16 k_board_radius
= 0.3f
,
17 k_board_length
= 0.45f
,
18 k_board_allowance
= 0.04f
,
19 k_friction_lat
= 8.8f
,
20 k_friction_resistance
= 0.01f
,
21 k_max_push_speed
= 16.0f
,
23 k_push_cycle_rate
= 8.0f
,
24 k_steer_ground
= 2.5f
,
26 k_steer_air_lerp
= 0.3f
,
27 k_pump_force
= 000.0f
,
30 static int freecam
= 0;
31 static int walk_grid_iterations
= 1;
36 rigidbody rb
, collide_front
, collide_back
;
38 v3f a
, v_last
, m
, bob
, vl
;
41 float vswitch
, slip
, slip_last
,
44 float iY
; /* Yaw inertia */
45 int in_air
, is_dead
, on_board
;
52 v3f land_target_log
[22];
53 u32 land_target_colours
[22];
59 v3f handl_target
, handr_target
,
65 v3f camera_pos
, smooth_localcam
;
67 m4x3f camera
, camera_inverse
;
73 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
74 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
83 * Free camera movement
86 static void player_mouseview(void)
88 if( gui_want_mouse() )
91 static v2f mouse_last
,
92 view_vel
= { 0.0f
, 0.0f
};
94 if( vg_get_button_down( "primary" ) )
95 v2_copy( vg_mouse
, mouse_last
);
97 else if( vg_get_button( "primary" ) )
100 v2_sub( vg_mouse
, mouse_last
, delta
);
101 v2_copy( vg_mouse
, mouse_last
);
103 v2_muladds( view_vel
, delta
, 0.005f
, view_vel
);
106 v2_muladds( view_vel
,
107 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
109 v2_muls( view_vel
, 0.7f
, view_vel
);
110 v2_add( view_vel
, player
.angles
, player
.angles
);
111 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
114 static void player_freecam(void)
118 float movespeed
= 25.0f
;
119 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
120 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
122 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
123 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
125 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
126 if( vg_get_button( "forward" ) )
127 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
128 if( vg_get_button( "back" ) )
129 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
130 if( vg_get_button( "left" ) )
131 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
132 if( vg_get_button( "right" ) )
133 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
135 v3_muls( move_vel
, 0.7f
, move_vel
);
136 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
140 * Player Physics Implementation
143 static void apply_gravity( v3f vel
, float const timestep
)
145 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
146 v3_muladds( vel
, gravity
, timestep
, vel
);
150 * TODO: The angle bias should become greater when launching from a steeper
151 * angle and skewed towords more 'downwards' angles when launching from
152 * shallower trajectories
154 * it should also be tweaked by the controller left stick being pushed
157 static void player_start_air(void)
164 float pstep
= ktimestep
*10.0f
;
166 float best_velocity_mod
= 0.0f
,
167 best_velocity_delta
= -9999.9f
;
169 float k_bias
= 0.96f
;
172 v3_cross( player
.rb
.up
, player
.rb
.v
, axis
);
173 v3_normalize( axis
);
174 player
.land_log_count
= 0;
176 m3x3_identity( player
.vr
);
178 for( int m
=-3;m
<=12; m
++ )
180 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
183 v3_copy( player
.rb
.co
, pco
);
184 v3_muls( player
.rb
.v
, k_bias
, pv
);
187 * Try different 'rotations' of the velocity to find the best possible
188 * landing normal. This conserves magnitude at the expense of slightly
189 * unrealistic results
195 q_axis_angle( vr_q
, axis
, vmod
);
198 m3x3_mulv( vr
, pv
, pv
);
199 v3_muladds( pco
, pv
, pstep
, pco
);
201 for( int i
=0; i
<50; i
++ )
203 v3_copy( pco
, pco1
);
204 apply_gravity( pv
, pstep
);
206 m3x3_mulv( vr
, pv
, pv
);
207 v3_muladds( pco
, pv
, pstep
, pco
);
212 v3_sub( pco
, pco1
, vdir
);
213 contact
.dist
= v3_length( vdir
);
214 v3_divs( vdir
, contact
.dist
, vdir
);
216 if( ray_world( pco1
, vdir
, &contact
))
218 float land_delta
= v3_dot( pv
, contact
.normal
);
219 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
221 /* Bias prediction towords ramps */
222 if( ray_hit_is_ramp( &contact
) )
225 scolour
|= 0x0000a000;
228 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
230 best_velocity_delta
= land_delta
;
231 best_velocity_mod
= vmod
;
233 v3_copy( contact
.pos
, player
.land_target
);
235 m3x3_copy( vr
, player
.vr_pstep
);
236 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
237 q_m3x3( vr_q
, player
.vr
);
240 v3_copy( contact
.pos
,
241 player
.land_target_log
[player
.land_log_count
] );
242 player
.land_target_colours
[player
.land_log_count
] =
243 0xff000000 | scolour
;
245 player
.land_log_count
++;
253 static void draw_cross(v3f pos
,u32 colour
, float scale
)
256 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
257 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
258 vg_line( p0
, p1
, colour
);
259 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
260 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
261 vg_line( p0
, p1
, colour
);
262 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
263 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
264 vg_line( p0
, p1
, colour
);
267 static void player_physics_control(void)
270 * Computing localized friction forces for controlling the character
271 * Friction across X is significantly more than Z
275 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, vel
);
278 if( fabsf(vel
[2]) > 0.01f
)
279 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
281 if( fabsf( slip
) > 1.2f
)
282 slip
= vg_signf( slip
) * 1.2f
;
284 player
.reverse
= -vg_signf(vel
[2]);
286 float substep
= ktimestep
* 0.2f
;
287 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
289 for( int i
=0; i
<5; i
++ )
291 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
292 vel
[0] = stable_force( vel
[0],
293 vg_signf( vel
[0] ) * -k_friction_lat
*substep
);
296 static double start_push
= 0.0;
297 if( vg_get_button_down( "push" ) )
298 start_push
= vg_time
;
300 if( !vg_get_button("break") && vg_get_button( "push" ) )
302 float cycle_time
= (vg_time
-start_push
)*k_push_cycle_rate
,
303 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
304 current
= v3_length( vel
),
305 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
306 new_vel
-= vg_minf(current
, k_max_push_speed
);
307 vel
[2] -= new_vel
* player
.reverse
;
311 static float previous
= 0.0f
;
312 float delta
= previous
- player
.grab
,
313 pump
= delta
* k_pump_force
*ktimestep
;
314 previous
= player
.grab
;
317 v3_muladds( player
.rb
.co
, player
.rb
.up
, pump
, p1
);
318 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
323 m3x3_mulv( player
.rb
.to_world
, vel
, player
.rb
.v
);
325 float steer
= vg_get_axis( "horizontal" );
326 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
328 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
329 ktimestep
*5.0f
, player
.board_xy
);
332 static void player_physics_control_air(void)
334 m3x3_mulv( player
.vr
, player
.rb
.v
, player
.rb
.v
);
335 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
342 float pstep
= ktimestep
*10.0f
;
345 v3_copy( player
.rb
.co
, pco
);
346 v3_copy( player
.rb
.v
, pv
);
348 float time_to_impact
= 0.0f
;
349 float limiter
= 1.0f
;
351 for( int i
=0; i
<50; i
++ )
353 v3_copy( pco
, pco1
);
354 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
355 apply_gravity( pv
, pstep
);
356 v3_muladds( pco
, pv
, pstep
, pco
);
358 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
363 v3_sub( pco
, pco1
, vdir
);
364 contact
.dist
= v3_length( vdir
);
365 v3_divs( vdir
, contact
.dist
, vdir
);
367 float orig_dist
