7 //#include "character.h"
8 #include "player_model.h"
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
,
24 k_push_cycle_rate
= 8.0f
,
25 k_steer_ground
= 2.5f
,
27 k_steer_air_lerp
= 0.3f
,
28 k_pump_force
= 000.0f
,
31 static int freecam
= 0;
32 static int walk_grid_iterations
= 1;
33 static float fc_speed
= 10.0f
;
38 rigidbody rb
, collide_front
, collide_back
, rb_gate_frame
;
40 v3f a
, v_last
, m
, bob
, vl
;
43 float vswitch
, slip
, slip_last
,
46 float iY
; /* Yaw inertia */
47 int in_air
, is_dead
, on_board
;
52 float pushing
, push_time
;
55 v3f land_target_log
[22];
56 u32 land_target_colours
[22];
62 v3f handl_target
, handr_target
,
68 v3f camera_pos
, smooth_localcam
;
70 m4x3f camera
, camera_inverse
;
76 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
77 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
86 * Free camera movement
89 static void player_mouseview(void)
91 if( gui_want_mouse() )
94 static v2f mouse_last
,
95 view_vel
= { 0.0f
, 0.0f
};
97 if( vg_get_button_down( "primary" ) )
98 v2_copy( vg_mouse
, mouse_last
);
100 else if( vg_get_button( "primary" ) )
103 v2_sub( vg_mouse
, mouse_last
, delta
);
104 v2_copy( vg_mouse
, mouse_last
);
106 v2_muladds( view_vel
, delta
, 0.001f
, view_vel
);
109 v2_muladds( view_vel
,
110 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
112 v2_muls( view_vel
, 0.93f
, view_vel
);
113 v2_add( view_vel
, player
.angles
, player
.angles
);
114 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
117 static void player_freecam(void)
121 float movespeed
= fc_speed
;
122 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
123 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
125 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
126 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
128 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
129 if( vg_get_button( "forward" ) )
130 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
131 if( vg_get_button( "back" ) )
132 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
133 if( vg_get_button( "left" ) )
134 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
135 if( vg_get_button( "right" ) )
136 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
138 v3_muls( move_vel
, 0.7f
, move_vel
);
139 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
143 * Player Physics Implementation
146 static void apply_gravity( v3f vel
, float const timestep
)
148 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
149 v3_muladds( vel
, gravity
, timestep
, vel
);
153 * TODO: The angle bias should become greater when launching from a steeper
154 * angle and skewed towords more 'downwards' angles when launching from
155 * shallower trajectories
157 * it should also be tweaked by the controller left stick being pushed
160 static void player_start_air(void)
167 float pstep
= ktimestep
*10.0f
;
168 float 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
;
232 v3_copy( contact
.pos
, player
.land_target
);
234 m3x3_copy( vr
, player
.vr_pstep
);
235 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
236 q_m3x3( vr_q
, player
.vr
);
239 v3_copy( contact
.pos
,
240 player
.land_target_log
[player
.land_log_count
] );
241 player
.land_target_colours
[player
.land_log_count
] =
242 0xff000000 | scolour
;
244 player
.land_log_count
++;
252 static void draw_cross(v3f pos
,u32 colour
, float scale
)
255 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
256 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
257 vg_line( p0
, p1
, colour
);
258 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
259 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
260 vg_line( p0
, p1
, colour
);
261 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
262 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
263 vg_line( p0
, p1
, colour
);
266 static void player_physics_control(void)
269 * Computing localized friction forces for controlling the character
270 * Friction across X is significantly more than Z
274 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, vel
);
277 if( fabsf(vel
[2]) > 0.01f
)
278 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
280 if( fabsf( slip
) > 1.2f
)
281 slip
= vg_signf( slip
) * 1.2f
;
283 player
.reverse
= -vg_signf(vel
[2]);
285 float substep
= ktimestep
* 0.2f
;
286 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
288 for( int i
=0; i
<5; i
++ )
290 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
291 vel
[0] = stable_force( vel
[0],
292 vg_signf( vel
[0] ) * -k_friction_lat
*substep
);
295 static double start_push
= 0.0;
296 if( vg_get_button_down( "push" ) )
297 start_push
= vg_time
;
299 if( !vg_get_button("break") && vg_get_button( "push" ) )
301 player
.pushing
= 1.0f
;
302 player
.push_time
= vg_time
-start_push
;
304 float cycle_time
= player
.push_time
*k_push_cycle_rate
,
305 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
306 current
= v3_length( vel
),
307 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
309 new_vel
-= vg_minf(current
, k_max_push_speed
);
310 vel
[2] -= new_vel
* player
.reverse
;
314 static float previous
= 0.0f
;
315 float delta
= previous
- player
.grab
,
316 pump
= delta
* k_pump_force
*ktimestep
;
317 previous
= player
.grab
;
320 v3_muladds( player
.rb
.co
, player
.rb
.up
, pump
, p1
);
321 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
326 m3x3_mulv( player
.rb
.to_world
, vel
, player
.rb
.v
);
328 float steer
= vg_get_axis( "horizontal" );
329 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
331 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
332 ktimestep
*5.0f
, player
.board_xy
);
335 static void player_physics_control_air(void)
337 m3x3_mulv( player
.vr
, player
.rb
.v
, player
.rb
.v
);
338 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
345 float pstep
= ktimestep
*10.0f
;
348 v3_copy( player
.rb
.co
, pco
);
349 v3_copy( player
.rb
.v
, pv
);
351 float time_to_impact
= 0.0f
;
352 float limiter
= 1.0f
;
354 for( int i
=0; i
<50; i
++ )
356 v3_copy( pco
, pco1
);
357 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
358 apply_gravity( pv
, pstep
);
359 v3_muladds( pco
, pv
, pstep
, pco
);
361 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
366 v3_sub( pco
, pco1
, vdir
);
367 contact
.dist
= v3_length( vdir
);
368 v3_divs( vdir
, contact
.dist
, vdir
);
370 float orig_dist
= contact
.dist
;
371 if( ray_world( pco1
, vdir
, &contact
))
373 float angle
= v3_dot( player
.rb
.up
, contact
.normal
);
375 v3_cross( player
.rb
.up
, contact
.normal
, axis
);
377 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
378 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
379 limiter
= 1.0f
-limiter
;
381 limiter
= 1.0f
-limiter
;
386 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
387 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
390 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
393 time_to_impact
+= pstep
;
396 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
398 float iX
= vg_get_axis( "vertical" ) *
399 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
401 static float siX
= 0.0f
;
402 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
405 q_axis_angle( rotate
, player
.rb
.right
, siX
);
406 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
409 v2f target
= {0.0f
,0.0f
};
410 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
411 player
.grab
, target
);
412 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
415 static void player_init(void)
417 rb_init( &player
.collide_front
);
418 rb_init( &player
.collide_back
);
421 static void player_physics(void)
424 * Update collision fronts
427 rigidbody
*rbf
= &player
.collide_front
,
428 *rbb
= &player
.collide_back
;
430 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
431 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
433 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.1f
);
434 float h
= player
.air_blend
*0.2f
;
436 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
,-k_board_length
}, rbf
->co
);
437 v3_copy( rbf
->co
, rbf
->to_world
[3] );
438 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
, k_board_length
}, rbb
->co
);
439 v3_copy( rbb
->co
, rbb
->to_world
[3] );
441 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
442 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
444 rb_update_bounds( rbf
);
445 rb_update_bounds( rbb
);
447 rb_debug( rbf
, 0xff00ffff );
448 rb_debug( rbb
, 0xffffff00 );
453 len
+= rb_sphere_vs_scene( rbf
, &world
.rb_geo
, manifold
+len
);
454 len
+= rb_sphere_vs_scene( rbb
, &world
.rb_geo
, manifold
+len
);
456 rb_presolve_contacts( manifold
, len
);
457 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
465 for( int i
=0; i
<len
; i
++ )
467 v3_add( manifold
[i
].n
, surface_avg
, surface_avg
);
470 if( manifold
[i
].element_id
<= world
.sm_geo_std_oob
.vertex_count
)
473 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
479 v3_normalize( surface_avg
);
481 if( v3_dot( player
.rb
.v
, surface_avg
) > 0.5f
)
489 for( int j
=0; j
<5; j
++ )
491 for( int i
=0; i
<len
; i
++ )
493 struct contact
*ct
= &manifold
[i
];
496 v3_sub( ct
->co
, player
.rb
.co
, delta
);
497 v3_cross( player
.rb
.w
, delta
, dv
);
498 v3_add( player
.rb
.v
, dv
, dv
);
500 float vn
= -v3_dot( dv
, ct
->n
);
503 float temp
= ct
->norm_impulse
;
504 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
505 vn
= ct
->norm_impulse
- temp
;
508 v3_muls( ct
->n
, vn
, impulse
);
510 if( fabsf(v3_dot( impulse
, player
.rb
.forward
)) > 10.0f
||
511 fabsf(v3_dot( impulse
, player
.rb
.up
)) > 50.0f
)
514 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
518 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
519 v3_cross( delta
, impulse
, impulse
);
522 * W Impulses are limited to the Y and X axises, we don't really want
523 * roll angular velocities being included.
