726d62483c5788bd3e713ad64fa9a355c7a1ff44
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "audio.h"
5 #include "common.h"
6 #include "world.h"
7 //#include "character.h"
8 #include "player_model.h"
9 #include "bvh.h"
10
11 /*
12 * Constants
13 */
14
15 static float
16 k_walkspeed = 2.0f,
17 k_board_radius = 0.3f,
18 k_board_length = 0.45f,
19 k_board_allowance = 0.04f,
20 k_friction_lat = 8.8f,
21 k_friction_resistance = 0.01f,
22 k_max_push_speed = 16.0f,
23 k_push_accel = 10.0f,
24 k_push_cycle_rate = 8.0f,
25 k_steer_ground = 2.5f,
26 k_steer_air = 3.6f,
27 k_steer_air_lerp = 0.3f,
28 k_pump_force = 000.0f,
29 k_downforce = 5.0f,
30 k_jump_charge_speed = (1.0f/1.0f),
31 k_jump_force = 5.0f;
32
33 static int freecam = 0;
34 static int walk_grid_iterations = 1;
35 static float fc_speed = 10.0f;
36
37 static struct gplayer
38 {
39 /* Physics */
40 rigidbody rb, collide_front, collide_back, rb_gate_frame;
41
42 v3f a, v_last, m, bob, vl;
43
44 /* Utility */
45 float vswitch, slip, slip_last,
46 reverse;
47
48 float iY; /* Yaw inertia */
49 int in_air, is_dead, on_board;
50
51 v2f board_xy;
52 float grab;
53 float pitch;
54 float pushing, push_time;
55 float jump;
56 int jump_charge;
57
58 v3f land_target;
59 v3f land_target_log[22];
60 u32 land_target_colours[22];
61 int land_log_count;
62 m3x3f vr,vr_pstep;
63
64 struct character mdl;
65
66 v3f handl_target, handr_target,
67 handl, handr;
68
69 /* Camera */
70 float air_blend;
71
72 v3f camera_pos, smooth_localcam;
73 v2f angles;
74 m4x3f camera, camera_inverse;
75
76 /* animation */
77 double jump_time;
78 float fslide,
79 fdirz, fdirx,
80 fstand,
81 ffly,
82 fpush,
83 fairdir,
84 fsetup;
85 }
86 player =
87 {
88 .on_board = 1,
89
90 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
91 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
92 };
93
94 /*
95 * Player API
96 */
97
98
99 /*
100 * Free camera movement
101 */
102
103 static void player_mouseview(void)
104 {
105 if( gui_want_mouse() )
106 return;
107
108 static v2f mouse_last,
109 view_vel = { 0.0f, 0.0f };
110
111 if( vg_get_button_down( "primary" ) )
112 v2_copy( vg_mouse, mouse_last );
113
114 else if( vg_get_button( "primary" ) )
115 {
116 v2f delta;
117 v2_sub( vg_mouse, mouse_last, delta );
118 v2_copy( vg_mouse, mouse_last );
119
120 v2_muladds( view_vel, delta, 0.001f, view_vel );
121 }
122
123 v2_muladds( view_vel,
124 (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
125 0.05f, view_vel );
126 v2_muls( view_vel, 0.93f, view_vel );
127 v2_add( view_vel, player.angles, player.angles );
128 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
129 }
130
131 static void player_freecam(void)
132 {
133 player_mouseview();
134
135 float movespeed = fc_speed;
136 v3f lookdir = { 0.0f, 0.0f, -1.0f },
137 sidedir = { 1.0f, 0.0f, 0.0f };
138
139 m3x3_mulv( player.camera, lookdir, lookdir );
140 m3x3_mulv( player.camera, sidedir, sidedir );
141
142 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
143 if( vg_get_button( "forward" ) )
144 v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
145 if( vg_get_button( "back" ) )
146 v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
147 if( vg_get_button( "left" ) )
148 v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
149 if( vg_get_button( "right" ) )
150 v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
151
152 v3_muls( move_vel, 0.7f, move_vel );
153 v3_add( move_vel, player.camera_pos, player.camera_pos );
154 }
155
156 /*
157 * Player Physics Implementation
158 */
159
160 static void apply_gravity( v3f vel, float const timestep )
161 {
162 v3f gravity = { 0.0f, -9.6f, 0.0f };
163 v3_muladds( vel, gravity, timestep, vel );
164 }
165
166 /*
167 * TODO: The angle bias should become greater when launching from a steeper
168 * angle and skewed towords more 'downwards' angles when launching from
169 * shallower trajectories
170 *
171 * it should also be tweaked by the controller left stick being pushed
172 * up or down
173 */
174 static void player_start_air(void)
175 {
176 if( player.in_air )
177 return;
178
179 player.in_air = 1;
