added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
1 #ifndef PLAYER_WALK_C
2 #define PLAYER_WALK_C
3
4 #include "player.h"
5
6 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
7 {
8 struct player_walk *w = &player->_walk;
9
10 v3f axis, init_dir;
11 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
12 v3_cross( axis, w->state.drop_in_normal, init_dir );
13 v3_normalize( init_dir );
14 v3_muls( init_dir, 7.0f, vec );
15 }
16
17 VG_STATIC float player_xyspeed2( player_instance *player )
18 {
19 v3f xy;
20 v3_muladds( player->rb.v, player->basis[1],
21 -v3_dot( player->basis[1], player->rb.v ), xy );
22
23 return v3_length2(xy);
24 }
25
26 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
27 enum skate_activity init,
28 float yaw )
29 {
30 player->subsystem = k_player_subsystem_skate;
31
32 struct player_walk *w = &player->_walk;
33 struct player_skate *s = &player->_skate;
34
35 v3f v;
36
37 if( player_xyspeed2(player) < 0.1f * 0.1f )
38 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
39 else
40 v3_copy( player->rb.v, v );
41
42 s->state.activity_prev = k_skate_activity_ground;
43 s->state.activity = init;
44
45 v3f dir;
46 v3_copy( v, dir );
47 v3_normalize( dir );
48 m3x3_mulv( player->invbasis, dir, dir );
49
50 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
51 q_mul( player->qbasis, player->rb.q, player->rb.q );
52 q_normalize( player->rb.q );
53
54 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
55 v3_add( s->state.cog, player->rb.co, s->state.cog );
56
57 v3_copy( v, s->state.cog_v );
58 v3_copy( v, player->rb.v );
59
60 player__skate_reset_animator( player );
61 player__skate_clear_mechanics( player );
62 rb_update_transform( &player->rb );
63 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
64
65 if( init == k_skate_activity_air )
66 player__approximate_best_trajectory( player );
67 }
68
69 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
70 {
71 player->subsystem = k_player_subsystem_skate;
72
73 struct player_walk *w = &player->_walk;
74 struct player_skate *s = &player->_skate;
75 s->state.activity_prev = k_skate_activity_ground;
76 s->state.activity = k_skate_activity_ground;
77
78 player__skate_clear_mechanics( player );
79 player__skate_reset_animator( player );
80
81 v3f init_velocity;
82 player_walk_drop_in_vector( player, init_velocity );
83
84 rb_update_transform( &player->rb );
85 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
86 v3_copy( init_velocity, s->state.cog_v );
87 v3_copy( init_velocity, player->rb.v );
88 v3_copy( init_velocity, player->cam_velocity_smooth );
89 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
90 }
91
92 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
93 float t,
94 v3f co, v4f q )
95 {
96 struct player_walk *w = &player->_walk;
97
98 v3f axis;
99 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
100 v3_normalize( axis );
101
102 float a = acosf( w->state.drop_in_normal[1] ) * t;
103
104 q_axis_angle( q, axis, a );
105
106 float l = t * 0.5f,
107 heading_angle = w->state.drop_in_angle;
108
109 v3f overhang;
110 overhang[0] = sinf( heading_angle ) * l;
111 overhang[1] = 0.28f * l;
112 overhang[2] = cosf( heading_angle ) * l;
113
114 q_mulv( q, overhang, overhang );
115 v3_add( w->state.drop_in_target, overhang, co );
116 }
117
118 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
119 {
120 struct player_walk *w = &player->_walk;
121
122 v3f dir, center;
123 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
124 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
125
126 ray_hit samples[20];
127 int sample_count = 0;
128
129 for( int i=0; i<20; i ++ )
130 {
131 float t = (float)i * (1.0f/19.0f),
132 s = sinf( t * VG_PIf * 0.25f ),
133 c = cosf( t * VG_PIf * 0.25f );
134
135 v3f ray_dir, pos;
136 v3_muls ( player->rb.to_world[1], -c, ray_dir );
137 v3_muladds( ray_dir, dir, -s, ray_dir );
138 v3_muladds( center, ray_dir, -2.0f, pos );
