9 static int freecam
= 0;
10 static float k_walkspeed
= 2.0f
;
11 static int walk_grid_iterations
= 1;
16 v3f co
, v
, a
, v_last
, m
, bob
, vl
;
18 float vswitch
, slip
, slip_last
,
21 float iY
; /* Yaw inertia */
22 int in_air
, is_dead
, on_board
;
29 v3f land_target_log
[22];
30 u32 land_target_colours
[22];
34 m4x3f to_world
, to_local
;
38 v3f handl_target
, handr_target
,
44 v3f camera_pos
, smooth_localcam
;
46 m4x3f camera
, camera_inverse
;
53 static float *player_cam_pos(void)
55 return player
.camera_pos
;
58 static void player_transform_update(void)
60 q_normalize( player
.rot
);
61 q_m3x3( player
.rot
, player
.to_world
);
62 v3_copy( player
.co
, player
.to_world
[3] );
64 m4x3_invert_affine( player
.to_world
, player
.to_local
);
67 static int reset_player( int argc
, char const *argv
[] )
69 struct respawn_point
*rp
= NULL
, *r
;
73 for( int i
=0; i
<world
.spawn_count
; i
++ )
76 if( !strcmp( r
->name
, argv
[0] ) )
84 vg_warn( "No spawn named '%s'\n", argv
[0] );
89 float min_dist
= INFINITY
;
90 for( int i
=0; i
<world
.spawn_count
; i
++ )
93 float d
= v3_dist2( r
->co
, player
.co
);
105 vg_error( "No spawn found\n" );
109 v4_copy( r
->q
, player
.rot
);
110 v3_copy( r
->co
, player
.co
);
112 player
.vswitch
= 1.0f
;
113 player
.slip_last
= 0.0f
;
116 m3x3_identity( player
.vr
);
118 player
.mdl
.shoes
[0] = 1;
119 player
.mdl
.shoes
[1] = 1;
121 player_transform_update();
122 m3x3_mulv( player
.to_world
, (v3f
){ 0.0f
, 0.0f
, -0.2f
}, player
.v
);
126 static void player_mouseview(void)
128 if( gui_want_mouse() )
131 static v2f mouse_last
,
132 view_vel
= { 0.0f
, 0.0f
};
134 if( vg_get_button_down( "primary" ) )
135 v2_copy( vg_mouse
, mouse_last
);
137 else if( vg_get_button( "primary" ) )
140 v2_sub( vg_mouse
, mouse_last
, delta
);
141 v2_copy( vg_mouse
, mouse_last
);
143 v2_muladds( view_vel
, delta
, 0.005f
, view_vel
);
146 v2_muladds( view_vel
,
147 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
149 v2_muls( view_vel
, 0.7f
, view_vel
);
150 v2_add( view_vel
, player
.angles
, player
.angles
);
151 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
154 static void player_freecam(void)
158 float movespeed
= 25.0f
;
159 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
160 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
162 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
163 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
165 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
166 if( vg_get_button( "forward" ) )
167 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
168 if( vg_get_button( "back" ) )
169 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
170 if( vg_get_button( "left" ) )
171 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
172 if( vg_get_button( "right" ) )
173 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
175 v3_muls( move_vel
, 0.7f
, move_vel
);
176 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
179 static void apply_gravity( v3f vel
, float const timestep
)
181 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
182 v3_muladds( vel
, gravity
, timestep
, vel
);
186 * TODO: The angle bias should become greater when launching from a steeper
187 * angle and skewed towords more 'downwards' angles when launching from
188 * shallower trajectories
190 static void player_start_air(void)
194 float pstep
= ktimestep
*10.0f
;
196 float best_velocity_mod
= 0.0f
,
197 best_velocity_delta
= -9999.9f
;
199 float k_bias
= 0.97f
;
202 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
203 v3_cross( vup
, player
.v
, axis
);
204 v3_normalize( axis
);
205 player
.land_log_count
= 0;
207 m3x3_identity( player
.vr
);
209 for( int m
=-3;m
<=12; m
++ )
211 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
214 v3_copy( player
.co
, pco
);
215 v3_muls( player
.v
, k_bias
, pv
);
218 * Try different 'rotations' of the velocity to find the best possible
219 * landing normal. This conserves magnitude at the expense of slightly
220 * unrealistic results
226 q_axis_angle( vr_q
, axis
, vmod
);
229 m3x3_mulv( vr
, pv
, pv
);
230 v3_muladds( pco
, pv
, pstep
, pco
);
232 for( int i
=0; i
<50; i
++ )
234 v3_copy( pco
, pco1
);
235 apply_gravity( pv
, pstep
);
237 m3x3_mulv( vr
, pv
, pv
);
238 v3_muladds( pco
, pv
, pstep
, pco
);
243 v3_sub( pco
, pco1
, vdir
);
244 contact
.dist
= v3_length( vdir
);
245 v3_divs( vdir
, contact
.dist
, vdir
);
247 if( ray_world( pco1
, vdir
, &contact
))
249 float land_delta
= v3_dot( pv
, contact
.normal
);
250 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
252 /* Bias prediction towords ramps */
253 if( ray_hit_is_ramp( &contact
) )
256 scolour
|= 0x0000a000;
259 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
261 best_velocity_delta
= land_delta
;
262 best_velocity_mod
= vmod
;
264 v3_copy( contact
.pos
, player
.land_target
);
266 m3x3_copy( vr
, player
.vr_pstep
);
267 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
268 q_m3x3( vr_q
, player
.vr
);
271 v3_copy( contact
.pos
,
272 player
.land_target_log
[player
.land_log_count
] );
273 player
.land_target_colours
[player
.land_log_count
] =
274 0xff000000 | scolour
;
276 player
.land_log_count
++;
283 //v3_rotate( player.v, best_velocity_mod, axis, player.v );
286 v3_muls( player
.v
, best_velocity_mod
, player
.v
);
289 static int sample_if_resistant( v3f pos
)
292 v3_copy( pos
, ground
);
298 if( ray_world( ground
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
301 v3_copy( player
.v
, angle
);
302 v3_normalize( angle
);
303 float resistance
= v3_dot( hit
.normal
, angle
);
305 if( resistance
< 0.25f
)
307 v3_copy( hit
.pos
, pos
);
315 static float stable_force( float current
, float diff
)
317 float new = current
+ diff
;
319 if( new * current
< 0.0f
)
325 static void player_physics_ground(void)
328 * Getting surface collision points,
329 * the contact manifold is a triangle for simplicity.
