7 //#include "character.h"
8 #include "player_model.h"
16 k_walkspeed
= 7.0f
, /* no longer used */
18 k_board_radius
= 0.3f
,
19 k_board_length
= 0.45f
,
20 k_board_allowance
= 0.04f
,
21 k_friction_lat
= 8.8f
,
22 k_friction_resistance
= 0.01f
,
23 k_max_push_speed
= 16.0f
,
25 k_push_cycle_rate
= 8.0f
,
26 k_steer_ground
= 2.5f
,
28 k_steer_air_lerp
= 0.3f
,
31 k_jump_charge_speed
= (1.0f
/1.0f
),
36 k_walk_friction
= 8.0f
;
38 static int freecam
= 0;
39 static int walk_grid_iterations
= 1;
40 static float fc_speed
= 10.0f
;
45 rigidbody rb
, collide_front
, collide_back
, rb_gate_frame
;
48 m3x3f gate_vr_frame
, gate_vr_pstep_frame
;
49 int on_board_frame
, in_air_frame
;
51 v3f a
, v_last
, m
, bob
, vl
;
54 float vswitch
, slip
, slip_last
,
57 float iY
; /* Yaw inertia */
58 int in_air
, is_dead
, on_board
;
63 float pushing
, push_time
;
65 int jump_charge
, jump_dir
;
68 v3f land_target_log
[22];
69 u32 land_target_colours
[22];
75 v3f handl_target
, handr_target
,
81 v3f camera_pos
, smooth_localcam
;
83 m4x3f camera
, camera_inverse
;
104 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
105 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
112 static float *player_get_pos(void)
119 * Free camera movement
122 static void player_mouseview(void)
124 if( gui_want_mouse() )
127 static v2f mouse_last
,
128 view_vel
= { 0.0f
, 0.0f
};
130 if( vg_get_button_down( "primary" ) )
131 v2_copy( vg_mouse
, mouse_last
);
133 else if( vg_get_button( "primary" ) )
136 v2_sub( vg_mouse
, mouse_last
, delta
);
137 v2_copy( vg_mouse
, mouse_last
);
139 v2_muladds( view_vel
, delta
, 0.001f
, view_vel
);
142 v2_muladds( view_vel
,
143 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
145 v2_muls( view_vel
, 0.93f
, view_vel
);
146 v2_add( view_vel
, player
.angles
, player
.angles
);
147 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
150 static void player_freecam(void)
154 float movespeed
= fc_speed
;
155 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
156 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
158 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
159 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
161 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
162 if( vg_get_button( "forward" ) )
163 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
164 if( vg_get_button( "back" ) )
165 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
166 if( vg_get_button( "left" ) )
167 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
168 if( vg_get_button( "right" ) )
169 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
171 v3_muls( move_vel
, 0.7f
, move_vel
);
172 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
176 * Player Physics Implementation
179 static void apply_gravity( v3f vel
, float const timestep
)
181 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
182 v3_muladds( vel
, gravity
, timestep
, vel
);
186 * TODO: The angle bias should become greater when launching from a steeper
187 * angle and skewed towords more 'downwards' angles when launching from
188 * shallower trajectories
190 * it should also be tweaked by the controller left stick being pushed
193 static void player_start_air(void)
200 float pstep
= ktimestep
*10.0f
;
201 float best_velocity_delta
= -9999.9f
;
202 float k_bias
= 0.96f
;
205 v3_cross( player
.rb
.up
, player
.rb
.v
, axis
);
206 v3_normalize( axis
);
207 player
.land_log_count
= 0;
209 m3x3_identity( player
.vr
);
211 for( int m
=-3;m
<=12; m
++ )
213 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
216 v3_copy( player
.rb
.co
, pco
);
217 v3_muls( player
.rb
.v
, k_bias
, pv
);
220 * Try different 'rotations' of the velocity to find the best possible
221 * landing normal. This conserves magnitude at the expense of slightly
222 * unrealistic results
228 q_axis_angle( vr_q
, axis
, vmod
);
231 m3x3_mulv( vr
, pv
, pv
);
232 v3_muladds( pco
, pv
, pstep
, pco
);
234 for( int i
=0; i
<50; i
++ )
236 v3_copy( pco
, pco1
);
237 apply_gravity( pv
, pstep
);
239 m3x3_mulv( vr
, pv
, pv
);
240 v3_muladds( pco
, pv
, pstep
, pco
);
245 v3_sub( pco
, pco1
, vdir
);
246 contact
.dist
= v3_length( vdir
);
247 v3_divs( vdir
, contact
.dist
, vdir
);
249 if( ray_world( pco1
, vdir
, &contact
))
251 float land_delta
= v3_dot( pv
, contact
.normal
);
252 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
254 /* Bias prediction towords ramps */
255 if( ray_hit_is_ramp( &contact
) )
258 scolour
|= 0x0000a000;
261 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
263 best_velocity_delta
= land_delta
;
265 v3_copy( contact
.pos
, player
.land_target
);
267 m3x3_copy( vr
, player
.vr_pstep
);
268 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
269 q_m3x3( vr_q
, player
.vr
);
272 v3_copy( contact
.pos
,
273 player
.land_target_log
[player
.land_log_count