= contact
.dist
;
368 if( ray_world( pco1
, vdir
, &contact
))
370 float angle
= v3_dot( player
.rb
.up
, contact
.normal
);
372 v3_cross( player
.rb
.up
, contact
.normal
, axis
);
374 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
375 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
376 limiter
= 1.0f
-limiter
;
378 limiter
= 1.0f
-limiter
;
383 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
384 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
387 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
390 time_to_impact
+= pstep
;
393 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
395 float iX
= vg_get_axis( "vertical" ) *
396 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
398 static float siX
= 0.0f
;
399 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
402 q_axis_angle( rotate
, player
.rb
.right
, siX
);
403 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
406 v2f target
= {0.0f
,0.0f
};
407 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
408 player
.grab
, target
);
409 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
412 static void player_init(void)
414 rb_init( &player
.collide_front
);
415 rb_init( &player
.collide_back
);
418 static void player_physics(void)
421 * Update collision fronts
424 rigidbody
*rbf
= &player
.collide_front
,
425 *rbb
= &player
.collide_back
;
427 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
428 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
430 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.1f
);
431 float h
= player
.air_blend
*0.2f
;
433 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
,-k_board_length
}, rbf
->co
);
434 v3_copy( rbf
->co
, rbf
->to_world
[3] );
435 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
, k_board_length
}, rbb
->co
);
436 v3_copy( rbb
->co
, rbb
->to_world
[3] );
438 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
439 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
441 rb_update_bounds( rbf
);
442 rb_update_bounds( rbb
);
444 rb_debug( rbf
, 0xff00ffff );
445 rb_debug( rbb
, 0xffffff00 );
450 len
+= rb_sphere_vs_scene( rbf
, &world
.rb_geo
, manifold
+len
);
451 len
+= rb_sphere_vs_scene( rbb
, &world
.rb_geo
, manifold
+len
);
454 for( int i
=0; i
<len
; i
++ )
456 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
458 for( int j
=0; j
<3; j
++ )
459 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
461 vg_line(tri
[0],tri
[1],0xff00ff00 );
462 vg_line(tri
[1],tri
[2],0xff00ff00 );
463 vg_line(tri
[2],tri
[0],0xff00ff00 );
466 v3_copy( player
.rb
.co
, temp
);
468 for( int j
=0; j
<2; j
++ )
470 if(manifold_count
>= vg_list_size(manifold
))
472 vg_error("Manifold overflow!\n");
476 rb_ct
*ct
= &manifold
[manifold_count
];
477 v3_copy( poles
[j
], player
.rb
.co
);
479 manifold_count
+= rb_sphere_vs_triangle( &player
.rb
, tri
, ct
);
482 v3_copy( temp
, player
.rb
.co
);
486 rb_presolve_contacts( manifold
, len
);
487 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
495 for( int i
=0; i
<len
; i
++ )
496 v3_add( manifold
[i
].n
, surface_avg
, surface_avg
);
498 v3_normalize( surface_avg
);
500 if( v3_dot( player
.rb
.v
, surface_avg
) > 0.5f
)
508 for( int j
=0; j
<5; j
++ )
510 for( int i
=0; i
<len
; i
++ )
512 struct contact
*ct
= &manifold
[i
];
515 v3_sub( ct
->co
, player
.rb
.co
, delta
);
516 v3_cross( player
.rb
.w
, delta
, dv
);
517 v3_add( player
.rb
.v
, dv
, dv
);
519 float vn
= -v3_dot( dv
, ct
->n
);
522 float temp
= ct
->norm_impulse
;
523 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
524 vn
= ct
->norm_impulse
- temp
;
527 v3_muls( ct
->n
, vn
, impulse
);
529 if( fabsf(v3_dot( impulse
, player
.rb
.forward
)) > 10.0f
||
530 fabsf(v3_dot( impulse
, player
.rb
.up
)) > 50.0f
)
533 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
537 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
538 v3_cross( delta
, impulse
, impulse
);
541 * W Impulses are limited to the Y and X axises, we don't really want
542 * roll angular velocities being included.
544 * Can also tweak the resistance of each axis here by scaling the wx,wy
548 float wy
= v3_dot( player
.rb
.up
, impulse
),
549 wx
= v3_dot( player
.rb
.right
, impulse
)*1.5f
;
551 v3_muladds( player
.rb
.w
, player
.rb
.up
, wy
, player
.rb
.w
);
552 v3_muladds( player
.rb
.w
, player
.rb
.right
, wx
, player
.rb
.w
);
556 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
557 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.14f
);
562 float angle
= v3_dot( player
.rb
.up
, surface_avg
);
563 v3_cross( player
.rb
.up
, surface_avg
, axis
);
565 //float cz = v3_dot( player.rb.forward, axis );
566 //v3_muls( player.rb.forward, cz, axis );
571 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
572 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
575 v3_muladds( player
.rb
.v
, player
.rb
.up
,
576 -k_downforce
*ktimestep
, player
.rb
.v
);
577 player_physics_control();
581 player_physics_control_air();
585 static void player_do_motion(void)
587 float horizontal
= vg_get_axis("horizontal"),
588 vertical
= vg_get_axis("vertical");
592 /* Integrate velocity */
594 v3_copy( player
.rb
.co
, prevco
);
596 apply_gravity( player
.rb
.v
, ktimestep
);
597 v3_muladds( player
.rb
.co
, player
.rb
.v
, ktimestep
, player
.rb
.co
);
599 /* Real angular velocity integration */
600 v3_lerp( player
.rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.rb
.w
);
601 if( v3_length2( player
.rb
.w
) > 0.0f
)
605 v3_copy( player
.rb
.w
, axis
);
607 float mag
= v3_length( axis
);
608 v3_divs( axis
, mag
, axis
);
609 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
610 q_mul( rotation
, player
.rb
.q
, player
.rb
.q
);
613 /* Faux angular velocity */
616 static float siY
= 0.0f
;
617 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
618 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
620 q_axis_angle( rotate
, player
.rb
.up
, siY
);
621 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
625 * Gate intersection, by tracing a line over the gate planes
627 for( int i
=0; i
<world
.gate_count
; i
++ )
629 teleport_gate
*gate
= &world
.gates
[i
];
631 if( gate_intersect( gate
, player
.rb
.co
, prevco
) )
633 m4x3_mulv( gate
->transport
, player
.rb
.co
, player
.rb
.co
);
634 m3x3_mulv( gate
->transport
, player
.rb
.v
, player
.rb
.v
);
635 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
636 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
637 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
638 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
640 v4f transport_rotation
;
641 m3x3_q( gate
->transport
, transport_rotation
);
642 q_mul( transport_rotation
, player
.rb
.q
, player
.rb
.q
);
648 rb_update_transform( &player
.rb
);
652 * Walkgrid implementation,
653 * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
656 #define WALKGRID_SIZE 16
663 k_sample_type_air
, /* Nothing was hit. */
664 k_sample_type_invalid
, /* The point is invalid, but there is a sample
665 underneath that can be used */
666 k_sample_type_valid
, /* This point is good */
675 k_traverse_none
= 0x00,
681 samples
[WALKGRID_SIZE
][WALKGRID_SIZE
];
685 float move
; /* Current amount of movement we have left to apply */
686 v2f dir
; /* The movement delta */
687 v2i cell_id
;/* Current cell */
688 v2f pos
; /* Local position (in cell) */
692 static int player_walkgrid_tri_walkable( u32 tri
[3] )
694 return tri
[0] > world
.sm_geo_std_oob
.vertex_count
;
698 * Get a sample at this pole location, will return 1 if the sample is valid,
699 * and pos will be updated to be the intersection location.