139
140 ray_hit *ray = &samples[ sample_count ];
141 ray->dist = 2.0f;
142
143 if( ray_world( pos, ray_dir, ray ) )
144 {
145 vg_line( pos, ray->pos, VG__RED );
146 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
147
148 sample_count ++;
149 }
150 }
151
152 float min_a = 0.70710678118654752f;
153 ray_hit *candidate = NULL;
154
155 if( sample_count >= 2 )
156 {
157 for( int i=0; i<sample_count-1; i++ )
158 {
159 ray_hit *s0 = &samples[i],
160 *s1 = &samples[i+1];
161
162 float a = v3_dot( s0->normal, s1->normal );
163
164 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
165 {
166 min_a = a;
167 candidate = s0;
168 }
169 }
170 }
171
172 if( candidate )
173 {
174 v4f pa, pb, pc;
175
176 ray_hit *s0 = candidate,
177 *s1 = candidate+1;
178
179 vg_line( s0->pos, s1->pos, VG__WHITE );
180
181 v3_copy( s0->normal, pa );
182 v3_copy( s1->normal, pb );
183 v3_cross( player->rb.to_world[1], dir, pc );
184 v3_normalize( pc );
185
186 pa[3] = v3_dot( pa, s0->pos );
187 pb[3] = v3_dot( pb, s1->pos );
188 pc[3] = v3_dot( pc, player->rb.co );
189
190 v3f edge;
191 if( plane_intersect3( pa, pb, pc, edge ) )
192 {
193 v3_copy( edge, w->state.drop_in_target );
194 v3_copy( s1->normal, w->state.drop_in_normal );
195 v3_copy( player->rb.co, w->state.drop_in_start );
196
197 w->state.drop_in_start_angle = player_get_heading_yaw( player );
198 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
199 w->state.drop_in_normal[2] );
200
201 /* TODO: scan multiple of these? */
202 v3f oco;
203 v4f oq;
204 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
205
206 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
207 vb = {0.0f,0.0f, k_board_length + 0.3f};
208
209 q_mulv( oq, va, va );
210 q_mulv( oq, vb, vb );
211 v3_add( oco, va, va );
212 v3_add( oco, vb, vb );
213
214 v3f v0;
215 v3_sub( vb, va, v0 );
216 v3_normalize( v0 );
217
218 ray_hit ray;
219 ray.dist = k_board_length*2.0f + 0.6f;
220
221 if( ray_world( va, v0, &ray ) )
222 {
223 vg_line( va, vb, VG__RED );
224 vg_line_pt3( ray.pos, 0.1f, VG__RED );
225 vg_error( "invalidated\n" );
226 return 0;
227 }
228
229 v3_muls( v0, -1.0f, v0 );
230 if( ray_world( vb, v0, &ray ) )
231 {
232 vg_line( va, vb, VG__RED );
233 vg_line_pt3( ray.pos, 0.1f, VG__RED );
234 vg_error( "invalidated\n" );
235 return 0;
236 }
237
238 player_walk_drop_in_vector( player, player->rb.v );
239 return 1;
240 }
241 else
242 {
243 vg_error( "failed to find intersection of drop in\n" );
244 }
245 }
246
247 return 0;
248 }
249
250 VG_STATIC void player__walk_pre_update( player_instance *player )
251 {
252 struct player_walk *w = &player->_walk;
253
254 if( w->state.activity != k_walk_activity_immobile )
255 player_look( player, player->angles );
256
257 if( w->state.outro_anim )
258 {
259 float outro_length = (float)w->state.outro_anim->length /
260 w->state.outro_anim->rate,
261 outro_time = vg.time - w->state.outro_start_time;
262
263 if( outro_time >= outro_length )
264 {
265 w->state.outro_anim = NULL;
266 if( w->state.outro_type == k_walk_outro_drop_in )
267 {
268 player_walk_drop_in_to_skate( player );
269 }
270 else if( w->state.outro_type == k_walk_outro_jump_to_air )
271 {
272 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
273 }
274 else
275 {
276 player_walk_generic_to_skate( player,
277 k_skate_activity_ground, 1.0f );
278 }
279
280 return;
281 }
282 }
283 else if( vg_input_button_down( player->input_use ) )
284 {
285 if( w->state.activity == k_walk_activity_ground )
286 {
287 if( player_walk_scan_for_drop_in( player ) )
288 {
289 w->state.outro_type = k_walk_outro_drop_in;
290 w->state.outro_anim = w->anim_drop_in;
291 w->state.outro_start_time = vg.time;
292 w->state.activity = k_walk_activity_immobile;
293
294 struct player_avatar *av = player->playeravatar;
295 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
296 av->sk.bones[ av->id_ik_foot_r ].co,
297 w->state.drop_in_foot_anchor );
298 }
299 else
