+++ /dev/null
-#include "vg/vg_rigidbody_collision.h"
-
-#include "skaterift.h"
-#include "player_walk.h"
-#include "player_skate.h"
-#include "player_dead.h"
-#include "player.h"
-#include "input.h"
-#include "audio.h"
-#include "scene_rigidbody.h"
-
-struct player_walk player_walk;
-struct player_subsystem_interface player_subsystem_walk =
-{
- .system_register = player__walk_register,
- .bind = player__walk_bind,
- .pre_update = player__walk_pre_update,
- .update = player__walk_update,
- .post_update = player__walk_post_update,
- .im_gui = player__walk_im_gui,
- .animate = player__walk_animate,
- .post_animate = player__walk_post_animate,
- .pose = player__walk_pose,
- .network_animator_exchange = player__walk_animator_exchange,
-
- .animator_data = &player_walk.animator,
- .animator_size = sizeof(player_walk.animator),
- .name = "Walk"
-};
-
-
-static void player_walk_drop_in_vector( v3f vec ){
- v3f axis, init_dir;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
- v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
- v3_normalize( init_dir );
- v3_muls( init_dir, 4.25f, vec );
-}
-
-static float player_xyspeed2(void){
- return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
-}
-
-static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
- localplayer.subsystem = k_player_subsystem_skate;
-
- v3f v;
-
- if( player_xyspeed2() < 0.1f * 0.1f )
- q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
- else
- v3_copy( localplayer.rb.v, v );
-
- player_skate.state.activity_prev = k_skate_activity_ground;
- player_skate.state.activity = init;
-
- v3f dir;
- v3_copy( v, dir );
- v3_normalize( dir );
-
- q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f(-dir[0],-dir[2]) );
- q_normalize( localplayer.rb.q );
-
- q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
- v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
-
- v3_copy( v, player_skate.state.cog_v );
- v3_copy( v, localplayer.rb.v );
-
- player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
- player__skate_reset_animator();
- player__skate_clear_mechanics();
- rb_update_matrices( &localplayer.rb );
- v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
-
- if( init == k_skate_activity_air )
- player__approximate_best_trajectory();
-}
-
-static void player_walk_drop_in_to_skate(void){
- localplayer.immobile = 0;
- localplayer.subsystem = k_player_subsystem_skate;
-
- player_skate.state.activity_prev = k_skate_activity_ground;
- player_skate.state.activity = k_skate_activity_ground;
-
- player__begin_holdout( (v3f){0,0,0} );
- player__skate_clear_mechanics();
- player__skate_reset_animator();
-
- v3f init_velocity;
- player_walk_drop_in_vector( init_velocity );
-
- rb_update_matrices( &localplayer.rb );
- v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
- player_skate.state.cog );
- v3_copy( init_velocity, player_skate.state.cog_v );
- v3_copy( init_velocity, localplayer.rb.v );
- v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
- v3_copy( (v3f){player_walk.animator.board_yaw+1.0f,0,0},
- player_skate.state.trick_euler );
-}
-
-static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
- v3f axis;
- v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
- v3_normalize( axis );
-
- float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
- q_axis_angle( q, axis, a );
-
- float l = t * 0.5f,
- heading_angle = player_walk.state.drop_in_angle;
-
- v3f overhang;
- overhang[0] = sinf( heading_angle ) * l;
- overhang[1] = 0.28f * l;
- overhang[2] = cosf( heading_angle ) * l;
-
- q_mulv( q, overhang, overhang );
- v3_add( player_walk.state.drop_in_target, overhang, co );
-}
-
-static int player_walk_scan_for_drop_in(void){
- world_instance *world = world_current_instance();
-
- v3f dir, center;
- q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
- v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
-
- ray_hit samples[20];
- int sample_count = 0;
-
- for( int i=0; i<20; i ++ ){
- float t = (float)i * (1.0f/19.0f),
- s = sinf( t * VG_PIf * 0.25f ),
- c = cosf( t * VG_PIf * 0.25f );
-
- v3f ray_dir, pos;
- v3_muls ( localplayer.rb.to_world[1], -c, ray_dir );
