fixed jitter
[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 v3_zero( player->rb.w );
369
370 world_instance *world = world_current_instance();
371
372 if( world->water.enabled ){
373 if( player->rb.co[1]+0.4f < world->water.height ){
374 audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
375 player__dead_transition( player );
376 return;
377 }
378 }
379
380 enum walk_activity prev_state = w->state.activity;
381
382 if( player->immobile )
383 return;
384
385 w->collider.height = 2.0f;
386 w->collider.radius = 0.3f;
387
388 m4x3f mtx;
389 m3x3_copy( player->rb.to_world, mtx );
390 v3_add( player->rb.co, player->basis[1], mtx[3] );
391
392 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
393
394 rb_ct manifold[64];
395 int len;
396
397 float yaw = player->angles[0];
398
399 v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
400 v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
401
402 m3x3_mulv( player->basis, forward_dir, forward_dir );
403 m3x3_mulv( player->basis, right_dir, right_dir );
404
405 v2f steer;
406 joystick_state( k_srjoystick_steer, steer );
407
408 w->move_speed = v2_length( steer );
409
410 /*
411 * Collision detection
412 */
413
414 len = rb_capsule__scene( mtx, &w->collider, NULL,
415 &world->rb_geo.inf.scene, manifold );
416 rb_manifold_filter_coplanar( manifold, len, 0.01f );
417 len = rb_manifold_apply_filtered( manifold, len );
418
419 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
420
421 if( w->state.activity != k_walk_activity_lockedmove )
422 w->state.activity = k_walk_activity_air;
423
424 w->surface = k_surface_prop_concrete;
425
426 for( int i=0; i<len; i++ ){
427 struct contact *ct = &manifold[i];
428 rb_debug_contact( ct );
429
430 if( player_walk_normal_standable( player, ct->n ) ){
431 if( w->state.activity != k_walk_activity_lockedmove )
432 w->state.activity = k_walk_activity_ground;
433
434 v3_add( surface_avg, ct->n, surface_avg );
435
436 struct world_surface *surf = world_contact_surface( world, ct );
437 if( surf->info.surface_prop > w->surface )
438 w->surface = surf->info.surface_prop;
439 }
440
441 rb_prepare_contact( ct, k_rb_delta );
442 }
443
444 /*
445 * Move & Friction
446 */
447 float accel_speed = 0.0f, nominal_speed = 0.0f;
448 v3f movedir;
449
450 v3_muls( right_dir, steer[0], movedir );
451 v3_muladds( movedir, forward_dir, steer[1], movedir );
452
453 if( w->state.activity == k_walk_activity_ground ){
454 v3_normalize( surface_avg );
455
456 v3f tx, ty;
457 rb_tangent_basis( surface_avg, tx, ty );
458
459 if( v2_length2(steer) > 0.001f ){
460 /* clip movement to the surface */
461 float d = v3_dot(surface_avg,movedir);
462 v3_muladds( movedir, surface_avg, -d, movedir );
463 }
464
465 accel_speed = k_walk_accel;
466 nominal_speed = k_walkspeed;
467
468 /* jump */
469 if( w->state.jump_queued ){
470 w->state.jump_queued = 0;
471
472 f32 t = vg.time - w->state.jump_input_time;
473 if( t < PLAYER_JUMP_EPSILON ){
474 float d = v3_dot( player->basis[1], player->rb.v );
475 v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
476 v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
477 w->state.activity = k_walk_activity_air;
478 prev_state = k_walk_activity_air;
479 accel_speed = k_walk_air_accel;
480 nominal_speed = k_airspeed;
481 }
482 }
483 else{
484 player_friction( player->rb.v );
485 }
486 }
487 else{
488 accel_speed = k_walk_air_accel;
489 nominal_speed = k_airspeed;
490 }
491
492 if( v2_length2( steer ) > 0.001f ){
493 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
494 v3_normalize( movedir );
495 }
496
497 /*
498 * Resolve velocity constraints
499 */
500 for( int j=0; j<5; j++ ){
501 for( int i=0; i<len; i++ ){
502 struct contact *ct = &manifold[i];
503
504 /*normal */
505 float vn = -v3_dot( player->rb.v, ct->n );
506
507 float temp = ct->norm_impulse;
508 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
509 vn = ct->norm_impulse - temp;
510
511 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
512 }
513 }
514
515 /* stepping */
516 if( w->state.activity == k_walk_activity_ground||
517 prev_state == k_walk_activity_ground ){
