prelim tricks
[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_drop_in_vector( player_instance *player, v3f vec )
7 {
8 struct player_walk *w = &player->_walk;
9
10 v3f axis, init_dir;
11 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
12 v3_cross( axis, w->state.drop_in_normal, init_dir );
13 v3_normalize( init_dir );
14 v3_muls( init_dir, 7.0f, vec );
15 }
16
17 VG_STATIC void player_walk_generic_to_skate( player_instance *player,
18 enum skate_activity init )
19 {
20 player->subsystem = k_player_subsystem_skate;
21
22 struct player_walk *w = &player->_walk;
23 struct player_skate *s = &player->_skate;
24
25 v3f xy_speed, v;
26
27 v3_copy( player->rb.v, xy_speed );
28 xy_speed[1] = 0.0f;
29
30 if( v3_length2( xy_speed ) < 0.1f * 0.1f )
31 q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
32 else
33 v3_copy( player->rb.v, v );
34
35 s->state.activity_prev = k_skate_activity_ground;
36 s->state.activity = init;
37
38 v3f dir;
39 v3_copy( v, dir );
40 v3_normalize( dir );
41
42 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
43 atan2f( -dir[0], -dir[2] ) );
44
45 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
46 v3_copy( v, s->state.cog_v );
47 v3_copy( v, player->rb.v );
48
49 player__skate_reset_animator( player );
50 player__skate_clear_mechanics( player );
51 rb_update_transform( &player->rb );
52 v3_copy( (v3f){0.0f,0.0f,0.0f}, s->state.trick_euler );
53
54 if( init == k_skate_activity_air )
55 player__approximate_best_trajectory( player );
56 }
57
58 VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
59 {
60 player->subsystem = k_player_subsystem_skate;
61
62 struct player_walk *w = &player->_walk;
63 struct player_skate *s = &player->_skate;
64 s->state.activity_prev = k_skate_activity_ground;
65 s->state.activity = k_skate_activity_ground;
66
67 player__skate_clear_mechanics( player );
68 player__skate_reset_animator( player );
69
70 v3f init_velocity;
71 player_walk_drop_in_vector( player, init_velocity );
72
73 rb_update_transform( &player->rb );
74 v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
75 v3_copy( init_velocity, s->state.cog_v );
76 v3_copy( init_velocity, player->rb.v );
77 v3_copy( init_velocity, player->cam_velocity_smooth );
78 v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
79 }
80
81 VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
82 float t,
83 v3f co, v4f q )
84 {
85 struct player_walk *w = &player->_walk;
86
87 v3f axis;
88 v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
89 v3_normalize( axis );
90
91 float a = acosf( w->state.drop_in_normal[1] ) * t;
92
93 q_axis_angle( q, axis, a );
94
95 float l = t * 0.5f,
96 heading_angle = w->state.drop_in_angle;
97
98 v3f overhang;
99 overhang[0] = sinf( heading_angle ) * l;
100 overhang[1] = 0.28f * l;
101 overhang[2] = cosf( heading_angle ) * l;
102
103 q_mulv( q, overhang, overhang );
104 v3_add( w->state.drop_in_target, overhang, co );
105 }
106
107 VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
108 {
109 struct player_walk *w = &player->_walk;
110
111 v3f dir, center;
112 q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
113 v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
114
115 ray_hit samples[20];
116 int sample_count = 0;
117
118 for( int i=0; i<20; i ++ )
119 {
120 float t = (float)i * (1.0f/19.0f),
121 s = sinf( t * VG_PIf * 0.25f ),
122 c = cosf( t * VG_PIf * 0.25f );
123
124 v3f ray_dir, pos;
125 v3_muls ( player->rb.to_world[1], -c, ray_dir );
126 v3_muladds( ray_dir, dir, -s, ray_dir );
127 v3_muladds( center, ray_dir, -2.0f, pos );
128
129 ray_hit *ray = &samples[ sample_count ];
130 ray->dist = 2.0f;
131
132 if( ray_world( pos, ray_dir, ray ) )
133 {
