15 k_board_radius
= 0.25f
,
16 k_board_length
= 0.65f
,
17 k_board_allowance
= 0.04f
,
18 k_friction_lat
= 8.68f
,
19 k_friction_resistance
= 0.02f
,
20 k_max_push_speed
= 16.0f
,
22 k_push_cycle_rate
= 8.0f
,
23 k_steer_ground
= 2.5f
,
25 k_steer_air_lerp
= 0.3f
,
28 static int freecam
= 0;
29 static int walk_grid_iterations
= 1;
34 v3f co
, v
, w
, a
, v_last
, m
, bob
, vl
;
37 v3f up
, right
, forward
;
40 float vswitch
, slip
, slip_last
,
46 float iY
; /* Yaw inertia */
47 int in_air
, is_dead
, on_board
;
54 v3f land_target_log
[22];
55 u32 land_target_colours
[22];
59 m4x3f to_world
, to_local
;
63 v3f handl_target
, handr_target
,
69 v3f camera_pos
, smooth_localcam
;
71 m4x3f camera
, camera_inverse
;
82 static void player_transform_update(void)
84 q_normalize( player
.rot
);
85 q_m3x3( player
.rot
, player
.to_world
);
86 v3_copy( player
.co
, player
.to_world
[3] );
88 m4x3_invert_affine( player
.to_world
, player
.to_local
);
90 m3x3_mulv( player
.to_world
, (v3f
){1.0f
,0.0f
, 0.0f
}, player
.right
);
91 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
, 0.0f
}, player
.up
);
92 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, player
.forward
);
96 * Free camera movement
99 static void player_mouseview(void)
101 if( gui_want_mouse() )
104 static v2f mouse_last
,
105 view_vel
= { 0.0f
, 0.0f
};
107 if( vg_get_button_down( "primary" ) )
108 v2_copy( vg_mouse
, mouse_last
);
110 else if( vg_get_button( "primary" ) )
113 v2_sub( vg_mouse
, mouse_last
, delta
);
114 v2_copy( vg_mouse
, mouse_last
);
116 v2_muladds( view_vel
, delta
, 0.005f
, view_vel
);
119 v2_muladds( view_vel
,
120 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
122 v2_muls( view_vel
, 0.7f
, view_vel
);
123 v2_add( view_vel
, player
.angles
, player
.angles
);
124 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
127 static void player_freecam(void)
131 float movespeed
= 25.0f
;
132 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
133 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
135 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
136 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
138 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
139 if( vg_get_button( "forward" ) )
140 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
141 if( vg_get_button( "back" ) )
142 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
143 if( vg_get_button( "left" ) )
144 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
145 if( vg_get_button( "right" ) )
146 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
148 v3_muls( move_vel
, 0.7f
, move_vel
);
149 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
153 * Player Physics Implementation
156 static void apply_gravity( v3f vel
, float const timestep
)
158 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
159 v3_muladds( vel
, gravity
, timestep
, vel
);
163 * TODO: The angle bias should become greater when launching from a steeper
164 * angle and skewed towords more 'downwards' angles when launching from
165 * shallower trajectories
167 * it should also be tweaked by the controller left stick being pushed
170 static void player_start_air(void)
177 float pstep
= ktimestep
*10.0f
;
179 float best_velocity_mod
= 0.0f
,
180 best_velocity_delta
= -9999.9f
;
182 float k_bias
= 0.97f
;
185 v3_cross( player
.up
, player
.v
, axis
);
186 v3_normalize( axis
);
187 player
.land_log_count
= 0;
189 m3x3_identity( player
.vr
);
191 for( int m
=-3;m
<=12; m
++ )
193 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
196 v3_copy( player
.co
, pco
);
197 v3_muls( player
.v
, k_bias
, pv
);
200 * Try different 'rotations' of the velocity to find the best possible
201 * landing normal. This conserves magnitude at the expense of slightly
202 * unrealistic results
208 q_axis_angle( vr_q
, axis
, vmod
);
211 m3x3_mulv( vr
, pv
, pv
);
212 v3_muladds( pco
, pv
, pstep
, pco
);
214 for( int i
=0; i
<50; i
++ )
216 v3_copy( pco
, pco1
);
217 apply_gravity( pv
, pstep
);
219 m3x3_mulv( vr
, pv
, pv
);
220 v3_muladds( pco
, pv
, pstep
, pco
);
225 v3_sub( pco
, pco1
, vdir
);
226 contact
.dist
= v3_length( vdir
);
227 v3_divs( vdir
, contact
.dist
, vdir
);
229 if( ray_world( pco1
, vdir
, &contact
))
231 float land_delta
= v3_dot( pv
, contact
.normal
);
232 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
234 /* Bias prediction towords ramps */
235 if( ray_hit_is_ramp( &contact
) )
238 scolour
|= 0x0000a000;
241 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
243 best_velocity_delta
= land_delta
;
244 best_velocity_mod
= vmod
;
246 v3_copy( contact
.pos
, player
.land_target
);
248 m3x3_copy( vr
, player
.vr_pstep
);
249 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
250 q_m3x3( vr_q
, player
.vr
);
253 v3_copy( contact
.pos
,
254 player
.land_target_log
[player
.land_log_count
] );
255 player
.land_target_colours
[player
.land_log_count
] =
256 0xff000000 | scolour
;
258 player
.land_log_count
++;
266 static void draw_cross(v3f pos
,u32 colour
, float scale
)
269 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
270 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
271 vg_line( p0
, p1
, colour
);
272 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
273 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
274 vg_line( p0
, p1
, colour
);
275 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
276 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
277 vg_line( p0
, p1
, colour
);
280 static void player_physics_control(void)
283 * Computing localized friction forces for controlling the character
284 * Friction across X is significantly more than Z
288 m3x3_mulv( player
.to_local
, player
.v
, vel
);
291 if( fabsf(vel
[2]) > 0.01f
)
292 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
294 if( fabsf( slip
) > 1.2f
)
295 slip
= vg_signf( slip
) * 1.2f
;
297 player
.reverse
= -vg_signf(vel
[2]);
299 float substep
= ktimestep
* 0.2f
;
300 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
302 for( int i
=0; i
<5; i
++ )
304 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
305 vel
[0] = stable_force( vel
[0], vg_signf( vel
[0] ) * -8.78f
*substep
);
308 static double start_push
= 0.0;
309 if( vg_get_button_down( "push" ) )
310 start_push
= vg_time
;
312 if( !vg_get_button("break") && vg_get_button( "push" ) )
314 float cycle_time
= (vg_time
-start_push
)*k_push_cycle_rate
,
315 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
316 current
= v3_length( vel
),
317 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
318 new_vel
-= vg_minf(current
, k_max_push_speed
);
319 vel
[2] -= new_vel
* player
.reverse
;
322 m3x3_mulv( player
.to_world
, vel
, player
.v
);
324 float steer
= vg_get_axis( "horizontal" );
325 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
327 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
328 ktimestep
*5.0f
, player
.board_xy
);
331 static void player_physics_control_air(void)
333 m3x3_mulv( player
.vr
, player
.v
, player
.v
);
334 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
341 float pstep
= ktimestep
*10.0f
;
344 v3_copy( player
.co
, pco
);
345 v3_copy( player
.v
, pv
);
347 float time_to_impact
= 0.0f
;
348 float limiter
= 1.0f
;
350 for( int i
=0; i
<50; i
++ )
352 v3_copy( pco
, pco1
);
