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[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_transfer_to_skate( player_instance *player,
7 enum skate_activity init )
8 {
9 struct player_walk *w = &player->_walk;
10
11 v3f xy_speed, v;
12
13 v3_copy( player->rb.v, xy_speed );
14 xy_speed[1] = 0.0f;
15
16 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
17 {
18 q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
19 }
20 else
21 v3_copy( player->rb.v, v );
22
23 player->subsystem = k_player_subsystem_skate;
24 player__skate_transition( player, v, init );
25 return;
26 }
27
28 VG_STATIC void temp_drop_in_finish( player_instance *player )
29 {
30 player->subsystem = k_player_subsystem_skate;
31
32 struct player_walk *w = &player->_walk;
33 struct player_skate *s = &player->_skate;
34 s->state.activity_prev = k_skate_activity_air;
35 s->state.activity = k_skate_activity_air;
36
37 s->blend_fly = 0.0f;
38 s->blend_slide = 0.0f;
39 s->blend_z = 0.0f;
40 s->blend_x = 0.0f;
41 s->blend_stand = 0.0f;
42 s->blend_push = 0.0f;
43 s->blend_jump = 0.0f;
44 s->blend_airdir = 0.0f;
45
46 v3f axis, init_dir, init_velocity;
47 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
48 v3_cross( axis, w->state.drop_in_normal, init_dir );
49 v3_normalize( init_dir );
50 v3_muls( init_dir, 7.0f, init_velocity );
51
52 rb_update_transform( &player->rb );
53
54 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
55 v3_copy( init_velocity, s->state.cog_v );
56 v3_copy( init_velocity, s->state.vl );
57 v3_copy( init_velocity, player->rb.v );
58 v3_copy( init_velocity, player->cam_velocity_smooth );
59 }
60
61 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
62 {
63 struct player_walk *w = &player->_walk;
64
65 v3f dir, center;
66 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
67 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
68
69 ray_hit samples[20];
70 int sample_count = 0;
71
72 for( int i=0; i<20; i ++ )
73 {
74 float t = (float)i * (1.0f/19.0f),
75 s = sinf( t * VG_PIf * 0.25f ),
76 c = cosf( t * VG_PIf * 0.25f );
77
78 v3f ray_dir, pos;
79 v3_muls ( player->rb.to_world[1], -c, ray_dir );
80 v3_muladds( ray_dir, dir, -s, ray_dir );
81 v3_muladds( center, ray_dir, -2.0f, pos );
82
83 ray_hit *ray = &samples[ sample_count ];
84 ray->dist = 2.0f;
85
86 if( ray_world( pos, ray_dir, ray ) )
87 {
88 vg_line( pos, ray->pos, VG__RED );
89 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
90
91 sample_count ++;
92 }
93 }
94
95 float min_a = 0.70710678118654752f;
96 ray_hit *candidate = NULL;
97
98 if( sample_count >= 2 )
99 {
100 for( int i=0; i<sample_count-1; i++ )
101 {
102 ray_hit *s0 = &samples[i],
103 *s1 = &samples[i+1];
104
105 float a = v3_dot( s0->normal, s1->normal );
106
107 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
108 {
109 min_a = a;
110 candidate = s0;
111 }
112 }
113 }
114
115 if( candidate )
116 {
117 v4f pa, pb, pc;
118
119 ray_hit *s0 = candidate,
120 *s1 = candidate+1;
121
122 vg_line( s0->pos, s1->pos, VG__WHITE );
123
124 v3_copy( s0->normal, pa );
125 v3_copy( s1->normal, pb );
126 v3_cross( player->rb.to_world[1], dir, pc );
127 v3_normalize( pc );
128
129 pa[3] = v3_dot( pa, s0->pos );
130 pb[3] = v3_dot( pb, s1->pos );
131 pc[3] = v3_dot( pc, player->rb.co );
132
133 v3f edge;
134 if( plane_intersect3( pa, pb, pc, edge ) )
135 {
136 v3_copy( edge, w->state.drop_in_target );
137 v3_copy( s1->normal, w->state.drop_in_normal );
138
139 v3f axis, init_dir;
140 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