518 float max_dist = 0.4f;
519
520 v3f pa, pb;
521 v3_copy( player->rb.co, pa );
522 v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
523 v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
524 vg_line( pa, pb, 0xff000000 );
525
526 v3f n;
527 float t;
528 if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
529 if( player_walk_normal_standable( player, n ) ){
530 v3_lerp( pa, pb, t, player->rb.co );
531 v3_muladds( player->rb.co, player->basis[1],
532 -w->collider.radius - k_penetration_slop,
533 player->rb.co );
534 w->state.activity = k_walk_activity_ground;
535
536 float d = -v3_dot(n,player->rb.v),
537 g = -k_gravity * k_rb_delta;
538 v3_muladds( player->rb.v, n, d, player->rb.v );
539 v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
540 }
541 }
542 }
543
544 /*
545 * Depenetrate
546 */
547 v3f dt;
548 rb_depenetrate( manifold, len, dt );
549 v3_add( dt, player->rb.co, player->rb.co );
550
551 /* integrate */
552 if( w->state.activity == k_walk_activity_air ){
553 v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
554 player->rb.v );
555 }
556
557 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
558 v3_add( player->rb.co, player->basis[1], mtx[3] );
559 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
560
561 /*
562 * CCD routine
563 * ---------------------------------------------------
564 *
565 */
566 v3f lwr_prev,
567 lwr_now,
568 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
569
570 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
571 v3_add( lwr_offs, player->rb.co, lwr_now );
572
573 v3f movedelta;
574 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
575
576 float movedist = v3_length( movedelta );
577
578 if( movedist > 0.3f ){
579 float t, sr = w->collider.radius-0.04f;
580 v3f n;
581
582 if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
583 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
584 player->rb.co[1] -= w->collider.radius;
585 rb_update_transform( &player->rb );
586
587 v3_add( player->rb.co, player->basis[1], mtx[3] );
588 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
589 }
590 }
591
592 ent_gate *gate =
593 world_intersect_gates( world, player->rb.co, w->state.prev_pos );
594 if( gate ){
595 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
596 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
597
598 v4f transport_rotation;
599 m3x3_q( gate->transport, transport_rotation );
600 q_mul( transport_rotation, player->rb.q, player->rb.q );
601
602 rb_update_transform( &player->rb );
603
604 w->state_gate_storage = w->state;
605 player__pass_gate( player, gate );
606 }
607 rb_update_transform( &player->rb );
608 }
609
610 VG_STATIC void player__walk_restore( player_instance *player )
611 {
612 struct player_walk *w = &player->_walk;
613 w->state = w->state_gate_storage;
614 }
615
616 VG_STATIC void player__walk_post_update( player_instance *player )
617 {
618 struct player_walk *w = &player->_walk;
619
620 m4x3f mtx;
621 m3x3_copy( player->rb.to_world, mtx );
622 v3_add( player->rb.co, player->basis[1], mtx[3] );
623
624 float substep = vg.time_fixed_extrapolate;
625 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
626 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
627
628
629 /* Calculate header */
630 v3f v;
631 if( player_xyspeed2(player) > 0.1f*0.1f )
632 {
633 v3f v_xy;
634 m3x3_mulv( player->invbasis, player->rb.v, v_xy );
635 float a = atan2f( v_xy[0], v_xy[2] );
636
637 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
638 q_mul( player->qbasis, player->rb.q, player->rb.q );
639 q_normalize( player->rb.q );
640 }
641
642 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
643 v3f p1;
644 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
645 vg_line( w->state.drop_in_target, p1, VG__GREEN );
646 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
647 vg_line( w->state.drop_in_target, p1, VG__GREEN );
648
649 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
650 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
651
652
653 float a = player_get_heading_yaw( player );