331 v3f contact_front
, contact_back
, contact_norm
, vup
, vside
,
334 float klength
= 0.65f
;
335 m4x3_mulv( player
.to_world
, (v3f
){ 0.15f
,0.0f
,-klength
}, contact_norm
);
336 m4x3_mulv( player
.to_world
, (v3f
){-0.15f
,0.0f
,-klength
}, contact_front
);
337 m4x3_mulv( player
.to_world
, (v3f
){ 0.00f
,0.0f
, klength
}, contact_back
);
338 m3x3_mulv( player
.to_world
, (v3f
){ 0.0f
, 1.0f
, 0.0f
}, vup
);
339 m3x3_mulv( player
.to_world
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, vside
);
344 sample_if_resistant( contact_front
) +
345 sample_if_resistant( contact_back
) +
346 sample_if_resistant( contact_norm
);
348 if( contact_count
< 3 )
356 v3_sub( contact_norm
, contact_front
, v0
);
357 v3_sub( contact_back
, contact_front
, v1
);
358 v3_cross( v1
, v0
, norm
);
359 v3_normalize( norm
);
361 vg_line( contact_norm
, contact_front
, 0xff00ff00 );
362 vg_line( contact_back
, contact_front
, 0xff0000ff );
364 /* Surface alignment */
365 float angle
= v3_dot( vup
, norm
);
366 v3_cross( vup
, norm
, axis
);
371 q_axis_angle( correction
, axis
, acosf(angle
) );
372 q_mul( correction
, player
.rot
, player
.rot
);
375 float resistance
= v3_dot( norm
, player
.v
);
376 if( resistance
>= 0.0f
)
383 v3_muladds( player
.v
, norm
, -resistance
, player
.v
);
386 /* This is where velocity integration used to be */
390 player
.co
[1] = (contact_front
[1]+contact_back
[1])*0.5f
;
393 m3x3_mulv( player
.to_local
, player
.v
, vel
);
395 /* Calculate local forces */
397 if( fabsf(vel
[2]) > 0.01f
)
398 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
400 if( fabsf( slip
) > 1.2f
)
401 slip
= vg_signf( slip
) * 1.2f
;
403 player
.reverse
= -vg_signf(vel
[2]);
405 float substep
= ktimestep
* 0.2f
;
406 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
408 for( int i
=0; i
<5; i
++ )
410 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
412 /* This used to be -7.0, then -10.0 */
413 vel
[0] = stable_force( vel
[0], vg_signf( vel
[0] ) * -8.5f
*substep
);
416 static double start_push
= 0.0;
417 if( vg_get_button_down( "push" ) )
418 start_push
= vg_time
;
420 if( !vg_get_button("break") && vg_get_button( "push" ) )
422 float const k_maxpush
= 16.0f
,
425 float cycle_time
= vg_time
-start_push
,
426 amt
= k_pushaccel
* (sinf( cycle_time
* 8.0f
)*0.5f
+0.5f
)*ktimestep
,
427 current
= v3_length( vel
),
428 new_vel
= vg_minf( current
+ amt
, k_maxpush
);
429 new_vel
-= vg_minf(current
, k_maxpush
);
430 vel
[2] -= new_vel
* player
.reverse
;
433 m3x3_mulv( player
.to_world
, vel
, player
.v
);
435 if( vg_get_button( "yawl" ) )
436 player
.iY
+= 3.6f
* ktimestep
;
437 if( vg_get_button( "yawr" ) )
438 player
.iY
-= 3.6f
* ktimestep
;
440 float steer
= vg_get_axis( "horizontal" );
441 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * 2.5f
* ktimestep
;
443 /* Too much lean and it starts to look like a snowboard here */
444 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
445 ktimestep
*5.0f
, player
.board_xy
);
448 static void draw_cross(v3f pos
,u32 colour
, float scale
)
451 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
452 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
453 vg_line( p0
, p1
, colour
);
454 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
455 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
456 vg_line( p0
, p1
, colour
);
457 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
458 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
459 vg_line( p0
, p1
, colour
);
462 static void player_physics_air(void)
464 m3x3_mulv( player
.vr
, player
.v
, player
.v
);
465 draw_cross( player
.land_target
, 0xff0000ff, 1 );
468 v3_copy( player
.co
, ground_pos
);
469 ground_pos
[1] += 4.0f
;
473 if( ray_world( ground_pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
475 if( hit
.pos
[1] > player
.co
[1] )
479 if( !ray_hit_is_ramp( &hit
) )
482 character_ragdoll_copypose( &player
.mdl
, player
.v
);
491 float pstep
= ktimestep
*10.0f
;
494 v3_copy( player
.co
, pco
);
495 v3_copy( player
.v
, pv
);
497 float time_to_impact
= 0.0f
;
498 float limiter
= 1.0f
;
500 for( int i
=0; i
<50; i
++ )
502 v3_copy( pco
, pco1
);
503 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
504 apply_gravity( pv
, pstep
);
505 v3_muladds( pco
, pv
, pstep
, pco
);
507 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
512 v3_sub( pco
, pco1
, vdir
);
513 contact
.dist
= v3_length( vdir
);
514 v3_divs( vdir
, contact
.dist
, vdir
);
516 float orig_dist
= contact
.dist
;
517 if( ray_world( pco1
, vdir
, &contact
))
520 m3x3_mulv( player
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, localup
);
522 float angle
= v3_dot( localup
, contact
.normal
);
524 v3_cross( localup
, contact
.normal
, axis
);
526 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
527 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
528 limiter
= 1.0f
-limiter
;
530 limiter
= 1.0f
-limiter
;
535 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
536 q_mul( correction
, player
