9 static int freecam
= 0;
10 static float k_walkspeed
= 2.0f
;
11 static int walk_grid_iterations
= 1;
16 v3f co
, v
, a
, v_last
, m
, bob
, vl
;
18 float vswitch
, slip
, slip_last
,
21 float iY
; /* Yaw inertia */
22 int in_air
, is_dead
, on_board
;
32 v3f land_target_log
[22];
33 u32 land_target_colours
[22];
37 m4x3f to_world
, to_local
;
41 v3f handl_target
, handr_target
,
47 v3f camera_pos
, smooth_localcam
;
49 m4x3f camera
, camera_inverse
;
56 static void player_transform_update(void)
58 q_normalize( player
.rot
);
59 q_m3x3( player
.rot
, player
.to_world
);
60 v3_copy( player
.co
, player
.to_world
[3] );
62 m4x3_invert_affine( player
.to_world
, player
.to_local
);
65 static int reset_player( int argc
, char const *argv
[] )
67 v3_copy( world
.tutorial
, player
.co
);
70 if( !strcmp( argv
[0], "tutorial" ))
71 v3_copy( world
.tutorial
, player
.co
);
74 v3_copy( (v3f
){ 0.0f
, 0.0f
, -0.2f
}, player
.v
);
75 q_identity( player
.rot
);
76 player
.vswitch
= 1.0f
;
77 player
.slip_last
= 0.0f
;
80 m3x3_identity( player
.vr
);
82 player
.mdl
.shoes
[0] = 1;
83 player
.mdl
.shoes
[1] = 1;
85 player_transform_update();
89 static void player_mouseview(void)
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
);
139 static void apply_gravity( v3f vel
, float const timestep
)
141 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
142 v3_muladds( vel
, gravity
, timestep
, vel
);
146 * TODO: The angle bias should become greater when launching from a steeper
147 * angle and skewed towords more 'downwards' angles when launching from
148 * shallower trajectories
150 static void player_start_air(void)
154 float pstep
= ktimestep
*10.0f
;
156 float best_velocity_mod
= 0.0f
,
157 best_velocity_delta
= -9999.9f
;
159 float k_bias
= 0.97f
;
162 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
163 v3_cross( vup
, player
.v
, axis
);
164 v3_normalize( axis
);
165 player
.land_log_count
= 0;
167 m3x3_identity( player
.vr
);
169 for( int m
=-3;m
<=12; m
++ )
171 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
174 v3_copy( player
.co
, pco
);
175 v3_muls( player
.v
, k_bias
, pv
);
178 * Try different 'rotations' of the velocity to find the best possible
179 * landing normal. This conserves magnitude at the expense of slightly
180 * unrealistic results
186 q_axis_angle( vr_q
, axis
, vmod
);
189 m3x3_mulv( vr
, pv
, pv
);
190 v3_muladds( pco
, pv
, pstep
, pco
);
192 for( int i
=0; i
<50; i
++ )
194 v3_copy( pco
, pco1
);
195 apply_gravity( pv
, pstep
);
197 m3x3_mulv( vr
, pv
, pv
);
198 v3_muladds( pco
, pv
, pstep
, pco
);
203 v3_sub( pco
, pco1
, vdir
);
204 contact
.dist
= v3_length( vdir
);
205 v3_divs( vdir
, contact
.dist
, vdir
);
207 if( ray_world( pco1
, vdir
, &contact
))
209 float land_delta
= v3_dot( pv
, contact
.normal
);
210 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
212 /* Bias prediction towords ramps */
213 if( ray_hit_is_ramp( &contact
) )
216 scolour
|= 0x0000a000;
219 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
221 best_velocity_delta
= land_delta
;
222 best_velocity_mod
= vmod
;
224 v3_copy( contact
.pos
, player
.land_target
);
226 m3x3_copy( vr
, player
.vr_pstep
);
227 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
228 q_m3x3( vr_q
, player
.vr
);
231 v3_copy( contact
.pos
,
232 player
.land_target_log
[player
.land_log_count
] );
233 player
.land_target_colours
[player
.land_log_count
] =
234 0xff000000 | scolour
;
236 player
.land_log_count
++;
243 //v3_rotate( player.v, best_velocity_mod, axis, player.v );
246 v3_muls( player
.v
, best_velocity_mod
, player
.v
);
249 static int sample_if_resistant( v3f pos
)
252 v3_copy( pos
, ground
);
258 if( ray_world( ground
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
261 v3_copy( player
.v
, angle
);
262 v3_normalize( angle
);
263 float resistance
= v3_dot( hit
.normal
, angle
);
265 if( resistance
< 0.25f
)
267 v3_copy( hit
.pos
, pos
);
275 static float stable_force( float current
, float diff
)
277 float new = current
+ diff
;
279 if( new * current
< 0.0f
)
285 static void player_physics_ground(void)
288 * Getting surface collision points,
289 * the contact manifold is a triangle for simplicity.
291 v3f contact_front
, contact_back
, contact_norm
, vup
, vside
,
294 float klength
= 0.65f
;
295 m4x3_mulv( player
.to_world
, (v3f
){ 0.15f
,0.0f
,-klength
}, contact_norm
);
296 m4x3_mulv( player
.to_world
, (v3f
){-0.15f
,0.0f
,-klength
}, contact_front
);
297 m4x3_mulv( player
.to_world
, (v3f
){ 0.00f
,0.0f
, klength
}, contact_back
);
298 m3x3_mulv( player
.to_world
, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, vup
);
299 m3x3_mulv( player
.to_world
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, vside
);
304 sample_if_resistant( contact_front
) +
305 sample_if_resistant( contact_back
) +
306 sample_if_resistant( contact_norm
);
308 if( contact_count
< 3 )
316 v3_sub( contact_norm
, contact_front
, v0
);
317 v3_sub( contact_back
, contact_front
, v1
);
318 v3_cross( v1
, v0
, norm
);
319 v3_normalize( norm
);
321 vg_line( contact_norm
, contact_front
, 0xff00ff00 );
322 vg_line( contact_back
, contact_front
, 0xff0000ff );
324 /* Surface alignment */
325 float angle
= v3_dot( vup
, norm
);
326 v3_cross( vup
, norm
, axis
);
331 q_axis_angle( correction
, axis
, acosf(angle
) );
332 q_mul( correction
, player
.rot
, player
.rot
);
335 float resistance
= v3_dot( norm
, player
.v
);
336 if( resistance
>= 0.0f
)
343 v3_muladds( player
.v
, norm
, -resistance
, player
.v
);
346 /* This is where velocity integration used to be */
350 player
.co
[1] = (contact_front
[1]+contact_back
[1])*0.5f
;
353 m3x3_mulv( player
.to_local
, player
.v
, vel
);
355 /* Calculate local forces */
357 if( fabsf(vel
[2]) > 0.01f
)
358 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
360 if( fabsf( slip
) > 1.2f
)
361 slip
= vg_signf( slip
) * 1.2f
;
363 player
.reverse
= -vg_signf(vel
[2]);
365 float substep
= ktimestep
* 0.2f
;
366 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
368 for( int i
=0; i
<5; i
++ )
370 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
372 /* This used to be -7.0 */
373 vel
[0] = stable_force( vel
[0], vg_signf( vel
[0] ) * -10.0f
*substep
);
376 static double start_push
= 0.0;
