longjump gates
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #ifndef PLAYER_C
2 #define PLAYER_C
3
4 #include "player.h"
5 #include "camera.h"
6 #include "player_model.h"
7
8 PLAYER_API
9 void player__debugtext( int size, const char *fmt, ... )
10 {
11 char buffer[ 1024 ];
12
13 va_list args;
14 va_start( args, fmt );
15 vsnprintf( buffer, 1024, fmt, args );
16 va_end( args );
17
18 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
19 vg_uictx.cursor[1] += 14*size;
20 }
21
22 /*
23 * Init
24 */
25 PLAYER_API
26 void player__create( player_instance *inst )
27 {
28 static int only_once = 0;
29 assert( only_once == 0 );
30 only_once ++;
31
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 );
45 inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
46 inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
47 inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
48
49 const char *default_cfg[] =
50 {
51 "bind steer-h gp-ls-h",
52 "bind -steer-h a",
53 "bind +steer-h d",
54
55 "bind steer-v gp-ls-v",
56 "bind -steer-v w",
57 "bind +steer-v s",
58
59 "bind grab gp-rt",
60 "bind +grab shift",
61 "bind grab-h gp-rs-h",
62 "bind grab-v gp-rs-v",
63
64 "bind jump space",
65 "bind jump gp-a",
66
67 "bind trick0 mouse1",
68 "bind trick0 gp-a",
69 "bind trick1 mouse2",
70 "bind trick1 gp-b",
71 "bind trick2 gp-x", /* keyboard: m0 + m1 */
72
73 "bind push gp-b",
74 "bind push w",
75
76 "bind walk shift",
77 "bind walk gp-ls",
78
79 "bind walk-h gp-ls-h",
80 "bind walk-v -gp-ls-v",
81 "bind +walk-h d",
82 "bind -walk-h a",
83 "bind +walk-v w",
84 "bind -walk-v s",
85
86 "bind reset gp-lb",
87 "bind reset r",
88
89 "bind use gp-y",
90 "bind use e",
91 "bind camera c"
92 };
93
94 for( int i=0; i<vg_list_size(default_cfg); i++ )
95 vg_execute_console_input(default_cfg[i]);
96
97 v3_zero( inst->rb.co );
98 v3_zero( inst->rb.w );
99 v3_zero( inst->rb.v );
100 q_identity( inst->rb.q );
101 m4x3_identity( inst->rb.to_world );
102 m4x3_identity( inst->rb.to_local );
103 }
104
105 /*
106 * Appearence
107 */
108 PLAYER_API
109 void player__use_avatar( player_instance *player, struct player_avatar *av )
110 {
111 player->playeravatar = av;
112 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
113 }
114
115 PLAYER_API
116 void player__use_mesh( player_instance *player, glmesh *mesh )
117 {
118 player->playermesh = mesh;
119 }
120
121 PLAYER_API
122 void player__use_texture( player_instance *player, vg_tex2d *tex )
123 {
124 player->playertex = tex;
125 }
126
127 PLAYER_API
128 void player__bind( player_instance *player )
129 {
130 player__skate_bind( player );
131 player__walk_bind( player );
132 }
133
134 /*
135 * Gameloop events
136 * ----------------------------------------------------------------------------
137 */
138 PLAYER_API
139 void player__pre_update( player_instance *player )
140 {
141 if( vg_input_button_down( player->input_camera ) )
142 {
143 if( player->camera_mode == k_cam_firstperson )
144 player->camera_mode = k_cam_thirdperson;
145 else
146 player->camera_mode = k_cam_firstperson;
147 }
148
149 if( _player_pre_update[ player->subsystem ] )
150 _player_pre_update[ player->subsystem ]( player );
151 }
152
153 PLAYER_API
154 void player__update( player_instance *player )
155 {
156 if( _player_update[ player->subsystem ] )
157 _player_update[ player->subsystem ]( player );
158 }
159
160 PLAYER_API
161 void player__post_update( player_instance *player )
162 {
163 if( _player_post_update[ player->subsystem ] )
164 _player_post_update[ player->subsystem ]( player );
165 }
166
167 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
168 {
169 /* FIXME: Applies to main_camera directly! */
170
171 /* Pre-emptively edit the camera matrices so that the motion vectors
172 * are correct */
173 m4x3f transport_i;
174 m4x4f transport_4;
175 m4x3_invert_affine( transport, transport_i );
176 m4x3_expand( transport_i, transport_4 );
177 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
178 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
179
180 /* we want the regular transform here no the inversion */
181 m4x3_expand( transport, transport_4 );
182 m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
183 m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
184 }
185
186 __attribute__ ((deprecated))
187 VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
188 {