300 {
301 w->state.outro_type = k_walk_outro_regular;
302 w->state.outro_anim = w->anim_intro;
303 w->state.outro_start_time = vg.time;
304 w->state.activity = k_walk_activity_lockedmove;
305
306 if( player_xyspeed2(player) < 0.1f * 0.1f )
307 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
308 }
309 }
310 else
311 {
312 w->state.outro_type = k_walk_outro_jump_to_air;
313 w->state.outro_anim = w->anim_jump_to_air;
314 w->state.outro_start_time = vg.time;
315 return;
316 }
317 }
318 }
319
320 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
321 {
322 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
323 }
324
325 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
326 {
327 float currentspeed = v3_dot( v, movedir ),
328 addspeed = speed - currentspeed;
329
330 if( addspeed <= 0 )
331 return;
332
333 float accelspeed = accel * k_rb_delta * speed;
334
335 if( accelspeed > addspeed )
336 accelspeed = addspeed;
337
338 v3_muladds( v, movedir, accelspeed, v );
339 }
340
341 VG_STATIC void player_friction( v3f v )
342 {
343 float speed = v3_length( v ),
344 drop = 0.0f,
345 control = vg_maxf( speed, k_stopspeed );
346
347 if( speed < 0.04f )
348 return;
349
350 drop += control * k_walk_friction * k_rb_delta;
351
352 float newspeed = vg_maxf( 0.0f, speed - drop );
353 newspeed /= speed;
354
355 v3_muls( v, newspeed, v );
356 }
357
358 VG_STATIC void player__walk_update( player_instance *player )
359 {
360 struct player_walk *w = &player->_walk;
361 v3_copy( player->rb.co, w->state.prev_pos );
362
363 if( w->state.activity == k_walk_activity_immobile )
364 return;
365
366 w->collider.height = 2.0f;
367 w->collider.radius = 0.3f;
368
369 m4x3f mtx;
370 m3x3_copy( player->rb.to_world, mtx );
371 v3_add( player->rb.co, player->basis[1], mtx[3] );
372
373 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
374
375 rb_ct manifold[64];
376 int len;
377
378 float yaw = player->angles[0];
379
380 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
381 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
382
383 m3x3_mulv( player->basis, forward_dir, forward_dir );
384 m3x3_mulv( player->basis, right_dir, right_dir );
385
386
387 v2f walk = { player->input_walkh->axis.value,
388 player->input_walkv->axis.value };
389
390 if( v2_length2(walk) > 0.001f )
391 v2_normalize_clamp( walk );
392
393 w->move_speed = v2_length( walk );
394
395 /*
396 * Collision detection
397 */
398 len = rb_capsule__scene( mtx, &w->collider, NULL,
399 &world.rb_geo.inf.scene, manifold );
400 rb_manifold_filter_coplanar( manifold, len, 0.01f );
401 len = rb_manifold_apply_filtered( manifold, len );
402
403 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
404
405 if( w->state.activity != k_walk_activity_lockedmove )
406 w->state.activity = k_walk_activity_air;
407
408 for( int i=0; i<len; i++ )
409 {
410 struct contact *ct = &manifold[i];
411 rb_debug_contact( ct );
412
413 if( player_walk_normal_standable( player, ct->n ) )
414 {
415 if( w->state.activity != k_walk_activity_lockedmove )
416 w->state.activity = k_walk_activity_ground;
417
418 v3_add( surface_avg, ct->n, surface_avg );
419 }
420
421 rb_prepare_contact( ct, k_rb_delta );
422 }
423
424 /*
425 * Move & Friction
426 */
427 float accel_speed = 0.0f, nominal_speed = 0.0f;
428 v3f movedir;
429 v3_muls( right_dir, walk[0], movedir );
430 v3_muladds( movedir, forward_dir, walk[1], movedir );
431
432 if( w->state.activity == k_walk_activity_ground )
433 {
434 v3_normalize( surface_avg );
435
436 v3f tx, ty;
437 rb_tangent_basis( surface_avg, tx, ty );
438
439 if( v2_length2(walk) > 0.001f )
440 {
441 /* clip movement to the surface */
442 float d = v3_dot(surface_avg,movedir);
443 v3_muladds( movedir, surface_avg, -d, movedir );
444 }
445
446 accel_speed = k_walk_accel;
447 nominal_speed = k_walkspeed;
448
449 /* jump */
450 if( player->input_jump->button.value )
451 {
452 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
