smooth out walk animator drop ins / sitting
[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, 4.25f, 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 v2f steer;
250 joystick_state( k_srjoystick_steer, steer );
251
252 if( w->state.activity == k_walk_activity_sit ){
253 if( w->state.sit_t < 1.0f )
254 w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + vg.time_delta );
255
256 if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
257 button_down(k_srbind_jump) ){
258 w->state.activity = k_walk_activity_sit_up;
259 }
260 return;
261 }
262 else if( w->state.activity == k_walk_activity_sit_up ){
263 if( w->state.sit_t > 0.0f )
264 w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
265 else
266 w->state.activity = k_walk_activity_ground;
267
268 if( button_down(k_srbind_sit) )
269 w->state.activity = k_walk_activity_sit;
270
271 return;
272 }
273 else if( w->state.activity == k_walk_activity_ground ){
274 if( button_down(k_srbind_sit) ){
275 v3_zero( localplayer.rb.v );
276 w->state.activity = k_walk_activity_sit;
277 return;
278 }
279 }
280
281 w->state.sit_t = 0.0f;
282
283 if( w->state.outro_type ){
284 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
285
286 f32 outro_length = (f32)anim->length / anim->rate,
287 outro_time = vg.time - w->state.outro_start_time;
288
289 if( outro_time >= outro_length ){
290 if( w->state.outro_type == k_walk_outro_drop_in ){
291 player_walk_drop_in_to_skate();
292 }
293 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
294 player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
295 }
296 else{
297 player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
298 }
299
300 w->state.outro_type = k_walk_outro_none;
301 return;
302 }
303 }
304 else if( button_down( k_srbind_use ) && !localplayer.immobile ){
305 if( v3_dist2( localplayer.rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
306 localplayer.subsystem = k_player_subsystem_drive;
307 }
308 else{
309 struct player_board *board =
310 addon_cache_item_if_loaded( k_addon_type_board,
311 localplayer.board_view_slot );
312
313 if( !board ) return;
314
315 if( w->state.activity == k_walk_activity_ground ){
316 if( player_walk_scan_for_drop_in() ){
317 w->state.outro_type = k_walk_outro_drop_in;
318 w->state.outro_start_time = vg.time;
319 localplayer.immobile = 1;
320
321 struct player_avatar *av = localplayer.playeravatar;
322 m4x3_mulv( localplayer.final_mtx[ av->id_ik_foot_r ],
323 av->sk.bones[ av->id_ik_foot_r ].co,
324 w->state.drop_in_foot_anchor );
325 }
326 else{
327 w->state.outro_type = k_walk_outro_regular;
328 w->state.outro_start_time = vg.time;
329 w->state.activity = k_walk_activity_lockedmove;
330
331 if( player_xyspeed2() < 0.1f * 0.1f ){
332 q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
333 localplayer.rb.v );
334 }
335 }
336 }
337 else{
338 w->state.outro_type = k_walk_outro_jump_to_air;
339 w->state.outro_start_time = vg.time;
340 return;
341 }
342 }
343 }
344 else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
345 w->state.jump_queued = 1;
346 w->state.jump_input_time = vg.time;
347 }
348 }
349
350 static int player_walk_normal_standable( v3f n ){
351 return v3_dot( n, localplayer.basis[1] ) > 0.70710678118f;
352 }
353
354 static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
355 float currentspeed = v3_dot( v, movedir ),
356 addspeed = speed - currentspeed;
357
358 if( addspeed <= 0 )
359 return;
360
361 float accelspeed = accel * k_rb_delta * speed;
362
363 if( accelspeed > addspeed )
364 accelspeed = addspeed;
365
366 v3_muladds( v, movedir, accelspeed, v );
367 }
368
369 static void player_friction( v3f v ){
370 float speed = v3_length( v ),
371 drop = 0.0f,
372 control = vg_maxf( speed, k_stopspeed );
373
374 if( speed < 0.04f )
375 return;
376
377 drop += control * k_walk_friction * k_rb_delta;
378
379 float newspeed = vg_maxf( 0.0f, speed - drop );
380 newspeed /= speed;
381
382 v3_muls( v, newspeed, v );
383 }
384
385 static void player_walk_custom_filter( world_instance *world,
386 rb_ct *man, int len, f32 w ){
387 for( int i=0; i<len; i++ ){
388 rb_ct *ci = &man[i];
389 if( ci->type == k_contact_type_disabled ||
390 ci->type == k_contact_type_edge )
391 continue;
392
393
394 float d1 = v3_dot( ci->co, ci->n );
395
396 for( int j=0; j<len; j++ ){
