7 //#include "character.h"
8 #include "player_model.h"
16 k_walkspeed
= 7.0f
, /* no longer used */
18 k_board_radius
= 0.3f
,
19 k_board_length
= 0.45f
,
20 k_board_allowance
= 0.04f
,
21 k_friction_lat
= 8.8f
,
22 k_friction_resistance
= 0.01f
,
23 k_max_push_speed
= 16.0f
,
25 k_push_cycle_rate
= 8.0f
,
26 k_steer_ground
= 2.5f
,
28 k_steer_air_lerp
= 0.3f
,
31 k_jump_charge_speed
= (1.0f
/1.0f
),
36 k_walk_friction
= 8.0f
;
38 static int freecam
= 0;
39 static int walk_grid_iterations
= 1;
40 static float fc_speed
= 10.0f
;
45 rigidbody rb
, collide_front
, collide_back
, rb_gate_frame
;
48 m3x3f gate_vr_frame
, gate_vr_pstep_frame
;
50 v3f a
, v_last
, m
, bob
, vl
;
53 float vswitch
, slip
, slip_last
,
56 float iY
; /* Yaw inertia */
57 int in_air
, is_dead
, on_board
;
62 float pushing
, push_time
;
64 int jump_charge
, jump_dir
;
67 v3f land_target_log
[22];
68 u32 land_target_colours
[22];
74 v3f handl_target
, handr_target
,
80 v3f camera_pos
, smooth_localcam
;
82 m4x3f camera
, camera_inverse
;
103 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
104 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
113 * Free camera movement
116 static void player_mouseview(void)
118 if( gui_want_mouse() )
121 static v2f mouse_last
,
122 view_vel
= { 0.0f
, 0.0f
};
124 if( vg_get_button_down( "primary" ) )
125 v2_copy( vg_mouse
, mouse_last
);
127 else if( vg_get_button( "primary" ) )
130 v2_sub( vg_mouse
, mouse_last
, delta
);
131 v2_copy( vg_mouse
, mouse_last
);
133 v2_muladds( view_vel
, delta
, 0.001f
, view_vel
);
136 v2_muladds( view_vel
,
137 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
139 v2_muls( view_vel
, 0.93f
, view_vel
);
140 v2_add( view_vel
, player
.angles
, player
.angles
);
141 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
144 static void player_freecam(void)
148 float movespeed
= fc_speed
;
149 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
150 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
152 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
153 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
155 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
156 if( vg_get_button( "forward" ) )
157 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
158 if( vg_get_button( "back" ) )
159 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
160 if( vg_get_button( "left" ) )
161 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
162 if( vg_get_button( "right" ) )
163 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
165 v3_muls( move_vel
, 0.7f
, move_vel
);
166 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
170 * Player Physics Implementation
173 static void apply_gravity( v3f vel
, float const timestep
)
175 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
176 v3_muladds( vel
, gravity
, timestep
, vel
);
180 * TODO: The angle bias should become greater when launching from a steeper
181 * angle and skewed towords more 'downwards' angles when launching from
182 * shallower trajectories
184 * it should also be tweaked by the controller left stick being pushed
187 static void player_start_air(void)
194 float pstep
= ktimestep
*10.0f
;
195 float best_velocity_delta
= -9999.9f
;
196 float k_bias
= 0.96f
;
199 v3_cross( player
.rb
.up
, player
.rb
.v
, axis
);
200 v3_normalize( axis
);
201 player
.land_log_count
= 0;
203 m3x3_identity( player
.vr
);
205 for( int m
=-3;m
<=12; m
++ )
207 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
210 v3_copy( player
.rb
.co
, pco
);
211 v3_muls( player
.rb
.v
, k_bias
, pv
);
214 * Try different 'rotations' of the velocity to find the best possible
215 * landing normal. This conserves magnitude at the expense of slightly
216 * unrealistic results
222 q_axis_angle( vr_q
, axis
, vmod
);
225 m3x3_mulv( vr
, pv
, pv
);
226 v3_muladds( pco
, pv
, pstep
, pco
);
228 for( int i
=0; i
<50; i
++ )
230 v3_copy( pco
, pco1
);
231 apply_gravity( pv
, pstep
);
233 m3x3_mulv( vr
, pv
, pv
);
234 v3_muladds( pco
, pv
, pstep
, pco
);
239 v3_sub( pco
, pco1
, vdir
);
240 contact
.dist
= v3_length( vdir
);
241 v3_divs( vdir
, contact
.dist
, vdir
);
243 if( ray_world( pco1
, vdir
, &contact
))
245 float land_delta
= v3_dot( pv
, contact
.normal
);