453 w->state.activity = k_walk_activity_air;
454 accel_speed = k_walk_air_accel;
455 nominal_speed = k_airspeed;
456 }
457 else
458 {
459 player_friction( player->rb.v );
460
461 struct world_material *surface_mat = world_contact_material(manifold);
462 w->surface = surface_mat->info.surface_prop;
463 }
464 }
465 else
466 {
467 accel_speed = k_walk_air_accel;
468 nominal_speed = k_airspeed;
469 }
470
471 if( v2_length2(walk) > 0.001f )
472 {
473 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
474 v3_normalize( movedir );
475 }
476
477 /*
478 * Resolve velocity constraints
479 */
480 for( int j=0; j<5; j++ )
481 {
482 for( int i=0; i<len; i++ )
483 {
484 struct contact *ct = &manifold[i];
485
486 /*normal */
487 float vn = -v3_dot( player->rb.v, ct->n );
488
489 float temp = ct->norm_impulse;
490 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
491 vn = ct->norm_impulse - temp;
492
493 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
494 }
495 }
496
497 /*
498 * Depenetrate
499 */
500 v3f dt;
501 rb_depenetrate( manifold, len, dt );
502 v3_add( dt, player->rb.co, player->rb.co );
503
504 /* TODO: Stepping......
505 *
506 * ideas; walkgrid style steps
507 */
508 #if 0
509 if( w->state.activity == k_walk_activity_ground )
510 {
511 /* step */
512 float max_dist = 0.4f;
513
514 v3f pa, pb;
515 v3_copy( player->rb.co, pa );
516 pa[1] += w->collider.radius + max_dist;
517
518 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
519 vg_line( pa, pb, 0xff000000 );
520
521 v3f n;
522 float t;
523 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
524 {
525 if( player_walk_normal_standable( n ) )
526 {
527 v3_lerp( pa, pb, t, player->rb.co );
528 player->rb.co[1] -= w->collider.radius;
529 }
530 }
531 }
532 #endif
533
534
535 /* integrate */
536 if( w->state.activity == k_walk_activity_air )
537 {
538 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
539 player->rb.v );
540 }
541
542 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
543 v3_add( player->rb.co, player->basis[1], mtx[3] );
544 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
545
546 /*
547 * CCD routine
548 * ---------------------------------------------------
549 *
550 */
551 v3f lwr_prev,
552 lwr_now,
553 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
554
555 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
556 v3_add( lwr_offs, player->rb.co, lwr_now );
557
558 v3f movedelta;
559 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
560
561 float movedist = v3_length( movedelta );
562
563 if( movedist > 0.3f )
564 {
565 float t, sr = w->collider.radius-0.04f;
566 v3f n;
567
568 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
569 {
570 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
571 player->rb.co[1] -= w->collider.radius;
572 rb_update_transform( &player->rb );
573
574 v3_add( player->rb.co, player->basis[1], mtx[3] );
575 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
576 }
577 }
578
579 teleport_gate *gate;
580 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
581 {
582 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
583 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
584
585 v4f transport_rotation;
586 m3x3_q( gate->transport, transport_rotation );
587 q_mul( transport_rotation, player->rb.q, player->rb.q );
588
589 rb_update_transform( &player->rb );
590
591 w->state_gate_storage = w->state;
592 player__pass_gate( player, gate );
593 }
594 }
595
596 VG_STATIC void player__walk_post_update( player_instance *player )
597 {
598 struct player_walk *w = &player->_walk;
599
600 m4x3f mtx;
601 m3x3_copy( player->rb.to_world, mtx );
602 v3_add( player->rb.co, player->basis[1], mtx[3] );
603
604 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
605 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
606 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
607
608
609 /* Calculate header */
610 v3f v;
