ray_hit *s0 = &samples[i],
137 *s1 = &samples[i+1];
138
139 float a = v3_dot( s0->normal, s1->normal );
140
141 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
142 min_a = a;
143 candidate = s0;
144 }
145 }
146 }
147
148 if( candidate ){
149 v4f pa, pb, pc;
150
151 ray_hit *s0 = candidate,
152 *s1 = candidate+1;
153
154 vg_line( s0->pos, s1->pos, VG__WHITE );
155
156 v3_copy( s0->normal, pa );
157 v3_copy( s1->normal, pb );
158 v3_cross( localplayer.rb.to_world[1], dir, pc );
159 v3_normalize( pc );
160
161 pa[3] = v3_dot( pa, s0->pos );
162 pb[3] = v3_dot( pb, s1->pos );
163 pc[3] = v3_dot( pc, localplayer.rb.co );
164
165 v3f edge;
166 if( plane_intersect3( pa, pb, pc, edge ) ){
167 v3_copy( edge, player_walk.state.drop_in_target );
168 v3_copy( s1->normal, player_walk.state.drop_in_normal );
169 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
170
171 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
172 player_walk.state.drop_in_angle =
173 atan2f( player_walk.state.drop_in_normal[0],
174 player_walk.state.drop_in_normal[2] );
175
176 /* TODO: scan multiple of these? */
177 v3f oco;
178 v4f oq;
179 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
180
181 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
182 vb = {0.0f,0.0f, k_board_length + 0.3f};
183
184 q_mulv( oq, va, va );
185 q_mulv( oq, vb, vb );
186 v3_add( oco, va, va );
187 v3_add( oco, vb, vb );
188
189 v3f v0;
190 v3_sub( vb, va, v0 );
191 v3_normalize( v0 );
192
193 ray_hit ray;
194 ray.dist = k_board_length*2.0f + 0.6f;
195
196 if( ray_world( world, va, v0, &ray, 0 ) ){
197 vg_line( va, vb, VG__RED );
198 vg_line_point( ray.pos, 0.1f, VG__RED );
199 vg_error( "invalidated\n" );
200 return 0;
201 }
202
203 v3_muls( v0, -1.0f, v0 );
204 if( ray_world( world, vb, v0, &ray, 0 ) ){
205 vg_line( va, vb, VG__RED );
206 vg_line_point( ray.pos, 0.1f, VG__RED );
207 vg_error( "invalidated\n" );
208 return 0;
209 }
210
211 player_walk_drop_in_vector( localplayer.rb.v );
212 return 1;
213 }
214 else{
215 vg_error( "failed to find intersection of drop in\n" );
216 }
217 }
218
219 return 0;
220 }
221
222 static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
223 struct player_walk *w = &player_walk;
224
225 if( type >= k_walk_outro_max )
226 return NULL;
227
228 return (struct skeleton_anim *[]){
229 [k_walk_outro_none] = NULL,
230 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
231 [k_walk_outro_regular] = w->anim_intro,
232 [k_walk_outro_drop_in] = w->anim_drop_in
233 }[ type ];
234 }
235
236
237 static void player__walk_pre_update(void){
238 struct player_walk *w = &player_walk;
239
240 if( !localplayer.immobile )
241 player_look( localplayer.angles, skaterift.time_rate );
242
243 v2f steer;
244 joystick_state( k_srjoystick_steer, steer );
245
246 if( w->state.activity == k_walk_activity_sit ){
247 if( w->state.sit_t < 1.0f )
248 w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + vg.time_delta );
249
250 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
251 button_down(k_srbind_jump) ){
252 w->state.activity = k_walk_activity_sit_up;
253 }
254 return;
255 }
256 else if( w->state.activity == k_walk_activity_sit_up ){
257 if( w->state.sit_t > 0.0f )
258 w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
259 else
260 w->state.activity = k_walk_activity_ground;
261
262 if( button_down(k_srbind_sit) )
263 w->state.activity = k_walk_activity_sit;
264
265 return;
266 }
267 else if( w->state.activity == k_walk_activity_ground ){
268 if( button_down(k_srbind_sit) ){
269 v3_zero( localplayer.rb.v );
270 w->state.activity = k_walk_activity_sit;
271 return;
272 }
273 }
274
275 w->state.sit_t = 0.0f;
276
277 if( w->state.outro_type ){
278 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
279
280 f32 outro_length = (f32)anim->length / anim->rate,
281 outro_time = vg.time - w->state.outro_start_time;
282
283 if( outro_time >= outro_length ){
