sandsurf/glide basics
[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 w->state.transition_t = 0.0f;
268 return;
269 }
270
271 if( button_down( k_srbind_use ) ){
272 if( player_walk_scan_for_drop_in() ){
273 w->state.activity = k_walk_activity_odrop_in;
274 }
275 else{
276 w->state.activity = k_walk_activity_oregular;
277 }
278
279 w->state.transition_t = 0.0f;
280 }
281
282 if( button_down( k_srbind_jump ) ){
283 w->state.jump_queued = 1;
284 w->state.jump_input_time = vg.time;
285 }
286 }
287
288 static void player_walk_pre_air(void){
289 struct player_walk *w = &player_walk;
290 if( button_down( k_srbind_use ) ){
291 w->state.activity = k_walk_activity_oair;
292 w->state.transition_t = 0.0f;
293 }
294
295 if( button_down( k_srbind_jump ) ){
296 w->state.jump_queued = 1;
297 w->state.jump_input_time = vg.time;
298 }
299 }
300
301 static void player_walk_pre_drop_in(void){
302 struct player_walk *w = &player_walk;
303 bool finished = player__preupdate_anim( w->anim_drop_in,
304 &w->state.transition_t, 1.0f );
305 if( finished )
306 player_walk_drop_in_to_skate();
307 }
308
309 static void player_walk_pre_caveman(void){
310 struct player_walk *w = &player_walk;
311 bool finished = player__preupdate_anim( w->anim_jump_to_air,
312 &w->state.transition_t, 1.0f );
313 if( finished ){
314 player_walk_generic_to_skate( k_skate_activity_air,
315 player_walk.animator.board_yaw );
316 }
317 }
318
319 static void player_walk_pre_running_start(void){
320 struct player_walk *w = &player_walk;
321 bool finished = player__preupdate_anim( w->anim_intro,
322 &w->state.transition_t, 1.0f );
323 if( finished ){
324 /* TODO: get the derivative of the last keyframes to calculate new
325 * velocity for player */
326 player_walk_generic_to_skate( k_skate_activity_ground,
327 player_walk.animator.board_yaw+1.0f );
328 }
329 }
330
331 static void player_walk_pre_popoff(void){
332 struct player_walk *w = &player_walk;
333 bool finished = player__preupdate_anim( w->anim_popoff,
334 &w->state.transition_t, 1.0f );
335
336 if( finished ){
337 w->state.activity = k_walk_activity_ground;
338 w->animator.board_yaw += 1.0f;
339 }
340 }
341
342 static void player__walk_pre_update(void){
343 struct player_walk *w = &player_walk;
344
345 if( localplayer.immobile ) return;
346 else player_look( localplayer.angles, skaterift.time_rate );
347
348 enum walk_activity a = w->state.activity;
349
350 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
351 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
352 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
353 else if( a == k_walk_activity_air ) player_walk_pre_air();
354 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
355 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
356 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
357 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
358 }
359
360 static int player_walk_normal_standable( v3f n ){
361 return n[1] > 0.70710678118f;
362 }
363
364 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
365 float currentspeed = v3_dot( v, movedir ),
366 addspeed = speed - currentspeed;
367
368 if( addspeed <= 0 )
369 return;
370
371 float accelspeed = accel * k_rb_delta * speed;
372
373 if( accelspeed > addspeed )
374 accelspeed = addspeed;
375
376 v3_muladds( v, movedir, accelspeed, v );
377 }
378
379 static void player_friction( v3f v, f32 friction ){
380 float speed = v3_length( v ),
381 drop = 0.0f,
382 control = vg_maxf( speed, k_stopspeed );
383
384 if( speed < 0.04f )
385 return;
386
387 drop += control * friction * k_rb_delta;
388
389 float newspeed = vg_maxf( 0.0f, speed - drop );
390 newspeed /= speed;
391
392 v3_muls( v, newspeed, v );
393 }
394
395 static void player_walk_custom_filter( world_instance *world,
396 rb_ct *man, int len, f32 w ){
397 for( int i=0; i<len; i++ ){
398 rb_ct *ci = &man[i];
399 if( ci->type == k_contact_type_disabled ||
400 ci->type == k_contact_type_edge )
401 continue;