353 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
354 apply_gravity( pv
, pstep
);
355 v3_muladds( pco
, pv
, pstep
, pco
);
357 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
362 v3_sub( pco
, pco1
, vdir
);
363 contact
.dist
= v3_length( vdir
);
364 v3_divs( vdir
, contact
.dist
, vdir
);
366 float orig_dist
= contact
.dist
;
367 if( ray_world( pco1
, vdir
, &contact
))
370 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, localup
);
372 float angle
= v3_dot( localup
, contact
.normal
);
374 v3_cross( localup
, contact
.normal
, axis
);
376 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
377 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
378 limiter
= 1.0f
-limiter
;
380 limiter
= 1.0f
-limiter
;
385 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
386 q_mul( correction
, player
.rot
, player
.rot
);
389 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
392 time_to_impact
+= pstep
;
395 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
397 float iX
= vg_get_axis( "vertical" ) *
398 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
400 static float siX
= 0.0f
;
401 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
406 m3x3_mulv( player
.to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
408 q_axis_angle( rotate
, vside
, siX
);
409 q_mul( rotate
, player
.rot
, player
.rot
);
412 v2f target
= {0.0f
,0.0f
};
413 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
414 player
.grab
, target
);
415 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
418 static void player_physics(void)
421 v3_copy( player
.to_world
[0], mboard
[0] );
422 v3_copy( player
.to_world
[2], mboard
[1] );
423 v3_copy( player
.to_world
[1], mboard
[2] );
424 m4x3_mulv( player
.to_world
, (v3f
){ 0.0f
, 0.3f
, 0.0f
}, mboard
[3] );
426 debug_capsule( mboard
, k_board_length
*2.0f
, k_board_radius
, 0xff0000ff );
428 boxf region
= {{ -k_board_radius
, -k_board_length
, -k_board_radius
},
429 { k_board_radius
, k_board_length
, k_board_radius
}};
430 m4x3_transform_aabb( mboard
, region
);
434 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
437 m4x3_mulv(mboard
, (v3f
){0.0f
,-k_board_length
+k_board_radius
,0.0f
}, poles
[0]);
438 m4x3_mulv(mboard
, (v3f
){0.0f
, k_board_length
-k_board_radius
,0.0f
}, poles
[1]);
440 struct contact manifold
[12];
441 int manifold_count
= 0;
443 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
445 for( int i
=0; i
<len
; i
++ )
447 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
449 for( int j
=0; j
<3; j
++ )
450 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
452 vg_line(tri
[0],tri
[1],0xff00ff00 );
453 vg_line(tri
[1],tri
[2],0xff00ff00 );
454 vg_line(tri
[2],tri
[0],0xff00ff00 );
459 for( int j
=0; j
<2; j
++ )
461 if( sphere_vs_triangle( poles
[j
], k_board_radius
, tri
,co
,norm
,&p
) )
463 if(manifold_count
>= vg_list_size(manifold
))
465 vg_error("Manifold overflow!\n");
470 v3_muladds( poles
[j
], norm
, p
, p1
);
471 vg_line( poles
[j
], p1
, 0xffffffff );
473 struct contact
*ct
= &manifold
[manifold_count
++];
474 v3_sub( co
, player
.co
, ct
->delta
);
475 v3_copy( co
, ct
->co
);
476 v3_copy( norm
, ct
->n
);
477 ct
->bias
= -0.2f
*k_rb_rate
*vg_minf(0.0f
,-p
+k_board_allowance
);
478 ct
->norm_impulse
= 0.0f
;
480 v3_add( norm
, surface_avg
, surface_avg
);
485 if( !manifold_count
)
491 v3_normalize( surface_avg
);
493 if( v3_dot( player
.v
, surface_avg
) > 0.5f
)
501 for( int j
=0; j
<10; j
++ )
503 for( int i
=0; i
<manifold_count
; i
++ )
505 struct contact
*ct
= &manifold
[i
];
508 v3_cross( player
.w
, ct
->delta
, dv
);
509 v3_add( player
.v
, dv
, dv
);
511 float vn
= -v3_dot( dv
, ct
->n
);
514 float temp
= ct
->norm_impulse
;
515 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
516 vn
= ct
->norm_impulse
- temp
;
520 v3_muls( ct
->n
, vn
, impulse
);
521 v3_add( impulse
, player
.v
, player
.v
);
523 v3_cross( ct
->delta
, impulse
, impulse
);
526 * W Impulses are limited to the Y and X axises, we don't really want
527 * roll angular velocities being included.
529 * Can also tweak the resistance of each axis here by scaling the wx,wy
533 float wy
= v3_dot( player
.up
, impulse
),
534 wx
= v3_dot( player
.right
, impulse
);
536 v3_muladds( player
.w
, player
.up
, wy
, player
.w
);
537 v3_muladds( player
.w
, player
.right
, wx
, player
.w
);
544 float angle
= v3_dot( player
.up
, surface_avg
);
545 v3_cross( player
.up
, surface_avg
, axis
);
547 float cz
= v3_dot( player
.forward
, axis
);
548 v3_muls( player
.forward
, cz
, axis
);
553 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
554 q_mul( correction
, player
.rot
, player
.rot
);
557 v3_muladds( player
.v
, player
.up
, -k_downforce
*ktimestep
, player
.v
);
558 player_physics_control();
562 player_physics_control_air();
566 static void player_do_motion(void)
568 float horizontal
= vg_get_axis("horizontal"),
569 vertical
= vg_get_axis("vertical");
573 /* Integrate velocity */
575 v3_copy( player
.co
, prevco
);
577 apply_gravity( player
.v
, ktimestep
);
578 v3_muladds( player
.co
, player
.v
, ktimestep
, player
.co
);
580 /* Real angular velocity integration */
581 v3_lerp( player
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.w
);
582 if( v3_length2( player
.w
) > 0.0f
)
586 v3_copy( player
.w
, axis
);
588 float mag
= v3_length( axis
);
589 v3_divs( axis
, mag
, axis
);
590 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
591 q_mul( rotation
, player
.rot
, player
.rot
);
594 /* Faux angular velocity */
597 static float siY
= 0.0f
;
598 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
599 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
601 q_axis_angle( rotate
, player
.up
, siY
);
602 q_mul( rotate
, player
.rot
, player
.rot
);
606 * Gate intersection, by tracing a line over the gate planes
608 for( int i
=0; i
<world
.gate_count
; i
++ )
610 teleport_gate
*gate
= &world
.gates
[i
];
612 if( gate_intersect( gate
, player
.co
, prevco
) )
614 m4x3_mulv( gate
->transport
, player
.co
, player
.co
);
615 m3x3_mulv( gate
->transport
, player
.v
, player
.v
);
616 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
617 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
618 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
619 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
621 v4f transport_rotation
;
622 m3x3_q( gate
->transport
, transport_rotation
);
623 q_mul( transport_rotation
, player
.rot
, player
.rot
);
629 player_transform_update();
633 * Walkgrid implementation,
634 * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
637 #define WALKGRID_SIZE 16
644 k_sample_type_air
, /* Nothing was hit. */
645 k_sample_type_invalid
, /* The point is invalid, but there is a sample
646 underneath that can be used */
647 k_sample_type_valid
, /* This point is good */
656 k_traverse_none
= 0x00,
662 samples
[WALKGRID_SIZE
][WALKGRID_SIZE
];
666 float move
; /* Current amount of movement we have left to apply */
667 v2f dir
; /* The movement delta */
668 v2i cell_id
;/* Current cell */
669 v2f pos
; /* Local position (in cell) */
673 static int player_walkgrid_tri_walkable( u32 tri
[3] )
675 return tri
[0] < world
.sm_surface
.vertex_count
;
679 * Get a sample at this pole location, will return 1 if the sample is valid,
680 * and pos will be updated to be the intersection location.
