small compression
[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( localplayer.basis[1], 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, 7.0f, vec );
14 }
15
16 static float player_xyspeed2(void){
17 v3f xy;
18 v3_muladds( localplayer.rb.v, localplayer.basis[1],
19 -v3_dot( localplayer.basis[1], localplayer.rb.v ), xy );
20
21 return v3_length2(xy);
22 }
23
24 static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
25 localplayer.subsystem = k_player_subsystem_skate;
26
27 v3f v;
28
29 if( player_xyspeed2() < 0.1f * 0.1f )
30 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
31 else
32 v3_copy( localplayer.rb.v, v );
33
34 player_skate.state.activity_prev = k_skate_activity_ground;
35 player_skate.state.activity = init;
36
37 v3f dir;
38 v3_copy( v, dir );
39 v3_normalize( dir );
40 m3x3_mulv( localplayer.invbasis, dir, dir );
41
42 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
43 atan2f(-dir[0],-dir[2]) );
44 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
45 q_normalize( localplayer.rb.q );
46
47 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
48 v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
49
50 v3_copy( v, player_skate.state.cog_v );
51 v3_copy( v, localplayer.rb.v );
52
53 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
54 player__skate_reset_animator();
55 player__skate_clear_mechanics();
56 rb_update_transform( &localplayer.rb );
57 v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
58
59 if( init == k_skate_activity_air )
60 player__approximate_best_trajectory();
61 }
62
63 static void player_walk_drop_in_to_skate(void){
64 localplayer.immobile = 0;
65 localplayer.subsystem = k_player_subsystem_skate;
66
67 player_skate.state.activity_prev = k_skate_activity_ground;
68 player_skate.state.activity = k_skate_activity_ground;
69
70 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
71 player__skate_clear_mechanics();
72 player__skate_reset_animator();
73
74 v3f init_velocity;
75 player_walk_drop_in_vector( init_velocity );
76
77 rb_update_transform( &localplayer.rb );
78 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
79 player_skate.state.cog );
80 v3_copy( init_velocity, player_skate.state.cog_v );
81 v3_copy( init_velocity, localplayer.rb.v );
82 v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
83 v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
84 }
85
86 static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
87 v3f axis;
88 v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
89 v3_normalize( axis );
90
91 float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
92 q_axis_angle( q, axis, a );
93
94 float l = t * 0.5f,
95 heading_angle = player_walk.state.drop_in_angle;
96
97 v3f overhang;
98 overhang[0] = sinf( heading_angle ) * l;
99 overhang[1] = 0.28f * l;
100 overhang[2] = cosf( heading_angle ) * l;
101
102 q_mulv( q, overhang, overhang );
103 v3_add( player_walk.state.drop_in_target, overhang, co );
104 }
105
106 static int player_walk_scan_for_drop_in(void){
107 world_instance *world = world_current_instance();
108
109 v3f dir, center;
110 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
111 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
112
113 ray_hit samples[20];
114 int sample_count = 0;
115
116 for( int i=0; i<20; i ++ ){
117 float t = (float)i * (1.0f/19.0f),
118 s = sinf( t * VG_PIf * 0.25f ),
119 c = cosf( t * VG_PIf * 0.25f );
120
121 v3f ray_dir, pos;
122 v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
123 v3_muladds( ray_dir, dir, -s, ray_dir );
124 v3_muladds( center, ray_dir, -2.0f, pos );
125
126 ray_hit *ray = &samples[ sample_count ];
127 ray->dist = 2.0f;
128
129 if( ray_world( world, pos, ray_dir, ray, 0 ) ){
130 vg_line( pos, ray->pos, VG__RED );
131 vg_line_point( ray->pos, 0.025f, VG__BLACK );
132
133 sample_count ++;
134 }
135 }
136
137 float min_a = 0.70710678118654752f;
138 ray_hit *candidate = NULL;
139
140 if( sample_count >= 2 ){
141 for( int i=0; i<sample_count-1; i++ ){
142 ray_hit *s0 = &samples[i],
143 *s1 = &samples[i+1];
144
145 float a = v3_dot( s0->normal, s1->normal );
146
147 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
148 min_a = a;
149 candidate = s0;
150 }
151 }
152 }
153
154 if( candidate ){
155 v4f pa, pb, pc;
156
157 ray_hit *s0 = candidate,
158 *s1 = candidate+1;
159
160 vg_line( s0->pos, s1->pos, VG__WHITE );
161
162 v3_copy( s0->normal, pa );
