fix jump problem
[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__skate_reset_animator( player );
63 player__skate_clear_mechanics( player );
64 rb_update_transform( &player->rb );
65 v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
66
67 if( init == k_skate_activity_air )
68 player__approximate_best_trajectory( player );
69 }
70
71 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
72 {
73 player->immobile = 0;
74 player->subsystem = k_player_subsystem_skate;
75
76 struct player_walk *w = &player->_walk;
77 struct player_skate *s = &player->_skate;
78 s->state.activity_prev = k_skate_activity_ground;
79 s->state.activity = k_skate_activity_ground;
80
81 player__skate_clear_mechanics( player );
82 player__skate_reset_animator( player );
83
84 v3f init_velocity;
85 player_walk_drop_in_vector( player, init_velocity );
86
87 rb_update_transform( &player->rb );
88 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
89 v3_copy( init_velocity, s->state.cog_v );
90 v3_copy( init_velocity, player->rb.v );
91 v3_copy( init_velocity, player->cam_velocity_smooth );
92 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
93 }
94
95 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
96 float t,
97 v3f co, v4f q )
98 {
99 struct player_walk *w = &player->_walk;
100
101 v3f axis;
102 v3_cross( player->basis[1], w->state.drop_in_normal, axis );
103 v3_normalize( axis );
104
105 float a = acosf( w->state.drop_in_normal[1] ) * t;
106
107 q_axis_angle( q, axis, a );
108
109 float l = t * 0.5f,
110 heading_angle = w->state.drop_in_angle;
111
112 v3f overhang;
113 overhang[0] = sinf( heading_angle ) * l;
114 overhang[1] = 0.28f * l;
115 overhang[2] = cosf( heading_angle ) * l;
116
117 q_mulv( q, overhang, overhang );
118 v3_add( w->state.drop_in_target, overhang, co );
119 }
120
121 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
122 {
123 struct player_walk *w = &player->_walk;
124 world_instance *world = world_current_instance();
125
126 v3f dir, center;
127 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
128 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
129
130 ray_hit samples[20];
131 int sample_count = 0;
132
133 for( int i=0; i<20; i ++ )
134 {
135 float t = (float)i * (1.0f/19.0f),
136 s = sinf( t * VG_PIf * 0.25f ),
137 c = cosf( t * VG_PIf * 0.25f );
138
139 v3f ray_dir, pos;
140 v3_muls ( player->rb.to_world[1], -c, ray_dir );
141 v3_muladds( ray_dir, dir, -s, ray_dir );
142 v3_muladds( center, ray_dir, -2.0f, pos );
143
144 ray_hit *ray = &samples[ sample_count ];
145 ray->dist = 2.0f;
146
147 if( ray_world( world, pos, ray_dir, ray ) )
148 {
149 vg_line( pos, ray->pos, VG__RED );
150 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
151
152 sample_count ++;
153 }
154 }
155
156 float min_a = 0.70710678118654752f;
157 ray_hit *candidate = NULL;
158
159 if( sample_count >= 2 )
160 {
161 for( int i=0; i<sample_count-1; i++ )
162 {
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 {
170 min_a = a;
171 candidate = s0;
172 }
173 }
174 }
175
176 if( candidate )
177 {
178 v4f pa, pb, pc;
179
180 ray_hit *s0 = candidate,
181 *s1 = candidate+1;
182
183 vg_line( s0->pos, s1->pos, VG__WHITE );
184
185 v3_copy( s0->normal, pa );
186 v3_copy( s1->normal, pb );
187 v3_cross( player->rb.to_world[1], dir, pc );
188 v3_normalize( pc );
189
190 pa[3] = v3_dot( pa, s0->pos );
191 pb[3] = v3_dot( pb, s1->pos );
192 pc[3] = v3_dot( pc, player->rb.co );
193
194 v3f edge;
195 if( plane_intersect3( pa, pb, pc, edge ) )
196 {
197 v3_copy( edge, w->state.drop_in_target );
198 v3_copy( s1->normal, w->state.drop_in_normal );
199 v3_copy( player->rb.co, w->state.drop_in_start );
200
201 w->state.drop_in_start_angle = player_get_heading_yaw( player );
202 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
203 w->state.drop_in_normal[2] );
204
205 /* TODO: scan multiple of these? */
206 v3f oco;
207 v4f oq;
208 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
209
210 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
211 vb = {0.0f,0.0f, k_board_length + 0.3f};