- v3_muladds( ray_dir, dir, -s, ray_dir );
- v3_muladds( center, ray_dir, -2.0f, pos );
-
- ray_hit *ray = &samples[ sample_count ];
- ray->dist = 2.0f;
-
- if( ray_world( world, pos, ray_dir, ray, 0 ) ){
- vg_line( pos, ray->pos, VG__RED );
- vg_line_point( ray->pos, 0.025f, VG__BLACK );
-
- sample_count ++;
- }
- }
-
- float min_a = 0.70710678118654752f;
- ray_hit *candidate = NULL;
-
- if( sample_count >= 2 ){
- for( int i=0; i<sample_count-1; i++ ){
- ray_hit *s0 = &samples[i],
- *s1 = &samples[i+1];
-
- float a = v3_dot( s0->normal, s1->normal );
-
- if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
- min_a = a;
- candidate = s0;
- }
- }
- }
-
- if( candidate ){
- v4f pa, pb, pc;
-
- ray_hit *s0 = candidate,
- *s1 = candidate+1;
-
- vg_line( s0->pos, s1->pos, VG__WHITE );
-
- v3_copy( s0->normal, pa );
- v3_copy( s1->normal, pb );
- v3_cross( localplayer.rb.to_world[1], dir, pc );
- v3_normalize( pc );
-
- pa[3] = v3_dot( pa, s0->pos );
- pb[3] = v3_dot( pb, s1->pos );
- pc[3] = v3_dot( pc, localplayer.rb.co );
-
- v3f edge;
- if( plane_intersect3( pa, pb, pc, edge ) ){
- v3_copy( edge, player_walk.state.drop_in_target );
- v3_copy( s1->normal, player_walk.state.drop_in_normal );
- v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
-
- player_walk.state.drop_in_start_angle = player_get_heading_yaw();
- player_walk.state.drop_in_angle =
- atan2f( player_walk.state.drop_in_normal[0],
- player_walk.state.drop_in_normal[2] );
-
- /* TODO: scan multiple of these? */
- v3f oco;
- v4f oq;
- player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
-
- v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
- vb = {0.0f,0.0f, k_board_length + 0.3f};
-
- q_mulv( oq, va, va );
- q_mulv( oq, vb, vb );
- v3_add( oco, va, va );
- v3_add( oco, vb, vb );
-
- v3f v0;
- v3_sub( vb, va, v0 );
- v3_normalize( v0 );
-
- ray_hit ray;
- ray.dist = k_board_length*2.0f + 0.6f;
-
- if( ray_world( world, va, v0, &ray, 0 ) ){
- vg_line( va, vb, VG__RED );
- vg_line_point( ray.pos, 0.1f, VG__RED );
- vg_error( "invalidated\n" );
- return 0;
- }
-
- v3_muls( v0, -1.0f, v0 );
- if( ray_world( world, vb, v0, &ray, 0 ) ){
- vg_line( va, vb, VG__RED );
- vg_line_point( ray.pos, 0.1f, VG__RED );
- vg_error( "invalidated\n" );
- return 0;
- }
-
- player_walk_drop_in_vector( localplayer.rb.v );
- return 1;
- }
- else{
- vg_error( "failed to find intersection of drop in\n" );
- }
- }
-
- return 0;
-}
-
-static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t,
- f32 speed ){
- f32 length = (f32)(anim->length-1) / anim->rate;
- *t += (vg.time_delta * speed) / length;
-
- if( *t >= 1.0f ) return 1;
- else return 0;
-}
-
-static void player_walk_pre_sit(void){
- struct player_walk *w = &player_walk;
-
- v2f steer;
- joystick_state( k_srjoystick_steer, steer );
-
- vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
-
- if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
- button_down(k_srbind_jump) ){
- w->state.activity = k_walk_activity_sit_up;
- }
- return;
-}
-
-static void player_walk_pre_sit_up(void){
- struct player_walk *w = &player_walk;
-
- if( w->state.transition_t > 0.0f )
- vg_slewf( &w->state.transition_t, 0.0f, vg.time_delta );
- else
- w->state.activity = k_walk_activity_ground;
-
- if( button_down(k_srbind_sit) )
- w->state.activity = k_walk_activity_sit;
-
- return;
-}
-
-static void player_walk_pre_ground(void){
- struct player_walk *w = &player_walk;
-
- if( button_down(k_srbind_sit) ){
- v3_zero( localplayer.rb.v );
- w->state.activity = k_walk_activity_sit;
- w->state.transition_t = 0.0f;
- return;
- }
-
- if( button_down( k_srbind_use ) ){
- if( player_walk_scan_for_drop_in() ){
- w->state.activity = k_walk_activity_odrop_in;
- }
- else{
- w->state.activity = k_walk_activity_oregular;
- }
-
- w->state.transition_t = 0.0f;
- }
-
- if( button_down( k_srbind_jump ) ){
- w->state.jump_queued = 1;
- w->state.jump_input_time = vg.time;
- }
-}
-
-static void player_walk_pre_air(void){
- struct player_walk *w = &player_walk;
- if( button_down( k_srbind_use ) ){
- w->state.activity = k_walk_activity_oair;
- w->state.transition_t = 0.0f;