246 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
248 /* Bias prediction towords ramps */
249 if( ray_hit_is_ramp( &contact
) )
252 scolour
|= 0x0000a000;
255 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
257 best_velocity_delta
= land_delta
;
259 v3_copy( contact
.pos
, player
.land_target
);
261 m3x3_copy( vr
, player
.vr_pstep
);
262 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
263 q_m3x3( vr_q
, player
.vr
);
266 v3_copy( contact
.pos
,
267 player
.land_target_log
[player
.land_log_count
] );
268 player
.land_target_colours
[player
.land_log_count
] =
269 0xff000000 | scolour
;
271 player
.land_log_count
++;
279 static void draw_cross(v3f pos
,u32 colour
, float scale
)
282 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
283 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
284 vg_line( p0
, p1
, colour
);
285 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
286 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
287 vg_line( p0
, p1
, colour
);
288 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
289 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
290 vg_line( p0
, p1
, colour
);
293 static void player_physics_control(void)
296 * Computing localized friction forces for controlling the character
297 * Friction across X is significantly more than Z
301 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, vel
);
304 if( fabsf(vel
[2]) > 0.01f
)
305 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
307 if( fabsf( slip
) > 1.2f
)
308 slip
= vg_signf( slip
) * 1.2f
;
310 player
.reverse
= -vg_signf(vel
[2]);
312 float substep
= ktimestep
* 0.2f
;
313 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
315 for( int i
=0; i
<5; i
++ )
317 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
318 vel
[0] = stable_force( vel
[0],
319 vg_signf( vel
[0] ) * -k_friction_lat
*substep
);
322 static double start_push
= 0.0;
323 if( vg_get_button_down( "push" ) )
324 start_push
= vg_time
;
326 if( vg_get_button( "jump" ) )
328 player
.jump
+= ktimestep
* k_jump_charge_speed
;
330 if( !player
.jump_charge
)
331 player
.jump_dir
= player
.reverse
> 0.0f
? 1: 0;
333 player
.jump_charge
= 1;
336 if( !vg_get_button("break") && vg_get_button( "push" ) )
338 player
.pushing
= 1.0f
;
339 player
.push_time
= vg_time
-start_push
;
341 float cycle_time
= player
.push_time
*k_push_cycle_rate
,
342 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
343 current
= v3_length( vel
),
344 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
346 new_vel
-= vg_minf(current
, k_max_push_speed
);
347 vel
[2] -= new_vel
* player
.reverse
;
351 static float previous
= 0.0f
;
352 float delta
= previous
- player
.grab
,
353 pump
= delta
* k_pump_force
*ktimestep
;
354 previous
= player
.grab
;
357 v3_muladds( player
.rb
.co
, player
.rb
.up
, pump
, p1
);
358 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
363 m3x3_mulv( player
.rb
.to_world
, vel
, player
.rb
.v
);
365 float steer
= vg_get_axis( "horizontal" );
366 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
368 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
369 ktimestep
*5.0f
, player
.board_xy
);
372 static void player_physics_control_air(void)
374 m3x3_mulv( player
.vr
, player
.rb
.v
, player
.rb
.v
);
375 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
382 float pstep
= ktimestep
*10.0f
;
385 v3_copy( player
.rb
.co
, pco
);
386 v3_copy( player
.rb
.v
, pv
);
388 float time_to_impact
= 0.0f
;
389 float limiter
= 1.0f
;
391 for( int i
=0; i
<50; i
++ )
393 v3_copy( pco
, pco1
);
394 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
395 apply_gravity( pv
, pstep
);
396 v3_muladds( pco
, pv
, pstep
, pco
);
398 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
403 v3_sub( pco
, pco1
, vdir
);
404 contact
.dist
= v3_length( vdir
);
405 v3_divs( vdir
, contact
.dist
, vdir
);
407 float orig_dist
= contact
.dist
;
408 if( ray_world( pco1
, vdir
, &contact
))
410 float angle
= v3_dot( player
.rb
.up
, contact
.normal
);
412 v3_cross( player
.rb
.up
, contact
.normal
, axis
);
414 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
415 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
416 limiter
= 1.0f
-limiter
;
418 limiter
= 1.0f
-limiter
;
423 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