402
403
404 float d1 = v3_dot( ci->co, ci->n );
405
406 for( int j=0; j<len; j++ ){
407 if( j == i )
408 continue;
409
410 rb_ct *cj = &man[j];
411 if( cj->type == k_contact_type_disabled )
412 continue;
413
414 struct world_surface *si = world_contact_surface( world, ci ),
415 *sj = world_contact_surface( world, cj );
416
417 if( (sj->info.flags & k_material_flag_walking) &&
418 !(si->info.flags & k_material_flag_walking)){
419 continue;
420 }
421
422 float d2 = v3_dot( cj->co, ci->n ),
423 d = d2-d1;
424
425 if( fabsf( d ) <= w ){
426 cj->type = k_contact_type_disabled;
427 }
428 }
429 }
430 }
431
432 static void player_walk_update_generic(void){
433 struct player_walk *w = &player_walk;
434
435 if( (w->state.activity != k_walk_activity_oregular) &&
436 (w->state.activity != k_walk_activity_oair) ){
437 joystick_state( k_srjoystick_steer, w->state.steer );
438 w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
439 if( v2_length2(w->state.steer)>1.0f )
440 v2_normalize(w->state.steer);
441 }
442
443 v3_copy( localplayer.rb.co, w->state.prev_pos );
444 v3_zero( localplayer.rb.w );
445
446 world_instance *world = world_current_instance();
447
448 if( world->water.enabled ){
449 if( localplayer.rb.co[1]+0.4f < world->water.height ){
450 player__networked_sfx( k_player_subsystem_walk, 32,
451 k_player_walk_soundeffect_splash,
452 localplayer.rb.co, 1.0f );
453 player__dead_transition( k_player_die_type_generic );
454 return;
455 }
456 }
457
458 enum walk_activity prev_state = w->state.activity;
459
460 w->collider.height = 2.0f;
461 w->collider.radius = 0.3f;
462
463 m4x3f mtx;
464 m3x3_copy( localplayer.rb.to_world, mtx );
465 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
466
467 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
468
469 rb_ct manifold[64];
470 int len;
471
472 float yaw = localplayer.angles[0];
473
474 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
475 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
476
477 /*
478 * Collision detection
479 */
480
481 len = rb_capsule__scene( mtx, &w->collider, NULL,
482 &world->rb_geo.inf.scene, manifold, 0 );
483 player_walk_custom_filter( world, manifold, len, 0.01f );
484 len = rb_manifold_apply_filtered( manifold, len );
485
486 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
487
488 w->state.activity = k_walk_activity_air;
489 w->surface = k_surface_prop_concrete;
490
491 for( int i=0; i<len; i++ ){
492 struct contact *ct = &manifold[i];
493 rb_debug_contact( ct );
494
495 if( player_walk_normal_standable( ct->n ) ){
496 w->state.activity = k_walk_activity_ground;
497
498 v3_add( surface_avg, ct->n, surface_avg );
499
500 struct world_surface *surf = world_contact_surface( world, ct );
501 if( surf->info.surface_prop > w->surface )
502 w->surface = surf->info.surface_prop;
503 }
504
505 rb_prepare_contact( ct, k_rb_delta );
506 }
507
508 /*
509 * Move & Friction
510 */
511 float accel_speed = 0.0f, nominal_speed = 0.0f;
512 v3f movedir;
513
514 v3_muls( right_dir, w->state.steer[0], movedir );
515 v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
516
517 if( w->state.activity == k_walk_activity_ground ){
518 v3_normalize( surface_avg );
519
520 v3f tx, ty;
521 v3_tangent_basis( surface_avg, tx, ty );
522
523 if( v2_length2(w->state.steer) > 0.001f ){
524 /* clip movement to the surface */
525 float d = v3_dot(surface_avg,movedir);
526 v3_muladds( movedir, surface_avg, -d, movedir );
527 }
528
529 accel_speed = k_walk_accel;
530 nominal_speed = w->state.steer[2];
531
532 /* jump */
533 if( w->state.jump_queued ){
534 w->state.jump_queued = 0;
535
536 f32 t = vg.time - w->state.jump_input_time;
537 if( t < PLAYER_JUMP_EPSILON ){
538 localplayer.rb.v[1] = 5.0f;
539 w->state.activity = k_walk_activity_air;
540 prev_state = k_walk_activity_air;
541 accel_speed = k_walk_air_accel;
542 nominal_speed = k_airspeed;
543 }
544 }
545 else{
546 player_friction( localplayer.rb.v, k_walk_friction );