- }
-
- if( button_down( k_srbind_jump ) ){
- w->state.jump_queued = 1;
- w->state.jump_input_time = vg.time;
- }
-}
-
-static void player_walk_pre_drop_in(void){
- struct player_walk *w = &player_walk;
- bool finished = player__preupdate_anim( w->anim_drop_in,
- &w->state.transition_t, 1.0f );
- if( finished )
- player_walk_drop_in_to_skate();
-}
-
-static void player_walk_pre_caveman(void){
- struct player_walk *w = &player_walk;
- bool finished = player__preupdate_anim( w->anim_jump_to_air,
- &w->state.transition_t, 1.0f );
- if( finished ){
- player_walk_generic_to_skate( k_skate_activity_air,
- player_walk.animator.board_yaw );
- }
-}
-
-static void player_walk_pre_running_start(void){
- struct player_walk *w = &player_walk;
- bool finished = player__preupdate_anim( w->anim_intro,
- &w->state.transition_t, 1.0f );
- if( finished ){
- /* TODO: get the derivative of the last keyframes to calculate new
- * velocity for player */
- player_walk_generic_to_skate( k_skate_activity_ground,
- player_walk.animator.board_yaw+1.0f );
- }
-}
-
-static void player_walk_pre_popoff(void){
- struct player_walk *w = &player_walk;
- bool finished = player__preupdate_anim( w->anim_popoff,
- &w->state.transition_t, 1.0f );
-
- if( finished ){
- w->state.activity = k_walk_activity_ground;
- w->animator.board_yaw += 1.0f;
- }
-}
-
-void player__walk_pre_update(void){
- struct player_walk *w = &player_walk;
-
- if( localplayer.immobile ) return;
- else player_look( localplayer.angles, skaterift.time_rate );
-
- enum walk_activity a = w->state.activity;
-
- if ( a == k_walk_activity_sit ) player_walk_pre_sit();
- else if( a == k_walk_activity_sit_up ) player_walk_pre_sit_up();
- else if( a == k_walk_activity_ground ) player_walk_pre_ground();
- else if( a == k_walk_activity_air ) player_walk_pre_air();
- else if( a == k_walk_activity_odrop_in ) player_walk_pre_drop_in();
- else if( a == k_walk_activity_oair ) player_walk_pre_caveman();
- else if( a == k_walk_activity_oregular ) player_walk_pre_running_start();
- else if( a == k_walk_activity_ipopoff ) player_walk_pre_popoff();
-}
-
-static int player_walk_normal_standable( v3f n ){
- return n[1] > 0.70710678118f;
-}
-
-static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
- float currentspeed = v3_dot( v, movedir ),
- addspeed = speed - currentspeed;
-
- if( addspeed <= 0 )
- return;
-
- float accelspeed = accel * vg.time_fixed_delta * speed;
-
- if( accelspeed > addspeed )
- accelspeed = addspeed;
-
- v3_muladds( v, movedir, accelspeed, v );
-}
-
-static void player_friction( v3f v, f32 friction ){
- float speed = v3_length( v ),
- drop = 0.0f,
- control = vg_maxf( speed, k_stopspeed );
-
- if( speed < 0.04f )
- return;
-
- drop += control * friction * vg.time_fixed_delta;
-
- float newspeed = vg_maxf( 0.0f, speed - drop );
- newspeed /= speed;
-
- v3_muls( v, newspeed, v );
-}
-
-static void player_walk_custom_filter( world_instance *world,
- rb_ct *man, int len, f32 w ){
- for( int i=0; i<len; i++ ){
- rb_ct *ci = &man[i];
- if( ci->type == k_contact_type_disabled ||
- ci->type == k_contact_type_edge )
- continue;
-
-
- float d1 = v3_dot( ci->co, ci->n );
-
- for( int j=0; j<len; j++ ){
- if( j == i )
- continue;
-
- rb_ct *cj = &man[j];
- if( cj->type == k_contact_type_disabled )
- continue;
-
- struct world_surface *si = world_contact_surface( world, ci ),
- *sj = world_contact_surface( world, cj );
-
- if( (sj->info.flags & k_material_flag_walking) &&
- !(si->info.flags & k_material_flag_walking)){
- continue;
- }
-
- float d2 = v3_dot( cj->co, ci->n ),
- d = d2-d1;
-
- if( fabsf( d ) <= w ){
- cj->type = k_contact_type_disabled;
- }
- }
- }
-}
-
-static void player_walk_update_generic(void){
- struct player_walk *w = &player_walk;
-
- if( (w->state.activity != k_walk_activity_oregular) &&
- (w->state.activity != k_walk_activity_oair) ){
- joystick_state( k_srjoystick_steer, w->state.steer );
- w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
- if( v2_length2(w->state.steer)>1.0f )
- v2_normalize(w->state.steer);
- }
-
- v3_copy( localplayer.rb.co, w->state.prev_pos );