424 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
427 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
430 time_to_impact
+= pstep
;
433 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
435 float iX
= vg_get_axis( "vertical" ) *
436 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
438 static float siX
= 0.0f
;
439 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
442 q_axis_angle( rotate
, player
.rb
.right
, siX
);
443 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
446 v2f target
= {0.0f
,0.0f
};
447 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
448 player
.grab
, target
);
449 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
452 static void player_init(void)
454 rb_init( &player
.collide_front
);
455 rb_init( &player
.collide_back
);
458 static void player_walk_physics(void)
460 rigidbody
*rbf
= &player
.collide_front
,
461 *rbb
= &player
.collide_back
;
463 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
464 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
469 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h0
,0.0f
}, rbf
->co
);
470 v3_copy( rbf
->co
, rbf
->to_world
[3] );
471 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h1
,0.0f
}, rbb
->co
);
472 v3_copy( rbb
->co
, rbb
->to_world
[3] );
474 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
475 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
477 rb_update_bounds( rbf
);
478 rb_update_bounds( rbb
);
480 rb_debug( rbf
, 0xff0000ff );
481 rb_debug( rbb
, 0xff0000ff );
486 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
487 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
489 rb_presolve_contacts( manifold
, len
);
491 for( int j
=0; j
<5; j
++ )
493 for( int i
=0; i
<len
; i
++ )
495 struct contact
*ct
= &manifold
[i
];
498 float vn
= -v3_dot( player
.rb
.v
, ct
->n
);
501 float temp
= ct
->norm_impulse
;
502 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
503 vn
= ct
->norm_impulse
- temp
;
506 v3_muls( ct
->n
, vn
, impulse
);
508 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
511 for( int j
=0; j
<2; j
++ )
513 float f
= k_friction
* ct
->norm_impulse
,
514 vt
= v3_dot( player
.rb
.v
, ct
->t
[j
] ),
517 float temp
= ct
->tangent_impulse
[j
];
518 ct
->tangent_impulse
[j
] = vg_clampf( temp
+ lambda
, -f
, f
);
519 lambda
= ct
->tangent_impulse
[j
] - temp
;
521 v3_muladds( player
.rb
.v
, ct
->t
[j
], lambda
, player
.rb
.v
);
526 player
.in_air
= len
==0?1:0;
528 v3_zero( player
.rb
.w
);
529 q_axis_angle( player
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] );
531 v3f forward_dir
= { sinf(player
.angles
[0]),0.0f
,-cosf(player
.angles
[0]) };
534 v3_muladds( player
.rb
.co
, forward_dir
, 2.0f
, p1
);
535 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
537 float move_dead
= 0.1f
,
538 move
= vg_get_axis("grabr")*0.5f
+ 0.5f
- move_dead
;
542 float move_norm
= move
* (1.0f
/(1.0f
-move_dead
)),
543 speed
= vg_lerpf( 0.1f
*k_runspeed
, k_runspeed
, move_norm
),
544 amt
= k_walk_accel
* ktimestep
,
545 zvel
= v3_dot( player
.rb
.v
, forward_dir
),
546 new_vel
= vg_minf( zvel
+ amt
, speed
),
547 diff
= new_vel
- vg_minf( zvel
, speed
);
549 v3_muladds( player
.rb
.v
, forward_dir
, diff
, player
.rb
.v
);
552 float walk_norm
= 30.0f
/(float)player
.mdl
.anim_walk
->length
,
553 run_norm
= 30.0f
/(float)player
.mdl
.anim_run
->length
;
555 player
.walk_timer
+= ktimestep
* vg_lerpf( walk_norm
,run_norm
,move_norm
);
559 player
.walk_timer
= 0.0f
;
562 player
.rb
.v
[0] *= 1.0f
- (ktimestep
*k_walk_friction
);
563 player
.rb
.v
[2] *= 1.0f
- (ktimestep
*k_walk_friction
);
566 static void player_physics(void)
569 * Update collision fronts
572 rigidbody
*rbf
= &player
.collide_front
,
573 *rbb
= &player
.collide_back
;
575 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
576 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
578 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.1f
);
579 float h
= player
.air_blend
*0.2f
;
581 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
,-k_board_length
}, rbf
->co
);
582 v3_copy( rbf
->co
, rbf
->to_world
[3] );
583 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
, k_board_length
}, rbb
->co
);
584 v3_copy( rbb
->co
