player_skate.state.activity_prev = k_skate_activity_ground;
player_skate.state.activity = k_skate_activity_ground;
- player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__begin_holdout( (v3f){0,0,0} );
player__skate_clear_mechanics();
player__skate_reset_animator();
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){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+ 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 ){
return 0;
}
-static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
- struct player_walk *w = &player_walk;
-
- if( type >= k_walk_outro_max )
- return NULL;
+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;
- return (struct skeleton_anim *[]){
- [k_walk_outro_none] = NULL,
- [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
- [k_walk_outro_regular] = w->anim_intro,
- [k_walk_outro_drop_in] = w->anim_drop_in
- }[ type ];
+ if( *t >= 1.0f ) return 1;
+ else return 0;
}
-
-static void player__walk_pre_update(void){
+static void player_walk_pre_sit(void){
struct player_walk *w = &player_walk;
- if( !localplayer.immobile )
- player_look( localplayer.angles, skaterift.time_rate );
-
v2f steer;
joystick_state( k_srjoystick_steer, steer );
- if( w->state.activity == k_walk_activity_sit ){
- if( w->state.sit_t < 1.0f )
- w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + 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;
- }
- else if( w->state.activity == k_walk_activity_sit_up ){
- if( w->state.sit_t > 0.0f )
- w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
- else
- w->state.activity = k_walk_activity_ground;
-
- if( button_down(k_srbind_sit) )
- w->state.activity = k_walk_activity_sit;
+ vg_slewf( &w->state.transition_t, 1.0f, vg.time_delta );
- return;
- }
- else if( w->state.activity == k_walk_activity_ground ){
- if( button_down(k_srbind_sit) ){
- v3_zero( localplayer.rb.v );
- w->state.activity = k_walk_activity_sit;
- return;
- }
+ 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;
+}
- w->state.sit_t = 0.0f;
+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( w->state.outro_type ){
- struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
+ if( button_down(k_srbind_sit) )
+ w->state.activity = k_walk_activity_sit;
- f32 outro_length = (f32)anim->length / anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
+ return;
+}
- if( outro_time >= outro_length ){
- if( w->state.outro_type == k_walk_outro_drop_in ){
- player_walk_drop_in_to_skate();
- }
- else if( w->state.outro_type == k_walk_outro_jump_to_air ){
- player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
- }
- else{
- player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
- }
+static void player_walk_pre_ground(void){
+ struct player_walk *w = &player_walk;
- w->state.outro_type = k_walk_outro_none;
- return;
- }
+ if( button_down(k_srbind_sit) ){
+ v3_zero( localplayer.rb.v );
+ w->state.activity = k_walk_activity_sit;
+ return;
}
- else if( button_down( k_srbind_use ) && !localplayer.immobile ){
- if( 0 && (v3_dist2(localplayer.rb.co,gzoomer.obj.rb.co) <= 4.0f*4.0f) ){
- localplayer.subsystem = k_player_subsystem_drive;
+
+ if( button_down( k_srbind_use ) ){
+ if( player_walk_scan_for_drop_in() ){
+ w->state.activity = k_walk_activity_odrop_in;
}
else{
- struct player_board *board =
- addon_cache_item_if_loaded( k_addon_type_board,
- localplayer.board_view_slot );
-
- if( !board ) return;
-
- if( w->state.activity == k_walk_activity_ground ){
- if( player_walk_scan_for_drop_in() ){
- w->state.outro_type = k_walk_outro_drop_in;
- w->state.outro_start_time = vg.time;
- localplayer.immobile = 1;
-
- u32 foot_id = localplayer.id_ik_foot_r;
-
- m4x3_mulv( localplayer.final_mtx[ foot_id ],
- localplayer.skeleton.bones[ foot_id ].co,
- w->state.drop_in_foot_anchor );
- }
- else{
- w->state.outro_type = k_walk_outro_regular;
- w->state.outro_start_time = vg.time;
- w->state.activity = k_walk_activity_lockedmove;
-
- if( player_xyspeed2() < 0.1f * 0.1f ){
- q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f},
- localplayer.rb.v );
- }
- }
- }
- else{
- w->state.outro_type = k_walk_outro_jump_to_air;
- w->state.outro_start_time = vg.time;
- return;
- }
+ 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;
}
- else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
+}
+
+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;
+}
+
+static 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__walk_update(void){
+static void player_walk_update_generic(void){
struct player_walk *w = &player_walk;
v2f steer;
joystick_state( k_srjoystick_steer, steer );
- if( (w->state.activity == k_walk_activity_sit) ||
- (w->state.activity == k_walk_activity_sit_up) ){
- return;
- }
+ if( v2_length2(steer)>1.0f )
+ v2_normalize(steer);
v3_copy( localplayer.rb.co, w->state.prev_pos );
v3_zero( localplayer.rb.w );
v3f surface_avg = { 0.0f, 0.0f, 0.0f };
