custom walk filtering
[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 VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
9 {
10 struct player_walk *w = &player->_walk;
11
12 v3f axis, init_dir;
13 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
14 v3_cross( axis, w->state.drop_in_normal, init_dir );
15 v3_normalize( init_dir );
16 v3_muls( init_dir, 7.0f, vec );
17 }
18
19 VG_STATIC float player_xyspeed2( player_instance *player )
20 {
21 v3f xy;
22 v3_muladds( player->rb.v, player->basis[1],
23 -v3_dot( player->basis[1], player->rb.v ), xy );
24
25 return v3_length2(xy);
26 }
27
28 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
29 enum skate_activity init,
30 float yaw )
31 {
32 player->subsystem = k_player_subsystem_skate;
33
34 struct player_walk *w = &player->_walk;
35 struct player_skate *s = &player->_skate;
36
37 v3f v;
38
39 if( player_xyspeed2(player) < 0.1f * 0.1f )
40 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
41 else
42 v3_copy( player->rb.v, v );
43
44 s->state.activity_prev = k_skate_activity_ground;
45 s->state.activity = init;
46
47 v3f dir;
48 v3_copy( v, dir );
49 v3_normalize( dir );
50 m3x3_mulv( player->invbasis, dir, dir );
51
52 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
53 q_mul( player->qbasis, player->rb.q, player->rb.q );
54 q_normalize( player->rb.q );
55
56 q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
57 v3_add( s->state.cog, player->rb.co, s->state.cog );
58
59 v3_copy( v, s->state.cog_v );
60 v3_copy( v, player->rb.v );
61
62 player__begin_holdout( player );
63 player__skate_reset_animator( player );
64 player__skate_clear_mechanics( player );
65 rb_update_transform( &player->rb );
66 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
67
68 if( init == k_skate_activity_air )
69 player__approximate_best_trajectory( player );
70 }
71
72 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
73 {
74 player->immobile = 0;
75 player->subsystem = k_player_subsystem_skate;
76
77 struct player_walk *w = &player->_walk;
78 struct player_skate *s = &player->_skate;
79 s->state.activity_prev = k_skate_activity_ground;
80 s->state.activity = k_skate_activity_ground;
81
82 player__begin_holdout( player );
83 player__skate_clear_mechanics( player );
84 player__skate_reset_animator( player );
85
86 v3f init_velocity;
87 player_walk_drop_in_vector( player, init_velocity );
88
89 rb_update_transform( &player->rb );
90 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
91 v3_copy( init_velocity, s->state.cog_v );
92 v3_copy( init_velocity, player->rb.v );
93 v3_copy( init_velocity, player->cam_control.cam_velocity_smooth );
94 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
95 }
96
97 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
98 float t,
99 v3f co, v4f q )
100 {
101 struct player_walk *w = &player->_walk;
102
103 v3f axis;
104 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
105 v3_normalize( axis );
106
107 float a = acosf( w->state.drop_in_normal[1] ) * t;
108
109 q_axis_angle( q, axis, a );
110
111 float l = t * 0.5f,
112 heading_angle = w->state.drop_in_angle;
113
114 v3f overhang;
115 overhang[0] = sinf( heading_angle ) * l;
116 overhang[1] = 0.28f * l;
117 overhang[2] = cosf( heading_angle ) * l;
118
119 q_mulv( q, overhang, overhang );
120 v3_add( w->state.drop_in_target, overhang, co );
121 }
122
123 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
124 {
125 struct player_walk *w = &player->_walk;
126 world_instance *world = world_current_instance();
127
128 v3f dir, center;
129 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
130 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
131
132 ray_hit samples[20];
133 int sample_count = 0;
134
135 for( int i=0; i<20; i ++ )
136 {
137 float t = (float)i * (1.0f/19.0f),
138 s = sinf( t * VG_PIf * 0.25f ),
139 c = cosf( t * VG_PIf * 0.25f );
140
141 v3f ray_dir, pos;
142 v3_muls ( player->rb.to_world[1], -c, ray_dir );
143 v3_muladds( ray_dir, dir, -s, ray_dir );
144 v3_muladds( center, ray_dir, -2.0f, pos );
145