141 v3_cross( axis, w->state.drop_in_normal, init_dir );
142 v3_normalize( init_dir );
143 v3_muls( init_dir, 7.0f, player->rb.v );
144
145 return 1;
146
147 #if 0
148 v3_muladds( w->state.drop_in_target, s0->normal, 0.3f,
149 player->rb.co );
150
151 player->subsystem = k_player_subsystem_skate;
152 player__skate_transition( player, s1->normal, k_skate_activity_air );
153 #endif
154 }
155 else
156 {
157 vg_error( "failed to find intersection of drop in\n" );
158 }
159 }
160
161 return 0;
162 }
163
164 VG_STATIC void player__walk_pre_update( player_instance *player )
165 {
166 struct player_walk *w = &player->_walk;
167
168 if( w->state.activity != k_walk_activity_immobile )
169 player_look( player, player->angles );
170
171 if( w->state.outro_anim )
172 {
173 float outro_length = (float)w->state.outro_anim->length /
174 w->state.outro_anim->rate,
175 outro_time = vg.time - w->state.outro_start_time;
176
177 if( outro_time >= outro_length )
178 {
179 w->state.outro_anim = NULL;
180 if( w->state.outro_type == k_walk_outro_drop_in )
181 {
182 temp_drop_in_finish( player );
183 }
184 else
185 {
186 player_walk_transfer_to_skate( player, k_skate_activity_air );
187 }
188 return;
189 }
190 }
191 else if( vg_input_button_down( player->input_use ) )
192 {
193 if( w->state.activity == k_walk_activity_ground )
194 {
195 //player_walk_transfer_to_skate( player, k_skate_activity_ground );
196 if( player_walk_scan_for_drop_in( player ) )
197 {
198 w->state.outro_type = k_walk_outro_drop_in;
199 w->state.outro_anim = w->anim_drop_in;
200 w->state.outro_start_time = vg.time;
201 #if 0
202 v3_copy( player->cam.pos, player->follow_pos );
203 v3_copy( player->cam.angles, player->follow_angles );
204 #endif
205 w->state.activity = k_walk_activity_immobile;
206 //v3_zero( player->rb.v );
207 v3_copy( player->rb.co, w->state.drop_in_start );
208
209 w->state.drop_in_start_angle = player_get_heading_yaw( player );
210 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
211 w->state.drop_in_normal[2] );
212
213 struct player_avatar *av = player->playeravatar;
214 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
215 av->sk.bones[ av->id_ik_foot_r ].co,
216 w->state.drop_in_foot_anchor );
217 }
218 return;
219 }
220 else
221 {
222 w->state.outro_type = k_walk_outro_jump_to_air;
223 w->state.outro_anim = w->anim_jump_to_air;
224 w->state.outro_start_time = vg.time;
225 #if 0
226 v3_copy( player->cam.pos, player->follow_pos );
227 v3_copy( player->cam.angles, player->follow_angles );
228 #endif
229 return;
230 }
231 }
232 }
233
234 VG_STATIC int player_walk_normal_standable( v3f n )
235 {
236 return n[1] > 0.70710678118f;
237 }
238
239 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
240 {
241 float currentspeed = v3_dot( v, movedir ),
242 addspeed = speed - currentspeed;
243
244 if( addspeed <= 0 )
245 return;
246
247 float accelspeed = accel * k_rb_delta * speed;
248
249 if( accelspeed > addspeed )
250 accelspeed = addspeed;
251
252 v3_muladds( v, movedir, accelspeed, v );
253 }
254
255 VG_STATIC void player_friction( v3f v )
256 {
257 float speed = v3_length( v ),
258 drop = 0.0f,
259 control = vg_maxf( speed, k_stopspeed );
260
261 if( speed < 0.04f )
262 return;
263
264 drop += control * k_walk_friction * k_rb_delta;
265
266 float newspeed = vg_maxf( 0.0f, speed - drop );
267 newspeed /= speed;
268
269 v3_muls( v, newspeed, v );
270 }
271
272 VG_STATIC void player__walk_update( player_instance *player )
273 {
274 struct player_walk *w = &player->_walk;
275 v3_copy( player->rb.co, w->state.prev_pos );
276