525 * Can also tweak the resistance of each axis here by scaling the wx,wy
529 float wy
= v3_dot( player
.rb
.up
, impulse
),
530 wx
= v3_dot( player
.rb
.right
, impulse
)*1.5f
;
532 v3_muladds( player
.rb
.w
, player
.rb
.up
, wy
, player
.rb
.w
);
533 v3_muladds( player
.rb
.w
, player
.rb
.right
, wx
, player
.rb
.w
);
537 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
538 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.14f
);
539 player
.pushing
= 0.0f
;
544 float angle
= v3_dot( player
.rb
.up
, surface_avg
);
545 v3_cross( player
.rb
.up
, surface_avg
, axis
);
547 //float cz = v3_dot( player.rb.forward, axis );
548 //v3_muls( player.rb.forward, cz, axis );
553 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
554 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
557 v3_muladds( player
.rb
.v
, player
.rb
.up
,
558 -k_downforce
*ktimestep
, player
.rb
.v
);
559 player_physics_control();
563 player_physics_control_air();
567 static void player_do_motion(void)
569 float horizontal
= vg_get_axis("horizontal"),
570 vertical
= vg_get_axis("vertical");
574 /* Integrate velocity */
576 v3_copy( player
.rb
.co
, prevco
);
578 apply_gravity( player
.rb
.v
, ktimestep
);
579 v3_muladds( player
.rb
.co
, player
.rb
.v
, ktimestep
, player
.rb
.co
);
581 /* Real angular velocity integration */
582 v3_lerp( player
.rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.rb
.w
);
583 if( v3_length2( player
.rb
.w
) > 0.0f
)
587 v3_copy( player
.rb
.w
, axis
);
589 float mag
= v3_length( axis
);
590 v3_divs( axis
, mag
, axis
);
591 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
592 q_mul( rotation
, player
.rb
.q
, player
.rb
.q
);
595 /* Faux angular velocity */
598 static float siY
= 0.0f
;
599 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
600 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
602 q_axis_angle( rotate
, player
.rb
.up
, siY
);
603 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
607 * Gate intersection, by tracing a line over the gate planes
609 for( int i
=0; i
<world
.routes
.gate_count
; i
++ )
611 struct route_gate
*rg
= &world
.routes
.gates
[i
];
612 teleport_gate
*gate
= &rg
->gate
;
614 if( gate_intersect( gate
, player
.rb
.co
, prevco
) )
616 m4x3_mulv( gate
->transport
, player
.rb
.co
, player
.rb
.co
);
617 m3x3_mulv( gate
->transport
, player
.rb
.v
, player
.rb
.v
);
618 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
619 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
620 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
621 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
623 v4f transport_rotation
;
624 m3x3_q( gate
->transport
, transport_rotation
);
625 q_mul( transport_rotation
, player
.rb
.q
, player
.rb
.q
);
627 world_routes_activate_gate( i
);
628 player
.rb_gate_frame
= player
.rb
;
633 rb_update_transform( &player
.rb
);
637 * Walkgrid implementation,
638 * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
641 #define WALKGRID_SIZE 16
648 k_sample_type_air
, /* Nothing was hit. */
649 k_sample_type_invalid
, /* The point is invalid, but there is a sample
650 underneath that can be used */
651 k_sample_type_valid
, /* This point is good */
660 k_traverse_none
= 0x00,
666 samples
[WALKGRID_SIZE
][WALKGRID_SIZE
];
670 float move
; /* Current amount of movement we have left to apply */
671 v2f dir
; /* The movement delta */
672 v2i cell_id
;/* Current cell */
673 v2f pos
; /* Local position (in cell) */
677 static int player_walkgrid_tri_walkable( u32 tri
[3] )
679 return tri
[0] > world
.sm_geo_std_oob
.vertex_count
;
683 * Get a sample at this pole location, will return 1 if the sample is valid,
684 * and pos will be updated to be the intersection location.