, rbb
->to_world
[3] );
586 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
587 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
589 rb_update_bounds( rbf
);
590 rb_update_bounds( rbb
);
592 rb_debug( rbf
, 0xff00ffff );
593 rb_debug( rbb
, 0xffffff00 );
598 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
599 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
601 rb_presolve_contacts( manifold
, len
);
602 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
610 for( int i
=0; i
<len
; i
++ )
612 v3_add( manifold
[i
].n
, surface_avg
, surface_avg
);
615 if( manifold
[i
].element_id
<= world
.sm_geo_std_oob
.vertex_count
)
618 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
624 v3_normalize( surface_avg
);
626 if( v3_dot( player
.rb
.v
, surface_avg
) > 0.5f
)
634 for( int j
=0; j
<5; j
++ )
636 for( int i
=0; i
<len
; i
++ )
638 struct contact
*ct
= &manifold
[i
];
641 v3_sub( ct
->co
, player
.rb
.co
, delta
);
642 v3_cross( player
.rb
.w
, delta
, dv
);
643 v3_add( player
.rb
.v
, dv
, dv
);
645 float vn
= -v3_dot( dv
, ct
->n
);
648 float temp
= ct
->norm_impulse
;
649 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
650 vn
= ct
->norm_impulse
- temp
;
653 v3_muls( ct
->n
, vn
, impulse
);
655 if( fabsf(v3_dot( impulse
, player
.rb
.forward
)) > 10.0f
||
656 fabsf(v3_dot( impulse
, player
.rb
.up
)) > 50.0f
)
659 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
663 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
664 v3_cross( delta
, impulse
, impulse
);
667 * W Impulses are limited to the Y and X axises, we don't really want
668 * roll angular velocities being included.
670 * Can also tweak the resistance of each axis here by scaling the wx,wy
674 float wy
= v3_dot( player
.rb
.up
, impulse
),
675 wx
= v3_dot( player
.rb
.right
, impulse
)*1.5f
;
677 v3_muladds( player
.rb
.w
, player
.rb
.up
, wy
, player
.rb
.w
);
678 v3_muladds( player
.rb
.w
, player
.rb
.right
, wx
, player
.rb
.w
);
682 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
683 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.14f
);
684 player
.pushing
= 0.0f
;
689 float angle
= v3_dot( player
.rb
.up
, surface_avg
);
690 v3_cross( player
.rb
.up
, surface_avg
, axis
);
692 //float cz = v3_dot( player.rb.forward, axis );
693 //v3_muls( player.rb.forward, cz, axis );
698 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
699 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
702 v3_muladds( player
.rb
.v
, player
.rb
.up
,
703 -k_downforce
*ktimestep
, player
.rb
.v
);
705 player_physics_control();
707 if( !player
.jump_charge
&& player
.jump
> 0.2f
)
711 /* Launch more up if alignment is up else improve velocity */
712 float aup
= fabsf(v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
.rb
.up
)),
714 dir
= mod
+ aup
*(1.0f
-mod
);
716 v3_copy( player
.rb
.v
, jumpdir
);
717 v3_normalize( jumpdir
);
718 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
719 v3_muladds( jumpdir
, player
.rb
.up
, dir
, jumpdir
);
720 v3_normalize( jumpdir
);
722 float force
= k_jump_force
*player
.jump
;
723 v3_muladds( player
.rb
.v
, jumpdir
, force
, player
.rb
.v
);
726 player
.jump_time
= vg_time
;
729 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
730 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
731 audio_player_set_vol( &audio_player_extra
, 20.0f
);
732 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%4] );
738 player_physics_control_air();
741 if( !player
.jump_charge
)
743 player
.jump
-= k_jump_charge_speed
* ktimestep
;
745 player
.jump_charge
= 0;
746 player
.jump
= vg_clampf( player
.jump
, 0.0f
, 1.0f
);
749 static void player_do_motion(void)
751 float horizontal
= vg_get_axis("horizontal"),
752 vertical
= vg_get_axis("vertical");
754 if( player
.on_board
)
757 player_walk_physics();
759 /* Integrate velocity */
761 v3_copy( player
.rb
.co
, prevco
);
763 apply_gravity( player
.rb
.v
, ktimestep
);
764 v3_muladds( player
.rb
.co
, player
.rb
.v
, ktimestep
, player
.rb
.co
);
766 /* Real angular velocity integration */
767 v3_lerp( player
.rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.rb
.w
);
768 if( v3_length2( player
.rb
.w
) > 0.0f
)
772 v3_copy( player
.rb
.w
, axis
);
774 float mag
= v3_length( axis
);
