d1055092448b580a72c22056097ca301f38be71a
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5 #include "input.h"
6 #include "audio.h"
7
8 static void player_walk_drop_in_vector( v3f vec ){
9 v3f axis, init_dir;
10 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
11 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
12 v3_normalize( init_dir );
13 v3_muls( init_dir, 4.25f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
18 }
19
20 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
21 localplayer.subsystem = k_player_subsystem_skate;
22
23 v3f v;
24
25 if( player_xyspeed2() < 0.1f * 0.1f )
26 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
27 else
28 v3_copy( localplayer.rb.v, v );
29
30 player_skate.state.activity_prev = k_skate_activity_ground;
31 player_skate.state.activity = init;
32
33 v3f dir;
34 v3_copy( v, dir );
35 v3_normalize( dir );
36
37 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
38 atan2f(-dir[0],-dir[2]) );
39 q_normalize( localplayer.rb.q );
40
41 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
42 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
43
44 v3_copy( v, player_skate.state.cog_v );
45 v3_copy( v, localplayer.rb.v );
46
47 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
48 player__skate_reset_animator();
49 player__skate_clear_mechanics();
50 rb_update_transform( &localplayer.rb );
51 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
52
53 if( init == k_skate_activity_air )
54 player__approximate_best_trajectory();
55 }
56
57 static void player_walk_drop_in_to_skate(void){
58 localplayer.immobile = 0;
59 localplayer.subsystem = k_player_subsystem_skate;
60
61 player_skate.state.activity_prev = k_skate_activity_ground;
62 player_skate.state.activity = k_skate_activity_ground;
63
64 player__begin_holdout( (v3f){0,0,0} );
65 player__skate_clear_mechanics();
66 player__skate_reset_animator();
67
68 v3f init_velocity;
69 player_walk_drop_in_vector( init_velocity );
70
71 rb_update_transform( &localplayer.rb );
72 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
73 player_skate.state.cog );
74 v3_copy( init_velocity, player_skate.state.cog_v );
75 v3_copy( init_velocity, localplayer.rb.v );
76 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
77 v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
78 player_skate.state.trick_euler );
79 }
80
81 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
82 v3f axis;
83 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
84 v3_normalize( axis );
85
86 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
87 q_axis_angle( q, axis, a );
88
89 float l = t * 0.5f,
90 heading_angle = player_walk.state.drop_in_angle;
91
92 v3f overhang;
93 overhang[0] = sinf( heading_angle ) * l;
94 overhang[1] = 0.28f * l;
95 overhang[2] = cosf( heading_angle ) * l;
96
97 q_mulv( q, overhang, overhang );
98 v3_add( player_walk.state.drop_in_target, overhang, co );
99 }
100
101 static int player_walk_scan_for_drop_in(void){
102 world_instance *world = world_current_instance();
103
104 v3f dir, center;
105 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
106 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
107
108 ray_hit samples[20];
109 int sample_count = 0;
110
111 for( int i=0; i<20; i ++ ){
112 float t = (float)i * (1.0f/19.0f),
113 s = sinf( t * VG_PIf * 0.25f ),
114 c = cosf( t * VG_PIf * 0.25f );
115
116 v3f ray_dir, pos;
117 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
118 v3_muladds( ray_dir, dir, -s, ray_dir );
119 v3_muladds( center, ray_dir, -2.0f, pos );
120
121 ray_hit *ray = &samples[ sample_count ];
122 ray->dist = 2.0f;
123
124 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
125 vg_line( pos, ray->pos, VG__RED );
126 vg_line_point( ray->pos, 0.025f, VG__BLACK );
127
128 sample_count ++;
129 }
130 }
131
132 float min_a = 0.70710678118654752f;
133 ray_hit *candidate = NULL;
134
135 if( sample_count >= 2 ){
136 for( int i=0; i<sample_count-1; i++ ){
137 ray_hit *s0 = &samples[i],
138 *s1 = &samples[i+1];
139
140 float a = v3_dot( s0->normal, s1->normal );
141
142 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
143 min_a = a;
144 candidate = s0;