682 static void player_walkgrid_samplepole( struct grid_sample
*s
)
684 boxf region
= {{ s
->pos
[0] -0.01f
, s
->pos
[1] - 4.0f
, s
->pos
[2] -0.01f
},
685 { s
->pos
[0] +0.01f
, s
->pos
[1] + 4.0f
, s
->pos
[2] +0.01f
}};
689 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
691 const float k_minworld_y
= -2000.0f
;
693 float walk_height
= k_minworld_y
,
694 block_height
= k_minworld_y
;
696 s
->type
= k_sample_type_air
;
698 for( int i
=0; i
<len
; i
++ )
700 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
702 for( int j
=0; j
<3; j
++ )
703 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
705 v3f vdown
= {0.0f
,-1.0f
,0.0f
};
707 v3_copy( s
->pos
, sample_from
);
708 sample_from
[1] = region
[1][1];
711 if( ray_tri( tri
, sample_from
, vdown
, &dist
))
714 v3_muladds( sample_from
, vdown
, dist
, p0
);
716 if( player_walkgrid_tri_walkable(ptri
) )
718 if( p0
[1] > walk_height
)
725 if( p0
[1] > block_height
)
726 block_height
= p0
[1];
731 s
->pos
[1] = walk_height
;
733 if( walk_height
> k_minworld_y
)
734 if( block_height
> walk_height
)
735 s
->type
= k_sample_type_invalid
;
737 s
->type
= k_sample_type_valid
;
739 s
->type
= k_sample_type_air
;
742 float const k_gridscale
= 0.5f
;
750 static void player_walkgrid_clip_blocker( struct grid_sample
*sa
,
751 struct grid_sample
*sb
,
752 struct grid_sample
*st
,
756 int valid_a
= sa
->type
== k_sample_type_valid
,
757 valid_b
= sb
->type
== k_sample_type_valid
;
758 struct grid_sample
*target
= valid_a
? sa
: sb
,
759 *other
= valid_a
? sb
: sa
;
760 v3_copy( target
->pos
, pos
);
761 v3_sub( other
->pos
, target
->pos
, clipdir
);
764 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*2.1f
, cell_region
[0]);
765 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*2.1f
, cell_region
[1]);
769 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
771 float start_time
= v3_length( clipdir
),
772 min_time
= start_time
;
773 v3_normalize( clipdir
);
774 v3_muls( clipdir
, 0.0001f
, st
->clip
[dir
] );
776 for( int i
=0; i
<len
; i
++ )
778 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
779 for( int j
=0; j
<3; j
++ )
780 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
782 if( player_walkgrid_tri_walkable(ptri
) )
786 if(ray_tri( tri
, pos
, clipdir
, &dist
))
788 if( dist
> 0.0f
&& dist
< min_time
)
791 sb
->type
= k_sample_type_air
;
796 if( !(min_time
< start_time
) )
797 min_time
= 0.5f
* k_gridscale
;
799 min_time
= vg_clampf( min_time
/k_gridscale
, 0.01f
, 0.99f
);
801 v3_muls( clipdir
, min_time
, st
->clip
[dir
] );
804 v3_muladds( target
->pos
, st
->clip
[dir
], k_gridscale
, p0
);
807 static void player_walkgrid_clip_edge( struct grid_sample
*sa
,
808 struct grid_sample
*sb
,
809 struct grid_sample
*st
, /* data store */
812 v3f clipdir
= { 0.0f
, 0.0f
, 0.0f
}, pos
;
813 int valid_a
= sa
->type
== k_sample_type_valid
,
814 valid_b
= sb
->type
== k_sample_type_valid
;
816 struct grid_sample
*target
= valid_a
? sa
: sb
,
817 *other
= valid_a
? sb
: sa
;
819 v3_sub( other
->pos
, target
->pos
, clipdir
);
822 v3_copy( target
->pos
, pos
);
825 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*1.1f
, cell_region
[0]);
826 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*1.1f
, cell_region
[1]);
829 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
831 float max_dist
= 0.0f
;
834 v3_cross( clipdir
,(v3f
){0.0f
,1.0f
,0.0f
},perp
);
835 v3_muls( clipdir
, 0.001f
, st
->clip
[dir
] );
837 for( int i
=0; i
<len
; i
++ )
839 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
840 for( int j
=0; j
<3; j
++ )
841 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
843 if( !player_walkgrid_tri_walkable(ptri
) )
846 for( int k
=0; k
<3; k
++ )
852 v3_sub( tri
[ia
], pos
, v0
);
853 v3_sub( tri
[ib
], pos
, v1
);
855 if( (clipdir
[2]*v0
[0] - clipdir
[0]*v0
[2]) *
856 (clipdir
[2]*v1
[0] - clipdir
[0]*v1
[2]) < 0.0f
)
858 float da
= v3_dot(v0
,perp
),
859 db
= v3_dot(v1
,perp
),
864 v3_muls( v1
, qa
, p0
);
865 v3_muladds( p0
, v0
, 1.0f
-qa
, p0
);
867 float h
= v3_dot(p0
,clipdir
)/v3_dot(clipdir
,clipdir
);
869 if( h
>= max_dist
&& h
<= 1.0f
)
872 float l
= 1.0f
/v3_length(clipdir
);
873 v3_muls( p0
, l
, st
->clip
[dir
] );
880 static const struct conf
887 * o: the 'other' point to do a A/B test with
888 * if its -1, all AB is done.