134 vg_line( pos, ray->pos, VG__RED );
135 vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
136
137 sample_count ++;
138 }
139 }
140
141 float min_a = 0.70710678118654752f;
142 ray_hit *candidate = NULL;
143
144 if( sample_count >= 2 )
145 {
146 for( int i=0; i<sample_count-1; i++ )
147 {
148 ray_hit *s0 = &samples[i],
149 *s1 = &samples[i+1];
150
151 float a = v3_dot( s0->normal, s1->normal );
152
153 if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
154 {
155 min_a = a;
156 candidate = s0;
157 }
158 }
159 }
160
161 if( candidate )
162 {
163 v4f pa, pb, pc;
164
165 ray_hit *s0 = candidate,
166 *s1 = candidate+1;
167
168 vg_line( s0->pos, s1->pos, VG__WHITE );
169
170 v3_copy( s0->normal, pa );
171 v3_copy( s1->normal, pb );
172 v3_cross( player->rb.to_world[1], dir, pc );
173 v3_normalize( pc );
174
175 pa[3] = v3_dot( pa, s0->pos );
176 pb[3] = v3_dot( pb, s1->pos );
177 pc[3] = v3_dot( pc, player->rb.co );
178
179 v3f edge;
180 if( plane_intersect3( pa, pb, pc, edge ) )
181 {
182 v3_copy( edge, w->state.drop_in_target );
183 v3_copy( s1->normal, w->state.drop_in_normal );
184 v3_copy( player->rb.co, w->state.drop_in_start );
185
186 w->state.drop_in_start_angle = player_get_heading_yaw( player );
187 w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
188 w->state.drop_in_normal[2] );
189
190 /* TODO: scan multiple of these? */
191 v3f oco;
192 v4f oq;
193 player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
194
195 v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
196 vb = {0.0f,0.0f, k_board_length + 0.3f};
197
198 q_mulv( oq, va, va );
199 q_mulv( oq, vb, vb );
200 v3_add( oco, va, va );
201 v3_add( oco, vb, vb );
202
203 v3f v0;
204 v3_sub( vb, va, v0 );
205 v3_normalize( v0 );
206
207 ray_hit ray;
208 ray.dist = k_board_length*2.0f + 0.6f;
209
210 if( ray_world( va, v0, &ray ) )
211 {
212 vg_line( va, vb, VG__RED );
213 vg_line_pt3( ray.pos, 0.1f, VG__RED );
214 vg_error( "invalidated\n" );
215 return 0;
216 }
217
218 v3_muls( v0, -1.0f, v0 );
219 if( ray_world( vb, v0, &ray ) )
220 {
221 vg_line( va, vb, VG__RED );
222 vg_line_pt3( ray.pos, 0.1f, VG__RED );
223 vg_error( "invalidated\n" );
224 return 0;
225 }
226
227 player_walk_drop_in_vector( player, player->rb.v );
228 return 1;
229 }
230 else
231 {
232 vg_error( "failed to find intersection of drop in\n" );
233 }
234 }
235
236 return 0;
237 }
238
239 VG_STATIC void player__walk_pre_update( player_instance *player )
240 {
241 struct player_walk *w = &player->_walk;
242
243 if( w->state.activity != k_walk_activity_immobile )
244 player_look( player, player->angles );
245
246 if( w->state.outro_anim )
247 {
248 float outro_length = (float)w->state.outro_anim->length /
249 w->state.outro_anim->rate,
250 outro_time = vg.time - w->state.outro_start_time;
251
252 if( outro_time >= outro_length )
253 {
254 w->state.outro_anim = NULL;
255 if( w->state.outro_type == k_walk_outro_drop_in )
256 {
257 player_walk_drop_in_to_skate( player );
258 }
259 else
260 {
261 player_walk_generic_to_skate( player, k_skate_activity_air );
262 }
263 return;
264 }
265 }
266 else if( vg_input_button_down( player->input_use ) )
267 {
268 if( w->state.activity == k_walk_activity_ground )
269 {
270 if( player_walk_scan_for_drop_in( player ) )
271 {
272 w->state.outro_type = k_walk_outro_drop_in;
273 w->state.outro_anim = w->anim_drop_in;
274 w->state.outro_start_time = vg.time;
275 w->state.activity = k_walk_activity_immobile;
276
277 struct player_avatar *av = player->playeravatar;
278 m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
279 av->sk.bones[ av->id_ik_foot_r ].co,
280 w->state.drop_in_foot_anchor );
281 }
282 return;
283 }
284 else
285 {
286 w->state.outro_type = k_walk_outro_jump_to_air;