277 if( w->state.activity == k_walk_activity_immobile )
278 return;
279
280 w->collider.height = 2.0f;
281 w->collider.radius = 0.3f;
282
283 m4x3f mtx;
284 m3x3_identity( mtx );
285 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
286
287 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
288
289 rb_ct manifold[64];
290 int len;
291
292 float yaw = player->angles[0];
293
294 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
295 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
296
297 v2f walk = { player->input_walkh->axis.value,
298 player->input_walkv->axis.value };
299
300 if( v2_length2(walk) > 0.001f )
301 v2_normalize_clamp( walk );
302
303 w->move_speed = v2_length( walk );
304
305 /*
306 * Collision detection
307 */
308 len = rb_capsule__scene( mtx, &w->collider, NULL,
309 &world.rb_geo.inf.scene, manifold );
310 rb_manifold_filter_coplanar( manifold, len, 0.01f );
311 len = rb_manifold_apply_filtered( manifold, len );
312
313 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
314 w->state.activity = k_walk_activity_air;
315
316 for( int i=0; i<len; i++ )
317 {
318 struct contact *ct = &manifold[i];
319 rb_debug_contact( ct );
320
321 if( player_walk_normal_standable( ct->n ) )
322 {
323 w->state.activity = k_walk_activity_ground;
324 v3_add( surface_avg, ct->n, surface_avg );
325 }
326
327 rb_prepare_contact( ct );
328 }
329
330 /*
331 * Move & Friction
332 */
333 float accel_speed = 0.0f, nominal_speed = 0.0f;
334 v3f movedir;
335 v3_muls( right_dir, walk[0], movedir );
336 v3_muladds( movedir, forward_dir, walk[1], movedir );
337
338 if( w->state.activity == k_walk_activity_ground )
339 {
340 v3_normalize( surface_avg );
341
342 v3f tx, ty;
343 rb_tangent_basis( surface_avg, tx, ty );
344
345 if( v2_length2(walk) > 0.001f )
346 {
347 /* clip movement to the surface */
348 float d = v3_dot(surface_avg,movedir);
349 v3_muladds( movedir, surface_avg, -d, movedir );
350 }
351
352 accel_speed = k_walk_accel;
353 nominal_speed = k_walkspeed;
354
355 /* jump */
356 if( player->input_jump->button.value )
357 {
358 player->rb.v[1] = 5.0f;
359 w->state.activity = k_walk_activity_air;
360 accel_speed = k_walk_air_accel;
361 nominal_speed = k_airspeed;
362 }
363 else
364 {
365 player_friction( player->rb.v );
366
367 struct world_material *surface_mat = world_contact_material(manifold);
368 w->surface = surface_mat->info.surface_prop;
369 }
370 }
371 else
372 {
373 accel_speed = k_walk_air_accel;
374 nominal_speed = k_airspeed;
375 }
376
377 if( v2_length2(walk) > 0.001f )
378 {
379 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
380 v3_normalize( movedir );
381 }
382
383 /*
384 * Resolve velocity constraints
385 */
386 for( int j=0; j<5; j++ )
387 {
388 for( int i=0; i<len; i++ )
389 {
390 struct contact *ct = &manifold[i];
391
392 /*normal */
393 float vn = -v3_dot( player->rb.v, ct->n );
394
395 float temp = ct->norm_impulse;
396 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
397 vn = ct->norm_impulse - temp;
398
399 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
400 }
401 }
402
403 /*
404 * Depenetrate
405 */
406 v3f dt;
407 v3_zero( dt );
408 for( int j=0; j<8; j++ )
409 {
410 for( int i=0; i<len; i++ )
411 {
412 struct contact *ct = &manifold[i];
413
414 float resolved_amt = v3_dot( ct->n, dt ),
415 remaining = (ct->p-k_penetration_slop) - resolved_amt,
416 apply = vg_maxf( remaining, 0.0f ) * 0.3f;
417
418 v3_muladds( dt, ct->n, apply, dt );
419 }
420 }
421 v3_add( dt, player->rb.co, player->rb.co );
422
423 /* TODO: Stepping......