.rot
, player
.rot
);
539 draw_cross( contact
.pos
, 0xffff0000, 1 );
542 time_to_impact
+= pstep
;
545 player
.iY
-= vg_get_axis( "horizontal" ) * 3.6f
* ktimestep
;
548 float iX
= vg_get_axis( "vertical" ) *
549 player
.reverse
* 3.6f
* limiter
* ktimestep
;
550 static float siX
= 0.0f
;
551 siX
= vg_lerpf( siX
, iX
, 0.3f
);
556 m3x3_mulv( player
.to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
558 q_axis_angle( rotate
, vside
, siX
);
559 q_mul( rotate
, player
.rot
, player
.rot
);
562 v2f target
= {0.0f
,0.0f
};
563 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
564 player
.grab
, target
);
565 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
568 static void player_do_motion(void)
570 float horizontal
= vg_get_axis("horizontal"),
571 vertical
= vg_get_axis("vertical");
574 player_physics_air();
577 player_physics_ground();
579 /* Integrate velocity */
581 v3_copy( player
.co
, prevco
);
583 apply_gravity( player
.v
, ktimestep
);
584 v3_muladds( player
.co
, player
.v
, ktimestep
, player
.co
);
586 /* Integrate inertia */
587 v4f rotate
; v3f vup
= {0.0f
,1.0f
,0.0f
};
588 m3x3_mulv( player
.to_world
, vup
, vup
);
590 static float siY
= 0.0f
;
592 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
593 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
595 q_axis_angle( rotate
, vup
, siY
);
596 q_mul( rotate
, player
.rot
, player
.rot
);
598 player
.iY
= 0.0f
; /* temp */
602 for( int i
=0; i
<world
.gate_count
; i
++ )
604 teleport_gate
*gate
= &world
.gates
[i
];
606 if( gate_intersect( gate
, player
.co
, prevco
) )
608 m4x3_mulv( gate
->transport
, player
.co
, player
.co
);
609 m3x3_mulv( gate
->transport
, player
.v
, player
.v
);
610 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
611 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
612 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
613 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
615 v4f transport_rotation
;
616 m3x3_q( gate
->transport
, transport_rotation
);
617 q_mul( transport_rotation
, player
.rot
, player
.rot
);
623 /* Camera and character */
624 player_transform_update();
626 v3_lerp( player
.vl
, player
.v
, 0.05f
, player
.vl
);
628 player
.angles
[0] = atan2f( player
.vl
[0], -player
.vl
[2] );
629 player
.angles
[1] = atan2f( -player
.vl
[1], sqrtf(player
.vl
[0]*player
.vl
[0]+
630 player
.vl
[2]*player
.vl
[2]) ) * 0.7f
;
633 static int player_walkgrid_tri_walkable( u32 tri
[3] )
635 return tri
[0] < world
.sm_surface
.vertex_count
;
638 #define WALKGRID_SIZE 16
645 k_sample_type_air
, /* Nothing was hit. */
646 k_sample_type_invalid
, /* The point is invalid, but there is a sample
647 underneath that can be used */
648 k_sample_type_valid
, /* This point is good */
657 k_traverse_none
= 0x00,
663 samples
[WALKGRID_SIZE
][WALKGRID_SIZE
];
667 float move
; /* Current amount of movement we have left to apply */
668 v2f dir
; /* The movement delta */
669 v2i cell_id
;/* Current cell */
670 v2f pos
; /* Local position (in cell) */
675 * Get a sample at this pole location, will return 1 if the sample is valid,
676 * and pos will be updated to be the intersection location.
678 static void player_walkgrid_samplepole( struct grid_sample
*s
)
680 boxf region
= {{ s
->pos
[0] -0.01f
, s
->pos
[1] - 4.0f
, s
->pos
[2] -0.01f
},
681 { s
->pos
[0] +0.01f
, s
->pos
[1] + 4.0f
, s
->pos
[2] +0.01f
}};
685 int len
= bh_select( &world
.geo
.bhtris
, region
, geo
, 256 );
687 const float k_minworld_y
= -2000.0f
;
689 float walk_height
= k_minworld_y
,
690 block_height
= k_minworld_y
;
692 s
->type
= k_sample_type_air
;
694 for( int i
=0; i
<len
; i
++ )
696 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
698 for( int j
=0; j
<3; j
++ )
699 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
701 v3f vdown
= {0.0f
,-1.0f
,0.0f
};
703 v3_copy( s
->pos
, sample_from
);
704 sample_from
[1] = region
[1][1];
707 if( ray_tri( tri
, sample_from
, vdown
, &dist
))
710 v3_muladds( sample_from
, vdown
, dist
, p0
);
712 if( player_walkgrid_tri_walkable(ptri
) )
714 if( p0
[1] > walk_height
)
721 if( p0
[1] > block_height
)
722 block_height
= p0
[1];
727 s
->pos
[1] = walk_height
;
729 if( walk_height
> k_minworld_y
)
730 if( block_height
> walk_height
)
731 s
->type
= k_sample_type_invalid
;
733 s
->type
= k_sample_type_valid
;
735 s
->type
= k_sample_type_air
;
738 float const k_gridscale
= 0.5f
;
746 static void player_walkgrid_clip_blocker( struct grid_sample
*sa
,
747 struct grid_sample
*sb
,
748 struct grid_sample
*st
,
752 int valid_a
= sa
->type
== k_sample_type_valid
,
753 valid_b
= sb
->type
== k_sample_type_valid
;
754 struct grid_sample
*target
= valid_a
? sa
: sb
,
755 *other
= valid_a
? sb
: sa
;
756 v3_copy( target
->pos
, pos
);
757 v3_sub( other
->pos
, target
->pos
, clipdir
);
760 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*2.1f
, cell_region
[0]);
761 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*2.1f
, cell_region
[1]);
765 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
