revision to walk animation/system
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5 #include "input.h"
6 #include "audio.h"
7
8 static void player_walk_drop_in_vector( v3f vec ){
9 v3f axis, init_dir;
10 v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
11 v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
12 v3_normalize( init_dir );
13 v3_muls( init_dir, 4.25f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
18 }
19
20 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
21 localplayer.subsystem = k_player_subsystem_skate;
22
23 v3f v;
24
25 if( player_xyspeed2() < 0.1f * 0.1f )
26 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
27 else
28 v3_copy( localplayer.rb.v, v );
29
30 player_skate.state.activity_prev = k_skate_activity_ground;
31 player_skate.state.activity = init;
32
33 v3f dir;
34 v3_copy( v, dir );
35 v3_normalize( dir );
36
37 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
38 atan2f(-dir[0],-dir[2]) );
39 q_normalize( localplayer.rb.q );
40
41 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
42 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
43
44 v3_copy( v, player_skate.state.cog_v );
45 v3_copy( v, localplayer.rb.v );
46
47 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
48 player__skate_reset_animator();
49 player__skate_clear_mechanics();
50 rb_update_transform( &localplayer.rb );
51 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
52
53 if( init == k_skate_activity_air )
54 player__approximate_best_trajectory();
55 }
56
57 static void player_walk_drop_in_to_skate(void){
58 localplayer.immobile = 0;
59 localplayer.subsystem = k_player_subsystem_skate;
60
61 player_skate.state.activity_prev = k_skate_activity_ground;
62 player_skate.state.activity = k_skate_activity_ground;
63
64 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
65 player__skate_clear_mechanics();
66 player__skate_reset_animator();
67
68 v3f init_velocity;
69 player_walk_drop_in_vector( init_velocity );
70
71 rb_update_transform( &localplayer.rb );
72 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
73 player_skate.state.cog );
74 v3_copy( init_velocity, player_skate.state.cog_v );
75 v3_copy( init_velocity, localplayer.rb.v );
76 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
77 v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
78 }
79
80 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
81 v3f axis;
82 v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
83 v3_normalize( axis );
84
85 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
86 q_axis_angle( q, axis, a );
87
88 float l = t * 0.5f,
89 heading_angle = player_walk.state.drop_in_angle;
90
91 v3f overhang;
92 overhang[0] = sinf( heading_angle ) * l;
93 overhang[1] = 0.28f * l;
94 overhang[2] = cosf( heading_angle ) * l;
95
96 q_mulv( q, overhang, overhang );
97 v3_add( player_walk.state.drop_in_target, overhang, co );
98 }
99
100 static int player_walk_scan_for_drop_in(void){
101 world_instance *world = world_current_instance();
102
103 v3f dir, center;
104 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
105 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
106
107 ray_hit samples[20];
108 int sample_count = 0;
109
110 for( int i=0; i<20; i ++ ){
111 float t = (float)i * (1.0f/19.0f),
112 s = sinf( t * VG_PIf * 0.25f ),
113 c = cosf( t * VG_PIf * 0.25f );
114
115 v3f ray_dir, pos;
116 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
117 v3_muladds( ray_dir, dir, -s, ray_dir );
118 v3_muladds( center, ray_dir, -2.0f, pos );
119
120 ray_hit *ray = &samples[ sample_count ];
121 ray->dist = 2.0f;
122
123 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
124 vg_line( pos, ray->pos, VG__RED );
125 vg_line_point( ray->pos, 0.025f, VG__BLACK );
126
127 sample_count ++;
128 }
129 }
130
131 float min_a = 0.70710678118654752f;
132 ray_hit *candidate = NULL;
133
134 if( sample_count >= 2 ){
135 for( int i=0; i<sample_count-1; i++ ){
136 ray_hit *s0 = &samples[i],