775 v3_divs( axis
, mag
, axis
);
776 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
777 q_mul( rotation
, player
.rb
.q
, player
.rb
.q
);
780 /* Faux angular velocity */
783 static float siY
= 0.0f
;
784 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
785 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
787 q_axis_angle( rotate
, player
.rb
.up
, siY
);
788 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
792 * Gate intersection, by tracing a line over the gate planes
794 for( int i
=0; i
<world
.routes
.gate_count
; i
++ )
796 struct route_gate
*rg
= &world
.routes
.gates
[i
];
797 teleport_gate
*gate
= &rg
->gate
;
799 if( gate_intersect( gate
, player
.rb
.co
, prevco
) )
801 m4x3_mulv( gate
->transport
, player
.rb
.co
, player
.rb
.co
);
802 m3x3_mulv( gate
->transport
, player
.rb
.v
, player
.rb
.v
);
803 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
804 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
805 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
806 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
808 v4f transport_rotation
;
809 m3x3_q( gate
->transport
, transport_rotation
);
810 q_mul( transport_rotation
, player
.rb
.q
, player
.rb
.q
);
812 world_routes_activate_gate( i
);
813 player
.rb_gate_frame
= player
.rb
;
815 m3x3_copy( player
.vr
, player
.gate_vr_frame
);
816 m3x3_copy( player
.vr_pstep
, player
.gate_vr_pstep_frame
);
819 audio_play_oneshot( &audio_gate_lap
, 1.0f
);
825 rb_update_transform( &player
.rb
);
832 static void player_animate_offboard(void)
834 mdl_keyframe apose
[32], bpose
[32];
835 struct skeleton
*sk
= &player
.mdl
.sk
;
837 float walk_norm
= (float)player
.mdl
.anim_walk
->length
/30.0f
,
838 run_norm
= (float)player
.mdl
.anim_run
->length
/30.0f
,
839 t
= player
.walk_timer
,
840 l
= vg_get_axis("grabr") * 0.5f
+ 0.5f
;
842 skeleton_sample_anim( sk
, player
.mdl
.anim_walk
, t
*walk_norm
, apose
);
843 skeleton_sample_anim( sk
, player
.mdl
.anim_run
, t
*run_norm
, bpose
);
845 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
847 float idle_walk
= vg_minf( l
* 10.0f
, 1.0f
);
849 skeleton_sample_anim( sk
, player
.mdl
.anim_idle
, vg_time
*0.1f
, bpose
);
850 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
852 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
853 skeleton_apply_ik_pass( &player
.mdl
.sk
);
854 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
856 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
857 player
.mdl
.cam_pos
);
859 skeleton_apply_inverses( &player
.mdl
.sk
);
863 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
865 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
867 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
868 skeleton_debug( &player
.mdl
.sk
);
871 static void player_animate(void)
873 if( !player
.on_board
)
875 player_animate_offboard();
879 /* Camera position */
880 v3_sub( player
.rb
.v
, player
.v_last
, player
.a
);
881 v3_copy( player
.rb
.v
, player
.v_last
);
883 v3_add( player
.m
, player
.a
, player
.m
);
884 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
886 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
887 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
888 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
889 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
892 float lslip
= fabsf(player
.slip
);
894 float kheight
= 2.0f
,
899 m3x3_mulv( player
.rb
.to_local
, player
.bob
, offset
);
901 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
903 float kickspeed
= vg_clampf(v3_length(player
.rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
904 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
905 float sign
= vg_signf( kicks
);
906 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
907 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
910 offset
[0] += speed_wobble_2
*3.0f
;
915 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
916 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
921 * ===========================================
924 /* scalar blending information */
925 float speed
= v3_length( player
.rb
.v
);
929 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
930 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 0.04f
);