397 if( j == i )
398 continue;
399
400 rb_ct *cj = &man[j];
401 if( cj->type == k_contact_type_disabled )
402 continue;
403
404 struct world_surface *si = world_contact_surface( world, ci ),
405 *sj = world_contact_surface( world, cj );
406
407 if( (sj->info.flags & k_material_flag_walking) &&
408 !(si->info.flags & k_material_flag_walking)){
409 continue;
410 }
411
412 float d2 = v3_dot( cj->co, ci->n ),
413 d = d2-d1;
414
415 if( fabsf( d ) <= w ){
416 cj->type = k_contact_type_disabled;
417 }
418 }
419 }
420 }
421
422 static void player__walk_update(void){
423 struct player_walk *w = &player_walk;
424
425 v2f steer;
426 joystick_state( k_srjoystick_steer, steer );
427
428 if( (w->state.activity == k_walk_activity_sit) ||
429 (w->state.activity == k_walk_activity_sit_up) ){
430 return;
431 }
432
433 v3_copy( localplayer.rb.co, w->state.prev_pos );
434 v3_zero( localplayer.rb.w );
435
436 world_instance *world = world_current_instance();
437
438 if( world->water.enabled ){
439 if( localplayer.rb.co[1]+0.4f < world->water.height ){
440 audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
441 player__dead_transition();
442 return;
443 }
444 }
445
446 enum walk_activity prev_state = w->state.activity;
447
448 w->collider.height = 2.0f;
449 w->collider.radius = 0.3f;
450
451 m4x3f mtx;
452 m3x3_copy( localplayer.rb.to_world, mtx );
453 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
454
455 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
456
457 rb_ct manifold[64];
458 int len;
459
460 float yaw = localplayer.angles[0];
461
462 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
463 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
464
465 m3x3_mulv( localplayer.basis, forward_dir, forward_dir );
466 m3x3_mulv( localplayer.basis, right_dir, right_dir );
467
468
469 w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
470
471 /*
472 * Collision detection
473 */
474
475 len = rb_capsule__scene( mtx, &w->collider, NULL,
476 &world->rb_geo.inf.scene, manifold, 0 );
477 player_walk_custom_filter( world, manifold, len, 0.01f );
478 len = rb_manifold_apply_filtered( manifold, len );
479
480 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
481
482 if( w->state.activity != k_walk_activity_lockedmove )
483 w->state.activity = k_walk_activity_air;
484
485 w->surface = k_surface_prop_concrete;
486
487 for( int i=0; i<len; i++ ){
488 struct contact *ct = &manifold[i];
489 rb_debug_contact( ct );
490
491 if( player_walk_normal_standable( ct->n ) ){
492 if( w->state.activity != k_walk_activity_lockedmove )
493 w->state.activity = k_walk_activity_ground;
494
495 v3_add( surface_avg, ct->n, surface_avg );
496
497 struct world_surface *surf = world_contact_surface( world, ct );
498 if( surf->info.surface_prop > w->surface )
499 w->surface = surf->info.surface_prop;
500 }
501
502 rb_prepare_contact( ct, k_rb_delta );
503 }
504
505 /*
506 * Move & Friction
507 */
508 float accel_speed = 0.0f, nominal_speed = 0.0f;
509 v3f movedir;
510
511 v3_muls( right_dir, steer[0], movedir );
512 v3_muladds( movedir, forward_dir, steer[1], movedir );
513
514 if( w->state.activity == k_walk_activity_ground ){
515 v3_normalize( surface_avg );
516
517 v3f tx, ty;
518 v3_tangent_basis( surface_avg, tx, ty );
519
520 if( v2_length2(steer) > 0.001f ){
521 /* clip movement to the surface */
522 float d = v3_dot(surface_avg,movedir);
523 v3_muladds( movedir, surface_avg, -d, movedir );
524 }
525
526 accel_speed = k_walk_accel;
527 nominal_speed = k_walkspeed;
528
529 /* jump */
530 if( w->state.jump_queued ){
531 w->state.jump_queued = 0;
532
533 f32 t = vg.time - w->state.jump_input_time;
534 if( t < PLAYER_JUMP_EPSILON ){
535 float d = v3_dot( localplayer.basis[1], localplayer.rb.v );
536 v3_muladds( localplayer.rb.v, localplayer.basis[1], -d,
537 localplayer.rb.v );
538 v3_muladds( localplayer.rb.v, localplayer.basis[1], 5.0f,
539 localplayer.rb.v );
540 w->state.activity = k_walk_activity_air;
541 prev_state = k_walk_activity_air;
542 accel_speed = k_walk_air_accel;
543 nominal_speed = k_airspeed;
544 }
545 }
546 else{
547 player_friction( localplayer.rb.v );
548 }
549 }
550 else{
551 accel_speed = k_walk_air_accel;
552 nominal_speed = k_airspeed;
553 }
554
555 if( v2_length2( steer ) > 0.001f ){
556 player_accelerate( localplayer.rb.v, movedir,