701 static void player_walkgrid_samplepole( struct grid_sample
*s
)
703 boxf region
= {{ s
->pos
[0] -0.01f
, s
->pos
[1] - 4.0f
, s
->pos
[2] -0.01f
},
704 { s
->pos
[0] +0.01f
, s
->pos
[1] + 4.0f
, s
->pos
[2] +0.01f
}};
708 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
710 const float k_minworld_y
= -2000.0f
;
712 float walk_height
= k_minworld_y
,
713 block_height
= k_minworld_y
;
715 s
->type
= k_sample_type_air
;
717 for( int i
=0; i
<len
; i
++ )
719 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
721 for( int j
=0; j
<3; j
++ )
722 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
724 v3f vdown
= {0.0f
,-1.0f
,0.0f
};
726 v3_copy( s
->pos
, sample_from
);
727 sample_from
[1] = region
[1][1];
730 if( ray_tri( tri
, sample_from
, vdown
, &dist
))
733 v3_muladds( sample_from
, vdown
, dist
, p0
);
735 if( player_walkgrid_tri_walkable(ptri
) )
737 if( p0
[1] > walk_height
)
744 if( p0
[1] > block_height
)
745 block_height
= p0
[1];
750 s
->pos
[1] = walk_height
;
752 if( walk_height
> k_minworld_y
)
753 if( block_height
> walk_height
)
754 s
->type
= k_sample_type_invalid
;
756 s
->type
= k_sample_type_valid
;
758 s
->type
= k_sample_type_air
;
761 float const k_gridscale
= 0.5f
;
769 static void player_walkgrid_clip_blocker( struct grid_sample
*sa
,
770 struct grid_sample
*sb
,
771 struct grid_sample
*st
,
775 int valid_a
= sa
->type
== k_sample_type_valid
,
776 valid_b
= sb
->type
== k_sample_type_valid
;
777 struct grid_sample
*target
= valid_a
? sa
: sb
,
778 *other
= valid_a
? sb
: sa
;
779 v3_copy( target
->pos
, pos
);
780 v3_sub( other
->pos
, target
->pos
, clipdir
);
783 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*2.1f
, cell_region
[0]);
784 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*2.1f
, cell_region
[1]);
788 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
790 float start_time
= v3_length( clipdir
),
791 min_time
= start_time
;
792 v3_normalize( clipdir
);
793 v3_muls( clipdir
, 0.0001f
, st
->clip
[dir
] );
795 for( int i
=0; i
<len
; i
++ )
797 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
798 for( int j
=0; j
<3; j
++ )
799 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
801 if( player_walkgrid_tri_walkable(ptri
) )
805 if(ray_tri( tri
, pos
, clipdir
, &dist
))
807 if( dist
> 0.0f
&& dist
< min_time
)
810 sb
->type
= k_sample_type_air
;
815 if( !(min_time
< start_time
) )
816 min_time
= 0.5f
* k_gridscale
;
818 min_time
= vg_clampf( min_time
/k_gridscale
, 0.01f
, 0.99f
);
820 v3_muls( clipdir
, min_time
, st
->clip
[dir
] );
823 v3_muladds( target
->pos
, st
->clip
[dir
], k_gridscale
, p0
);
826 static void player_walkgrid_clip_edge( struct grid_sample
*sa
,
827 struct grid_sample
*sb
,
828 struct grid_sample
*st
, /* data store */
831 v3f clipdir
= { 0.0f
, 0.0f
, 0.0f
}, pos
;
832 int valid_a
= sa
->type
== k_sample_type_valid
,
833 valid_b
= sb
->type
== k_sample_type_valid
;
835 struct grid_sample
*target
= valid_a
? sa
: sb
,
836 *other
= valid_a
? sb
: sa
;
838 v3_sub( other
->pos
, target
->pos
, clipdir
);
841 v3_copy( target
->pos
, pos
);
844 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*1.1f
, cell_region
[0]);
845 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*1.1f
, cell_region
[1]);
848 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
850 float max_dist
= 0.0f
;
853 v3_cross( clipdir
,(v3f
){0.0f
,1.0f
,0.0f
},perp
);
854 v3_muls( clipdir
, 0.001f
, st
->clip
[dir
] );
856 for( int i
=0; i
<len
; i
++ )
858 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
859 for( int j
=0; j
<3; j
++ )
860 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
862 if( !player_walkgrid_tri_walkable(ptri
) )
865 for( int k
=0; k
<3; k
++ )
871 v3_sub( tri
[ia
], pos
, v0
);
872 v3_sub( tri
[ib
], pos
, v1
);
874 if( (clipdir
[2]*v0
[0] - clipdir
[0]*v0
[2]) *
875 (clipdir
[2]*v1
[0] - clipdir
[0]*v1
[2]) < 0.0f
)
877 float da
= v3_dot(v0
,perp
),
878 db
= v3_dot(v1
,perp
),
883 v3_muls( v1
, qa
, p0
);
884 v3_muladds( p0
, v0
, 1.0f
-qa
, p0
);
886 float h
= v3_dot(p0
,clipdir
)/v3_dot(clipdir
,clipdir
);
888 if( h
>= max_dist
&& h
<= 1.0f
)
891 float l
= 1.0f
/v3_length(clipdir
);
892 v3_muls( p0
, l
, st
->clip
[dir
] );
899 static const struct conf
906 * o: the 'other' point to do a A/B test with
907 * if its -1, all AB is done.