377 if( vg_get_button_down( "push" ) )
378 start_push
= vg_time
;
380 if( !vg_get_button("break") && vg_get_button( "push" ) )
382 float const k_maxpush
= 16.0f
,
385 float cycle_time
= vg_time
-start_push
,
386 amt
= k_pushaccel
* (sinf( cycle_time
* 8.0f
)*0.5f
+0.5f
)*ktimestep
,
387 current
= v3_length( vel
),
388 new_vel
= vg_minf( current
+ amt
, k_maxpush
);
389 new_vel
-= vg_minf(current
, k_maxpush
);
390 vel
[2] -= new_vel
* player
.reverse
;
393 m3x3_mulv( player
.to_world
, vel
, player
.v
);
395 if( vg_get_button( "yawl" ) )
396 player
.iY
+= 3.6f
* ktimestep
;
397 if( vg_get_button( "yawr" ) )
398 player
.iY
-= 3.6f
* ktimestep
;
400 float steer
= vg_get_axis( "horizontal" );
401 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * 1.5f
* ktimestep
;
403 /* Too much lean and it starts to look like a snowboard here */
404 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
405 ktimestep
*5.0f
, player
.board_xy
);
408 static void draw_cross(v3f pos
,u32 colour
, float scale
)
411 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
412 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
413 vg_line( p0
, p1
, colour
);
414 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
415 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
416 vg_line( p0
, p1
, colour
);
417 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
418 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
419 vg_line( p0
, p1
, colour
);
422 static void player_physics_air(void)
424 m3x3_mulv( player
.vr
, player
.v
, player
.v
);
425 draw_cross( player
.land_target
, 0xff0000ff, 1 );
428 v3_copy( player
.co
, ground_pos
);
429 ground_pos
[1] += 4.0f
;
433 if( ray_world( ground_pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
435 if( hit
.pos
[1] > player
.co
[1] )
439 if( !ray_hit_is_ramp( &hit
) )
442 character_ragdoll_copypose( &player
.mdl
, player
.v
);
451 float pstep
= ktimestep
*10.0f
;
454 v3_copy( player
.co
, pco
);
455 v3_copy( player
.v
, pv
);
457 float time_to_impact
= 0.0f
;
458 float limiter
= 1.0f
;
460 for( int i
=0; i
<50; i
++ )
462 v3_copy( pco
, pco1
);
463 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
464 apply_gravity( pv
, pstep
);
465 v3_muladds( pco
, pv
, pstep
, pco
);
467 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
472 v3_sub( pco
, pco1
, vdir
);
473 contact
.dist
= v3_length( vdir
);
474 v3_divs( vdir
, contact
.dist
, vdir
);
476 float orig_dist
= contact
.dist
;
477 if( ray_world( pco1
, vdir
, &contact
))
480 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, localup
);
482 float angle
= v3_dot( localup
, contact
.normal
);
484 v3_cross( localup
, contact
.normal
, axis
);
486 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
487 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
488 limiter
= 1.0f
-limiter
;
490 limiter
= 1.0f
-limiter
;
495 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
496 q_mul( correction
, player
.rot
, player
.rot
);
499 draw_cross( contact
.pos
, 0xffff0000, 1 );
502 time_to_impact
+= pstep
;
505 player
.iY
-= vg_get_axis( "horizontal" ) * 3.6f
* ktimestep
;
508 float iX
= vg_get_axis( "vertical" ) *
509 player
.reverse
* 3.6f
* limiter
* ktimestep
;
510 static float siX
= 0.0f
;
511 siX
= vg_lerpf( siX
, iX
, 0.3f
);
516 m3x3_mulv( player
.to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
518 q_axis_angle( rotate
, vside
, siX
);
519 q_mul( rotate
, player
.rot
, player
.rot
);
522 v2f target
= {0.0f
,0.0f
};
523 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
524 player
.grab
, target
);
525 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
528 static void player_do_motion(void)
530 float horizontal
= vg_get_axis("horizontal"),
531 vertical
= vg_get_axis("vertical");
533 player
.joy_l
[0] = vg_signf(horizontal
) * powf( horizontal
, 2.0f
);
534 player
.joy_l
[1] = vg_signf(vertical
) * powf( vertical
, 2.0f
);
537 player_physics_air();
540 player_physics_ground();
542 /* Integrate velocity */
544 v3_copy( player
.co
, prevco
);
546 apply_gravity( player
.v
, ktimestep
);
547 v3_muladds( player
.co
, player
.v
, ktimestep
, player
.co
);
549 /* Integrate inertia */
550 v4f rotate
; v3f vup
= {0.0f
,1.0f
,0.0f
};
551 m3x3_mulv( player
.to_world
, vup
, vup
);
553 static float siY
= 0.0f
;
555 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
556 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
558 q_axis_angle( rotate
, vup
, siY
);
559 q_mul( rotate
, player
.rot
, player
.rot
);
561 player
.iY
= 0.0f
; /* temp */
565 for( int i
=0; i
<world
.gate_count
; i
++ )
567 teleport_gate
*gate
= &world
.gates
[i
];
569 if( gate_intersect( gate
, player
.co
, prevco
) )
571 m4x3_mulv( gate
->transport
, player
.co
, player
.co
);
572 m3x3_mulv( gate
->transport
, player
.v
, player
.v
);
573 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
574 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
575 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
576 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
578 v4f transport_rotation
;
579 m3x3_q( gate
->transport
, transport_rotation
);
580 q_mul( transport_rotation
, player
.rot
, player
.rot
);
586 /* Camera and character */
587 player_transform_update();
589 v3_lerp( player
.vl
, player
.v
, 0.05f
, player
.vl
);
591 player
.angles
[0] = atan2f( player
.vl
[0], -player
.vl
[2] );
592 player
.angles
[1] = atan2f( -player
.vl
[1], sqrtf(player
.vl
[0]*player
.vl
[0]+
593 player
.vl
[2]*player
.vl
[2]) ) * 0.3f
;
596 static int player_walkgrid_tri_walkable( u32 tri
[3] )
598 return tri
[0] < world
.sm_road
.vertex_count
;
601 #define WALKGRID_SIZE 16
608 k_sample_type_air
, /* Nothing was hit. */
609 k_sample_type_invalid
, /* The point is invalid, but there is a sample
610 underneath that can be used */
611 k_sample_type_valid
, /* This point is good */
620 k_traverse_none
= 0x00,
626 samples
[WALKGRID_SIZE
][WALKGRID_SIZE
];
630 float move
; /* Current amount of movement we have left to apply */
631 v2f dir
; /* The movement delta */
632 v2i cell_id
;/* Current cell */
633 v2f pos
; /* Local position (in cell) */
638 * Get a sample at this pole location, will return 1 if the sample is valid,
639 * and pos will be updated to be the intersection location.