180
181 float pstep = ktimestep*10.0f;
182 float best_velocity_delta = -9999.9f;
183 float k_bias = 0.96f;
184
185 v3f axis;
186 v3_cross( player.rb.up, player.rb.v, axis );
187 v3_normalize( axis );
188 player.land_log_count = 0;
189
190 m3x3_identity( player.vr );
191
192 for( int m=-3;m<=12; m++ )
193 {
194 float vmod = ((float)m / 15.0f)*0.09f;
195
196 v3f pco, pco1, pv;
197 v3_copy( player.rb.co, pco );
198 v3_muls( player.rb.v, k_bias, pv );
199
200 /*
201 * Try different 'rotations' of the velocity to find the best possible
202 * landing normal. This conserves magnitude at the expense of slightly
203 * unrealistic results
204 */
205
206 m3x3f vr;
207 v4f vr_q;
208
209 q_axis_angle( vr_q, axis, vmod );
210 q_m3x3( vr_q, vr );
211
212 m3x3_mulv( vr, pv, pv );
213 v3_muladds( pco, pv, pstep, pco );
214
215 for( int i=0; i<50; i++ )
216 {
217 v3_copy( pco, pco1 );
218 apply_gravity( pv, pstep );
219
220 m3x3_mulv( vr, pv, pv );
221 v3_muladds( pco, pv, pstep, pco );
222
223 ray_hit contact;
224 v3f vdir;
225
226 v3_sub( pco, pco1, vdir );
227 contact.dist = v3_length( vdir );
228 v3_divs( vdir, contact.dist, vdir);
229
230 if( ray_world( pco1, vdir, &contact ))
231 {
232 float land_delta = v3_dot( pv, contact.normal );
233 u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
234
235 /* Bias prediction towords ramps */
236 if( ray_hit_is_ramp( &contact ) )
237 {
238 land_delta *= 0.1f;
239 scolour |= 0x0000a000;
240 }
241
242 if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
243 {
244 best_velocity_delta = land_delta;
245
246 v3_copy( contact.pos, player.land_target );
247
248 m3x3_copy( vr, player.vr_pstep );
249 q_axis_angle( vr_q, axis, vmod*0.1f );
250 q_m3x3( vr_q, player.vr );
251 }
252
253 v3_copy( contact.pos,
254 player.land_target_log[player.land_log_count] );
255 player.land_target_colours[player.land_log_count] =
256 0xff000000 | scolour;
257
258 player.land_log_count ++;
259
260 break;
261 }
262 }
263 }
264 }
265
266 static void draw_cross(v3f pos,u32 colour, float scale)
267 {
268 v3f p0, p1;
269 v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
270 v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
271 vg_line( p0, p1, colour );
272 v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
273 v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
274 vg_line( p0, p1, colour );
275 v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
276 v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
277 vg_line( p0, p1, colour );
278 }
279
280 static void player_physics_control(void)
281 {
282 /*
283 * Computing localized friction forces for controlling the character
284 * Friction across X is significantly more than Z
285 */
286
287 v3f vel;
288 m3x3_mulv( player.rb.to_local, player.rb.v, vel );
289 float slip = 0.0f;
290
291 if( fabsf(vel[2]) > 0.01f )
292 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
293
294 if( fabsf( slip ) > 1.2f )
295 slip = vg_signf( slip ) * 1.2f;
296 player.slip = slip;
297 player.reverse = -vg_signf(vel[2]);
298
299 float substep = ktimestep * 0.2f;
300 float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
301
302 for( int i=0; i<5; i++ )
303 {
304 vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
305 vel[0] = stable_force( vel[0],
306 vg_signf( vel[0] ) * -k_friction_lat*substep );
307 }
308
309 static double start_push = 0.0;
310 if( vg_get_button_down( "push" ) )
311 start_push = vg_time;
312
313 if( vg_get_button( "jump" ) )
314 {
315 player.jump += ktimestep * k_jump_charge_speed;
316 player.jump_charge = 1;
317 }
318
319 if( !vg_get_button("break") && vg_get_button( "push" ) )
320 {
321 player.pushing = 1.0f;
322 player.push_time = vg_time-start_push;
323
324 float cycle_time = player.push_time*k_push_cycle_rate,
325 amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
326 current = v3_length( vel ),
327 new_vel = vg_minf( current + amt, k_max_push_speed );
328
329 new_vel -= vg_minf(current, k_max_push_speed);
330 vel[2] -= new_vel * player.reverse;
331 }
332
333 /* Pumping */
334 static float previous = 0.0f;
335 float delta = previous - player.grab,