917 k_walkgrid_configs
[16] = {
919 {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
920 {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
921 {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
923 {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
924 {{{ 3,3, 3,0, 1,0, -1,-1 },
925 { 1,1, 0,1, 1,0, -1,-1 }}, 2},
926 {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
927 {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
929 {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
930 {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
931 {{{ 2,2, 1,3, 0,1, -1,-1 },
932 { 0,0, 0,0, 0,1, -1,-1 }}, 2},
933 {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
935 {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
936 {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
937 {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
942 * Get a buffer of edges from cell location
944 static const struct conf
*player_walkgrid_conf( struct walkgrid
*wg
,
946 struct grid_sample
*corners
[4] )
948 corners
[0] = &wg
->samples
[cell
[1] ][cell
[0] ];
949 corners
[1] = &wg
->samples
[cell
[1]+1][cell
[0] ];
950 corners
[2] = &wg
->samples
[cell
[1]+1][cell
[0]+1];
951 corners
[3] = &wg
->samples
[cell
[1] ][cell
[0]+1];
953 u32 vd0
= corners
[0]->type
== k_sample_type_valid
,
954 vd1
= corners
[1]->type
== k_sample_type_valid
,
955 vd2
= corners
[2]->type
== k_sample_type_valid
,
956 vd3
= corners
[3]->type
== k_sample_type_valid
,
957 config
= (vd0
<<3) | (vd1
<<2) | (vd2
<<1) | vd3
;
959 return &k_walkgrid_configs
[ config
];
962 static void player_walkgrid_floor(v3f pos
)
964 v3_muls( pos
, 1.0f
/k_gridscale
, pos
);
965 v3_floor( pos
, pos
);
966 v3_muls( pos
, k_gridscale
, pos
);
970 * Computes the barycentric coordinate of location on a triangle (vertical),
971 * then sets the Y position to the interpolation of the three points
973 static void player_walkgrid_stand_tri( v3f a
, v3f b
, v3f c
, v3f pos
)
978 v3_sub( pos
, a
, v2
);
980 float d
= v0
[0]*v1
[2] - v1
[0]*v0
[2],
981 v
= (v2
[0]*v1
[2] - v1
[0]*v2
[2]) / d
,
982 w
= (v0
[0]*v2
[2] - v2
[0]*v0
[2]) / d
,
985 vg_line( pos
, a
, 0xffff0000 );
986 vg_line( pos
, b
, 0xff00ff00 );
987 vg_line( pos
, c
, 0xff0000ff );
988 pos
[1] = u
*a
[1] + v
*b
[1] + w
*c
[1];
992 * Get the minimum time value of pos+dir until a cell edge
994 * t[0] -> t[3] are the individual time values
995 * t[5] & t[6] are the maximum axis values
996 * t[6] is the minimum value
999 static void player_walkgrid_min_cell( float t
[7], v2f pos
, v2f dir
)
1001 v2f frac
= { 1.0f
/dir
[0], 1.0f
/dir
[1] };
1008 if( fabsf(dir
[0]) > 0.0001f
)
1010 t
[0] = (0.0f
-pos
[0]) * frac
[0];
1011 t
[1] = (1.0f
-pos
[0]) * frac
[0];
1013 if( fabsf(dir
[1]) > 0.0001f
)
1015 t
[2] = (0.0f
-pos
[1]) * frac
[1];
1016 t
[3] = (1.0f
-pos
[1]) * frac
[1];
1019 t
[4] = vg_maxf(t
[0],t
[1]);
1020 t
[5] = vg_maxf(t
[2],t
[3]);
1021 t
[6] = vg_minf(t
[4],t
[5]);
1024 static void player_walkgrid_iter(struct walkgrid
*wg
, int iter
)
1028 * For each walkgrid iteration we are stepping through cells and determining
1029 * the intersections with the grid, and any edges that are present
1032 u32 icolours
[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
1034 v3f pa
, pb
, pc
, pd
, pl0
, pl1
;
1035 pa
[0] = wg
->region
[0][0] + (float)wg
->cell_id
[0] *k_gridscale
;
1036 pa
[1] = (wg
->region
[0][1] + wg
->region
[1][1]) * 0.5f
+ k_gridscale
;
1037 pa
[2] = wg
->region
[0][2] + (float)wg
->cell_id
[1] *k_gridscale
;
1040 pb
[2] = pa
[2] + k_gridscale
;
1041 pc
[0] = pa
[0] + k_gridscale
;
1043 pc
[2] = pa
[2] + k_gridscale
;
1044 pd
[0] = pa
[0] + k_gridscale
;
1048 /* if you want to draw the current cell */
1049 vg_line( pa
, pb
, 0xff00ffff );
1050 vg_line( pb
, pc
, 0xff00ffff );
1051 vg_line( pc
, pd
, 0xff00ffff );
1052 vg_line( pd
, pa
, 0xff00ffff );
1054 pl0
[0] = pa
[0] + wg
->pos
[0]*k_gridscale
;
1056 pl0
[2] = pa
[2] + wg
->pos
[1]*k_gridscale
;
1059 * If there are edges present, we need to create a 'substep' event, where
1060 * we find the intersection point, find the fully resolved position,
1061 * then the new pos dir is the intersection->resolution
1063 * the resolution is applied in non-discretized space in order to create a
1064 * suitable vector for finding outflow, we want it to leave the cell so it
1065 * can be used by the quad
1069 v2_copy( wg
->pos
, pos
);
1070 v2_muls( wg
->dir
, wg
->move
, dir
);
1072 struct grid_sample
*corners
[4];
1073 v2f corners2d
[4] = {{0.0f
,0.0f
},{0.0f
,1.0f
},{1.0f
,1.0f
},{1.0f
,0.0f
}};
1074 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1077 player_walkgrid_min_cell( t
, pos
, dir
);
1079 for( int i
=0; i
<conf
->edge_count
; i
++ )
1081 const struct confedge
*edge
= &conf
->edges
[i
];
1083 v2f e0
, e1
, n
, r
, target
, res
, tangent
;
1084 e0
[0] = corners2d
[edge
->i0
][0] + corners
[edge
->d0
]->clip
[edge
->a0
][0];
1085 e0
[1] = corners2d
[edge
->i0
][1] + corners
[edge
->d0
]->clip
[edge
->a0
][2];
1086 e1
[0] = corners2d
[edge
->i1
][0] + corners
[edge
->d1
]->clip
[edge
->a1
][0];
1087 e1
[1] = corners2d
[edge
->i1
][1] + corners
[edge
->d1
]->clip
[edge
->a1
][2];
1089 v3f pe0
= { pa
[0] + e0
[0]*k_gridscale
,
1091 pa
[2] + e0
[1]*k_gridscale
};
1092 v3f pe1
= { pa
[0] + e1
[0]*k_gridscale
,
1094 pa
[2] + e1
[1]*k_gridscale
};
1096 v2_sub( e1
, e0
, tangent
);
1102 * If we find ourselfs already penetrating the edge, move back out a
1105 v2_sub( e0
, pos
, r
);
1106 float p1