284 if( w->state.outro_type == k_walk_outro_drop_in ){
285 player_walk_drop_in_to_skate();
286 }
287 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
288 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
289 }
290 else{
291 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
292 }
293
294 w->state.outro_type = k_walk_outro_none;
295 return;
296 }
297 }
298 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
299 if( 0 && (v3_dist2(localplayer.rb.co,gzoomer.obj.rb.co) <= 4.0f*4.0f) ){
300 localplayer.subsystem = k_player_subsystem_drive;
301 }
302 else{
303 struct player_board *board =
304 addon_cache_item_if_loaded( k_addon_type_board,
305 localplayer.board_view_slot );
306
307 if( !board ) return;
308
309 if( w->state.activity == k_walk_activity_ground ){
310 if( player_walk_scan_for_drop_in() ){
311 w->state.outro_type = k_walk_outro_drop_in;
312 w->state.outro_start_time = vg.time;
313 localplayer.immobile = 1;
314
315 u32 foot_id = localplayer.id_ik_foot_r;
316
317 m4x3_mulv( localplayer.final_mtx[ foot_id ],
318 localplayer.skeleton.bones[ foot_id ].co,
319 w->state.drop_in_foot_anchor );
320 }
321 else{
322 w->state.outro_type = k_walk_outro_regular;
323 w->state.outro_start_time = vg.time;
324 w->state.activity = k_walk_activity_lockedmove;
325
326 if( player_xyspeed2() < 0.1f * 0.1f ){
327 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
328 localplayer.rb.v );
329 }
330 }
331 }
332 else{
333 w->state.outro_type = k_walk_outro_jump_to_air;
334 w->state.outro_start_time = vg.time;
335 return;
336 }
337 }
338 }
339 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
340 w->state.jump_queued = 1;
341 w->state.jump_input_time = vg.time;
342 }
343 }
344
345 static int player_walk_normal_standable( v3f n ){
346 return n[1] > 0.70710678118f;
347 }
348
349 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
350 float currentspeed = v3_dot( v, movedir ),
351 addspeed = speed - currentspeed;
352
353 if( addspeed <= 0 )
354 return;
355
356 float accelspeed = accel * k_rb_delta * speed;
357
358 if( accelspeed > addspeed )
359 accelspeed = addspeed;
360
361 v3_muladds( v, movedir, accelspeed, v );
362 }
363
364 static void player_friction( v3f v ){
365 float speed = v3_length( v ),
366 drop = 0.0f,
367 control = vg_maxf( speed, k_stopspeed );
368
369 if( speed < 0.04f )
370 return;
371
372 drop += control * k_walk_friction * k_rb_delta;
373
374 float newspeed = vg_maxf( 0.0f, speed - drop );
375 newspeed /= speed;
376
377 v3_muls( v, newspeed, v );
378 }
379
380 static void player_walk_custom_filter( world_instance *world,
381 rb_ct *man, int len, f32 w ){
382 for( int i=0; i<len; i++ ){
383 rb_ct *ci = &man[i];
384 if( ci->type == k_contact_type_disabled ||
385 ci->type == k_contact_type_edge )
386 continue;
387
388
389 float d1 = v3_dot( ci->co, ci->n );
390
391 for( int j=0; j<len; j++ ){
392 if( j == i )
393 continue;
394
395 rb_ct *cj = &man[j];
396 if( cj->type == k_contact_type_disabled )
397 continue;
398
399 struct world_surface *si = world_contact_surface( world, ci ),
400 *sj = world_contact_surface( world, cj );
401
402 if( (sj->info.flags & k_material_flag_walking) &&
403 !(si->info.flags & k_material_flag_walking)){
404 continue;
405 }
406
407 float d2 = v3_dot( cj->co, ci->n ),
408 d = d2-d1;
409
410 if( fabsf( d ) <= w ){
411 cj->type = k_contact_type_disabled;
412 }
413 }
414 }
415 }
416
417 static void player__walk_update(void){
418 struct player_walk *w = &player_walk;
419
420 v2f steer;
421 joystick_state( k_srjoystick_steer, steer );
422
423 if( (w->state.activity == k_walk_activity_sit) ||
424 (w->state.activity == k_walk_activity_sit_up) ){
425 return;
426 }
427
428 v3_copy( localplayer.rb.co, w->state.prev_pos );
429 v3_zero( localplayer.rb.w );
430
431 world_instance *world = world_current_instance();
432
433 if( world->water.enabled ){
434 if( localplayer.rb.co[1]+0.4f < world->water.height ){
435 player__networked_sfx( k_player_subsystem_walk, 32,