212
213 q_mulv( oq, va, va );
214 q_mulv( oq, vb, vb );
215 v3_add( oco, va, va );
216 v3_add( oco, vb, vb );
217
218 v3f v0;
219 v3_sub( vb, va, v0 );
220 v3_normalize( v0 );
221
222 ray_hit ray;
223 ray.dist = k_board_length*2.0f + 0.6f;
224
225 if( ray_world( world, va, v0, &ray ) )
226 {
227 vg_line( va, vb, VG__RED );
228 vg_line_pt3( ray.pos, 0.1f, VG__RED );
229 vg_error( "invalidated\n" );
230 return 0;
231 }
232
233 v3_muls( v0, -1.0f, v0 );
234 if( ray_world( world, vb, v0, &ray ) )
235 {
236 vg_line( va, vb, VG__RED );
237 vg_line_pt3( ray.pos, 0.1f, VG__RED );
238 vg_error( "invalidated\n" );
239 return 0;
240 }
241
242 player_walk_drop_in_vector( player, player->rb.v );
243 return 1;
244 }
245 else
246 {
247 vg_error( "failed to find intersection of drop in\n" );
248 }
249 }
250
251 return 0;
252 }
253
254 VG_STATIC void player__walk_pre_update( player_instance *player )
255 {
256 struct player_walk *w = &player->_walk;
257
258 if( !player->immobile )
259 player_look( player, player->angles );
260
261 if( w->state.outro_anim ){
262 float outro_length = (float)w->state.outro_anim->length /
263 w->state.outro_anim->rate,
264 outro_time = vg.time - w->state.outro_start_time;
265
266 if( outro_time >= outro_length ){
267 w->state.outro_anim = NULL;
268 if( w->state.outro_type == k_walk_outro_drop_in ){
269 player_walk_drop_in_to_skate( player );
270 }
271 else if( w->state.outro_type == k_walk_outro_jump_to_air ){
272 player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
273 }
274 else{
275 player_walk_generic_to_skate( player,
276 k_skate_activity_ground, 1.0f );
277 }
278
279 return;
280 }
281 }
282 else if( button_down( k_srbind_use ) && !player->immobile ){
283 if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
284 player->subsystem = k_player_subsystem_drive;
285 }
286 else{
287 if( !player_get_player_board(player) )
288 return;
289
290 if( w->state.activity == k_walk_activity_ground ){
291 if( player_walk_scan_for_drop_in( player ) ){
292 w->state.outro_type = k_walk_outro_drop_in;
293 w->state.outro_anim = w->anim_drop_in;
294 w->state.outro_start_time = vg.time;
295 player->immobile = 1;
296
297 struct player_avatar *av = player->playeravatar;
298 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
299 av->sk.bones[ av->id_ik_foot_r ].co,
300 w->state.drop_in_foot_anchor );
301 }
302 else{
303 w->state.outro_type = k_walk_outro_regular;
304 w->state.outro_anim = w->anim_intro;
305 w->state.outro_start_time = vg.time;
306 w->state.activity = k_walk_activity_lockedmove;
307
308 if( player_xyspeed2(player) < 0.1f * 0.1f )
309 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
310 }
311 }
312 else{
313 w->state.outro_type = k_walk_outro_jump_to_air;
314 w->state.outro_anim = w->anim_jump_to_air;
315 w->state.outro_start_time = vg.time;
316 return;
317 }
318 }
319 }
320 else if( button_down( k_srbind_jump ) && !player->immobile ){
321 w->state.jump_queued = 1;
322 w->state.jump_input_time = vg.time;
323 }
324 }
325
326 VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
327 {
328 return v3_dot( n, player->basis[1] ) > 0.70710678118f;
329 }
330
331 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
332 {
333 float currentspeed = v3_dot( v, movedir ),
334 addspeed = speed - currentspeed;
335
336 if( addspeed <= 0 )
337 return;
338
339 float accelspeed = accel * k_rb_delta * speed;
340
341 if( accelspeed > addspeed )
342 accelspeed = addspeed;
343
344 v3_muladds( v, movedir, accelspeed, v );
345 }
346
347 VG_STATIC void player_friction( v3f v )
348 {
349 float speed = v3_length( v ),
350 drop = 0.0f,
351 control = vg_maxf( speed, k_stopspeed );
352
353 if( speed < 0.04f )
354 return;
355
356 drop += control * k_walk_friction * k_rb_delta;
357
358 float newspeed = vg_maxf( 0.0f, speed - drop );
359 newspeed /= speed;
360
361 v3_muls( v, newspeed, v );
362 }
363
364 VG_STATIC void player__walk_update( player_instance *player )
365 {
366 struct player_walk *w = &player->_walk;
367 v3_copy( player->rb.co, w->state.prev_pos );
368