933 /* movement information */
935 float dirz
= player
.reverse
> 0.0f
? 0.0f
: 1.0f
,
936 dirx
= player
.slip
< 0.0f
? 0.0f
: 1.0f
,
937 fly
= player
.in_air
? 1.0f
: 0.0f
;
939 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 0.04f
);
940 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.01f
);
941 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 0.04f
);
944 struct skeleton
*sk
= &player
.mdl
.sk
;
946 mdl_keyframe apose
[32], bpose
[32];
947 mdl_keyframe ground_pose
[32];
949 /* when the player is moving fast he will crouch down a little bit */
950 float stand
= 1.0f
- vg_clampf( speed
* 0.03f
, 0.0f
, 1.0f
);
951 player
.fstand
= vg_lerpf( player
.fstand
, stand
, 0.1f
);
954 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
955 stand_blend
= offset
[1]*-2.0f
;
957 skeleton_sample_anim( sk
, player
.mdl
.anim_stand
, dir_frame
, apose
);
958 skeleton_sample_anim( sk
, player
.mdl
.anim_highg
, dir_frame
, bpose
);
959 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
962 float slide_frame
= player
.fdirx
* (15.0f
/30.0f
);
963 skeleton_sample_anim( sk
, player
.mdl
.anim_slide
, slide_frame
, bpose
);
964 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fslide
, apose
);
967 player
.fpush
= vg_lerpf( player
.fpush
, player
.pushing
, 0.1f
);
969 float pt
= player
.push_time
;
970 if( player
.reverse
> 0.0f
)
971 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
973 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
975 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
978 float jump_start_frame
= 14.0f
/30.0f
;
979 float setup_frame
= player
.jump
* jump_start_frame
,
980 setup_blend
= vg_minf( player
.jump
*5.0f
, 1.0f
);
982 float jump_frame
= (vg_time
- player
.jump_time
) + jump_start_frame
;
983 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
984 setup_frame
= jump_frame
;
986 struct skeleton_anim
*jump_anim
= player
.jump_dir
?
987 player
.mdl
.anim_ollie
:
988 player
.mdl
.anim_ollie_reverse
;
990 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
991 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
994 mdl_keyframe air_pose
[32];
996 float target
= -vg_get_axis("horizontal");
997 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 0.04f
);
999 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1001 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
1003 static v2f grab_choice
;
1004 v2_lerp( grab_choice
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
1005 0.04f
, grab_choice
);
1007 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1008 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1009 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1011 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
1012 skeleton_lerp_pose( sk
, apose
, bpose
, player
.grab
, air_pose
);
1015 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
1017 float add_grab_mod
= player
.ffly
* player
.grab
;
1019 /* additive effects */
1020 apose
[player
.mdl
.id_hip
-1].co
[0] += offset
[0]*add_grab_mod
;
1021 apose
[player
.mdl
.id_hip
-1].co
[2] += offset
[2]*add_grab_mod
;
1022 apose
[player
.mdl
.id_ik_hand_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1023 apose
[player
.mdl
.id_ik_hand_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1024 apose
[player
.mdl
.id_ik_hand_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1025 apose
[player
.mdl
.id_ik_hand_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1026 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1027 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1028 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1029 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1031 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
1032 skeleton_apply_ik_pass( &player
.mdl
.sk
);
1033 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
1035 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
1036 player
.mdl
.cam_pos
);
1037 skeleton_apply_inverses( &player
.mdl
.sk
);
1038 skeleton_apply_transform( &player
.mdl
.sk
, player
.rb
.to_world
);
1040 skeleton_debug( &player
.mdl
.sk
);
1043 static void player_camera_update(void)
1045 /* Update camera matrices */
1046 m4x3_identity( player
.camera
);