336 pump = delta * k_pump_force*ktimestep;
337 previous = player.grab;
338
339 v3f p1;
340 v3_muladds( player.rb.co, player.rb.up, pump, p1 );
341 vg_line( player.rb.co, p1, 0xff0000ff );
342
343 vel[1] += pump;
344
345
346 m3x3_mulv( player.rb.to_world, vel, player.rb.v );
347
348 float steer = vg_get_axis( "horizontal" );
349 player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
350
351 v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
352 ktimestep*5.0f, player.board_xy);
353 }
354
355 static void player_physics_control_air(void)
356 {
357 m3x3_mulv( player.vr, player.rb.v, player.rb.v );
358 draw_cross( player.land_target, 0xff0000ff, 0.25f );
359
360 ray_hit hit;
361
362 /*
363 * Prediction
364 */
365 float pstep = ktimestep*10.0f;
366
367 v3f pco, pco1, pv;
368 v3_copy( player.rb.co, pco );
369 v3_copy( player.rb.v, pv );
370
371 float time_to_impact = 0.0f;
372 float limiter = 1.0f;
373
374 for( int i=0; i<50; i++ )
375 {
376 v3_copy( pco, pco1 );
377 m3x3_mulv( player.vr_pstep, pv, pv );
378 apply_gravity( pv, pstep );
379 v3_muladds( pco, pv, pstep, pco );
380
381 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
382
383 ray_hit contact;
384 v3f vdir;
385
386 v3_sub( pco, pco1, vdir );
387 contact.dist = v3_length( vdir );
388 v3_divs( vdir, contact.dist, vdir);
389
390 float orig_dist = contact.dist;
391 if( ray_world( pco1, vdir, &contact ))
392 {
393 float angle = v3_dot( player.rb.up, contact.normal );
394 v3f axis;
395 v3_cross( player.rb.up, contact.normal, axis );
396
397 time_to_impact += (contact.dist/orig_dist)*pstep;
398 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
399 limiter = 1.0f-limiter;
400 limiter *= limiter;
401 limiter = 1.0f-limiter;
402
403 if( angle < 0.99f )
404 {
405 v4f correction;
406 q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
407 q_mul( correction, player.rb.q, player.rb.q );
408 }
409
410 draw_cross( contact.pos, 0xffff0000, 0.25f );
411 break;
412 }
413 time_to_impact += pstep;
414 }
415
416 player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
417 {
418 float iX = vg_get_axis( "vertical" ) *
419 player.reverse * k_steer_air * limiter * ktimestep;
420
421 static float siX = 0.0f;
422 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
423
424 v4f rotate;
425 q_axis_angle( rotate, player.rb.right, siX );
426 q_mul( rotate, player.rb.q, player.rb.q );
427 }
428
429 v2f target = {0.0f,0.0f};
430 v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
431 player.grab, target );
432 v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
433 }
434
435 static void player_init(void)
436 {
437 rb_init( &player.collide_front );
438 rb_init( &player.collide_back );
439 }
440
441 static void player_physics(void)
442 {
443 /*
444 * Update collision fronts
445 */
446
447 rigidbody *rbf = &player.collide_front,
448 *rbb = &player.collide_back;
449
450 m3x3_copy( player.rb.to_world, player.collide_front.to_world );
451 m3x3_copy( player.rb.to_world, player.collide_back.to_world );
452
453 player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
454 float h = player.air_blend*0.2f;
455
456 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
457 v3_copy( rbf->co, rbf->to_world[3] );
458 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
459 v3_copy( rbb->co, rbb->to_world[3] );
460
461 m4x3_invert_affine( rbf->to_world, rbf->to_local );
462 m4x3_invert_affine( rbb->to_world, rbb->to_local );
463
464 rb_update_bounds( rbf );
465 rb_update_bounds( rbb );
466
467 rb_debug( rbf, 0xff00ffff );
468 rb_debug( rbb, 0xffffff00 );
469
470 rb_ct manifold[24];
471 int len = 0;
472
473 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
474 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
475
476 rb_presolve_contacts( manifold, len );
477 v3f surface_avg = {0.0f, 0.0f, 0.0f};
478
479 if( !len )
480 {
481 player_start_air();
482 }
483 else
484 {
485 for( int i=0; i<len; i++ )
486 {
487 v3_add( manifold[i].n, surface_avg, surface_avg );
488
489 #if 0
490 if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
491 {
492 player.is_dead = 1;