163 v3_copy( s1->normal, pb );
164 v3_cross( localplayer.rb.to_world[1], dir, pc );
165 v3_normalize( pc );
166
167 pa[3] = v3_dot( pa, s0->pos );
168 pb[3] = v3_dot( pb, s1->pos );
169 pc[3] = v3_dot( pc, localplayer.rb.co );
170
171 v3f edge;
172 if( plane_intersect3( pa, pb, pc, edge ) ){
173 v3_copy( edge, player_walk.state.drop_in_target );
174 v3_copy( s1->normal, player_walk.state.drop_in_normal );
175 v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
176
177 player_walk.state.drop_in_start_angle = player_get_heading_yaw();
178 player_walk.state.drop_in_angle =
179 atan2f( player_walk.state.drop_in_normal[0],
180 player_walk.state.drop_in_normal[2] );
181
182 /* TODO: scan multiple of these? */
183 v3f oco;
184 v4f oq;
185 player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
186
187 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
188 vb = {0.0f,0.0f, k_board_length + 0.3f};
189
190 q_mulv( oq, va, va );
191 q_mulv( oq, vb, vb );
192 v3_add( oco, va, va );
193 v3_add( oco, vb, vb );
194
195 v3f v0;
196 v3_sub( vb, va, v0 );
197 v3_normalize( v0 );
198
199 ray_hit ray;
200 ray.dist = k_board_length*2.0f + 0.6f;
201
202 if( ray_world( world, va, v0, &ray, 0 ) ){
203 vg_line( va, vb, VG__RED );
204 vg_line_point( ray.pos, 0.1f, VG__RED );
205 vg_error( "invalidated\n" );
206 return 0;
207 }
208
209 v3_muls( v0, -1.0f, v0 );
210 if( ray_world( world, vb, v0, &ray, 0 ) ){
211 vg_line( va, vb, VG__RED );
212 vg_line_point( ray.pos, 0.1f, VG__RED );
213 vg_error( "invalidated\n" );
214 return 0;
215 }
216
217 player_walk_drop_in_vector( localplayer.rb.v );
218 return 1;
219 }
220 else{
221 vg_error( "failed to find intersection of drop in\n" );
222 }
223 }
224
225 return 0;
226 }
227
228 static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
229 struct player_walk *w = &player_walk;
230
231 if( type >= k_walk_outro_max )
232 return NULL;
233
234 return (struct skeleton_anim *[]){
235 [k_walk_outro_none] = NULL,
236 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
237 [k_walk_outro_regular] = w->anim_intro,
238 [k_walk_outro_drop_in] = w->anim_drop_in
239 }[ type ];
240 }
241
242
243 static void player__walk_pre_update(void){
244 struct player_walk *w = &player_walk;
245
246 if( !localplayer.immobile )
247 player_look( localplayer.angles, skaterift.time_rate );
248
249 if( w->state.outro_type ){
250 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
251
252 f32 outro_length = (f32)anim->length / anim->rate,
253 outro_time = vg.time - w->state.outro_start_time;
254
255 if( outro_time >= outro_length ){
256 if( w->state.outro_type == k_walk_outro_drop_in ){
257 player_walk_drop_in_to_skate();
258 }
259 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
260 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
261 }
262 else{
263 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
264 }
265
266 w->state.outro_type = k_walk_outro_none;
267 return;
268 }
269 }
270 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
271 if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
272 localplayer.subsystem = k_player_subsystem_drive;
273 }
274 else{
275 struct player_board *board =
276 addon_cache_item_if_loaded( k_addon_type_board,
277 localplayer.board_view_slot );
278
279 if( !board ) return;
280
281 if( w->state.activity == k_walk_activity_ground ){
282 if( player_walk_scan_for_drop_in() ){
283 w->state.outro_type = k_walk_outro_drop_in;
284 w->state.outro_start_time = vg.time;
285 localplayer.immobile = 1;
286
287 struct player_avatar *av = localplayer.playeravatar;
288 m4x3_mulv( localplayer.final_mtx[ av->id_ik_foot_r ],
289 av->sk.bones[ av->id_ik_foot_r ].co,
290 w->state.drop_in_foot_anchor );
291 }
292 else{
293 w->state.outro_type = k_walk_outro_regular;
294 w->state.outro_start_time = vg.time;
295 w->state.activity = k_walk_activity_lockedmove;
296
297 if( player_xyspeed2() < 0.1f * 0.1f ){
298 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
299 localplayer.rb.v );
300 }
301 }
302 }
303 else{
304 w->state.outro_type = k_walk_outro_jump_to_air;
305 w->state.outro_start_time = vg.time;
306 return;
307 }
308 }
309 }
310 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
311 w->state.jump_queued = 1;
312 w->state.jump_input_time = vg.time;
313 }
314 }
315
316 static int player_walk_normal_standable( v3f n ){
317 return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