= v2_dot(r
,n
);
1110 v2_muladds( pos
, n
, p1
+0.0001f
, pos
);
1111 v2_copy( pos
, wg
->pos
);
1112 v3f p_new
= { pa
[0] + pos
[0]*k_gridscale
,
1114 pa
[2] + pos
[1]*k_gridscale
};
1115 v3_copy( p_new
, pl0
);
1118 v2_add( pos
, dir
, target
);
1121 v2_sub( e0
, pos
, v1
);
1122 v2_sub( target
, pos
, v2
);
1126 v2_sub( e0
, target
, r
);
1127 float p
= v2_dot(r
,n
),
1128 t1
= v2_dot(v1
,v3
)/v2_dot(v2
,v3
);
1130 if( t1
< t
[6] && t1
> 0.0f
&& -p
< 0.001f
)
1132 v2_muladds( target
, n
, p
+0.0001f
, res
);
1135 v2_muladds( pos
, dir
, t1
, intersect
);
1136 v2_copy( intersect
, pos
);
1137 v2_sub( res
, intersect
, dir
);
1139 v3f p_res
= { pa
[0] + res
[0]*k_gridscale
,
1141 pa
[2] + res
[1]*k_gridscale
};
1142 v3f p_int
= { pa
[0] + intersect
[0]*k_gridscale
,
1144 pa
[2] + intersect
[1]*k_gridscale
};
1146 vg_line( pl0
, p_int
, icolours
[iter
%3] );
1147 v3_copy( p_int
, pl0
);
1148 v2_copy( pos
, wg
->pos
);
1150 player_walkgrid_min_cell( t
, pos
, dir
);
1155 * Compute intersection with grid cell moving outwards
1157 t
[6] = vg_minf( t
[6], 1.0f
);
1159 pl1
[0] = pl0
[0] + dir
[0]*k_gridscale
*t
[6];
1161 pl1
[2] = pl0
[2] + dir
[1]*k_gridscale
*t
[6];
1162 vg_line( pl0
, pl1
, icolours
[iter
%3] );
1167 * To figure out what t value created the clip so we know which edge
1173 wg
->pos
[1] = pos
[1] + dir
[1]*t
[6];
1175 if( t
[0] > t
[1] ) /* left edge */
1177 wg
->pos
[0] = 0.9999f
;
1180 if( wg
->cell_id
[0] == 0 )
1183 else /* Right edge */
1185 wg
->pos
[0] = 0.0001f
;
1188 if( wg
->cell_id
[0] == WALKGRID_SIZE
-2 )
1194 wg
->pos
[0] = pos
[0] + dir
[0]*t
[6];
1196 if( t
[2] > t
[3] ) /* bottom edge */
1198 wg
->pos
[1] = 0.9999f
;
1201 if( wg
->cell_id
[1] == 0 )
1206 wg
->pos
[1] = 0.0001f
;
1209 if( wg
->cell_id
[1] == WALKGRID_SIZE
-2 )
1218 v2_muladds( wg
->pos
, dir
, wg
->move
, wg
->pos
);
1223 static void player_walkgrid_stand_cell(struct walkgrid
*wg
)
1226 * NOTE: as opposed to the other function which is done in discretized space
1227 * this use a combination of both.
1231 world
[0] = wg
->region
[0][0]+((float)wg
->cell_id
[0]+wg
->pos
[0])*k_gridscale
;
1232 world
[1] = player
.rb
.co
[1];
1233 world
[2] = wg
->region
[0][2]+((float)wg
->cell_id
[1]+wg
->pos
[1])*k_gridscale
;
1235 struct grid_sample
*corners
[4];
1236 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1238 if( conf
!= k_walkgrid_configs
)
1240 if( conf
->edge_count
== 0 )
1244 /* Split the basic quad along the shortest diagonal */
1245 if( fabsf(corners
[2]->pos
[1] - corners
[0]->pos
[1]) <
1246 fabsf(corners
[3]->pos
[1] - corners
[1]->pos
[1]) )
1248 vg_line( corners
[2]->pos
, corners
[0]->pos
, 0xffaaaaaa );
1250 if( wg
->pos
[0] > wg
->pos
[1] )
1251 player_walkgrid_stand_tri( corners
[0]->pos
,
1253 corners
[2]->pos
, world
);
1255 player_walkgrid_stand_tri( corners
[0]->pos
,
1257 corners
[1]->pos
, world
);
1261 vg_line( corners
[3]->pos
, corners
[1]->pos
, 0xffaaaaaa );
1263 if( wg
->pos
[0] < 1.0f
-wg
->pos
[1] )
1264 player_walkgrid_stand_tri( corners
[0]->pos
,
1266 corners
[1]->pos
, world
);
1268 player_walkgrid_stand_tri( corners
[3]->pos
,
1270 corners
[1]->pos
, world
);
1275 for( int i
=0; i
<conf
->edge_count
; i
++ )
1277 const struct confedge
*edge
= &conf
->edges
[i
];
1280 v3_muladds( corners
[edge
->i0
]->pos
,
1281 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1282 v3_muladds( corners
[edge
->i1
]->pos
,
1283 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1286 * Find penetration distance between player position and the edge
1289 v2f normal
= { -(p1
[2]-p0
[2]), p1
[0]-p0
[0] },
1290 rel
= { world
[0]-p0
[0], world
[2]-p0
[2] };
1292 if( edge
->o0
== -1 )
1294 /* No subregions (default case), just use triangle created by
1296 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1303 * Test if we are in the first region, which is
1304 * edge.i0, edge.e0, edge.o0,
1307 v3_sub( p0
, corners
[edge
->o0
]->pos
, ref
);
1308 v3_sub( world
, corners
[edge
->o0
]->pos
, v0
);
1310 vg_line( corners
[edge
->o0
]->pos
, p0
, 0xffffff00 );
1311 vg_line( corners
[edge
->o0
]->pos
, world
, 0xff000000 );
1313 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1315 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1317 corners
[edge
->o0
]->pos
, world
);
1321 if( edge
->o1
== -1 )
1324 * No other edges mean we just need to use the opposite
1326 * e0, e1, o0 (in our case, also i1)
1328 player_walkgrid_stand_tri( p0
,
1330 corners
[edge
->o0
]->pos
, world
);
1335 * Note: this v0 calculation can be ommited with the
1338 * the last two triangles we have are:
1343 v3_sub( p1
, corners
[edge
->o1
]->pos
, ref
);
1344 v3_sub( world
, corners
[edge
->o1
]->pos
, v0
);
1345 vg_line( corners
[edge
->o1
]->pos
, p1
, 0xff00ffff );
1347 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1349 player_walkgrid_stand_tri( p0
,
1351 corners
[edge
->o1
]->pos
,
1356 player_walkgrid_stand_tri( p1
,
1357 corners
[edge
->i1
]->pos
,
1358 corners
[edge
->o1
]->pos
,
1368 v3_copy( world
, player
.rb
.co
);
1371 static void player_walkgrid_getsurface(void)
1373 float const k_stepheight
= 0.5f
;
1374 float const k_miny
= 0.6f
;
1375 float const k_height
= 1.78f
;
1376 float const k_region_size
= (float)WALKGRID_SIZE
/2.0f
* k_gridscale
;
1378 static struct walkgrid wg
;
1381 v3_copy( player
.rb
.co
, cell
);
1382 player_walkgrid_floor( cell
);
1384 v3_muladds( cell
, (v3f
){-1.0f
,-1.0f
,-1.0f
}, k_region_size
, wg
.region
[0] );
1385 v3_muladds( cell
, (v3f
){ 1.0f
, 1.0f
, 1.0f