1047 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1048 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1049 v3_copy( player
.camera_pos
, player
.camera
[3] );
1050 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1053 static void player_animate_death_cam(void)
1057 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
1059 v3_sub( head_pos
, player
.camera_pos
, delta
);
1060 v3_normalize( delta
);
1063 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1064 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1067 * Make sure the camera stays above the ground
1069 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1072 v3_add( player
.camera_pos
, min_height
, sample
);
1074 hit
.dist
= min_height
[1]*2.0f
;
1076 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1077 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1079 player
.camera_pos
[1] =
1080 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1082 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1083 player
.angles
[1] = -asinf( delta
[1] );
1086 static void player_animate_camera(void)
1088 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
1091 player
.fonboard
= vg_lerpf(player
.fonboard
, player
.on_board
, ktimestep
*1.0f
);
1093 if( player
.on_board
)
1095 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
1096 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
1097 v3_add( lerp_cam
, offs
, cam_pos
);
1100 v3_lerp( player
.vl
, player
.rb
.v
, 0.05f
, player
.vl
);
1102 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1103 pitch
= atan2f( -player
.vl
[1],
1105 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1108 player
.angles
[0] = yaw
;
1109 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
1113 static v2f shake_damp
= {0.0f
,0.0f
};
1114 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1115 v2_muls( shake
, v3_length(player
.rb
.v
)*0.3f
1116 * (1.0f
+fabsf(player
.slip
)), shake
);
1118 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1119 shake_damp
[0] *= 0.2f
;
1121 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1122 m4x3_mulv( player
.rb
.to_world
, cam_pos
, player
.camera_pos
);
1126 float speed
= ktimestep
* k_look_speed
;
1127 player
.angles
[0] += vg_get_axis( "horizontal" ) * speed
;
1128 player
.angles
[1] += vg_get_axis( "vertical" ) * speed
;
1130 player
.angles
[1] = vg_clampf( player
.angles
[1],
1131 -k_pitch_limit
, k_pitch_limit
);
1133 float s
= sinf(player
.angles
[0]) * 0.2f
,
1134 c
= -cosf(player
.angles
[0]) * 0.2f
;
1135 v3f forward_dir
= { s
,0.15f
,c
};
1140 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
1141 -player
.angles
[0] -VG_PIf
*0.5f
);
1143 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
1145 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
1146 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
1147 v3_lerp( player
.vl
, player
.rb
.v
, 0.3f
, player
.vl
);
1154 static void player_audio(void)
1156 static int _ding
= 0;
1159 _ding
= glfwGetKey(vg_window
, GLFW_KEY_C
);
1161 int trigger_ding
= 0;
1162 if( _ding
&& !last
)
1165 static int _air
= 0;
1168 _air
= player
.in_air
;
1170 static double last_revert
= -2000.0;
1177 double revert_delta
= vg_time
- last_revert
;
1178 if( player
.on_board
&& (!_air
&& l2
) && (fabsf(player
.slip
) > 0.5f
) &&
1179 (revert_delta
> 0.7) )
1181 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1182 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1183 audio_player_set_vol( &audio_player_extra
, 2.0f
);
1184 audio_player_playclip( &audio_player_extra
, &audio_lands
[rand()%5] );
1186 last_revert
= vg_time
;
1189 static float air
= 0.0f
;
1190 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 5.0f
*ktimestep
);
1193 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1196 float *cam
= player
.camera
[3],
1197 *pos
= player
.rb
.co
;
1200 audio_player_playclip( &audio_player_extra
, &audio_ding
);
1202 audio_player_set_position( &audio_player0
, player
.rb
.co
);
1203 audio_player_set_position( &audio_player1
, player
.rb
.co
);
1204 audio_player_set_position( &audio_player2
, player
.rb
.co
);
1205 audio_player_set_position( &audio_player_gate
, world
.render_gate_pos
);
1207 v3_sub( player
.rb
.co
, player
.camera
[3], delta
);
1208 v3_normalize( delta
);
1209 m3x3_mulv( player