686 static void player_walkgrid_samplepole( struct grid_sample
*s
)
688 boxf region
= {{ s
->pos
[0] -0.01f
, s
->pos
[1] - 4.0f
, s
->pos
[2] -0.01f
},
689 { s
->pos
[0] +0.01f
, s
->pos
[1] + 4.0f
, s
->pos
[2] +0.01f
}};
693 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
695 const float k_minworld_y
= -2000.0f
;
697 float walk_height
= k_minworld_y
,
698 block_height
= k_minworld_y
;
700 s
->type
= k_sample_type_air
;
702 for( int i
=0; i
<len
; i
++ )
704 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
706 for( int j
=0; j
<3; j
++ )
707 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
709 v3f vdown
= {0.0f
,-1.0f
,0.0f
};
711 v3_copy( s
->pos
, sample_from
);
712 sample_from
[1] = region
[1][1];
715 if( ray_tri( tri
, sample_from
, vdown
, &dist
))
718 v3_muladds( sample_from
, vdown
, dist
, p0
);
720 if( player_walkgrid_tri_walkable(ptri
) )
722 if( p0
[1] > walk_height
)
729 if( p0
[1] > block_height
)
730 block_height
= p0
[1];
735 s
->pos
[1] = walk_height
;
737 if( walk_height
> k_minworld_y
)
738 if( block_height
> walk_height
)
739 s
->type
= k_sample_type_invalid
;
741 s
->type
= k_sample_type_valid
;
743 s
->type
= k_sample_type_air
;
746 float const k_gridscale
= 0.5f
;
754 static void player_walkgrid_clip_blocker( struct grid_sample
*sa
,
755 struct grid_sample
*sb
,
756 struct grid_sample
*st
,
760 int valid_a
= sa
->type
== k_sample_type_valid
,
761 valid_b
= sb
->type
== k_sample_type_valid
;
762 struct grid_sample
*target
= valid_a
? sa
: sb
,
763 *other
= valid_a
? sb
: sa
;
764 v3_copy( target
->pos
, pos
);
765 v3_sub( other
->pos
, target
->pos
, clipdir
);
768 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*2.1f
, cell_region
[0]);
769 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*2.1f
, cell_region
[1]);
773 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
775 float start_time
= v3_length( clipdir
),
776 min_time
= start_time
;
777 v3_normalize( clipdir
);
778 v3_muls( clipdir
, 0.0001f
, st
->clip
[dir
] );
780 for( int i
=0; i
<len
; i
++ )
782 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
783 for( int j
=0; j
<3; j
++ )
784 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
786 if( player_walkgrid_tri_walkable(ptri
) )
790 if(ray_tri( tri
, pos
, clipdir
, &dist
))
792 if( dist
> 0.0f
&& dist
< min_time
)
795 sb
->type
= k_sample_type_air
;
800 if( !(min_time
< start_time
) )
801 min_time
= 0.5f
* k_gridscale
;
803 min_time
= vg_clampf( min_time
/k_gridscale
, 0.01f
, 0.99f
);
805 v3_muls( clipdir
, min_time
, st
->clip
[dir
] );
808 v3_muladds( target
->pos
, st
->clip
[dir
], k_gridscale
, p0
);
811 static void player_walkgrid_clip_edge( struct grid_sample
*sa
,
812 struct grid_sample
*sb
,
813 struct grid_sample
*st
, /* data store */
816 v3f clipdir
= { 0.0f
, 0.0f
, 0.0f
}, pos
;
817 int valid_a
= sa
->type
== k_sample_type_valid
,
818 valid_b
= sb
->type
== k_sample_type_valid
;
820 struct grid_sample
*target
= valid_a
? sa
: sb
,
821 *other
= valid_a
? sb
: sa
;
823 v3_sub( other
->pos
, target
->pos
, clipdir
);
826 v3_copy( target
->pos
, pos
);
829 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*1.1f
, cell_region
[0]);
830 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*1.1f
, cell_region
[1]);
833 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
835 float max_dist
= 0.0f
;
838 v3_cross( clipdir
,(v3f
){0.0f
,1.0f
,0.0f
},perp
);
839 v3_muls( clipdir
, 0.001f
, st
->clip
[dir
] );
841 for( int i
=0; i
<len
; i
++ )
843 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
844 for( int j
=0; j
<3; j
++ )
845 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
847 if( !player_walkgrid_tri_walkable(ptri
) )
850 for( int k
=0; k
<3; k
++ )
856 v3_sub( tri
[ia
], pos
, v0
);
857 v3_sub( tri
[ib
], pos
, v1
);
859 if( (clipdir
[2]*v0
[0] - clipdir
[0]*v0
[2]) *
860 (clipdir
[2]*v1
[0] - clipdir
[0]*v1
[2]) < 0.0f
)
862 float da
= v3_dot(v0
,perp
),
863 db
= v3_dot(v1
,perp
),
868 v3_muls( v1
, qa
, p0
);
869 v3_muladds( p0
, v0
, 1.0f
-qa
, p0
);
871 float h
= v3_dot(p0
,clipdir
)/v3_dot(clipdir
,clipdir
);
873 if( h
>= max_dist
&& h
<= 1.0f
)
876 float l
= 1.0f
/v3_length(clipdir
);
877 v3_muls( p0
, l
, st
->clip
[dir
] );
884 static const struct conf
891 * o: the 'other' point to do a A/B test with
892 * if its -1, all AB is done.
902 k_walkgrid_configs
[16] = {
904 {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
905 {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
906 {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
908 {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
909 {{{ 3,3, 3,0, 1,0, -1,-1 },
910 { 1,1, 0,1, 1,0, -1,-1 }}, 2},
911 {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
912 {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
914 {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
915 {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
916 {{{ 2,2, 1,3, 0,1, -1,-1 },
917 { 0,0, 0,0, 0,1, -1,-1 }}, 2},
918 {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
920 {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
921 {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
922 {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
927 * Get a buffer of edges from cell location
929 static const struct conf
*player_walkgrid_conf( struct walkgrid
*wg
,
931 struct grid_sample
*corners
[4] )
933 corners
[0] = &wg
->samples
[cell
[1] ][cell
[0] ];
934 corners
[1] = &wg
->samples
[cell
[1]+1][cell
[0] ];
935 corners
[2] = &wg
->samples
[cell
[1]+1][cell
[0]+1];
936 corners
[3] = &wg
->samples
[cell
[1] ][cell
[0]+1];
938 u32 vd0
= corners
[0]->type
== k_sample_type_valid
,
939 vd1
= corners
[1]->type
== k_sample_type_valid
,
940 vd2
= corners
[2]->type
== k_sample_type_valid
,
941 vd3
= corners
[3]->type
== k_sample_type_valid
,
942 config
= (vd0
<<3) | (vd1
<<2) | (vd2
<<1) | vd3
;
944 return &k_walkgrid_configs
[ config
];