767 float start_time
= v3_length( clipdir
),
768 min_time
= start_time
;
769 v3_normalize( clipdir
);
770 v3_muls( clipdir
, 0.0001f
, st
->clip
[dir
] );
772 for( int i
=0; i
<len
; i
++ )
774 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
775 for( int j
=0; j
<3; j
++ )
776 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
778 if( player_walkgrid_tri_walkable(ptri
) )
782 if(ray_tri( tri
, pos
, clipdir
, &dist
))
784 if( dist
> 0.0f
&& dist
< min_time
)
787 sb
->type
= k_sample_type_air
;
792 if( !(min_time
< start_time
) )
793 min_time
= 0.5f
* k_gridscale
;
795 min_time
= vg_clampf( min_time
/k_gridscale
, 0.01f
, 0.99f
);
797 v3_muls( clipdir
, min_time
, st
->clip
[dir
] );
800 v3_muladds( target
->pos
, st
->clip
[dir
], k_gridscale
, p0
);
803 static void player_walkgrid_clip_edge( struct grid_sample
*sa
,
804 struct grid_sample
*sb
,
805 struct grid_sample
*st
, /* data store */
808 v3f clipdir
= { 0.0f
, 0.0f
, 0.0f
}, pos
;
809 int valid_a
= sa
->type
== k_sample_type_valid
,
810 valid_b
= sb
->type
== k_sample_type_valid
;
812 struct grid_sample
*target
= valid_a
? sa
: sb
,
813 *other
= valid_a
? sb
: sa
;
815 v3_sub( other
->pos
, target
->pos
, clipdir
);
818 v3_copy( target
->pos
, pos
);
821 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, -k_gridscale
*1.1f
, cell_region
[0]);
822 v3_muladds( pos
, (v3f
){1.0f
,1.0f
,1.0f
}, k_gridscale
*1.1f
, cell_region
[1]);
825 int len
= bh_select( &world
.geo
.bhtris
, cell_region
, geo
, 256 );
827 float max_dist
= 0.0f
;
830 v3_cross( clipdir
,(v3f
){0.0f
,1.0f
,0.0f
},perp
);
831 v3_muls( clipdir
, 0.001f
, st
->clip
[dir
] );
833 for( int i
=0; i
<len
; i
++ )
835 u32
*ptri
= &world
.geo
.indices
[ geo
[i
]*3 ];
836 for( int j
=0; j
<3; j
++ )
837 v3_copy( world
.geo
.verts
[ptri
[j
]].co
, tri
[j
] );
839 if( !player_walkgrid_tri_walkable(ptri
) )
842 for( int k
=0; k
<3; k
++ )
848 v3_sub( tri
[ia
], pos
, v0
);
849 v3_sub( tri
[ib
], pos
, v1
);
851 if( (clipdir
[2]*v0
[0] - clipdir
[0]*v0
[2]) *
852 (clipdir
[2]*v1
[0] - clipdir
[0]*v1
[2]) < 0.0f
)
854 float da
= v3_dot(v0
,perp
),
855 db
= v3_dot(v1
,perp
),
860 v3_muls( v1
, qa
, p0
);
861 v3_muladds( p0
, v0
, 1.0f
-qa
, p0
);
863 float h
= v3_dot(p0
,clipdir
)/v3_dot(clipdir
,clipdir
);
865 if( h
>= max_dist
&& h
<= 1.0f
)
868 float l
= 1.0f
/v3_length(clipdir
);
869 v3_muls( p0
, l
, st
->clip
[dir
] );
876 static const struct conf
883 * o: the 'other' point to do a A/B test with
884 * if its -1, all AB is done.
894 k_walkgrid_configs
[16] = {
896 {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
897 {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
898 {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
900 {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
901 {{{ 3,3, 3,0, 1,0, -1,-1 },
902 { 1,1, 0,1, 1,0, -1,-1 }}, 2},
903 {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
904 {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
906 {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
907 {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
908 {{{ 2,2, 1,3, 0,1, -1,-1 },
909 { 0,0, 0,0, 0,1, -1,-1 }}, 2},
910 {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
912 {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
913 {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
914 {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
919 * Get a buffer of edges from cell location
921 static const struct conf
*player_walkgrid_conf( struct walkgrid
*wg
,
923 struct grid_sample
*corners
[4] )
925 corners
[0] = &wg
->samples
[cell
[1] ][cell
[0] ];
926 corners
[1] = &wg
->samples
[cell
[1]+1][cell
[0] ];
927 corners
[2] = &wg
->samples
[cell
[1]+1][cell
[0]+1];
928 corners
[3] = &wg
->samples
[cell
[1] ][cell
[0]+1];
930 u32 vd0
= corners
[0]->type
== k_sample_type_valid
,
931 vd1
= corners
[1]->type
== k_sample_type_valid
,
932 vd2
= corners
[2]->type
== k_sample_type_valid
,
933 vd3
= corners
[3]->type
== k_sample_type_valid
,
934 config
= (vd0
<<3) | (vd1
<<2) | (vd2
<<1) | vd3
;
936 return &k_walkgrid_configs
[ config
];
939 static void player_walkgrid_floor(v3f pos
)
941 v3_muls( pos
, 1.0f
/k_gridscale
, pos
);
942 v3_floor( pos
, pos
);
943 v3_muls( pos
, k_gridscale
, pos
);
947 * Computes the barycentric coordinate of location on a triangle (vertical),
948 * then sets the Y position to the interpolation of the three points
950 static void player_walkgrid_stand_tri( v3f a
, v3f b
, v3f c
, v3f pos
)
955 v3_sub( pos
, a
, v2
);
957 float d
= v0
[0]*v1
[2] - v1
[0]*v0
[2],
958 v
= (v2
[0]*v1
[2] - v1
[0]*v2
[2]) / d
,
959 w
= (v0
[0]*v2
[2] - v2
[0]*v0
[2]) / d
,
962 vg_line( pos
, a
, 0xffff0000 );
963 vg_line( pos
, b
, 0xff00ff00 );
964 vg_line( pos
, c
, 0xff0000ff );
965 pos
[1] = u
*a
[1] + v
*b
[1] + w
*c
[1];
969 * Get the minimum time value of pos+dir until a cell edge
971 * t[0] -> t[3] are the individual time values
972 * t[5] & t[6] are the maximum axis values
973 * t[6] is the minimum value