547 }
548 }
549 else{
550 accel_speed = k_walk_air_accel;
551 nominal_speed = k_airspeed;
552 }
553
554 if( v2_length2( w->state.steer ) > 0.001f ){
555 player_accelerate( localplayer.rb.v, movedir,
556 nominal_speed, accel_speed );
557 v3_normalize( movedir );
558 }
559
560 /*
561 * Resolve velocity constraints
562 */
563 for( int j=0; j<5; j++ ){
564 for( int i=0; i<len; i++ ){
565 struct contact *ct = &manifold[i];
566
567 /*normal */
568 float vn = -v3_dot( localplayer.rb.v, ct->n );
569
570 float temp = ct->norm_impulse;
571 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
572 vn = ct->norm_impulse - temp;
573
574 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
575 }
576 }
577
578 /* stepping */
579 if( w->state.activity == k_walk_activity_ground||
580 prev_state == k_walk_activity_ground ){
581 float max_dist = 0.4f;
582
583 v3f pa, pb;
584 v3_copy( localplayer.rb.co, pa );
585 pa[1] += w->collider.radius + max_dist;
586 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
587 vg_line( pa, pb, 0xff000000 );
588
589 v3f n;
590 float t;
591 if( spherecast_world( world, pa, pb,
592 w->collider.radius, &t, n, 0 ) != -1 ){
593 if( player_walk_normal_standable(n) ){
594 v3_lerp( pa, pb, t, localplayer.rb.co );
595 localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
596 w->state.activity = k_walk_activity_ground;
597
598 float d = -v3_dot(n,localplayer.rb.v);
599 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
600 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
601 }
602 }
603 }
604
605 /*
606 * Depenetrate
607 */
608 v3f dt;
609 rb_depenetrate( manifold, len, dt );
610 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
611
612 /* integrate */
613 if( w->state.activity == k_walk_activity_air ){
614 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
615 }
616
617 if( localplayer.immobile ){
618 localplayer.rb.v[0] = 0.0f;
619 localplayer.rb.v[2] = 0.0f;
620 }
621
622 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
623 localplayer.rb.co );
624 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
625 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
626
627 /*
628 * CCD routine
629 * ---------------------------------------------------
630 *
631 */
632 v3f lwr_prev,
633 lwr_now,
634 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
635
636 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
637 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
638
639 v3f movedelta;
640 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
641
642 float movedist = v3_length( movedelta );
643
644 if( movedist > 0.3f ){
645 float t, sr = w->collider.radius-0.04f;
646 v3f n;
647
648 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
649 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
650 localplayer.rb.co[1] -= w->collider.radius;
651 rb_update_transform( &localplayer.rb );
652
653 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
654 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
655 }
656 }
657
658 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
659 if( id ){
660 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
661 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
662 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
663
664 v4f transport_rotation;
665 m3x3_q( gate->transport, transport_rotation );
666 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
667
668 rb_update_transform( &localplayer.rb );
669 player__pass_gate( id );
670 }
671 rb_update_transform( &localplayer.rb );
672
673 if( (prev_state == k_walk_activity_oregular) ||
674 (prev_state == k_walk_activity_oair) ||
675 (prev_state == k_walk_activity_ipopoff) ){
676 w->state.activity = prev_state;
677 }
678
679 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
680 localplayer.rb.v[2] } ),
681 k_runspeed );
682 }
683
684 static void player__walk_post_update(void){
685 struct player_walk *w = &player_walk;
686
687 m4x3f mtx;