146 ray_hit *ray = &samples[ sample_count ];
147 ray->dist = 2.0f;
148
149 if( ray_world( world, pos, ray_dir, ray ) )
150 {
151 vg_line( pos, ray->pos, VG__RED );
152 vg_line_point( ray->pos, 0.025f, VG__BLACK );
153
154 sample_count ++;
155 }
156 }
157
158 float min_a = 0.70710678118654752f;
159 ray_hit *candidate = NULL;
160
161 if( sample_count >= 2 ){
162 for( int i=0; i<sample_count-1; i++ ){
163 ray_hit *s0 = &samples[i],
164 *s1 = &samples[i+1];
165
166 float a = v3_dot( s0->normal, s1->normal );
167
168 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
169 min_a = a;
170 candidate = s0;
171 }
172 }
173 }
174
175 if( candidate ){
176 v4f pa, pb, pc;
177
178 ray_hit *s0 = candidate,
179 *s1 = candidate+1;
180
181 vg_line( s0->pos, s1->pos, VG__WHITE );
182
183 v3_copy( s0->normal, pa );
184 v3_copy( s1->normal, pb );
185 v3_cross( player->rb.to_world[1], dir, pc );
186 v3_normalize( pc );
187
188 pa[3] = v3_dot( pa, s0->pos );
189 pb[3] = v3_dot( pb, s1->pos );
190 pc[3] = v3_dot( pc, player->rb.co );
191
192 v3f edge;
193 if( plane_intersect3( pa, pb, pc, edge ) ){
194 v3_copy( edge, w->state.drop_in_target );
195 v3_copy( s1->normal, w->state.drop_in_normal );
196 v3_copy( player->rb.co, w->state.drop_in_start );
197
198 w->state.drop_in_start_angle = player_get_heading_yaw( player );
199 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
200 w->state.drop_in_normal[2] );
201
202 /* TODO: scan multiple of these? */
203 v3f oco;
204 v4f oq;
205 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
206
207 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
208 vb = {0.0f,0.0f, k_board_length + 0.3f};
209
210 q_mulv( oq, va, va );
211 q_mulv( oq, vb, vb );
212 v3_add( oco, va, va );
213 v3_add( oco, vb, vb );
214
215 v3f v0;
216 v3_sub( vb, va, v0 );
217 v3_normalize( v0 );
218
219 ray_hit ray;
220 ray.dist = k_board_length*2.0f + 0.6f;
221
222 if( ray_world( world, va, v0, &ray ) )
223 {
224 vg_line( va, vb, VG__RED );
225 vg_line_point( ray.pos, 0.1f, VG__RED );
226 vg_error( "invalidated\n" );
227 return 0;
228 }
229
230 v3_muls( v0, -1.0f, v0 );
231 if( ray_world( world, vb, v0, &ray ) )
232 {
233 vg_line( va, vb, VG__RED );
234 vg_line_point( ray.pos, 0.1f, VG__RED );
235 vg_error( "invalidated\n" );
236 return 0;
237 }
238
239 player_walk_drop_in_vector( player, player->rb.v );
240 return 1;
241 }
242 else
243 {
244 vg_error( "failed to find intersection of drop in\n" );
245 }
246 }
247
248 return 0;
249 }
250
251 VG_STATIC struct skeleton_anim *player_walk_outro_anim( player_instance *player,
252 enum walk_outro type ){
253 struct player_walk *w = &player->_walk;
254
255 return (struct skeleton_anim *[]){
256 [k_walk_outro_none] = NULL,
257 [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
258 [k_walk_outro_regular] = w->anim_intro,
259 [k_walk_outro_drop_in] = w->anim_drop_in
260 }[ type ];
261 }
262
263
264 VG_STATIC void player__walk_pre_update( player_instance *player )
265 {
266 struct player_walk *w = &player->_walk;
267
268 if( !player->immobile )
269 player_look( player->angles, skaterift.time_rate );
270
271 if( w->state.outro_type ){
272 struct skeleton_anim *anim =
273 player_walk_outro_anim( player, w->state.outro_type );
274
275 f32 outro_length = (f32)anim->length / anim->rate,
276 outro_time = vg.time - w->state.outro_start_time;
277
278 if( outro_time >= outro_length ){
279 if( w->state.outro_type == k_walk_outro_drop_in ){
280 player_walk_drop_in_to_skate( player );
281 }
282 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
283 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
284 }
285 else{
286 player_walk_generic_to_skate( player,
287 k_skate_activity_ground, 1.0f );
288 }
289
290 w->state.outro_type = k_walk_outro_none;
291 return;
292 }
293 }
294 else if( button_down( k_srbind_use ) && !player->immobile ){
295 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
296 player->subsystem = k_player_subsystem_drive;
297 }
298 else{
299 struct player_board *board =
300 addon_cache_item_if_loaded( k_addon_type_board,
301 player->board_view_slot );