- v3_zero( localplayer.rb.w );
-
- world_instance *world = world_current_instance();
-
- if( world->water.enabled ){
- if( localplayer.rb.co[1]+0.4f < world->water.height ){
- player__networked_sfx( k_player_subsystem_walk, 32,
- k_player_walk_soundeffect_splash,
- localplayer.rb.co, 1.0f );
- vg_info( "player fell of due to walking into walker\n" );
- player__dead_transition( k_player_die_type_generic );
- return;
- }
- }
-
- enum walk_activity prev_state = w->state.activity;
-
- w->collider.h = 2.0f;
- w->collider.r = 0.3f;
-
- m4x3f mtx;
- m3x3_copy( localplayer.rb.to_world, mtx );
- v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-
- vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
-
- rb_ct manifold[64];
- int len;
-
- float yaw = localplayer.angles[0];
-
- v3f forward_dir = { -sinf(yaw), 0.0f, cosf(yaw) };
- v3f right_dir = { forward_dir[2], 0.0f, -forward_dir[0] };
-
- /*
- * Collision detection
- */
-
- len = rb_capsule__scene( mtx, &w->collider, NULL,
- world->geo_bh, manifold, 0 );
- player_walk_custom_filter( world, manifold, len, 0.01f );
- len = rb_manifold_apply_filtered( manifold, len );
-
- v3f surface_avg = { 0.0f, 0.0f, 0.0f };
-
- w->state.activity = k_walk_activity_air;
- w->surface = k_surface_prop_concrete;
-
- for( int i=0; i<len; i++ ){
- rb_ct *ct = &manifold[i];
- rb_debug_contact( ct );
-
- if( player_walk_normal_standable( ct->n ) ){
- w->state.activity = k_walk_activity_ground;
-
- v3_add( surface_avg, ct->n, surface_avg );
-
- struct world_surface *surf = world_contact_surface( world, ct );
- if( surf->info.surface_prop > w->surface )
- w->surface = surf->info.surface_prop;
- }
-
- rb_prepare_contact( ct, vg.time_fixed_delta );
- }
-
- /*
- * Move & Friction
- */
- float accel_speed = 0.0f, nominal_speed = 0.0f;
- v3f movedir;
-
- v3_muls( right_dir, w->state.steer[0], movedir );
- v3_muladds( movedir, forward_dir, w->state.steer[1], movedir );
-
- if( w->state.activity == k_walk_activity_ground ){
- v3_normalize( surface_avg );
-
- v3f tx, ty;
- v3_tangent_basis( surface_avg, tx, ty );
-
- if( v2_length2(w->state.steer) > 0.001f ){
- /* clip movement to the surface */
- float d = v3_dot(surface_avg,movedir);
- v3_muladds( movedir, surface_avg, -d, movedir );
- }
-
- accel_speed = k_walk_accel;
- nominal_speed = w->state.steer[2];
-
- /* jump */
- if( w->state.jump_queued ){
- w->state.jump_queued = 0;
-
- f32 t = vg.time - w->state.jump_input_time;
- if( t < PLAYER_JUMP_EPSILON ){
- localplayer.rb.v[1] = 5.0f;
- w->state.activity = k_walk_activity_air;
- prev_state = k_walk_activity_air;
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
- }
- }
- else{
- player_friction( localplayer.rb.v, k_walk_friction );
- }
- }
- else{
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
- }
-
- if( v2_length2( w->state.steer ) > 0.001f ){
- player_accelerate( localplayer.rb.v, movedir,
- nominal_speed, accel_speed );
- v3_normalize( movedir );
- }
-
- /*
- * Resolve velocity constraints
- */
- for( int j=0; j<5; j++ ){
- for( int i=0; i<len; i++ ){
- rb_ct *ct = &manifold[i];
-
- /*normal */
- float vn = -v3_dot( localplayer.rb.v, ct->n );
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
- }
- }
-
- /* stepping */
- if( w->state.activity == k_walk_activity_ground||
- prev_state == k_walk_activity_ground ){
- float max_dist = 0.4f;
-
- v3f pa, pb;
- v3_copy( localplayer.rb.co, pa );
- pa[1] += w->collider.r + max_dist;
- v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
- vg_line( pa, pb, 0xff000000 );
-
- v3f n;
- float t;
- if( spherecast_world( world, pa, pb,
- w->collider.r, &t, n, 0 ) != -1 ){
- if( player_walk_normal_standable(n) ){
- v3_lerp( pa, pb, t, localplayer.rb.co );
- localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
- w->state.activity = k_walk_activity_ground;
-
- float d = -v3_dot(n,localplayer.rb.v);
- v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
- localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
- }
- }
- }
-
- /*
- * Depenetrate
- */
- v3f dt;
- rb_depenetrate( manifold, len, dt );
- v3_add( dt, localplayer.rb.co, localplayer.rb.co );
-
- /* integrate */