976 static void player_walkgrid_min_cell( float t
[7], v2f pos
, v2f dir
)
978 v2f frac
= { 1.0f
/dir
[0], 1.0f
/dir
[1] };
985 if( fabsf(dir
[0]) > 0.0001f
)
987 t
[0] = (0.0f
-pos
[0]) * frac
[0];
988 t
[1] = (1.0f
-pos
[0]) * frac
[0];
990 if( fabsf(dir
[1]) > 0.0001f
)
992 t
[2] = (0.0f
-pos
[1]) * frac
[1];
993 t
[3] = (1.0f
-pos
[1]) * frac
[1];
996 t
[4] = vg_maxf(t
[0],t
[1]);
997 t
[5] = vg_maxf(t
[2],t
[3]);
998 t
[6] = vg_minf(t
[4],t
[5]);
1001 static void player_walkgrid_iter(struct walkgrid
*wg
, int iter
)
1005 * For each walkgrid iteration we are stepping through cells and determining
1006 * the intersections with the grid, and any edges that are present
1009 u32 icolours
[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
1011 v3f pa
, pb
, pc
, pd
, pl0
, pl1
;
1012 pa
[0] = wg
->region
[0][0] + (float)wg
->cell_id
[0] *k_gridscale
;
1013 pa
[1] = (wg
->region
[0][1] + wg
->region
[1][1]) * 0.5f
+ k_gridscale
;
1014 pa
[2] = wg
->region
[0][2] + (float)wg
->cell_id
[1] *k_gridscale
;
1017 pb
[2] = pa
[2] + k_gridscale
;
1018 pc
[0] = pa
[0] + k_gridscale
;
1020 pc
[2] = pa
[2] + k_gridscale
;
1021 pd
[0] = pa
[0] + k_gridscale
;
1025 /* if you want to draw the current cell */
1026 vg_line( pa
, pb
, 0xff00ffff );
1027 vg_line( pb
, pc
, 0xff00ffff );
1028 vg_line( pc
, pd
, 0xff00ffff );
1029 vg_line( pd
, pa
, 0xff00ffff );
1031 pl0
[0] = pa
[0] + wg
->pos
[0]*k_gridscale
;
1033 pl0
[2] = pa
[2] + wg
->pos
[1]*k_gridscale
;
1036 * If there are edges present, we need to create a 'substep' event, where
1037 * we find the intersection point, find the fully resolved position,
1038 * then the new pos dir is the intersection->resolution
1040 * the resolution is applied in non-discretized space in order to create a
1041 * suitable vector for finding outflow, we want it to leave the cell so it
1042 * can be used by the quad
1046 v2_copy( wg
->pos
, pos
);
1047 v2_muls( wg
->dir
, wg
->move
, dir
);
1049 struct grid_sample
*corners
[4];
1050 v2f corners2d
[4] = {{0.0f
,0.0f
},{0.0f
,1.0f
},{1.0f
,1.0f
},{1.0f
,0.0f
}};
1051 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1054 player_walkgrid_min_cell( t
, pos
, dir
);
1056 for( int i
=0; i
<conf
->edge_count
; i
++ )
1058 const struct confedge
*edge
= &conf
->edges
[i
];
1060 v2f e0
, e1
, n
, r
, target
, res
, tangent
;
1061 e0
[0] = corners2d
[edge
->i0
][0] + corners
[edge
->d0
]->clip
[edge
->a0
][0];
1062 e0
[1] = corners2d
[edge
->i0
][1] + corners
[edge
->d0
]->clip
[edge
->a0
][2];
1063 e1
[0] = corners2d
[edge
->i1
][0] + corners
[edge
->d1
]->clip
[edge
->a1
][0];
1064 e1
[1] = corners2d
[edge
->i1
][1] + corners
[edge
->d1
]->clip
[edge
->a1
][2];
1066 v3f pe0
= { pa
[0] + e0
[0]*k_gridscale
,
1068 pa
[2] + e0
[1]*k_gridscale
};
1069 v3f pe1
= { pa
[0] + e1
[0]*k_gridscale
,
1071 pa
[2] + e1
[1]*k_gridscale
};
1073 v2_sub( e1
, e0
, tangent
);
1079 * If we find ourselfs already penetrating the edge, move back out a
1082 v2_sub( e0
, pos
, r
);
1083 float p1
= v2_dot(r
,n
);
1087 v2_muladds( pos
, n
, p1
+0.0001f
, pos
);
1088 v2_copy( pos
, wg
->pos
);
1089 v3f p_new
= { pa
[0] + pos
[0]*k_gridscale
,
1091 pa
[2] + pos
[1]*k_gridscale
};
1092 v3_copy( p_new
, pl0
);
1095 v2_add( pos
, dir
, target
);
1098 v2_sub( e0
, pos
, v1
);
1099 v2_sub( target
, pos
, v2
);
1103 v2_sub( e0
, target
, r
);
1104 float p
= v2_dot(r
,n
),
1105 t1
= v2_dot(v1
,v3
)/v2_dot(v2
,v3
);
1107 if( t1
< t
[6] && t1
> 0.0f
&& -p
< 0.001f
)
1109 v2_muladds( target
, n
, p
+0.0001f
, res
);
1112 v2_muladds( pos
, dir
, t1
, intersect
);
1113 v2_copy( intersect
, pos
);
1114 v2_sub( res
, intersect
, dir
);
1116 v3f p_res
= { pa
[0] + res
[0]*k_gridscale
,
1118 pa
[2] + res
[1]*k_gridscale
};
1119 v3f p_int
= { pa
[0] + intersect
[0]*k_gridscale
,
1121 pa
[2] + intersect
[1]*k_gridscale
};
1123 vg_line( pl0
, p_int
, icolours
[iter
%3] );
1124 v3_copy( p_int
, pl0
);
1125 v2_copy( pos
, wg
->pos
);
1127 player_walkgrid_min_cell( t
, pos
, dir
);
1132 * Compute intersection with grid cell moving outwards
1134 t
[6] = vg_minf( t
[6], 1.0f
);
1136 pl1
[0] = pl0
[0] + dir
[0]*k_gridscale
*t
[6];
1138 pl1
[2] = pl0
[2] + dir
[1]*k_gridscale
*t
[6];
1139 vg_line( pl0
, pl1
, icolours
[iter
%3] );
1144 * To figure out what t value created the clip so we know which edge
1150 wg
->pos
[1] = pos
[1] + dir
[1]*t
[6];
1152 if( t
[0] > t
[1] ) /* left edge */
1154 wg
->pos
[0] = 0.9999f
;
1157 if( wg
->cell_id
[0] == 0 )
1160 else /* Right edge */
1162 wg
->pos
[0] = 0.0001f
;
1165 if( wg
->cell_id
[0] == WALKGRID_SIZE
-2 )
1171 wg
->pos
[0] = pos
[0] + dir
[0]*t
[6];
1173 if( t
[2] > t
[3] ) /* bottom edge */
1175 wg
->pos
[1] = 0.9999f
;
1178 if( wg
->cell_id
[1] == 0 )
1183 wg
->pos
[1] = 0.0001f
;
1186 if( wg
->cell_id
[1] == WALKGRID_SIZE
-2 )
1195 v2_muladds( wg
->pos
, dir
, wg
->move
, wg
->pos
);
1200 static void player_walkgrid_stand_cell(struct walkgrid
*wg
)
1203 * NOTE: as opposed to the other function which is done in discretized space
1204 * this use a combination of both.