}, k_region_size
, wg
.region
[1] );
1389 * Create player input vector
1391 v3f delta
= {0.0f
,0.0f
,0.0f
};
1392 v3f fwd
= { -sinf(-player
.angles
[0]), 0.0f
, -cosf(-player
.angles
[0]) },
1393 side
= { -fwd
[2], 0.0f
, fwd
[0] };
1396 if( !vg_console_enabled() )
1398 if( glfwGetKey( vg_window
, GLFW_KEY_W
) )
1399 v3_muladds( delta
, fwd
, ktimestep
*k_walkspeed
, delta
);
1400 if( glfwGetKey( vg_window
, GLFW_KEY_S
) )
1401 v3_muladds( delta
, fwd
, -ktimestep
*k_walkspeed
, delta
);
1403 if( glfwGetKey( vg_window
, GLFW_KEY_A
) )
1404 v3_muladds( delta
, side
, -ktimestep
*k_walkspeed
, delta
);
1405 if( glfwGetKey( vg_window
, GLFW_KEY_D
) )
1406 v3_muladds( delta
, side
, ktimestep
*k_walkspeed
, delta
);
1408 v3_muladds( delta
, fwd
,
1409 vg_get_axis("vertical")*-ktimestep
*k_walkspeed
, delta
);
1410 v3_muladds( delta
, side
,
1411 vg_get_axis("horizontal")*ktimestep
*k_walkspeed
, delta
);
1415 * Create our move in grid space
1417 wg
.dir
[0] = delta
[0] * (1.0f
/k_gridscale
);
1418 wg
.dir
[1] = delta
[2] * (1.0f
/k_gridscale
);
1423 (player
.rb
.co
[0] - wg
.region
[0][0]) * (1.0f
/k_gridscale
),
1424 (player
.rb
.co
[2] - wg
.region
[0][2]) * (1.0f
/k_gridscale
)
1426 v2f region_cell_pos
;
1427 v2_floor( region_pos
, region_cell_pos
);
1428 v2_sub( region_pos
, region_cell_pos
, wg
.pos
);
1430 wg
.cell_id
[0] = region_cell_pos
[0];
1431 wg
.cell_id
[1] = region_cell_pos
[1];
1433 for(int y
=0; y
<WALKGRID_SIZE
; y
++ )
1435 for(int x
=0; x
<WALKGRID_SIZE
; x
++ )
1437 struct grid_sample
*s
= &wg
.samples
[y
][x
];
1438 v3_muladds( wg
.region
[0], (v3f
){ x
, 0, y
}, k_gridscale
, s
->pos
);
1439 s
->state
= k_traverse_none
;
1440 s
->type
= k_sample_type_air
;
1441 v3_zero( s
->clip
[0] );
1442 v3_zero( s
->clip
[1] );
1446 v2i border
[WALKGRID_SIZE
*WALKGRID_SIZE
];
1447 v2i
*cborder
= border
;
1448 u32 border_length
= 1;
1450 struct grid_sample
*base
= NULL
;
1452 v2i starters
[] = {{0,0},{1,1},{0,1},{1,0}};
1454 for( int i
=0;i
<4;i
++ )
1457 v2i_add( wg
.cell_id
, starters
[i
], test
);
1458 v2i_copy( test
, border
[0] );
1459 base
= &wg
.samples
[test
[1]][test
[0]];
1461 base
->pos
[1] = cell
[1];
1462 player_walkgrid_samplepole( base
);
1464 if( base
->type
== k_sample_type_valid
)
1467 base
->type
= k_sample_type_air
;
1470 vg_line_pt3( base
->pos
, 0.1f
, 0xffffffff );
1474 while( border_length
)
1476 v2i directions
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1478 v2i
*old_border
= cborder
;
1479 int len
= border_length
;
1482 cborder
= old_border
+len
;
1484 for( int i
=0; i
<len
; i
++ )
1487 v2i_copy( old_border
[i
], co
);
1488 struct grid_sample
*sa
= &wg
.samples
[co
[1]][co
[0]];
1490 for( int j
=0; j
<4; j
++ )
1493 v2i_add( co
, directions
[j
], newp
);
1495 if( newp
[0] < 0 || newp
[1] < 0 ||
1496 newp
[0] == WALKGRID_SIZE
|| newp
[1] == WALKGRID_SIZE
)
1499 struct grid_sample
*sb
= &wg
.samples
[newp
[1]][newp
[0]];
1500 enum traverse_state thismove
= j
%2==0? 1: 2;
1502 if( (sb
->state
& thismove
) == 0x00 ||
1503 sb
->type
== k_sample_type_air
)
1505 sb
->pos
[1] = sa
->pos
[1];
1507 player_walkgrid_samplepole( sb
);
1509 if( sb
->type
!= k_sample_type_air
)
1512 * Need to do a blocker pass
1515 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1516 player_walkgrid_clip_blocker( sa
, sb
, store
, j
%2 );
1519 if( sb
->type
!= k_sample_type_air
)
1521 vg_line( sa
->pos
, sb
->pos
, 0xffffffff );
1523 if( sb
->state
== k_traverse_none
)
1524 v2i_copy( newp
, cborder
[ border_length
++ ] );
1529 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1530 vg_line( sa
->pos
, p1
, 0xffffffff );
1536 * A clipping pass is now done on the edge of the walkable
1540 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1541 player_walkgrid_clip_edge( sa
, sb
, store
, j
%2 );
1544 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1545 vg_line( sa
->pos
, p1
, 0xffffffff );
1548 sb
->state
|= thismove
;
1552 sa
->state
= k_traverse_h
|k_traverse_v
;
1556 if( iter
== walk_grid_iterations
)
1560 /* Draw connections */
1561 struct grid_sample
*corners
[4];
1562 for( int x
=0; x
<WALKGRID_SIZE
-1; x
++ )
1564 for( int z
=0; z
<WALKGRID_SIZE
-1; z
++ )
1566 const struct conf
*conf
=
1567 player_walkgrid_conf( &wg
, (v2i
){x
,z
}, corners
);
1569 for( int i
=0; i
<conf
->edge_count
; i
++ )
1571 const struct confedge
*edge
= &conf
->edges
[i
];
1574 v3_muladds( corners
[edge
->i0
]->pos
,
1575 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1576 v3_muladds( corners
[edge
->i1
]->pos
,
1577 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1579 vg_line( p0
, p1
, 0xff0000ff );
1585 * Commit player movement into the grid
1588 if( v3_length2(delta
) <= 0.00001f
)
1592 for(; i
<8 && wg
.move
> 0.001f
; i
++ )
1593 player_walkgrid_iter( &wg
, i
);
1595 player_walkgrid_stand_cell( &wg
);
1598 static void player_walkgrid(void)
1600 player_walkgrid_getsurface();
1602 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,1.8f
,0.0f
}, player
.camera_pos
);
1604 rb_update_transform( &player
.rb
);
1611 static void player_animate(void)
1613 /* Camera position */
1614 v3_sub( player
.rb
.v
, player
.v_last
, player
.a
);
1615 v3_copy( player
.rb
.v
, player
.v_last
);
1617 v3_add( player
.m
, player
.a
, player
.m
);
1618 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
1620 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
1621 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
1622 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