- if( w->state.activity == k_walk_activity_air ){
- localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
- }
-
- if( localplayer.immobile ){
- localplayer.rb.v[0] = 0.0f;
- localplayer.rb.v[2] = 0.0f;
- }
-
- v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta,
- localplayer.rb.co );
- v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
- vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
-
- /*
- * CCD routine
- * ---------------------------------------------------
- *
- */
- v3f lwr_prev,
- lwr_now,
- lwr_offs = { 0.0f, w->collider.r, 0.0f };
-
- v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
- v3_add( lwr_offs, localplayer.rb.co, lwr_now );
-
- v3f movedelta;
- v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
-
- float movedist = v3_length( movedelta );
-
- if( movedist > 0.3f ){
- float t, sr = w->collider.r-0.04f;
- v3f n;
-
- if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
- v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
- localplayer.rb.co[1] -= w->collider.r;
- rb_update_matrices( &localplayer.rb );
- v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
- vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
- }
- }
-
- u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
- if( id ){
- ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
- m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
- m3x3_mulv( gate->transport, localplayer.rb.v, localplayer.rb.v );
-
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
- q_normalize( localplayer.rb.q );
- rb_update_matrices( &localplayer.rb );
- player__pass_gate( id );
- }
- rb_update_matrices( &localplayer.rb );
-
- if( (prev_state == k_walk_activity_oregular) ||
- (prev_state == k_walk_activity_oair) ||
- (prev_state == k_walk_activity_ipopoff) ){
- w->state.activity = prev_state;
- }
-
- w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0],
- localplayer.rb.v[2] } ),
- k_runspeed );
-}
-
-void player__walk_post_update(void){
- struct player_walk *w = &player_walk;
-
- m4x3f mtx;
- m3x3_copy( localplayer.rb.to_world, mtx );
- v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-
- float substep = vg.time_fixed_extrapolate;
- v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
- vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
-
- /* Calculate header */
- v3f v;
- if( (player_xyspeed2() > 0.1f*0.1f) ){
- f32 r = 0.3f;
- if( (w->state.activity == k_walk_activity_ground) ||
- (w->state.activity == k_walk_activity_ipopoff) ||
- (w->state.activity == k_walk_activity_oregular) ){
- r = 0.07f;
- }
-
- f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
- v4f qt;
- q_axis_angle( qt, (v3f){0,1,0}, ta );
- q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
- }
-
- vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
- v3f p1;
- v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
- vg_line( w->state.drop_in_target, p1, VG__GREEN );
- v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
- vg_line( w->state.drop_in_target, p1, VG__GREEN );
-
- float a = player_get_heading_yaw();
- p1[0] = sinf( a );
- p1[1] = 0.0f;
- p1[2] = cosf( a );
-
- v3_add( localplayer.rb.co, p1, p1 );
- vg_line( localplayer.rb.co, p1, VG__PINK );
-
- int walk_phase = 0;
- if( vg_fractf(w->state.walk_timer) > 0.5f )
- walk_phase = 1;
- else
- walk_phase = 0;
-
- if( (w->state.step_phase != walk_phase) &&
- (w->state.activity == k_walk_activity_ground ) )
- {
- audio_lock();
- if( w->surface == k_surface_prop_concrete ){
- audio_oneshot_3d(
- &audio_footsteps[vg_randu32(&vg.rand) % 4],
- localplayer.rb.co, 40.0f, 1.0f
- );
- }
- else if( w->surface == k_surface_prop_grass ){
- audio_oneshot_3d(
- &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
- localplayer.rb.co, 40.0f, 1.0f
- );
- }
- else if( w->surface == k_surface_prop_wood ){
- audio_oneshot_3d(
- &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
- localplayer.rb.co, 40.0f, 1.0f
- );
- }
- audio_unlock();
- }
-
- w->state.step_phase = walk_phase;
-}
-
-void player__walk_update(void){
- struct player_walk *w = &player_walk;
-
- if( (w->state.activity == k_walk_activity_air) ||