302
303 if( !board ) return;
304
305 if( w->state.activity == k_walk_activity_ground ){
306 if( player_walk_scan_for_drop_in( player ) ){
307 w->state.outro_type = k_walk_outro_drop_in;
308 w->state.outro_start_time = vg.time;
309 player->immobile = 1;
310
311 struct player_avatar *av = player->playeravatar;
312 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
313 av->sk.bones[ av->id_ik_foot_r ].co,
314 w->state.drop_in_foot_anchor );
315 }
316 else{
317 w->state.outro_type = k_walk_outro_regular;
318 w->state.outro_start_time = vg.time;
319 w->state.activity = k_walk_activity_lockedmove;
320
321 if( player_xyspeed2(player) < 0.1f * 0.1f )
322 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
323 }
324 }
325 else{
326 w->state.outro_type = k_walk_outro_jump_to_air;
327 w->state.outro_start_time = vg.time;
328 return;
329 }
330 }
331 }
332 else if( button_down( k_srbind_jump ) && !player->immobile ){
333 w->state.jump_queued = 1;
334 w->state.jump_input_time = vg.time;
335 }
336 }
337
338 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ){
339 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
340 }
341
342 VG_STATIC void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
343 float currentspeed = v3_dot( v, movedir ),
344 addspeed = speed - currentspeed;
345
346 if( addspeed <= 0 )
347 return;
348
349 float accelspeed = accel * k_rb_delta * speed;
350
351 if( accelspeed > addspeed )
352 accelspeed = addspeed;
353
354 v3_muladds( v, movedir, accelspeed, v );
355 }
356
357 VG_STATIC void player_friction( v3f v ){
358 float speed = v3_length( v ),
359 drop = 0.0f,
360 control = vg_maxf( speed, k_stopspeed );
361
362 if( speed < 0.04f )
363 return;
364
365 drop += control * k_walk_friction * k_rb_delta;
366
367 float newspeed = vg_maxf( 0.0f, speed - drop );
368 newspeed /= speed;
369
370 v3_muls( v, newspeed, v );
371 }
372
373 VG_STATIC void player_walk_custom_filter( world_instance *world,
374 rb_ct *man, int len, f32 w ){
375 for( int i=0; i<len; i++ ){
376 rb_ct *ci = &man[i];
377 if( ci->type == k_contact_type_disabled ||
378 ci->type == k_contact_type_edge )
379 continue;
380
381
382 float d1 = v3_dot( ci->co, ci->n );
383
384 for( int j=0; j<len; j++ ){
385 if( j == i )
386 continue;
387
388 rb_ct *cj = &man[j];
389 if( cj->type == k_contact_type_disabled )
390 continue;
391
392 struct world_surface *si = world_contact_surface( world, ci ),
393 *sj = world_contact_surface( world, cj );
394
395 if( (sj->info.flags & k_material_flag_walking) &&
396 !(si->info.flags & k_material_flag_walking)){
397 continue;
398 }
399
400 float d2 = v3_dot( cj->co, ci->n ),
401 d = d2-d1;
402
403 if( fabsf( d ) <= w ){
404 cj->type = k_contact_type_disabled;
405 }
406 }
407 }
408 }
409
410 VG_STATIC void player__walk_update( player_instance *player ){
411 struct player_walk *w = &player->_walk;
412 v3_copy( player->rb.co, w->state.prev_pos );
413 v3_zero( player->rb.w );
414
415 world_instance *world = world_current_instance();
416
417 if( world->water.enabled ){
418 if( player->rb.co[1]+0.4f < world->water.height ){
419 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
420 player__dead_transition( player );
421 return;
422 }
423 }
424
425 enum walk_activity prev_state = w->state.activity;
426
427 if( player->immobile )
428 return;
429
430 w->collider.height = 2.0f;
431 w->collider.radius = 0.3f;
432
433 m4x3f mtx;
434 m3x3_copy( player->rb.to_world, mtx );
435 v3_add( player->rb.co, player->basis[1], mtx[3] );
436
437 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
438
439 rb_ct manifold[64];
440 int len;
441
442 float yaw = player->angles[0];
443
444 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
445 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
446
447 m3x3_mulv( player->basis, forward_dir, forward_dir );
448 m3x3_mulv( player->basis, right_dir, right_dir );
449
450 v2f steer;
451 joystick_state( k_srjoystick_steer, steer );
452
453 w->move_speed = v2_length( steer );
454
455 /*
456 * Collision detection
457 */
458
459 len = rb_capsule__scene( mtx, &w->collider, NULL,