436 k_player_walk_soundeffect_splash,
437 localplayer.rb.co, 1.0f );
438 player__dead_transition();
439 return;
440 }
441 }
442
443 enum walk_activity prev_state = w->state.activity;
444
445 w->collider.height = 2.0f;
446 w->collider.radius = 0.3f;
447
448 m4x3f mtx;
449 m3x3_copy( localplayer.rb.to_world, mtx );
450 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
451
452 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
453
454 rb_ct manifold[64];
455 int len;
456
457 float yaw = localplayer.angles[0];
458
459 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
460 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
461
462 w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
463
464 /*
465 * Collision detection
466 */
467
468 len = rb_capsule__scene( mtx, &w->collider, NULL,
469 &world->rb_geo.inf.scene, manifold, 0 );
470 player_walk_custom_filter( world, manifold, len, 0.01f );
471 len = rb_manifold_apply_filtered( manifold, len );
472
473 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
474
475 if( w->state.activity != k_walk_activity_lockedmove )
476 w->state.activity = k_walk_activity_air;
477
478 w->surface = k_surface_prop_concrete;
479
480 for( int i=0; i<len; i++ ){
481 struct contact *ct = &manifold[i];
482 rb_debug_contact( ct );
483
484 if( player_walk_normal_standable( ct->n ) ){
485 if( w->state.activity != k_walk_activity_lockedmove )
486 w->state.activity = k_walk_activity_ground;
487
488 v3_add( surface_avg, ct->n, surface_avg );
489
490 struct world_surface *surf = world_contact_surface( world, ct );
491 if( surf->info.surface_prop > w->surface )
492 w->surface = surf->info.surface_prop;
493 }
494
495 rb_prepare_contact( ct, k_rb_delta );
496 }
497
498 /*
499 * Move & Friction
500 */
501 float accel_speed = 0.0f, nominal_speed = 0.0f;
502 v3f movedir;
503
504 v3_muls( right_dir, steer[0], movedir );
505 v3_muladds( movedir, forward_dir, steer[1], movedir );
506
507 if( w->state.activity == k_walk_activity_ground ){
508 v3_normalize( surface_avg );
509
510 v3f tx, ty;
511 v3_tangent_basis( surface_avg, tx, ty );
512
513 if( v2_length2(steer) > 0.001f ){
514 /* clip movement to the surface */
515 float d = v3_dot(surface_avg,movedir);
516 v3_muladds( movedir, surface_avg, -d, movedir );
517 }
518
519 accel_speed = k_walk_accel;
520 nominal_speed = k_walkspeed;
521
522 /* jump */
523 if( w->state.jump_queued ){
524 w->state.jump_queued = 0;
525
526 f32 t = vg.time - w->state.jump_input_time;
527 if( t < PLAYER_JUMP_EPSILON ){
528 localplayer.rb.v[1] = 5.0f;
529 w->state.activity = k_walk_activity_air;
530 prev_state = k_walk_activity_air;
531 accel_speed = k_walk_air_accel;
532 nominal_speed = k_airspeed;
533 }
534 }
535 else{
536 player_friction( localplayer.rb.v );
537 }
538 }
539 else{
540 accel_speed = k_walk_air_accel;
541 nominal_speed = k_airspeed;
542 }
543
544 if( v2_length2( steer ) > 0.001f ){
545 player_accelerate( localplayer.rb.v, movedir,
546 nominal_speed, accel_speed );
547 v3_normalize( movedir );
548 }
549
550 /*
551 * Resolve velocity constraints
552 */
553 for( int j=0; j<5; j++ ){
554 for( int i=0; i<len; i++ ){
555 struct contact *ct = &manifold[i];
556
557 /*normal */
558 float vn = -v3_dot( localplayer.rb.v, ct->n );
559
560 float temp = ct->norm_impulse;
561 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
562 vn = ct->norm_impulse - temp;
563
564 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
565 }
566 }
567
568 /* stepping */
569 if( w->state.activity == k_walk_activity_ground||
570 prev_state == k_walk_activity_ground ){
571 float max_dist = 0.4f;
572
573 v3f pa, pb;
574 v3_copy( localplayer.rb.co, pa );
575 pa[1] += w->collider.radius + max_dist;
576 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
577 vg_line( pa, pb, 0xff000000 );
578
579 v3f n;
580 float t;
581 if( spherecast_world( world, pa, pb,
582 w->collider.radius, &t, n, 0 ) != -1 ){