145 }
146 }
147 }
148
149 if( candidate ){
150 v4f pa, pb, pc;
151
152 ray_hit *s0 = candidate,
153 *s1 = candidate+1;
154
155 vg_line( s0->pos, s1->pos, VG__WHITE );
156
157 v3_copy( s0->normal, pa );
158 v3_copy( s1->normal, pb );
159 v3_cross( localplayer.rb.to_world[1], dir, pc );
160 v3_normalize( pc );
161
162 pa[3] = v3_dot( pa, s0->pos );
163 pb[3] = v3_dot( pb, s1->pos );
164 pc[3] = v3_dot( pc, localplayer.rb.co );
165
166 v3f edge;
167 if( plane_intersect3( pa, pb, pc, edge ) ){
168 v3_copy( edge, player_walk.state.drop_in_target );
169 v3_copy( s1->normal, player_walk.state.drop_in_normal );
170 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
171
172 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
173 player_walk.state.drop_in_angle =
174 atan2f( player_walk.state.drop_in_normal[0],
175 player_walk.state.drop_in_normal[2] );
176
177 /* TODO: scan multiple of these? */
178 v3f oco;
179 v4f oq;
180 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
181
182 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
183 vb = {0.0f,0.0f, k_board_length + 0.3f};
184
185 q_mulv( oq, va, va );
186 q_mulv( oq, vb, vb );
187 v3_add( oco, va, va );
188 v3_add( oco, vb, vb );
189
190 v3f v0;
191 v3_sub( vb, va, v0 );
192 v3_normalize( v0 );
193
194 ray_hit ray;
195 ray.dist = k_board_length*2.0f + 0.6f;
196
197 if( ray_world( world, va, v0, &ray, 0 ) ){
198 vg_line( va, vb, VG__RED );
199 vg_line_point( ray.pos, 0.1f, VG__RED );
200 vg_error( "invalidated\n" );
201 return 0;
202 }
203
204 v3_muls( v0, -1.0f, v0 );
205 if( ray_world( world, vb, v0, &ray, 0 ) ){
206 vg_line( va, vb, VG__RED );
207 vg_line_point( ray.pos, 0.1f, VG__RED );
208 vg_error( "invalidated\n" );
209 return 0;
210 }
211
212 player_walk_drop_in_vector( localplayer.rb.v );
213 return 1;
214 }
215 else{
216 vg_error( "failed to find intersection of drop in\n" );
217 }
218 }
219
220 return 0;
221 }
222
223 static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
224 f32 speed ){
225 f32 length = (f32)(anim->length-1) / anim->rate;
226 *t += (vg.time_delta * speed) / length;
227
228 if( *t >= 1.0f ) return 1;
229 else return 0;
230 }
231
232 static void player_walk_pre_sit(void){
233 struct player_walk *w = &player_walk;
234
235 v2f steer;
236 joystick_state( k_srjoystick_steer, steer );
237
238 vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
239
240 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
241 button_down(k_srbind_jump) ){
242 w->state.activity = k_walk_activity_sit_up;
243 }
244 return;
245 }
246
247 static void player_walk_pre_sit_up(void){
248 struct player_walk *w = &player_walk;
249
250 if( w->state.transition_t > 0.0f )
251 vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
252 else
253 w->state.activity = k_walk_activity_ground;
254
255 if( button_down(k_srbind_sit) )
256 w->state.activity = k_walk_activity_sit;
257
258 return;
259 }
260
261 static void player_walk_pre_ground(void){
262 struct player_walk *w = &player_walk;
263
264 if( button_down(k_srbind_sit) ){
265 v3_zero( localplayer.rb.v );
266 w->state.activity = k_walk_activity_sit;
267 return;
268 }
269
270 if( button_down( k_srbind_use ) ){
271 if( player_walk_scan_for_drop_in() ){
272 w->state.activity = k_walk_activity_odrop_in;
273 }
274 else{
275 w->state.activity = k_walk_activity_oregular;
276 }
277
278 w->state.transition_t = 0.0f;
279 }
280
281 if( button_down( k_srbind_jump ) ){
282 w->state.jump_queued = 1;
283 w->state.jump_input_time = vg.time;
284 }
285 }
286
287 static void player_walk_pre_air(void){
288 struct player_walk *w = &player_walk;
289 if( button_down( k_srbind_use ) ){
290 w->state.activity = k_walk_activity_oair;
291 w->state.transition_t = 0.0f;
292 }
293
294 if( button_down( k_srbind_jump ) ){
295 w->state.jump_queued = 1;
296 w->state.jump_input_time = vg.time;
297 }
298 }
299
300 static void player_walk_pre_drop_in(void){
301 struct player_walk *w = &player_walk;
302 bool finished = player__preupdate_anim( w->anim_drop_in,
303 &w->state.transition_t, 1.0f );
304 if( finished )
305 player_walk_drop_in_to_skate();
306 }
307
308 static void player_walk_pre_caveman(void){
