6 #include "player_model.h"
9 void player__debugtext( int size
, const char *fmt
, ... )
14 va_start( args
, fmt
);
15 vsnprintf( buffer
, 1024, fmt
, args
);
18 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
19 vg_uictx
.cursor
[1] += 14*size
;
26 void player__create( player_instance
*inst
)
28 static int only_once
= 0;
29 assert( only_once
== 0 );
32 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
33 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
34 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
35 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
36 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
37 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
38 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
39 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
40 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
41 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
42 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
43 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
44 inst
->input_camera
=vg_create_named_input( "camera", k_input_type_button
);
46 const char *default_cfg
[] =
48 "bind steer-h gp-ls-h",
52 "bind steer-v gp-ls-v",
58 "bind grab-h gp-rs-h",
59 "bind grab-v gp-rs-v",
70 "bind walk-h gp-ls-h",
71 "bind walk-v -gp-ls-v",
85 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
86 vg_execute_console_input(default_cfg
[i
]);
88 v3_zero( inst
->rb
.co
);
89 v3_zero( inst
->rb
.w
);
90 v3_zero( inst
->rb
.v
);
91 q_identity( inst
->rb
.q
);
92 m4x3_identity( inst
->rb
.to_world
);
93 m4x3_identity( inst
->rb
.to_local
);
100 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
102 player
->playeravatar
= av
;
103 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
107 void player__use_mesh( player_instance
*player
, glmesh
*mesh
)
109 player
->playermesh
= mesh
;
113 void player__use_texture( player_instance
*player
, vg_tex2d
*tex
)
115 player
->playertex
= tex
;
119 void player__bind( player_instance
*player
)
121 player__skate_bind( player
);
122 player__walk_bind( player
);
127 * ----------------------------------------------------------------------------
130 void player__pre_update( player_instance
*player
)
132 if( vg_input_button_down( player
->input_camera
) )
134 if( player
->camera_mode
== k_cam_firstperson
)
135 player
->camera_mode
= k_cam_thirdperson
;
137 player
->camera_mode
= k_cam_firstperson
;
140 if( _player_pre_update
[ player
->subsystem
] )
141 _player_pre_update
[ player
->subsystem
]( player
);
145 void player__update( player_instance
*player
)
147 if( _player_update
[ player
->subsystem
] )
148 _player_update
[ player
->subsystem
]( player
);
152 void player__post_update( player_instance
*player
)
154 if( _player_post_update
[ player
->subsystem
] )
155 _player_post_update
[ player
->subsystem
]( player
);
158 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
160 /* FIXME: Applies to main_camera directly! */
162 /* Pre-emptively edit the camera matrices so that the motion vectors
166 m4x3_invert_affine( transport
, transport_i
);
167 m4x3_expand( transport_i
, transport_4
);
168 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
169 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
172 VG_STATIC
void gate_rotate_angles( teleport_gate
*gate
, v3f angles
, v3f d
)
174 v3f fwd_dir
= { cosf(angles
[0]),
177 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
179 v3_copy( angles
, d
);
180 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
184 * Applies gate transport to a player_interface
187 void player__pass_gate( player_instance
*player
, teleport_gate
*gate
)
189 player
->gate_waiting
= gate
;
191 gate_rotate_angles( gate
, player
->angles
, player
->angles
);
192 m4x3_mulv( gate
->transport
, player
->tpv_lpf
, player
->tpv_lpf
);
193 m3x3_mulv( gate
->transport
, player
->cam_velocity_smooth
,
194 player
->cam_velocity_smooth
);
197 VG_STATIC
void player__pre_render( player_instance
*player
)
199 if( _player_animate
[ player
->subsystem
] )
201 player_animation res
;
202 _player_animate
[ player
->subsystem
]( player
, &res
);
204 /* TODO: eventually, blending code goes here */
207 q_m3x3( res
.root_q
, transform
);
208 v3_copy( res
.root_co
, transform
[3] );
210 struct skeleton
*sk
= &player
->playeravatar
->sk
;
212 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
213 skeleton_apply_ik_pass( sk
);
214 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
215 skeleton_apply_inverses( sk
);
216 skeleton_apply_transform( sk
, transform
);
217 skeleton_debug( sk
);
220 if( _player_post_animate
[ player
->subsystem
] )
221 _player_post_animate
[ player
->subsystem
]( player
);
223 struct player_avatar
*av
= player
->playeravatar
;
224 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
225 vp1
= {0.0f
,0.1f
,-0.6f
};
227 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
228 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
230 player__cam_iterate( player
);
233 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
235 shader_viewchar_use();
236 vg_tex2d_bind( player
->playertex
, 0 );
237 shader_viewchar_uTexMain( 0 );
238 shader_viewchar_uCamera( cam
->transform
[3] );
239 shader_viewchar_uPv( cam
->mtx
.pv
);
240 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
241 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
242 player
->playeravatar
->sk
.bone_count
,
244 (float *)player
->playeravatar
->sk
.final_mtx
);
246 mesh_bind( player
->playermesh
);
247 mesh_draw( player
->playermesh
);
250 PLAYER_API
void player__im_gui( player_instance
*player
)
252 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
253 vg_uictx
.cursor
[1] = 0;
254 vg_uictx
.cursor
[2] = 200;
255 vg_uictx
.cursor
[3] = 200;
257 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
259 vg_uictx
.cursor
[0] = vg
.window_x
;
261 player__debugtext( 1, "%.2f %.2f %.2f", player
->cam
.pos
[0],
263 player
->cam
.pos
[2] );
264 player__debugtext( 1, "%.2f %.2f %.2f (%.2f)",
265 player
->cam
.angles
[0],
266 player
->cam
.angles
[1],
267 player
->cam
.angles
[2],
269 player__debugtext( 1, "C/K %.2f %.2f (%.2f)",
270 player
->cam_velocity_coefficient_smooth
,
271 player
->cam_velocity_constant_smooth
,
272 player
->cam_velocity_influence_smooth
);
274 if( _player_im_gui
[ player
->subsystem
] )
275 _player_im_gui
[ player
->subsystem
]( player
);
277 b
[2].co
[1] = vg_uictx
.cursor
[1];
278 b
[3].co
[1] = vg_uictx
.cursor
[1];
281 PLAYER_API
void player__spawn( player_instance
*player
,
282 struct respawn_point
*rp
)
284 v3_copy( rp
->co
, player
->rb
.co
);
285 v3_zero( player
->rb
.v
);
286 v3_zero( player
->rb
.w
);
287 q_identity( player
->rb
.q
);
288 rb_update_transform( &player
->rb
);
290 if( _player_reset
[ player
->subsystem
] )
291 _player_reset
[ player
->subsystem
]( player
, rp
);
295 PLAYER_API
void player__kill( player_instance
*player
)
300 #endif /* PLAYER_C */