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