460 &world->rb_geo.inf.scene, manifold );
461 player_walk_custom_filter( world, manifold, len, 0.01f );
462 len = rb_manifold_apply_filtered( manifold, len );
463
464 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
465
466 if( w->state.activity != k_walk_activity_lockedmove )
467 w->state.activity = k_walk_activity_air;
468
469 w->surface = k_surface_prop_concrete;
470
471 for( int i=0; i<len; i++ ){
472 struct contact *ct = &manifold[i];
473 rb_debug_contact( ct );
474
475 if( player_walk_normal_standable( player, ct->n ) ){
476 if( w->state.activity != k_walk_activity_lockedmove )
477 w->state.activity = k_walk_activity_ground;
478
479 v3_add( surface_avg, ct->n, surface_avg );
480
481 struct world_surface *surf = world_contact_surface( world, ct );
482 if( surf->info.surface_prop > w->surface )
483 w->surface = surf->info.surface_prop;
484 }
485
486 rb_prepare_contact( ct, k_rb_delta );
487 }
488
489 /*
490 * Move & Friction
491 */
492 float accel_speed = 0.0f, nominal_speed = 0.0f;
493 v3f movedir;
494
495 v3_muls( right_dir, steer[0], movedir );
496 v3_muladds( movedir, forward_dir, steer[1], movedir );
497
498 if( w->state.activity == k_walk_activity_ground ){
499 v3_normalize( surface_avg );
500
501 v3f tx, ty;
502 v3_tangent_basis( surface_avg, tx, ty );
503
504 if( v2_length2(steer) > 0.001f ){
505 /* clip movement to the surface */
506 float d = v3_dot(surface_avg,movedir);
507 v3_muladds( movedir, surface_avg, -d, movedir );
508 }
509
510 accel_speed = k_walk_accel;
511 nominal_speed = k_walkspeed;
512
513 /* jump */
514 if( w->state.jump_queued ){
515 w->state.jump_queued = 0;
516
517 f32 t = vg.time - w->state.jump_input_time;
518 if( t < PLAYER_JUMP_EPSILON ){
519 float d = v3_dot( player->basis[1], player->rb.v );
520 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
521 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
522 w->state.activity = k_walk_activity_air;
523 prev_state = k_walk_activity_air;
524 accel_speed = k_walk_air_accel;
525 nominal_speed = k_airspeed;
526 }
527 }
528 else{
529 player_friction( player->rb.v );
530 }
531 }
532 else{
533 accel_speed = k_walk_air_accel;
534 nominal_speed = k_airspeed;
535 }
536
537 if( v2_length2( steer ) > 0.001f ){
538 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
539 v3_normalize( movedir );
540 }
541
542 /*
543 * Resolve velocity constraints
544 */
545 for( int j=0; j<5; j++ ){
546 for( int i=0; i<len; i++ ){
547 struct contact *ct = &manifold[i];
548
549 /*normal */
550 float vn = -v3_dot( player->rb.v, ct->n );
551
552 float temp = ct->norm_impulse;
553 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
554 vn = ct->norm_impulse - temp;
555
556 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
557 }
558 }
559
560 /* stepping */
561 if( w->state.activity == k_walk_activity_ground||
562 prev_state == k_walk_activity_ground ){
563 float max_dist = 0.4f;
564
565 v3f pa, pb;
566 v3_copy( player->rb.co, pa );
567 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
568 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
569 vg_line( pa, pb, 0xff000000 );
570
571 v3f n;
572 float t;
573 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
574 if( player_walk_normal_standable( player, n ) ){
575 v3_lerp( pa, pb, t, player->rb.co );
576 v3_muladds( player->rb.co, player->basis[1],
577 -w->collider.radius - k_penetration_slop,
578 player->rb.co );
579 w->state.activity = k_walk_activity_ground;
580
581 float d = -v3_dot(n,player->rb.v),
582 g = -k_gravity * k_rb_delta;
583 v3_muladds( player->rb.v, n, d, player->rb.v );
584 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
585 }
586 }
587 }
588
589 /*
590 * Depenetrate
591 */
592 v3f dt;
593 rb_depenetrate( manifold, len, dt );
594 v3_add( dt, player->rb.co, player->rb.co );
595
596 /* integrate */
597 if( w->state.activity == k_walk_activity_air ){
598 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
599 player->rb.v );
600 }
601
602 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