898 k_walkgrid_configs
[16] = {
900 {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
901 {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
902 {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
904 {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
905 {{{ 3,3, 3,0, 1,0, -1,-1 },
906 { 1,1, 0,1, 1,0, -1,-1 }}, 2},
907 {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
908 {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
910 {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
911 {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
912 {{{ 2,2, 1,3, 0,1, -1,-1 },
913 { 0,0, 0,0, 0,1, -1,-1 }}, 2},
914 {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
916 {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
917 {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
918 {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
923 * Get a buffer of edges from cell location
925 static const struct conf
*player_walkgrid_conf( struct walkgrid
*wg
,
927 struct grid_sample
*corners
[4] )
929 corners
[0] = &wg
->samples
[cell
[1] ][cell
[0] ];
930 corners
[1] = &wg
->samples
[cell
[1]+1][cell
[0] ];
931 corners
[2] = &wg
->samples
[cell
[1]+1][cell
[0]+1];
932 corners
[3] = &wg
->samples
[cell
[1] ][cell
[0]+1];
934 u32 vd0
= corners
[0]->type
== k_sample_type_valid
,
935 vd1
= corners
[1]->type
== k_sample_type_valid
,
936 vd2
= corners
[2]->type
== k_sample_type_valid
,
937 vd3
= corners
[3]->type
== k_sample_type_valid
,
938 config
= (vd0
<<3) | (vd1
<<2) | (vd2
<<1) | vd3
;
940 return &k_walkgrid_configs
[ config
];
943 static void player_walkgrid_floor(v3f pos
)
945 v3_muls( pos
, 1.0f
/k_gridscale
, pos
);
946 v3_floor( pos
, pos
);
947 v3_muls( pos
, k_gridscale
, pos
);
951 * Computes the barycentric coordinate of location on a triangle (vertical),
952 * then sets the Y position to the interpolation of the three points
954 static void player_walkgrid_stand_tri( v3f a
, v3f b
, v3f c
, v3f pos
)
959 v3_sub( pos
, a
, v2
);
961 float d
= v0
[0]*v1
[2] - v1
[0]*v0
[2],
962 v
= (v2
[0]*v1
[2] - v1
[0]*v2
[2]) / d
,
963 w
= (v0
[0]*v2
[2] - v2
[0]*v0
[2]) / d
,
966 vg_line( pos
, a
, 0xffff0000 );
967 vg_line( pos
, b
, 0xff00ff00 );
968 vg_line( pos
, c
, 0xff0000ff );
969 pos
[1] = u
*a
[1] + v
*b
[1] + w
*c
[1];
973 * Get the minimum time value of pos+dir until a cell edge
975 * t[0] -> t[3] are the individual time values
976 * t[5] & t[6] are the maximum axis values
977 * t[6] is the minimum value
980 static void player_walkgrid_min_cell( float t
[7], v2f pos
, v2f dir
)
982 v2f frac
= { 1.0f
/dir
[0], 1.0f
/dir
[1] };
989 if( fabsf(dir
[0]) > 0.0001f
)
991 t
[0] = (0.0f
-pos
[0]) * frac
[0];
992 t
[1] = (1.0f
-pos
[0]) * frac
[0];
994 if( fabsf(dir
[1]) > 0.0001f
)
996 t
[2] = (0.0f
-pos
[1]) * frac
[1];
997 t
[3] = (1.0f
-pos
[1]) * frac
[1];
1000 t
[4] = vg_maxf(t
[0],t
[1]);
1001 t
[5] = vg_maxf(t
[2],t
[3]);
1002 t
[6] = vg_minf(t
[4],t
[5]);
1005 static void player_walkgrid_iter(struct walkgrid
*wg
, int iter
)
1009 * For each walkgrid iteration we are stepping through cells and determining
1010 * the intersections with the grid, and any edges that are present
1013 u32 icolours
[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
1015 v3f pa
, pb
, pc
, pd
, pl0
, pl1
;
1016 pa
[0] = wg
->region
[0][0] + (float)wg
->cell_id
[0] *k_gridscale
;
1017 pa
[1] = (wg
->region
[0][1] + wg
->region
[1][1]) * 0.5f
+ k_gridscale
;
1018 pa
[2] = wg
->region
[0][2] + (float)wg
->cell_id
[1] *k_gridscale
;
1021 pb
[2] = pa
[2] + k_gridscale
;
1022 pc
[0] = pa
[0] + k_gridscale
;
1024 pc
[2] = pa
[2] + k_gridscale
;
1025 pd
[0] = pa
[0] + k_gridscale
;
1029 /* if you want to draw the current cell */
1030 vg_line( pa
, pb
, 0xff00ffff );
1031 vg_line( pb
, pc
, 0xff00ffff );
1032 vg_line( pc
, pd
, 0xff00ffff );
1033 vg_line( pd
, pa
, 0xff00ffff );
1035 pl0
[0] = pa
[0] + wg
->pos
[0]*k_gridscale
;
1037 pl0
[2] = pa
[2] + wg
->pos
[1]*k_gridscale
;
1040 * If there are edges present, we need to create a 'substep' event, where
1041 * we find the intersection point, find the fully resolved position,
1042 * then the new pos dir is the intersection->resolution
1044 * the resolution is applied in non-discretized space in order to create a
1045 * suitable vector for finding outflow, we want it to leave the cell so it
1046 * can be used by the quad
1050 v2_copy( wg
->pos
, pos
);
1051 v2_muls( wg
->dir
, wg
->move
, dir
);
1053 struct grid_sample
*corners
[4];
1054 v2f corners2d
[4] = {{0.0f
,0.0f
},{0.0f
,1.0f
},{1.0f
,1.0f
},{1.0f
,0.0f
}};
1055 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1058 player_walkgrid_min_cell( t
, pos
, dir
);
1060 for( int i
=0; i
<conf
->edge_count
; i
++ )
1062 const struct confedge
*edge
= &conf
->edges
[i
];
1064 v2f e0
, e1
, n
, r
, target
, res
, tangent
;
1065 e0
[0] = corners2d
[edge
->i0
][0] + corners
[edge
->d0
]->clip
[edge
->a0
][0];
1066 e0
[1] = corners2d
[edge
->i0
][1] + corners
[edge
->d0
]->clip
[edge
->a0
][2];
1067 e1
[0] = corners2d
[edge
->i1
][0] + corners
[edge
->d1
]->clip
[edge
->a1
][0];
1068 e1
[1] = corners2d
[edge
->i1
][1] + corners
[edge
->d1
]->clip
[edge
->a1
][2];
1070 v3f pe0
= { pa
[0] + e0
[0]*k_gridscale
,
1072 pa
[2] + e0
[1]*k_gridscale
};
1073 v3f pe1
= { pa
[0] + e1
[0]*k_gridscale
,
1075 pa
[2] + e1
[1]*k_gridscale
};
1077 v2_sub( e1
, e0
, tangent
);
1083 * If we find ourselfs already penetrating the edge, move back out a