137 *s1 = &samples[i+1];
138
139 float a = v3_dot( s0->normal, s1->normal );
140
141 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
142 min_a = a;
143 candidate = s0;
144 }
145 }
146 }
147
148 if( candidate ){
149 v4f pa, pb, pc;
150
151 ray_hit *s0 = candidate,
152 *s1 = candidate+1;
153
154 vg_line( s0->pos, s1->pos, VG__WHITE );
155
156 v3_copy( s0->normal, pa );
157 v3_copy( s1->normal, pb );
158 v3_cross( localplayer.rb.to_world[1], dir, pc );
159 v3_normalize( pc );
160
161 pa[3] = v3_dot( pa, s0->pos );
162 pb[3] = v3_dot( pb, s1->pos );
163 pc[3] = v3_dot( pc, localplayer.rb.co );
164
165 v3f edge;
166 if( plane_intersect3( pa, pb, pc, edge ) ){
167 v3_copy( edge, player_walk.state.drop_in_target );
168 v3_copy( s1->normal, player_walk.state.drop_in_normal );
169 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
170
171 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
172 player_walk.state.drop_in_angle =
173 atan2f( player_walk.state.drop_in_normal[0],
174 player_walk.state.drop_in_normal[2] );
175
176 /* TODO: scan multiple of these? */
177 v3f oco;
178 v4f oq;
179 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
180
181 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
182 vb = {0.0f,0.0f, k_board_length + 0.3f};
183
184 q_mulv( oq, va, va );
185 q_mulv( oq, vb, vb );
186 v3_add( oco, va, va );
187 v3_add( oco, vb, vb );
188
189 v3f v0;
190 v3_sub( vb, va, v0 );
191 v3_normalize( v0 );
192
193 ray_hit ray;
194 ray.dist = k_board_length*2.0f + 0.6f;
195
196 if( ray_world( world, va, v0, &ray, 0 ) ){
197 vg_line( va, vb, VG__RED );
198 vg_line_point( ray.pos, 0.1f, VG__RED );
199 vg_error( "invalidated\n" );
200 return 0;
201 }
202
203 v3_muls( v0, -1.0f, v0 );
204 if( ray_world( world, vb, v0, &ray, 0 ) ){
205 vg_line( va, vb, VG__RED );
206 vg_line_point( ray.pos, 0.1f, VG__RED );
207 vg_error( "invalidated\n" );
208 return 0;
209 }
210
211 player_walk_drop_in_vector( localplayer.rb.v );
212 return 1;
213 }
214 else{
215 vg_error( "failed to find intersection of drop in\n" );
216 }
217 }
218
219 return 0;
220 }
221
222 static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
223 struct player_walk *w = &player_walk;
224
225 if( type >= k_walk_outro_max )
226 return NULL;
227
228 return (struct skeleton_anim *[]){
229 [k_walk_outro_none] = NULL,
230 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
231 [k_walk_outro_regular] = w->anim_intro,
232 [k_walk_outro_drop_in] = w->anim_drop_in
233 }[ type ];
234 }
235
236
237 static void player__walk_pre_update(void){
238 struct player_walk *w = &player_walk;
239
240 if( !localplayer.immobile )
241 player_look( localplayer.angles, skaterift.time_rate );
242
243 v2f steer;
244 joystick_state( k_srjoystick_steer, steer );
245
246 if( w->state.activity == k_walk_activity_sit ){
247 if( w->state.sit_t < 1.0f )
248 w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + vg.time_delta );
249
250 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
251 button_down(k_srbind_jump) ){
252 w->state.activity = k_walk_activity_sit_up;
253 }
254 return;
255 }
256 else if( w->state.activity == k_walk_activity_sit_up ){
257 if( w->state.sit_t > 0.0f )
258 w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
259 else
260 w->state.activity = k_walk_activity_ground;
261
262 if( button_down(k_srbind_sit) )
263 w->state.activity = k_walk_activity_sit;
264
265 return;
266 }
267 else if( w->state.activity == k_walk_activity_ground ){
268 if( button_down(k_srbind_sit) ){
269 v3_zero( localplayer.rb.v );
270 w->state.activity = k_walk_activity_sit;
271 return;
272 }
273 }
274
275 w->state.sit_t = 0.0f;
276
277 if( w->state.outro_type ){
278 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
279
280 f32 outro_length = (f32)anim->length / anim->rate,
281 outro_time = vg.time - w->state.outro_start_time;
282
283 if( outro_time >= outro_length ){
284 if( w->state.outro_type == k_walk_outro_drop_in ){
285 player_walk_drop_in_to_skate();
286 }