309 struct player_walk *w = &player_walk;
310 bool finished = player__preupdate_anim( w->anim_jump_to_air,
311 &w->state.transition_t, 1.0f );
312 if( finished ){
313 player_walk_generic_to_skate( k_skate_activity_air,
314 player_walk.animator.board_yaw );
315 }
316 }
317
318 static void player_walk_pre_running_start(void){
319 struct player_walk *w = &player_walk;
320 bool finished = player__preupdate_anim( w->anim_intro,
321 &w->state.transition_t, 1.0f );
322 if( finished ){
323 /* TODO: get the derivative of the last keyframes to calculate new
324 * velocity for player */
325 player_walk_generic_to_skate( k_skate_activity_ground,
326 player_walk.animator.board_yaw+1.0f );
327 }
328 }
329
330 static void player_walk_pre_popoff(void){
331 struct player_walk *w = &player_walk;
332 bool finished = player__preupdate_anim( w->anim_popoff,
333 &w->state.transition_t, 1.0f );
334
335 if( finished )
336 w->state.activity = k_walk_activity_ground;
337 }
338
339 static void player__walk_pre_update(void){
340 struct player_walk *w = &player_walk;
341
342 if( localplayer.immobile ) return;
343 else player_look( localplayer.angles, skaterift.time_rate );
344
345 enum walk_activity a = w->state.activity;
346
347 if ( a == k_walk_activity_sit ) player_walk_pre_sit();
348 else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
349 else if( a == k_walk_activity_ground ) player_walk_pre_ground();
350 else if( a == k_walk_activity_air ) player_walk_pre_air();
351 else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
352 else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
353 else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
354 else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
355 }
356
357 static int player_walk_normal_standable( v3f n ){
358 return n[1] > 0.70710678118f;
359 }
360
361 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
362 float currentspeed = v3_dot( v, movedir ),
363 addspeed = speed - currentspeed;
364
365 if( addspeed <= 0 )
366 return;
367
368 float accelspeed = accel * k_rb_delta * speed;
369
370 if( accelspeed > addspeed )
371 accelspeed = addspeed;
372
373 v3_muladds( v, movedir, accelspeed, v );
374 }
375
376 static void player_friction( v3f v ){
377 float speed = v3_length( v ),
378 drop = 0.0f,
379 control = vg_maxf( speed, k_stopspeed );
380
381 if( speed < 0.04f )
382 return;
383
384 drop += control * k_walk_friction * k_rb_delta;
385
386 float newspeed = vg_maxf( 0.0f, speed - drop );
387 newspeed /= speed;
388
389 v3_muls( v, newspeed, v );
390 }
391
392 static void player_walk_custom_filter( world_instance *world,
393 rb_ct *man, int len, f32 w ){
394 for( int i=0; i<len; i++ ){
395 rb_ct *ci = &man[i];
396 if( ci->type == k_contact_type_disabled ||
397 ci->type == k_contact_type_edge )
398 continue;
399
400
401 float d1 = v3_dot( ci->co, ci->n );
402
403 for( int j=0; j<len; j++ ){
404 if( j == i )
405 continue;
406
407 rb_ct *cj = &man[j];
408 if( cj->type == k_contact_type_disabled )
409 continue;
410
411 struct world_surface *si = world_contact_surface( world, ci ),
412 *sj = world_contact_surface( world, cj );
413
414 if( (sj->info.flags & k_material_flag_walking) &&
415 !(si->info.flags & k_material_flag_walking)){
416 continue;
417 }
418
419 float d2 = v3_dot( cj->co, ci->n ),
420 d = d2-d1;
421
422 if( fabsf( d ) <= w ){
423 cj->type = k_contact_type_disabled;
424 }
425 }
426 }
427 }
428
429 static void player_walk_update_generic(void){
430 struct player_walk *w = &player_walk;
431
432 v2f steer;
433 joystick_state( k_srjoystick_steer, steer );
434
435 if( v2_length2(steer)>1.0f )
436 v2_normalize(steer);
437
438 v3_copy( localplayer.rb.co, w->state.prev_pos );
439 v3_zero( localplayer.rb.w );
440
441 world_instance *world = world_current_instance();
442
443 if( world->water.enabled ){
444 if( localplayer.rb.co[1]+0.4f < world->water.height ){
445 player__networked_sfx( k_player_subsystem_walk, 32,
446 k_player_walk_soundeffect_splash,
447 localplayer.rb.co, 1.0f );
448 player__dead_transition( k_player_die_type_generic );
449 return;
450 }
451 }
452
453 enum walk_activity prev_state = w->state.activity;
454
455 w->collider.height = 2.0f;