641 static void player_walkgrid_samplepole( struct grid_sample
*s
)
643 boxf region
= {{ s
->pos
[0] -0.01f
, s
->pos
[1] - 4.0f
, s
->pos
[2] -0.01f
},
644 { s
->pos
[0] +0.01f
, s
->pos
[1] + 4.0f
, s
->pos
[2] +0.01f
}};
648 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
650 const float k_minworld_y
= -2000.0f
;
652 float walk_height
= k_minworld_y
,
653 block_height
= k_minworld_y
;
655 s
->type
= k_sample_type_air
;
657 for( int i
=0; i
<len
; i
++ )
659 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
661 for( int j
=0; j
<3; j
++ )
662 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
664 v3f vdown
= {0.0f
,-1.0f
,0.0f
};
666 v3_copy( s
->pos
, sample_from
);
667 sample_from
[1] = region
[1][1];
670 if( ray_tri( tri
, sample_from
, vdown
, &dist
))
673 v3_muladds( sample_from
, vdown
, dist
, p0
);
675 if( player_walkgrid_tri_walkable(ptri
) )
677 if( p0
[1] > walk_height
)
684 if( p0
[1] > block_height
)
685 block_height
= p0
[1];
690 s
->pos
[1] = walk_height
;
692 if( walk_height
> k_minworld_y
)
693 if( block_height
> walk_height
)
694 s
->type
= k_sample_type_invalid
;
696 s
->type
= k_sample_type_valid
;
698 s
->type
= k_sample_type_air
;
701 float const k_gridscale
= 0.5f
;
709 static void player_walkgrid_clip_blocker( struct grid_sample
*sa
,
710 struct grid_sample
*sb
,
711 struct grid_sample
*st
,
715 int valid_a
= sa
->type
== k_sample_type_valid
,
716 valid_b
= sb
->type
== k_sample_type_valid
;
717 struct grid_sample
*target
= valid_a
? sa
: sb
,
718 *other
= valid_a
? sb
: sa
;
719 v3_copy( target
->pos
, pos
);
720 v3_sub( other
->pos
, target
->pos
, clipdir
);
723 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*2.1f
, cell_region
[0]);
724 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*2.1f
, cell_region
[1]);
728 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
730 float start_time
= v3_length( clipdir
),
731 min_time
= start_time
;
732 v3_normalize( clipdir
);
733 v3_muls( clipdir
, 0.0001f
, st
->clip
[dir
] );
735 for( int i
=0; i
<len
; i
++ )
737 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
738 for( int j
=0; j
<3; j
++ )
739 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
741 if( player_walkgrid_tri_walkable(ptri
) )
745 if(ray_tri( tri
, pos
, clipdir
, &dist
))
747 if( dist
> 0.0f
&& dist
< min_time
)
750 sb
->type
= k_sample_type_air
;
755 if( !(min_time
< start_time
) )
756 min_time
= 0.5f
* k_gridscale
;
758 min_time
= vg_clampf( min_time
/k_gridscale
, 0.01f
, 0.99f
);
760 v3_muls( clipdir
, min_time
, st
->clip
[dir
] );
763 v3_muladds( target
->pos
, st
->clip
[dir
], k_gridscale
, p0
);
766 static void player_walkgrid_clip_edge( struct grid_sample
*sa
,
767 struct grid_sample
*sb
,
768 struct grid_sample
*st
, /* data store */
771 v3f clipdir
= { 0.0f
, 0.0f
, 0.0f
}, pos
;
772 int valid_a
= sa
->type
== k_sample_type_valid
,
773 valid_b
= sb
->type
== k_sample_type_valid
;
775 struct grid_sample
*target
= valid_a
? sa
: sb
,
776 *other
= valid_a
? sb
: sa
;
778 v3_sub( other
->pos
, target
->pos
, clipdir
);
781 v3_copy( target
->pos
, pos
);
784 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*1.1f
, cell_region
[0]);
785 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*1.1f
, cell_region
[1]);
788 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
790 float max_dist
= 0.0f
;
793 v3_cross( clipdir
,(v3f
){0.0f
,1.0f
,0.0f
},perp
);
794 v3_muls( clipdir
, 0.001f
, st
->clip
[dir
] );
796 for( int i
=0; i
<len
; i
++ )
798 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
799 for( int j
=0; j
<3; j
++ )
800 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
802 if( !player_walkgrid_tri_walkable(ptri
) )
805 for( int k
=0; k
<3; k
++ )
811 v3_sub( tri
[ia
], pos
, v0
);
812 v3_sub( tri
[ib
], pos
, v1
);
814 if( (clipdir
[2]*v0
[0] - clipdir
[0]*v0
[2]) *
815 (clipdir
[2]*v1
[0] - clipdir
[0]*v1
[2]) < 0.0f
)
817 float da
= v3_dot(v0
,perp
),
818 db
= v3_dot(v1
,perp
),
823 v3_muls( v1
, qa
, p0
);
824 v3_muladds( p0
, v0
, 1.0f
-qa
, p0
);
826 float h
= v3_dot(p0
,clipdir
)/v3_dot(clipdir
,clipdir
);
828 if( h
>= max_dist
&& h
<= 1.0f
)
831 float l
= 1.0f
/v3_length(clipdir
);
832 v3_muls( p0
, l
, st
->clip
[dir
] );
839 static const struct conf
846 * o: the 'other' point to do a A/B test with
847 * if its -1, all AB is done.
857 k_walkgrid_configs
[16] = {
859 {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
860 {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
861 {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
863 {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
864 {{{ 3,3, 3,0, 1,0, -1,-1 },
865 { 1,1, 0,1, 1,0, -1,-1 }}, 2},
866 {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
867 {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
869 {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
870 {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
871 {{{ 2,2, 1,3, 0,1, -1,-1 },
872 { 0,0, 0,0, 0,1, -1,-1 }}, 2},
873 {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
875 {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
876 {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
877 {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
882 * Get a buffer of edges from cell location
884 static const struct conf
*player_walkgrid_conf( struct walkgrid
*wg
,
886 struct grid_sample
*corners
[4] )
888 corners
[0] = &wg
->samples
[cell
[1] ][cell
[0] ];
889 corners
[1] = &wg
->samples
[cell
[1]+1][cell
[0] ];
890 corners
[2] = &wg
->samples
[cell
[1]+1][cell
[0]+1];
891 corners
[3] = &wg
->samples
[cell
[1] ][cell
[0]+1];
893 u32 vd0
= corners
[0]->type
== k_sample_type_valid
,
894 vd1
= corners
[1]->type
== k_sample_type_valid
,
895 vd2
= corners
[2]->type
== k_sample_type_valid
,
896 vd3
= corners
[3]->type
== k_sample_type_valid
,
897 config
= (vd0
<<3) | (vd1
<<2) | (vd2
<<1) | vd3
;
899 return &k_walkgrid_configs
[ config
];