424 *
425 * ideas; walkgrid style steps
426 */
427 #if 0
428 if( w->state.activity == k_walk_activity_ground )
429 {
430 /* step */
431 float max_dist = 0.4f;
432
433 v3f pa, pb;
434 v3_copy( player->rb.co, pa );
435 pa[1] += w->collider.radius + max_dist;
436
437 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
438 vg_line( pa, pb, 0xff000000 );
439
440 v3f n;
441 float t;
442 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
443 {
444 if( player_walk_normal_standable( n ) )
445 {
446 v3_lerp( pa, pb, t, player->rb.co );
447 player->rb.co[1] -= w->collider.radius;
448 }
449 }
450 }
451 #endif
452
453
454 /* integrate */
455 if( w->state.activity == k_walk_activity_air )
456 player->rb.v[1] += -k_gravity * k_rb_delta;
457
458 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
459
460
461 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
462 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
463
464 /*
465 * CCD routine
466 * ---------------------------------------------------
467 *
468 */
469 v3f lwr_prev,
470 lwr_now,
471 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
472
473 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
474 v3_add( lwr_offs, player->rb.co, lwr_now );
475
476 v3f movedelta;
477 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
478
479 float movedist = v3_length( movedelta );
480
481 if( movedist > 0.3f )
482 {
483 float t, sr = w->collider.radius-0.04f;
484 v3f n;
485
486 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
487 {
488 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
489 player->rb.co[1] -= w->collider.radius;
490 rb_update_transform( &player->rb );
491
492 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
493 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
494 }
495 }
496
497 teleport_gate *gate;
498 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
499 {
500 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
501 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
502 rb_update_transform( &player->rb );
503
504 /* analytical rotation of yaw */
505 float a = player_get_heading_yaw( player );
506 v3f fwd_dir = { cosf(a),
507 0.0f,
508 sinf(a)};
509 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
510 player->angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
511
512 w->state_gate_storage = w->state;
513 player__pass_gate( player, gate );
514 }
515 }
516
517 VG_STATIC void player__walk_post_update( player_instance *player )
518 {
519 struct player_walk *w = &player->_walk;
520
521 m4x3f mtx;
522 m3x3_identity( mtx );
523 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
524
525 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
526 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
527 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
528
529
530 /* Calculate header */
531 v3f xy_speed, v;
532
533 v3_copy( player->rb.v, xy_speed );
534 xy_speed[1] = 0.0f;
535
536 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
537 {
538 float a = atan2f( player->rb.v[0], player->rb.v[2] );
539 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
540 }
541
542 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
543 v3f p1;
544 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
545 vg_line( w->state.drop_in_target, p1, VG__GREEN );
546 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
547 vg_line( w->state.drop_in_target, p1, VG__GREEN );
548
549 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
550 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
551
552
553 float a = player_get_heading_yaw( player );
554 p1[0] = sinf( a );
555 p1[1] = 0.0f;
556 p1[2] = cosf( a );
557
558 v3_add( player->rb.co, p1, p1 );
559 vg_line( player->rb.co, p1, VG__PINK );
560 }
561
562 VG_STATIC void player__walk_animate( player_instance *player,
563 player_animation *dest )
564 {
565 struct player_walk *w = &player->_walk;
566 struct skeleton *sk = &player->playeravatar->sk;
567
568 {
569 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
570 rate;
571
572 if( w->state.activity == k_walk_activity_air )
573 rate = 2.4f;
574 else
575 rate = 9.0f;
576
577 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
578 w->blend_run = vg_lerpf( w->blend_run,
579 w->move_speed *
580 (1.0f + player->input_walk->button.value*0.5f),
581 2.0f*vg.time_delta );
582 }
583
584 player_pose apose, bpose;
585