1623 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
1626 float lslip
= fabsf(player
.slip
);
1628 float kheight
= 2.0f
,
1633 m3x3_mulv( player
.rb
.to_local
, player
.bob
, offset
);
1635 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1637 float kickspeed
= vg_clampf(v3_length(player
.rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
1638 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
1639 float sign
= vg_signf( kicks
);
1640 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
1641 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
1644 offset
[0] += speed_wobble_2
*3.0f
;
1649 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
1650 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
1656 float angle
= v3_dot( player
.rb
.up
, (v3f
){0.0f
,1.0f
,0.0f
} );
1658 v3_cross( player
.rb
.up
, (v3f
){0.0f
,1.0f
,0.0f
}, axis
);
1661 if( angle
< 0.99f
&& 0 )
1663 m3x3_mulv( player
.rb
.to_local
, axis
, axis
);
1664 q_axis_angle( correction
, axis
, acosf(angle
) );
1668 q_identity( correction
);
1672 * Animation blending
1673 * ===========================================
1677 static float fslide
= 0.0f
;
1678 static float fdirz
= 0.0f
;
1679 static float fdirx
= 0.0f
;
1680 static float fstand
= 0.0f
;
1681 static float ffly
= 0.0f
;
1683 float speed
= v3_length( player
.rb
.v
);
1685 fstand
= vg_lerpf(fstand
, 1.0f
-vg_clampf(speed
*0.03f
,0.0f
,1.0f
),0.1f
);
1686 fslide
= vg_lerpf(fslide
, vg_clampf(lslip
,0.0f
,1.0f
), 0.04f
);
1687 fdirz
= vg_lerpf(fdirz
, player
.reverse
> 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1688 fdirx
= vg_lerpf(fdirx
, player
.slip
< 0.0f
? 1.0f
: 0.0f
, 0.01f
);
1689 ffly
= vg_lerpf(ffly
, player
.in_air
? 1.0f
: 0.0f
, 0.04f
);
1691 character_pose_reset( &player
.mdl
);
1694 float fstand1
= 1.0f
-(1.0f
-fstand
)*0.0f
;
1696 float amt_air
= ffly
*ffly
,
1697 amt_ground
= 1.0f
-amt_air
,
1698 amt_std
= (1.0f
-fslide
) * amt_ground
,
1699 amt_stand
= amt_std
* fstand1
,
1700 amt_aero
= amt_std
* (1.0f
-fstand1
),
1701 amt_slide
= amt_ground
* fslide
;
1703 character_final_pose( &player
.mdl
, offset
, &pose_stand
, amt_stand
*fdirz
);
1704 character_final_pose( &player
.mdl
, offset
,
1705 &pose_stand_reverse
, amt_stand
* (1.0f
-fdirz
) );
1707 character_final_pose( &player
.mdl
, offset
, &pose_aero
, amt_aero
*fdirz
);
1708 character_final_pose( &player
.mdl
, offset
,
1709 &pose_aero_reverse
, amt_aero
* (1.0f
-fdirz
) );
1711 character_final_pose( &player
.mdl
, offset
, &pose_slide
, amt_slide
*fdirx
);
1712 character_final_pose( &player
.mdl
, offset
,
1713 &pose_slide1
, amt_slide
*(1.0f
-fdirx
) );
1715 character_final_pose( &player
.mdl
, (v4f
){0.0f
,0.0f
,0.0f
,1.0f
},
1716 &pose_fly
, amt_air
);
1720 * ==========================
1722 struct ik_basic
*arm_l
= &player
.mdl
.ik_arm_l
,
1723 *arm_r
= &player
.mdl
.ik_arm_r
;
1726 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, localv
);
1728 /* New board transformation */
1729 v4f board_rotation
; v3f board_location
;
1732 q_axis_angle( rz
, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, player
.board_xy
[0] );
1733 q_axis_angle( rx
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, player
.board_xy
[1] );
1734 q_mul( rx
, rz
, board_rotation
);
1736 v3f
*mboard
= player
.mdl
.matrices
[k_chpart_board
];// player.mboard;
1737 q_m3x3( board_rotation
, mboard
);
1738 m3x3_mulv( mboard
, (v3f
){ 0.0f
, -0.5f
, 0.0f
}, board_location
);
1739 v3_add( (v3f
){0.0f
,0.5f
,0.0f
}, board_location
, board_location
);
1740 v3_copy( board_location
, mboard
[3] );
1743 float wheel_r
= offset
[0]*-0.4f
;
1745 q_axis_angle( qwheel
, (v3f
){0.0f
,1.0f
,0.0f
}, wheel_r
);
1747 q_m3x3( qwheel
, player
.mdl
.matrices
[k_chpart_wb
] );
1749 m3x3_transpose( player
.mdl
.matrices
[k_chpart_wb
],
1750 player
.mdl
.matrices
[k_chpart_wf
] );
1751 v3_copy( player
.mdl
.offsets
[k_chpart_wb
],
1752 player
.mdl
.matrices
[k_chpart_wb
][3] );
1753 v3_copy( player
.mdl
.offsets
[k_chpart_wf
],
1754 player
.mdl
.matrices
[k_chpart_wf
][3] );
1756 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wb
],
1757 player
.mdl
.matrices
[k_chpart_wb
] );
1758 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wf
],
1759 player
.mdl
.matrices
[k_chpart_wf
] );
1761 m4x3_mulv( mboard
, player
.mdl
.ik_leg_l
.end
, player
.mdl
.ik_leg_l
.end
);
1762 m4x3_mulv( mboard
, player
.mdl
.ik_leg_r
.end
, player
.mdl
.ik_leg_r
.end
);
1765 v3_copy( player
.mdl
.ik_arm_l
.end
, player
.handl_target
);
1766 v3_copy( player
.mdl
.ik_arm_r
.end
, player
.handr_target
);
1768 if( 1||player
.in_air
)
1770 float tuck
= player
.board_xy
[1],
1771 tuck_amt
= fabsf( tuck
) * (1.0f
-fabsf(player
.board_xy
[0]));
1773 float crouch
= player
.grab
*0.3f
;
1774 v3_muladds( player
.mdl
.ik_body
.base
, (v3f
){0.0f
,-1.0f
,0.0f
},
1775 crouch
, player
.mdl
.ik_body
.base
);
1776 v3_muladds( player
.mdl
.ik_body
.end
, (v3f
){0.0f
,-1.0f
,0.0f
},
1777 crouch
*1.2f
, player
.mdl
.ik_body
.end
);
1781 //foot_l *= 1.0f-tuck_amt*1.5f;
1783 if( player
.grab
> 0.1f
)
1785 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,0.6f
},
1786 player
.handl_target
);
1791 //foot_r *= 1.0f-tuck_amt*1.4f;
1793 if( player
.grab
> 0.1f
)
1795 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,-0.6f
},
1796 player
.handr_target
);
1801 v3_lerp( player
.handl
, player
.handl_target
, 1.0f
, player
.handl
);
1802 v3_lerp( player
.handr
, player
.handr_target
, 1.0f
, player
.handr
);
1804 v3_copy( player
.handl
, player