318 }
319
320 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
321 float currentspeed = v3_dot( v, movedir ),
322 addspeed = speed - currentspeed;
323
324 if( addspeed <= 0 )
325 return;
326
327 float accelspeed = accel * k_rb_delta * speed;
328
329 if( accelspeed > addspeed )
330 accelspeed = addspeed;
331
332 v3_muladds( v, movedir, accelspeed, v );
333 }
334
335 static void player_friction( v3f v ){
336 float speed = v3_length( v ),
337 drop = 0.0f,
338 control = vg_maxf( speed, k_stopspeed );
339
340 if( speed < 0.04f )
341 return;
342
343 drop += control * k_walk_friction * k_rb_delta;
344
345 float newspeed = vg_maxf( 0.0f, speed - drop );
346 newspeed /= speed;
347
348 v3_muls( v, newspeed, v );
349 }
350
351 static void player_walk_custom_filter( world_instance *world,
352 rb_ct *man, int len, f32 w ){
353 for( int i=0; i<len; i++ ){
354 rb_ct *ci = &man[i];
355 if( ci->type == k_contact_type_disabled ||
356 ci->type == k_contact_type_edge )
357 continue;
358
359
360 float d1 = v3_dot( ci->co, ci->n );
361
362 for( int j=0; j<len; j++ ){
363 if( j == i )
364 continue;
365
366 rb_ct *cj = &man[j];
367 if( cj->type == k_contact_type_disabled )
368 continue;
369
370 struct world_surface *si = world_contact_surface( world, ci ),
371 *sj = world_contact_surface( world, cj );
372
373 if( (sj->info.flags & k_material_flag_walking) &&
374 !(si->info.flags & k_material_flag_walking)){
375 continue;
376 }
377
378 float d2 = v3_dot( cj->co, ci->n ),
379 d = d2-d1;
380
381 if( fabsf( d ) <= w ){
382 cj->type = k_contact_type_disabled;
383 }
384 }
385 }
386 }
387
388 static void player__walk_update(void){
389 struct player_walk *w = &player_walk;
390
391 v2f steer;
392 joystick_state( k_srjoystick_steer, steer );
393
394 if( w->state.activity == k_walk_activity_sit ){
395 if( w->state.sit_t < 1.0f )
396 w->state.sit_t += vg.time_delta;
397 else {
398 w->state.sit_t = 1.0f;
399
400 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
401 button_down(k_srbind_jump) ){
402 w->state.activity = k_walk_activity_sit_up;
403 }
404 }
405 return;
406 }
407 else if( w->state.activity == k_walk_activity_sit_up ){
408 if( w->state.sit_t > 0.0f ){
409 w->state.sit_t -= vg.time_delta;
410 return;
411 }
412 }
413 else
414 w->state.sit_t = 0.0f;
415
416 v3_copy( localplayer.rb.co, w->state.prev_pos );
417 v3_zero( localplayer.rb.w );
418
419 world_instance *world = world_current_instance();
420
421 if( world->water.enabled ){
422 if( localplayer.rb.co[1]+0.4f < world->water.height ){
423 audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
424 player__dead_transition();
425 return;
426 }
427 }
428
429 enum walk_activity prev_state = w->state.activity;
430
431 w->collider.height = 2.0f;
432 w->collider.radius = 0.3f;
433
434 m4x3f mtx;
435 m3x3_copy( localplayer.rb.to_world, mtx );
436 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
437
438 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
439
440 rb_ct manifold[64];
441 int len;
442
443 float yaw = localplayer.angles[0];
444
445 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
446 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
447
448 m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
449 m3x3_mulv( localplayer.basis, right_dir, right_dir );
450
451
452 w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
453
454 /*
455 * Collision detection
456 */
457
458 len = rb_capsule__scene( mtx, &w->collider, NULL,
459 &world->rb_geo.inf.scene, manifold, 0 );
460 player_walk_custom_filter( world, manifold, len, 0.01f );
461 len = rb_manifold_apply_filtered( manifold, len );
462
463 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
464
465 if( w->state.activity != k_walk_activity_lockedmove )
466 w->state.activity = k_walk_activity_air;
467
468 w->surface = k_surface_prop_concrete;
469
470 for( int i=0; i<len; i++ ){
471 struct contact *ct = &manifold[i];
472 rb_debug_contact( ct );
473
474 if( player_walk_normal_standable( ct->n ) ){
475 if( w->state.activity != k_walk_activity_lockedmove )
476 w->state.activity = k_walk_activity_ground;
477
478 v3_add( surface_avg, ct->n, surface_avg );
479
480 struct world_surface *surf = world_contact_surface( world, ct );
481 if( surf->info.surface_prop > w->surface )
482 w->surface = surf->info.surface_prop;
483 }
484
485 rb_prepare_contact( ct, k_rb_delta );
486 }
487
488 /*
489 * Move & Friction