1086 v2_sub( e0
, pos
, r
);
1087 float p1
= v2_dot(r
,n
);
1091 v2_muladds( pos
, n
, p1
+0.0001f
, pos
);
1092 v2_copy( pos
, wg
->pos
);
1093 v3f p_new
= { pa
[0] + pos
[0]*k_gridscale
,
1095 pa
[2] + pos
[1]*k_gridscale
};
1096 v3_copy( p_new
, pl0
);
1099 v2_add( pos
, dir
, target
);
1102 v2_sub( e0
, pos
, v1
);
1103 v2_sub( target
, pos
, v2
);
1107 v2_sub( e0
, target
, r
);
1108 float p
= v2_dot(r
,n
),
1109 t1
= v2_dot(v1
,v3
)/v2_dot(v2
,v3
);
1111 if( t1
< t
[6] && t1
> 0.0f
&& -p
< 0.001f
)
1113 v2_muladds( target
, n
, p
+0.0001f
, res
);
1116 v2_muladds( pos
, dir
, t1
, intersect
);
1117 v2_copy( intersect
, pos
);
1118 v2_sub( res
, intersect
, dir
);
1120 v3f p_res
= { pa
[0] + res
[0]*k_gridscale
,
1122 pa
[2] + res
[1]*k_gridscale
};
1123 v3f p_int
= { pa
[0] + intersect
[0]*k_gridscale
,
1125 pa
[2] + intersect
[1]*k_gridscale
};
1127 vg_line( pl0
, p_int
, icolours
[iter
%3] );
1128 v3_copy( p_int
, pl0
);
1129 v2_copy( pos
, wg
->pos
);
1131 player_walkgrid_min_cell( t
, pos
, dir
);
1136 * Compute intersection with grid cell moving outwards
1138 t
[6] = vg_minf( t
[6], 1.0f
);
1140 pl1
[0] = pl0
[0] + dir
[0]*k_gridscale
*t
[6];
1142 pl1
[2] = pl0
[2] + dir
[1]*k_gridscale
*t
[6];
1143 vg_line( pl0
, pl1
, icolours
[iter
%3] );
1148 * To figure out what t value created the clip so we know which edge
1154 wg
->pos
[1] = pos
[1] + dir
[1]*t
[6];
1156 if( t
[0] > t
[1] ) /* left edge */
1158 wg
->pos
[0] = 0.9999f
;
1161 if( wg
->cell_id
[0] == 0 )
1164 else /* Right edge */
1166 wg
->pos
[0] = 0.0001f
;
1169 if( wg
->cell_id
[0] == WALKGRID_SIZE
-2 )
1175 wg
->pos
[0] = pos
[0] + dir
[0]*t
[6];
1177 if( t
[2] > t
[3] ) /* bottom edge */
1179 wg
->pos
[1] = 0.9999f
;
1182 if( wg
->cell_id
[1] == 0 )
1187 wg
->pos
[1] = 0.0001f
;
1190 if( wg
->cell_id
[1] == WALKGRID_SIZE
-2 )
1199 v2_muladds( wg
->pos
, dir
, wg
->move
, wg
->pos
);
1204 static void player_walkgrid_stand_cell(struct walkgrid
*wg
)
1207 * NOTE: as opposed to the other function which is done in discretized space
1208 * this use a combination of both.
1212 world
[0] = wg
->region
[0][0]+((float)wg
->cell_id
[0]+wg
->pos
[0])*k_gridscale
;
1213 world
[1] = player
.co
[1];
1214 world
[2] = wg
->region
[0][2]+((float)wg
->cell_id
[1]+wg
->pos
[1])*k_gridscale
;
1216 struct grid_sample
*corners
[4];
1217 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1219 if( conf
!= k_walkgrid_configs
)
1221 if( conf
->edge_count
== 0 )
1225 /* Split the basic quad along the shortest diagonal */
1226 if( fabsf(corners
[2]->pos
[1] - corners
[0]->pos
[1]) <
1227 fabsf(corners
[3]->pos
[1] - corners
[1]->pos
[1]) )
1229 vg_line( corners
[2]->pos
, corners
[0]->pos
, 0xffaaaaaa );
1231 if( wg
->pos
[0] > wg
->pos
[1] )
1232 player_walkgrid_stand_tri( corners
[0]->pos
,
1234 corners
[2]->pos
, world
);
1236 player_walkgrid_stand_tri( corners
[0]->pos
,
1238 corners
[1]->pos
, world
);
1242 vg_line( corners
[3]->pos
, corners
[1]->pos
, 0xffaaaaaa );
1244 if( wg
->pos
[0] < 1.0f
-wg
->pos
[1] )
1245 player_walkgrid_stand_tri( corners
[0]->pos
,
1247 corners
[1]->pos
, world
);
1249 player_walkgrid_stand_tri( corners
[3]->pos
,
1251 corners
[1]->pos
, world
);
1256 for( int i
=0; i
<conf
->edge_count
; i
++ )
1258 const struct confedge
*edge
= &conf
->edges
[i
];
1261 v3_muladds( corners
[edge
->i0
]->pos
,
1262 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1263 v3_muladds( corners
[edge
->i1
]->pos
,
1264 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1267 * Find penetration distance between player position and the edge
1270 v2f normal
= { -(p1
[2]-p0
[2]), p1
[0]-p0
[0] },
1271 rel
= { world
[0]-p0
[0], world
[2]-p0
[2] };
1273 if( edge
->o0
== -1 )
1275 /* No subregions (default case), just use triangle created by
1277 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1284 * Test if we are in the first region, which is
1285 * edge.i0, edge.e0, edge.o0,
1288 v3_sub( p0
, corners
[edge
->o0
]->pos
, ref
);
1289 v3_sub( world
, corners
[edge
->o0
]->pos
, v0
);
1291 vg_line( corners
[edge
->o0
]->pos
, p0
, 0xffffff00 );
1292 vg_line( corners
[edge
->o0
]->pos
, world
, 0xff000000 );
1294 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1296 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1298 corners
[edge
->o0
]->pos
, world
);
1302 if( edge
->o1
== -1 )
1305 * No other edges mean we just need to use the opposite
1307 * e0, e1, o0 (in our case, also i1)
1309 player_walkgrid_stand_tri( p0
,
1311 corners
[edge
->o0
]->pos
, world
);
1316 * Note: this v0 calculation can be ommited with the
1319 * the last two triangles we have are:
1324 v3_sub( p1
, corners
[edge
->o1
]->pos
, ref
);
1325 v3_sub( world
, corners
[edge
->o1
]->pos
, v0
);
1326 vg_line( corners
[edge
->o1
]->pos
, p1
, 0xff00ffff );
1328 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1330 player_walkgrid_stand_tri( p0
,
1332 corners
[edge
->o1
]->pos
,
1337 player_walkgrid_stand_tri( p1
,
1338 corners
[edge
->i1
]->pos
,
1339 corners
[edge
->o1
]->pos
,
1349 v3_copy( world
, player
.co
);
1352 static void player_walkgrid_getsurface(void)
1354 float const k_stepheight
= 0.5f
;
1355 float const k_miny
= 0.6f
;
1356 float const k_height
= 1.78f
;
1357 float const k_region_size
= (float)WALKGRID_SIZE
/2.0f
* k_gridscale
;
1359 static struct walkgrid wg
;
1362 v3_copy( player
.co
, cell
);
1363 player_walkgrid_floor( cell
);
1365 v3_muladds( cell
, (v3f
){-1.0f
,-1.0f
,-1.0f