557 nominal_speed, accel_speed );
558 v3_normalize( movedir );
559 }
560
561 /*
562 * Resolve velocity constraints
563 */
564 for( int j=0; j<5; j++ ){
565 for( int i=0; i<len; i++ ){
566 struct contact *ct = &manifold[i];
567
568 /*normal */
569 float vn = -v3_dot( localplayer.rb.v, ct->n );
570
571 float temp = ct->norm_impulse;
572 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
573 vn = ct->norm_impulse - temp;
574
575 v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
576 }
577 }
578
579 /* stepping */
580 if( w->state.activity == k_walk_activity_ground||
581 prev_state == k_walk_activity_ground ){
582 float max_dist = 0.4f;
583
584 v3f pa, pb;
585 v3_copy( localplayer.rb.co, pa );
586 v3_muladds( pa, localplayer.basis[1], w->collider.radius + max_dist, pa );
587 v3_muladds( pa, localplayer.basis[1], -max_dist * 2.0f, pb );
588 vg_line( pa, pb, 0xff000000 );
589
590 v3f n;
591 float t;
592 if( spherecast_world( world, pa, pb,
593 w->collider.radius, &t, n, 0 ) != -1 ){
594 if( player_walk_normal_standable(n) ){
595 v3_lerp( pa, pb, t, localplayer.rb.co );
596 v3_muladds( localplayer.rb.co, localplayer.basis[1],
597 -w->collider.radius - k_penetration_slop,
598 localplayer.rb.co );
599 w->state.activity = k_walk_activity_ground;
600
601 float d = -v3_dot(n,localplayer.rb.v),
602 g = -k_gravity * k_rb_delta;
603 v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
604 v3_muladds( localplayer.rb.v, localplayer.basis[1], g,
605 localplayer.rb.v );
606 }
607 }
608 }
609
610 /*
611 * Depenetrate
612 */
613 v3f dt;
614 rb_depenetrate( manifold, len, dt );
615 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
616
617 /* integrate */
618 if( w->state.activity == k_walk_activity_air ){
619 v3_muladds( localplayer.rb.v, localplayer.basis[1], -k_gravity*k_rb_delta,
620 localplayer.rb.v );
621 }
622
623 if( localplayer.immobile ){
624 localplayer.rb.v[0] = 0.0f;
625 localplayer.rb.v[2] = 0.0f;
626 }
627
628 v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta,
629 localplayer.rb.co );
630 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
631 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
632
633 /*
634 * CCD routine
635 * ---------------------------------------------------
636 *
637 */
638 v3f lwr_prev,
639 lwr_now,
640 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
641
642 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
643 v3_add( lwr_offs, localplayer.rb.co, lwr_now );
644
645 v3f movedelta;
646 v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
647
648 float movedist = v3_length( movedelta );
649
650 if( movedist > 0.3f ){
651 float t, sr = w->collider.radius-0.04f;
652 v3f n;
653
654 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
655 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
656 localplayer.rb.co[1] -= w->collider.radius;
657 rb_update_transform( &localplayer.rb );
658
659 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
660 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
661 }
662 }
663
664 u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
665 if( id ){
666 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
667 m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
668 m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
669
670 v4f transport_rotation;
671 m3x3_q( gate->transport, transport_rotation );
672 q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
673
674 rb_update_transform( &localplayer.rb );
675 player__pass_gate( id );
676 }
677 rb_update_transform( &localplayer.rb );
678 }
679
680 static void player__walk_post_update(void){
681 struct player_walk *w = &player_walk;
682
683 m4x3f mtx;
684 m3x3_copy( localplayer.rb.to_world, mtx );
685 v3_add( localplayer.rb.co, localplayer.basis[1], mtx[3] );
686
687 float substep = vg.time_fixed_extrapolate;
688 v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
689 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
690
691
692 /* Calculate header */
693 v3f v;
694 if( player_xyspeed2() > 0.1f*0.1f )
695 {
696 v3f v_xy;
697 m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_xy );
698 float a = atan2f( v_xy[0], v_xy[2] );
699
700 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
701 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