- if( w->state.activity != k_walk_activity_lockedmove )
- w->state.activity = k_walk_activity_air;
-
+ w->state.activity = k_walk_activity_air;
w->surface = k_surface_prop_concrete;
for( int i=0; i<len; i++ ){
rb_debug_contact( ct );
if( player_walk_normal_standable( ct->n ) ){
- if( w->state.activity != k_walk_activity_lockedmove )
- w->state.activity = k_walk_activity_ground;
+ w->state.activity = k_walk_activity_ground;
v3_add( surface_avg, ct->n, surface_avg );
player__pass_gate( id );
}
rb_update_transform( &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;
+ }
}
static void player__walk_post_update(void){
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 );
- vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
- vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
-
-
float a = player_get_heading_yaw();
p1[0] = sinf( a );
p1[1] = 0.0f;
w->state.step_phase = walk_phase;
}
+static 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_transform( &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 );
+}
+
static void player__walk_animate(void){
struct player_walk *w = &player_walk;
player_pose *pose = &localplayer.pose;
struct player_walk_animator *animator = &w->animator;
- animator->outro_type = w->state.outro_type;
+ 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,
}
else
w->state.walk_timer = 0.0f;
+
animator->walk_timer = w->state.walk_timer;
- if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
- v3_copy( localplayer.rb.co, animator->root_co );
- v4_copy( localplayer.rb.q, animator->root_q );
+ player_walk_animate_generic();
+ if( w->state.activity == k_walk_activity_odrop_in ){
+ player_walk_animate_drop_in();
}
- else{
- rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+
+ 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;
+}
- f32 walk_yaw = player_get_heading_yaw();
+static void player_walk_pose_sit( struct player_walk_animator *animator,
+ player_pose *pose ){
+ mdl_keyframe bpose[32];
- /* sitting */
- animator->sit_t = w->state.sit_t;
+ struct player_walk *w = &player_walk;
+ struct skeleton *sk = &localplayer.skeleton;
- {
- f32 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 );
- }
+ 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 );
+}
- if( w->state.outro_type ){
- struct skeleton_anim *anim =
- player_walk_outro_anim( w->state.outro_type );
- f32 outro_length = (f32)anim->length / anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
- animator->outro_t = outro_time / outro_length;
-
- if( w->state.outro_type == k_walk_outro_drop_in ){
- float inv_rate = 1.0f / anim->rate,
- anim_frames = anim->length * inv_rate,
- step_frames = 12.0f * inv_rate,
- commit_frames = 6.0f * inv_rate,
- drop_frames = anim_frames - step_frames,
- step_t = vg_minf( 1.0f, outro_time / step_frames ),
- remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
- dop_t = vg_minf( 1.0f, remaind_time / drop_frames );
- animator->commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
-
- walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
- w->state.drop_in_angle, step_t );
-
- v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
- step_t, localplayer.rb.co );
- v3_copy( localplayer.rb.co, animator->root_co );
-
- /* for the camera purposes only */
- v3f init_velocity;
- player_walk_drop_in_vector( init_velocity );
- v3_muls( init_velocity, dop_t, localplayer.rb.v );
- v3_copy( localplayer.rb.v,
- localplayer.cam_control.cam_velocity_smooth );
-
- q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f},
- walk_yaw + VG_PIf );
-
- v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
-
- /* the drop in bit */
- if( step_t >= 1.0f ){
- v3f final_co;
- v4f final_q;
- player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
-
- q_mul( final_q, animator->root_q, animator->root_q );
- v3_copy( final_co, animator->root_co );
-
-
- v4_copy( animator->root_q, localplayer.rb.q );
- rb_update_transform( &localplayer.rb );
-
- v3_muladds( animator->root_co, localplayer.rb.to_world[1],
- -0.1f*dop_t, animator->root_co );
- v3_copy( animator->root_co, localplayer.rb.co );
- }
+enum walk_transition_type {
+ k_walk_transition_in,
+ k_walk_transition_out,
+ k_walk_transition_outin,
+};
- return;
- }
- else{
- v3_muladds( animator->root_co, localplayer.rb.to_world[1],
- -0.1f*animator->outro_t, animator->root_co );
- }
- }
+static void player_walk_pose_transition(
+ struct player_walk_animator *animator, struct skeleton_anim *anim,
+ enum walk_transition_type type,
+ mdl_keyframe apose[32], 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 );
- q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+ 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 );
+ skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
}
static void player__walk_pose( void *_animator, player_pose *pose ){
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 );
/* sit */
- if( animator->sit_t > 0.0f ){