490 */
491 float accel_speed = 0.0f, nominal_speed = 0.0f;
492 v3f movedir;
493
494 v3_muls( right_dir, steer[0], movedir );
495 v3_muladds( movedir, forward_dir, steer[1], movedir );
496
497 if( w->state.activity == k_walk_activity_ground ){
498 v3_normalize( surface_avg );
499
500 if( button_down(k_srbind_sit) ){
501 w->state.activity = k_walk_activity_sit;
502 return;
503 }
504
505 v3f tx, ty;
506 v3_tangent_basis( surface_avg, tx, ty );
507
508 if( v2_length2(steer) > 0.001f ){
509 /* clip movement to the surface */
510 float d = v3_dot(surface_avg,movedir);
511 v3_muladds( movedir, surface_avg, -d, movedir );
512 }
513
514 accel_speed = k_walk_accel;
515 nominal_speed = k_walkspeed;
516
517 /* jump */
518 if( w->state.jump_queued ){
519 w->state.jump_queued = 0;
520
521 f32 t = vg.time - w->state.jump_input_time;
522 if( t < PLAYER_JUMP_EPSILON ){
523 float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
524 v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
525 localplayer.rb.v );
526 v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f,
527 localplayer.rb.v );
528 w->state.activity = k_walk_activity_air;
529 prev_state = k_walk_activity_air;
530 accel_speed = k_walk_air_accel;
531 nominal_speed = k_airspeed;
532 }
533 }
534 else{
535 player_friction( localplayer.rb.v );
536 }
537 }
538 else{
539 accel_speed = k_walk_air_accel;
540 nominal_speed = k_airspeed;
541 }
542
543 if( v2_length2( steer ) > 0.001f ){
544 player_accelerate( localplayer.rb.v, movedir,
545 nominal_speed, accel_speed );
546 v3_normalize( movedir );
547 }
548
549 /*
550 * Resolve velocity constraints
551 */
552 for( int j=0; j<5; j++ ){
553 for( int i=0; i<len; i++ ){
554 struct contact *ct = &manifold[i];
555
556 /*normal */
557 float vn = -v3_dot( localplayer.rb.v, ct->n );
558
559 float temp = ct->norm_impulse;
560 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
561 vn = ct->norm_impulse - temp;
562
563 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
564 }
565 }
566
567 /* stepping */
568 if( w->state.activity == k_walk_activity_ground||
569 prev_state == k_walk_activity_ground ){
570 float max_dist = 0.4f;
571
572 v3f pa, pb;
573 v3_copy( localplayer.rb.co, pa );
574 v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
575 v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb );
576 vg_line( pa, pb, 0xff000000 );
577
578 v3f n;
579 float t;
580 if( spherecast_world( world, pa, pb,
581 w->collider.radius, &t, n, 0 ) != -1 ){
582 if( player_walk_normal_standable(n) ){
583 v3_lerp( pa, pb, t, localplayer.rb.co );
584 v3_muladds( localplayer.rb.co, localplayer.basis[1],
585 -w->collider.radius - k_penetration_slop,
586 localplayer.rb.co );
587 w->state.activity = k_walk_activity_ground;
588
589 float d = -v3_dot(n,localplayer.rb.v),
590 g = -k_gravity * k_rb_delta;
591 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
592 v3_muladds( localplayer.rb.v, localplayer.basis[1], g,
593 localplayer.rb.v );
594 }
595 }
596 }
597
598 /*
599 * Depenetrate
600 */
601 v3f dt;
602 rb_depenetrate( manifold, len, dt );
603 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
604
605 /* integrate */
606 if( w->state.activity == k_walk_activity_air ){
607 v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta,
608 localplayer.rb.v );
609 }
610
611 if( localplayer.immobile ){
612 localplayer.rb.v[0] = 0.0f;
613 localplayer.rb.v[2] = 0.0f;
614 }
615
616 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
617 localplayer.rb.co );
618 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
619 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
620
621 /*
622 * CCD routine
623 * ---------------------------------------------------
624 *
625 */
626 v3f lwr_prev,
627 lwr_now,
628 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
629
630 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
631 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
632
633 v3f movedelta;
634 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
635
636 float movedist = v3_length( movedelta );
637
638 if( movedist > 0.3f ){
639 float t, sr = w->collider.radius-0.04f;
640 v3f n;
641
642 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
643 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
644 localplayer.rb.co[1] -= w->collider.radius;
645 rb_update_transform( &localplayer.rb );
646
647 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