702 q_normalize( localplayer.rb.q );
703 }
704
705 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
706 v3f p1;
707 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
708 vg_line( w->state.drop_in_target, p1, VG__GREEN );
709 v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
710 vg_line( w->state.drop_in_target, p1, VG__GREEN );
711
712 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
713 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
714
715
716 float a = player_get_heading_yaw();
717 p1[0] = sinf( a );
718 p1[1] = 0.0f;
719 p1[2] = cosf( a );
720 m3x3_mulv( localplayer.basis, p1, p1 );
721
722 v3_add( localplayer.rb.co, p1, p1 );
723 vg_line( localplayer.rb.co, p1, VG__PINK );
724
725
726 int walk_phase = 0;
727 if( vg_fractf(w->state.walk_timer) > 0.5f )
728 walk_phase = 1;
729 else
730 walk_phase = 0;
731
732 if( (w->state.step_phase != walk_phase) &&
733 (w->state.activity == k_walk_activity_ground ) )
734 {
735 audio_lock();
736 if( w->surface == k_surface_prop_concrete ){
737 audio_oneshot_3d(
738 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
739 localplayer.rb.co, 40.0f, 1.0f
740 );
741 }
742 else if( w->surface == k_surface_prop_grass ){
743 audio_oneshot_3d(
744 &audio_footsteps_grass[ vg_randu32()%
745 vg_list_size(audio_footsteps_grass)],
746 localplayer.rb.co, 40.0f, 1.0f
747 );
748 }
749 else if( w->surface == k_surface_prop_wood ){
750 audio_oneshot_3d(
751 &audio_footsteps_wood[ vg_randu32()%
752 vg_list_size(audio_footsteps_wood)],
753 localplayer.rb.co, 40.0f, 1.0f
754 );
755 }
756 audio_unlock();
757 }
758
759 w->state.step_phase = walk_phase;
760 }
761
762 static void player__walk_animate(void){
763 struct player_walk *w = &player_walk;
764 player_pose *pose = &localplayer.pose;
765 struct player_walk_animator *animator = &w->animator;
766
767 animator->outro_type = w->state.outro_type;
768
769 {
770 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
771 rate;
772
773 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
774 else rate = 9.0f;
775
776 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
777 animator->run = vg_lerpf( animator->run, w->move_speed,
778 2.0f*vg.time_delta);
779 }
780
781 if( w->move_speed > 0.025f ){
782 /* TODO move */
783 float walk_norm = 30.0f/(float)w->anim_walk->length,
784 run_norm = 30.0f/(float)w->anim_run->length,
785 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
786
787 w->state.walk_timer += walk_adv * vg.time_delta;
788 }
789 else
790 w->state.walk_timer = 0.0f;
791 animator->walk_timer = w->state.walk_timer;
792
793
794 if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
795 v3_copy( localplayer.rb.co, animator->root_co );
796 v4_copy( localplayer.rb.q, animator->root_q );
797 }
798 else{
799 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
800 }
801
802 f32 walk_yaw = player_get_heading_yaw();
803
804 /* sitting */
805 animator->sit_t = w->state.sit_t;
806
807 {
808 f32 head_yaw = localplayer.angles[0] + VG_PIf,
809 y = vg_angle_diff( head_yaw, -walk_yaw ),
810 p = vg_clampf( localplayer.angles[1],
811 -k_sit_pitch_limit, k_sit_pitch_limit );
812
813 if( fabsf(y) > k_sit_yaw_limit ){
814 y = 0.0f;
815 p = 0.0f;
816 }
817 animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
818 animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
819 }
820
821 if( w->state.outro_type ){
822 struct player_avatar *av = localplayer.playeravatar;
823 struct skeleton_anim *anim =
824 player_walk_outro_anim( w->state.outro_type );
825 f32 outro_length = (f32)anim->length / anim->rate,
826 outro_time = vg.time - w->state.outro_start_time;
827 animator->outro_t = outro_time / outro_length;
828
829 if( w->state.outro_type == k_walk_outro_drop_in ){
830 float inv_rate = 1.0f / anim->rate,
831 anim_frames = anim->length * inv_rate,
832 step_frames = 12.0f * inv_rate,
833 commit_frames = 6.0f * inv_rate,
834 drop_frames = anim_frames - step_frames,
835 step_t = vg_minf( 1.0f, outro_time / step_frames ),
836 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
837 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
838 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
839
840 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
841 w->state.drop_in_angle, step_t );
842
843 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