586 if( w->move_speed > 0.025f )
587 {
588 /* TODO move */
589 float walk_norm = 30.0f/(float)w->anim_walk->length,
590 run_norm = 30.0f/(float)w->anim_run->length,
591 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
592
593 w->walk_timer += walk_adv * vg.time_delta;
594 }
595 else
596 {
597 w->walk_timer = 0.0f;
598 }
599
600 float walk_norm = (float)w->anim_walk->length/30.0f,
601 run_norm = (float)w->anim_run->length/30.0f,
602 t = w->walk_timer,
603 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
604 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
605
606 /* walk/run */
607 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
608 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
609
610 skeleton_lerp_pose( sk, apose, bpose, l, apose );
611
612 /* idle */
613 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
614 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
615
616 /* air */
617 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
618 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
619
620 /* Create transform */
621 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
622
623 float walk_yaw = player_get_heading_yaw( player );
624
625 if( w->state.outro_anim )
626 {
627 struct player_avatar *av = player->playeravatar;
628 float outro_length = (float)w->state.outro_anim->length /
629 w->state.outro_anim->rate,
630 outro_time = vg.time - w->state.outro_start_time,
631 outro_t = outro_time / outro_length;
632
633 /* TODO: Compression */
634 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
635 outro_time, bpose );
636 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
637
638 if( w->state.outro_type == k_walk_outro_drop_in )
639 {
640 float inv_rate = 1.0f / w->state.outro_anim->rate,
641 anim_frames = w->state.outro_anim->length * inv_rate,
642 step_frames = 12.0f * inv_rate,
643 commit_frames = 6.0f * inv_rate,
644 drop_frames = anim_frames - step_frames,
645 step_t = vg_minf( 1.0f, outro_time / step_frames ),
646 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
647 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
648 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
649
650 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
651 w->state.drop_in_angle, step_t );
652 #if 0
653 w->state.heading_angle = walk_yaw;
654 #endif
655
656 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
657 step_t, player->rb.co );
658 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
659
660 m4x3f transform, inverse;
661 q_m3x3( dest->root_q, transform );
662 v3_copy( dest->root_co, transform[3] );
663 m4x3_invert_affine( transform, inverse );
664
665 v3f anchored_pos;
666 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
667
668 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
669 1.0f-commit_t,
670 dest->pose[ av->id_ik_foot_r-1 ].co );
671
672
673 /* the drop in bit */
674 v4f final_q;
675 v3f axis;
676 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
677 v3_normalize( axis );
678
679 float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
680
681 q_axis_angle( final_q, axis, a );
682 q_mul( final_q, dest->root_q, dest->root_q );
683
684 float l = dop_t * 0.5f,
685 heading_angle = player_get_heading_yaw( player );
686
687 v3f overhang;
688 overhang[0] = sinf( heading_angle ) * l;
689 overhang[1] = 0.28f * l;
690 overhang[2] = cosf( heading_angle ) * l;
691
692 q_mulv( final_q, overhang, overhang );
693
694 v3_add( player->rb.co, overhang, player->rb.co );
695 v3_copy( player->rb.co, dest->root_co );
696 v4_copy( dest->root_q, player->rb.q );
697
698 v3_muladds( dest->root_co, player->rb.to_world[1],
699 -0.28f * dop_t, dest->root_co );
700 return;
701 }
702 else
703 {
704 v3_muladds( dest->root_co, player->rb.to_world[1],
705 -0.28f * outro_t, dest->root_co );
706 }
707 }
708 else
709 {
710 skeleton_copy_pose( sk, apose, dest->pose );
711 }
712
713 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
714 }
715
716 VG_STATIC void player__walk_post_animate( player_instance *player )
717 {
718 /*
719 * Camera
720 */
721 struct player_walk *w = &player->_walk;
722 struct player_avatar *av = player->playeravatar;
723
724 if( w->state.outro_anim )
725 {
726 float outro_length = (float)w->state.outro_anim->length /
727 w->state.outro_anim->rate,
728 outro_time = vg.time - w->state.outro_start_time,
729 outro_t = outro_time / outro_length;