688 m3x3_copy( localplayer.rb.to_world, mtx );
689 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
690
691 float substep = vg.time_fixed_extrapolate;
692 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
693 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
694
695 /* Calculate header */
696 v3f v;
697 if( (player_xyspeed2() > 0.1f*0.1f) ){
698 f32 r = 0.3f;
699 if( (w->state.activity == k_walk_activity_ground) ||
700 (w->state.activity == k_walk_activity_ipopoff) ||
701 (w->state.activity == k_walk_activity_oregular) ){
702 r = 0.07f;
703 }
704
705 f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
706 v4f qt;
707 q_axis_angle( qt, (v3f){0,1,0}, ta );
708 q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
709 }
710
711 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
712 v3f p1;
713 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
714 vg_line( w->state.drop_in_target, p1, VG__GREEN );
715 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
716 vg_line( w->state.drop_in_target, p1, VG__GREEN );
717
718 float a = player_get_heading_yaw();
719 p1[0] = sinf( a );
720 p1[1] = 0.0f;
721 p1[2] = cosf( a );
722
723 v3_add( localplayer.rb.co, p1, p1 );
724 vg_line( localplayer.rb.co, p1, VG__PINK );
725
726 int walk_phase = 0;
727 if( vg_fractf(w->state.walk_timer) > 0.5f )
728 walk_phase = 1;
729 else
730 walk_phase = 0;
731
732 if( (w->state.step_phase != walk_phase) &&
733 (w->state.activity == k_walk_activity_ground ) )
734 {
735 audio_lock();
736 if( w->surface == k_surface_prop_concrete ){
737 audio_oneshot_3d(
738 &audio_footsteps[vg_randu32(&vg.rand) %
739 vg_list_size(audio_footsteps)],
740 localplayer.rb.co, 40.0f, 1.0f
741 );
742 }
743 else if( w->surface == k_surface_prop_grass ){
744 audio_oneshot_3d(
745 &audio_footsteps_grass[ vg_randu32(&vg.rand) %
746 vg_list_size(audio_footsteps_grass)],
747 localplayer.rb.co, 40.0f, 1.0f
748 );
749 }
750 else if( w->surface == k_surface_prop_wood ){
751 audio_oneshot_3d(
752 &audio_footsteps_wood[ vg_randu32(&vg.rand) %
753 vg_list_size(audio_footsteps_wood)],
754 localplayer.rb.co, 40.0f, 1.0f
755 );
756 }
757 audio_unlock();
758 }
759
760 w->state.step_phase = walk_phase;
761 }
762
763 static void player__walk_update(void){
764 struct player_walk *w = &player_walk;
765
766 if( (w->state.activity == k_walk_activity_air) ||
767 (w->state.activity == k_walk_activity_ground) ||
768 (w->state.activity == k_walk_activity_oair) ||
769 (w->state.activity == k_walk_activity_oregular) ||
770 (w->state.activity == k_walk_activity_ipopoff) ){
771 player_walk_update_generic();
772 }
773 }
774
775 static void player_walk_animate_drop_in(void){
776 struct player_walk *w = &player_walk;
777 struct player_walk_animator *animator = &w->animator;
778 struct skeleton_anim *anim = w->anim_drop_in;
779
780 f32 length = (f32)(anim->length-1) / anim->rate,
781 time = w->state.transition_t;
782
783 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
784 w->state.drop_in_angle, animator->transition_t );
785 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
786 animator->transition_t, localplayer.rb.co );
787
788 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
789
790 /* the drop in bit */
791 v3f final_co;
792 v4f final_q;
793 player_walk_drop_in_overhang_transform( animator->transition_t,
794 final_co, final_q );
795
796 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
797 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
798 localplayer.rb.co );
799
800 rb_update_transform( &localplayer.rb );
801
802 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
803 -0.1f*animator->transition_t, localplayer.rb.co );
804
805 v3_copy( localplayer.rb.co, animator->root_co );
806 v4_copy( localplayer.rb.q, animator->root_q );
807
808 /* for the camera purposes only */
809 v3f init_velocity;
810 player_walk_drop_in_vector( init_velocity );
811 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
812 v3_copy( localplayer.rb.v,