583 if( player_walk_normal_standable(n) ){
584 v3_lerp( pa, pb, t, localplayer.rb.co );
585 localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
586 w->state.activity = k_walk_activity_ground;
587
588 float d = -v3_dot(n,localplayer.rb.v);
589 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
590 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
591 }
592 }
593 }
594
595 /*
596 * Depenetrate
597 */
598 v3f dt;
599 rb_depenetrate( manifold, len, dt );
600 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
601
602 /* integrate */
603 if( w->state.activity == k_walk_activity_air ){
604 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
605 }
606
607 if( localplayer.immobile ){
608 localplayer.rb.v[0] = 0.0f;
609 localplayer.rb.v[2] = 0.0f;
610 }
611
612 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
613 localplayer.rb.co );
614 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
615 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
616
617 /*
618 * CCD routine
619 * ---------------------------------------------------
620 *
621 */
622 v3f lwr_prev,
623 lwr_now,
624 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
625
626 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
627 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
628
629 v3f movedelta;
630 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
631
632 float movedist = v3_length( movedelta );
633
634 if( movedist > 0.3f ){
635 float t, sr = w->collider.radius-0.04f;
636 v3f n;
637
638 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
639 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
640 localplayer.rb.co[1] -= w->collider.radius;
641 rb_update_transform( &localplayer.rb );
642
643 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
644 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
645 }
646 }
647
648 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
649 if( id ){
650 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
651 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
652 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
653
654 v4f transport_rotation;
655 m3x3_q( gate->transport, transport_rotation );
656 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
657
658 rb_update_transform( &localplayer.rb );
659 player__pass_gate( id );
660 }
661 rb_update_transform( &localplayer.rb );
662 }
663
664 static void player__walk_post_update(void){
665 struct player_walk *w = &player_walk;
666
667 m4x3f mtx;
668 m3x3_copy( localplayer.rb.to_world, mtx );
669 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
670
671 float substep = vg.time_fixed_extrapolate;
672 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
673 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
674
675
676 /* Calculate header */
677 v3f v;
678 if( player_xyspeed2() > 0.1f*0.1f ){
679 float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
680 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
681 }
682
683 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
684 v3f p1;
685 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
686 vg_line( w->state.drop_in_target, p1, VG__GREEN );
687 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
688 vg_line( w->state.drop_in_target, p1, VG__GREEN );
689
690 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
691 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
692
693
694 float a = player_get_heading_yaw();
695 p1[0] = sinf( a );
696 p1[1] = 0.0f;
697 p1[2] = cosf( a );
698
699 v3_add( localplayer.rb.co, p1, p1 );
700 vg_line( localplayer.rb.co, p1, VG__PINK );
701
702 int walk_phase = 0;
703 if( vg_fractf(w->state.walk_timer) > 0.5f )
704 walk_phase = 1;
705 else
706 walk_phase = 0;
707
708 if( (w->state.step_phase != walk_phase) &&
709 (w->state.activity == k_walk_activity_ground ) )
710 {
711 audio_lock();
712 if( w->surface == k_surface_prop_concrete ){
713 audio_oneshot_3d(