287 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
288 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
289 }
290 else{
291 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
292 }
293
294 w->state.outro_type = k_walk_outro_none;
295 return;
296 }
297 }
298 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
299 if( 0 && (v3_dist2(localplayer.rb.co,gzoomer.obj.rb.co) <= 4.0f*4.0f) ){
300 localplayer.subsystem = k_player_subsystem_drive;
301 }
302 else{
303 struct player_board *board =
304 addon_cache_item_if_loaded( k_addon_type_board,
305 localplayer.board_view_slot );
306
307 if( !board ) return;
308
309 if( w->state.activity == k_walk_activity_ground ){
310 if( player_walk_scan_for_drop_in() ){
311 w->state.outro_type = k_walk_outro_drop_in;
312 w->state.outro_start_time = vg.time;
313 localplayer.immobile = 1;
314
315 u32 foot_id = localplayer.id_ik_foot_r;
316
317 m4x3_mulv( localplayer.final_mtx[ foot_id ],
318 localplayer.skeleton.bones[ foot_id ].co,
319 w->state.drop_in_foot_anchor );
320 }
321 else{
322 w->state.outro_type = k_walk_outro_regular;
323 w->state.outro_start_time = vg.time;
324 w->state.activity = k_walk_activity_lockedmove;
325
326 if( player_xyspeed2() < 0.1f * 0.1f ){
327 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
328 localplayer.rb.v );
329 }
330 }
331 }
332 else{
333 w->state.outro_type = k_walk_outro_jump_to_air;
334 w->state.outro_start_time = vg.time;
335 return;
336 }
337 }
338 }
339 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
340 w->state.jump_queued = 1;
341 w->state.jump_input_time = vg.time;
342 }
343 }
344
345 static int player_walk_normal_standable( v3f n ){
346 return n[1] > 0.70710678118f;
347 }
348
349 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
350 float currentspeed = v3_dot( v, movedir ),
351 addspeed = speed - currentspeed;
352
353 if( addspeed <= 0 )
354 return;
355
356 float accelspeed = accel * k_rb_delta * speed;
357
358 if( accelspeed > addspeed )
359 accelspeed = addspeed;
360
361 v3_muladds( v, movedir, accelspeed, v );
362 }
363
364 static void player_friction( v3f v ){
365 float speed = v3_length( v ),
366 drop = 0.0f,
367 control = vg_maxf( speed, k_stopspeed );
368
369 if( speed < 0.04f )
370 return;
371
372 drop += control * k_walk_friction * k_rb_delta;
373
374 float newspeed = vg_maxf( 0.0f, speed - drop );
375 newspeed /= speed;
376
377 v3_muls( v, newspeed, v );
378 }
379
380 static void player_walk_custom_filter( world_instance *world,
381 rb_ct *man, int len, f32 w ){
382 for( int i=0; i<len; i++ ){
383 rb_ct *ci = &man[i];
384 if( ci->type == k_contact_type_disabled ||
385 ci->type == k_contact_type_edge )
386 continue;
387
388
389 float d1 = v3_dot( ci->co, ci->n );
390
391 for( int j=0; j<len; j++ ){
392 if( j == i )
393 continue;
394
395 rb_ct *cj = &man[j];
396 if( cj->type == k_contact_type_disabled )
397 continue;
398
399 struct world_surface *si = world_contact_surface( world, ci ),
400 *sj = world_contact_surface( world, cj );
401
402 if( (sj->info.flags & k_material_flag_walking) &&
403 !(si->info.flags & k_material_flag_walking)){
404 continue;
405 }
406
407 float d2 = v3_dot( cj->co, ci->n ),
408 d = d2-d1;
409
410 if( fabsf( d ) <= w ){
411 cj->type = k_contact_type_disabled;
412 }
413 }
414 }
415 }
416
417 static void player__walk_update(void){
418 struct player_walk *w = &player_walk;
419
420 v2f steer;
421 joystick_state( k_srjoystick_steer, steer );
422
423 if( (w->state.activity == k_walk_activity_sit) ||
424 (w->state.activity == k_walk_activity_sit_up) ){
425 return;
426 }
427
428 v3_copy( localplayer.rb.co, w->state.prev_pos );
429 v3_zero( localplayer.rb.w );
430
431 world_instance *world = world_current_instance();
432
433 if( world->water.enabled ){
434 if( localplayer.rb.co[1]+0.4f < world->water.height ){
435 player__networked_sfx( k_player_subsystem_walk, 32,
436 k_player_walk_soundeffect_splash,
437 localplayer.rb.co, 1.0f );
438 player__dead_transition( k_player_die_type_generic );