611 if( player_xyspeed2(player) > 0.1f*0.1f )
612 {
613 v3f v_xy;
614 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
615 float a = atan2f( v_xy[0], v_xy[2] );
616
617 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
618 q_mul( player->qbasis, player->rb.q, player->rb.q );
619 q_normalize( player->rb.q );
620 }
621
622 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
623 v3f p1;
624 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
625 vg_line( w->state.drop_in_target, p1, VG__GREEN );
626 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
627 vg_line( w->state.drop_in_target, p1, VG__GREEN );
628
629 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
630 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
631
632
633 float a = player_get_heading_yaw( player );
634 p1[0] = sinf( a );
635 p1[1] = 0.0f;
636 p1[2] = cosf( a );
637 m3x3_mulv( player->basis, p1, p1 );
638
639 v3_add( player->rb.co, p1, p1 );
640 vg_line( player->rb.co, p1, VG__PINK );
641 }
642
643 VG_STATIC void player__walk_animate( player_instance *player,
644 player_animation *dest )
645 {
646 struct player_walk *w = &player->_walk;
647 struct skeleton *sk = &player->playeravatar->sk;
648
649 {
650 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
651 rate;
652
653 if( w->state.activity == k_walk_activity_air )
654 rate = 2.4f;
655 else
656 rate = 9.0f;
657
658 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
659 w->blend_run = vg_lerpf( w->blend_run,
660 w->move_speed *
661 (1.0f + player->input_walk->button.value*0.5f),
662 2.0f*vg.time_delta );
663 }
664
665 player_pose apose, bpose;
666
667 if( w->move_speed > 0.025f )
668 {
669 /* TODO move */
670 float walk_norm = 30.0f/(float)w->anim_walk->length,
671 run_norm = 30.0f/(float)w->anim_run->length,
672 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
673
674 w->walk_timer += walk_adv * vg.time_delta;
675 }
676 else
677 {
678 w->walk_timer = 0.0f;
679 }
680
681 float walk_norm = (float)w->anim_walk->length/30.0f,
682 run_norm = (float)w->anim_run->length/30.0f,
683 t = w->walk_timer,
684 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
685 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
686
687 /* walk/run */
688 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
689 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
690
691 skeleton_lerp_pose( sk, apose, bpose, l, apose );
692
693 /* idle */
694 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
695 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
696
697 /* air */
698 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
699 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
700
701 /* Create transform */
702 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
703
704 float walk_yaw = player_get_heading_yaw( player );
705
706 if( w->state.outro_anim )
707 {
708 struct player_avatar *av = player->playeravatar;
709 float outro_length = (float)w->state.outro_anim->length /
710 w->state.outro_anim->rate,
711 outro_time = vg.time - w->state.outro_start_time,
712 outro_t = outro_time / outro_length;
713
714 /* TODO: Compression */
715 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
716 outro_time, bpose );
717 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
718
719 if( w->state.outro_type == k_walk_outro_drop_in )
720 {
721 float inv_rate = 1.0f / w->state.outro_anim->rate,
722 anim_frames = w->state.outro_anim->length * inv_rate,
723 step_frames = 12.0f * inv_rate,
724 commit_frames = 6.0f * inv_rate,
725 drop_frames = anim_frames - step_frames,
726 step_t = vg_minf( 1.0f, outro_time / step_frames ),
727 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
728 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
729 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
730
731 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
732 w->state.drop_in_angle, step_t );
733
734 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