.camera
, ears
, ears
);
1211 /* TODO, Make function */
1212 v3_copy( ears
, vg_audio
.listener_ears
);
1213 v3_copy( player
.camera
[3], vg_audio
.listener_pos
);
1215 /* Tunnel / occlusion */
1216 audio_sample_occlusion( player
.camera
[3] );
1218 if( freecam
|| player
.is_dead
|| !player
.on_board
)
1220 audio_player_set_vol( &audio_player0
, 0.0f
);
1221 audio_player_set_vol( &audio_player1
, 0.0f
);
1222 audio_player_set_vol( &audio_player2
, 0.0f
);
1225 if( vg_fractf(player
.walk_timer
) > 0.5f
)
1230 if( (player
.step_phase
!= walk_phase
) && !player
.in_air
)
1232 v3_copy( player
.rb
.co
, player
.last_step_pos
);
1234 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1235 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1236 audio_player_set_vol( &audio_player_extra
, 6.0f
);
1237 audio_player_playclip( &audio_player_extra
,
1238 &audio_footsteps
[rand()%4] );
1241 player
.step_phase
= walk_phase
;
1246 float speed
= vg_minf(v3_length( player
.rb
.v
)*0.1f
,1.0f
),
1248 slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
),
1249 vol0
= (1.0f
-air
)*attn
*(1.0f
-slide
),
1251 vol2
= (1.0f
-air
)*attn
*slide
;
1253 audio_player_set_vol( &audio_player0
, vol0
);
1254 audio_player_set_vol( &audio_player1
, vol1
);
1255 audio_player_set_vol( &audio_player2
, vol2
);
1257 float reverb_amt
= vol0
* audio_occlusion_current
* 0.5f
;
1258 audio_player_set_pan( &audio_player3
, 0.0f
);
1259 audio_player_set_vol( &audio_player3
, reverb_amt
);
1263 world_audio_update( cam
, ears
);
1271 static float *player_cam_pos(void)
1273 return player
.camera_pos
;
1276 static int reset_player( int argc
, char const *argv
[] )
1278 struct respawn_point
*rp
= NULL
, *r
;
1282 for( int i
=0; i
<world
.spawn_count
; i
++ )
1284 r
= &world
.spawns
[i
];
1285 if( !strcmp( r
->name
, argv
[0] ) )
1293 vg_warn( "No spawn named '%s'\n", argv
[0] );
1298 float min_dist
= INFINITY
;
1300 for( int i
=0; i
<world
.spawn_count
; i
++ )
1302 r
= &world
.spawns
[i
];
1303 float d
= v3_dist2( r
->co
, player
.rb
.co
);
1305 vg_info( "Dist %s : %f\n", r
->name
, d
);
1316 vg_error( "No spawn found\n" );
1317 if( !world
.spawn_count
)
1320 rp
= &world
.spawns
[0];
1323 v4_copy( rp
->q
, player
.rb
.q
);
1324 v3_copy( rp
->co
, player
.rb
.co
);
1326 player
.vswitch
= 1.0f
;
1327 player
.slip_last
= 0.0f
;
1330 m3x3_identity( player
.vr
);
1332 player
.mdl
.shoes
[0] = 1;
1333 player
.mdl
.shoes
[1] = 1;
1335 rb_update_transform( &player
.rb
);
1336 m3x3_mulv( player
.rb
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.rb
.v
);
1337 m3x3_identity( player
.gate_vr_frame
);
1338 m3x3_identity( player
.gate_vr_pstep_frame
);
1340 player
.rb_gate_frame
= player
.rb
;
1344 static void player_update(void)
1346 for( int i
=0; i
<player
.land_log_count
; i
++ )
1347 draw_cross( player
.land_target_log
[i
],
1348 player
.land_target_colours
[i
], 0.25f
);
1350 if( vg_get_axis("grabl")>0.0f
)
1352 player
.rb
= player
.rb_gate_frame
;
1353 m3x3_copy( player
.gate_vr_frame
, player
.vr
);
1354 m3x3_copy( player
.gate_vr_pstep_frame
, player
.vr_pstep
);
1357 m3x3_identity( player
.vr
);
1359 player
.mdl
.shoes
[0] = 1;
1360 player
.mdl
.shoes
[1] = 1;
1362 world_routes_notify_reset();
1365 if( vg_get_button_down( "switchmode" ) )
1367 player
.on_board
^= 0x1;
1370 if( (glfwGetKey( vg_window
, GLFW_KEY_O
) || (player
.rb
.co
[1] < 0.0f
)) &&
1373 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
1377 if( player
.is_dead
)
1379 character_ragdoll_iter( &player
.mdl
);
1380 character_debug_ragdoll( &player
.mdl
);
1383 player_animate_death_cam();
1391 player_animate_camera();
1397 player_camera_update();
1401 static void draw_player(void)
1403 if( player
.is_dead
)
1404 character_mimic_ragdoll( &player
.mdl
);
1406 shader_viewchar_use();
1407 vg_tex2d_bind( &tex_characters
, 0 );
1408 shader_viewchar_uTexMain( 0 );
1409 shader_viewchar_uCamera( player
.camera
[3] );
1410 shader_viewchar_uPv( vg_pv
);
1411 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
1412 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
1413 player
.mdl
.sk
.bone_count
,
1415 (float *)player
.mdl
.sk
.final_mtx
);
1417 mesh_bind( &player
.mdl
.mesh
);
1418 mesh_draw( &player
.mdl
.mesh
);
1421 #endif /* PLAYER_H */