439 return;
440 }
441 }
442
443 enum walk_activity prev_state = w->state.activity;
444
445 w->collider.height = 2.0f;
446 w->collider.radius = 0.3f;
447
448 m4x3f mtx;
449 m3x3_copy( localplayer.rb.to_world, mtx );
450 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
451
452 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
453
454 rb_ct manifold[64];
455 int len;
456
457 float yaw = localplayer.angles[0];
458
459 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
460 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
461
462 /*
463 * Collision detection
464 */
465
466 len = rb_capsule__scene( mtx, &w->collider, NULL,
467 &world->rb_geo.inf.scene, manifold, 0 );
468 player_walk_custom_filter( world, manifold, len, 0.01f );
469 len = rb_manifold_apply_filtered( manifold, len );
470
471 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
472
473 if( w->state.activity != k_walk_activity_lockedmove )
474 w->state.activity = k_walk_activity_air;
475
476 w->surface = k_surface_prop_concrete;
477
478 for( int i=0; i<len; i++ ){
479 struct contact *ct = &manifold[i];
480 rb_debug_contact( ct );
481
482 if( player_walk_normal_standable( ct->n ) ){
483 if( w->state.activity != k_walk_activity_lockedmove )
484 w->state.activity = k_walk_activity_ground;
485
486 v3_add( surface_avg, ct->n, surface_avg );
487
488 struct world_surface *surf = world_contact_surface( world, ct );
489 if( surf->info.surface_prop > w->surface )
490 w->surface = surf->info.surface_prop;
491 }
492
493 rb_prepare_contact( ct, k_rb_delta );
494 }
495
496 /*
497 * Move & Friction
498 */
499 float accel_speed = 0.0f, nominal_speed = 0.0f;
500 v3f movedir;
501
502 v3_muls( right_dir, steer[0], movedir );
503 v3_muladds( movedir, forward_dir, steer[1], movedir );
504
505 if( w->state.activity == k_walk_activity_ground ){
506 v3_normalize( surface_avg );
507
508 v3f tx, ty;
509 v3_tangent_basis( surface_avg, tx, ty );
510
511 if( v2_length2(steer) > 0.001f ){
512 /* clip movement to the surface */
513 float d = v3_dot(surface_avg,movedir);
514 v3_muladds( movedir, surface_avg, -d, movedir );
515 }
516
517 accel_speed = k_walk_accel;
518 nominal_speed = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
519
520 /* jump */
521 if( w->state.jump_queued ){
522 w->state.jump_queued = 0;
523
524 f32 t = vg.time - w->state.jump_input_time;
525 if( t < PLAYER_JUMP_EPSILON ){
526 localplayer.rb.v[1] = 5.0f;
527 w->state.activity = k_walk_activity_air;
528 prev_state = k_walk_activity_air;
529 accel_speed = k_walk_air_accel;
530 nominal_speed = k_airspeed;
531 }
532 }
533 else{
534 player_friction( localplayer.rb.v );
535 }
536 }
537 else{
538 accel_speed = k_walk_air_accel;
539 nominal_speed = k_airspeed;
540 }
541
542 if( v2_length2( steer ) > 0.001f ){
543 player_accelerate( localplayer.rb.v, movedir,
544 nominal_speed, accel_speed );
545 v3_normalize( movedir );
546 }
547
548 w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
549 localplayer.rb.v[2] } ),
550 k_runspeed );
551
552 /*
553 * Resolve velocity constraints
554 */
555 for( int j=0; j<5; j++ ){
556 for( int i=0; i<len; i++ ){
557 struct contact *ct = &manifold[i];
558
559 /*normal */
560 float vn = -v3_dot( localplayer.rb.v, ct->n );
561
562 float temp = ct->norm_impulse;
563 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
564 vn = ct->norm_impulse - temp;
565
566 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
567 }
568 }
569
570 /* stepping */
571 if( w->state.activity == k_walk_activity_ground||
572 prev_state == k_walk_activity_ground ){
573 float max_dist = 0.4f;
574
575 v3f pa, pb;
576 v3_copy( localplayer.rb.co, pa );
577 pa[1] += w->collider.radius + max_dist;
578 v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
579 vg_line( pa, pb, 0xff000000 );
580
581 v3f n;
582 float t;
583 if( spherecast_world( world, pa, pb,
584 w->collider.radius, &t, n, 0 ) != -1 ){
585 if( player_walk_normal_standable(n) ){
586 v3_lerp( pa, pb, t, localplayer.rb.co );