456 w->collider.radius = 0.3f;
457
458 m4x3f mtx;
459 m3x3_copy( localplayer.rb.to_world, mtx );
460 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
461
462 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
463
464 rb_ct manifold[64];
465 int len;
466
467 float yaw = localplayer.angles[0];
468
469 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
470 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
471
472 /*
473 * Collision detection
474 */
475
476 len = rb_capsule__scene( mtx, &w->collider, NULL,
477 &world->rb_geo.inf.scene, manifold, 0 );
478 player_walk_custom_filter( world, manifold, len, 0.01f );
479 len = rb_manifold_apply_filtered( manifold, len );
480
481 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
482
483 w->state.activity = k_walk_activity_air;
484 w->surface = k_surface_prop_concrete;
485
486 for( int i=0; i<len; i++ ){
487 struct contact *ct = &manifold[i];
488 rb_debug_contact( ct );
489
490 if( player_walk_normal_standable( ct->n ) ){
491 w->state.activity = k_walk_activity_ground;
492
493 v3_add( surface_avg, ct->n, surface_avg );
494
495 struct world_surface *surf = world_contact_surface( world, ct );
496 if( surf->info.surface_prop > w->surface )
497 w->surface = surf->info.surface_prop;
498 }
499
500 rb_prepare_contact( ct, k_rb_delta );
501 }
502
503 /*
504 * Move & Friction
505 */
506 float accel_speed = 0.0f, nominal_speed = 0.0f;
507 v3f movedir;
508
509 v3_muls( right_dir, steer[0], movedir );
510 v3_muladds( movedir, forward_dir, steer[1], movedir );
511
512 if( w->state.activity == k_walk_activity_ground ){
513 v3_normalize( surface_avg );
514
515 v3f tx, ty;
516 v3_tangent_basis( surface_avg, tx, ty );
517
518 if( v2_length2(steer) > 0.001f ){
519 /* clip movement to the surface */
520 float d = v3_dot(surface_avg,movedir);
521 v3_muladds( movedir, surface_avg, -d, movedir );
522 }
523
524 accel_speed = k_walk_accel;
525 nominal_speed = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
526
527 /* jump */
528 if( w->state.jump_queued ){
529 w->state.jump_queued = 0;
530
531 f32 t = vg.time - w->state.jump_input_time;
532 if( t < PLAYER_JUMP_EPSILON ){
533 localplayer.rb.v[1] = 5.0f;
534 w->state.activity = k_walk_activity_air;
535 prev_state = k_walk_activity_air;
536 accel_speed = k_walk_air_accel;
537 nominal_speed = k_airspeed;
538 }
539 }
540 else{
541 player_friction( localplayer.rb.v );
542 }
543 }
544 else{
545 accel_speed = k_walk_air_accel;
546 nominal_speed = k_airspeed;
547 }
548
549 if( v2_length2( steer ) > 0.001f ){
550 player_accelerate( localplayer.rb.v, movedir,
551 nominal_speed, accel_speed );
552 v3_normalize( movedir );
553 }
554
555 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
556 localplayer.rb.v[2] } ),
557 k_runspeed );
558
559 /*
560 * Resolve velocity constraints
561 */
562 for( int j=0; j<5; j++ ){
563 for( int i=0; i<len; i++ ){
564 struct contact *ct = &manifold[i];
565
566 /*normal */
567 float vn = -v3_dot( localplayer.rb.v, ct->n );
568
569 float temp = ct->norm_impulse;
570 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
571 vn = ct->norm_impulse - temp;
572
573 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
574 }
575 }
576
577 /* stepping */
578 if( w->state.activity == k_walk_activity_ground||
579 prev_state == k_walk_activity_ground ){
580 float max_dist = 0.4f;
581
582 v3f pa, pb;
583 v3_copy( localplayer.rb.co, pa );
584 pa[1] += w->collider.radius + max_dist;
585 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
586 vg_line( pa, pb, 0xff000000 );
587
588 v3f n;
589 float t;
590 if( spherecast_world( world, pa, pb,
591 w->collider.radius, &t, n, 0 ) != -1 ){
592 if( player_walk_normal_standable(n) ){
593 v3_lerp( pa, pb, t, localplayer.rb.co );
594 localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
595 w->state.activity = k_walk_activity_ground;
596
597 float d = -v3_dot(n,localplayer.rb.v);
598 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
599 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
600 }
601 }
602 }
603
604 /*
605 * Depenetrate
606 */
607 v3f dt;
608 rb_depenetrate( manifold, len, dt );
609 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