}, k_region_size
, wg
.region
[0] );
1366 v3_muladds( cell
, (v3f
){ 1.0f
, 1.0f
, 1.0f
}, k_region_size
, wg
.region
[1] );
1370 * Create player input vector
1372 v3f delta
= {0.0f
,0.0f
,0.0f
};
1373 v3f fwd
= { -sinf(-player
.angles
[0]), 0.0f
, -cosf(-player
.angles
[0]) },
1374 side
= { -fwd
[2], 0.0f
, fwd
[0] };
1377 if( !vg_console_enabled() )
1379 if( glfwGetKey( vg_window
, GLFW_KEY_W
) )
1380 v3_muladds( delta
, fwd
, ktimestep
*k_walkspeed
, delta
);
1381 if( glfwGetKey( vg_window
, GLFW_KEY_S
) )
1382 v3_muladds( delta
, fwd
, -ktimestep
*k_walkspeed
, delta
);
1384 if( glfwGetKey( vg_window
, GLFW_KEY_A
) )
1385 v3_muladds( delta
, side
, -ktimestep
*k_walkspeed
, delta
);
1386 if( glfwGetKey( vg_window
, GLFW_KEY_D
) )
1387 v3_muladds( delta
, side
, ktimestep
*k_walkspeed
, delta
);
1389 v3_muladds( delta
, fwd
,
1390 vg_get_axis("vertical")*-ktimestep
*k_walkspeed
, delta
);
1391 v3_muladds( delta
, side
,
1392 vg_get_axis("horizontal")*ktimestep
*k_walkspeed
, delta
);
1396 * Create our move in grid space
1398 wg
.dir
[0] = delta
[0] * (1.0f
/k_gridscale
);
1399 wg
.dir
[1] = delta
[2] * (1.0f
/k_gridscale
);
1404 (player
.co
[0] - wg
.region
[0][0]) * (1.0f
/k_gridscale
),
1405 (player
.co
[2] - wg
.region
[0][2]) * (1.0f
/k_gridscale
)
1407 v2f region_cell_pos
;
1408 v2_floor( region_pos
, region_cell_pos
);
1409 v2_sub( region_pos
, region_cell_pos
, wg
.pos
);
1411 wg
.cell_id
[0] = region_cell_pos
[0];
1412 wg
.cell_id
[1] = region_cell_pos
[1];
1414 for(int y
=0; y
<WALKGRID_SIZE
; y
++ )
1416 for(int x
=0; x
<WALKGRID_SIZE
; x
++ )
1418 struct grid_sample
*s
= &wg
.samples
[y
][x
];
1419 v3_muladds( wg
.region
[0], (v3f
){ x
, 0, y
}, k_gridscale
, s
->pos
);
1420 s
->state
= k_traverse_none
;
1421 s
->type
= k_sample_type_air
;
1422 v3_zero( s
->clip
[0] );
1423 v3_zero( s
->clip
[1] );
1427 v2i border
[WALKGRID_SIZE
*WALKGRID_SIZE
];
1428 v2i
*cborder
= border
;
1429 u32 border_length
= 1;
1431 struct grid_sample
*base
= NULL
;
1433 v2i starters
[] = {{0,0},{1,1},{0,1},{1,0}};
1435 for( int i
=0;i
<4;i
++ )
1438 v2i_add( wg
.cell_id
, starters
[i
], test
);
1439 v2i_copy( test
, border
[0] );
1440 base
= &wg
.samples
[test
[1]][test
[0]];
1442 base
->pos
[1] = cell
[1];
1443 player_walkgrid_samplepole( base
);
1445 if( base
->type
== k_sample_type_valid
)
1448 base
->type
= k_sample_type_air
;
1451 vg_line_pt3( base
->pos
, 0.1f
, 0xffffffff );
1455 while( border_length
)
1457 v2i directions
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1459 v2i
*old_border
= cborder
;
1460 int len
= border_length
;
1463 cborder
= old_border
+len
;
1465 for( int i
=0; i
<len
; i
++ )
1468 v2i_copy( old_border
[i
], co
);
1469 struct grid_sample
*sa
= &wg
.samples
[co
[1]][co
[0]];
1471 for( int j
=0; j
<4; j
++ )
1474 v2i_add( co
, directions
[j
], newp
);
1476 if( newp
[0] < 0 || newp
[1] < 0 ||
1477 newp
[0] == WALKGRID_SIZE
|| newp
[1] == WALKGRID_SIZE
)
1480 struct grid_sample
*sb
= &wg
.samples
[newp
[1]][newp
[0]];
1481 enum traverse_state thismove
= j
%2==0? 1: 2;
1483 if( (sb
->state
& thismove
) == 0x00 ||
1484 sb
->type
== k_sample_type_air
)
1486 sb
->pos
[1] = sa
->pos
[1];
1488 player_walkgrid_samplepole( sb
);
1490 if( sb
->type
!= k_sample_type_air
)
1493 * Need to do a blocker pass
1496 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1497 player_walkgrid_clip_blocker( sa
, sb
, store
, j
%2 );
1500 if( sb
->type
!= k_sample_type_air
)
1502 vg_line( sa
->pos
, sb
->pos
, 0xffffffff );
1504 if( sb
->state
== k_traverse_none
)
1505 v2i_copy( newp
, cborder
[ border_length
++ ] );
1510 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1511 vg_line( sa
->pos
, p1
, 0xffffffff );
1517 * A clipping pass is now done on the edge of the walkable
1521 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1522 player_walkgrid_clip_edge( sa
, sb
, store
, j
%2 );
1525 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1526 vg_line( sa
->pos
, p1
, 0xffffffff );
1529 sb
->state
|= thismove
;
1533 sa
->state
= k_traverse_h
|k_traverse_v
;
1537 if( iter
== walk_grid_iterations
)
1541 /* Draw connections */
1542 struct grid_sample
*corners
[4];
1543 for( int x
=0; x
<WALKGRID_SIZE
-1; x
++ )
1545 for( int z
=0; z
<WALKGRID_SIZE
-1; z
++ )
1547 const struct conf
*conf
=
1548 player_walkgrid_conf( &wg
, (v2i
){x
,z
}, corners
);
1550 for( int i
=0; i
<conf
->edge_count
; i
++ )
1552 const struct confedge
*edge
= &conf
->edges
[i
];
1555 v3_muladds( corners
[edge
->i0
]->pos
,
1556 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1557 v3_muladds( corners
[edge
->i1
]->pos
,
1558 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1560 vg_line( p0
, p1
, 0xff0000ff );
1566 * Commit player movement into the grid
1569 if( v3_length2(delta
) <= 0.00001f
)
1573 for(; i
<8 && wg
.move
> 0.001f
; i
++ )
1574 player_walkgrid_iter( &wg
, i
);
1576 player_walkgrid_stand_cell( &wg
);
1579 static void player_walkgrid(void)
1581 player_walkgrid_getsurface();
1583 m4x3_mulv( player
.to_world
, (v3f
){0.0f
,1.8f
,0.0f
}, player
.camera_pos
);
1585 player_transform_update();
1592 static void player_animate(void)
1594 /* Camera position */
1595 v3_sub( player
.v
, player
.v_last
, player
.a
);
1596 v3_copy( player
.v
, player
.v_last
);
1598 v3_add( player
.m
, player
.a
, player
.m
);
1599 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
1601 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