587 localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
588 w->state.activity = k_walk_activity_ground;
589
590 float d = -v3_dot(n,localplayer.rb.v);
591 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
592 localplayer.rb.v[1] += -k_gravity * k_rb_delta;
593 }
594 }
595 }
596
597 /*
598 * Depenetrate
599 */
600 v3f dt;
601 rb_depenetrate( manifold, len, dt );
602 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
603
604 /* integrate */
605 if( w->state.activity == k_walk_activity_air ){
606 localplayer.rb.v[1] += -k_gravity*k_rb_delta;
607 }
608
609 if( localplayer.immobile ){
610 localplayer.rb.v[0] = 0.0f;
611 localplayer.rb.v[2] = 0.0f;
612 }
613
614 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
615 localplayer.rb.co );
616 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
617 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
618
619 /*
620 * CCD routine
621 * ---------------------------------------------------
622 *
623 */
624 v3f lwr_prev,
625 lwr_now,
626 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
627
628 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
629 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
630
631 v3f movedelta;
632 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
633
634 float movedist = v3_length( movedelta );
635
636 if( movedist > 0.3f ){
637 float t, sr = w->collider.radius-0.04f;
638 v3f n;
639
640 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
641 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
642 localplayer.rb.co[1] -= w->collider.radius;
643 rb_update_transform( &localplayer.rb );
644
645 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
646 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
647 }
648 }
649
650 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
651 if( id ){
652 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
653 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
654 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
655
656 v4f transport_rotation;
657 m3x3_q( gate->transport, transport_rotation );
658 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
659
660 rb_update_transform( &localplayer.rb );
661 player__pass_gate( id );
662 }
663 rb_update_transform( &localplayer.rb );
664 }
665
666 static void player__walk_post_update(void){
667 struct player_walk *w = &player_walk;
668
669 m4x3f mtx;
670 m3x3_copy( localplayer.rb.to_world, mtx );
671 v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
672
673 float substep = vg.time_fixed_extrapolate;
674 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
675 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
676
677
678 /* Calculate header */
679 v3f v;
680 if( player_xyspeed2() > 0.1f*0.1f ){
681 float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
682 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
683 }
684
685 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
686 v3f p1;
687 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
688 vg_line( w->state.drop_in_target, p1, VG__GREEN );
689 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
690 vg_line( w->state.drop_in_target, p1, VG__GREEN );
691
692 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
693 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
694
695
696 float a = player_get_heading_yaw();
697 p1[0] = sinf( a );
698 p1[1] = 0.0f;
699 p1[2] = cosf( a );
700
701 v3_add( localplayer.rb.co, p1, p1 );
702 vg_line( localplayer.rb.co, p1, VG__PINK );
703
704 int walk_phase = 0;
705 if( vg_fractf(w->state.walk_timer) > 0.5f )
706 walk_phase = 1;
707 else
708 walk_phase = 0;
709
710 if( (w->state.step_phase != walk_phase) &&
711 (w->state.activity == k_walk_activity_ground ) )
712 {
713 audio_lock();
714 if( w->surface == k_surface_prop_concrete ){
715 audio_oneshot_3d(
716 &audio_footsteps[vg_randu32(&vg.rand) %
717 vg_list_size(audio_footsteps)],
718 localplayer.rb.co, 40.0f, 1.0f
719 );
720 }
721 else if( w->surface == k_surface_prop_grass ){