610
611 /* integrate */
612 if( w->state.activity == k_walk_activity_air ){
613 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
614 }
615
616 if( localplayer.immobile ){
617 localplayer.rb.v[0] = 0.0f;
618 localplayer.rb.v[2] = 0.0f;
619 }
620
621 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
622 localplayer.rb.co );
623 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
624 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
625
626 /*
627 * CCD routine
628 * ---------------------------------------------------
629 *
630 */
631 v3f lwr_prev,
632 lwr_now,
633 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
634
635 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
636 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
637
638 v3f movedelta;
639 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
640
641 float movedist = v3_length( movedelta );
642
643 if( movedist > 0.3f ){
644 float t, sr = w->collider.radius-0.04f;
645 v3f n;
646
647 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
648 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
649 localplayer.rb.co[1] -= w->collider.radius;
650 rb_update_transform( &localplayer.rb );
651
652 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
653 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
654 }
655 }
656
657 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
658 if( id ){
659 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
660 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
661 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
662
663 v4f transport_rotation;
664 m3x3_q( gate->transport, transport_rotation );
665 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
666
667 rb_update_transform( &localplayer.rb );
668 player__pass_gate( id );
669 }
670 rb_update_transform( &localplayer.rb );
671
672 if( (prev_state == k_walk_activity_oregular) ||
673 (prev_state == k_walk_activity_oair) ||
674 (prev_state == k_walk_activity_ipopoff) ){
675 w->state.activity = prev_state;
676 }
677 }
678
679 static void player__walk_post_update(void){
680 struct player_walk *w = &player_walk;
681
682 m4x3f mtx;
683 m3x3_copy( localplayer.rb.to_world, mtx );
684 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
685
686 float substep = vg.time_fixed_extrapolate;
687 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
688 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
689
690
691 /* Calculate header */
692 v3f v;
693 if( player_xyspeed2() > 0.1f*0.1f ){
694 float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
695 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
696 }
697
698 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
699 v3f p1;
700 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
701 vg_line( w->state.drop_in_target, p1, VG__GREEN );
702 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
703 vg_line( w->state.drop_in_target, p1, VG__GREEN );
704
705 float a = player_get_heading_yaw();
706 p1[0] = sinf( a );
707 p1[1] = 0.0f;
708 p1[2] = cosf( a );
709
710 v3_add( localplayer.rb.co, p1, p1 );
711 vg_line( localplayer.rb.co, p1, VG__PINK );
712
713 int walk_phase = 0;
714 if( vg_fractf(w->state.walk_timer) > 0.5f )
715 walk_phase = 1;
716 else
717 walk_phase = 0;
718
719 if( (w->state.step_phase != walk_phase) &&
720 (w->state.activity == k_walk_activity_ground ) )
721 {
722 audio_lock();
723 if( w->surface == k_surface_prop_concrete ){
724 audio_oneshot_3d(
725 &audio_footsteps[vg_randu32(&vg.rand) %
726 vg_list_size(audio_footsteps)],
727 localplayer.rb.co, 40.0f, 1.0f
728 );
729 }
730 else if( w->surface == k_surface_prop_grass ){
731 audio_oneshot_3d(
732 &audio_footsteps_grass[ vg_randu32(&vg.rand) %
733 vg_list_size(audio_footsteps_grass)],
734 localplayer.rb.co, 40.0f, 1.0f
735 );
736 }
737 else if( w->surface == k_surface_prop_wood ){
738 audio_oneshot_3d(
739 &audio_footsteps_wood[ vg_randu32(&vg.rand) %
740 vg_list_size(audio_footsteps_wood)],
741 localplayer.rb.co, 40.0f, 1.0f
742 );
743 }
744 audio_unlock();
745 }
746
747 w->state.step_phase = walk_phase;
748 }
749
750 static void player__walk_update(void){