947 static void player_walkgrid_floor(v3f pos
)
949 v3_muls( pos
, 1.0f
/k_gridscale
, pos
);
950 v3_floor( pos
, pos
);
951 v3_muls( pos
, k_gridscale
, pos
);
955 * Computes the barycentric coordinate of location on a triangle (vertical),
956 * then sets the Y position to the interpolation of the three points
958 static void player_walkgrid_stand_tri( v3f a
, v3f b
, v3f c
, v3f pos
)
963 v3_sub( pos
, a
, v2
);
965 float d
= v0
[0]*v1
[2] - v1
[0]*v0
[2],
966 v
= (v2
[0]*v1
[2] - v1
[0]*v2
[2]) / d
,
967 w
= (v0
[0]*v2
[2] - v2
[0]*v0
[2]) / d
,
970 vg_line( pos
, a
, 0xffff0000 );
971 vg_line( pos
, b
, 0xff00ff00 );
972 vg_line( pos
, c
, 0xff0000ff );
973 pos
[1] = u
*a
[1] + v
*b
[1] + w
*c
[1];
977 * Get the minimum time value of pos+dir until a cell edge
979 * t[0] -> t[3] are the individual time values
980 * t[5] & t[6] are the maximum axis values
981 * t[6] is the minimum value
984 static void player_walkgrid_min_cell( float t
[7], v2f pos
, v2f dir
)
986 v2f frac
= { 1.0f
/dir
[0], 1.0f
/dir
[1] };
993 if( fabsf(dir
[0]) > 0.0001f
)
995 t
[0] = (0.0f
-pos
[0]) * frac
[0];
996 t
[1] = (1.0f
-pos
[0]) * frac
[0];
998 if( fabsf(dir
[1]) > 0.0001f
)
1000 t
[2] = (0.0f
-pos
[1]) * frac
[1];
1001 t
[3] = (1.0f
-pos
[1]) * frac
[1];
1004 t
[4] = vg_maxf(t
[0],t
[1]);
1005 t
[5] = vg_maxf(t
[2],t
[3]);
1006 t
[6] = vg_minf(t
[4],t
[5]);
1009 static void player_walkgrid_iter(struct walkgrid
*wg
, int iter
)
1013 * For each walkgrid iteration we are stepping through cells and determining
1014 * the intersections with the grid, and any edges that are present
1017 u32 icolours
[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
1019 v3f pa
, pb
, pc
, pd
, pl0
, pl1
;
1020 pa
[0] = wg
->region
[0][0] + (float)wg
->cell_id
[0] *k_gridscale
;
1021 pa
[1] = (wg
->region
[0][1] + wg
->region
[1][1]) * 0.5f
+ k_gridscale
;
1022 pa
[2] = wg
->region
[0][2] + (float)wg
->cell_id
[1] *k_gridscale
;
1026 pb
[2] = pa
[2] + k_gridscale
;
1027 pc
[0] = pa
[0] + k_gridscale
;
1029 pc
[2] = pa
[2] + k_gridscale
;
1030 pd
[0] = pa
[0] + k_gridscale
;
1033 /* if you want to draw the current cell */
1034 vg_line( pa
, pb
, 0xff00ffff );
1035 vg_line( pb
, pc
, 0xff00ffff );
1036 vg_line( pc
, pd
, 0xff00ffff );
1037 vg_line( pd
, pa
, 0xff00ffff );
1039 pl0
[0] = pa
[0] + wg
->pos
[0]*k_gridscale
;
1041 pl0
[2] = pa
[2] + wg
->pos
[1]*k_gridscale
;
1044 * If there are edges present, we need to create a 'substep' event, where
1045 * we find the intersection point, find the fully resolved position,
1046 * then the new pos dir is the intersection->resolution
1048 * the resolution is applied in non-discretized space in order to create a
1049 * suitable vector for finding outflow, we want it to leave the cell so it
1050 * can be used by the quad
1054 v2_copy( wg
->pos
, pos
);
1055 v2_muls( wg
->dir
, wg
->move
, dir
);
1057 struct grid_sample
*corners
[4];
1058 v2f corners2d
[4] = {{0.0f
,0.0f
},{0.0f
,1.0f
},{1.0f
,1.0f
},{1.0f
,0.0f
}};
1059 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1062 player_walkgrid_min_cell( t
, pos
, dir
);
1064 for( int i
=0; i
<conf
->edge_count
; i
++ )
1066 const struct confedge
*edge
= &conf
->edges
[i
];
1068 v2f e0
, e1
, n
, r
, target
, res
, tangent
;
1069 e0
[0] = corners2d
[edge
->i0
][0] + corners
[edge
->d0
]->clip
[edge
->a0
][0];
1070 e0
[1] = corners2d
[edge
->i0
][1] + corners
[edge
->d0
]->clip
[edge
->a0
][2];
1071 e1
[0] = corners2d
[edge
->i1
][0] + corners
[edge
->d1
]->clip
[edge
->a1
][0];
1072 e1
[1] = corners2d
[edge
->i1
][1] + corners
[edge
->d1
]->clip
[edge
->a1
][2];
1074 v3f pe0
= { pa
[0] + e0
[0]*k_gridscale
,
1076 pa
[2] + e0
[1]*k_gridscale
};
1077 v3f pe1
= { pa
[0] + e1
[0]*k_gridscale
,
1079 pa
[2] + e1
[1]*k_gridscale
};
1081 v2_sub( e1
, e0
, tangent
);
1087 * If we find ourselfs already penetrating the edge, move back out a
1090 v2_sub( e0
, pos
, r
);
1091 float p1
= v2_dot(r
,n
);
1095 v2_muladds( pos
, n
, p1
+0.0001f
, pos
);
1096 v2_copy( pos
, wg
->pos
);
1097 v3f p_new
= { pa
[0] + pos
[0]*k_gridscale
,
1099 pa
[2] + pos
[1]*k_gridscale
};
1100 v3_copy( p_new
, pl0
);
1103 v2_add( pos
, dir
, target
);
1106 v2_sub( e0
, pos
, v1
);
1107 v2_sub( target
, pos
, v2
);
1111 v2_sub( e0
, target
, r
);
1112 float p
= v2_dot(r
,n
),
1113 t1
= v2_dot(v1
,v3
)/v2_dot(v2
,v3
);
1115 if( t1
< t
[6] && t1
> 0.0f
&& -p
< 0.001f
)
1117 v2_muladds( target
, n
, p
+0.0001f
, res
);
1120 v2_muladds( pos
, dir
, t1
, intersect
);
1121 v2_copy( intersect
, pos
);
1122 v2_sub( res
, intersect
, dir
);
1124 v3f p_res
= { pa
[0] + res
[0]*k_gridscale
,
1126 pa
[2] + res
[1]*k_gridscale
};
1127 v3f p_int
= { pa
[0] + intersect
[0]*k_gridscale
,
1129 pa
[2] + intersect
[1]*k_gridscale
};
1131 vg_line( pl0
, p_int
, icolours
[iter
%3] );
1132 v3_copy( p_int
, pl0
);
1133 v2_copy( pos
, wg
->pos
);
1135 player_walkgrid_min_cell( t
, pos
, dir
);
1140 * Compute intersection with grid cell moving outwards
1142 t
[6] = vg_minf( t
[6], 1.0f
);
1144 pl1
[0] = pl0
[0] + dir
[0]*k_gridscale
*t
[6];
1146 pl1
[2] = pl0
[2] + dir
[1]*k_gridscale
*t
[6];
1147 vg_line( pl0
, pl1
, icolours
[iter
%3] );
1152 * To figure out what t value created the clip so we know which edge
1158 wg
->pos
[1] = pos
[1] + dir
[1]*t
[6];
1160 if( t
[0] > t
[1] ) /* left edge */
1162 wg
->pos
[0] = 0.9999f
;
1165 if( wg
->cell_id
[0] == 0 )
1168 else /* Right edge */
1170 wg
->pos
[0] = 0.0001f
;
1173 if( wg
->cell_id
[0] == WALKGRID_SIZE
-2 )
1179 wg
->pos
[0] = pos
[0] + dir
[0]*t
[6];
1181 if( t
[2] > t
[3] ) /* bottom edge */
1183 wg
->pos
[1] = 0.9999f
;
1186 if( wg
->cell_id
[1] == 0 )
1191 wg
->pos
[1] = 0.0001f
;
1194 if( wg
->cell_id
[1] == WALKGRID_SIZE
-2 )
1203 v2_muladds( wg
->pos
, dir
, wg
->move
, wg
->pos
);
1208 static void player_walkgrid_stand_cell(struct walkgrid
*wg
)
1211 * NOTE: as opposed to the other function which is done in discretized space
1212 * this use a combination of both.