189 v3_copy( angles, d );
190 return;
191
192 v3f fwd_dir = { cosf(angles[0]),
193 0.0f,
194 sinf(angles[0])};
195 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
196
197 v3_copy( angles, d );
198 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
199 }
200
201 /*
202 * Applies gate transport to a player_interface
203 */
204 PLAYER_API
205 void player__pass_gate( player_instance *player, struct gate_hit *hit )
206 {
207 player->gate_waiting = hit->gate;
208
209 m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf );
210 m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth,
211 player->cam_velocity_smooth );
212
213 m3x3_copy( player->basis, player->basis_gate );
214
215 v4f q;
216 m3x3_q( hit->gate->transport, q );
217 q_mul( q, player->qbasis, player->qbasis );
218 q_normalize( player->qbasis );
219 q_m3x3( player->qbasis, player->basis );
220 m3x3_transpose( player->basis, player->invbasis );
221
222 if( hit->nonlocal )
223 world_global.active_world = hit->nonlocal->target_map_index;
224 }
225
226 VG_STATIC void player__pre_render( player_instance *player )
227 {
228 if( _player_animate[ player->subsystem ] )
229 {
230 player_animation res;
231 _player_animate[ player->subsystem ]( player, &res );
232
233 /* TODO: eventually, blending code goes here */
234
235 m4x3f transform;
236 q_m3x3( res.root_q, transform );
237 v3_copy( res.root_co, transform[3] );
238
239 struct skeleton *sk = &player->playeravatar->sk;
240
241 if( player->holdout_time > 0.0f )
242 {
243 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
244 player->holdout_time, res.pose );
245 player->holdout_time -= vg.frame_delta * 2.0f;
246 }
247
248 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
249 skeleton_apply_ik_pass( sk );
250 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
251 skeleton_apply_inverses( sk );
252 skeleton_apply_transform( sk, transform );
253
254 #if 0
255 skeleton_debug( sk );
256 #endif
257 }
258
259 if( _player_post_animate[ player->subsystem ] )
260 _player_post_animate[ player->subsystem ]( player );
261
262 struct player_avatar *av = player->playeravatar;
263 v3f vp0 = {0.0f,0.1f, 0.55f},
264 vp1 = {0.0f,0.1f,-0.55f};
265
266 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
267 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
268
269 player__cam_iterate( player );
270 }
271
272 PLAYER_API void player__render( camera *cam, player_instance *player )
273 {
274 shader_model_character_view_use();
275 vg_tex2d_bind( player->playertex, 0 );
276 shader_model_character_view_uTexMain( 0 );
277 shader_model_character_view_uCamera( cam->transform[3] );
278 shader_model_character_view_uPv( cam->mtx.pv );
279
280 world_instance *world = get_active_world();
281 world_link_lighting_ub( world, _shader_model_character_view.id, 2 );
282
283 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
284 player->playeravatar->sk.bone_count,
285 0,
286 (float *)player->playeravatar->sk.final_mtx );
287
288 mesh_bind( player->playermesh );
289 mesh_draw( player->playermesh );
290 }
291
292 PLAYER_API void player__im_gui( player_instance *player )
293 {
294 vg_uictx.cursor[0] = vg.window_x - 200;
295 vg_uictx.cursor[1] = 0;
296 vg_uictx.cursor[2] = 200;
297 vg_uictx.cursor[3] = 200;
298
299 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
300
301 vg_uictx.cursor[0] = vg.window_x;
302
303 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
304 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
305
306 if( _player_im_gui[ player->subsystem ] )
307 _player_im_gui[ player->subsystem ]( player );
308
309 b[2].co[1] = vg_uictx.cursor[1];
310 b[3].co[1] = vg_uictx.cursor[1];
311 }
312
313 PLAYER_API void player__spawn( player_instance *player,
314 struct respawn_point *rp )
315 {
316 v3_copy( rp->co, player->rb.co );
317 v3_zero( player->rb.v );
318 v3_zero( player->rb.w );
319 q_identity( player->rb.q );
320 rb_update_transform( &player->rb );
321
322 q_identity( player->qbasis );
323 m3x3_identity( player->basis );
324 m3x3_identity( player->invbasis );
325
326 player->subsystem = k_player_subsystem_walk;
327 player->viewable_world = get_active_world();
328
329 if( _player_reset[ player->subsystem ] )
330 _player_reset[ player->subsystem ]( player, rp );
331 }
332
333
334 PLAYER_API void player__kill( player_instance *player )
335 {
336
337 }
338
339 #endif /* PLAYER_C */