844 step_t, localplayer.rb.co );
845 v3_copy( localplayer.rb.co, animator->root_co );
846
847 /* for the camera purposes only */
848 v3f init_velocity;
849 player_walk_drop_in_vector( init_velocity );
850 v3_muls( init_velocity, dop_t, localplayer.rb.v );
851 v3_copy( localplayer.rb.v,
852 localplayer.cam_control.cam_velocity_smooth );
853
854 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
855 walk_yaw + VG_PIf );
856
857 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
858
859 /* the drop in bit */
860 if( step_t >= 1.0f ){
861 v3f final_co;
862 v4f final_q;
863 player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
864
865 q_mul( final_q, animator->root_q, animator->root_q );
866 v3_copy( final_co, animator->root_co );
867
868
869 v4_copy( animator->root_q, localplayer.rb.q );
870 rb_update_transform( &localplayer.rb );
871
872 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
873 -0.1f*dop_t, animator->root_co );
874 v3_copy( animator->root_co, localplayer.rb.co );
875 }
876
877 return;
878 }
879 else{
880 v3_muladds( animator->root_co, localplayer.rb.to_world[1],
881 -0.1f*animator->outro_t, animator->root_co );
882 }
883 }
884
885 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
886 q_mul( localplayer.qbasis, animator->root_q, animator->root_q );
887 q_normalize( animator->root_q );
888 }
889
890 static void player__walk_pose( void *_animator, player_pose *pose ){
891 struct player_walk *w = &player_walk;
892 struct player_walk_animator *animator = _animator;
893 struct skeleton *sk = &localplayer.playeravatar->sk;
894 struct player_avatar *av = localplayer.playeravatar;
895
896 v3_copy( animator->root_co, pose->root_co );
897 v4_copy( animator->root_q, pose->root_q );
898 pose->board.lean = 0.0f;
899 pose->type = k_player_pose_type_ik;
900
901 float walk_norm = (float)w->anim_walk->length/30.0f,
902 run_norm = (float)w->anim_run->length/30.0f,
903 t = animator->walk_timer,
904 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
905 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
906
907 /* walk/run */
908 mdl_keyframe apose[32], bpose[32];
909 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
910 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
911
912 skeleton_lerp_pose( sk, apose, bpose, l, apose );
913
914 /* idle */
915 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
916 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
917
918 /* air */
919 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
920 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
921
922 /* sit */
923 if( animator->sit_t > 0.0f ){
924 f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
925 st = vg_minf( 1.0f, animator->sit_t );
926 skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
927
928 v4f qy,qp;
929 f32 *qh = bpose[av->id_head-1].q;
930 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
931 q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
932 q_mul( qy, qh, qh );
933 q_mul( qh, qp, qh );
934 q_normalize( qh );
935
936 qh = bpose[av->id_chest-1].q;
937 q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
938 q_mul( qy, qh, qh );
939 q_normalize( qh );
940
941 skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
942 }
943
944 if( animator->outro_type ){
945 struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
946
947 if( !anim ){
948 skeleton_copy_pose( sk, apose, pose->keyframes );
949 return;
950 }
951
952 f32 outro_length = (f32)anim->length / anim->rate,
953 outro_time = animator->outro_t*outro_length;
954
955 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
956 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
957 pose->keyframes );
958
959 if( animator->outro_type == k_walk_outro_drop_in ){
960 m4x3f transform, inverse;
961 q_m3x3( pose->root_q, transform );
962 v3_copy( pose->root_co, transform[3] );
963 m4x3_invert_affine( transform, inverse );
964
965 v3f anchored_pos;
966 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
967
968 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
969 1.0f-animator->commit_t,
970 pose->keyframes[ av->id_ik_foot_r-1 ].co );
971 }
972 }
973 else
974 skeleton_copy_pose( sk, apose, pose->keyframes );
975 }
976
977 static void player__walk_post_animate(void){
978 /*
979 * Camera
980 */