751 struct player_walk *w = &player_walk;
752
753 if( (w->state.activity == k_walk_activity_air) ||
754 (w->state.activity == k_walk_activity_ground) ||
755 (w->state.activity == k_walk_activity_oair) ||
756 (w->state.activity == k_walk_activity_oregular) ||
757 (w->state.activity == k_walk_activity_ipopoff) ){
758 player_walk_update_generic();
759 }
760 }
761
762 static void player_walk_animate_drop_in(void){
763 struct player_walk *w = &player_walk;
764 struct player_walk_animator *animator = &w->animator;
765 struct skeleton_anim *anim = w->anim_drop_in;
766
767 f32 length = (f32)(anim->length-1) / anim->rate,
768 time = w->state.transition_t;
769
770 f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
771 w->state.drop_in_angle, animator->transition_t );
772 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
773 animator->transition_t, localplayer.rb.co );
774 q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
775
776 /* the drop in bit */
777 v3f final_co;
778 v4f final_q;
779 player_walk_drop_in_overhang_transform( animator->transition_t,
780 final_co, final_q );
781
782 q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
783 v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
784 localplayer.rb.co );
785
786 rb_update_transform( &localplayer.rb );
787
788 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
789 -0.1f*animator->transition_t, localplayer.rb.co );
790
791 v3_copy( localplayer.rb.co, animator->root_co );
792 v4_copy( localplayer.rb.q, animator->root_q );
793
794 /* for the camera purposes only */
795 v3f init_velocity;
796 player_walk_drop_in_vector( init_velocity );
797 v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
798 v3_copy( localplayer.rb.v,
799 localplayer.cam_control.cam_velocity_smooth );
800 }
801
802 static void player_walk_animate_generic(void){
803 struct player_walk *w = &player_walk;
804 struct player_walk_animator *animator = &w->animator;
805
806 v4f _null;
807 rb_extrapolate( &localplayer.rb, animator->root_co, _null );
808
809 f32 walk_yaw = player_get_heading_yaw(),
810 head_yaw = localplayer.angles[0] + VG_PIf,
811 y = vg_angle_diff( head_yaw, -walk_yaw ),
812 p = vg_clampf( localplayer.angles[1],
813 -k_sit_pitch_limit, k_sit_pitch_limit );
814
815 if( fabsf(y) > k_sit_yaw_limit ){
816 y = 0.0f;
817 p = 0.0f;
818 }
819
820 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
821 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
822 q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
823 }
824
825 static void player__walk_animate(void){
826 struct player_walk *w = &player_walk;
827 player_pose *pose = &localplayer.pose;
828 struct player_walk_animator *animator = &w->animator;
829
830 animator->activity = w->state.activity;
831 animator->transition_t = w->state.transition_t;
832
833 {
834 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
835 rate;
836
837 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
838 else rate = 9.0f;
839
840 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
841 animator->run = vg_lerpf( animator->run, w->move_speed,
842 8.0f*vg.time_delta);
843 }
844
845 if( animator->run > 0.025f ){
846 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
847 run_norm = 30.0f/(float)w->anim_run->length,
848 l;
849
850 if( animator->run <= k_walkspeed )
851 l = (animator->run / k_walkspeed) * walk_norm;
852 else {
853 l = vg_lerpf( walk_norm, run_norm,
854 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
855 }
856 w->state.walk_timer += l * vg.time_delta;
857 }
858 else
859 w->state.walk_timer = 0.0f;
860
861 animator->walk_timer = w->state.walk_timer;
862
863 player_walk_animate_generic();
864 if( w->state.activity == k_walk_activity_odrop_in ){
865 player_walk_animate_drop_in();
866 }
867
868 if( (w->state.activity == k_walk_activity_odrop_in) ||
869 (w->state.activity == k_walk_activity_oregular) ||
870 (w->state.activity == k_walk_activity_oair) ){
871 localplayer.cam_velocity_influence = w->animator.transition_t;
872 }
873 else if( w->state.activity == k_walk_activity_ipopoff ){
874 localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
875 }
876 else
877 localplayer.cam_velocity_influence = 0.0f;