- (w->state.activity == k_walk_activity_ground) ||
- (w->state.activity == k_walk_activity_oair) ||
- (w->state.activity == k_walk_activity_oregular) ||
- (w->state.activity == k_walk_activity_ipopoff) ){
- player_walk_update_generic();
- }
-}
-
-static void player_walk_animate_drop_in(void){
- struct player_walk *w = &player_walk;
- struct player_walk_animator *animator = &w->animator;
- struct skeleton_anim *anim = w->anim_drop_in;
-
- f32 length = (f32)(anim->length-1) / anim->rate,
- time = w->state.transition_t;
-
- f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
- w->state.drop_in_angle, animator->transition_t );
- v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
- animator->transition_t, localplayer.rb.co );
-
- q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
-
- /* the drop in bit */
- v3f final_co;
- v4f final_q;
- player_walk_drop_in_overhang_transform( animator->transition_t,
- final_co, final_q );
-
- q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
- v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
- localplayer.rb.co );
-
- rb_update_matrices( &localplayer.rb );
-
- v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
- -0.1f*animator->transition_t, localplayer.rb.co );
-
- v3_copy( localplayer.rb.co, animator->root_co );
- v4_copy( localplayer.rb.q, animator->root_q );
-
- /* for the camera purposes only */
- v3f init_velocity;
- player_walk_drop_in_vector( init_velocity );
- v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
- v3_copy( localplayer.rb.v,
- localplayer.cam_control.cam_velocity_smooth );
-}
-
-static void player_walk_animate_generic(void){
- struct player_walk *w = &player_walk;
- struct player_walk_animator *animator = &w->animator;
-
- v4f _null;
- rb_extrapolate( &localplayer.rb, animator->root_co, _null );
-
- f32 walk_yaw = player_get_heading_yaw(),
- head_yaw = localplayer.angles[0] + VG_PIf,
- y = vg_angle_diff( head_yaw, -walk_yaw ),
- p = vg_clampf( localplayer.angles[1],
- -k_sit_pitch_limit, k_sit_pitch_limit );
-
- if( fabsf(y) > k_sit_yaw_limit ){
- y = 0.0f;
- p = 0.0f;
- }
-
- animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
- animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
- q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
-
- v4f qrev;
- q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
- q_mul( localplayer.rb.q, qrev, animator->root_q );
-}
-
-void player__walk_animate(void){
- struct player_walk *w = &player_walk;
- player_pose *pose = &localplayer.pose;
- struct player_walk_animator *animator = &w->animator;
-
- animator->activity = w->state.activity;
- animator->transition_t = w->state.transition_t;
-
- {
- f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
-
- if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
- else rate = 9.0f;
-
- animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
- animator->run = vg_lerpf( animator->run, w->move_speed,
- 8.0f*vg.time_delta);
- }
-
- if( animator->run > 0.025f ){
- f32 walk_norm = 30.0f/(float)w->anim_walk->length,
- run_norm = 30.0f/(float)w->anim_run->length,
- l;
-
- if( animator->run <= k_walkspeed )
- l = (animator->run / k_walkspeed) * walk_norm;
- else {
- l = vg_lerpf( walk_norm, run_norm,
- (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
- }
- w->state.walk_timer += l * vg.time_delta;
- }
- else
- w->state.walk_timer = 0.0f;
-
- animator->walk_timer = w->state.walk_timer;
-
- player_walk_animate_generic();
- if( w->state.activity == k_walk_activity_odrop_in ){
- player_walk_animate_drop_in();
- }
-
- if( (w->state.activity == k_walk_activity_odrop_in) ||
- (w->state.activity == k_walk_activity_oregular) ||
- (w->state.activity == k_walk_activity_oair) ){
- localplayer.cam_velocity_influence = w->animator.transition_t;
- }
- else if( w->state.activity == k_walk_activity_ipopoff ){
- localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
- }
- else
- localplayer.cam_velocity_influence = 0.0f;
-
- if( w->state.activity == k_walk_activity_sit ){
- localplayer.cam_dist = 3.8f;
- }
- else {
- localplayer.cam_dist = 1.8f;
- }
-}
-