369 world_instance *world = world_current_instance();
370
371 if( world->water.enabled ){
372 if( player->rb.co[1]+0.4f < world->water.height ){
373 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
374 player__dead_transition( player );
375 return;
376 }
377 }
378
379 enum walk_activity prev_state = w->state.activity;
380
381 if( player->immobile )
382 return;
383
384 w->collider.height = 2.0f;
385 w->collider.radius = 0.3f;
386
387 m4x3f mtx;
388 m3x3_copy( player->rb.to_world, mtx );
389 v3_add( player->rb.co, player->basis[1], mtx[3] );
390
391 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
392
393 rb_ct manifold[64];
394 int len;
395
396 float yaw = player->angles[0];
397
398 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
399 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
400
401 m3x3_mulv( player->basis, forward_dir, forward_dir );
402 m3x3_mulv( player->basis, right_dir, right_dir );
403
404 v2f steer;
405 joystick_state( k_srjoystick_steer, steer );
406
407 w->move_speed = v2_length( steer );
408
409 /*
410 * Collision detection
411 */
412
413 len = rb_capsule__scene( mtx, &w->collider, NULL,
414 &world->rb_geo.inf.scene, manifold );
415 rb_manifold_filter_coplanar( manifold, len, 0.01f );
416 len = rb_manifold_apply_filtered( manifold, len );
417
418 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
419
420 if( w->state.activity != k_walk_activity_lockedmove )
421 w->state.activity = k_walk_activity_air;
422
423 w->surface = k_surface_prop_concrete;
424
425 for( int i=0; i<len; i++ ){
426 struct contact *ct = &manifold[i];
427 rb_debug_contact( ct );
428
429 if( player_walk_normal_standable( player, ct->n ) ){
430 if( w->state.activity != k_walk_activity_lockedmove )
431 w->state.activity = k_walk_activity_ground;
432
433 v3_add( surface_avg, ct->n, surface_avg );
434
435 struct world_surface *surf = world_contact_surface( world, ct );
436 if( surf->info.surface_prop > w->surface )
437 w->surface = surf->info.surface_prop;
438 }
439
440 rb_prepare_contact( ct, k_rb_delta );
441 }
442
443 /*
444 * Move & Friction
445 */
446 float accel_speed = 0.0f, nominal_speed = 0.0f;
447 v3f movedir;
448
449 v3_muls( right_dir, steer[0], movedir );
450 v3_muladds( movedir, forward_dir, steer[1], movedir );
451
452 if( w->state.activity == k_walk_activity_ground ){
453 v3_normalize( surface_avg );
454
455 v3f tx, ty;
456 rb_tangent_basis( surface_avg, tx, ty );
457
458 if( v2_length2(steer) > 0.001f ){
459 /* clip movement to the surface */
460 float d = v3_dot(surface_avg,movedir);
461 v3_muladds( movedir, surface_avg, -d, movedir );
462 }
463
464 accel_speed = k_walk_accel;
465 nominal_speed = k_walkspeed;
466
467 /* jump */
468 if( w->state.jump_queued ){
469 w->state.jump_queued = 0;
470
471 f32 t = vg.time - w->state.jump_input_time;
472 if( t < PLAYER_JUMP_EPSILON ){
473 float d = v3_dot( player->basis[1], player->rb.v );
474 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
475 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
476 w->state.activity = k_walk_activity_air;
477 prev_state = k_walk_activity_air;
478 accel_speed = k_walk_air_accel;
479 nominal_speed = k_airspeed;
480 }
481 }
482 else{
483 player_friction( player->rb.v );
484 }
485 }
486 else{
487 accel_speed = k_walk_air_accel;
488 nominal_speed = k_airspeed;
489 }
490
491 if( v2_length2( steer ) > 0.001f ){
492 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
493 v3_normalize( movedir );
494 }
495
496 /*
497 * Resolve velocity constraints
498 */
499 for( int j=0; j<5; j++ ){
500 for( int i=0; i<len; i++ ){
501 struct contact *ct = &manifold[i];
502
503 /*normal */
504 float vn = -v3_dot( player->rb.v, ct->n );
505
506 float temp = ct->norm_impulse;
507 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
508 vn = ct->norm_impulse - temp;
509
510 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
511 }
512 }
513
514 /* stepping */
515 if( w->state.activity == k_walk_activity_ground||
516 prev_state == k_walk_activity_ground ){
517 float max_dist = 0.4f;
518
519 v3f pa, pb;