1216 world
[0] = wg
->region
[0][0]+((float)wg
->cell_id
[0]+wg
->pos
[0])*k_gridscale
;
1217 world
[1] = player
.rb
.co
[1];
1218 world
[2] = wg
->region
[0][2]+((float)wg
->cell_id
[1]+wg
->pos
[1])*k_gridscale
;
1220 struct grid_sample
*corners
[4];
1221 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1223 if( conf
!= k_walkgrid_configs
)
1225 if( conf
->edge_count
== 0 )
1229 /* Split the basic quad along the shortest diagonal */
1230 if( fabsf(corners
[2]->pos
[1] - corners
[0]->pos
[1]) <
1231 fabsf(corners
[3]->pos
[1] - corners
[1]->pos
[1]) )
1233 vg_line( corners
[2]->pos
, corners
[0]->pos
, 0xffaaaaaa );
1235 if( wg
->pos
[0] > wg
->pos
[1] )
1236 player_walkgrid_stand_tri( corners
[0]->pos
,
1238 corners
[2]->pos
, world
);
1240 player_walkgrid_stand_tri( corners
[0]->pos
,
1242 corners
[1]->pos
, world
);
1246 vg_line( corners
[3]->pos
, corners
[1]->pos
, 0xffaaaaaa );
1248 if( wg
->pos
[0] < 1.0f
-wg
->pos
[1] )
1249 player_walkgrid_stand_tri( corners
[0]->pos
,
1251 corners
[1]->pos
, world
);
1253 player_walkgrid_stand_tri( corners
[3]->pos
,
1255 corners
[1]->pos
, world
);
1260 for( int i
=0; i
<conf
->edge_count
; i
++ )
1262 const struct confedge
*edge
= &conf
->edges
[i
];
1265 v3_muladds( corners
[edge
->i0
]->pos
,
1266 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1267 v3_muladds( corners
[edge
->i1
]->pos
,
1268 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1271 * Find penetration distance between player position and the edge
1274 v2f normal
= { -(p1
[2]-p0
[2]), p1
[0]-p0
[0] },
1275 rel
= { world
[0]-p0
[0], world
[2]-p0
[2] };
1277 if( edge
->o0
== -1 )
1279 /* No subregions (default case), just use triangle created by
1281 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1288 * Test if we are in the first region, which is
1289 * edge.i0, edge.e0, edge.o0,
1292 v3_sub( p0
, corners
[edge
->o0
]->pos
, ref
);
1293 v3_sub( world
, corners
[edge
->o0
]->pos
, v0
);
1295 vg_line( corners
[edge
->o0
]->pos
, p0
, 0xffffff00 );
1296 vg_line( corners
[edge
->o0
]->pos
, world
, 0xff000000 );
1298 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1300 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1302 corners
[edge
->o0
]->pos
, world
);
1306 if( edge
->o1
== -1 )
1309 * No other edges mean we just need to use the opposite
1311 * e0, e1, o0 (in our case, also i1)
1313 player_walkgrid_stand_tri( p0
,
1315 corners
[edge
->o0
]->pos
, world
);
1320 * Note: this v0 calculation can be ommited with the
1323 * the last two triangles we have are:
1328 v3_sub( p1
, corners
[edge
->o1
]->pos
, ref
);
1329 v3_sub( world
, corners
[edge
->o1
]->pos
, v0
);
1330 vg_line( corners
[edge
->o1
]->pos
, p1
, 0xff00ffff );
1332 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1334 player_walkgrid_stand_tri( p0
,
1336 corners
[edge
->o1
]->pos
,
1341 player_walkgrid_stand_tri( p1
,
1342 corners
[edge
->i1
]->pos
,
1343 corners
[edge
->o1
]->pos
,
1353 v3_copy( world
, player
.rb
.co
);
1356 static void player_walkgrid_getsurface(void)
1358 float const k_stepheight
= 0.5f
;
1359 float const k_miny
= 0.6f
;
1360 float const k_height
= 1.78f
;
1361 float const k_region_size
= (float)WALKGRID_SIZE
/2.0f
* k_gridscale
;
1363 static struct walkgrid wg
;
1366 v3_copy( player
.rb
.co
, cell
);
1367 player_walkgrid_floor( cell
);
1369 v3_muladds( cell
, (v3f
){-1.0f
,-1.0f
,-1.0f
}, k_region_size
, wg
.region
[0] );
1370 v3_muladds( cell
, (v3f
){ 1.0f
, 1.0f
, 1.0f
}, k_region_size
, wg
.region
[1] );
1374 * Create player input vector
1376 v3f delta
= {0.0f
,0.0f
,0.0f
};
1377 v3f fwd
= { -sinf(-player
.angles
[0]), 0.0f
, -cosf(-player
.angles
[0]) },
1378 side
= { -fwd
[2], 0.0f
, fwd
[0] };
1381 if( !vg_console_enabled() )
1383 if( glfwGetKey( vg_window
, GLFW_KEY_W
) )
1384 v3_muladds( delta
, fwd
, ktimestep
*k_walkspeed
, delta
);
1385 if( glfwGetKey( vg_window
, GLFW_KEY_S
) )
1386 v3_muladds( delta
, fwd
, -ktimestep
*k_walkspeed
, delta
);
1388 if( glfwGetKey( vg_window
, GLFW_KEY_A
) )
1389 v3_muladds( delta
, side
, -ktimestep
*k_walkspeed
, delta
);
1390 if( glfwGetKey( vg_window
, GLFW_KEY_D
) )
1391 v3_muladds( delta
, side
, ktimestep
*k_walkspeed
, delta
);
1393 v3_muladds( delta
, fwd
,
1394 vg_get_axis("vertical")*-ktimestep
*k_walkspeed
, delta
);
1395 v3_muladds( delta
, side
,
1396 vg_get_axis("horizontal")*ktimestep
*k_walkspeed
, delta
);
1400 * Create our move in grid space
1402 wg
.dir
[0] = delta
[0] * (1.0f
/k_gridscale
);
1403 wg
.dir
[1] = delta
[2] * (1.0f
/k_gridscale
);
1408 (player
.rb
.co
[0] - wg
.region
[0][0]) * (1.0f
/k_gridscale
),
1409 (player
.rb
.co
[2] - wg
.region
[0][2]) * (1.0f
/k_gridscale
)
1411 v2f region_cell_pos
;
1412 v2_floor( region_pos
, region_cell_pos
);
1413 v2_sub( region_pos
, region_cell_pos
, wg
.pos
);
1415 wg
.cell_id
[0] = region_cell_pos
[0];
1416 wg
.cell_id
[1] = region_cell_pos
[1];
1418 for(int y
=0; y
<WALKGRID_SIZE
; y
++ )
1420 for(int x
=0; x
<WALKGRID_SIZE
; x
++ )
1422 struct grid_sample
*s
= &wg
.samples
[y
][x
];
1423 v3_muladds( wg
.region
[0], (v3f
){ x
, 0, y
}, k_gridscale
, s
->pos
);
1424 s
->state
= k_traverse_none
;
1425 s
->type
= k_sample_type_air
;
1426 v3_zero( s
->clip
[0] );
1427 v3_zero( s
->clip
[1] );
1431 v2i border
[WALKGRID_SIZE
*WALKGRID_SIZE
];
1432 v2i
*cborder
= border
;
1433 u32 border_length
= 1;
1435 struct grid_sample
*base
= NULL
;
1437 v2i starters
[] = {{0,0},{1,1},{0,1},{1,0}};
1439 for( int i
=0;i
<4;i
++ )
1442 v2i_add( wg
.cell_id
, starters
[i
], test
);
1443 v2i_copy( test
, border
[0] );
1444 base
= &wg
.samples
[test
[1]][test
[0]];
1446 base
->pos
[1] = cell
[1];
1447 player_walkgrid_samplepole( base
);
1449 if( base
->type
== k_sample_type_valid
)
1452 base
->type
= k_sample_type_air
;
1455 vg_line_pt3( base
->pos
, 0.1f
, 0xffffffff );
1459 while( border_length
)
1461 v2i directions