902 static void player_walkgrid_floor(v3f pos
)
904 v3_muls( pos
, 1.0f
/k_gridscale
, pos
);
905 v3_floor( pos
, pos
);
906 v3_muls( pos
, k_gridscale
, pos
);
910 * Computes the barycentric coordinate of location on a triangle (vertical),
911 * then sets the Y position to the interpolation of the three points
913 static void player_walkgrid_stand_tri( v3f a
, v3f b
, v3f c
, v3f pos
)
918 v3_sub( pos
, a
, v2
);
920 float d
= v0
[0]*v1
[2] - v1
[0]*v0
[2],
921 v
= (v2
[0]*v1
[2] - v1
[0]*v2
[2]) / d
,
922 w
= (v0
[0]*v2
[2] - v2
[0]*v0
[2]) / d
,
925 vg_line( pos
, a
, 0xffff0000 );
926 vg_line( pos
, b
, 0xff00ff00 );
927 vg_line( pos
, c
, 0xff0000ff );
928 pos
[1] = u
*a
[1] + v
*b
[1] + w
*c
[1];
932 * Get the minimum time value of pos+dir until a cell edge
934 * t[0] -> t[3] are the individual time values
935 * t[5] & t[6] are the maximum axis values
936 * t[6] is the minimum value
939 static void player_walkgrid_min_cell( float t
[7], v2f pos
, v2f dir
)
941 v2f frac
= { 1.0f
/dir
[0], 1.0f
/dir
[1] };
948 if( fabsf(dir
[0]) > 0.0001f
)
950 t
[0] = (0.0f
-pos
[0]) * frac
[0];
951 t
[1] = (1.0f
-pos
[0]) * frac
[0];
953 if( fabsf(dir
[1]) > 0.0001f
)
955 t
[2] = (0.0f
-pos
[1]) * frac
[1];
956 t
[3] = (1.0f
-pos
[1]) * frac
[1];
959 t
[4] = vg_maxf(t
[0],t
[1]);
960 t
[5] = vg_maxf(t
[2],t
[3]);
961 t
[6] = vg_minf(t
[4],t
[5]);
964 static void player_walkgrid_iter(struct walkgrid
*wg
, int iter
)
968 * For each walkgrid iteration we are stepping through cells and determining
969 * the intersections with the grid, and any edges that are present
972 u32 icolours
[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
974 v3f pa
, pb
, pc
, pd
, pl0
, pl1
;
975 pa
[0] = wg
->region
[0][0] + (float)wg
->cell_id
[0] *k_gridscale
;
976 pa
[1] = (wg
->region
[0][1] + wg
->region
[1][1]) * 0.5f
+ k_gridscale
;
977 pa
[2] = wg
->region
[0][2] + (float)wg
->cell_id
[1] *k_gridscale
;
980 pb
[2] = pa
[2] + k_gridscale
;
981 pc
[0] = pa
[0] + k_gridscale
;
983 pc
[2] = pa
[2] + k_gridscale
;
984 pd
[0] = pa
[0] + k_gridscale
;
988 /* if you want to draw the current cell */
989 vg_line( pa
, pb
, 0xff00ffff );
990 vg_line( pb
, pc
, 0xff00ffff );
991 vg_line( pc
, pd
, 0xff00ffff );
992 vg_line( pd
, pa
, 0xff00ffff );
994 pl0
[0] = pa
[0] + wg
->pos
[0]*k_gridscale
;
996 pl0
[2] = pa
[2] + wg
->pos
[1]*k_gridscale
;
999 * If there are edges present, we need to create a 'substep' event, where
1000 * we find the intersection point, find the fully resolved position,
1001 * then the new pos dir is the intersection->resolution
1003 * the resolution is applied in non-discretized space in order to create a
1004 * suitable vector for finding outflow, we want it to leave the cell so it
1005 * can be used by the quad
1009 v2_copy( wg
->pos
, pos
);
1010 v2_muls( wg
->dir
, wg
->move
, dir
);
1012 struct grid_sample
*corners
[4];
1013 v2f corners2d
[4] = {{0.0f
,0.0f
},{0.0f
,1.0f
},{1.0f
,1.0f
},{1.0f
,0.0f
}};
1014 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1017 player_walkgrid_min_cell( t
, pos
, dir
);
1019 for( int i
=0; i
<conf
->edge_count
; i
++ )
1021 const struct confedge
*edge
= &conf
->edges
[i
];
1023 v2f e0
, e1
, n
, r
, target
, res
, tangent
;
1024 e0
[0] = corners2d
[edge
->i0
][0] + corners
[edge
->d0
]->clip
[edge
->a0
][0];
1025 e0
[1] = corners2d
[edge
->i0
][1] + corners
[edge
->d0
]->clip
[edge
->a0
][2];
1026 e1
[0] = corners2d
[edge
->i1
][0] + corners
[edge
->d1
]->clip
[edge
->a1
][0];
1027 e1
[1] = corners2d
[edge
->i1
][1] + corners
[edge
->d1
]->clip
[edge
->a1
][2];
1029 v3f pe0
= { pa
[0] + e0
[0]*k_gridscale
,
1031 pa
[2] + e0
[1]*k_gridscale
};
1032 v3f pe1
= { pa
[0] + e1
[0]*k_gridscale
,
1034 pa
[2] + e1
[1]*k_gridscale
};
1036 v2_sub( e1
, e0
, tangent
);
1042 * If we find ourselfs already penetrating the edge, move back out a
1045 v2_sub( e0
, pos
, r
);
1046 float p1
= v2_dot(r
,n
);
1050 v2_muladds( pos
, n
, p1
+0.0001f
, pos
);
1051 v2_copy( pos
, wg
->pos
);
1052 v3f p_new
= { pa
[0] + pos
[0]*k_gridscale
,
1054 pa
[2] + pos
[1]*k_gridscale
};
1055 v3_copy( p_new
, pl0
);
1058 v2_add( pos
, dir
, target
);
1061 v2_sub( e0
, pos
, v1
);
1062 v2_sub( target
, pos
, v2
);
1066 v2_sub( e0
, target
, r
);
1067 float p
= v2_dot(r
,n
),
1068 t1
= v2_dot(v1
,v3
)/v2_dot(v2
,v3
);
1070 if( t1
< t
[6] && t1
> 0.0f
&& -p
< 0.001f
)
1072 v2_muladds( target
, n
, p
+0.0001f
, res
);
1075 v2_muladds( pos
, dir
, t1
, intersect
);
1076 v2_copy( intersect
, pos
);
1077 v2_sub( res
, intersect
, dir
);
1079 v3f p_res
= { pa
[0] + res
[0]*k_gridscale
,
1081 pa
[2] + res
[1]*k_gridscale
};
1082 v3f p_int
= { pa
[0] + intersect
[0]*k_gridscale
,
1084 pa
[2] + intersect
[1]*k_gridscale
};
1086 vg_line( pl0
, p_int
, icolours
[iter
%3] );
1087 v3_copy( p_int
, pl0
);
1088 v2_copy( pos
, wg
->pos
);
1090 player_walkgrid_min_cell( t
, pos
, dir
);
1095 * Compute intersection with grid cell moving outwards
1097 t
[6] = vg_minf( t
[6], 1.0f
);
1099 pl1
[0] = pl0
[0] + dir
[0]*k_gridscale
*t
[6];
1101 pl1
[2] = pl0
[2] + dir
[1]*k_gridscale
*t
[6];
1102 vg_line( pl0
, pl1
, icolours
[iter
%3] );
1107 * To figure out what t value created the clip so we know which edge
1113 wg
->pos
[1] = pos
[1] + dir
[1]*t
[6];
1115 if( t
[0] > t
[1] ) /* left edge */
1117 wg
->pos
[0] = 0.9999f
;
1120 if( wg
->cell_id
[0] == 0 )
1123 else /* Right edge */
1125 wg
->pos
[0] = 0.0001f
;
1128 if( wg
->cell_id
[0] == WALKGRID_SIZE
-2 )
1134 wg
->pos
[0] = pos
[0] + dir
[0]*t
[6];
1136 if( t
[2] > t
[3] ) /* bottom edge */
1138 wg
->pos
[1] = 0.9999f
;
1141 if( wg
->cell_id
[1] == 0 )
1146 wg
->pos
[1] = 0.0001f
;
1149 if( wg
->cell_id
[1] == WALKGRID_SIZE
-2 )
1158 v2_muladds( wg
->pos
, dir
, wg
->move
, wg
->pos
);
1163 static void player_walkgrid_stand_cell(struct walkgrid
*wg
)
1166 * NOTE: as opposed to the other function which is done in discretized space
1167 * this use a combination of both.