654 p1[0] = sinf( a );
655 p1[1] = 0.0f;
656 p1[2] = cosf( a );
657 m3x3_mulv( player->basis, p1, p1 );
658
659 v3_add( player->rb.co, p1, p1 );
660 vg_line( player->rb.co, p1, VG__PINK );
661
662
663 int walk_phase = 0;
664 if( vg_fractf(w->walk_timer) > 0.5f )
665 walk_phase = 1;
666 else
667 walk_phase = 0;
668
669 if( (w->step_phase != walk_phase) &&
670 (w->state.activity == k_walk_activity_ground ) )
671 {
672 audio_lock();
673 if( w->surface == k_surface_prop_concrete ){
674 audio_oneshot_3d(
675 &audio_footsteps[vg_randu32()%vg_list_size(audio_footsteps)],
676 player->rb.co, 40.0f, 1.0f
677 );
678 }
679 else if( w->surface == k_surface_prop_grass ){
680 audio_oneshot_3d(
681 &audio_footsteps_grass[vg_randu32()%vg_list_size(audio_footsteps_grass)],
682 player->rb.co, 40.0f, 1.0f
683 );
684 }
685 else if( w->surface == k_surface_prop_wood ){
686 audio_oneshot_3d(
687 &audio_footsteps_wood[vg_randu32()%vg_list_size(audio_footsteps_wood)],
688 player->rb.co, 40.0f, 1.0f
689 );
690 }
691 audio_unlock();
692 }
693
694 w->step_phase = walk_phase;
695 }
696
697 VG_STATIC void player__walk_animate( player_instance *player,
698 player_animation *dest )
699 {
700 struct player_walk *w = &player->_walk;
701 struct skeleton *sk = &player->playeravatar->sk;
702
703 {
704 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
705 rate;
706
707 if( w->state.activity == k_walk_activity_air )
708 rate = 2.4f;
709 else
710 rate = 9.0f;
711
712 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
713 w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
714 }
715
716 player_pose apose, bpose;
717
718 if( w->move_speed > 0.025f ){
719 /* TODO move */
720 float walk_norm = 30.0f/(float)w->anim_walk->length,
721 run_norm = 30.0f/(float)w->anim_run->length,
722 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
723
724 w->walk_timer += walk_adv * vg.time_delta;
725 }
726 else{
727 w->walk_timer = 0.0f;
728 }
729
730 float walk_norm = (float)w->anim_walk->length/30.0f,
731 run_norm = (float)w->anim_run->length/30.0f,
732 t = w->walk_timer,
733 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
734 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
735
736 /* walk/run */
737 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
738 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
739
740 skeleton_lerp_pose( sk, apose, bpose, l, apose );
741
742 /* idle */
743 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
744 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
745
746 /* air */
747 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
748 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
749
750 /* Create transform */
751 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
752
753 float walk_yaw = player_get_heading_yaw( player );
754
755 if( w->state.outro_anim ){
756 struct player_avatar *av = player->playeravatar;
757 float outro_length = (float)w->state.outro_anim->length /
758 w->state.outro_anim->rate,
759 outro_time = vg.time - w->state.outro_start_time,
760 outro_t = outro_time / outro_length;
761
762 /* TODO: Compression */
763 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
764 outro_time, bpose );
765 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
766
767 if( w->state.outro_type == k_walk_outro_drop_in ){
768 float inv_rate = 1.0f / w->state.outro_anim->rate,
769 anim_frames = w->state.outro_anim->length * inv_rate,
770 step_frames = 12.0f * inv_rate,
771 commit_frames = 6.0f * inv_rate,
772 drop_frames = anim_frames - step_frames,
773 step_t = vg_minf( 1.0f, outro_time / step_frames ),
774 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
775 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
776 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
777
778 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
779 w->state.drop_in_angle, step_t );
780
781 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
782 step_t, player->rb.co );
783 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
784
785 m4x3f transform, inverse;
786 q_m3x3( dest->root_q, transform );