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1463 v2i
*old_border
= cborder
;
1464 int len
= border_length
;
1467 cborder
= old_border
+len
;
1469 for( int i
=0; i
<len
; i
++ )
1472 v2i_copy( old_border
[i
], co
);
1473 struct grid_sample
*sa
= &wg
.samples
[co
[1]][co
[0]];
1475 for( int j
=0; j
<4; j
++ )
1478 v2i_add( co
, directions
[j
], newp
);
1480 if( newp
[0] < 0 || newp
[1] < 0 ||
1481 newp
[0] == WALKGRID_SIZE
|| newp
[1] == WALKGRID_SIZE
)
1484 struct grid_sample
*sb
= &wg
.samples
[newp
[1]][newp
[0]];
1485 enum traverse_state thismove
= j
%2==0? 1: 2;
1487 if( (sb
->state
& thismove
) == 0x00 ||
1488 sb
->type
== k_sample_type_air
)
1490 sb
->pos
[1] = sa
->pos
[1];
1492 player_walkgrid_samplepole( sb
);
1494 if( sb
->type
!= k_sample_type_air
)
1497 * Need to do a blocker pass
1500 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1501 player_walkgrid_clip_blocker( sa
, sb
, store
, j
%2 );
1504 if( sb
->type
!= k_sample_type_air
)
1506 vg_line( sa
->pos
, sb
->pos
, 0xffffffff );
1508 if( sb
->state
== k_traverse_none
)
1509 v2i_copy( newp
, cborder
[ border_length
++ ] );
1514 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1515 vg_line( sa
->pos
, p1
, 0xffffffff );
1521 * A clipping pass is now done on the edge of the walkable
1525 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1526 player_walkgrid_clip_edge( sa
, sb
, store
, j
%2 );
1529 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1530 vg_line( sa
->pos
, p1
, 0xffffffff );
1533 sb
->state
|= thismove
;
1537 sa
->state
= k_traverse_h
|k_traverse_v
;
1541 if( iter
== walk_grid_iterations
)
1545 /* Draw connections */
1546 struct grid_sample
*corners
[4];
1547 for( int x
=0; x
<WALKGRID_SIZE
-1; x
++ )
1549 for( int z
=0; z
<WALKGRID_SIZE
-1; z
++ )
1551 const struct conf
*conf
=
1552 player_walkgrid_conf( &wg
, (v2i
){x
,z
}, corners
);
1554 for( int i
=0; i
<conf
->edge_count
; i
++ )
1556 const struct confedge
*edge
= &conf
->edges
[i
];
1559 v3_muladds( corners
[edge
->i0
]->pos
,
1560 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1561 v3_muladds( corners
[edge
->i1
]->pos
,
1562 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1564 vg_line( p0
, p1
, 0xff0000ff );
1570 * Commit player movement into the grid
1573 if( v3_length2(delta
) <= 0.00001f
)
1577 for(; i
<8 && wg
.move
> 0.001f
; i
++ )
1578 player_walkgrid_iter( &wg
, i
);
1580 player_walkgrid_stand_cell( &wg
);
1583 static void player_walkgrid(void)
1585 player_walkgrid_getsurface();
1587 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,1.8f
,0.0f
}, player
.camera_pos
);
1589 rb_update_transform( &player
.rb
);
1596 static void player_animate(void)
1598 /* Camera position */
1599 v3_sub( player
.rb
.v
, player
.v_last
, player
.a
);
1600 v3_copy( player
.rb
.v
, player
.v_last
);
1602 v3_add( player
.m
, player
.a
, player
.m
);
1603 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
1605 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
1606 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
1607 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
1608 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
1611 float lslip
= fabsf(player
.slip
);
1613 float kheight
= 2.0f
,
1618 m3x3_mulv( player
.rb
.to_local
, player
.bob
, offset
);
1620 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1622 float kickspeed
= vg_clampf(v3_length(player
.rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
1623 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
1624 float sign
= vg_signf( kicks
);
1625 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
1626 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
1629 offset
[0] += speed_wobble_2
*3.0f
;
1634 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
1635 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
1642 float angle
= v3_dot( player
.rb
.up
, (v3f
){0.0f
,1.0f
,0.0f
} );
1644 v3_cross( player
.rb
.up
, (v3f
){0.0f
,1.0f
,0.0f
}, axis
);
1647 if( angle
< 0.99f
&& 0 )
1649 m3x3_mulv( player
.rb
.to_local
, axis
, axis
);
1650 q_axis_angle( correction
, axis
, acosf(angle
) );
1654 q_identity( correction
);
1658 * Animation blending
1659 * ===========================================
1663 static float fslide
= 0.0f
;
1664 static float fdirz
= 0.0f
;
1665 static float fdirx
= 0.0f
;
1666 static float fstand
= 0.0f
;
1667 static float ffly
= 0.0f
;
1668 static float fpush
= 0.0f
;
1670 float speed
= v3_length( player
.rb
.v
);
1672 fstand
= vg_lerpf(fstand
, 1.0f
-vg_clampf(speed
*0.03f
,0.0f
,1.0f
),0.1f
);
1673 fslide
= vg_lerpf(fslide
, vg_clampf(lslip
,0.0f
,1.0f
), 0.04f
);
1674 fdirz
= vg_lerpf(fdirz
, player
.reverse
> 0.0f
? 0.0f
: 1.0f
, 0.04f
);
1675 fdirx
= vg_lerpf(fdirx
, player
.slip
< 0.0f
? 0.0f
: 1.0f
, 0.01f
);
1676 ffly
= vg_lerpf(ffly
, player
.in_air
? 1.0f
: 0.0f
, 0.04f
);
1677 fpush
= vg_lerpf(fpush
, player
.pushing
, 0.1f
);
1679 float lr
= fdirz
* (15.0f
/30.0f
),
1680 st
= offset
[1]*-2.0f
,
1681 sa
= fdirx
* (15.0f
/30.0f
);
1683 mdl_keyframe apose
[32], bpose
[32];
1684 skeleton_sample_anim( &player
.mdl
.sk
, player
.mdl
.anim_stand
, lr
, apose
);
1685 skeleton_sample_anim( &player
.mdl
.sk
, player
.mdl
.anim_highg
, lr
, bpose
);
1686 skeleton_lerp_pose( &player
.mdl
.sk
, apose
, bpose
, st
, apose
);
1688 skeleton_sample_anim( &player
.mdl
.sk
, player
.mdl
.anim_slide
, sa
, bpose
);
1689 skeleton_lerp_pose( &player
.mdl
.sk
, apose
, bpose
, fslide
, apose
);
1691 static float fairdir
= 0.0f
;
1692 fairdir
= vg_lerpf( fairdir
, -vg_get_axis("horizontal"), 0.04f
);
1695 float air_dir
= (fairdir
*0.5f
+0.5f
)*(15.0f
/30.0f
);
1696 skeleton_sample_anim( &player
.mdl
.sk
, player
.mdl
.anim_air
, air_dir
, bpose
);
1697 skeleton_lerp_pose( &player
.mdl
.sk
, apose
, bpose
, ffly
, apose
);
1700 skeleton_sample_anim( &player
.mdl
.sk
, player
.reverse
> 0.0f
?