1208 world
[0] = wg
->region
[0][0]+((float)wg
->cell_id
[0]+wg
->pos
[0])*k_gridscale
;
1209 world
[1] = player
.co
[1];
1210 world
[2] = wg
->region
[0][2]+((float)wg
->cell_id
[1]+wg
->pos
[1])*k_gridscale
;
1212 struct grid_sample
*corners
[4];
1213 const struct conf
*conf
= player_walkgrid_conf( wg
, wg
->cell_id
, corners
);
1215 if( conf
!= k_walkgrid_configs
)
1217 if( conf
->edge_count
== 0 )
1221 /* Split the basic quad along the shortest diagonal */
1222 if( fabsf(corners
[2]->pos
[1] - corners
[0]->pos
[1]) <
1223 fabsf(corners
[3]->pos
[1] - corners
[1]->pos
[1]) )
1225 vg_line( corners
[2]->pos
, corners
[0]->pos
, 0xffaaaaaa );
1227 if( wg
->pos
[0] > wg
->pos
[1] )
1228 player_walkgrid_stand_tri( corners
[0]->pos
,
1230 corners
[2]->pos
, world
);
1232 player_walkgrid_stand_tri( corners
[0]->pos
,
1234 corners
[1]->pos
, world
);
1238 vg_line( corners
[3]->pos
, corners
[1]->pos
, 0xffaaaaaa );
1240 if( wg
->pos
[0] < 1.0f
-wg
->pos
[1] )
1241 player_walkgrid_stand_tri( corners
[0]->pos
,
1243 corners
[1]->pos
, world
);
1245 player_walkgrid_stand_tri( corners
[3]->pos
,
1247 corners
[1]->pos
, world
);
1252 for( int i
=0; i
<conf
->edge_count
; i
++ )
1254 const struct confedge
*edge
= &conf
->edges
[i
];
1257 v3_muladds( corners
[edge
->i0
]->pos
,
1258 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1259 v3_muladds( corners
[edge
->i1
]->pos
,
1260 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1263 * Find penetration distance between player position and the edge
1266 v2f normal
= { -(p1
[2]-p0
[2]), p1
[0]-p0
[0] },
1267 rel
= { world
[0]-p0
[0], world
[2]-p0
[2] };
1269 if( edge
->o0
== -1 )
1271 /* No subregions (default case), just use triangle created by
1273 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1280 * Test if we are in the first region, which is
1281 * edge.i0, edge.e0, edge.o0,
1284 v3_sub( p0
, corners
[edge
->o0
]->pos
, ref
);
1285 v3_sub( world
, corners
[edge
->o0
]->pos
, v0
);
1287 vg_line( corners
[edge
->o0
]->pos
, p0
, 0xffffff00 );
1288 vg_line( corners
[edge
->o0
]->pos
, world
, 0xff000000 );
1290 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1292 player_walkgrid_stand_tri( corners
[edge
->i0
]->pos
,
1294 corners
[edge
->o0
]->pos
, world
);
1298 if( edge
->o1
== -1 )
1301 * No other edges mean we just need to use the opposite
1303 * e0, e1, o0 (in our case, also i1)
1305 player_walkgrid_stand_tri( p0
,
1307 corners
[edge
->o0
]->pos
, world
);
1312 * Note: this v0 calculation can be ommited with the
1315 * the last two triangles we have are:
1320 v3_sub( p1
, corners
[edge
->o1
]->pos
, ref
);
1321 v3_sub( world
, corners
[edge
->o1
]->pos
, v0
);
1322 vg_line( corners
[edge
->o1
]->pos
, p1
, 0xff00ffff );
1324 if( ref
[0]*v0
[2] - ref
[2]*v0
[0] < 0.0f
)
1326 player_walkgrid_stand_tri( p0
,
1328 corners
[edge
->o1
]->pos
,
1333 player_walkgrid_stand_tri( p1
,
1334 corners
[edge
->i1
]->pos
,
1335 corners
[edge
->o1
]->pos
,
1345 v3_copy( world
, player
.co
);
1348 static void player_walkgrid_getsurface(void)
1350 float const k_stepheight
= 0.5f
;
1351 float const k_miny
= 0.6f
;
1352 float const k_height
= 1.78f
;
1353 float const k_region_size
= (float)WALKGRID_SIZE
/2.0f
* k_gridscale
;
1355 static struct walkgrid wg
;
1358 v3_copy( player
.co
, cell
);
1359 player_walkgrid_floor( cell
);
1361 v3_muladds( cell
, (v3f
){-1.0f
,-1.0f
,-1.0f
}, k_region_size
, wg
.region
[0] );
1362 v3_muladds( cell
, (v3f
){ 1.0f
, 1.0f
, 1.0f
}, k_region_size
, wg
.region
[1] );
1366 * Create player input vector
1368 v3f delta
= {0.0f
,0.0f
,0.0f
};
1369 v3f fwd
= { -sinf(-player
.angles
[0]), 0.0f
, -cosf(-player
.angles
[0]) },
1370 side
= { -fwd
[2], 0.0f
, fwd
[0] };
1373 if( !vg_console_enabled() )
1375 if( glfwGetKey( vg_window
, GLFW_KEY_W
) )
1376 v3_muladds( delta
, fwd
, ktimestep
*k_walkspeed
, delta
);
1377 if( glfwGetKey( vg_window