648 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
649 }
650 }
651
652 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
653 if( id ){
654 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
655 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
656 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
657
658 v4f transport_rotation;
659 m3x3_q( gate->transport, transport_rotation );
660 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
661
662 rb_update_transform( &localplayer.rb );
663 player__pass_gate( id );
664 }
665 rb_update_transform( &localplayer.rb );
666 }
667
668 static void player__walk_post_update(void){
669 struct player_walk *w = &player_walk;
670
671 m4x3f mtx;
672 m3x3_copy( localplayer.rb.to_world, mtx );
673 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
674
675 float substep = vg.time_fixed_extrapolate;
676 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
677 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
678
679
680 /* Calculate header */
681 v3f v;
682 if( player_xyspeed2() > 0.1f*0.1f )
683 {
684 v3f v_xy;
685 m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
686 float a = atan2f( v_xy[0], v_xy[2] );
687
688 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
689 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
690 q_normalize( localplayer.rb.q );
691 }
692
693 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
694 v3f p1;
695 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
696 vg_line( w->state.drop_in_target, p1, VG__GREEN );
697 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
698 vg_line( w->state.drop_in_target, p1, VG__GREEN );
699
700 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
701 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
702
703
704 float a = player_get_heading_yaw();
705 p1[0] = sinf( a );
706 p1[1] = 0.0f;
707 p1[2] = cosf( a );
708 m3x3_mulv( localplayer.basis, p1, p1 );
709
710 v3_add( localplayer.rb.co, p1, p1 );
711 vg_line( localplayer.rb.co, p1, VG__PINK );
712
713
714 int walk_phase = 0;
715 if( vg_fractf(w->state.walk_timer) > 0.5f )
716 walk_phase = 1;
717 else
718 walk_phase = 0;
719
720 if( (w->state.step_phase != walk_phase) &&
721 (w->state.activity == k_walk_activity_ground ) )
722 {
723 audio_lock();
724 if( w->surface == k_surface_prop_concrete ){
725 audio_oneshot_3d(
726 &audio_footsteps[vg_randu32()%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()%
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()%
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_animate(void){
751 struct player_walk *w = &player_walk;
752 player_pose *pose = &localplayer.pose;
753 struct player_walk_animator *animator = &w->animator;
754
755 animator->outro_type = w->state.outro_type;
756
757 {
758 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
759 rate;
760
761 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
762 else rate = 9.0f;
763
764 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
765 animator->run = vg_lerpf( animator->run, w->move_speed,
766 2.0f*vg.time_delta);
767 }
768
769 if( w->move_speed > 0.025f ){
770 /* TODO move */
771 float walk_norm = 30.0f/(float)w->anim_walk->length,
772 run_norm = 30.0f/(float)w->anim_run->length,
773 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
774
775 w->state.walk_timer += walk_adv * vg.time_delta;
776 }
777 else
778 w->state.walk_timer = 0.0f;
779 animator->walk_timer = w->state.walk_timer;
780
781
782 if( !localplayer.immobile )
783 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
784 else{
785 v3_copy( localplayer.rb.co, animator->root_co );
786 v4_copy( localplayer.rb.q, animator->root_q );
787 }
788
789 f32 walk_yaw = player_get_heading_yaw();
790
791 /* sitting */
792 animator->sit_t = w->state.sit_t;
793
794 {
795 f32 head_yaw = localplayer.angles[0] + VG_PIf,
796 y = vg_angle_diff( head_yaw, -walk_yaw ),
797 p = vg_clampf( localplayer.angles[1],
798 -k_sit_pitch_limit, k_sit_pitch_limit );
799
800 if( fabsf(y) > k_sit_yaw_limit ){
801 y = 0.0f;
802 p = 0.0f;
803 }
804 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
805 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
806 }
807
808 if( w->state.outro_type ){
809 struct player_avatar *av = localplayer.playeravatar;
810 struct skeleton_anim *anim =
811 player_walk_outro_anim( w->state.outro_type );
812 f32 outro_length = (f32)anim->length / anim->rate,