787 v3_copy( dest->root_co, transform[3] );
788 m4x3_invert_affine( transform, inverse );
789
790 v3f anchored_pos;
791 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
792
793 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
794 1.0f-commit_t,
795 dest->pose[ av->id_ik_foot_r-1 ].co );
796
797
798 /* the drop in bit */
799 if( step_t >= 1.0f ){
800 v4f final_q;
801 player_walk_drop_in_overhang_transform( player, dop_t,
802 player->rb.co, final_q );
803 q_mul( final_q, dest->root_q, dest->root_q );
804
805 v4_copy( dest->root_q, player->rb.q );
806 v3_muladds( dest->root_co, player->rb.to_world[1],
807 -0.1f * dop_t, dest->root_co );
808
809 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
810 player->holdout_time = 1.0f;
811 }
812 return;
813 }
814 else{
815 v3_muladds( dest->root_co, player->rb.to_world[1],
816 -0.1f * outro_t, dest->root_co );
817
818 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
819 player->holdout_time = 1.0f;
820 }
821 }
822 else{
823 skeleton_copy_pose( sk, apose, dest->pose );
824 }
825
826 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
827 q_mul( player->qbasis, dest->root_q, dest->root_q );
828 q_normalize( dest->root_q );
829 }
830
831 VG_STATIC void player__walk_post_animate( player_instance *player )
832 {
833 /*
834 * Camera
835 */
836 struct player_walk *w = &player->_walk;
837 struct player_avatar *av = player->playeravatar;
838
839 if( w->state.outro_anim )
840 {
841 float outro_length = (float)w->state.outro_anim->length /
842 w->state.outro_anim->rate,
843 outro_time = vg.time - w->state.outro_start_time,
844 outro_t = outro_time / outro_length;
845
846 player->cam_velocity_influence = outro_t;
847 }
848 else
849 player->cam_velocity_influence = 0.0f;
850 }
851
852
853 VG_STATIC void player__walk_im_gui( player_instance *player )
854 {
855 struct player_walk *w = &player->_walk;
856 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
857 player->rb.v[1],
858 player->rb.v[2] );
859 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
860 player->rb.co[1],
861 player->rb.co[2] );
862 player__debugtext( 1, "activity: %s\n",
863 (const char *[]){ "k_walk_activity_air",
864 "k_walk_activity_ground",
865 "k_walk_activity_sleep",
866 "k_walk_activity_lockedmove" }
867 [w->state.activity] );
868 player__debugtext( 1, "surface: %s\n",
869 (const char *[]){ "concrete",
870 "wood",
871 "grass",
872 "tiles",
873 "metal" }
874 [w->surface] );
875
876 if( w->state.outro_anim ){
877 float outro_length = (float)w->state.outro_anim->length /
878 w->state.outro_anim->rate,
879 outro_time = vg.time - w->state.outro_start_time;
880 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
881 }
882 }
883
884 VG_STATIC void player__walk_bind( player_instance *player )
885 {
886 struct player_walk *w = &player->_walk;
887 struct player_avatar *av = player->playeravatar;
888 struct skeleton *sk = &av->sk;
889
890 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
891 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
892 w->anim_run = skeleton_get_anim( sk, "run+y" );
893 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
894 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
895 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
896 w->anim_intro = skeleton_get_anim( sk, "into_skate" );
897 }
898
899 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
900 {
901 struct player_walk *w = &player->_walk;
902 w->state.activity = k_walk_activity_air;
903
904 v3f fwd = { 0.0f, 0.0f, 1.0f };
905 q_mulv( player->rb.q, fwd, fwd );
906 m3x3_mulv( player->invbasis, fwd, fwd );
907
908 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
909 q_mul( player->qbasis, player->rb.q, player->rb.q );
910 q_normalize( player->rb.q );
911
912 rb_update_transform( &player->rb );
913 }
914
915 VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
916 {
917 struct player_walk *w = &player->_walk;
918 w->state.activity = k_walk_activity_air;
919 w->state.outro_type = k_walk_outro_none;
920 w->state.outro_anim = NULL;
921 w->state.outro_start_time = 0.0;
922 }
923
924 #endif /* PLAYER_DEVICE_WALK_H */