] );
274 player
.land_target_colours
[player
.land_log_count
] =
275 0xff000000 | scolour
;
277 player
.land_log_count
++;
285 static void draw_cross(v3f pos
,u32 colour
, float scale
)
288 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
289 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
290 vg_line( p0
, p1
, colour
);
291 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
292 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
293 vg_line( p0
, p1
, colour
);
294 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
295 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
296 vg_line( p0
, p1
, colour
);
299 static void player_physics_control(void)
302 * Computing localized friction forces for controlling the character
303 * Friction across X is significantly more than Z
307 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, vel
);
310 if( fabsf(vel
[2]) > 0.01f
)
311 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
313 if( fabsf( slip
) > 1.2f
)
314 slip
= vg_signf( slip
) * 1.2f
;
316 player
.reverse
= -vg_signf(vel
[2]);
318 float substep
= ktimestep
* 0.2f
;
319 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
321 for( int i
=0; i
<5; i
++ )
323 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
324 vel
[0] = stable_force( vel
[0],
325 vg_signf( vel
[0] ) * -k_friction_lat
*substep
);
328 static double start_push
= 0.0;
329 if( vg_get_button_down( "push" ) )
330 start_push
= vg_time
;
332 if( vg_get_button( "jump" ) )
334 player
.jump
+= ktimestep
* k_jump_charge_speed
;
336 if( !player
.jump_charge
)
337 player
.jump_dir
= player
.reverse
> 0.0f
? 1: 0;
339 player
.jump_charge
= 1;
342 if( !vg_get_button("break") && vg_get_button( "push" ) )
344 player
.pushing
= 1.0f
;
345 player
.push_time
= vg_time
-start_push
;
347 float cycle_time
= player
.push_time
*k_push_cycle_rate
,
348 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
349 current
= v3_length( vel
),
350 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
352 new_vel
-= vg_minf(current
, k_max_push_speed
);
353 vel
[2] -= new_vel
* player
.reverse
;
357 static float previous
= 0.0f
;
358 float delta
= previous
- player
.grab
,
359 pump
= delta
* k_pump_force
*ktimestep
;
360 previous
= player
.grab
;
363 v3_muladds( player
.rb
.co
, player
.rb
.up
, pump
, p1
);
364 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
369 m3x3_mulv( player
.rb
.to_world
, vel
, player
.rb
.v
);
371 float steer
= vg_get_axis( "horizontal" );
372 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
374 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
375 ktimestep
*5.0f
, player
.board_xy
);
378 static void player_physics_control_air(void)
380 m3x3_mulv( player
.vr
, player
.rb
.v
, player
.rb
.v
);
381 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
388 float pstep
= ktimestep
*10.0f
;
391 v3_copy( player
.rb
.co
, pco
);
392 v3_copy( player
.rb
.v
, pv
);
394 float time_to_impact
= 0.0f
;
395 float limiter
= 1.0f
;
397 for( int i
=0; i
<50; i
++ )
399 v3_copy( pco
, pco1
);
400 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
401 apply_gravity( pv
, pstep
);
402 v3_muladds( pco
, pv
, pstep
, pco
);
404 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
409 v3_sub( pco
, pco1
, vdir
);
410 contact
.dist
= v3_length( vdir
);
411 v3_divs( vdir
, contact
.dist
, vdir
);
413 float orig_dist
= contact
.dist
;
414 if( ray_world( pco1
, vdir
, &contact
))
416 float angle
= v3_dot( player
.rb
.up
, contact
.normal
);
418 v3_cross( player
.rb
.up
, contact
.normal
, axis
);
420 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
421 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
422 limiter
= 1.0f
-limiter
;
424 limiter
= 1.0f
-limiter
;
429 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
430 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
433 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
436 time_to_impact
+= pstep
;
439 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
441 float iX
= vg_get_axis( "vertical" ) *
442 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
444 static float siX
= 0.0f
;
445 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
448 q_axis_angle( rotate
, player
.rb
.right
, siX
);
449 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
452 v2f target
= {0.0f
,0.0f
};
453 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
454 player
.grab
, target
);
455 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
458 static void player_init(void)
460 rb_init( &player
.collide_front
);
461 rb_init( &player
.collide_back
);
464 static void player_walk_physics(void)
466 rigidbody
*rbf
= &player
.collide_front
,
467 *rbb
= &player
.collide_back
;
469 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
470 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