813 outro_time = vg.time - w->state.outro_start_time;
814 animator->outro_t = outro_time / outro_length;
815
816 if( w->state.outro_type == k_walk_outro_drop_in ){
817 float inv_rate = 1.0f / anim->rate,
818 anim_frames = anim->length * inv_rate,
819 step_frames = 12.0f * inv_rate,
820 commit_frames = 6.0f * inv_rate,
821 drop_frames = anim_frames - step_frames,
822 step_t = vg_minf( 1.0f, outro_time / step_frames ),
823 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
824 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
825 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
826
827 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
828 w->state.drop_in_angle, step_t );
829
830 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
831 step_t, localplayer.rb.co );
832 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
833 walk_yaw + VG_PIf );
834
835 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
836
837 /* the drop in bit */
838 if( step_t >= 1.0f ){
839 v4f final_q;
840 player_walk_drop_in_overhang_transform( dop_t, localplayer.rb.co,
841 final_q );
842 q_mul( final_q, animator->root_q, animator->root_q );
843
844 v4_copy( animator->root_q, localplayer.rb.q );
845 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
846 -0.1f*dop_t, animator->root_co );
847 }
848 return;
849 }
850 else{
851 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
852 -0.1f*animator->outro_t, animator->root_co );
853 }
854 }
855
856 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
857 q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
858 q_normalize( animator->root_q );
859 }
860
861 static void player__walk_pose( void *_animator, player_pose *pose ){
862 struct player_walk *w = &player_walk;
863 struct player_walk_animator *animator = _animator;
864 struct skeleton *sk = &localplayer.playeravatar->sk;
865 struct player_avatar *av = localplayer.playeravatar;
866
867 v3_copy( animator->root_co, pose->root_co );
868 v4_copy( animator->root_q, pose->root_q );
869 pose->board.lean = 0.0f;
870 pose->type = k_player_pose_type_ik;
871
872 float walk_norm = (float)w->anim_walk->length/30.0f,
873 run_norm = (float)w->anim_run->length/30.0f,
874 t = animator->walk_timer,
875 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
876 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
877
878 /* walk/run */
879 mdl_keyframe apose[32], bpose[32];
880 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
881 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
882
883 skeleton_lerp_pose( sk, apose, bpose, l, apose );
884
885 /* idle */
886 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
887 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
888
889 /* air */
890 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
891 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
892
893 /* sit */
894 if( animator->sit_t > 0.0f ){
895 f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
896 st = vg_minf( 1.0f, animator->sit_t );
897 skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
898
899 v4f qy,qp;
900 f32 *qh = bpose[av->id_head-1].q;
901 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
902 q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
903 q_mul( qy, qh, qh );
904 q_mul( qh, qp, qh );
905 q_normalize( qh );
906
907 qh = bpose[av->id_chest-1].q;
908 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
909 q_mul( qy, qh, qh );
910 q_normalize( qh );
911
912 skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
913 }
914
915 if( animator->outro_type ){
916 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
917
918 if( !anim ){
919 skeleton_copy_pose( sk, apose, pose->keyframes );
920 return;
921 }
922
923 f32 outro_length = (f32)anim->length / anim->rate,
924 outro_time = animator->outro_t*outro_length;
925
926 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
927 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
928 pose->keyframes );
929
930 if( animator->outro_type == k_walk_outro_drop_in ){
931 m4x3f transform, inverse;
932 q_m3x3( pose->root_q, transform );
933 v3_copy( pose->root_co, transform[3] );
934 m4x3_invert_affine( transform, inverse );
935
936 v3f anchored_pos;
937 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
938
939 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
940 1.0f-animator->commit_t,
941 pose->keyframes[ av->id_ik_foot_r-1 ].co );