1701 player
.mdl
.anim_push
:
1702 player
.mdl
.anim_push_reverse
,
1703 player
.push_time
, bpose
);
1704 skeleton_lerp_pose( &player
.mdl
.sk
, apose
, bpose
, fpush
, apose
);
1707 /* additive effects */
1708 apose
[player
.mdl
.id_hip
-1].co
[0] += offset
[0];
1709 apose
[player
.mdl
.id_hip
-1].co
[2] += offset
[2];
1710 apose
[player
.mdl
.id_ik_hand_l
-1].co
[0] += offset
[0];
1711 apose
[player
.mdl
.id_ik_hand_l
-1].co
[2] += offset
[2];
1712 apose
[player
.mdl
.id_ik_hand_r
-1].co
[0] += offset
[0];
1713 apose
[player
.mdl
.id_ik_hand_r
-1].co
[2] += offset
[2];
1714 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[0] += offset
[0];
1715 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[2] += offset
[2];
1716 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[0] += offset
[0];
1717 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[2] += offset
[2];
1719 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
1720 skeleton_apply_ik_pass( &player
.mdl
.sk
);
1721 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
1723 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
1724 player
.mdl
.cam_pos
);
1725 skeleton_apply_inverses( &player
.mdl
.sk
);
1726 skeleton_apply_transform( &player
.mdl
.sk
, player
.rb
.to_world
);
1728 skeleton_debug( &player
.mdl
.sk
);
1731 character_pose_reset( &player
.mdl
);
1734 float fstand1
= 1.0f
-(1.0f
-fstand
)*0.0f
;
1736 float amt_air
= ffly
*ffly
,
1737 amt_ground
= 1.0f
-amt_air
,
1738 amt_std
= (1.0f
-fslide
) * amt_ground
,
1739 amt_stand
= amt_std
* fstand1
,
1740 amt_aero
= amt_std
* (1.0f
-fstand1
),
1741 amt_slide
= amt_ground
* fslide
;
1743 character_final_pose( &player
.mdl
, offset
, &pose_stand
, amt_stand
*fdirz
);
1744 character_final_pose( &player
.mdl
, offset
,
1745 &pose_stand_reverse
, amt_stand
* (1.0f
-fdirz
) );
1747 character_final_pose( &player
.mdl
, offset
, &pose_aero
, amt_aero
*fdirz
);
1748 character_final_pose( &player
.mdl
, offset
,
1749 &pose_aero_reverse
, amt_aero
* (1.0f
-fdirz
) );
1751 character_final_pose( &player
.mdl
, offset
, &pose_slide
, amt_slide
*fdirx
);
1752 character_final_pose( &player
.mdl
, offset
,
1753 &pose_slide1
, amt_slide
*(1.0f
-fdirx
) );
1755 character_final_pose( &player
.mdl
, (v4f
){0.0f
,0.0f
,0.0f
,1.0f
},
1756 &pose_fly
, amt_air
);
1760 * ==========================
1762 struct ik_basic
*arm_l
= &player
.mdl
.ik_arm_l
,
1763 *arm_r
= &player
.mdl
.ik_arm_r
;
1766 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, localv
);
1768 /* New board transformation */
1769 v4f board_rotation
; v3f board_location
;
1772 q_axis_angle( rz
, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, player
.board_xy
[0] );
1773 q_axis_angle( rx
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, player
.board_xy
[1] );
1774 q_mul( rx
, rz
, board_rotation
);
1776 v3f
*mboard
= player
.mdl
.matrices
[k_chpart_board
];// player.mboard;
1777 q_m3x3( board_rotation
, mboard
);
1778 m3x3_mulv( mboard
, (v3f
){ 0.0f
, -0.5f
, 0.0f
}, board_location
);
1779 v3_add( (v3f
){0.0f
,0.5f
,0.0f
}, board_location
, board_location
);
1780 v3_copy( board_location
, mboard
[3] );
1783 float wheel_r
= offset
[0]*-0.4f
;
1785 q_axis_angle( qwheel
, (v3f
){0.0f
,1.0f
,0.0f
}, wheel_r
);
1787 q_m3x3( qwheel
, player
.mdl
.matrices
[k_chpart_wb
] );
1789 m3x3_transpose( player
.mdl
.matrices
[k_chpart_wb
],
1790 player
.mdl
.matrices
[k_chpart_wf
] );
1791 v3_copy( player
.mdl
.offsets
[k_chpart_wb
],
1792 player
.mdl
.matrices
[k_chpart_wb
][3] );
1793 v3_copy( player
.mdl
.offsets
[k_chpart_wf
],
1794 player
.mdl
.matrices
[k_chpart_wf
][3] );
1796 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wb
],
1797 player
.mdl
.matrices
[k_chpart_wb
] );
1798 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wf
],
1799 player
.mdl
.matrices
[k_chpart_wf
] );
1801 m4x3_mulv( mboard
, player
.mdl
.ik_leg_l
.end
, player
.mdl
.ik_leg_l
.end
);
1802 m4x3_mulv( mboard
, player
.mdl
.ik_leg_r
.end
, player
.mdl
.ik_leg_r
.end
);
1805 v3_copy( player
.mdl
.ik_arm_l
.end
, player
.handl_target
);
1806 v3_copy( player
.mdl
.ik_arm_r
.end
, player
.handr_target
);
1808 if( 1||player
.in_air
)
1810 float tuck
= player
.board_xy
[1],
1811 tuck_amt
= fabsf( tuck
) * (1.0f
-fabsf(player
.board_xy
[0]));
1813 float crouch
= player
.grab
*0.3f
;
1814 v3_muladds( player
.mdl
.ik_body
.base
, (v3f
){0.0f
,-1.0f
,0.0f
},
1815 crouch
, player
.mdl
.ik_body
.base
);
1816 v3_muladds( player
.mdl
.ik_body
.end
, (v3f
){0.0f
,-1.0f
,0.0f
},
1817 crouch
*1.2f
, player
.mdl
.ik_body
.end
);
1821 //foot_l *= 1.0f-tuck_amt*1.5f;
1823 if( player
.grab
> 0.1f
)
1825 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,0.6f
},
1826 player
.handl_target
);
1831 //foot_r *= 1.0f-tuck_amt*1.4f;
1833 if( player
.grab
> 0.1f
)
1835 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,-0.6f
},
1836 player
.handr_target
);
1841 v3_lerp( player
.handl
, player
.handl_target
, 1.0f
, player
.handl
);
1842 v3_lerp( player
.handr
, player
.handr_target
, 1.0f
, player
.handr
);
1844 v3_copy( player
.handl
, player
.mdl
.ik_arm_l
.end
);
1845 v3_copy( player
.handr
, player
.mdl
.ik_arm_r
.end
);
1849 static float rhead
= 0.0f
;
1850 static const float klook_max
= 0.8f
;
1851 rhead
= vg_lerpf( rhead
,
1852 vg_clampf( atan2f(localv
[2],-localv
[0]),-klook_max
,klook_max
), 0.04f
);
1853 player
.mdl
.rhead
= rhead
;
1857 static void player_camera_update(void)
1859 /* Update camera matrices */
1860 m4x3_identity( player
.camera
);
1861 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1862 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1863 v3_copy( player