603 v3_add( player->rb.co, player->basis[1], mtx[3] );
604 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
605
606 /*
607 * CCD routine
608 * ---------------------------------------------------
609 *
610 */
611 v3f lwr_prev,
612 lwr_now,
613 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
614
615 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
616 v3_add( lwr_offs, player->rb.co, lwr_now );
617
618 v3f movedelta;
619 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
620
621 float movedist = v3_length( movedelta );
622
623 if( movedist > 0.3f ){
624 float t, sr = w->collider.radius-0.04f;
625 v3f n;
626
627 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
628 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
629 player->rb.co[1] -= w->collider.radius;
630 rb_update_transform( &player->rb );
631
632 v3_add( player->rb.co, player->basis[1], mtx[3] );
633 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
634 }
635 }
636
637 ent_gate *gate =
638 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
639 if( gate ){
640 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
641 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
642
643 v4f transport_rotation;
644 m3x3_q( gate->transport, transport_rotation );
645 q_mul( transport_rotation, player->rb.q, player->rb.q );
646
647 rb_update_transform( &player->rb );
648 player__pass_gate( player, gate );
649 }
650 rb_update_transform( &player->rb );
651 }
652
653 VG_STATIC void player__walk_post_update( player_instance *player ){
654 struct player_walk *w = &player->_walk;
655
656 m4x3f mtx;
657 m3x3_copy( player->rb.to_world, mtx );
658 v3_add( player->rb.co, player->basis[1], mtx[3] );
659
660 float substep = vg.time_fixed_extrapolate;
661 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
662 vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
663
664
665 /* Calculate header */
666 v3f v;
667 if( player_xyspeed2(player) > 0.1f*0.1f )
668 {
669 v3f v_xy;
670 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
671 float a = atan2f( v_xy[0], v_xy[2] );
672
673 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
674 q_mul( player->qbasis, player->rb.q, player->rb.q );
675 q_normalize( player->rb.q );
676 }
677
678 vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
679 v3f p1;
680 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
681 vg_line( w->state.drop_in_target, p1, VG__GREEN );
682 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
683 vg_line( w->state.drop_in_target, p1, VG__GREEN );
684
685 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
686 vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
687
688
689 float a = player_get_heading_yaw( player );
690 p1[0] = sinf( a );
691 p1[1] = 0.0f;
692 p1[2] = cosf( a );
693 m3x3_mulv( player->basis, p1, p1 );
694
695 v3_add( player->rb.co, p1, p1 );
696 vg_line( player->rb.co, p1, VG__PINK );
697
698
699 int walk_phase = 0;
700 if( vg_fractf(w->state.walk_timer) > 0.5f )
701 walk_phase = 1;
702 else
703 walk_phase = 0;
704
705 if( (w->state.step_phase != walk_phase) &&
706 (w->state.activity == k_walk_activity_ground ) )
707 {
708 audio_lock();
709 if( w->surface == k_surface_prop_concrete ){
710 audio_oneshot_3d(
711 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
712 player->rb.co, 40.0f, 1.0f
713 );
714 }
715 else if( w->surface == k_surface_prop_grass ){
716 audio_oneshot_3d(
717 &audio_footsteps_grass[ vg_randu32()%
718 vg_list_size(audio_footsteps_grass)],
719 player->rb.co, 40.0f, 1.0f
720 );
721 }
722 else if( w->surface == k_surface_prop_wood ){
723 audio_oneshot_3d(
724 &audio_footsteps_wood[ vg_randu32()%
725 vg_list_size(audio_footsteps_wood)],
726 player->rb.co, 40.0f, 1.0f
727 );
728 }
729 audio_unlock();
730 }
731
732 w->state.step_phase = walk_phase;
733 }
734
735 VG_STATIC void player__walk_animate( player_instance *player ){
736 struct player_walk *w = &player->_walk;
737 player_pose *pose = &player->pose;
738 struct player_walk_animator *animator = &w->animator;
739
740 animator->outro_type = w->state.outro_type;
741
742 {