981 struct player_walk *w = &player_walk;
982 struct player_avatar *av = localplayer.playeravatar;
983
984 if( w->state.outro_type ){
985 struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
986
987 f32 outro_length = (f32)anim->length / anim->rate,
988 outro_time = vg.time - w->state.outro_start_time,
989 outro_t = outro_time / outro_length;
990
991 localplayer.cam_velocity_influence = outro_t;
992 }
993 else
994 localplayer.cam_velocity_influence = 0.0f;
995 }
996
997 static void player__walk_im_gui(void){
998 struct player_walk *w = &player_walk;
999 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
1000 localplayer.rb.v[1],
1001 localplayer.rb.v[2] );
1002 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
1003 localplayer.rb.co[1],
1004 localplayer.rb.co[2] );
1005 player__debugtext( 1, "activity: %s\n",
1006 (const char *[]){ "k_walk_activity_air",
1007 "k_walk_activity_ground",
1008 "k_walk_activity_sleep",
1009 "k_walk_activity_lockedmove",
1010 "k_walk_activity_sit",
1011 "k_walk_activity_sit_up" }
1012 [w->state.activity] );
1013 player__debugtext( 1, "surface: %s\n",
1014 (const char *[]){ "concrete",
1015 "wood",
1016 "grass",
1017 "tiles",
1018 "metal" }
1019 [w->surface] );
1020
1021 if( w->state.outro_type ){
1022 struct skeleton_anim *anim =
1023 player_walk_outro_anim( w->state.outro_type );
1024
1025 f32 outro_length = (f32)anim->length / anim->rate,
1026 outro_time = vg.time - w->state.outro_start_time;
1027 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
1028 }
1029 }
1030
1031 static void player__walk_bind(void){
1032 struct player_walk *w = &player_walk;
1033 struct player_avatar *av = localplayer.playeravatar;
1034 struct skeleton *sk = &av->sk;
1035
1036 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
1037 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
1038 w->anim_run = skeleton_get_anim( sk, "run+y" );
1039 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
1040 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
1041 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
1042 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
1043 w->anim_sit = skeleton_get_anim( sk, "sit" );
1044 }
1045
1046 static void player__walk_transition(void){
1047 struct player_walk *w = &player_walk;
1048 w->state.activity = k_walk_activity_air;
1049 w->state.outro_type = k_walk_outro_none;
1050 w->state.outro_start_time = 0.0;
1051 w->state.jump_queued = 0;
1052 w->state.jump_input_time = 0.0;
1053 w->state.walk_timer = 0.0f;
1054 w->state.step_phase = 0;
1055
1056 v3f fwd = { 0.0f, 0.0f, 1.0f };
1057 q_mulv( localplayer.rb.q, fwd, fwd );
1058 m3x3_mulv( localplayer.invbasis, fwd, fwd );
1059
1060 q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
1061 atan2f(fwd[0], fwd[2]) );
1062 q_mul( localplayer.qbasis, localplayer.rb.q, localplayer.rb.q );
1063 q_normalize( localplayer.rb.q );
1064
1065 rb_update_transform( &localplayer.rb );
1066 }
1067
1068 static void player__walk_reset( ent_spawn *rp ){
1069 struct player_walk *w = &player_walk;
1070 w->state.activity = k_walk_activity_air;
1071 w->state.outro_type = k_walk_outro_none;
1072 w->state.outro_start_time = 0.0;
1073 }
1074
1075 static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
1076 struct player_walk_animator *animator = data;
1077
1078 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
1079 bitpack_qquat( ctx, animator->root_q );
1080 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
1081 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
1082 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
1083 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
1084
1085 for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
1086 bitpack_bytes( ctx, 8, &animator->outro_type );
1087 if( animator->outro_type ){
1088 bitpack_bytes( ctx, sizeof(animator->foot_anchor),
1089 animator->foot_anchor );
1090 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
1091 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
1092 }
1093 }
1094
1095 u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
1096 if( code ){
1097 bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
1098 bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
1099 &animator->pitch );
1100 }
1101 }
1102 #endif /* PLAYER_DEVICE_WALK_H */