475 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h0
,0.0f
}, rbf
->co
);
476 v3_copy( rbf
->co
, rbf
->to_world
[3] );
477 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h1
,0.0f
}, rbb
->co
);
478 v3_copy( rbb
->co
, rbb
->to_world
[3] );
480 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
481 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
483 rb_update_bounds( rbf
);
484 rb_update_bounds( rbb
);
486 rb_debug( rbf
, 0xff0000ff );
487 rb_debug( rbb
, 0xff0000ff );
492 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
493 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
495 rb_presolve_contacts( manifold
, len
);
497 for( int j
=0; j
<5; j
++ )
499 for( int i
=0; i
<len
; i
++ )
501 struct contact
*ct
= &manifold
[i
];
504 float vn
= -v3_dot( player
.rb
.v
, ct
->n
);
507 float temp
= ct
->norm_impulse
;
508 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
509 vn
= ct
->norm_impulse
- temp
;
512 v3_muls( ct
->n
, vn
, impulse
);
514 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
517 for( int j
=0; j
<2; j
++ )
519 float f
= k_friction
* ct
->norm_impulse
,
520 vt
= v3_dot( player
.rb
.v
, ct
->t
[j
] ),
523 float temp
= ct
->tangent_impulse
[j
];
524 ct
->tangent_impulse
[j
] = vg_clampf( temp
+ lambda
, -f
, f
);
525 lambda
= ct
->tangent_impulse
[j
] - temp
;
527 v3_muladds( player
.rb
.v
, ct
->t
[j
], lambda
, player
.rb
.v
);
532 player
.in_air
= len
==0?1:0;
534 v3_zero( player
.rb
.w
);
535 q_axis_angle( player
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] );
537 v3f forward_dir
= { sinf(player
.angles
[0]),0.0f
,-cosf(player
.angles
[0]) };
540 v3_muladds( player
.rb
.co
, forward_dir
, 2.0f
, p1
);
541 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
543 float move_dead
= 0.1f
,
544 move
= vg_get_axis("grabr")*0.5f
+ 0.5f
- move_dead
;
548 float move_norm
= move
* (1.0f
/(1.0f
-move_dead
)),
549 speed
= vg_lerpf( 0.1f
*k_runspeed
, k_runspeed
, move_norm
),
550 amt
= k_walk_accel
* ktimestep
,
551 zvel
= v3_dot( player
.rb
.v
, forward_dir
),
552 new_vel
= vg_minf( zvel
+ amt
, speed
),
553 diff
= new_vel
- vg_minf( zvel
, speed
);
555 v3_muladds( player
.rb
.v
, forward_dir
, diff
, player
.rb
.v
);
558 float walk_norm
= 30.0f
/(float)player
.mdl
.anim_walk
->length
,
559 run_norm
= 30.0f
/(float)player
.mdl
.anim_run
->length
;
561 player
.walk_timer
+= ktimestep
* vg_lerpf( walk_norm
,run_norm
,move_norm
);
565 player
.walk_timer
= 0.0f
;
568 player
.rb
.v
[0] *= 1.0f
- (ktimestep
*k_walk_friction
);
569 player
.rb
.v
[2] *= 1.0f
- (ktimestep
*k_walk_friction
);
572 static void player_physics(void)
575 * Update collision fronts
578 rigidbody
*rbf
= &player
.collide_front
,
579 *rbb
= &player
.collide_back
;
581 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
582 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
584 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.1f
);
585 float h
= player
.air_blend
*0.2f
;
587 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
,-k_board_length
}, rbf
->co
);
588 v3_copy( rbf
->co
, rbf
->to_world
[3] );
589 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
, k_board_length
}, rbb
->co
);
590 v3_copy( rbb
->co
, rbb
->to_world
[3] );
592 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
593 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
595 rb_update_bounds( rbf
);
596 rb_update_bounds( rbb
);
598 rb_debug( rbf
, 0xff00ffff );
599 rb_debug( rbb
, 0xffffff00 );
604 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
605 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
607 rb_presolve_contacts( manifold
, len
);
608 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
616 for( int i
=0; i
<len
; i
++ )
618 v3_add( manifold
[i
].n
, surface_avg
, surface_avg
);
621 if( manifold
[i
].element_id
<= world
.sm_geo_std_oob
.vertex_count
)
624 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
630 v3_normalize( surface_avg
);
632 if( v3_dot( player
.rb
.v
, surface_avg
) > 0.5f
)
640 for( int j
=0; j
<5; j
++ )
642 for( int i
=0; i
<len
; i
++ )
644 struct contact
*ct
= &manifold
[i
];
647 v3_sub( ct
->co
, player
.rb
.co
, delta
);
648 v3_cross( player
.rb
.w
, delta
, dv
);
649 v3_add( player
.rb
.v
, dv
, dv
);
651 float vn
= -v3_dot( dv
, ct
->n
);
654 float temp
= ct
->norm_impulse
;
655 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
656 vn
= ct
->norm_impulse
- temp
;
659 v3_muls( ct
->n
, vn
, impulse
);
661 if( fabsf(v3_dot( impulse
, player
.rb
.forward
)) > 10.0f
||
662 fabsf(v3_dot( impulse
, player
.rb
.up
)) > 50.0f
)
665 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
669 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
670 v3_cross( delta
, impulse
, impulse
);
673 * W Impulses are limited to the Y and X axises, we don't really want
674 * roll angular velocities being included.