735 step_t, player->rb.co );
736 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
737
738 m4x3f transform, inverse;
739 q_m3x3( dest->root_q, transform );
740 v3_copy( dest->root_co, transform[3] );
741 m4x3_invert_affine( transform, inverse );
742
743 v3f anchored_pos;
744 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
745
746 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
747 1.0f-commit_t,
748 dest->pose[ av->id_ik_foot_r-1 ].co );
749
750
751 /* the drop in bit */
752 if( step_t >= 1.0f )
753 {
754 v4f final_q;
755 player_walk_drop_in_overhang_transform( player, dop_t,
756 player->rb.co, final_q );
757 q_mul( final_q, dest->root_q, dest->root_q );
758
759 v4_copy( dest->root_q, player->rb.q );
760 v3_muladds( dest->root_co, player->rb.to_world[1],
761 -0.1f * dop_t, dest->root_co );
762
763 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
764 player->holdout_time = 1.0f;
765 }
766 return;
767 }
768 else
769 {
770 v3_muladds( dest->root_co, player->rb.to_world[1],
771 -0.1f * outro_t, dest->root_co );
772
773 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
774 player->holdout_time = 1.0f;
775 }
776 }
777 else
778 {
779 skeleton_copy_pose( sk, apose, dest->pose );
780 }
781
782 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
783 q_mul( player->qbasis, dest->root_q, dest->root_q );
784 q_normalize( dest->root_q );
785 }
786
787 VG_STATIC void player__walk_post_animate( player_instance *player )
788 {
789 /*
790 * Camera
791 */
792 struct player_walk *w = &player->_walk;
793 struct player_avatar *av = player->playeravatar;
794
795 if( w->state.outro_anim )
796 {
797 float outro_length = (float)w->state.outro_anim->length /
798 w->state.outro_anim->rate,
799 outro_time = vg.time - w->state.outro_start_time,
800 outro_t = outro_time / outro_length;
801
802 player->cam_velocity_influence = outro_t;
803 }
804 else
805 player->cam_velocity_influence = 0.0f;
806 }
807
808
809 VG_STATIC void player__walk_im_gui( player_instance *player )
810 {
811 struct player_walk *w = &player->_walk;
812 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
813 player->rb.v[1],
814 player->rb.v[2] );
815 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
816 player->rb.co[1],
817 player->rb.co[2] );
818 player__debugtext( 1, "activity: %s\n",
819 (const char *[]){ "k_walk_activity_air",
820 "k_walk_activity_ground",
821 "k_walk_activity_sleep",
822 "k_walk_activity_immobile",
823 "k_walk_activity_lockedmove" }
824 [w->state.activity] );
825
826 if( w->state.outro_anim )
827 {
828 float outro_length = (float)w->state.outro_anim->length /
829 w->state.outro_anim->rate,
830 outro_time = vg.time - w->state.outro_start_time;
831 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
832 }
833 }
834
835 VG_STATIC void player__walk_bind( player_instance *player )
836 {
837 struct player_walk *w = &player->_walk;
838 struct player_avatar *av = player->playeravatar;
839 struct skeleton *sk = &av->sk;
840
841 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
842 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
843 w->anim_run = skeleton_get_anim( sk, "run+y" );
844 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
845 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
846 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
847 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
848 }
849
850 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
851 {
852 struct player_walk *w = &player->_walk;
853 w->state.activity = k_walk_activity_air;
854
855 v3f fwd = { 0.0f, 0.0f, 1.0f };
856 q_mulv( player->rb.q, fwd, fwd );
857 m3x3_mulv( player->invbasis, fwd, fwd );
858
859 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
860 q_mul( player->qbasis, player->rb.q, player->rb.q );
861 q_normalize( player->rb.q );
862
863 rb_update_transform( &player->rb );
864 }
865
866 #endif /* PLAYER_DEVICE_WALK_H */