520 v3_copy( player->rb.co, pa );
521 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
522 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
523 vg_line( pa, pb, 0xff000000 );
524
525 v3f n;
526 float t;
527 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
528 if( player_walk_normal_standable( player, n ) ){
529 v3_lerp( pa, pb, t, player->rb.co );
530 v3_muladds( player->rb.co, player->basis[1],
531 -w->collider.radius - k_penetration_slop,
532 player->rb.co );
533 w->state.activity = k_walk_activity_ground;
534
535 float d = -v3_dot(n,player->rb.v),
536 g = -k_gravity * k_rb_delta;
537 v3_muladds( player->rb.v, n, d, player->rb.v );
538 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
539 }
540 }
541 }
542
543 /*
544 * Depenetrate
545 */
546 v3f dt;
547 rb_depenetrate( manifold, len, dt );
548 v3_add( dt, player->rb.co, player->rb.co );
549
550 /* integrate */
551 if( w->state.activity == k_walk_activity_air ){
552 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
553 player->rb.v );
554 }
555
556 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
557 v3_add( player->rb.co, player->basis[1], mtx[3] );
558 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
559
560 /*
561 * CCD routine
562 * ---------------------------------------------------
563 *
564 */
565 v3f lwr_prev,
566 lwr_now,
567 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
568
569 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
570 v3_add( lwr_offs, player->rb.co, lwr_now );
571
572 v3f movedelta;
573 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
574
575 float movedist = v3_length( movedelta );
576
577 if( movedist > 0.3f ){
578 float t, sr = w->collider.radius-0.04f;
579 v3f n;
580
581 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
582 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
583 player->rb.co[1] -= w->collider.radius;
584 rb_update_transform( &player->rb );
585
586 v3_add( player->rb.co, player->basis[1], mtx[3] );
587 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
588 }
589 }
590
591 ent_gate *gate =
592 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
593 if( gate ){
594 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
595 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
596
597 v4f transport_rotation;
598 m3x3_q( gate->transport, transport_rotation );
599 q_mul( transport_rotation, player->rb.q, player->rb.q );
600
601 rb_update_transform( &player->rb );
602
603 w->state_gate_storage = w->state;
604 player__pass_gate( player, gate );
605 }
606 rb_update_transform( &player->rb );
607 }
608
609 VG_STATIC void player__walk_restore( player_instance *player )
610 {
611 struct player_walk *w = &player->_walk;
612 w->state = w->state_gate_storage;
613 }
614
615 VG_STATIC void player__walk_post_update( player_instance *player )
616 {
617 struct player_walk *w = &player->_walk;
618
619 m4x3f mtx;
620 m3x3_copy( player->rb.to_world, mtx );
621 v3_add( player->rb.co, player->basis[1], mtx[3] );
622
623 float substep = vg.time_fixed_extrapolate;
624 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
625 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
626
627
628 /* Calculate header */
629 v3f v;
630 if( player_xyspeed2(player) > 0.1f*0.1f )
631 {
632 v3f v_xy;
633 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
634 float a = atan2f( v_xy[0], v_xy[2] );
635
636 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
637 q_mul( player->qbasis, player->rb.q, player->rb.q );
638 q_normalize( player->rb.q );
639 }
640
641 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
642 v3f p1;
643 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
644 vg_line( w->state.drop_in_target, p1, VG__GREEN );
645 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
646 vg_line( w->state.drop_in_target, p1, VG__GREEN );
647
648 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
649 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
650
651
652 float a = player_get_heading_yaw( player );
653 p1[0] = sinf( a );
654 p1[1] = 0.0f;