722 audio_oneshot_3d(
723 &audio_footsteps_grass[ vg_randu32(&vg.rand) %
724 vg_list_size(audio_footsteps_grass)],
725 localplayer.rb.co, 40.0f, 1.0f
726 );
727 }
728 else if( w->surface == k_surface_prop_wood ){
729 audio_oneshot_3d(
730 &audio_footsteps_wood[ vg_randu32(&vg.rand) %
731 vg_list_size(audio_footsteps_wood)],
732 localplayer.rb.co, 40.0f, 1.0f
733 );
734 }
735 audio_unlock();
736 }
737
738 w->state.step_phase = walk_phase;
739 }
740
741 static void player__walk_animate(void){
742 struct player_walk *w = &player_walk;
743 player_pose *pose = &localplayer.pose;
744 struct player_walk_animator *animator = &w->animator;
745
746 animator->outro_type = w->state.outro_type;
747
748 {
749 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
750 rate;
751
752 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
753 else rate = 9.0f;
754
755 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
756 animator->run = vg_lerpf( animator->run, w->move_speed,
757 8.0f*vg.time_delta);
758 }
759
760 if( animator->run > 0.025f ){
761 f32 walk_norm = 30.0f/(float)w->anim_walk->length,
762 run_norm = 30.0f/(float)w->anim_run->length,
763 l;
764
765 if( animator->run <= k_walkspeed )
766 l = (animator->run / k_walkspeed) * walk_norm;
767 else {
768 l = vg_lerpf( walk_norm, run_norm,
769 (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
770 }
771 w->state.walk_timer += l * vg.time_delta;
772 }
773 else
774 w->state.walk_timer = 0.0f;
775 animator->walk_timer = w->state.walk_timer;
776
777 if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
778 v3_copy( localplayer.rb.co, animator->root_co );
779 v4_copy( localplayer.rb.q, animator->root_q );
780 }
781 else{
782 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
783 }
784
785 f32 walk_yaw = player_get_heading_yaw();
786
787 /* sitting */
788 animator->sit_t = w->state.sit_t;
789
790 {
791 f32 head_yaw = localplayer.angles[0] + VG_PIf,
792 y = vg_angle_diff( head_yaw, -walk_yaw ),
793 p = vg_clampf( localplayer.angles[1],
794 -k_sit_pitch_limit, k_sit_pitch_limit );
795
796 if( fabsf(y) > k_sit_yaw_limit ){
797 y = 0.0f;
798 p = 0.0f;
799 }
800 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
801 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
802 }
803
804 if( w->state.outro_type ){
805 struct skeleton_anim *anim =
806 player_walk_outro_anim( w->state.outro_type );
807 f32 outro_length = (f32)anim->length / anim->rate,
808 outro_time = vg.time - w->state.outro_start_time;
809 animator->outro_t = outro_time / outro_length;
810
811 if( w->state.outro_type == k_walk_outro_drop_in ){
812 float inv_rate = 1.0f / anim->rate,
813 anim_frames = anim->length * inv_rate,
814 step_frames = 12.0f * inv_rate,
815 commit_frames = 6.0f * inv_rate,
816 drop_frames = anim_frames - step_frames,
817 step_t = vg_minf( 1.0f, outro_time / step_frames ),
818 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
819 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
820 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
821
822 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
823 w->state.drop_in_angle, step_t );
824
825 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
826 step_t, localplayer.rb.co );
827 v3_copy( localplayer.rb.co, animator->root_co );
828
829 /* for the camera purposes only */
830 v3f init_velocity;
831 player_walk_drop_in_vector( init_velocity );
832 v3_muls( init_velocity, dop_t, localplayer.rb.v );
833 v3_copy( localplayer.rb.v,
834 localplayer.cam_control.cam_velocity_smooth );
835
836 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
837 walk_yaw + VG_PIf );
838
839 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
840
841 /* the drop in bit */
842 if( step_t >= 1.0f ){
843 v3f final_co;
844 v4f final_q;
845 player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
846
847 q_mul( final_q, animator->root_q, animator->root_q );
848 v3_copy( final_co, animator->root_co );
849
850