493 character_ragdoll_copypose( &player.mdl, player.rb.v );
494 return;
495 }
496 #endif
497 }
498
499 v3_normalize( surface_avg );
500
501 if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
502 {
503 player_start_air();
504 }
505 else
506 player.in_air = 0;
507 }
508
509 for( int j=0; j<5; j++ )
510 {
511 for( int i=0; i<len; i++ )
512 {
513 struct contact *ct = &manifold[i];
514
515 v3f dv, delta;
516 v3_sub( ct->co, player.rb.co, delta );
517 v3_cross( player.rb.w, delta, dv );
518 v3_add( player.rb.v, dv, dv );
519
520 float vn = -v3_dot( dv, ct->n );
521 vn += ct->bias;
522
523 float temp = ct->norm_impulse;
524 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
525 vn = ct->norm_impulse - temp;
526
527 v3f impulse;
528 v3_muls( ct->n, vn, impulse );
529
530 if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
531 fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
532 {
533 player.is_dead = 1;
534 character_ragdoll_copypose( &player.mdl, player.rb.v );
535 return;
536 }
537
538 v3_add( impulse, player.rb.v, player.rb.v );
539 v3_cross( delta, impulse, impulse );
540
541 /*
542 * W Impulses are limited to the Y and X axises, we don't really want
543 * roll angular velocities being included.
544 *
545 * Can also tweak the resistance of each axis here by scaling the wx,wy
546 * components.
547 */
548
549 float wy = v3_dot( player.rb.up, impulse ),
550 wx = v3_dot( player.rb.right, impulse )*1.5f;
551
552 v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
553 v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
554 }
555 }
556
557 float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
558 player.grab = vg_lerpf( player.grab, grabt, 0.14f );
559 player.pushing = 0.0f;
560
561 if( !player.in_air )
562 {
563 v3f axis;
564 float angle = v3_dot( player.rb.up, surface_avg );
565 v3_cross( player.rb.up, surface_avg, axis );
566
567 //float cz = v3_dot( player.rb.forward, axis );
568 //v3_muls( player.rb.forward, cz, axis );
569
570 if( angle < 0.999f )
571 {
572 v4f correction;
573 q_axis_angle( correction, axis, acosf(angle)*0.3f );
574 q_mul( correction, player.rb.q, player.rb.q );
575 }
576
577 v3_muladds( player.rb.v, player.rb.up,
578 -k_downforce*ktimestep, player.rb.v );
579
580 player_physics_control();
581
582 if( !player.jump_charge && player.jump > 0.2f )
583 {
584 v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump,
585 player.rb.v );
586
587 player.jump_time = vg_time;
588 }
589 }
590 else
591 {
592 player_physics_control_air();
593 }
594
595 if( !player.jump_charge )
596 {
597 player.jump -= k_jump_charge_speed * ktimestep;
598 }
599 player.jump_charge = 0;
600 player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
601 }
602
603 static void player_do_motion(void)
604 {
605 float horizontal = vg_get_axis("horizontal"),
606 vertical = vg_get_axis("vertical");
607
608 player_physics();
609
610 /* Integrate velocity */
611 v3f prevco;
612 v3_copy( player.rb.co, prevco );
613
614 apply_gravity( player.rb.v, ktimestep );
615 v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
616
617 /* Real angular velocity integration */
618 v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
619 if( v3_length2( player.rb.w ) > 0.0f )
620 {
621 v4f rotation;
622 v3f axis;
623 v3_copy( player.rb.w, axis );
624
625 float mag = v3_length( axis );
626 v3_divs( axis, mag, axis );
627 q_axis_angle( rotation, axis, mag*k_rb_delta );
628 q_mul( rotation, player.rb.q, player.rb.q );
629 }
630
631 /* Faux angular velocity */
632 v4f rotate;
633
634 static float siY = 0.0f;
635 float lerpq = player.in_air? 0.04f: 0.3f;
636 siY = vg_lerpf( siY, player.iY, lerpq );
637
638 q_axis_angle( rotate, player.rb.up, siY );
639 q_mul( rotate, player.rb.q, player.rb.q );
640 player.iY = 0.0f;
641
642 /*
643 * Gate intersection, by tracing a line over the gate planes
644 */
645 for( int i=0; i<world.routes.gate_count; i++ )
646 {
647 struct route_gate *rg = &world.routes.gates[i];
648 teleport_gate *gate = &rg->gate;
649
650 if( gate_intersect( gate, player.rb.co, prevco ) )
651 {
652 m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