655 p1[2] = cosf( a );
656 m3x3_mulv( player->basis, p1, p1 );
657
658 v3_add( player->rb.co, p1, p1 );
659 vg_line( player->rb.co, p1, VG__PINK );
660
661
662 int walk_phase = 0;
663 if( vg_fractf(w->walk_timer) > 0.5f )
664 walk_phase = 1;
665 else
666 walk_phase = 0;
667
668 if( (w->step_phase != walk_phase) &&
669 (w->state.activity == k_walk_activity_ground ) )
670 {
671 audio_lock();
672 if( w->surface == k_surface_prop_concrete ){
673 audio_oneshot_3d(
674 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
675 player->rb.co, 40.0f, 1.0f
676 );
677 }
678 else if( w->surface == k_surface_prop_grass ){
679 audio_oneshot_3d(
680 &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
681 player->rb.co, 40.0f, 1.0f
682 );
683 }
684 else if( w->surface == k_surface_prop_wood ){
685 audio_oneshot_3d(
686 &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
687 player->rb.co, 40.0f, 1.0f
688 );
689 }
690 audio_unlock();
691 }
692
693 w->step_phase = walk_phase;
694 }
695
696 VG_STATIC void player__walk_animate( player_instance *player,
697 player_animation *dest )
698 {
699 struct player_walk *w = &player->_walk;
700 struct skeleton *sk = &player->playeravatar->sk;
701
702 {
703 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
704 rate;
705
706 if( w->state.activity == k_walk_activity_air )
707 rate = 2.4f;
708 else
709 rate = 9.0f;
710
711 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
712 w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
713 }
714
715 player_pose apose, bpose;
716
717 if( w->move_speed > 0.025f ){
718 /* TODO move */
719 float walk_norm = 30.0f/(float)w->anim_walk->length,
720 run_norm = 30.0f/(float)w->anim_run->length,
721 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
722
723 w->walk_timer += walk_adv * vg.time_delta;
724 }
725 else{
726 w->walk_timer = 0.0f;
727 }
728
729 float walk_norm = (float)w->anim_walk->length/30.0f,
730 run_norm = (float)w->anim_run->length/30.0f,
731 t = w->walk_timer,
732 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
733 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
734
735 /* walk/run */
736 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
737 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
738
739 skeleton_lerp_pose( sk, apose, bpose, l, apose );
740
741 /* idle */
742 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
743 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
744
745 /* air */
746 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
747 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
748
749 /* Create transform */
750 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
751
752 float walk_yaw = player_get_heading_yaw( player );
753
754 if( w->state.outro_anim ){
755 struct player_avatar *av = player->playeravatar;
756 float outro_length = (float)w->state.outro_anim->length /
757 w->state.outro_anim->rate,
758 outro_time = vg.time - w->state.outro_start_time,
759 outro_t = outro_time / outro_length;
760
761 /* TODO: Compression */
762 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
763 outro_time, bpose );
764 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
765
766 if( w->state.outro_type == k_walk_outro_drop_in ){
767 float inv_rate = 1.0f / w->state.outro_anim->rate,
768 anim_frames = w->state.outro_anim->length * inv_rate,
769 step_frames = 12.0f * inv_rate,
770 commit_frames = 6.0f * inv_rate,
771 drop_frames = anim_frames - step_frames,
772 step_t = vg_minf( 1.0f, outro_time / step_frames ),
773 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
774 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
775 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
776
777 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
778 w->state.drop_in_angle, step_t );
779
780 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
781 step_t, player->rb.co );
782 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
783
784 m4x3f transform, inverse;
785 q_m3x3( dest->root_q, transform );
786 v3_copy( dest->root_co, transform[3] );