730
731 player->cam_velocity_influence = outro_t;
732 }
733 else
734 player->cam_velocity_influence = 0.0f;
735
736 #if 0
737 /* 3RD */
738
739 v3f view_angles;
740 v3_copy( w->state.angles, view_angles );
741
742 m3x3f angles;
743 euler_m3x3( view_angles, angles );
744
745 v3f cast_dir, origin;
746
747 v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
748
749 v3_muladds( origin, angles[2], 2.0f, player->override_pos );
750 v3_muladds( player->override_pos, angles[0], 0.5f, player->override_pos );
751
752 if( w->state.outro_anim && (w->state.outro_type == k_walk_outro_drop_in))
753 {
754 float outro_length = (float)w->state.outro_anim->length /
755 w->state.outro_anim->rate,
756 outro_time = vg.time - w->state.outro_start_time,
757 outro_t = outro_time / outro_length;
758
759 player->override_pos[1] += outro_t * 3.0f;
760 }
761
762 float t;
763 v3f n;
764 if( spherecast_world( origin, player->override_pos, 0.1f, &t, n ) != -1 )
765 v3_lerp( origin, player->override_pos, t, player->override_pos );
766 v3_copy( w->state.angles, player->override_angles );
767
768 /* 1ST */
769 /* FIXME: viewpoint entity */
770 v3f vp = {-0.1f,1.8f,0.0f};
771 m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
772 v3_copy( w->state.angles, player->fpv_angles );
773
774 if( w->state.outro_anim )
775 {
776 float outro_length = (float)w->state.outro_anim->length /
777 w->state.outro_anim->rate,
778 outro_time = vg.time - w->state.outro_start_time,
779 outro_t = outro_time / outro_length;
780
781 /* FIXME: Compression */
782 v3_add( player->rb.co, (v3f){0.0f,1.35f,0.0f}, origin );
783 player_set_follower_subject( player, origin );
784
785 player->cam_angles_override_strength = 1.0f-outro_t;
786 player->cam_position_override_strength = 1.0f-outro_t;
787
788 v3f fpv_angles;
789
790 if( w->state.outro_anim )
791 {
792 if( w->state.outro_type == k_walk_outro_drop_in )
793 {
794 v3f axis, init_dir;
795 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
796 v3_cross( axis, w->state.drop_in_normal, init_dir );
797
798 player_vector_angles( fpv_angles, init_dir, 1.0f, 0.25f );
799 }
800 else
801 {
802 player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
803 }
804 }
805 else
806 player_vector_angles( fpv_angles, player->rb.v, 1.0f, 0.25f );
807
808 camera_lerp_angles( player->fpv_angles, fpv_angles, outro_t,
809 player->fpv_angles );
810 }
811 else
812 {
813 player->cam_angles_override_strength = 1.0f;
814 player->cam_position_override_strength = 1.0f;
815 }
816 #endif
817
818 /* FIXME: Organize this. Its int wrong fucking place */
819 v3f vp0 = {0.0f,0.1f, 0.6f},
820 vp1 = {0.0f,0.1f,-0.6f};
821 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
822 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
823 }
824
825
826 VG_STATIC void player__walk_im_gui( player_instance *player )
827 {
828 struct player_walk *w = &player->_walk;
829 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
830 player->rb.v[1],
831 player->rb.v[2] );
832 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
833 player->rb.co[1],
834 player->rb.co[2] );
835 player__debugtext( 1, "activity: %s\n",
836 (const char *[]){ "k_walk_activity_air",
837 "k_walk_activity_ground",
838 "k_walk_activity_sleep",
839 "k_walk_activity_immobile" }
840 [w->state.activity] );
841
842 if( w->state.outro_anim )
843 {
844 float outro_length = (float)w->state.outro_anim->length /
845 w->state.outro_anim->rate,
846 outro_time = vg.time - w->state.outro_start_time;
847 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
848 }
849 }
850
851 VG_STATIC void player__walk_bind( player_instance *player )
852 {
853 struct player_walk *w = &player->_walk;
854 struct player_avatar *av = player->playeravatar;
855 struct skeleton *sk = &av->sk;
856
857 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
858 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
859 w->anim_run = skeleton_get_anim( sk, "run+y" );
860 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
861 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
862 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
863 }
864
865 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
866 {
867 struct player_walk *w = &player->_walk;
868 #if 0
869 v3_copy( angles, w->state.angles );
870 #endif
871 w->state.activity = k_walk_activity_air;
872 }
873
874 #endif /* PLAYER_DEVICE_WALK_H */