287 w->state.outro_anim = w->anim_jump_to_air;
288 w->state.outro_start_time = vg.time;
289 return;
290 }
291 }
292 }
293
294 VG_STATIC int player_walk_normal_standable( v3f n )
295 {
296 return n[1] > 0.70710678118f;
297 }
298
299 VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
300 {
301 float currentspeed = v3_dot( v, movedir ),
302 addspeed = speed - currentspeed;
303
304 if( addspeed <= 0 )
305 return;
306
307 float accelspeed = accel * k_rb_delta * speed;
308
309 if( accelspeed > addspeed )
310 accelspeed = addspeed;
311
312 v3_muladds( v, movedir, accelspeed, v );
313 }
314
315 VG_STATIC void player_friction( v3f v )
316 {
317 float speed = v3_length( v ),
318 drop = 0.0f,
319 control = vg_maxf( speed, k_stopspeed );
320
321 if( speed < 0.04f )
322 return;
323
324 drop += control * k_walk_friction * k_rb_delta;
325
326 float newspeed = vg_maxf( 0.0f, speed - drop );
327 newspeed /= speed;
328
329 v3_muls( v, newspeed, v );
330 }
331
332 VG_STATIC void player__walk_update( player_instance *player )
333 {
334 struct player_walk *w = &player->_walk;
335 v3_copy( player->rb.co, w->state.prev_pos );
336
337 if( w->state.activity == k_walk_activity_immobile )
338 return;
339
340 w->collider.height = 2.0f;
341 w->collider.radius = 0.3f;
342
343 m4x3f mtx;
344 m3x3_identity( mtx );
345 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
346
347 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
348
349 rb_ct manifold[64];
350 int len;
351
352 float yaw = player->angles[0];
353
354 v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
355 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
356
357 v2f walk = { player->input_walkh->axis.value,
358 player->input_walkv->axis.value };
359
360 if( v2_length2(walk) > 0.001f )
361 v2_normalize_clamp( walk );
362
363 w->move_speed = v2_length( walk );
364
365 /*
366 * Collision detection
367 */
368 len = rb_capsule__scene( mtx, &w->collider, NULL,
369 &world.rb_geo.inf.scene, manifold );
370 rb_manifold_filter_coplanar( manifold, len, 0.01f );
371 len = rb_manifold_apply_filtered( manifold, len );
372
373 v3f surface_avg = { 0.0f, 0.0f, 0.0f };
374 w->state.activity = k_walk_activity_air;
375
376 for( int i=0; i<len; i++ )
377 {
378 struct contact *ct = &manifold[i];
379 rb_debug_contact( ct );
380
381 if( player_walk_normal_standable( ct->n ) )
382 {
383 w->state.activity = k_walk_activity_ground;
384 v3_add( surface_avg, ct->n, surface_avg );
385 }
386
387 rb_prepare_contact( ct );
388 }
389
390 /*
391 * Move & Friction
392 */
393 float accel_speed = 0.0f, nominal_speed = 0.0f;
394 v3f movedir;
395 v3_muls( right_dir, walk[0], movedir );
396 v3_muladds( movedir, forward_dir, walk[1], movedir );
397
398 if( w->state.activity == k_walk_activity_ground )
399 {
400 v3_normalize( surface_avg );
401
402 v3f tx, ty;
403 rb_tangent_basis( surface_avg, tx, ty );
404
405 if( v2_length2(walk) > 0.001f )
406 {
407 /* clip movement to the surface */
408 float d = v3_dot(surface_avg,movedir);
409 v3_muladds( movedir, surface_avg, -d, movedir );
410 }
411
412 accel_speed = k_walk_accel;
413 nominal_speed = k_walkspeed;
414
415 /* jump */
416 if( player->input_jump->button.value )
417 {
418 player->rb.v[1] = 5.0f;
419 w->state.activity = k_walk_activity_air;
420 accel_speed = k_walk_air_accel;
421 nominal_speed = k_airspeed;
422 }
423 else
424 {
425 player_friction( player->rb.v );
426
427 struct world_material *surface_mat = world_contact_material(manifold);
428 w->surface = surface_mat->info.surface_prop;
429 }
430 }
431 else
432 {
433 accel_speed = k_walk_air_accel;
434 nominal_speed = k_airspeed;
435 }
436
437 if( v2_length2(walk) > 0.001f )
438 {