-static void player_walk_pose_sit( struct player_walk_animator *animator,
- player_pose *pose ){
- mdl_keyframe bpose[32];
-
- struct player_walk *w = &player_walk;
- struct skeleton *sk = &localplayer.skeleton;
-
- f32 t = animator->transition_t,
- st = t * ((f32)(w->anim_sit->length-1)/30.0f);
- skeleton_sample_anim( sk, w->anim_sit, st, bpose );
-
- v4f qy,qp;
- f32 *qh = bpose[localplayer.id_head-1].q;
- q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
- q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
- q_mul( qy, qh, qh );
- q_mul( qh, qp, qh );
- q_normalize( qh );
-
- qh = bpose[localplayer.id_chest-1].q;
- q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
- q_mul( qy, qh, qh );
- q_normalize( qh );
-
- skeleton_lerp_pose( sk, pose->keyframes, bpose,
- vg_minf(1.0f,t*10.0f), pose->keyframes );
-}
-
-enum walk_transition_type {
- k_walk_transition_in,
- k_walk_transition_out,
- k_walk_transition_outin,
-};
-
-static void player_walk_pose_transition(
- struct player_walk_animator *animator, struct skeleton_anim *anim,
- enum walk_transition_type type,
- mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
-
- mdl_keyframe bpose[32];
-
- struct player_walk *w = &player_walk;
- struct skeleton *sk = &localplayer.skeleton;
-
- f32 length = (f32)(anim->length-1) / anim->rate,
- t = animator->transition_t * length,
- blend = 1.0f;
-
- if( type == k_walk_transition_in || type == k_walk_transition_outin )
- blend = vg_minf( blend, length-t );
-
- if( type == k_walk_transition_out || type == k_walk_transition_outin )
- blend = vg_minf( blend, t );
-
- blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
-
- skeleton_sample_anim_clamped( sk, anim, t, bpose );
-
- mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
- f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
-
- v4f qyaw;
- q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
- q_mul( kf_board->q, qyaw, kf_board->q );
- q_normalize( kf_board->q );
-
- if( mask ){
- for( i32 i=0; i<sk->bone_count-1; i ++ )
- keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
- }
- else
- skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
-}
-
-void player__walk_pose( void *_animator, player_pose *pose ){
- struct player_walk *w = &player_walk;
- struct player_walk_animator *animator = _animator;
- struct skeleton *sk = &localplayer.skeleton;
-
- v3_copy( animator->root_co, pose->root_co );
- v4_copy( animator->root_q, pose->root_q );
- pose->board.lean = 0.0f;
- pose->type = k_player_pose_type_ik;
-
- float walk_norm = (float)w->anim_walk->length/30.0f,
- run_norm = (float)w->anim_run->length/30.0f,
- t = animator->walk_timer;
-
- /* walk/run */
- mdl_keyframe apose[32], bpose[32];
- if( animator->run <= k_walkspeed ){
- /* walk / idle */
- f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
- skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
- skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
- }
- else {
- /* walk / run */
- f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
- skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
- }
-
- /* air */
- skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
-
- mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
- f32 yaw = animator->board_yaw;
-
- if( animator->activity == k_walk_activity_ipopoff )
- if( animator->transition_t > 0.5f )
- yaw += 1.0f;
-
- v4f qyaw;
- q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
- q_mul( kf_board->q, qyaw, kf_board->q );
- q_normalize( kf_board->q );
-
- /* sit */
- if( (animator->activity == k_walk_activity_sit) ||
- (animator->activity == k_walk_activity_sit_up) ){
- player_walk_pose_sit( animator, pose );
- }
- else if( animator->activity == k_walk_activity_odrop_in ){
- player_walk_pose_transition(
- animator, w->anim_drop_in, k_walk_transition_out, apose,
- NULL, pose );
- }
- else if( animator->activity == k_walk_activity_oair ){
- player_walk_pose_transition(
- animator, w->anim_jump_to_air, k_walk_transition_out, apose,
- NULL, pose );
- }
- else if( animator->activity == k_walk_activity_oregular ){
- player_walk_pose_transition(
- animator, w->anim_intro, k_walk_transition_out, apose,