.mdl
.ik_arm_l
.end
);
1805 v3_copy( player
.handr
, player
.mdl
.ik_arm_r
.end
);
1809 static float rhead
= 0.0f
;
1810 static const float klook_max
= 0.8f
;
1811 rhead
= vg_lerpf( rhead
,
1812 vg_clampf( atan2f(localv
[2],-localv
[0]),-klook_max
,klook_max
), 0.04f
);
1813 player
.mdl
.rhead
= rhead
;
1816 static void player_camera_update(void)
1818 /* Update camera matrices */
1819 m4x3_identity( player
.camera
);
1820 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1821 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1822 v3_copy( player
.camera_pos
, player
.camera
[3] );
1823 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1826 static void player_animate_death_cam(void)
1830 v3_copy( player
.mdl
.ragdoll
[k_chpart_head
].co
, head_pos
);
1832 v3_sub( head_pos
, player
.camera_pos
, delta
);
1833 v3_normalize( delta
);
1836 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1837 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1840 * Make sure the camera stays above the ground
1842 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1845 v3_add( player
.camera_pos
, min_height
, sample
);
1847 hit
.dist
= min_height
[1]*2.0f
;
1849 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1850 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1852 player
.camera_pos
[1] =
1853 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1855 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1856 player
.angles
[1] = -asinf( delta
[1] );
1859 static void player_animate_camera(void)
1861 v3f offs
= { -0.29f
, 0.08f
, 0.0f
};
1862 m3x3_mulv( player
.rb
.to_world
, offs
, offs
);
1863 m4x3_mulv( player
.rb
.to_world
, player
.mdl
.ik_body
.end
, player
.camera_pos
);
1864 v3_add( offs
, player
.camera_pos
, player
.camera_pos
);
1867 v3_lerp( player
.vl
, player
.rb
.v
, 0.05f
, player
.vl
);
1869 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1870 pitch
= atan2f( -player
.vl
[1],
1872 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1875 player
.angles
[0] = yaw
;
1876 player
.angles
[1] = pitch
+ 0.30f
;
1879 static v2f shake_damp
= {0.0f
,0.0f
};
1880 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1881 v2_muls( shake
, v3_length(player
.rb
.v
)*0.3f
1882 * (1.0f
+fabsf(player
.slip
)), shake
);
1884 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1885 shake_damp
[0] *= 0.2f
;
1887 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1893 static void player_audio(void)
1895 float speed
= vg_minf(v3_length( player
.rb
.v
)*0.1f
,1.0f
),
1896 attn
= v3_dist( player
.rb
.co
, player
.camera
[3] )+1.0f
;
1897 attn
= (1.0f
/(attn
*attn
)) * speed
;
1899 static float air
= 0.0f
;
1900 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 0.7f
);
1902 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1905 v3_sub( player
.rb
.co
, player
.camera
[3], delta
);
1906 v3_normalize( delta
);
1907 m3x3_mulv( player
.camera
, ears
, ears
);
1909 float pan
= v3_dot( ears
, delta
);
1910 audio_player0
.pan
= pan
;
1911 audio_player1
.pan
= pan
;
1912 audio_player2
.pan
= pan
;
1916 audio_player0
.vol
= 0.0f
;
1917 audio_player1
.vol
= 0.0f
;
1918 audio_player2
.vol
= 0.0f
;
1922 if( player
.is_dead
)
1924 audio_player0
.vol
= 0.0f
;
1925 audio_player1
.vol
= 0.0f
;
1926 audio_player2
.vol
= 0.0f
;
1930 float slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
);
1931 audio_player0
.vol
= (1.0f
-air
)*attn
*(1.0f
-slide
);
1932 audio_player1
.vol
= air
*attn
;
1933 audio_player2
.vol
= (1.0f
-air
)*attn
*slide
;
1941 static float *player_cam_pos(void)
1943 return player
.camera_pos
;
1946 static int reset_player( int argc
, char const *argv
[] )
1948 struct respawn_point
*rp
= NULL
, *r
;
1952 for( int i
=0; i
<world
.spawn_count
; i
++ )
1954 r
= &world
.spawns
[i
];
1955 if( !strcmp( r
->name
, argv
[0] ) )
1963 vg_warn( "No spawn named '%s'\n", argv
[0] );
1968 float min_dist
= INFINITY
;
1970 for( int i
=0; i
<world
.spawn_count
; i
++ )
1972 r
= &world
.spawns
[i
];
1973 float d
= v3_dist2( r
->co
, player
.rb
.co
);
1975 vg_info( "Dist %s : %f\n", r
->name
, d
);
1986 vg_error( "No spawn found\n" );
1987 if( !world
.spawn_count
)
1990 rp
= &world
.spawns
[0];
1993 v4_copy( rp
->q
, player
.rb
.q
);
1994 v3_copy( rp
->co
, player
.rb
.co
);
1996 player
.vswitch
= 1.0f
;
1997 player
.slip_last
= 0.0f
;
2000 m3x3_identity( player
.vr
);
2002 player
.mdl
.shoes
[0] = 1;
2003 player
.mdl
.shoes
[1] = 1;
2005 rb_update_transform( &player
.rb
);
2006 m3x3_mulv( player
.rb
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.rb
.v
);
2010 static void player_update(void)
2012 for( int i
=0; i
<player
.land_log_count
; i
++ )
2013 draw_cross( player
.land_target_log
[i
],
2014 player
.land_target_colours
[i
], 0.25f
);
2016 if( vg_get_axis("grabl")>0.0f
)
2017 reset_player(0,NULL
);
2019 if( vg_get_button_down( "switchmode" ) )
2021 player
.on_board
^= 0x1;
2024 if( player
.is_dead
)
2026 character_ragdoll_iter( &player
.mdl
);
2027 character_debug_ragdoll( &player
.mdl
);
2030 player_animate_death_cam();
2034 if( player
.on_board
)
2040 player_animate_camera();
2051 player_camera_update();
2055 static void draw_player(void)
2058 m4x3_copy( player
.rb
.to_world
, player
.mdl
.mroot
);
2060 if( player
.is_dead
)
2061 character_mimic_ragdoll( &player
.mdl
);
2063 character_eval( &player
.mdl
);
2065 float opacity
= 1.0f
-player
.air_blend
;
2066 if( player
.is_dead
)
2069 character_draw( &player
.mdl
, opacity
, player
.camera
);
2072 #endif /* PLAYER_H */