439 player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
440 v3_normalize( movedir );
441 }
442
443 /*
444 * Resolve velocity constraints
445 */
446 for( int j=0; j<5; j++ )
447 {
448 for( int i=0; i<len; i++ )
449 {
450 struct contact *ct = &manifold[i];
451
452 /*normal */
453 float vn = -v3_dot( player->rb.v, ct->n );
454
455 float temp = ct->norm_impulse;
456 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
457 vn = ct->norm_impulse - temp;
458
459 v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
460 }
461 }
462
463 /*
464 * Depenetrate
465 */
466 v3f dt;
467 v3_zero( dt );
468 for( int j=0; j<8; j++ )
469 {
470 for( int i=0; i<len; i++ )
471 {
472 struct contact *ct = &manifold[i];
473
474 float resolved_amt = v3_dot( ct->n, dt ),
475 remaining = (ct->p-k_penetration_slop) - resolved_amt,
476 apply = vg_maxf( remaining, 0.0f ) * 0.3f;
477
478 v3_muladds( dt, ct->n, apply, dt );
479 }
480 }
481 v3_add( dt, player->rb.co, player->rb.co );
482
483 /* TODO: Stepping......
484 *
485 * ideas; walkgrid style steps
486 */
487 #if 0
488 if( w->state.activity == k_walk_activity_ground )
489 {
490 /* step */
491 float max_dist = 0.4f;
492
493 v3f pa, pb;
494 v3_copy( player->rb.co, pa );
495 pa[1] += w->collider.radius + max_dist;
496
497 v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
498 vg_line( pa, pb, 0xff000000 );
499
500 v3f n;
501 float t;
502 if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
503 {
504 if( player_walk_normal_standable( n ) )
505 {
506 v3_lerp( pa, pb, t, player->rb.co );
507 player->rb.co[1] -= w->collider.radius;
508 }
509 }
510 }
511 #endif
512
513
514 /* integrate */
515 if( w->state.activity == k_walk_activity_air )
516 player->rb.v[1] += -k_gravity * k_rb_delta;
517
518 v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
519
520
521 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
522 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
523
524 /*
525 * CCD routine
526 * ---------------------------------------------------
527 *
528 */
529 v3f lwr_prev,
530 lwr_now,
531 lwr_offs = { 0.0f, w->collider.radius, 0.0f };
532
533 v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
534 v3_add( lwr_offs, player->rb.co, lwr_now );
535
536 v3f movedelta;
537 v3_sub( player->rb.co, w->state.prev_pos, movedelta );
538
539 float movedist = v3_length( movedelta );
540
541 if( movedist > 0.3f )
542 {
543 float t, sr = w->collider.radius-0.04f;
544 v3f n;
545
546 if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
547 {
548 v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
549 player->rb.co[1] -= w->collider.radius;
550 rb_update_transform( &player->rb );
551
552 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
553 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
554 }
555 }
556
557 teleport_gate *gate;
558 if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
559 {
560 m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
561 m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
562 rb_update_transform( &player->rb );
563
564 w->state_gate_storage = w->state;
565 player__pass_gate( player, gate );
566 }
567 }
568
569 VG_STATIC void player__walk_post_update( player_instance *player )
570 {
571 struct player_walk *w = &player->_walk;
572
573 m4x3f mtx;
574 m3x3_copy( player->rb.to_world, mtx );
575 v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
576
577 float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
578 v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
579 debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
580
581
582 /* Calculate header */
583 v3f xy_speed, v;
584
585 v3_copy( player->rb.v, xy_speed );
586 xy_speed[1] = 0.0f;
587