1602 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
1603 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
1604 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
1607 float lslip
= fabsf(player
.slip
);
1609 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
1610 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.04f
);
1612 float kheight
= 2.0f
,
1616 m3x3_mulv( player
.to_local
, player
.bob
, offset
);
1618 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1620 float kickspeed
= vg_clampf(v3_length(player
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
1621 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
1622 float sign
= vg_signf( kicks
);
1623 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
1624 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
1627 offset
[0] += speed_wobble_2
*3.0f
;
1632 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
1633 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
1637 * Animation blending
1638 * ===========================================
1641 static float fslide
= 0.0f
;
1642 static float fdirz
= 0.0f
;
1643 static float fdirx
= 0.0f
;
1644 static float fstand
= 0.0f
;
1645 static float ffly
= 0.0f
;
1647 float speed
= v3_length( player
.v
);
1649 fstand
= vg_lerpf(fstand
, 1.0f
-vg_clampf(speed
*0.03f
,0.0f
,1.0f
),0.1f
);
1650 fslide
= vg_lerpf(fslide
, vg_clampf(lslip
,0.0f
,1.0f
), 0.04f
);
1651 fdirz
= vg_lerpf(fdirz
, player
.reverse
> 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1652 fdirx
= vg_lerpf(fdirx
, player
.slip
< 0.0f
? 1.0f
: 0.0f
, 0.01f
);
1653 ffly
= vg_lerpf(ffly
, player
.in_air
? 1.0f
: 0.0f
, 0.04f
);
1655 character_pose_reset( &player
.mdl
);
1658 float fstand1
= 1.0f
-(1.0f
-fstand
)*0.3f
;
1660 float amt_air
= ffly
*ffly
,
1661 amt_ground
= 1.0f
-amt_air
,
1662 amt_std
= (1.0f
-fslide
) * amt_ground
,
1663 amt_stand
= amt_std
* fstand1
,
1664 amt_aero
= amt_std
* (1.0f
-fstand1
),
1665 amt_slide
= amt_ground
* fslide
;
1667 character_final_pose( &player
.mdl
, offset
, &pose_stand
, amt_stand
*fdirz
);
1668 character_final_pose( &player
.mdl
, offset
,
1669 &pose_stand_reverse
, amt_stand
* (1.0f
-fdirz
) );
1671 character_final_pose( &player
.mdl
, offset
, &pose_aero
, amt_aero
*fdirz
);
1672 character_final_pose( &player
.mdl
, offset
,
1673 &pose_aero_reverse
, amt_aero
* (1.0f
-fdirz
) );
1675 character_final_pose( &player
.mdl
, offset
, &pose_slide
, amt_slide
*fdirx
);
1676 character_final_pose( &player
.mdl
, offset
,
1677 &pose_slide1
, amt_slide
*(1.0f
-fdirx
) );
1679 character_final_pose( &player
.mdl
, (v3f
){0.0f
,0.0f
,0.0f
},
1680 &pose_fly
, amt_air
);
1685 * ==========================
1687 struct ik_basic
*arm_l
= &player
.mdl
.ik_arm_l
,
1688 *arm_r
= &player
.mdl
.ik_arm_r
;
1691 m3x3_mulv( player
.to_local
, player
.v
, localv
);
1693 /* New board transformation */
1694 v4f board_rotation
; v3f board_location
;
1697 q_axis_angle( rz
, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, player
.board_xy
[0] );
1698 q_axis_angle( rx
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, player
.board_xy
[1] );
1699 q_mul( rx
, rz
, board_rotation
);
1701 v3f
*mboard
= player
.mdl
.matrices
[k_chpart_board
];// player.mboard;
1702 q_m3x3( board_rotation
, mboard
);
1703 m3x3_mulv( mboard
, (v3f
){ 0.0f
, -0.5f
, 0.0f
}, board_location
);
1704 v3_add( (v3f
){0.0f
,0.5f
,0.0f
}, board_location
, board_location
);
1705 v3_copy( board_location
, mboard
[3] );
1708 float wheel_r
= offset
[0]*-0.4f
;
1710 q_axis_angle( qwheel
, (v3f
){0.0f
,1.0f
,0.0f
}, wheel_r
);
1712 q_m3x3( qwheel
, player
.mdl
.matrices
[k_chpart_wb
] );
1714 m3x3_transpose( player
.mdl
.matrices
[k_chpart_wb
],
1715 player
.mdl
.matrices
[k_chpart_wf
] );
1716 v3_copy( player
.mdl
.offsets
[k_chpart_wb
],
1717 player
.mdl
.matrices
[k_chpart_wb
][3] );
1718 v3_copy( player
.mdl
.offsets
[k_chpart_wf
],
1719 player
.mdl
.matrices
[k_chpart_wf
][3] );
1721 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wb
],
1722 player
.mdl
.matrices
[k_chpart_wb
] );
1723 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wf
],
1724 player
.mdl
.matrices
[k_chpart_wf
] );
1726 m4x3_mulv( mboard
, player
.mdl
.ik_leg_l
.end
, player
.mdl
.ik_leg_l
.end
);
1727 m4x3_mulv( mboard
, player
.mdl
.ik_leg_r
.end
, player
.mdl
.ik_leg_r
.end
);
1730 v3_copy( player
.mdl
.ik_arm_l
.end
, player
.handl_target
);
1731 v3_copy( player
.mdl
.ik_arm_r
.end
, player
.handr_target
);
1733 if( 1||player
.in_air
)
1735 float tuck
= player
.board_xy
[1],
1736 tuck_amt
= fabsf( tuck
) * (1.0f
-fabsf(player
.board_xy
[0]));
1738 float crouch
= player
.grab
*0.3f
;
1739 v3_muladds( player
.mdl
.ik_body
.base
, (v3f
){0.0f
,-1.0f
,0.0f
},
1740 crouch
, player
.mdl
.ik_body
.base
);
1741 v3_muladds( player
.mdl
.ik_body
.end
, (v3f
){0.0f
,-1.0f
,0.0f
},
1742 crouch
*1.2f
, player
.mdl
.ik_body
.end
);
1746 //foot_l *= 1.0f-tuck_amt*1.5f;
1748 if( player
.grab
> 0.1f
)
1750 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,0.6f
},
1751 player
.handl_target
);
1756 //foot_r *= 1.0f-tuck_amt*1.4f;
1758 if( player
.grab
> 0.1f
)
1760 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,-0.6f
},
1761 player
.handr_target
);
1766 v3_lerp( player
.handl
, player
.handl_target
, 1.0f
, player
.handl
);
1767 v3_lerp( player
.handr
, player
.handr_target
, 1.0f
, player
.handr
);
1769 v3_copy( player
.handl
, player
.mdl
.ik_arm_l
.end
);
1770 v3_copy( player
.handr