878 }
879
880 static void player_walk_pose_sit( struct player_walk_animator *animator,
881 player_pose *pose ){
882 mdl_keyframe bpose[32];
883
884 struct player_walk *w = &player_walk;
885 struct skeleton *sk = &localplayer.skeleton;
886
887 f32 t = animator->transition_t,
888 st = t * ((f32)(w->anim_sit->length-1)/30.0f);
889 skeleton_sample_anim( sk, w->anim_sit, st, bpose );
890
891 v4f qy,qp;
892 f32 *qh = bpose[localplayer.id_head-1].q;
893 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
894 q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
895 q_mul( qy, qh, qh );
896 q_mul( qh, qp, qh );
897 q_normalize( qh );
898
899 qh = bpose[localplayer.id_chest-1].q;
900 q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
901 q_mul( qy, qh, qh );
902 q_normalize( qh );
903
904 skeleton_lerp_pose( sk, pose->keyframes, bpose,
905 vg_minf(1.0f,t*10.0f), pose->keyframes );
906 }
907
908 enum walk_transition_type {
909 k_walk_transition_in,
910 k_walk_transition_out,
911 k_walk_transition_outin,
912 };
913
914 static void player_walk_pose_transition(
915 struct player_walk_animator *animator, struct skeleton_anim *anim,
916 enum walk_transition_type type,
917 mdl_keyframe apose[32], player_pose *pose ){
918
919 mdl_keyframe bpose[32];
920
921 struct player_walk *w = &player_walk;
922 struct skeleton *sk = &localplayer.skeleton;
923
924 f32 length = (f32)(anim->length-1) / anim->rate,
925 t = animator->transition_t * length,
926 blend = 1.0f;
927
928 if( type == k_walk_transition_in || type == k_walk_transition_outin )
929 blend = vg_minf( blend, length-t );
930
931 if( type == k_walk_transition_out || type == k_walk_transition_outin )
932 blend = vg_minf( blend, t );
933
934 blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
935
936 skeleton_sample_anim_clamped( sk, anim, t, bpose );
937 skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
938 }
939
940 static void player__walk_pose( void *_animator, player_pose *pose ){
941 struct player_walk *w = &player_walk;
942 struct player_walk_animator *animator = _animator;
943 struct skeleton *sk = &localplayer.skeleton;
944
945 v3_copy( animator->root_co, pose->root_co );
946 v4_copy( animator->root_q, pose->root_q );
947 pose->board.lean = 0.0f;
948 pose->type = k_player_pose_type_ik;
949
950 float walk_norm = (float)w->anim_walk->length/30.0f,
951 run_norm = (float)w->anim_run->length/30.0f,
952 t = animator->walk_timer;
953
954 /* walk/run */
955 mdl_keyframe apose[32], bpose[32];
956 if( animator->run <= k_walkspeed ){
957 /* walk / idle */
958 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
959 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
960 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
961 skeleton_lerp_pose( sk, apose, bpose, l, apose );
962 }
963 else {
964 /* walk / run */
965 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
966 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
967 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
968 skeleton_lerp_pose( sk, apose, bpose, l, apose );
969 }
970
971 /* air */
972 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
973 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
974
975 /* sit */
976 if( (animator->activity == k_walk_activity_sit) ||
977 (animator->activity == k_walk_activity_sit_up) ){
978 player_walk_pose_sit( animator, pose );
979 }
980 else if( animator->activity == k_walk_activity_odrop_in ){
981 player_walk_pose_transition(
982 animator, w->anim_drop_in, k_walk_transition_out, apose, pose );
983 }
984 else if( animator->activity == k_walk_activity_oair ){
985 player_walk_pose_transition(
986 animator, w->anim_jump_to_air, k_walk_transition_out, apose, pose );
987 }
988 else if( animator->activity == k_walk_activity_oregular ){
989 player_walk_pose_transition(
990 animator, w->anim_intro, k_walk_transition_out, apose, pose );
991 }
992 else if( animator->activity == k_walk_activity_ipopoff ){
993 player_walk_pose_transition(
994 animator, w->anim_popoff, k_walk_transition_in, apose, pose );
995 }
996 else {
997 skeleton_copy_pose( sk, apose, pose->keyframes );
998 }
999
1000 mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1];