743 f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
744 rate;
745
746 if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
747 else rate = 9.0f;
748
749 animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
750 animator->run = vg_lerpf( animator->run, w->move_speed,
751 2.0f*vg.time_delta);
752 }
753
754 if( w->move_speed > 0.025f ){
755 /* TODO move */
756 float walk_norm = 30.0f/(float)w->anim_walk->length,
757 run_norm = 30.0f/(float)w->anim_run->length,
758 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
759
760 w->state.walk_timer += walk_adv * vg.time_delta;
761 }
762 else
763 w->state.walk_timer = 0.0f;
764 animator->walk_timer = w->state.walk_timer;
765
766 if( !player->immobile )
767 rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
768 else{
769 v3_copy( player->rb.co, animator->root_co );
770 v4_copy( player->rb.q, animator->root_q );
771 }
772
773 f32 walk_yaw = player_get_heading_yaw( player );
774 if( w->state.outro_type ){
775 struct player_avatar *av = player->playeravatar;
776 struct skeleton_anim *anim =
777 player_walk_outro_anim( player, w->state.outro_type );
778 f32 outro_length = (f32)anim->length / anim->rate,
779 outro_time = vg.time - w->state.outro_start_time;
780 animator->outro_t = outro_time / outro_length;
781
782 if( w->state.outro_type == k_walk_outro_drop_in ){
783 float inv_rate = 1.0f / anim->rate,
784 anim_frames = anim->length * inv_rate,
785 step_frames = 12.0f * inv_rate,
786 commit_frames = 6.0f * inv_rate,
787 drop_frames = anim_frames - step_frames,
788 step_t = vg_minf( 1.0f, outro_time / step_frames ),
789 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
790 dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
791 animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
792
793 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
794 w->state.drop_in_angle, step_t );
795
796 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
797 step_t, player->rb.co );
798 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
799 walk_yaw + VG_PIf );
800
801 v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
802
803 /* the drop in bit */
804 if( step_t >= 1.0f ){
805 v4f final_q;
806 player_walk_drop_in_overhang_transform( player, dop_t,
807 player->rb.co, final_q );
808 q_mul( final_q, animator->root_q, animator->root_q );
809
810 v4_copy( animator->root_q, player->rb.q );
811 v3_muladds( animator->root_co, player->rb.to_world[1],
812 -0.1f*dop_t, animator->root_co );
813 }
814 return;
815 }
816 else{
817 v3_muladds( animator->root_co, player->rb.to_world[1],
818 -0.1f*animator->outro_t, animator->root_co );
819 }
820 }
821
822 q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
823 q_mul( player->qbasis, animator->root_q, animator->root_q );
824 q_normalize( animator->root_q );
825 }
826
827 VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){
828 struct player_walk *w = &player->_walk;
829 struct player_walk_animator *animator = &w->animator;
830 struct skeleton *sk = &player->playeravatar->sk;
831 struct player_avatar *av = player->playeravatar;
832
833 v3_copy( animator->root_co, pose->root_co );
834 v4_copy( animator->root_q, pose->root_q );
835 pose->board.lean = 0.0f;
836 pose->type = k_player_pose_type_ik;
837
838 float walk_norm = (float)w->anim_walk->length/30.0f,
839 run_norm = (float)w->anim_run->length/30.0f,
840 t = animator->walk_timer,
841 l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
842 idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
843
844 /* walk/run */
845 mdl_keyframe apose[32], bpose[32];
846 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
847 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
848
849 skeleton_lerp_pose( sk, apose, bpose, l, apose );
850
851 /* idle */
852 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
853 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
854
855 /* air */
856 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
857 skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
858
859 if( animator->outro_type ){