1171 world
[0] = wg
->region
[0][0]+((float)wg
->cell_id
[0]+wg
->pos
[0])*k_gridscale
;
1172 world
[1] = player
.co
[1];
1173 world
[2] = wg
->region
[0][2]+((float)wg
->cell_id
[1]+wg
->pos
[1])*k_gridscale
;
1175 struct grid_sample
*corners
[4];
1176 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1178 if( conf
!= k_walkgrid_configs
)
1180 if( conf
->edge_count
== 0 )
1184 /* Split the basic quad along the shortest diagonal */
1185 if( fabsf(corners
[2]->pos
[1] - corners
[0]->pos
[1]) <
1186 fabsf(corners
[3]->pos
[1] - corners
[1]->pos
[1]) )
1188 vg_line( corners
[2]->pos
, corners
[0]->pos
, 0xffaaaaaa );
1190 if( wg
->pos
[0] > wg
->pos
[1] )
1191 player_walkgrid_stand_tri( corners
[0]->pos
,
1193 corners
[2]->pos
, world
);
1195 player_walkgrid_stand_tri( corners
[0]->pos
,
1197 corners
[1]->pos
, world
);
1201 vg_line( corners
[3]->pos
, corners
[1]->pos
, 0xffaaaaaa );
1203 if( wg
->pos
[0] < 1.0f
-wg
->pos
[1] )
1204 player_walkgrid_stand_tri( corners
[0]->pos
,
1206 corners
[1]->pos
, world
);
1208 player_walkgrid_stand_tri( corners
[3]->pos
,
1210 corners
[1]->pos
, world
);
1215 for( int i
=0; i
<conf
->edge_count
; i
++ )
1217 const struct confedge
*edge
= &conf
->edges
[i
];
1220 v3_muladds( corners
[edge
->i0
]->pos
,
1221 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1222 v3_muladds( corners
[edge
->i1
]->pos
,
1223 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1226 * Find penetration distance between player position and the edge
1229 v2f normal
= { -(p1
[2]-p0
[2]), p1
[0]-p0
[0] },
1230 rel
= { world
[0]-p0
[0], world
[2]-p0
[2] };
1232 if( edge
->o0
== -1 )
1234 /* No subregions (default case), just use triangle created by
1236 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1243 * Test if we are in the first region, which is
1244 * edge.i0, edge.e0, edge.o0,
1247 v3_sub( p0
, corners
[edge
->o0
]->pos
, ref
);
1248 v3_sub( world
, corners
[edge
->o0
]->pos
, v0
);
1250 vg_line( corners
[edge
->o0
]->pos
, p0
, 0xffffff00 );
1251 vg_line( corners
[edge
->o0
]->pos
, world
, 0xff000000 );
1253 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1255 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1257 corners
[edge
->o0
]->pos
, world
);
1261 if( edge
->o1
== -1 )
1264 * No other edges mean we just need to use the opposite
1266 * e0, e1, o0 (in our case, also i1)
1268 player_walkgrid_stand_tri( p0
,
1270 corners
[edge
->o0
]->pos
, world
);
1275 * Note: this v0 calculation can be ommited with the
1278 * the last two triangles we have are:
1283 v3_sub( p1
, corners
[edge
->o1
]->pos
, ref
);
1284 v3_sub( world
, corners
[edge
->o1
]->pos
, v0
);
1285 vg_line( corners
[edge
->o1
]->pos
, p1
, 0xff00ffff );
1287 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1289 player_walkgrid_stand_tri( p0
,
1291 corners
[edge
->o1
]->pos
,
1296 player_walkgrid_stand_tri( p1
,
1297 corners
[edge
->i1
]->pos
,
1298 corners
[edge
->o1
]->pos
,
1308 v3_copy( world
, player
.co
);
1311 static void player_walkgrid_getsurface(void)
1313 float const k_stepheight
= 0.5f
;
1314 float const k_miny
= 0.6f
;
1315 float const k_height
= 1.78f
;
1316 float const k_region_size
= (float)WALKGRID_SIZE
/2.0f
* k_gridscale
;
1318 static struct walkgrid wg
;
1321 v3_copy( player
.co
, cell
);
1322 player_walkgrid_floor( cell
);
1324 v3_muladds( cell
, (v3f
){-1.0f
,-1.0f
,-1.0f
}, k_region_size
, wg
.region
[0] );
1325 v3_muladds( cell
, (v3f
){ 1.0f
, 1.0f
, 1.0f
}, k_region_size
, wg
.region
[1] );
1329 * Create player input vector
1331 v3f delta
= {0.0f
,0.0f
,0.0f
};
1332 v3f fwd
= { -sinf(-player
.angles
[0]), 0.0f
, -cosf(-player
.angles
[0]) },
1333 side
= { -fwd
[2], 0.0f
, fwd
[0] };
1336 if( !vg_console_enabled() )
1338 if( glfwGetKey( vg_window
, GLFW_KEY_W
) )
1339 v3_muladds( delta
, fwd
, ktimestep
*k_walkspeed
, delta
);
1340 if( glfwGetKey( vg_window
, GLFW_KEY_S
) )
1341 v3_muladds( delta
, fwd
, -ktimestep
*k_walkspeed
, delta
);
1343 if( glfwGetKey( vg_window
, GLFW_KEY_A
) )
1344 v3_muladds( delta
, side
, -ktimestep
*k_walkspeed
, delta
);
1345 if( glfwGetKey( vg_window
, GLFW_KEY_D
) )
1346 v3_muladds( delta
, side
, ktimestep
*k_walkspeed
, delta
);
1348 v3_muladds( delta
, fwd
,
1349 vg_get_axis("vertical")*-ktimestep
*k_walkspeed
, delta
);
1350 v3_muladds( delta
, side
,
1351 vg_get_axis("horizontal")*ktimestep
*k_walkspeed
, delta
);
1355 * Create our move in grid space
1357 wg
.dir
[0] = delta
[0] * (1.0f
/k_gridscale
);
1358 wg
.dir
[1] = delta
[2] * (1.0f
/k_gridscale
);
1363 (player
.co
[0] - wg
.region
[0][0]) * (1.0f
/k_gridscale
),
1364 (player
.co
[2] - wg
.region
[0][2]) * (1.0f
/k_gridscale
)
1366 v2f region_cell_pos
;
1367 v2_floor( region_pos
, region_cell_pos
);
1368 v2_sub( region_pos
, region_cell_pos
, wg
.pos
);
1370 wg
.cell_id
[0] = region_cell_pos
[0];
1371 wg
.cell_id
[1] = region_cell_pos
[1];
1373 for(int y
=0; y
<WALKGRID_SIZE
; y
++ )
1375 for(int x
=0; x
<WALKGRID_SIZE
; x
++ )
1377 struct grid_sample
*s
= &wg
.samples
[y
][x
];
1378 v3_muladds( wg
.region
[0], (v3f
){ x
, 0, y
}, k_gridscale
, s
->pos
);
1379 s
->state
= k_traverse_none
;
1380 s
->type
= k_sample_type_air
;
1381 v3_zero( s
->clip
[0] );
1382 v3_zero( s
->clip
[1] );
1386 v2i border
[WALKGRID_SIZE
*WALKGRID_SIZE
];
1387 v2i
*cborder
= border
;
1388 u32 border_length
= 1;
1390 struct grid_sample
*base
= NULL
;
1392 v2i starters
[] = {{0,0},{1,1},{0,1},{1,0}};
1394 for( int i
=0;i
<4;i
++ )
1397 v2i_add( wg
.cell_id
, starters
[i
], test
);
1398 v2i_copy( test
, border
[0] );
1399 base
= &wg
.samples
[test
[1]][test
[0]];
1401 base
->pos
[1] = cell
[1];
1402 player_walkgrid_samplepole( base
);
1404 if( base
->type
== k_sample_type_valid
)
1407 base
->type
= k_sample_type_air
;
1410 vg_line_pt3( base
->pos
, 0.1f
, 0xffffffff );
1414 while( border_length
)
1416 v2i directions
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1418 v2i
*old_border