851 v4_copy( animator->root_q, localplayer.rb.q );
852 rb_update_transform( &localplayer.rb );
853
854 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
855 -0.1f*dop_t, animator->root_co );
856 v3_copy( animator->root_co, localplayer.rb.co );
857 }
858
859 return;
860 }
861 else{
862 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
863 -0.1f*animator->outro_t, animator->root_co );
864 }
865 }
866
867 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
868 }
869
870 static void player__walk_pose( void *_animator, player_pose *pose ){
871 struct player_walk *w = &player_walk;
872 struct player_walk_animator *animator = _animator;
873 struct skeleton *sk = &localplayer.skeleton;
874
875 v3_copy( animator->root_co, pose->root_co );
876 v4_copy( animator->root_q, pose->root_q );
877 pose->board.lean = 0.0f;
878 pose->type = k_player_pose_type_ik;
879
880 float walk_norm = (float)w->anim_walk->length/30.0f,
881 run_norm = (float)w->anim_run->length/30.0f,
882 t = animator->walk_timer;
883
884 /* walk/run */
885 mdl_keyframe apose[32], bpose[32];
886 if( animator->run <= k_walkspeed ){
887 /* walk / idle */
888 f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
889 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
890 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
891 skeleton_lerp_pose( sk, apose, bpose, l, apose );
892 }
893 else {
894 /* walk / run */
895 f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
896 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
897 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
898 skeleton_lerp_pose( sk, apose, bpose, l, apose );
899 }
900
901
902 /* air */
903 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
904 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
905
906 /* sit */
907 if( animator->sit_t > 0.0f ){
908 f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
909 st = vg_minf( 1.0f, animator->sit_t );
910 skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
911
912 v4f qy,qp;
913 f32 *qh = bpose[localplayer.id_head-1].q;
914 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
915 q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
916 q_mul( qy, qh, qh );
917 q_mul( qh, qp, qh );
918 q_normalize( qh );
919
920 qh = bpose[localplayer.id_chest-1].q;
921 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
922 q_mul( qy, qh, qh );
923 q_normalize( qh );
924
925 skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
926 }
927
928 if( animator->outro_type ){
929 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
930
931 if( !anim ){
932 skeleton_copy_pose( sk, apose, pose->keyframes );
933 return;
934 }
935
936 f32 outro_length = (f32)anim->length / anim->rate,
937 outro_time = animator->outro_t*outro_length;
938
939 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
940 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
941 pose->keyframes );
942
943 if( animator->outro_type == k_walk_outro_drop_in ){
944 m4x3f transform, inverse;
945 q_m3x3( pose->root_q, transform );
946 v3_copy( pose->root_co, transform[3] );
947 m4x3_invert_affine( transform, inverse );
948
949 v3f anchored_pos;
950 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
951
952 v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co,
953 anchored_pos,
954 1.0f-animator->commit_t,
955 pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
956 }
957 }
958 else
959 skeleton_copy_pose( sk, apose, pose->keyframes );
960 }
961
962 static void player__walk_post_animate(void){
963 /*
964 * Camera
965 */
966 struct player_walk *w = &player_walk;
967
968 if( w->state.outro_type ){
969 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
970
971 f32 outro_length = (f32)anim->length / anim->rate,
972 outro_time = vg.time - w->state.outro_start_time,
973 outro_t = outro_time / outro_length;
974
975 localplayer.cam_velocity_influence = outro_t;
976 }
977 else
978 localplayer.cam_velocity_influence = 0.0f;
979 }
980
981 static void player__walk_im_gui(void){