676 * Can also tweak the resistance of each axis here by scaling the wx,wy
680 float wy
= v3_dot( player
.rb
.up
, impulse
),
681 wx
= v3_dot( player
.rb
.right
, impulse
)*1.5f
;
683 v3_muladds( player
.rb
.w
, player
.rb
.up
, wy
, player
.rb
.w
);
684 v3_muladds( player
.rb
.w
, player
.rb
.right
, wx
, player
.rb
.w
);
688 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
689 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.14f
);
690 player
.pushing
= 0.0f
;
695 float angle
= v3_dot( player
.rb
.up
, surface_avg
);
696 v3_cross( player
.rb
.up
, surface_avg
, axis
);
698 //float cz = v3_dot( player.rb.forward, axis );
699 //v3_muls( player.rb.forward, cz, axis );
704 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
705 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
708 v3_muladds( player
.rb
.v
, player
.rb
.up
,
709 -k_downforce
*ktimestep
, player
.rb
.v
);
711 player_physics_control();
713 if( !player
.jump_charge
&& player
.jump
> 0.2f
)
717 /* Launch more up if alignment is up else improve velocity */
718 float aup
= fabsf(v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
.rb
.up
)),
720 dir
= mod
+ aup
*(1.0f
-mod
);
722 v3_copy( player
.rb
.v
, jumpdir
);
723 v3_normalize( jumpdir
);
724 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
725 v3_muladds( jumpdir
, player
.rb
.up
, dir
, jumpdir
);
726 v3_normalize( jumpdir
);
728 float force
= k_jump_force
*player
.jump
;
729 v3_muladds( player
.rb
.v
, jumpdir
, force
, player
.rb
.v
);
732 player
.jump_time
= vg_time
;
735 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
736 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
737 audio_player_set_vol( &audio_player_extra
, 20.0f
);
738 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%4] );
744 player_physics_control_air();
747 if( !player
.jump_charge
)
749 player
.jump
-= k_jump_charge_speed
* ktimestep
;
751 player
.jump_charge
= 0;
752 player
.jump
= vg_clampf( player
.jump
, 0.0f
, 1.0f
);
755 static void player_do_motion(void)
757 float horizontal
= vg_get_axis("horizontal"),
758 vertical
= vg_get_axis("vertical");
760 if( player
.on_board
)
763 player_walk_physics();
765 /* Integrate velocity */
767 v3_copy( player
.rb
.co
, prevco
);
769 apply_gravity( player
.rb
.v
, ktimestep
);
770 v3_muladds( player
.rb
.co
, player
.rb
.v
, ktimestep
, player
.rb
.co
);
772 /* Real angular velocity integration */
773 v3_lerp( player
.rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.rb
.w
);
774 if( v3_length2( player
.rb
.w
) > 0.0f
)
778 v3_copy( player
.rb
.w
, axis
);
780 float mag
= v3_length( axis
);
781 v3_divs( axis
, mag
, axis
);
782 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
783 q_mul( rotation
, player
.rb
.q
, player
.rb
.q
);
786 /* Faux angular velocity */
789 static float siY
= 0.0f
;
790 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
791 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
793 q_axis_angle( rotate
, player
.rb
.up
, siY
);
794 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
798 * Gate intersection, by tracing a line over the gate planes
800 for( int i
=0; i
<world
.routes
.gate_count
; i
++ )
802 struct route_gate
*rg
= &world
.routes
.gates
[i
];
803 teleport_gate
*gate
= &rg
->gate
;
805 if( gate_intersect( gate
, player
.rb
.co
, prevco
) )
807 m4x3_mulv( gate
->transport
, player
.rb
.co
, player
.rb
.co
);
808 m3x3_mulv( gate
->transport
, player
.rb
.v
, player
.rb
.v
);
809 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
810 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
811 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
812 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
814 v4f transport_rotation
;
815 m3x3_q( gate
->transport
, transport_rotation
);
816 q_mul( transport_rotation
, player
.rb
.q
, player
.rb
.q
);
818 world_routes_activate_gate( i
);
819 player
.rb_gate_frame
= player
.rb
;
820 player
.in_air_frame
= player
.in_air
;
821 player
.on_board_frame
= player
.on_board
;
823 if( !player
.on_board
)
825 v3f fwd_dir
= {cosf(player
.angles
[0]),
827 sinf(player
.angles
[0])};
828 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
830 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
834 m3x3_copy( player
.vr
, player
.gate_vr_frame
);
835 m3x3_copy( player
.vr_pstep
, player
.gate_vr_pstep_frame
);
838 audio_play_oneshot( &audio_gate_lap
, 1.0f
);
844 rb_update_transform( &player
.rb
);
851 static void player_animate_offboard(void)
853 mdl_keyframe apose
[32], bpose
[32];
854 struct skeleton
*sk