, player
.mdl
.ik_arm_r
.end
);
1774 static float rhead
= 0.0f
;
1775 static const float klook_max
= 0.8f
;
1776 rhead
= vg_lerpf( rhead
,
1777 vg_clampf( atan2f(localv
[2],-localv
[0]),-klook_max
,klook_max
), 0.04f
);
1778 player
.mdl
.rhead
= rhead
;
1781 static void player_camera_update(void)
1783 /* Update camera matrices */
1784 m4x3_identity( player
.camera
);
1785 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1786 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1787 v3_copy( player
.camera_pos
, player
.camera
[3] );
1788 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1791 static void player_animate_death_cam(void)
1795 v3_copy( player
.mdl
.ragdoll
[k_chpart_head
].co
, head_pos
);
1797 v3_sub( head_pos
, player
.camera_pos
, delta
);
1798 v3_normalize( delta
);
1801 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1802 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1805 * Make sure the camera stays above the ground
1807 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1810 v3_add( player
.camera_pos
, min_height
, sample
);
1812 hit
.dist
= min_height
[1]*2.0f
;
1814 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1815 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1817 player
.camera_pos
[1] =
1818 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1820 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1821 player
.angles
[1] = -asinf( delta
[1] );
1824 static void player_animate_camera(void)
1826 v3f offs
= { -0.29f
, 0.08f
, 0.0f
};
1827 m3x3_mulv( player
.to_world
, offs
, offs
);
1828 m4x3_mulv( player
.to_world
, player
.mdl
.ik_body
.end
, player
.camera_pos
);
1829 v3_add( offs
, player
.camera_pos
, player
.camera_pos
);
1832 v3_lerp( player
.vl
, player
.v
, 0.05f
, player
.vl
);
1834 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1835 pitch
= atan2f( -player
.vl
[1],
1837 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1840 player
.angles
[0] = yaw
;
1841 player
.angles
[1] = pitch
+ 0.30f
;
1844 static v2f shake_damp
= {0.0f
,0.0f
};
1845 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1846 v2_muls( shake
, v3_length(player
.v
)*0.3f
*(1.0f
+fabsf(player
.slip
)), shake
);
1847 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1848 shake_damp
[0] *= 0.2f
;
1850 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1856 static void player_audio(void)
1858 float speed
= vg_minf(v3_length( player
.v
)*0.1f
,1.0f
),
1859 attn
= v3_dist( player
.co
, player
.camera
[3] )+1.0f
;
1860 attn
= (1.0f
/(attn
*attn
)) * speed
;
1862 static float air
= 0.0f
;
1863 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 0.7f
);
1865 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1868 v3_sub( player
.co
, player
.camera
[3], delta
);
1869 v3_normalize( delta
);
1870 m3x3_mulv( player
.camera
, ears
, ears
);
1872 float pan
= v3_dot( ears
, delta
);
1873 audio_player0
.pan
= pan
;
1874 audio_player1
.pan
= pan
;
1875 audio_player2
.pan
= pan
;
1879 audio_player0
.vol
= 0.0f
;
1880 audio_player1
.vol
= 0.0f
;
1881 audio_player2
.vol
= 0.0f
;
1885 if( player
.is_dead
)
1887 audio_player0
.vol
= 0.0f
;
1888 audio_player1
.vol
= 0.0f
;
1889 audio_player2
.vol
= 0.0f
;
1893 float slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
);
1894 audio_player0
.vol
= (1.0f
-air
)*attn
*(1.0f
-slide
);
1895 audio_player1
.vol
= air
*attn
;
1896 audio_player2
.vol
= (1.0f
-air
)*attn
*slide
;
1904 static float *player_cam_pos(void)
1906 return player
.camera_pos
;
1909 static int reset_player( int argc
, char const *argv
[] )
1911 struct respawn_point
*rp
= NULL
, *r
;
1915 for( int i
=0; i
<world
.spawn_count
; i
++ )
1917 r
= &world
.spawns
[i
];
1918 if( !strcmp( r
->name
, argv
[0] ) )
1926 vg_warn( "No spawn named '%s'\n", argv
[0] );
1931 float min_dist
= INFINITY
;
1933 vg_info( "%f %f %f\n", player
.co
[0], player
.co
[1], player
.co
[2] );
1934 for( int i
=0; i
<world
.spawn_count
; i
++ )
1936 r
= &world
.spawns
[i
];
1937 float d
= v3_dist2( r
->co
, player
.co
);
1939 vg_info( "Dist %s : %f\n", r
->name
, d
);
1950 vg_error( "No spawn found\n" );
1951 if( !world
.spawn_count
)
1954 rp
= &world
.spawns
[0];
1957 v4_copy( rp
->q
, player
.rot
);
1958 v3_copy( rp
->co
, player
.co
);
1960 player
.vswitch
= 1.0f
;
1961 player
.slip_last
= 0.0f
;
1964 m3x3_identity( player
.vr
);
1966 player
.mdl
.shoes
[0] = 1;
1967 player
.mdl
.shoes
[1] = 1;
1969 player_transform_update();
1970 m3x3_mulv( player
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.v
);
1974 static void player_update(void)
1976 for( int i
=0; i
<player
.land_log_count
; i
++ )
1977 draw_cross( player
.land_target_log
[i
],
1978 player
.land_target_colours
[i
], 0.25f
);
1980 if( vg_get_axis("grabl")>0.0f
)
1981 reset_player(0,NULL
);
1983 if( vg_get_button_down( "switchmode" ) )
1985 player
.on_board
^= 0x1;
1988 if( player
.is_dead
)
1990 character_ragdoll_iter( &player
.mdl
);
1991 character_debug_ragdoll( &player
.mdl
);
1994 player_animate_death_cam();
1998 if( player
.on_board
)
2004 player_animate_camera();
2015 player_camera_update();
2019 static void draw_player(void)
2022 m4x3_copy( player
.to_world
, player
.mdl
.mroot
);
2024 if( player
.is_dead
)
2025 character_mimic_ragdoll( &player
.mdl
);
2027 character_eval( &player
.mdl
);
2029 float opacity
= 1.0f
-player
.air_blend
;
2030 if( player
.is_dead
)
2033 character_draw( &player
.mdl
, opacity
);
2036 #endif /* PLAYER_H */