1001
1002 f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
1003
1004 v4f qyaw;
1005 q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
1006 q_mul( kf_board->q, qyaw, kf_board->q );
1007 q_normalize( kf_board->q );
1008 }
1009
1010 static void player__walk_post_animate(void){
1011 /*
1012 * Camera
1013 */
1014 struct player_walk *w = &player_walk;
1015
1016 }
1017
1018 static void player__walk_im_gui(void){
1019 struct player_walk *w = &player_walk;
1020 player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
1021 localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
1022 v3_length(localplayer.rb.v) );
1023 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1024 localplayer.rb.co[1],
1025 localplayer.rb.co[2] );
1026 player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
1027 player__debugtext( 1, "activity: %s\n",
1028 (const char *[]){ "air",
1029 "ground",
1030 "sit",
1031 "sit_up",
1032 "inone",
1033 "ipopoff",
1034 "oair",
1035 "odrop_in",
1036 "oregular" }
1037 [w->state.activity] );
1038 player__debugtext( 1, "surface: %s\n",
1039 (const char *[]){ "concrete",
1040 "wood",
1041 "grass",
1042 "tiles",
1043 "metal" }
1044 [w->surface] );
1045 }
1046
1047 static void player__walk_bind(void){
1048 struct player_walk *w = &player_walk;
1049 struct skeleton *sk = &localplayer.skeleton;
1050
1051 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1052 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1053 w->anim_run = skeleton_get_anim( sk, "run+y" );
1054 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1055 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1056 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1057 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1058 w->anim_sit = skeleton_get_anim( sk, "sit" );
1059 w->anim_popoff = skeleton_get_anim( sk, "pop_off" );
1060 }
1061
1062 static void player__walk_transition( enum walk_activity activity,
1063 f32 board_yaw ){
1064 struct player_walk *w = &player_walk;
1065 w->state.activity = activity;
1066 w->state.transition_t = 0.0f;
1067 w->state.jump_queued = 0;
1068 w->state.jump_input_time = 0.0;
1069 w->state.walk_timer = 0.0f;
1070 w->state.step_phase = 0;
1071 w->animator.board_yaw = fmodf( board_yaw, 2.0f );
1072
1073 v3f fwd = { 0.0f, 0.0f, 1.0f };
1074 q_mulv( localplayer.rb.q, fwd, fwd );
1075 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1076 atan2f(fwd[0], fwd[2]) );
1077
1078 rb_update_transform( &localplayer.rb );
1079 }
1080
1081 static void player__walk_reset(void){
1082 struct player_walk *w = &player_walk;
1083 w->state.activity = k_walk_activity_air;
1084 w->state.transition_t = 0.0f;
1085
1086 v3f fwd = { 0.0f, 0.0f, 1.0f };
1087 q_mulv( localplayer.rb.q, fwd, fwd );
1088 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1089 atan2f(fwd[0], fwd[2]) );
1090
1091 rb_update_transform( &localplayer.rb );
1092 }
1093
1094 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1095 struct player_walk_animator *animator = data;
1096
1097 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1098 bitpack_qquat( ctx, animator->root_q );
1099 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1100 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1101 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1102 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1103
1104 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1105 bitpack_bytes( ctx, 8, &animator->activity );
1106 }
1107
1108 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
1109
1110 if( (animator->activity == k_walk_activity_sit) ||
1111 (animator->activity == k_walk_activity_sit_up) ){
1112 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1113 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1114 &animator->pitch );
1115 }
1116
1117 bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
1118 }
1119
1120 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1121 audio_lock();
1122
1123 if( id == k_player_walk_soundeffect_splash ){
1124 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1125 }
1126
1127 audio_unlock();
1128 }
1129 #endif /* PLAYER_DEVICE_WALK_H */