= &player
.mdl
.sk
;
856 float walk_norm
= (float)player
.mdl
.anim_walk
->length
/30.0f
,
857 run_norm
= (float)player
.mdl
.anim_run
->length
/30.0f
,
858 t
= player
.walk_timer
,
859 l
= vg_get_axis("grabr") * 0.5f
+ 0.5f
;
861 skeleton_sample_anim( sk
, player
.mdl
.anim_walk
, t
*walk_norm
, apose
);
862 skeleton_sample_anim( sk
, player
.mdl
.anim_run
, t
*run_norm
, bpose
);
864 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
866 float idle_walk
= vg_minf( l
* 10.0f
, 1.0f
);
868 skeleton_sample_anim( sk
, player
.mdl
.anim_idle
, vg_time
*0.1f
, bpose
);
869 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
871 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
872 skeleton_apply_ik_pass( &player
.mdl
.sk
);
873 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
875 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
876 player
.mdl
.cam_pos
);
878 skeleton_apply_inverses( &player
.mdl
.sk
);
882 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
884 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
886 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
887 skeleton_debug( &player
.mdl
.sk
);
890 static void player_animate(void)
892 if( !player
.on_board
)
894 player_animate_offboard();
898 /* Camera position */
899 v3_sub( player
.rb
.v
, player
.v_last
, player
.a
);
900 v3_copy( player
.rb
.v
, player
.v_last
);
902 v3_add( player
.m
, player
.a
, player
.m
);
903 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
905 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
906 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
907 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
908 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
911 float lslip
= fabsf(player
.slip
);
913 float kheight
= 2.0f
,
918 m3x3_mulv( player
.rb
.to_local
, player
.bob
, offset
);
920 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
922 float kickspeed
= vg_clampf(v3_length(player
.rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
923 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
924 float sign
= vg_signf( kicks
);
925 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
926 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
929 offset
[0] += speed_wobble_2
*3.0f
;
934 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
935 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
940 * ===========================================
943 /* scalar blending information */
944 float speed
= v3_length( player
.rb
.v
);
948 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
949 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 0.04f
);
952 /* movement information */
954 float dirz
= player
.reverse
> 0.0f
? 0.0f
: 1.0f
,
955 dirx
= player
.slip
< 0.0f
? 0.0f
: 1.0f
,
956 fly
= player
.in_air
? 1.0f
: 0.0f
;
958 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 0.04f
);
959 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.01f
);
960 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 0.04f
);
963 struct skeleton
*sk
= &player
.mdl
.sk
;
965 mdl_keyframe apose
[32], bpose
[32];
966 mdl_keyframe ground_pose
[32];
968 /* when the player is moving fast he will crouch down a little bit */
969 float stand
= 1.0f
- vg_clampf( speed
* 0.03f
, 0.0f
, 1.0f
);
970 player
.fstand
= vg_lerpf( player
.fstand
, stand
, 0.1f
);
973 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
974 stand_blend
= offset
[1]*-2.0f
;
976 skeleton_sample_anim( sk
, player
.mdl
.anim_stand
, dir_frame
, apose
);
977 skeleton_sample_anim( sk
, player
.mdl
.anim_highg
, dir_frame
, bpose
);
978 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
981 float slide_frame
= player
.fdirx
* (15.0f
/30.0f
);
982 skeleton_sample_anim( sk
, player
.mdl
.anim_slide
, slide_frame
, bpose
);
983 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fslide
, apose
);
986 player
.fpush
= vg_lerpf( player
.fpush
, player
.pushing
, 0.1f
);
988 float pt
= player
.push_time
;
989 if( player
.reverse
> 0.0f
)
990 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
992 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
994 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
997 float jump_start_frame
= 14.0f
/30.0f
;
998 float setup_frame
= player
.jump
* jump_start_frame
,
999 setup_blend
= vg_minf( player
.jump
*5.0f
, 1.0f
);
1001 float jump_frame
= (vg_time
- player
.jump_time
) + jump_start_frame
;
1002 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1003 setup_frame
= jump_frame
;
1005 struct skeleton_anim
*jump_anim
= player
.jump_dir
?