- NULL, pose );
- }
- else if( animator->activity == k_walk_activity_ipopoff ){
- if( animator->run > 0.2f ){
- f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
- mask[ 32 ];
-
- for( u32 i=0; i<32; i ++ )
- mask[i] = 1.0f;
-
- mask[ localplayer.id_ik_foot_l-1 ] = t;
- mask[ localplayer.id_ik_foot_r-1 ] = t;
- mask[ localplayer.id_ik_knee_l-1 ] = t;
- mask[ localplayer.id_ik_knee_r-1 ] = t;
- mask[ localplayer.id_hip-1 ] = t;
- player_walk_pose_transition(
- animator, w->anim_popoff, k_walk_transition_in, apose,
- mask, pose );
- }
- else{
- player_walk_pose_transition(
- animator, w->anim_popoff, k_walk_transition_in, apose,
- NULL, pose );
- }
- }
- else {
- skeleton_copy_pose( sk, apose, pose->keyframes );
- }
-}
-
-void player__walk_post_animate(void){
- /*
- * Camera
- */
- struct player_walk *w = &player_walk;
-
-}
-
-void player__walk_im_gui(void){
- struct player_walk *w = &player_walk;
- player__debugtext( 1, "V: %5.2f %5.2f %5.2f (%5.2fm/s)",
- localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
- v3_length(localplayer.rb.v) );
- player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
- localplayer.rb.co[1],
- localplayer.rb.co[2] );
- player__debugtext( 1, "transition: %5.2f ", w->state.transition_t );
- player__debugtext( 1, "activity: %s\n",
- (const char *[]){ "air",
- "ground",
- "sit",
- "sit_up",
- "inone",
- "ipopoff",
- "oair",
- "odrop_in",
- "oregular" }
- [w->state.activity] );
- player__debugtext( 1, "surface: %s\n",
- (const char *[]){ "concrete",
- "wood",
- "grass",
- "tiles",
- "metal",
- "snow",
- "sand" }
- [w->surface] );
-}
-
-void player__walk_bind(void){
- struct player_walk *w = &player_walk;
- struct skeleton *sk = &localplayer.skeleton;
-
- w->anim_idle = skeleton_get_anim( sk, "idle_cycle+y" );
- w->anim_walk = skeleton_get_anim( sk, "walk+y" );
- w->anim_run = skeleton_get_anim( sk, "run+y" );
- w->anim_jump = skeleton_get_anim( sk, "jump+y" );
- w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
- w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
- w->anim_intro = skeleton_get_anim( sk, "into_skate" );
- w->anim_sit = skeleton_get_anim( sk, "sit" );
- w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
-}
-
-void player__walk_transition( bool grounded, f32 board_yaw ){
- struct player_walk *w = &player_walk;
- w->state.activity = k_walk_activity_air;
-
- if( grounded ){
- w->state.activity = k_walk_activity_ipopoff;
- }
-
- w->state.transition_t = 0.0f;
- w->state.jump_queued = 0;
- w->state.jump_input_time = 0.0;
- w->state.walk_timer = 0.0f;
- w->state.step_phase = 0;
- w->animator.board_yaw = fmodf( board_yaw, 2.0f );
- rb_update_matrices( &localplayer.rb );
-}
-
-void player__walk_reset(void)
-{
- struct player_walk *w = &player_walk;
- w->state.activity = k_walk_activity_air;
- w->state.transition_t = 0.0f;
-
- v3f fwd = { 0.0f, 0.0f, 1.0f };
- q_mulv( localplayer.rb.q, fwd, fwd );
- q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f(fwd[0], fwd[2]) );
-
- rb_update_matrices( &localplayer.rb );
-}
-
-void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
- struct player_walk_animator *animator = data;
-
- bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
- bitpack_qquat( ctx, animator->root_q );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
- bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
- bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
-
- for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
- bitpack_bytes( ctx, 8, &animator->activity );
- }
-
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
-
- if( (animator->activity == k_walk_activity_sit) ||
- (animator->activity == k_walk_activity_sit_up) ){
- bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
- bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit,
- &animator->pitch );
- }
-
- bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
-}
-
-void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
- audio_lock();
-
- if( id == k_player_walk_soundeffect_splash ){
- audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
- }
-
- audio_unlock();
-}