714 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
715 localplayer.rb.co, 40.0f, 1.0f
716 );
717 }
718 else if( w->surface == k_surface_prop_grass ){
719 audio_oneshot_3d(
720 &audio_footsteps_grass[ vg_randu32()%
721 vg_list_size(audio_footsteps_grass)],
722 localplayer.rb.co, 40.0f, 1.0f
723 );
724 }
725 else if( w->surface == k_surface_prop_wood ){
726 audio_oneshot_3d(
727 &audio_footsteps_wood[ vg_randu32()%
728 vg_list_size(audio_footsteps_wood)],
729 localplayer.rb.co, 40.0f, 1.0f
730 );
731 }
732 audio_unlock();
733 }
734
735 w->state.step_phase = walk_phase;
736 }
737
738 static void player__walk_animate(void){
739 struct player_walk *w = &player_walk;
740 player_pose *pose = &localplayer.pose;
741 struct player_walk_animator *animator = &w->animator;
742
743 animator->outro_type = w->state.outro_type;
744
745 {
746 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
747 rate;
748
749 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
750 else rate = 9.0f;
751
752 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
753 animator->run = vg_lerpf( animator->run, w->move_speed,
754 2.0f*vg.time_delta);
755 }
756
757 if( w->move_speed > 0.025f ){
758 /* TODO move */
759 float walk_norm = 30.0f/(float)w->anim_walk->length,
760 run_norm = 30.0f/(float)w->anim_run->length,
761 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
762
763 w->state.walk_timer += walk_adv * vg.time_delta;
764 }
765 else
766 w->state.walk_timer = 0.0f;
767 animator->walk_timer = w->state.walk_timer;
768
769
770 if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
771 v3_copy( localplayer.rb.co, animator->root_co );
772 v4_copy( localplayer.rb.q, animator->root_q );
773 }
774 else{
775 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
776 }
777
778 f32 walk_yaw = player_get_heading_yaw();
779
780 /* sitting */
781 animator->sit_t = w->state.sit_t;
782
783 {
784 f32 head_yaw = localplayer.angles[0] + VG_PIf,
785 y = vg_angle_diff( head_yaw, -walk_yaw ),
786 p = vg_clampf( localplayer.angles[1],
787 -k_sit_pitch_limit, k_sit_pitch_limit );
788
789 if( fabsf(y) > k_sit_yaw_limit ){
790 y = 0.0f;
791 p = 0.0f;
792 }
793 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
794 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
795 }
796
797 if( w->state.outro_type ){
798 struct skeleton_anim *anim =
799 player_walk_outro_anim( w->state.outro_type );
800 f32 outro_length = (f32)anim->length / anim->rate,
801 outro_time = vg.time - w->state.outro_start_time;
802 animator->outro_t = outro_time / outro_length;
803
804 if( w->state.outro_type == k_walk_outro_drop_in ){
805 float inv_rate = 1.0f / anim->rate,
806 anim_frames = anim->length * inv_rate,
807 step_frames = 12.0f * inv_rate,
808 commit_frames = 6.0f * inv_rate,
809 drop_frames = anim_frames - step_frames,
810 step_t = vg_minf( 1.0f, outro_time / step_frames ),
811 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
812 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
813 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
814
815 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
816 w->state.drop_in_angle, step_t );
817
818 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
819 step_t, localplayer.rb.co );
820 v3_copy( localplayer.rb.co, animator->root_co );
821
822 /* for the camera purposes only */
823 v3f init_velocity;
824 player_walk_drop_in_vector( init_velocity );
825 v3_muls( init_velocity, dop_t, localplayer.rb.v );
826 v3_copy( localplayer.rb.v,
827 localplayer.cam_control.cam_velocity_smooth );
828
829 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
830 walk_yaw + VG_PIf );
831
832 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
833
834 /* the drop in bit */
835 if( step_t >= 1.0f ){
836 v3f final_co;
837 v4f final_q;
838 player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
839
840 q_mul( final_q, animator->root_q, animator->root_q );