1006 player
.mdl
.anim_ollie
:
1007 player
.mdl
.anim_ollie_reverse
;
1009 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1010 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1013 mdl_keyframe air_pose
[32];
1015 float target
= -vg_get_axis("horizontal");
1016 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 0.04f
);
1018 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1020 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
1022 static v2f grab_choice
;
1023 v2_lerp( grab_choice
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
1024 0.04f
, grab_choice
);
1026 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1027 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1028 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1030 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
1031 skeleton_lerp_pose( sk
, apose
, bpose
, player
.grab
, air_pose
);
1034 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
1036 float add_grab_mod
= player
.ffly
* player
.grab
;
1038 /* additive effects */
1039 apose
[player
.mdl
.id_hip
-1].co
[0] += offset
[0]*add_grab_mod
;
1040 apose
[player
.mdl
.id_hip
-1].co
[2] += offset
[2]*add_grab_mod
;
1041 apose
[player
.mdl
.id_ik_hand_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1042 apose
[player
.mdl
.id_ik_hand_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1043 apose
[player
.mdl
.id_ik_hand_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1044 apose
[player
.mdl
.id_ik_hand_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1045 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1046 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1047 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1048 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1050 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
1051 skeleton_apply_ik_pass( &player
.mdl
.sk
);
1052 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
1054 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
1055 player
.mdl
.cam_pos
);
1056 skeleton_apply_inverses( &player
.mdl
.sk
);
1057 skeleton_apply_transform( &player
.mdl
.sk
, player
.rb
.to_world
);
1059 skeleton_debug( &player
.mdl
.sk
);
1062 static void player_camera_update(void)
1064 /* Update camera matrices */
1065 m4x3_identity( player
.camera
);
1066 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1067 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1068 v3_copy( player
.camera_pos
, player
.camera
[3] );
1069 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1072 static void player_animate_death_cam(void)
1076 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
1078 v3_sub( head_pos
, player
.camera_pos
, delta
);
1079 v3_normalize( delta
);
1082 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1083 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1086 * Make sure the camera stays above the ground
1088 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1091 v3_add( player
.camera_pos
, min_height
, sample
);
1093 hit
.dist
= min_height
[1]*2.0f
;
1095 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1096 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1098 player
.camera_pos
[1] =
1099 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1101 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1102 player
.angles
[1] = -asinf( delta
[1] );
1105 static void player_animate_camera(void)
1107 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
1110 player
.fonboard
= vg_lerpf(player
.fonboard
, player
.on_board
, ktimestep
*1.0f
);
1112 if( player
.on_board
)
1114 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
1115 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
1116 v3_add( lerp_cam
, offs
, cam_pos
);
1119 v3_lerp( player
.vl
, player
.rb
.v
, 0.05f
, player
.vl
);
1121 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1122 pitch
= atan2f( -player
.vl
[1],
1124 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1127 player
.angles