982 struct player_walk *w = &player_walk;
983 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
984 localplayer.rb.v[1],
985 localplayer.rb.v[2] );
986 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
987 localplayer.rb.co[1],
988 localplayer.rb.co[2] );
989 player__debugtext( 1, "activity: %s\n",
990 (const char *[]){ "k_walk_activity_air",
991 "k_walk_activity_ground",
992 "k_walk_activity_sleep",
993 "k_walk_activity_lockedmove",
994 "k_walk_activity_sit",
995 "k_walk_activity_sit_up" }
996 [w->state.activity] );
997 player__debugtext( 1, "surface: %s\n",
998 (const char *[]){ "concrete",
999 "wood",
1000 "grass",
1001 "tiles",
1002 "metal" }
1003 [w->surface] );
1004
1005 if( w->state.outro_type ){
1006 struct skeleton_anim *anim =
1007 player_walk_outro_anim( w->state.outro_type );
1008
1009 f32 outro_length = (f32)anim->length / anim->rate,
1010 outro_time = vg.time - w->state.outro_start_time;
1011 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
1012 }
1013 }
1014
1015 static void player__walk_bind(void){
1016 struct player_walk *w = &player_walk;
1017 struct skeleton *sk = &localplayer.skeleton;
1018
1019 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1020 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1021 w->anim_run = skeleton_get_anim( sk, "run+y" );
1022 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1023 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1024 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1025 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1026 w->anim_sit = skeleton_get_anim( sk, "sit" );
1027 }
1028
1029 static void player__walk_transition(void){
1030 struct player_walk *w = &player_walk;
1031 w->state.activity = k_walk_activity_air;
1032 w->state.outro_type = k_walk_outro_none;
1033 w->state.outro_start_time = 0.0;
1034 w->state.jump_queued = 0;
1035 w->state.jump_input_time = 0.0;
1036 w->state.walk_timer = 0.0f;
1037 w->state.step_phase = 0;
1038
1039 v3f fwd = { 0.0f, 0.0f, 1.0f };
1040 q_mulv( localplayer.rb.q, fwd, fwd );
1041 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1042 atan2f(fwd[0], fwd[2]) );
1043
1044 rb_update_transform( &localplayer.rb );
1045 }
1046
1047 static void player__walk_reset(void){
1048 struct player_walk *w = &player_walk;
1049 w->state.activity = k_walk_activity_air;
1050 w->state.outro_type = k_walk_outro_none;
1051 w->state.outro_start_time = 0.0;
1052
1053 v3f fwd = { 0.0f, 0.0f, 1.0f };
1054 q_mulv( localplayer.rb.q, fwd, fwd );
1055 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1056 atan2f(fwd[0], fwd[2]) );
1057
1058 rb_update_transform( &localplayer.rb );
1059 }
1060
1061 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1062 struct player_walk_animator *animator = data;
1063
1064 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1065 bitpack_qquat( ctx, animator->root_q );
1066 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1067 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1068 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1069 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1070
1071 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1072 bitpack_bytes( ctx, 8, &animator->outro_type );
1073 if( animator->outro_type ){
1074 bitpack_bytes( ctx, sizeof(animator->foot_anchor),
1075 animator->foot_anchor );
1076 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
1077 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
1078 }
1079 }
1080
1081 u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
1082 if( code ){
1083 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1084 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1085 &animator->pitch );
1086 }
1087 }
1088
1089 static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
1090 audio_lock();
1091
1092 if( id == k_player_walk_soundeffect_splash ){
1093 audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
1094 }
1095
1096 audio_unlock();
1097 }
1098 #endif /* PLAYER_DEVICE_WALK_H */