653 m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
654 m3x3_mulv( gate->transport, player.vl, player.vl );
655 m3x3_mulv( gate->transport, player.v_last, player.v_last );
656 m3x3_mulv( gate->transport, player.m, player.m );
657 m3x3_mulv( gate->transport, player.bob, player.bob );
658
659 v4f transport_rotation;
660 m3x3_q( gate->transport, transport_rotation );
661 q_mul( transport_rotation, player.rb.q, player.rb.q );
662
663 world_routes_activate_gate( i );
664 player.rb_gate_frame = player.rb;
665 break;
666 }
667 }
668
669 rb_update_transform( &player.rb );
670 }
671
672 /*
673 * Animation
674 */
675
676 static void player_animate(void)
677 {
678 /* Camera position */
679 v3_sub( player.rb.v, player.v_last, player.a );
680 v3_copy( player.rb.v, player.v_last );
681
682 v3_add( player.m, player.a, player.m );
683 v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
684
685 player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
686 player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
687 player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
688 v3_lerp( player.bob, player.m, 0.2f, player.bob );
689
690 /* Head */
691 float lslip = fabsf(player.slip);
692
693 float kheight = 2.0f,
694 kleg = 0.6f;
695
696 v3f offset;
697 v3_zero( offset );
698 m3x3_mulv( player.rb.to_local, player.bob, offset );
699
700 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
701
702 float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
703 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
704 float sign = vg_signf( kicks );
705 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
706 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
707
708 offset[0] *= 0.26f;
709 offset[0] += speed_wobble_2*3.0f;
710
711 offset[1] *= -0.3f;
712 offset[2] *= 0.01f;
713
714 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
715 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
716 offset[1] = 0.0f;
717
718 /*
719 * Animation blending
720 * ===========================================
721 */
722
723 /* scalar blending information */
724 float speed = v3_length( player.rb.v );
725
726 /* sliding */
727 {
728 float desired = vg_clampf( lslip, 0.0f, 1.0f );
729 player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
730 }
731
732 /* movement information */
733 {
734 float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
735 dirx = player.slip < 0.0f? 0.0f: 1.0f,
736 fly = player.in_air? 1.0f: 0.0f;
737
738 player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
739 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
740 player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
741 }
742
743 struct skeleton *sk = &player.mdl.sk;
744
745 mdl_keyframe apose[32], bpose[32];
746 mdl_keyframe ground_pose[32];
747 {
748 /* when the player is moving fast he will crouch down a little bit */
749 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
750 player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
751
752 /* stand/crouch */
753 float dir_frame = player.fdirz * (15.0f/30.0f),
754 stand_blend = offset[1]*-2.0f;
755
756 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
757 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
758 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
759
760 /* sliding */
761 float slide_frame = player.fdirx * (15.0f/30.0f);
762 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
763 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
764
765 /* pushing */
766 player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
767
768 float pt = player.push_time;
769 if( player.reverse > 0.0f )
770 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
771 else
772 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
773
774 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
775
776 /* trick setup */
777 float setup_frame = player.jump * (12.0f/30.0f),
778 setup_blend = vg_minf( player.jump*5.0f, 1.0f );
779
780 float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f);
781 if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) )