[0] = yaw
;
1128 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
1132 static v2f shake_damp
= {0.0f
,0.0f
};
1133 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1134 v2_muls( shake
, v3_length(player
.rb
.v
)*0.3f
1135 * (1.0f
+fabsf(player
.slip
)), shake
);
1137 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1138 shake_damp
[0] *= 0.2f
;
1140 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1141 m4x3_mulv( player
.rb
.to_world
, cam_pos
, player
.camera_pos
);
1145 float speed
= ktimestep
* k_look_speed
;
1146 player
.angles
[0] += vg_get_axis( "horizontal" ) * speed
;
1147 player
.angles
[1] += vg_get_axis( "vertical" ) * speed
;
1149 player
.angles
[1] = vg_clampf( player
.angles
[1],
1150 -k_pitch_limit
, k_pitch_limit
);
1152 float s
= sinf(player
.angles
[0]) * 0.2f
,
1153 c
= -cosf(player
.angles
[0]) * 0.2f
;
1154 v3f forward_dir
= { s
,0.15f
,c
};
1159 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
1160 -player
.angles
[0] -VG_PIf
*0.5f
);
1162 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
1164 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
1165 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
1166 v3_lerp( player
.vl
, player
.rb
.v
, 0.3f
, player
.vl
);
1173 static void player_audio(void)
1175 static int _ding
= 0;
1178 _ding
= glfwGetKey(vg_window
, GLFW_KEY_C
);
1180 int trigger_ding
= 0;
1181 if( _ding
&& !last
)
1184 static int _air
= 0;
1187 _air
= player
.in_air
;
1189 static double last_revert
= -2000.0;
1196 double revert_delta
= vg_time
- last_revert
;
1197 if( player
.on_board
&& (!_air
&& l2
) && (fabsf(player
.slip
) > 0.5f
) &&
1198 (revert_delta
> 0.7) )
1200 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1201 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1202 audio_player_set_vol( &audio_player_extra
, 2.0f
);
1203 audio_player_playclip( &audio_player_extra
, &audio_lands
[rand()%5] );
1205 last_revert
= vg_time
;
1208 static float air
= 0.0f
;
1209 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 5.0f
*ktimestep
);
1212 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1215 float *cam
= player
.camera
[3],
1216 *pos
= player
.rb
.co
;
1219 audio_player_playclip( &audio_player_extra
, &audio_ding
);
1221 audio_player_set_position( &audio_player0
, player
.rb
.co
);
1222 audio_player_set_position( &audio_player1
, player
.rb
.co
);
1223 audio_player_set_position( &audio_player2
, player
.rb
.co
);
1224 audio_player_set_position( &audio_player_gate
, world
.render_gate_pos
);
1226 v3_sub( player
.rb
.co
, player
.camera
[3], delta
);
1227 v3_normalize( delta
);
1228 m3x3_mulv( player
.camera
, ears
, ears
);
1230 /* TODO, Make function */
1231 v3_copy( ears
, vg_audio
.listener_ears
);
1232 v3_copy( player
.camera
[3], vg_audio
.listener_pos
);
1234 /* Tunnel / occlusion */
1235 audio_sample_occlusion( player
.camera
[3] );
1237 int sprite_avail
= -1;
1238 for( int i
=0; i
<vg_list_size(ambient_sprites
); i
++ )
1240 if( !audio_player_is_playing( &ambient_sprites
[i
] ) )
1247 if( sprite_avail
!= -1 )
1250 enum audio_sprite_type sprite_type
=
1251 audio_sample_sprite_random( player
.rb
.co
, waterpos
);
1253 if( sprite_type
!= k_audio_sprite_type_none
)
1255 audio_player
*avail
= &ambient_sprites
[ sprite_avail
];
1257 audio_player_set_vol( avail
, 20.0f
);
1258 audio_player_set_flags( avail
, AUDIO_FLAG_SPACIAL_3D
);
1259 audio_player_set_position( avail
, waterpos
);
1261 if( sprite_type
== k_audio_sprite_type_grass
)
1263 audio_player_playclip( avail
, &audio_grass
[rand()%4] );
1265 else if( sprite_type
== k_audio_sprite_type_water
)
1267 audio_player_playclip( avail
, &audio_water
[rand()%6] );
1272 if( freecam
|| player
.is_dead
|| !player
.on_board
)
1274 audio_player_set_vol( &audio_player0
, 0.0f
);
1275 audio_player_set_vol( &audio_player1
, 0.0f
);
1276 audio_player_set_vol( &audio_player2
, 0.0f
);
1279 if( vg_fractf(player
.walk_timer
) > 0.5f
)
1284 if( (player
.step_phase
!= walk_phase
) && !player
.in_air