= cborder
;
1419 int len
= border_length
;
1422 cborder
= old_border
+len
;
1424 for( int i
=0; i
<len
; i
++ )
1427 v2i_copy( old_border
[i
], co
);
1428 struct grid_sample
*sa
= &wg
.samples
[co
[1]][co
[0]];
1430 for( int j
=0; j
<4; j
++ )
1433 v2i_add( co
, directions
[j
], newp
);
1435 if( newp
[0] < 0 || newp
[1] < 0 ||
1436 newp
[0] == WALKGRID_SIZE
|| newp
[1] == WALKGRID_SIZE
)
1439 struct grid_sample
*sb
= &wg
.samples
[newp
[1]][newp
[0]];
1440 enum traverse_state thismove
= j
%2==0? 1: 2;
1442 if( (sb
->state
& thismove
) == 0x00 ||
1443 sb
->type
== k_sample_type_air
)
1445 sb
->pos
[1] = sa
->pos
[1];
1447 player_walkgrid_samplepole( sb
);
1449 if( sb
->type
!= k_sample_type_air
)
1452 * Need to do a blocker pass
1455 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1456 player_walkgrid_clip_blocker( sa
, sb
, store
, j
%2 );
1459 if( sb
->type
!= k_sample_type_air
)
1461 vg_line( sa
->pos
, sb
->pos
, 0xffffffff );
1463 if( sb
->state
== k_traverse_none
)
1464 v2i_copy( newp
, cborder
[ border_length
++ ] );
1469 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1470 vg_line( sa
->pos
, p1
, 0xffffffff );
1476 * A clipping pass is now done on the edge of the walkable
1480 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1481 player_walkgrid_clip_edge( sa
, sb
, store
, j
%2 );
1484 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1485 vg_line( sa
->pos
, p1
, 0xffffffff );
1488 sb
->state
|= thismove
;
1492 sa
->state
= k_traverse_h
|k_traverse_v
;
1496 if( iter
== walk_grid_iterations
)
1500 /* Draw connections */
1501 struct grid_sample
*corners
[4];
1502 for( int x
=0; x
<WALKGRID_SIZE
-1; x
++ )
1504 for( int z
=0; z
<WALKGRID_SIZE
-1; z
++ )
1506 const struct conf
*conf
=
1507 player_walkgrid_conf( &wg
, (v2i
){x
,z
}, corners
);
1509 for( int i
=0; i
<conf
->edge_count
; i
++ )
1511 const struct confedge
*edge
= &conf
->edges
[i
];
1514 v3_muladds( corners
[edge
->i0
]->pos
,
1515 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1516 v3_muladds( corners
[edge
->i1
]->pos
,
1517 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1519 vg_line( p0
, p1
, 0xff0000ff );
1525 * Commit player movement into the grid
1528 if( v3_length2(delta
) <= 0.00001f
)
1532 for(; i
<8 && wg
.move
> 0.001f
; i
++ )
1533 player_walkgrid_iter( &wg
, i
);
1535 player_walkgrid_stand_cell( &wg
);
1538 static void player_walkgrid(void)
1540 player_walkgrid_getsurface();
1542 m4x3_mulv( player
.to_world
, (v3f
){0.0f
,1.8f
,0.0f
}, player
.camera_pos
);
1544 player_transform_update();
1547 static void player_animate(void)
1549 /* Camera position */
1550 v3_sub( player
.v
, player
.v_last
, player
.a
);
1551 v3_copy( player
.v
, player
.v_last
);
1553 v3_add( player
.m
, player
.a
, player
.m
);
1554 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
1557 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
1558 player
.m
[1] = vg_clampf( player
.m
[1], -0.2f
, 5.0f
);
1559 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
1560 v3_copy( player
.m
, target
);
1561 v3_lerp( player
.bob
, target
, 0.2f
, player
.bob
);
1564 float lslip
= fabsf(player
.slip
); //vg_minf( 0.4f, slip );
1566 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
1567 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.04f
);
1569 float kheight
= 2.0f
,
1574 head
[1] = (0.3f
+cosf(lslip
)*0.5f
*(1.0f
-player
.grab
*0.7f
)) * kheight
;
1578 m3x3_mulv( player
.to_local
, player
.bob
, offset
);
1580 offset
[0] *= 0.3333f
;
1581 offset
[1] *= -0.25f
;
1583 v3_muladds( head
, offset
, 0.7f
, head
);
1584 head
[1] = vg_clampf( head
[1], 0.3f
, kheight
);
1587 * Animation blending
1588 * ===========================================
1591 static float fslide
= 0.0f
;
1592 static float fdirz
= 0.0f
;
1593 static float fdirx
= 0.0f
;
1594 static float fstand
= 0.0f
;
1595 static float ffly
= 0.0f
;
1597 float speed
= v3_length( player
.v
);
1599 fstand
= vg_lerpf(fstand
, 1.0f
-vg_clampf(speed
*0.03f
,0.0f
,1.0f
),0.1f
);
1600 fslide
= vg_lerpf(fslide
, vg_clampf(lslip
+fabsf(offset
[0])*0.2f
,
1602 fdirz
= vg_lerpf(fdirz
, player
.reverse
> 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1603 fdirx
= vg_lerpf(fdirx
, player
.slip
< 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1604 ffly
= vg_lerpf(ffly
, player
.in_air
? 1.0f
: 0.0f
, 0.04f
);
1606 character_pose_reset( &player
.mdl
);
1608 float amt_air
= ffly
*ffly
,
1609 amt_ground
= 1.0f
-amt_air
,
1610 amt_std
= (1.0f
-fslide
) * amt_ground
,
1611 amt_stand
= amt_std
* fstand
,
1612 amt_aero
= amt_std
* (1.0f
-fstand
),
1613 amt_slide
= amt_ground
* fslide
;
1615 character_final_pose( &player
.mdl
, offset
, &pose_stand
, amt_stand
*fdirz
);
1616 character_final_pose( &player
.mdl
, offset
,
1617 &pose_stand_reverse
, amt_stand
* (1.0f
-fdirz
) );
1619 character_final_pose( &player
.mdl
, offset
, &pose_aero
, amt_aero
*fdirz
);
1620 character_final_pose( &player
.mdl
, offset
,
1621 &pose_aero_reverse
, amt_aero
* (1.0f
-fdirz
) );
1623 character_final_pose( &player
.mdl
, offset
, &pose_slide
, amt_slide
*fdirx
);
1624 character_final_pose( &player
.mdl
, offset
,
1625 &pose_slide1
, amt_slide
*(1.0f
-fdirx
) );
1627 character_final_pose( &player
.mdl
, (v3f
){0.0f
,0.0f
,0.0f
},
1628 &pose_fly
, amt_air
);
1630 static float fupper
= 0.0f
;
1631 fupper
= vg_lerpf( fupper
, -vg_get_axis("horizontal")*0.2f
, 0.1f
);
1632 character_yaw_upper( &player
.mdl
, fupper
);
1634 /* Camera position */
1635 v3_lerp( player
.smooth_localcam
, player
.mdl
.cam_pos
, 0.08f
,
1636 player
.smooth_localcam
);
1637 v3_muladds( player
.smooth_localcam
, offset
, 0.7f
, player
.camera_pos
);
1638 player
.camera_pos
[1] = vg_clampf( player
.camera_pos
[1], 0.3f
, kheight
);
1640 m4x3_mulv( player
.to_world
, player
.camera_pos
, player
.camera_pos
);
1642 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.04f
);
1643 v3_muladds( player
.camera_pos