942 }
943 }
944 else
945 skeleton_copy_pose( sk, apose, pose->keyframes );
946 }
947
948 static void player__walk_post_animate(void){
949 /*
950 * Camera
951 */
952 struct player_walk *w = &player_walk;
953 struct player_avatar *av = localplayer.playeravatar;
954
955 if( w->state.outro_type ){
956 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
957
958 f32 outro_length = (f32)anim->length / anim->rate,
959 outro_time = vg.time - w->state.outro_start_time,
960 outro_t = outro_time / outro_length;
961
962 localplayer.cam_velocity_influence = outro_t;
963 }
964 else
965 localplayer.cam_velocity_influence = 0.0f;
966 }
967
968 static void player__walk_im_gui(void){
969 struct player_walk *w = &player_walk;
970 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
971 localplayer.rb.v[1],
972 localplayer.rb.v[2] );
973 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
974 localplayer.rb.co[1],
975 localplayer.rb.co[2] );
976 player__debugtext( 1, "activity: %s\n",
977 (const char *[]){ "k_walk_activity_air",
978 "k_walk_activity_ground",
979 "k_walk_activity_sleep",
980 "k_walk_activity_lockedmove",
981 "k_walk_activity_sit",
982 "k_walk_activity_sit_up" }
983 [w->state.activity] );
984 player__debugtext( 1, "surface: %s\n",
985 (const char *[]){ "concrete",
986 "wood",
987 "grass",
988 "tiles",
989 "metal" }
990 [w->surface] );
991
992 if( w->state.outro_type ){
993 struct skeleton_anim *anim =
994 player_walk_outro_anim( w->state.outro_type );
995
996 f32 outro_length = (f32)anim->length / anim->rate,
997 outro_time = vg.time - w->state.outro_start_time;
998 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
999 }
1000 }
1001
1002 static void player__walk_bind(void){
1003 struct player_walk *w = &player_walk;
1004 struct player_avatar *av = localplayer.playeravatar;
1005 struct skeleton *sk = &av->sk;
1006
1007 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1008 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1009 w->anim_run = skeleton_get_anim( sk, "run+y" );
1010 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1011 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1012 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1013 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1014 w->anim_sit = skeleton_get_anim( sk, "sit" );
1015 }
1016
1017 static void player__walk_transition(void){
1018 struct player_walk *w = &player_walk;
1019 w->state.activity = k_walk_activity_air;
1020 w->state.outro_type = k_walk_outro_none;
1021 w->state.outro_start_time = 0.0;
1022 w->state.jump_queued = 0;
1023 w->state.jump_input_time = 0.0;
1024 w->state.walk_timer = 0.0f;
1025 w->state.step_phase = 0;
1026
1027 v3f fwd = { 0.0f, 0.0f, 1.0f };
1028 q_mulv( localplayer.rb.q, fwd, fwd );
1029 m3x3_mulv( localplayer.invbasis, fwd, fwd );
1030
1031 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1032 atan2f(fwd[0], fwd[2]) );
1033 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
1034 q_normalize( localplayer.rb.q );
1035
1036 rb_update_transform( &localplayer.rb );
1037 }
1038
1039 static void player__walk_reset( ent_spawn *rp ){
1040 struct player_walk *w = &player_walk;
1041 w->state.activity = k_walk_activity_air;
1042 w->state.outro_type = k_walk_outro_none;
1043 w->state.outro_start_time = 0.0;
1044 }
1045
1046 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1047 struct player_walk_animator *animator = data;
1048
1049 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1050 bitpack_qquat( ctx, animator->root_q );
1051 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1052 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1053 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1054 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1055
1056 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1057 bitpack_bytes( ctx, 8, &animator->outro_type );
1058 if( animator->outro_type ){
1059 bitpack_bytes( ctx, sizeof(animator->foot_anchor),
1060 animator->foot_anchor );
1061 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
1062 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
1063 }
1064 }
1065
1066 u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
1067 if( code ){
1068 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1069 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1070 &animator->pitch );
1071 }
1072 }
1073 #endif /* PLAYER_DEVICE_WALK_H */