588 if( v3_length2( xy_speed ) > 0.1f * 0.1f )
589 {
590 float a = atan2f( player->rb.v[0], player->rb.v[2] );
591 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
592 }
593
594 vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
595 v3f p1;
596 v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
597 vg_line( w->state.drop_in_target, p1, VG__GREEN );
598 v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
599 vg_line( w->state.drop_in_target, p1, VG__GREEN );
600
601 vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
602 vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
603
604
605 float a = player_get_heading_yaw( player );
606 p1[0] = sinf( a );
607 p1[1] = 0.0f;
608 p1[2] = cosf( a );
609
610 v3_add( player->rb.co, p1, p1 );
611 vg_line( player->rb.co, p1, VG__PINK );
612 }
613
614 VG_STATIC void player__walk_animate( player_instance *player,
615 player_animation *dest )
616 {
617 struct player_walk *w = &player->_walk;
618 struct skeleton *sk = &player->playeravatar->sk;
619
620 {
621 float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
622 rate;
623
624 if( w->state.activity == k_walk_activity_air )
625 rate = 2.4f;
626 else
627 rate = 9.0f;
628
629 w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
630 w->blend_run = vg_lerpf( w->blend_run,
631 w->move_speed *
632 (1.0f + player->input_walk->button.value*0.5f),
633 2.0f*vg.time_delta );
634 }
635
636 player_pose apose, bpose;
637
638 if( w->move_speed > 0.025f )
639 {
640 /* TODO move */
641 float walk_norm = 30.0f/(float)w->anim_walk->length,
642 run_norm = 30.0f/(float)w->anim_run->length,
643 walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
644
645 w->walk_timer += walk_adv * vg.time_delta;
646 }
647 else
648 {
649 w->walk_timer = 0.0f;
650 }
651
652 float walk_norm = (float)w->anim_walk->length/30.0f,
653 run_norm = (float)w->anim_run->length/30.0f,
654 t = w->walk_timer,
655 l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
656 idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
657
658 /* walk/run */
659 skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
660 skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
661
662 skeleton_lerp_pose( sk, apose, bpose, l, apose );
663
664 /* idle */
665 skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
666 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
667
668 /* air */
669 skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
670 skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
671
672 /* Create transform */
673 rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
674
675 float walk_yaw = player_get_heading_yaw( player );
676
677 if( w->state.outro_anim )
678 {
679 struct player_avatar *av = player->playeravatar;
680 float outro_length = (float)w->state.outro_anim->length /
681 w->state.outro_anim->rate,
682 outro_time = vg.time - w->state.outro_start_time,
683 outro_t = outro_time / outro_length;
684
685 /* TODO: Compression */
686 skeleton_sample_anim_clamped( sk, w->state.outro_anim,
687 outro_time, bpose );
688 skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
689
690 if( w->state.outro_type == k_walk_outro_drop_in )
691 {
692 float inv_rate = 1.0f / w->state.outro_anim->rate,
693 anim_frames = w->state.outro_anim->length * inv_rate,
694 step_frames = 12.0f * inv_rate,
695 commit_frames = 6.0f * inv_rate,
696 drop_frames = anim_frames - step_frames,
697 step_t = vg_minf( 1.0f, outro_time / step_frames ),
698 remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
699 dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
700 commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
701
702 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