782 setup_frame = jump_frame;
783
784 skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie,
785 setup_frame, bpose );
786 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
787 }
788
789 mdl_keyframe air_pose[32];
790 {
791 float target = -vg_get_axis("horizontal");
792 player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
793
794 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
795
796 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
797 }
798
799 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
800
801 /* additive effects */
802 apose[player.mdl.id_hip-1].co[0] += offset[0];
803 apose[player.mdl.id_hip-1].co[2] += offset[2];
804 apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
805 apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
806 apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
807 apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
808 apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
809 apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
810 apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
811 apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
812
813 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
814 skeleton_apply_ik_pass( &player.mdl.sk );
815 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
816
817 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
818 player.mdl.cam_pos );
819 skeleton_apply_inverses( &player.mdl.sk );
820 skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
821
822 skeleton_debug( &player.mdl.sk );
823 }
824
825 static void player_camera_update(void)
826 {
827 /* Update camera matrices */
828 m4x3_identity( player.camera );
829 m4x3_rotate_y( player.camera, -player.angles[0] );
830 m4x3_rotate_x( player.camera, -player.angles[1] );
831 v3_copy( player.camera_pos, player.camera[3] );
832 m4x3_invert_affine( player.camera, player.camera_inverse );
833 }
834
835 static void player_animate_death_cam(void)
836 {
837 v3f delta;
838 v3f head_pos;
839 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
840
841 v3_sub( head_pos, player.camera_pos, delta );
842 v3_normalize( delta );
843
844 v3f follow_pos;
845 v3_muladds( head_pos, delta, -2.5f, follow_pos );
846 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
847
848 /*
849 * Make sure the camera stays above the ground
850 */
851 v3f min_height = {0.0f,1.0f,0.0f};
852
853 v3f sample;
854 v3_add( player.camera_pos, min_height, sample );
855 ray_hit hit;
856 hit.dist = min_height[1]*2.0f;
857
858 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
859 v3_add( hit.pos, min_height, player.camera_pos );
860
861 player.camera_pos[1] =
862 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
863
864 player.angles[0] = atan2f( delta[0], -delta[2] );
865 player.angles[1] = -asinf( delta[1] );
866 }
867
868 static void player_animate_camera(void)
869 {
870 static v3f lerp_cam = {0.0f,0.0f,0.0f};
871 v3f offs = { -0.4f, 0.15f, 0.0f };
872
873 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
874 v3_add( lerp_cam, offs, offs );
875 m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
876
877 /* Look angles */
878 v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
879
880 float yaw = atan2f( player.vl[0], -player.vl[2] ),
881 pitch = atan2f( -player.vl[1],
882 sqrtf(
883 player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
884 )) * 0.7f;
885
886 player.angles[0] = yaw;
887 player.angles[1] = pitch + 0.30f;
888
889 /* Camera shake */
890 static v2f shake_damp = {0.0f,0.0f};
891 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
892 v2_muls( shake, v3_length(player.rb.v)*0.3f
893 * (1.0f+fabsf(player.slip)), shake);
894
895 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
896 shake_damp[0] *= 0.2f;
897
898 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
899 }
900
901 /*
902 * Audio
903 */
904 static void player_audio(void)
905 {
906 float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
907 attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
908 attn = (1.0f/(attn*attn)) * speed;
909
910 static float air = 0.0f;