, player
.v
, -0.05f
*player
.air_blend
,
1644 player
.camera_pos
);
1648 * ==========================
1650 struct ik_basic
*arm_l
= &player
.mdl
.ik_arm_l
,
1651 *arm_r
= &player
.mdl
.ik_arm_r
;
1654 m3x3_mulv( player
.to_local
, player
.v
, localv
);
1655 v3_muladds( arm_l
->end
, localv
, -0.01f
, arm_l
->end
);
1656 v3_muladds( arm_r
->end
, localv
, -0.01f
, arm_r
->end
);
1658 /* New board transformation */
1659 v4f board_rotation
; v3f board_location
;
1662 q_axis_angle( rz
, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, player
.board_xy
[0] );
1663 q_axis_angle( rx
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, player
.board_xy
[1] );
1664 q_mul( rx
, rz
, board_rotation
);
1666 v3f
*mboard
= player
.mdl
.matrices
[k_chpart_board
];// player.mboard;
1667 q_m3x3( board_rotation
, mboard
);
1668 m3x3_mulv( mboard
, (v3f
){ 0.0f
, -0.5f
, 0.0f
}, board_location
);
1669 v3_add( (v3f
){0.0f
,0.5f
,0.0f
}, board_location
, board_location
);
1670 v3_copy( board_location
, mboard
[3] );
1673 float wheel_r
= offset
[0]*-0.4f
;
1675 q_axis_angle( qwheel
, (v3f
){0.0f
,1.0f
,0.0f
}, wheel_r
);
1677 q_m3x3( qwheel
, player
.mdl
.matrices
[k_chpart_wb
] );
1679 m3x3_transpose( player
.mdl
.matrices
[k_chpart_wb
],
1680 player
.mdl
.matrices
[k_chpart_wf
] );
1681 v3_copy( player
.mdl
.offsets
[k_chpart_wb
],
1682 player
.mdl
.matrices
[k_chpart_wb
][3] );
1683 v3_copy( player
.mdl
.offsets
[k_chpart_wf
],
1684 player
.mdl
.matrices
[k_chpart_wf
][3] );
1686 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wb
],
1687 player
.mdl
.matrices
[k_chpart_wb
] );
1688 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wf
],
1689 player
.mdl
.matrices
[k_chpart_wf
] );
1691 m4x3_mulv( mboard
, player
.mdl
.ik_leg_l
.end
, player
.mdl
.ik_leg_l
.end
);
1692 m4x3_mulv( mboard
, player
.mdl
.ik_leg_r
.end
, player
.mdl
.ik_leg_r
.end
);
1695 v3_copy( player
.mdl
.ik_arm_l
.end
, player
.handl_target
);
1696 v3_copy( player
.mdl
.ik_arm_r
.end
, player
.handr_target
);
1698 if( 1||player
.in_air
)
1700 float tuck
= player
.board_xy
[1],
1701 tuck_amt
= fabsf( tuck
) * (1.0f
-fabsf(player
.board_xy
[0]));
1703 float crouch
= player
.grab
*0.3f
;
1704 v3_muladds( player
.mdl
.ik_body
.base
, (v3f
){0.0f
,-1.0f
,0.0f
},
1705 crouch
, player
.mdl
.ik_body
.base
);
1706 v3_muladds( player
.mdl
.ik_body
.end
, (v3f
){0.0f
,-1.0f
,0.0f
},
1707 crouch
*1.2f
, player
.mdl
.ik_body
.end
);
1711 //foot_l *= 1.0f-tuck_amt*1.5f;
1713 if( player
.grab
> 0.1f
)
1715 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,0.6f
},
1716 player
.handl_target
);
1721 //foot_r *= 1.0f-tuck_amt*1.4f;
1723 if( player
.grab
> 0.1f
)
1725 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,-0.6f
},
1726 player
.handr_target
);
1731 v3_lerp( player
.handl
, player
.handl_target
, 0.1f
, player
.handl
);
1732 v3_lerp( player
.handr
, player
.handr_target
, 0.1f
, player
.handr
);
1734 v3_copy( player
.handl
, player
.mdl
.ik_arm_l
.end
);
1735 v3_copy( player
.handr
, player
.mdl
.ik_arm_r
.end
);
1739 static float rhead
= 0.0f
;
1740 rhead
= vg_lerpf( rhead
,
1741 vg_clampf(atan2f( localv
[2], -localv
[0] ),-1.0f
,1.0f
), 0.04f
);
1742 player
.mdl
.rhead
= rhead
;
1745 static int giftwrapXZ( v3f
*points
, int *output
, int len
)
1753 for( int i
=1; i
<len
; i
++ )
1754 if( points
[i
][0] < points
[l
][0] )
1763 vg_error ("MANIFOLD ERR (%d)\n", count
);
1766 output
[ count
++ ] = p
;
1770 for( int i
=0; i
<len
; i
++ )
1773 (points
[i
][2]-points
[p
][2])*(points
[q
][0]-points
[i
][0]) -
1774 (points
[i
][0]-points
[p
][0])*(points
[q
][2]-points
[i
][2]);
1776 if( orient
> 0.0001f
)
1788 static void player_do_collision( rigidbody
*rb
)
1791 * If point is inside box
1792 * find normal (theres 8 simple pyramid regions for this, x>y/dim .. etc)
1793 * find distance (same sorta thing)
1795 * apply normal impulse to rotation
1796 * correct position based on new penetration amount if needed
1797 * apply normal impulse to velocity
1801 m4x3_mulv( player
.to_world
, (v3f
){ 0.0f
,0.0f
,-1.0f
}, pfront
);
1802 m4x3_mulv( player
.to_world
, (v3f
){ 0.0f
,0.0f
, 1.0f
}, pback
);
1804 float const kheight
= 2.0f
;
1809 v3_copy( rb
->bbx
[0], a
);
1810 v3_copy( rb
->bbx
[1], b
);
1813 m4x3_mul( player
.to_local
, rb
->to_world
, compound
);
1815 m4x3_mulv( compound
, (v3f
){ a
[0], a
[1], a
[2] }, verts
[0] );
1816 m4x3_mulv( compound
, (v3f
){ a
[0], b
[1], a
[2] }, verts
[1] );
1817 m4x3_mulv( compound
, (v3f
){ b
[0], b
[1], a
[2] }, verts
[2] );
1818 m4x3_mulv( compound
, (v3f
){ b
[0], a
[1], a
[2] }, verts
[3] );
1819 m4x3_mulv( compound
, (v3f
){ a
[0], a
[1], b
[2] }, verts
[4] );
1820 m4x3_mulv( compound
, (v3f
){ a
[0], b
[1], b
[2] }, verts
[5] );
1821 m4x3_mulv( compound
, (v3f
){ b
[0], b
[1], b
[2] }, verts
[6] );
1822 m4x3_mulv( compound
, (v3f
){ b
[0], a
[1], b
[2] }, verts
[7] );
1824 int const indices
[12][2] = {
1825 {0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},
1826 {0,4},{1,5},{2,6},{3,7}
1830 int hull_indices
[12*2 + 8];
1833 for( int i
=0; i
<8; i
++ )
1835 int ia
= indices
[i
][0];
1836 float ya
= verts
[ia
][1];
1838 if( ya
> 0.2f
&& ya
< kheight
)
1841 for( int j
=0; j
<hull_len
; j
++ )
1843 v2f delta
= { verts
[ia
][0]-hull
[j
][0], verts
[ia
][2]-hull
[j
][2] };
1844 if( v2_length2( delta
) < 0.0004f
)
1852 v3_copy( verts
[ia
], hull
[hull_len
] );
1854 hull
[hull_len
++][1] = 0.2f
;
1858 for( int i
=0; i
<vg_list_size(indices
); i
++ )
1860 int ia
= indices
[i
][0],
1865 float ya
= verts
[ia
][1],
1870 float planes
[] = { 0.2f
, kheight
};
1872 for( int k
=0; k
<vg_list_size(planes
); k
++ )
1874 float clip
= planes
[k
];
1876 if( (ya
-clip
) * (yb
-clip
) < 0.0f
)
1878 v3_muls( verts
[ia
], (yb
-clip
)*d
, p0
);
1879 v3_muladds( p0
, verts
[ib
], -(ya
-clip
)*d
, p0
);
1882 for( int j
=0; j
<hull_len
; j
++ )
1884 v2f delta
= { p0
[0]-hull
[j
][0], p0
[2]-hull
[j
][2] };