813 localplayer.cam_control.cam_velocity_smooth );
814 }
815
816 static void player_walk_animate_generic(void){
817 struct player_walk *w = &player_walk;
818 struct player_walk_animator *animator = &w->animator;
819
820 v4f _null;
821 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
822
823 f32 walk_yaw = player_get_heading_yaw(),
824 head_yaw = localplayer.angles[0] + VG_PIf,
825 y = vg_angle_diff( head_yaw, -walk_yaw ),
826 p = vg_clampf( localplayer.angles[1],
827 -k_sit_pitch_limit, k_sit_pitch_limit );
828
829 if( fabsf(y) > k_sit_yaw_limit ){
830 y = 0.0f;
831 p = 0.0f;
832 }
833
834 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
835 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
836 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
837
838 v4f qrev;
839 q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
840 q_mul( localplayer.rb.q, qrev, animator->root_q );
841 }
842
843 static void player__walk_animate(void){
844 struct player_walk *w = &player_walk;
845 player_pose *pose = &localplayer.pose;
846 struct player_walk_animator *animator = &w->animator;
847
848 animator->activity = w->state.activity;
849 animator->transition_t = w->state.transition_t;
850
851 {
852 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
853 rate;
854
855 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
856 else rate = 9.0f;
857
858 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
859 animator->run = vg_lerpf( animator->run, w->move_speed,
860 8.0f*vg.time_delta);
861 }
862
863 if( animator->run > 0.025f ){
864 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
865 run_norm = 30.0f/(float)w->anim_run->length,
866 l;
867
868 if( animator->run <= k_walkspeed )
869 l = (animator->run / k_walkspeed) * walk_norm;
870 else {
871 l = vg_lerpf( walk_norm, run_norm,
872 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
873 }
874 w->state.walk_timer += l * vg.time_delta;
875 }
876 else
877 w->state.walk_timer = 0.0f;
878
879 animator->walk_timer = w->state.walk_timer;
880
881 player_walk_animate_generic();
882 if( w->state.activity == k_walk_activity_odrop_in ){
883 player_walk_animate_drop_in();
884 }
885
886 if( (w->state.activity == k_walk_activity_odrop_in) ||
887 (w->state.activity == k_walk_activity_oregular) ||
888 (w->state.activity == k_walk_activity_oair) ){
889 localplayer.cam_velocity_influence = w->animator.transition_t;
890 }
891 else if( w->state.activity == k_walk_activity_ipopoff ){
892 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
893 }
894 else
895 localplayer.cam_velocity_influence = 0.0f;
896 }
897
898 static void player_walk_pose_sit( struct player_walk_animator *animator,
899 player_pose *pose ){
900 mdl_keyframe bpose[32];
901
902 struct player_walk *w = &player_walk;
903 struct skeleton *sk = &localplayer.skeleton;
904
905 f32 t = animator->transition_t,
906 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
907 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
908
909 v4f qy,qp;
910 f32 *qh = bpose[localplayer.id_head-1].q;
911 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
912 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
913 q_mul( qy, qh, qh );
914 q_mul( qh, qp, qh );
915 q_normalize( qh );
916
917 qh = bpose[localplayer.id_chest-1].q;
918 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
919 q_mul( qy, qh, qh );
920 q_normalize( qh );
921
922 skeleton_lerp_pose( sk, pose->keyframes, bpose,
923 vg_minf(1.0f,t*10.0f), pose->keyframes );
924 }
925
926 enum walk_transition_type {
927 k_walk_transition_in,
928 k_walk_transition_out,
929 k_walk_transition_outin,
930 };
931
932 static void player_walk_pose_transition(
933 struct player_walk_animator *animator, struct skeleton_anim *anim,
934 enum walk_transition_type type,
935 mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
936
937 mdl_keyframe bpose[32];
938
939 struct player_walk *w = &player_walk;
940 struct skeleton *sk = &localplayer.skeleton;
941