- f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
- st = vg_minf( 1.0f, animator->sit_t );
- skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
-
- v4f qy,qp;
- f32 *qh = bpose[localplayer.id_head-1].q;
- q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
- q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
- 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){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
- q_mul( qy, qh, qh );
- q_normalize( qh );
-
- skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
+ if( (animator->activity == k_walk_activity_sit) ||
+ (animator->activity == k_walk_activity_sit_up) ){
+ player_walk_pose_sit( animator, pose );
}
-
- if( animator->outro_type ){
- struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
-
- if( !anim ){
- skeleton_copy_pose( sk, apose, pose->keyframes );
- return;
- }
-
- f32 outro_length = (f32)anim->length / anim->rate,
- outro_time = animator->outro_t*outro_length;
-
- skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f,
- pose->keyframes );
-
- if( animator->outro_type == k_walk_outro_drop_in ){
- m4x3f transform, inverse;
- q_m3x3( pose->root_q, transform );
- v3_copy( pose->root_co, transform[3] );
- m4x3_invert_affine( transform, inverse );
-
- v3f anchored_pos;
- m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
-
- v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co,
- anchored_pos,
- 1.0f-animator->commit_t,
- pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
- }
+ else if( animator->activity == k_walk_activity_odrop_in ){
+ player_walk_pose_transition(
+ animator, w->anim_drop_in, k_walk_transition_out, apose, pose );
}
- else
+ else if( animator->activity == k_walk_activity_oair ){
+ player_walk_pose_transition(
+ animator, w->anim_jump_to_air, k_walk_transition_out, apose, pose );
+ }
+ else if( animator->activity == k_walk_activity_oregular ){
+ player_walk_pose_transition(
+ animator, w->anim_intro, k_walk_transition_out, apose, pose );
+ }
+ else if( animator->activity == k_walk_activity_ipopoff ){
+ player_walk_pose_transition(
+ animator, w->anim_popoff, k_walk_transition_in, apose, pose );
+ }
+ else {
skeleton_copy_pose( sk, apose, pose->keyframes );
+ }
+
+ mdl_keyframe *kf_board = &pose->keyframes[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 );
}
static void player__walk_post_animate(void){
*/
struct player_walk *w = &player_walk;
- if( w->state.outro_type ){
- struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
-
- f32 outro_length = (f32)anim->length / anim->rate,
- outro_time = vg.time - w->state.outro_start_time,
- outro_t = outro_time / outro_length;
-
- localplayer.cam_velocity_influence = outro_t;
- }
- else
- localplayer.cam_velocity_influence = 0.0f;
}
static void player__walk_im_gui(void){
struct player_walk *w = &player_walk;
- player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
- localplayer.rb.v[1],
- localplayer.rb.v[2] );
+ 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 *[]){ "k_walk_activity_air",
- "k_walk_activity_ground",
- "k_walk_activity_sleep",
- "k_walk_activity_lockedmove",
- "k_walk_activity_sit",
- "k_walk_activity_sit_up" }
+ (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",
"tiles",
"metal" }
[w->surface] );
-
- if( w->state.outro_type ){
- struct skeleton_anim *anim =
- player_walk_outro_anim( w->state.outro_type );
-
- f32 outro_length = (f32)anim->length / anim->rate,
- outro_time = vg.time - w->state.outro_start_time;
- player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
- }
}
static void player__walk_bind(void){
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" );
}
-static void player__walk_transition(void){
+static void player__walk_transition( enum walk_activity activity,
+ f32 board_yaw ){
struct player_walk *w = &player_walk;
- w->state.activity = k_walk_activity_air;
- w->state.outro_type = k_walk_outro_none;
- w->state.outro_start_time = 0.0;
+ w->state.activity = activity;
+ 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 );
v3f fwd = { 0.0f, 0.0f, 1.0f };
q_mulv( localplayer.rb.q, fwd, fwd );
static void player__walk_reset(void){
struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
- w->state.outro_type = k_walk_outro_none;
- w->state.outro_start_time = 0.0;
+ w->state.transition_t = 0.0f;
v3f fwd = { 0.0f, 0.0f, 1.0f };
q_mulv( localplayer.rb.q, fwd, fwd );
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->outro_type );
- if( animator->outro_type ){
- bitpack_bytes( ctx, sizeof(animator->foot_anchor),
- animator->foot_anchor );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
- bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
- }
+ bitpack_bytes( ctx, 8, &animator->activity );
}
- u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
- if( code ){
+ 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 );
}
static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){