, GLFW_KEY_S
) )
1378 v3_muladds( delta
, fwd
, -ktimestep
*k_walkspeed
, delta
);
1380 if( glfwGetKey( vg_window
, GLFW_KEY_A
) )
1381 v3_muladds( delta
, side
, -ktimestep
*k_walkspeed
, delta
);
1382 if( glfwGetKey( vg_window
, GLFW_KEY_D
) )
1383 v3_muladds( delta
, side
, ktimestep
*k_walkspeed
, delta
);
1385 v3_muladds( delta
, fwd
,
1386 vg_get_axis("vertical")*-ktimestep
*k_walkspeed
, delta
);
1387 v3_muladds( delta
, side
,
1388 vg_get_axis("horizontal")*ktimestep
*k_walkspeed
, delta
);
1392 * Create our move in grid space
1394 wg
.dir
[0] = delta
[0] * (1.0f
/k_gridscale
);
1395 wg
.dir
[1] = delta
[2] * (1.0f
/k_gridscale
);
1400 (player
.co
[0] - wg
.region
[0][0]) * (1.0f
/k_gridscale
),
1401 (player
.co
[2] - wg
.region
[0][2]) * (1.0f
/k_gridscale
)
1403 v2f region_cell_pos
;
1404 v2_floor( region_pos
, region_cell_pos
);
1405 v2_sub( region_pos
, region_cell_pos
, wg
.pos
);
1407 wg
.cell_id
[0] = region_cell_pos
[0];
1408 wg
.cell_id
[1] = region_cell_pos
[1];
1410 for(int y
=0; y
<WALKGRID_SIZE
; y
++ )
1412 for(int x
=0; x
<WALKGRID_SIZE
; x
++ )
1414 struct grid_sample
*s
= &wg
.samples
[y
][x
];
1415 v3_muladds( wg
.region
[0], (v3f
){ x
, 0, y
}, k_gridscale
, s
->pos
);
1416 s
->state
= k_traverse_none
;
1417 s
->type
= k_sample_type_air
;
1418 v3_zero( s
->clip
[0] );
1419 v3_zero( s
->clip
[1] );
1423 v2i border
[WALKGRID_SIZE
*WALKGRID_SIZE
];
1424 v2i
*cborder
= border
;
1425 u32 border_length
= 1;
1427 struct grid_sample
*base
= NULL
;
1429 v2i starters
[] = {{0,0},{1,1},{0,1},{1,0}};
1431 for( int i
=0;i
<4;i
++ )
1434 v2i_add( wg
.cell_id
, starters
[i
], test
);
1435 v2i_copy( test
, border
[0] );
1436 base
= &wg
.samples
[test
[1]][test
[0]];
1438 base
->pos
[1] = cell
[1];
1439 player_walkgrid_samplepole( base
);
1441 if( base
->type
== k_sample_type_valid
)
1444 base
->type
= k_sample_type_air
;
1447 vg_line_pt3( base
->pos
, 0.1f
, 0xffffffff );
1451 while( border_length
)
1453 v2i directions
[] = {{1,0},{0,1},{-1,0},{0,-1}};
1455 v2i
*old_border
= cborder
;
1456 int len
= border_length
;
1459 cborder
= old_border
+len
;
1461 for( int i
=0; i
<len
; i
++ )
1464 v2i_copy( old_border
[i
], co
);
1465 struct grid_sample
*sa
= &wg
.samples
[co
[1]][co
[0]];
1467 for( int j
=0; j
<4; j
++ )
1470 v2i_add( co
, directions
[j
], newp
);
1472 if( newp
[0] < 0 || newp
[1] < 0 ||
1473 newp
[0] == WALKGRID_SIZE
|| newp
[1] == WALKGRID_SIZE
)
1476 struct grid_sample
*sb
= &wg
.samples
[newp
[1]][newp
[0]];
1477 enum traverse_state thismove
= j
%2==0? 1: 2;
1479 if( (sb
->state
& thismove
) == 0x00 ||
1480 sb
->type
== k_sample_type_air
)
1482 sb
->pos
[1] = sa
->pos
[1];
1484 player_walkgrid_samplepole( sb
);
1486 if( sb
->type
!= k_sample_type_air
)
1489 * Need to do a blocker pass
1492 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1493 player_walkgrid_clip_blocker( sa
, sb
, store
, j
%2 );
1496 if( sb
->type
!= k_sample_type_air
)
1498 vg_line( sa
->pos
, sb
->pos
, 0xffffffff );
1500 if( sb
->state
== k_traverse_none
)
1501 v2i_copy( newp
, cborder
[ border_length
++ ] );
1506 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1507 vg_line( sa
->pos
, p1
, 0xffffffff );
1513 * A clipping pass is now done on the edge of the walkable
1517 struct grid_sample
*store
= (j
>>1 == 0)? sa
: sb
;
1518 player_walkgrid_clip_edge( sa
, sb
, store
, j
%2 );
1521 v3_muladds( sa
->pos
, store
->clip
[j
%2], k_gridscale
, p1
);
1522 vg_line( sa
->pos
, p1
, 0xffffffff );
1525 sb
->state
|= thismove
;
1529 sa
->state
= k_traverse_h
|k_traverse_v
;
1533 if( iter
== walk_grid_iterations
)
1537 /* Draw connections */
1538 struct grid_sample
*corners
[4];
1539 for( int x
=0; x
<WALKGRID_SIZE
-1; x
++ )
1541 for( int z
=0; z
<WALKGRID_SIZE
-1; z
++ )
1543 const struct conf
*conf
=
1544 player_walkgrid_conf( &wg
, (v2i
){x
,z
}, corners
);
1546 for( int i
=0; i
<conf
->edge_count
; i
++ )