911 air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
912
913 v3f ears = { 1.0f,0.0f,0.0f };
914 v3f delta;
915
916 v3_sub( player.rb.co, player.camera[3], delta );
917 v3_normalize( delta );
918 m3x3_mulv( player.camera, ears, ears );
919
920 float pan = v3_dot( ears, delta );
921 audio_player0.pan = pan;
922 audio_player1.pan = pan;
923 audio_player2.pan = pan;
924
925 if( freecam )
926 {
927 audio_player0.vol = 0.0f;
928 audio_player1.vol = 0.0f;
929 audio_player2.vol = 0.0f;
930 }
931 else
932 {
933 if( player.is_dead )
934 {
935 audio_player0.vol = 0.0f;
936 audio_player1.vol = 0.0f;
937 audio_player2.vol = 0.0f;
938 }
939 else
940 {
941 float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
942 audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
943 audio_player1.vol = air *attn;
944 audio_player2.vol = (1.0f-air)*attn*slide;
945 }
946 }
947 }
948
949 /*
950 * Public Endpoints
951 */
952 static float *player_cam_pos(void)
953 {
954 return player.camera_pos;
955 }
956
957 static int reset_player( int argc, char const *argv[] )
958 {
959 struct respawn_point *rp = NULL, *r;
960
961 if( argc == 1 )
962 {
963 for( int i=0; i<world.spawn_count; i++ )
964 {
965 r = &world.spawns[i];
966 if( !strcmp( r->name, argv[0] ) )
967 {
968 rp = r;
969 break;
970 }
971 }
972
973 if( !rp )
974 vg_warn( "No spawn named '%s'\n", argv[0] );
975 }
976
977 if( !rp )
978 {
979 float min_dist = INFINITY;
980
981 for( int i=0; i<world.spawn_count; i++ )
982 {
983 r = &world.spawns[i];
984 float d = v3_dist2( r->co, player.rb.co );
985
986 vg_info( "Dist %s : %f\n", r->name, d );
987 if( d < min_dist )
988 {
989 min_dist = d;
990 rp = r;
991 }
992 }
993 }
994
995 if( !rp )
996 {
997 vg_error( "No spawn found\n" );
998 if( !world.spawn_count )
999 return 0;
1000
1001 rp = &world.spawns[0];
1002 }
1003
1004 v4_copy( rp->q, player.rb.q );
1005 v3_copy( rp->co, player.rb.co );
1006
1007 player.vswitch = 1.0f;
1008 player.slip_last = 0.0f;
1009 player.is_dead = 0;
1010 player.in_air = 1;
1011 m3x3_identity( player.vr );
1012
1013 player.mdl.shoes[0] = 1;
1014 player.mdl.shoes[1] = 1;
1015
1016 rb_update_transform( &player.rb );
1017 m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
1018
1019 player.rb_gate_frame = player.rb;
1020 return 1;
1021 }
1022
1023 static void player_update(void)
1024 {
1025 for( int i=0; i<player.land_log_count; i++ )
1026 draw_cross( player.land_target_log[i],
1027 player.land_target_colours[i], 0.25f);
1028
1029 if( vg_get_axis("grabl")>0.0f)
1030 {
1031 player.rb = player.rb_gate_frame;
1032 player.is_dead = 0;
1033 player.in_air = 1;
1034 m3x3_identity( player.vr );
1035
1036 player.mdl.shoes[0] = 1;
1037 player.mdl.shoes[1] = 1;
1038
1039 world_routes_notify_reset();
1040 }
1041
1042 if( vg_get_button_down( "switchmode" ) )
1043 {
1044 player.on_board ^= 0x1;
1045 }
1046
1047 if( glfwGetKey( vg_window, GLFW_KEY_O ) )
1048 {
1049 character_ragdoll_copypose( &player.mdl, player.rb.v );
1050 player.is_dead = 1;
1051 }
1052
1053 if( player.is_dead )
1054 {
1055 character_ragdoll_iter( &player.mdl );
1056 character_debug_ragdoll( &player.mdl );
1057
1058 if( !freecam )
1059 player_animate_death_cam();
1060 }
1061 else
1062 {
1063 if( player.on_board )
1064 {
1065 player_do_motion();
1066 player_animate();
1067
1068 if( !freecam )
1069 player_animate_camera();
1070 }
1071 }
1072
1073 if( freecam )
1074 player_freecam();
1075
1076 player_camera_update();
1077 player_audio();
1078 }
1079
1080 static void draw_player(void)
1081 {
1082 if( player.is_dead )
1083 character_mimic_ragdoll( &player.mdl );
1084
1085 shader_viewchar_use();
1086 vg_tex2d_bind( &tex_characters, 0 );
1087 shader_viewchar_uTexMain( 0 );
1088 shader_viewchar_uCamera( player.camera[3] );
1089 shader_viewchar_uPv( vg_pv );
1090 shader_link_standard_ub( _shader_viewchar.id, 2 );
1091 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
1092 player.mdl.sk.bone_count,
1093 0,
1094 (float *)player.mdl.sk.final_mtx );
1095
1096 mesh_bind( &player.mdl.mesh );
1097 mesh_draw( &player.mdl.mesh );
1098 }
1099
1100 #endif /* PLAYER_H */