.camera_pos
, player
.camera
[3] );
1864 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1867 static void player_animate_death_cam(void)
1872 v3_copy( player
.mdl
.ragdoll
[k_chpart_head
].co
, head_pos
);
1874 v3_sub( head_pos
, player
.camera_pos
, delta
);
1875 v3_normalize( delta
);
1878 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1879 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1882 * Make sure the camera stays above the ground
1884 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1887 v3_add( player
.camera_pos
, min_height
, sample
);
1889 hit
.dist
= min_height
[1]*2.0f
;
1891 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1892 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1894 player
.camera_pos
[1] =
1895 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1897 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1898 player
.angles
[1] = -asinf( delta
[1] );
1902 static void player_animate_camera(void)
1904 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
1905 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
1907 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
1908 v3_add( lerp_cam
, offs
, offs
);
1909 m4x3_mulv( player
.rb
.to_world
, offs
, player
.camera_pos
);
1912 v3_lerp( player
.vl
, player
.rb
.v
, 0.05f
, player
.vl
);
1914 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1915 pitch
= atan2f( -player
.vl
[1],
1917 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1920 player
.angles
[0] = yaw
;
1921 player
.angles
[1] = pitch
+ 0.30f
;
1924 static v2f shake_damp
= {0.0f
,0.0f
};
1925 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1926 v2_muls( shake
, v3_length(player
.rb
.v
)*0.3f
1927 * (1.0f
+fabsf(player
.slip
)), shake
);
1929 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1930 shake_damp
[0] *= 0.2f
;
1932 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1938 static void player_audio(void)
1940 float speed
= vg_minf(v3_length( player
.rb
.v
)*0.1f
,1.0f
),
1941 attn
= v3_dist( player
.rb
.co
, player
.camera
[3] )+1.0f
;
1942 attn
= (1.0f
/(attn
*attn
)) * speed
;
1944 static float air
= 0.0f
;
1945 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 0.7f
);
1947 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1950 v3_sub( player
.rb
.co
, player
.camera
[3], delta
);
1951 v3_normalize( delta
);
1952 m3x3_mulv( player
.camera
, ears
, ears
);
1954 float pan
= v3_dot( ears
, delta
);
1955 audio_player0
.pan
= pan
;
1956 audio_player1
.pan
= pan
;
1957 audio_player2
.pan
= pan
;
1961 audio_player0
.vol
= 0.0f
;
1962 audio_player1
.vol
= 0.0f
;
1963 audio_player2
.vol
= 0.0f
;
1967 if( player
.is_dead
)
1969 audio_player0
.vol
= 0.0f
;
1970 audio_player1
.vol
= 0.0f
;
1971 audio_player2
.vol
= 0.0f
;
1975 float slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
);
1976 audio_player0
.vol
= (1.0f
-air
)*attn
*(1.0f
-slide
);
1977 audio_player1
.vol
= air
*attn
;
1978 audio_player2
.vol
= (1.0f
-air
)*attn
*slide
;
1986 static float *player_cam_pos(void)
1988 return player
.camera_pos
;
1991 static int reset_player( int argc
, char const *argv
[] )
1993 struct respawn_point
*rp
= NULL
, *r
;
1997 for( int i
=0; i
<world
.spawn_count
; i
++ )
1999 r
= &world
.spawns
[i
];
2000 if( !strcmp( r
->name
, argv
[0] ) )
2008 vg_warn( "No spawn named '%s'\n", argv
[0] );
2013 float min_dist
= INFINITY
;
2015 for( int i
=0; i
<world
.spawn_count
; i
++ )
2017 r
= &world
.spawns
[i
];
2018 float d
= v3_dist2( r
->co
, player
.rb
.co
);
2020 vg_info( "Dist %s : %f\n", r
->name
, d
);
2031 vg_error( "No spawn found\n" );
2032 if( !world
.spawn_count
)
2035 rp
= &world
.spawns
[0];
2038 v4_copy( rp
->q
, player
.rb
.q
);
2039 v3_copy( rp
->co
, player
.rb
.co
);
2041 player
.vswitch
= 1.0f
;
2042 player
.slip_last
= 0.0f
;
2045 m3x3_identity( player
.vr
);
2047 player
.mdl
.shoes
[0] = 1;
2048 player
.mdl
.shoes
[1] = 1;
2050 rb_update_transform( &player
.rb
);
2051 m3x3_mulv( player
.rb
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.rb
.v
);
2053 player
.rb_gate_frame
= player
.rb
;
2057 static void player_update(void)
2059 for( int i
=0; i
<player
.land_log_count
; i
++ )
2060 draw_cross( player
.land_target_log
[i
],
2061 player
.land_target_colours
[i
], 0.25f
);
2063 if( vg_get_axis("grabl")>0.0f
)
2065 player
.rb
= player
.rb_gate_frame
;
2068 m3x3_identity( player
.vr
);
2070 player
.mdl
.shoes
[0] = 1;
2071 player
.mdl
.shoes
[1] = 1;
2073 world_routes_notify_reset();
2076 if( vg_get_button_down( "switchmode" ) )
2078 player
.on_board
^= 0x1;
2081 if( player
.is_dead
)
2083 character_ragdoll_iter( &player
.mdl
);
2084 character_debug_ragdoll( &player
.mdl
);
2087 player_animate_death_cam();
2091 if( player
.on_board
)
2097 player_animate_camera();
2108 player_camera_update();
2112 static void draw_player(void)
2116 m4x3_copy( player
.rb
.to_world
, player
.mdl
.mroot
);
2118 if( player
.is_dead
)
2119 character_mimic_ragdoll( &player
.mdl
);
2121 character_eval( &player
.mdl
);
2123 float opacity
= 1.0f
-player
.air_blend
;
2124 if( player
.is_dead
)
2127 character_draw( &player
.mdl
, opacity
, player
.camera
);
2130 shader_viewchar_use();
2131 vg_tex2d_bind( &tex_characters
, 0 );
2132 shader_viewchar_uTexMain( 0 );
2133 shader_viewchar_uCamera( player
.camera
[3] );
2134 shader_viewchar_uPv( vg_pv
);
2135 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
2136 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
2137 player
.mdl
.sk
.bone_count
,
2139 (float *)player
.mdl
.sk
.final_mtx
);
2141 mesh_bind( &player
.mdl
.mesh
);
2142 mesh_draw( &player
.mdl
.mesh
);
2145 #endif /* PLAYER_H */