)
1286 v3_copy( player
.rb
.co
, player
.last_step_pos
);
1288 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1289 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1290 audio_player_set_vol( &audio_player_extra
, 6.0f
);
1291 audio_player_playclip( &audio_player_extra
,
1292 &audio_footsteps
[rand()%4] );
1295 player
.step_phase
= walk_phase
;
1300 float speed
= vg_minf(v3_length( player
.rb
.v
)*0.1f
,1.0f
),
1302 slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
),
1303 vol0
= (1.0f
-air
)*attn
*(1.0f
-slide
),
1305 vol2
= (1.0f
-air
)*attn
*slide
;
1307 audio_player_set_vol( &audio_player0
, vol0
);
1308 audio_player_set_vol( &audio_player1
, vol1
);
1309 audio_player_set_vol( &audio_player2
, vol2
);
1311 float reverb_amt
= vol0
* audio_occlusion_current
* 0.5f
;
1312 audio_player_set_pan( &audio_player3
, 0.0f
);
1313 audio_player_set_vol( &audio_player3
, reverb_amt
);
1317 world_audio_update( cam
, ears
);
1325 static float *player_cam_pos(void)
1327 return player
.camera_pos
;
1330 static int reset_player( int argc
, char const *argv
[] )
1332 struct respawn_point
*rp
= NULL
, *r
;
1336 for( int i
=0; i
<world
.spawn_count
; i
++ )
1338 r
= &world
.spawns
[i
];
1339 if( !strcmp( r
->name
, argv
[0] ) )
1347 vg_warn( "No spawn named '%s'\n", argv
[0] );
1352 float min_dist
= INFINITY
;
1354 for( int i
=0; i
<world
.spawn_count
; i
++ )
1356 r
= &world
.spawns
[i
];
1357 float d
= v3_dist2( r
->co
, player
.rb
.co
);
1359 vg_info( "Dist %s : %f\n", r
->name
, d
);
1370 vg_error( "No spawn found\n" );
1371 if( !world
.spawn_count
)
1374 rp
= &world
.spawns
[0];
1377 v4_copy( rp
->q
, player
.rb
.q
);
1378 v3_copy( rp
->co
, player
.rb
.co
);
1380 player
.vswitch
= 1.0f
;
1381 player
.slip_last
= 0.0f
;
1384 m3x3_identity( player
.vr
);
1386 player
.mdl
.shoes
[0] = 1;
1387 player
.mdl
.shoes
[1] = 1;
1389 rb_update_transform( &player
.rb
);
1390 m3x3_mulv( player
.rb
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.rb
.v
);
1391 m3x3_identity( player
.gate_vr_frame
);
1392 m3x3_identity( player
.gate_vr_pstep_frame
);
1394 player
.rb_gate_frame
= player
.rb
;
1395 player
.on_board_frame
= player
.on_board
;
1396 player
.in_air_frame
= player
.in_air
;
1400 static void player_update(void)
1402 for( int i
=0; i
<player
.land_log_count
; i
++ )
1403 draw_cross( player
.land_target_log
[i
],
1404 player
.land_target_colours
[i
], 0.25f
);
1406 if( vg_get_axis("grabl")>0.0f
)
1408 player
.rb
= player
.rb_gate_frame
;
1409 player
.on_board
= player
.on_board_frame
;
1410 player
.in_air
= player
.in_air_frame
;
1411 m3x3_copy( player
.gate_vr_frame
, player
.vr
);
1412 m3x3_copy( player
.gate_vr_pstep_frame
, player
.vr_pstep
);
1417 if( !player
.on_board
)
1419 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
1420 -player
.rb
.forward
[0] );
1423 m3x3_identity( player
.vr
);
1425 player
.mdl
.shoes
[0] = 1;
1426 player
.mdl
.shoes
[1] = 1;
1428 world_routes_notify_reset();
1431 if( vg_get_button_down( "switchmode" ) )
1433 player
.on_board
^= 0x1;
1436 if( (glfwGetKey( vg_window
, GLFW_KEY_O
) || (player
.rb
.co
[1] < 0.0f
)) &&
1439 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
1443 if( player
.is_dead
)
1445 character_ragdoll_iter( &player
.mdl
);
1446 character_debug_ragdoll( &player
.mdl
);
1449 player_animate_death_cam();
1457 player_animate_camera();
1463 player_camera_update();
1467 static void draw_player(void)
1469 if( player
.is_dead
)
1470 character_mimic_ragdoll( &player
.mdl
);
1472 shader_viewchar_use();
1473 vg_tex2d_bind( &tex_characters
, 0 );
1474 shader_viewchar_uTexMain( 0 );
1475 shader_viewchar_uCamera( player
.camera
[3] );
1476 shader_viewchar_uPv( vg_pv
);
1477 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
1478 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
1479 player
.mdl
.sk
.bone_count
,
1481 (float *)player
.mdl
.sk
.final_mtx
);
1483 mesh_bind( &player
.mdl
.mesh
);
1484 mesh_draw( &player
.mdl
.mesh
);
1487 #endif /* PLAYER_H */