703 w->state.drop_in_angle, step_t );
704
705 v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
706 step_t, player->rb.co );
707 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
708
709 m4x3f transform, inverse;
710 q_m3x3( dest->root_q, transform );
711 v3_copy( dest->root_co, transform[3] );
712 m4x3_invert_affine( transform, inverse );
713
714 v3f anchored_pos;
715 m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
716
717 v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
718 1.0f-commit_t,
719 dest->pose[ av->id_ik_foot_r-1 ].co );
720
721
722 /* the drop in bit */
723 if( step_t >= 1.0f )
724 {
725 v4f final_q;
726 player_walk_drop_in_overhang_transform( player, dop_t,
727 player->rb.co, final_q );
728 q_mul( final_q, dest->root_q, dest->root_q );
729
730 v4_copy( dest->root_q, player->rb.q );
731 v3_muladds( dest->root_co, player->rb.to_world[1],
732 -0.28f * dop_t, dest->root_co );
733
734 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
735 player->holdout_time = 1.0f;
736 }
737 return;
738 }
739 else
740 {
741 v3_muladds( dest->root_co, player->rb.to_world[1],
742 -0.28f * outro_t, dest->root_co );
743
744 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
745 player->holdout_time = 1.0f;
746 }
747 }
748 else
749 {
750 skeleton_copy_pose( sk, apose, dest->pose );
751 }
752
753 q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
754 }
755
756 VG_STATIC void player__walk_post_animate( player_instance *player )
757 {
758 /*
759 * Camera
760 */
761 struct player_walk *w = &player->_walk;
762 struct player_avatar *av = player->playeravatar;
763
764 if( w->state.outro_anim )
765 {
766 float outro_length = (float)w->state.outro_anim->length /
767 w->state.outro_anim->rate,
768 outro_time = vg.time - w->state.outro_start_time,
769 outro_t = outro_time / outro_length;
770
771 player->cam_velocity_influence = outro_t;
772 }
773 else
774 player->cam_velocity_influence = 0.0f;
775 }
776
777
778 VG_STATIC void player__walk_im_gui( player_instance *player )
779 {
780 struct player_walk *w = &player->_walk;
781 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
782 player->rb.v[1],
783 player->rb.v[2] );
784 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
785 player->rb.co[1],
786 player->rb.co[2] );
787 player__debugtext( 1, "activity: %s\n",
788 (const char *[]){ "k_walk_activity_air",
789 "k_walk_activity_ground",
790 "k_walk_activity_sleep",
791 "k_walk_activity_immobile" }
792 [w->state.activity] );
793
794 if( w->state.outro_anim )
795 {
796 float outro_length = (float)w->state.outro_anim->length /
797 w->state.outro_anim->rate,
798 outro_time = vg.time - w->state.outro_start_time;
799 player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
800 }
801 }
802
803 VG_STATIC void player__walk_bind( player_instance *player )
804 {
805 struct player_walk *w = &player->_walk;
806 struct player_avatar *av = player->playeravatar;
807 struct skeleton *sk = &av->sk;
808
809 w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
810 w->anim_walk = skeleton_get_anim( sk, "walk+y" );
811 w->anim_run = skeleton_get_anim( sk, "run+y" );
812 w->anim_jump = skeleton_get_anim( sk, "jump+y" );
813 w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
814 w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
815 }
816
817 VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
818 {
819 struct player_walk *w = &player->_walk;
820 w->state.activity = k_walk_activity_air;
821
822 v3f fwd = { 0.0f, 0.0f, 1.0f };
823 q_mulv( player->rb.q, fwd, fwd );
824
825 q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
826 atan2f( fwd[0], fwd[2] ) );
827 rb_update_transform( &player->rb );
828 }
829
830 #endif /* PLAYER_DEVICE_WALK_H */