860 struct skeleton_anim *anim =
861 player_walk_outro_anim( player, animator->outro_type );
862
863 f32 outro_length = (f32)anim->length / anim->rate,
864 outro_time = animator->outro_t*outro_length;
865
866 skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
867 skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
868 pose->keyframes );
869
870 if( animator->outro_type == k_walk_outro_drop_in ){
871 m4x3f transform, inverse;
872 q_m3x3( pose->root_q, transform );
873 v3_copy( pose->root_co, transform[3] );
874 m4x3_invert_affine( transform, inverse );
875
876 v3f anchored_pos;
877 m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
878
879 v3_lerp( pose->keyframes[ av->id_ik_foot_r-1 ].co, anchored_pos,
880 1.0f-animator->commit_t,
881 pose->keyframes[ av->id_ik_foot_r-1 ].co );
882 }
883 }
884 else
885 skeleton_copy_pose( sk, apose, pose->keyframes );
886 }
887
888 VG_STATIC void player__walk_post_animate( player_instance *player ){
889 /*
890 * Camera
891 */
892 struct player_walk *w = &player->_walk;
893 struct player_avatar *av = player->playeravatar;
894
895 if( w->state.outro_type ){
896 struct skeleton_anim *anim =
897 player_walk_outro_anim( player, w->state.outro_type );
898
899 f32 outro_length = (f32)anim->length / anim->rate,
900 outro_time = vg.time - w->state.outro_start_time,
901 outro_t = outro_time / outro_length;
902
903 player->cam_velocity_influence = outro_t;
904 }
905 else
906 player->cam_velocity_influence = 0.0f;
907 }
908
909 VG_STATIC void player__walk_im_gui( player_instance *player ){
910 struct player_walk *w = &player->_walk;
911 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
912 player->rb.v[1],
913 player->rb.v[2] );
914 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
915 player->rb.co[1],
916 player->rb.co[2] );
917 player__debugtext( 1, "activity: %s\n",
918 (const char *[]){ "k_walk_activity_air",
919 "k_walk_activity_ground",
920 "k_walk_activity_sleep",
921 "k_walk_activity_lockedmove" }
922 [w->state.activity] );
923 player__debugtext( 1, "surface: %s\n",
924 (const char *[]){ "concrete",
925 "wood",
926 "grass",
927 "tiles",
928 "metal" }
929 [w->surface] );
930
931 if( w->state.outro_type ){
932 struct skeleton_anim *anim =
933 player_walk_outro_anim( player, w->state.outro_type );
934
935 f32 outro_length = (f32)anim->length / anim->rate,
936 outro_time = vg.time - w->state.outro_start_time;
937 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
938 }
939 }
940
941 VG_STATIC void player__walk_bind( player_instance *player ){
942 struct player_walk *w = &player->_walk;
943 struct player_avatar *av = player->playeravatar;
944 struct skeleton *sk = &av->sk;
945
946 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
947 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
948 w->anim_run = skeleton_get_anim( sk, "run+y" );
949 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
950 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
951 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
952 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
953 }
954
955 VG_STATIC void player__walk_transition( player_instance *player ){
956 struct player_walk *w = &player->_walk;
957 w->state.activity = k_walk_activity_air;
958 w->state.outro_type = k_walk_outro_none;
959 w->state.outro_start_time = 0.0;
960 w->state.jump_queued = 0;
961 w->state.jump_input_time = 0.0;
962 w->state.walk_timer = 0.0f;
963 w->state.step_phase = 0;
964
965 v3f fwd = { 0.0f, 0.0f, 1.0f };
966 q_mulv( player->rb.q, fwd, fwd );
967 m3x3_mulv( player->invbasis, fwd, fwd );
968
969 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
970 q_mul( player->qbasis, player->rb.q, player->rb.q );
971 q_normalize( player->rb.q );
972
973 rb_update_transform( &player->rb );
974 }
975
976 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp ){
977 struct player_walk *w = &player->_walk;
978 w->state.activity = k_walk_activity_air;
979 w->state.outro_type = k_walk_outro_none;
980 w->state.outro_start_time = 0.0;
981 }
982
983 #endif /* PLAYER_DEVICE_WALK_H */