841 v3_copy( final_co, animator->root_co );
842
843
844 v4_copy( animator->root_q, localplayer.rb.q );
845 rb_update_transform( &localplayer.rb );
846
847 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
848 -0.1f*dop_t, animator->root_co );
849 v3_copy( animator->root_co, localplayer.rb.co );
850 }
851
852 return;
853 }
854 else{
855 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
856 -0.1f*animator->outro_t, animator->root_co );
857 }
858 }
859
860 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
861 }
862
863 static void player__walk_pose( void *_animator, player_pose *pose ){
864 struct player_walk *w = &player_walk;
865 struct player_walk_animator *animator = _animator;
866 struct skeleton *sk = &localplayer.skeleton;
867
868 v3_copy( animator->root_co, pose->root_co );
869 v4_copy( animator->root_q, pose->root_q );
870 pose->board.lean = 0.0f;
871 pose->type = k_player_pose_type_ik;
872
873 float walk_norm = (float)w->anim_walk->length/30.0f,
874 run_norm = (float)w->anim_run->length/30.0f,
875 t = animator->walk_timer,
876 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
877 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
878
879 /* walk/run */
880 mdl_keyframe apose[32], bpose[32];
881 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
882 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
883
884 skeleton_lerp_pose( sk, apose, bpose, l, apose );
885
886 /* idle */
887 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
888 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
889
890 /* air */
891 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
892 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
893
894 /* sit */
895 if( animator->sit_t > 0.0f ){
896 f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
897 st = vg_minf( 1.0f, animator->sit_t );
898 skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
899
900 v4f qy,qp;
901 f32 *qh = bpose[localplayer.id_head-1].q;
902 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
903 q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
904 q_mul( qy, qh, qh );
905 q_mul( qh, qp, qh );
906 q_normalize( qh );
907
908 qh = bpose[localplayer.id_chest-1].q;
909 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
910 q_mul( qy, qh, qh );
911 q_normalize( qh );
912
913 skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
914 }
915
916 if( animator->outro_type ){
917 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
918
919 if( !anim ){
920 skeleton_copy_pose( sk, apose, pose->keyframes );
921 return;
922 }
923
924 f32 outro_length = (f32)anim->length / anim->rate,
925 outro_time = animator->outro_t*outro_length;
926
927 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
928 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
929 pose->keyframes );
930
931 if( animator->outro_type == k_walk_outro_drop_in ){
932 m4x3f transform, inverse;
933 q_m3x3( pose->root_q, transform );
934 v3_copy( pose->root_co, transform[3] );
935 m4x3_invert_affine( transform, inverse );
936
937 v3f anchored_pos;
938 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
939
940 v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co,
941 anchored_pos,
942 1.0f-animator->commit_t,
943 pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
944 }
945 }
946 else
947 skeleton_copy_pose( sk, apose, pose->keyframes );
948 }
949
950 static void player__walk_post_animate(void){
951 /*
952 * Camera
953 */
954 struct player_walk *w = &player_walk;
955
956 if( w->state.outro_type ){
957 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
958
959 f32 outro_length = (f32)anim->length / anim->rate,
960 outro_time = vg.time - w->state.outro_start_time,
961 outro_t = outro_time / outro_length;
962
963 localplayer.cam_velocity_influence = outro_t;
964 }
965 else
966 localplayer.cam_velocity_influence = 0.0f;
967 }
968
969 static void player__walk_im_gui(void){
970 struct player_walk *w = &player_walk;