787 m4x3_invert_affine( transform, inverse );
788
789 v3f anchored_pos;
790 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
791
792 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
793 1.0f-commit_t,
794 dest->pose[ av->id_ik_foot_r-1 ].co );
795
796
797 /* the drop in bit */
798 if( step_t >= 1.0f ){
799 v4f final_q;
800 player_walk_drop_in_overhang_transform( player, dop_t,
801 player->rb.co, final_q );
802 q_mul( final_q, dest->root_q, dest->root_q );
803
804 v4_copy( dest->root_q, player->rb.q );
805 v3_muladds( dest->root_co, player->rb.to_world[1],
806 -0.1f * dop_t, dest->root_co );
807
808 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
809 player->holdout_time = 1.0f;
810 }
811 return;
812 }
813 else{
814 v3_muladds( dest->root_co, player->rb.to_world[1],
815 -0.1f * outro_t, dest->root_co );
816
817 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
818 player->holdout_time = 1.0f;
819 }
820 }
821 else{
822 skeleton_copy_pose( sk, apose, dest->pose );
823 }
824
825 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
826 q_mul( player->qbasis, dest->root_q, dest->root_q );
827 q_normalize( dest->root_q );
828 }
829
830 VG_STATIC void player__walk_post_animate( player_instance *player )
831 {
832 /*
833 * Camera
834 */
835 struct player_walk *w = &player->_walk;
836 struct player_avatar *av = player->playeravatar;
837
838 if( w->state.outro_anim )
839 {
840 float outro_length = (float)w->state.outro_anim->length /
841 w->state.outro_anim->rate,
842 outro_time = vg.time - w->state.outro_start_time,
843 outro_t = outro_time / outro_length;
844
845 player->cam_velocity_influence = outro_t;
846 }
847 else
848 player->cam_velocity_influence = 0.0f;
849 }
850
851
852 VG_STATIC void player__walk_im_gui( player_instance *player )
853 {
854 struct player_walk *w = &player->_walk;
855 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
856 player->rb.v[1],
857 player->rb.v[2] );
858 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
859 player->rb.co[1],
860 player->rb.co[2] );
861 player__debugtext( 1, "activity: %s\n",
862 (const char *[]){ "k_walk_activity_air",
863 "k_walk_activity_ground",
864 "k_walk_activity_sleep",
865 "k_walk_activity_lockedmove" }
866 [w->state.activity] );
867 player__debugtext( 1, "surface: %s\n",
868 (const char *[]){ "concrete",
869 "wood",
870 "grass",
871 "tiles",
872 "metal" }
873 [w->surface] );
874
875 if( w->state.outro_anim ){
876 float outro_length = (float)w->state.outro_anim->length /
877 w->state.outro_anim->rate,
878 outro_time = vg.time - w->state.outro_start_time;
879 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
880 }
881 }
882
883 VG_STATIC void player__walk_bind( player_instance *player )
884 {
885 struct player_walk *w = &player->_walk;
886 struct player_avatar *av = player->playeravatar;
887 struct skeleton *sk = &av->sk;
888
889 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
890 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
891 w->anim_run = skeleton_get_anim( sk, "run+y" );
892 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
893 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
894 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
895 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
896 }
897
898 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
899 {
900 struct player_walk *w = &player->_walk;
901 w->state.activity = k_walk_activity_air;
902
903 v3f fwd = { 0.0f, 0.0f, 1.0f };
904 q_mulv( player->rb.q, fwd, fwd );
905 m3x3_mulv( player->invbasis, fwd, fwd );
906
907 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
908 q_mul( player->qbasis, player->rb.q, player->rb.q );
909 q_normalize( player->rb.q );
910
911 rb_update_transform( &player->rb );
912 }
913
914 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
915 {
916 struct player_walk *w = &player->_walk;
917 w->state.activity = k_walk_activity_air;
918 w->state.outro_type = k_walk_outro_none;
919 w->state.outro_anim = NULL;
920 w->state.outro_start_time = 0.0;
921 }
922
923 #endif /* PLAYER_DEVICE_WALK_H */