1885 if( v2_length2( delta
) < 0.0004f
)
1893 v3_copy( p0
, hull
[hull_len
++] );
1895 m4x3_mulv( player
.to_world
, p0
, p0
);
1896 vg_line_pt3( p0
, 0.1f
, 0xffffff00 );
1904 int len
= giftwrapXZ( hull
, hull_indices
, hull_len
);
1905 for( int i
=0; i
<len
; i
++ )
1908 v3_copy( hull
[hull_indices
[i
]], p0
);
1909 v3_copy( hull
[hull_indices
[(i
+1)%len
]], p1
);
1912 v3_add( p0
, (v3f
){0,kheight
-0.2f
,0}, p2
);
1913 v3_add( p1
, (v3f
){0,kheight
-0.2f
,0}, p3
);
1915 m4x3_mulv( player
.to_world
, p0
, p0
);
1916 m4x3_mulv( player
.to_world
, p1
, p1
);
1917 m4x3_mulv( player
.to_world
, p2
, p2
);
1918 m4x3_mulv( player
.to_world
, p3
, p3
);
1920 vg_line2( p0
, p1
, 0xff00ffff, 0xff000000 );
1921 vg_line( p2
, p3
, 0xff00ffff );
1922 vg_line( p0
, p2
, 0xff00ffa0 );
1925 v2f endpoints
[] = {{ 0.0f
, -1.0f
},{ 0.0f
, 1.0f
}};
1927 for( int j
=0; j
<vg_list_size(endpoints
); j
++ )
1930 v2_copy( endpoints
[j
], point
);
1933 float min_dist
= 99999.9f
;
1934 v2f normal
= {0.0f
,0.0f
};
1935 for( int i
=0; i
<len
; i
++ )
1938 p0
[0] = hull
[hull_indices
[i
]][0];
1939 p0
[1] = hull
[hull_indices
[i
]][2];
1940 p1
[0] = hull
[hull_indices
[(i
+1)%len
]][0];
1941 p1
[1] = hull
[hull_indices
[(i
+1)%len
]][2];
1944 v2_sub( p1
, p0
, t
);
1949 v2_sub( point
, p0
, rel
);
1950 float d
= -v2_dot( n
, rel
) + 0.5f
;
1961 v2_copy( n
, normal
);
1972 p1
[0] = p0
[0] + normal
[0]*min_dist
;
1974 p1
[2] = p0
[2] + normal
[1]*min_dist
;
1976 m4x3_mulv( player
.to_world
, p0
, p0
);
1977 m4x3_mulv( player
.to_world
, p1
, p1
);
1979 vg_line( p0
, p1
, 0xffffffff );
1982 m3x3_mulv( player
.to_local
, player
.v
, vel
);
1985 float vn
= vg_maxf( -v2_dot( vel
, normal
), 0.0f
);
1986 vn
+= -0.2f
* (1.0f
/k_rb_delta
) * vg_minf( 0.0f
, -min_dist
+0.04f
);
1992 character_ragdoll_copypose( &player
.mdl
, player
.v
);
1998 v2_muls( normal
, min_dist
, impulse
);
1999 float rotation
= v2_cross( point
, impulse
)*0.08f
;
2001 v3f up
= {0.0f
,1.0f
,0.0f
};
2002 m3x3_mulv( player
.to_world
, up
, up
);
2003 q_axis_angle( rot
, up
, -rotation
);
2004 q_mul( rot
, player
.rot
, player
.rot
);
2007 v2_muls( normal
, vn
*0.03f
, impulse
);
2008 v3f impulse_world
= { impulse
[0], 0.0f
, impulse
[1] };
2010 m3x3_mulv( player
.to_world
, impulse_world
, impulse_world
);
2011 v3_add( impulse_world
, player
.v
, player
.v
);
2016 static void player_audio(void)
2018 float speed
= vg_minf(v3_length( player
.v
)*0.1f
,1.0f
),
2019 attn
= v3_dist( player
.co
, player
.camera
[3] )+1.0f
;
2020 attn
= (1.0f
/(attn
*attn
)) * speed
;
2022 static float air
= 0.0f
;
2023 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 0.7f
);
2025 v3f ears
= { 1.0f
,0.0f
,0.0f
};
2028 v3_sub( player
.co
, player
.camera
[3], delta
);
2029 v3_normalize( delta
);
2030 m3x3_mulv( player
.camera
, ears
, ears
);
2032 float pan
= v3_dot( ears
, delta
);
2033 audio_player0
.pan
= pan
;
2034 audio_player1
.pan
= pan
;
2035 audio_player2
.pan
= pan
;
2039 audio_player0
.vol
= 0.0f
;
2040 audio_player1
.vol
= 0.0f
;
2041 audio_player2
.vol
= 0.0f
;
2045 if( player
.is_dead
)
2047 audio_player0
.vol
= 0.0f
;
2048 audio_player1
.vol
= 0.0f
;
2049 audio_player2
.vol
= 0.0f
;
2053 float slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
);
2054 audio_player0
.vol
= (1.0f
-air
)*attn
*(1.0f
-slide
);
2055 audio_player1
.vol
= air
*attn
;
2056 audio_player2
.vol
= (1.0f
-air
)*attn
*slide
;
2061 static void player_update(void)
2063 for( int i
=0; i
<player
.land_log_count
; i
++ )
2064 draw_cross( player
.land_target_log
[i
], player
.land_target_colours
[i
], 1);
2066 if( vg_get_axis("grabl")>0.0f
)
2067 reset_player(0,NULL
);
2069 if( vg_get_button_down( "switchmode" ) )
2071 player
.on_board
^= 0x1;
2080 if( player
.is_dead
)
2085 character_ragdoll_iter( &player
.mdl
);
2086 character_debug_ragdoll( &player
.mdl
);
2090 v3_copy( player
.mdl
.ragdoll
[k_chpart_head
].co
, head_pos
);
2092 v3_sub( head_pos
, player
.camera_pos
, delta
);
2093 v3_normalize( delta
);
2096 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
2097 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
2100 * Make sure the camera stays above the ground
2102 v3f min_height
= {0.0f
,1.0f
,0.0f
};
2105 v3_add( player
.camera_pos
, min_height
, sample
);
2107 hit
.dist
= min_height
[1]*2.0f
;
2109 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
2110 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
2112 player
.camera_pos
[1] =
2113 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
2115 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
2116 player
.angles
[1] = -asinf( delta
[1] );
2120 if( player
.on_board
)
2122 bh_debug_node(&world
.bhcubes
, 0,
2123 player
.camera_pos
, 0xff80ff00 );
2126 boxf wbox
= {{ -2.0f
, -2.0f
, -2.0f
},
2127 { 2.0f
, 2.0f
, 2.0f
}};
2128 m4x3_transform_aabb( player
.to_world
, wbox
);
2129 int len
= bh_select( &world
.bhcubes
, wbox
, colliders
, 32 );
2131 for( int i
=0; i
<len
; i
++ )
2132 player_do_collision( &world
.temp_rbs
[colliders
[i
]] );
2137 v3f offs
= { -0.35f
, 0.0f
, 0.0f
};
2138 m3x3_mulv( player
.to_world
, offs
, offs
);
2139 m4x3_mulv( player
.to_world
, player
.mdl
.ik_body
.end
, player
.camera_pos
);
2140 v3_add( offs
, player
.camera_pos
, player
.camera_pos
);
2151 /* Update camera matrices */
2152 m4x3_identity( player
.camera
);
2153 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
2154 m4x3_rotate_x( player
.camera
, -0.33f
-player
.angles
[1] );
2155 v3_copy( player
.camera_pos
, player
.camera
[3] );
2156 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
2159 static void draw_player(void)
2162 m4x3_copy( player
.to_world
, player
.mdl
.mroot
);
2164 if( player
.is_dead
)
2165 character_mimic_ragdoll( &player
.mdl
);
2167 character_eval( &player
.mdl
);
2169 float opacity
= 1.0f
-player
.air_blend
;
2170 if( player
.is_dead
)
2173 character_draw( &player
.mdl
, opacity
);
2176 #endif /* PLAYER_H */