942 f32 length = (f32)(anim->length-1) / anim->rate,
943 t = animator->transition_t * length,
944 blend = 1.0f;
945
946 if( type == k_walk_transition_in || type == k_walk_transition_outin )
947 blend = vg_minf( blend, length-t );
948
949 if( type == k_walk_transition_out || type == k_walk_transition_outin )
950 blend = vg_minf( blend, t );
951
952 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
953
954 skeleton_sample_anim_clamped( sk, anim, t, bpose );
955
956 mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
957 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
958
959 v4f qyaw;
960 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
961 q_mul( kf_board->q, qyaw, kf_board->q );
962 q_normalize( kf_board->q );
963
964 if( mask ){
965 for( i32 i=0; i<sk->bone_count-1; i ++ )
966 keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
967 }
968 else
969 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
970 }
971
972 static void player__walk_pose( void *_animator, player_pose *pose ){
973 struct player_walk *w = &player_walk;
974 struct player_walk_animator *animator = _animator;
975 struct skeleton *sk = &localplayer.skeleton;
976
977 v3_copy( animator->root_co, pose->root_co );
978 v4_copy( animator->root_q, pose->root_q );
979 pose->board.lean = 0.0f;
980 pose->type = k_player_pose_type_ik;
981
982 float walk_norm = (float)w->anim_walk->length/30.0f,
983 run_norm = (float)w->anim_run->length/30.0f,
984 t = animator->walk_timer;
985
986 /* walk/run */
987 mdl_keyframe apose[32], bpose[32];
988 if( animator->run <= k_walkspeed ){
989 /* walk / idle */
990 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
991 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
992 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
993 skeleton_lerp_pose( sk, apose, bpose, l, apose );
994 }
995 else {
996 /* walk / run */
997 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
998 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
999 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
1000 skeleton_lerp_pose( sk, apose, bpose, l, apose );
1001 }
1002
1003 /* air */
1004 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
1005 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
1006
1007 mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
1008 f32 yaw = animator->board_yaw;
1009
1010 if( animator->activity == k_walk_activity_ipopoff )
1011 if( animator->transition_t > 0.5f )
1012 yaw += 1.0f;
1013
1014 v4f qyaw;
1015 q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
1016 q_mul( kf_board->q, qyaw, kf_board->q );
1017 q_normalize( kf_board->q );
1018
1019 /* sit */
1020 if( (animator->activity == k_walk_activity_sit) ||
1021 (animator->activity == k_walk_activity_sit_up) ){
1022 player_walk_pose_sit( animator, pose );
1023 }
1024 else if( animator->activity == k_walk_activity_odrop_in ){
1025 player_walk_pose_transition(
1026 animator, w->anim_drop_in, k_walk_transition_out, apose,
1027 NULL, pose );
1028 }
1029 else if( animator->activity == k_walk_activity_oair ){
1030 player_walk_pose_transition(
1031 animator, w->anim_jump_to_air, k_walk_transition_out, apose,
1032 NULL, pose );
1033 }
1034 else if( animator->activity == k_walk_activity_oregular ){
1035 player_walk_pose_transition(
1036 animator, w->anim_intro, k_walk_transition_out, apose,
1037 NULL, pose );
1038 }
1039 else if( animator->activity == k_walk_activity_ipopoff ){
1040 if( animator->run > 0.2f ){
1041 f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
1042 mask[ 32 ];
1043
1044 for( u32 i=0; i<32; i ++ )
1045 mask[i] = 1.0f;
1046
1047 mask[ localplayer.id_ik_foot_l-1 ] = t;
1048 mask[ localplayer.id_ik_foot_r-1 ] = t;
1049 mask[ localplayer.id_ik_knee_l-1 ] = t;
1050 mask[ localplayer.id_ik_knee_r-1 ] = t;
1051 mask[ localplayer.id_hip-1 ] = t;
1052 player_walk_pose_transition(
1053 animator, w->anim_popoff, k_walk_transition_in, apose,
1054 mask, pose );
1055 }
1056 else{