971 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
972 localplayer.rb.v[1],
973 localplayer.rb.v[2] );
974 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
975 localplayer.rb.co[1],
976 localplayer.rb.co[2] );
977 player__debugtext( 1, "activity: %s\n",
978 (const char *[]){ "k_walk_activity_air",
979 "k_walk_activity_ground",
980 "k_walk_activity_sleep",
981 "k_walk_activity_lockedmove",
982 "k_walk_activity_sit",
983 "k_walk_activity_sit_up" }
984 [w->state.activity] );
985 player__debugtext( 1, "surface: %s\n",
986 (const char *[]){ "concrete",
987 "wood",
988 "grass",
989 "tiles",
990 "metal" }
991 [w->surface] );
992
993 if( w->state.outro_type ){
994 struct skeleton_anim *anim =
995 player_walk_outro_anim( w->state.outro_type );
996
997 f32 outro_length = (f32)anim->length / anim->rate,
998 outro_time = vg.time - w->state.outro_start_time;
999 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
1000 }
1001 }
1002
1003 static void player__walk_bind(void){
1004 struct player_walk *w = &player_walk;
1005 struct skeleton *sk = &localplayer.skeleton;
1006
1007 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1008 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1009 w->anim_run = skeleton_get_anim( sk, "run+y" );
1010 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1011 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1012 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1013 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1014 w->anim_sit = skeleton_get_anim( sk, "sit" );
1015 }
1016
1017 static void player__walk_transition(void){
1018 struct player_walk *w = &player_walk;
1019 w->state.activity = k_walk_activity_air;
1020 w->state.outro_type = k_walk_outro_none;
1021 w->state.outro_start_time = 0.0;
1022 w->state.jump_queued = 0;
1023 w->state.jump_input_time = 0.0;
1024 w->state.walk_timer = 0.0f;
1025 w->state.step_phase = 0;
1026
1027 v3f fwd = { 0.0f, 0.0f, 1.0f };
1028 q_mulv( localplayer.rb.q, fwd, fwd );
1029 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1030 atan2f(fwd[0], fwd[2]) );
1031
1032 rb_update_transform( &localplayer.rb );
1033 }
1034
1035 static void player__walk_reset(void){
1036 struct player_walk *w = &player_walk;
1037 w->state.activity = k_walk_activity_air;
1038 w->state.outro_type = k_walk_outro_none;
1039 w->state.outro_start_time = 0.0;
1040
1041 v3f fwd = { 0.0f, 0.0f, 1.0f };
1042 q_mulv( localplayer.rb.q, fwd, fwd );
1043 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1044 atan2f(fwd[0], fwd[2]) );
1045
1046 rb_update_transform( &localplayer.rb );
1047 }
1048
1049 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1050 struct player_walk_animator *animator = data;
1051
1052 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1053 bitpack_qquat( ctx, animator->root_q );
1054 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1055 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1056 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1057 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1058
1059 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1060 bitpack_bytes( ctx, 8, &animator->outro_type );
1061 if( animator->outro_type ){
1062 bitpack_bytes( ctx, sizeof(animator->foot_anchor),
1063 animator->foot_anchor );
1064 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
1065 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
1066 }
1067 }
1068
1069 u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
1070 if( code ){
1071 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1072 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1073 &animator->pitch );
1074 }
1075 }
1076
1077 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1078 audio_lock();
1079
1080 if( id == k_player_walk_soundeffect_splash ){
1081 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1082 }
1083
1084 audio_unlock();
1085 }
1086 #endif /* PLAYER_DEVICE_WALK_H */