1057 player_walk_pose_transition(
1058 animator, w->anim_popoff, k_walk_transition_in, apose,
1059 NULL, pose );
1060 }
1061 }
1062 else {
1063 skeleton_copy_pose( sk, apose, pose->keyframes );
1064 }
1065 }
1066
1067 static void player__walk_post_animate(void){
1068 /*
1069 * Camera
1070 */
1071 struct player_walk *w = &player_walk;
1072
1073 }
1074
1075 static void player__walk_im_gui(void){
1076 struct player_walk *w = &player_walk;
1077 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1078 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1079 v3_length(localplayer.rb.v) );
1080 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1081 localplayer.rb.co[1],
1082 localplayer.rb.co[2] );
1083 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1084 player__debugtext( 1, "activity: %s\n",
1085 (const char *[]){ "air",
1086 "ground",
1087 "sit",
1088 "sit_up",
1089 "inone",
1090 "ipopoff",
1091 "oair",
1092 "odrop_in",
1093 "oregular" }
1094 [w->state.activity] );
1095 player__debugtext( 1, "surface: %s\n",
1096 (const char *[]){ "concrete",
1097 "wood",
1098 "grass",
1099 "tiles",
1100 "metal",
1101 "snow",
1102 "sand" }
1103 [w->surface] );
1104 }
1105
1106 static void player__walk_bind(void){
1107 struct player_walk *w = &player_walk;
1108 struct skeleton *sk = &localplayer.skeleton;
1109
1110 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1111 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1112 w->anim_run = skeleton_get_anim( sk, "run+y" );
1113 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1114 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1115 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1116 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1117 w->anim_sit = skeleton_get_anim( sk, "sit" );
1118 w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
1119 }
1120
1121 static void player__walk_transition( bool grounded, f32 board_yaw ){
1122 struct player_walk *w = &player_walk;
1123 w->state.activity = k_walk_activity_air;
1124
1125 if( grounded ){
1126 w->state.activity = k_walk_activity_ipopoff;
1127 }
1128
1129 w->state.transition_t = 0.0f;
1130 w->state.jump_queued = 0;
1131 w->state.jump_input_time = 0.0;
1132 w->state.walk_timer = 0.0f;
1133 w->state.step_phase = 0;
1134 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1135 rb_update_transform( &localplayer.rb );
1136 }
1137
1138 static void player__walk_reset(void){
1139 struct player_walk *w = &player_walk;
1140 w->state.activity = k_walk_activity_air;
1141 w->state.transition_t = 0.0f;
1142
1143 v3f fwd = { 0.0f, 0.0f, 1.0f };
1144 q_mulv( localplayer.rb.q, fwd, fwd );
1145 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1146 atan2f(fwd[0], fwd[2]) );
1147
1148 rb_update_transform( &localplayer.rb );
1149 }
1150
1151 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1152 struct player_walk_animator *animator = data;
1153
1154 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1155 bitpack_qquat( ctx, animator->root_q );
1156 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1157 bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
1158 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1159
1160 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1161 bitpack_bytes( ctx, 8, &animator->activity );
1162 }
1163
1164 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1165
1166 if( (animator->activity == k_walk_activity_sit) ||
1167 (animator->activity == k_walk_activity_sit_up) ){
1168 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1169 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1170 &animator->pitch );
1171 }
1172
1173 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1174 }
1175
1176 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1177 audio_lock();
1178
1179 if( id == k_player_walk_soundeffect_splash ){
1180 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1181 }
1182
1183 audio_unlock();
1184 }
1185 #endif /* PLAYER_DEVICE_WALK_H */