1548 const struct confedge
*edge
= &conf
->edges
[i
];
1551 v3_muladds( corners
[edge
->i0
]->pos
,
1552 corners
[edge
->d0
]->clip
[edge
->a0
], k_gridscale
, p0
);
1553 v3_muladds( corners
[edge
->i1
]->pos
,
1554 corners
[edge
->d1
]->clip
[edge
->a1
], k_gridscale
, p1
);
1556 vg_line( p0
, p1
, 0xff0000ff );
1562 * Commit player movement into the grid
1565 if( v3_length2(delta
) <= 0.00001f
)
1569 for(; i
<8 && wg
.move
> 0.001f
; i
++ )
1570 player_walkgrid_iter( &wg
, i
);
1572 player_walkgrid_stand_cell( &wg
);
1575 static void player_walkgrid(void)
1577 player_walkgrid_getsurface();
1579 m4x3_mulv( player
.to_world
, (v3f
){0.0f
,1.8f
,0.0f
}, player
.camera_pos
);
1581 player_transform_update();
1584 static void player_animate(void)
1586 /* Camera position */
1587 v3_sub( player
.v
, player
.v_last
, player
.a
);
1588 v3_copy( player
.v
, player
.v_last
);
1590 v3_add( player
.m
, player
.a
, player
.m
);
1591 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
1594 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
1595 player
.m
[1] = vg_clampf( player
.m
[1], -0.2f
, 5.0f
);
1596 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
1597 v3_copy( player
.m
, target
);
1598 v3_lerp( player
.bob
, target
, 0.2f
, player
.bob
);
1601 float lslip
= fabsf(player
.slip
); //vg_minf( 0.4f, slip );
1603 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
1604 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.04f
);
1606 float kheight
= 2.0f
,
1611 head
[1] = (0.3f
+cosf(lslip
)*0.5f
*(1.0f
-player
.grab
*0.7f
)) * kheight
;
1615 m3x3_mulv( player
.to_local
, player
.bob
, offset
);
1617 offset
[0] *= 0.3333f
;
1618 offset
[1] *= -0.25f
;
1620 v3_muladds( head
, offset
, 0.7f
, head
);
1621 head
[1] = vg_clampf( head
[1], 0.3f
, kheight
);
1624 * Animation blending
1625 * ===========================================
1628 static float fslide
= 0.0f
;
1629 static float fdirz
= 0.0f
;
1630 static float fdirx
= 0.0f
;
1631 static float fstand
= 0.0f
;
1632 static float ffly
= 0.0f
;
1634 float speed
= v3_length( player
.v
);
1636 fstand
= vg_lerpf(fstand
, 1.0f
-vg_clampf(speed
*0.03f
,0.0f
,1.0f
),0.1f
);
1637 fslide
= vg_lerpf(fslide
, vg_clampf(lslip
+fabsf(offset
[0])*0.2f
,
1639 fdirz
= vg_lerpf(fdirz
, player
.reverse
> 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1640 fdirx
= vg_lerpf(fdirx
, player
.slip
< 0.0f
? 1.0f
: 0.0f
, 0.04f
);
1641 ffly
= vg_lerpf(ffly
, player
.in_air
? 1.0f
: 0.0f
, 0.04f
);
1643 character_pose_reset( &player
.mdl
);
1648 float amt_air
= ffly
*ffly
,
1649 amt_ground
= 1.0f
-amt_air
,
1650 amt_std
= (1.0f
-fslide
) * amt_ground
,
1651 amt_stand
= amt_std
* fstand
,
1652 amt_aero
= amt_std
* (1.0f
-fstand
),
1653 amt_slide
= amt_ground
* fslide
;
1655 character_final_pose( &player
.mdl
, offset
, &pose_stand
, amt_stand
*fdirz
);
1656 character_final_pose( &player
.mdl
, offset
,
1657 &pose_stand_reverse
, amt_stand
* (1.0f
-fdirz
) );
1659 character_final_pose( &player
.mdl
, offset
, &pose_aero
, amt_aero
*fdirz
);
1660 character_final_pose( &player
.mdl
, offset
,
1661 &pose_aero_reverse
, amt_aero
* (1.0f
-fdirz
) );
1663 character_final_pose( &player
.mdl
, offset
, &pose_slide
, amt_slide
*fdirx
);
1664 character_final_pose( &player
.mdl
, offset
,
1665 &pose_slide1
, amt_slide
*(1.0f
-fdirx
) );
1667 character_final_pose( &player
.mdl
, (v3f
){0.0f
,0.0f
,0.0f
},
1668 &pose_fly
, amt_air
);
1671 static float fupper
= 0.0f
;
1672 fupper
= vg_lerpf( fupper
, -vg_get_axis("horizontal")*0.2f
, 0.1f
);
1673 character_yaw_upper( &player
.mdl
, fupper
);
1676 /* Camera position */
1677 v3_lerp( player
.smooth_localcam
, player
.mdl
.cam_pos
, 0.08f
,
1678 player
.smooth_localcam
);
1679 v3_muladds( player
.smooth_localcam
, offset
, 0.7f
, player
.camera_pos
);
1680 player
.camera_pos
[1] = vg_clampf( player
.camera_pos
[1], 0.3f
, kheight
);
1682 m4x3_mulv( player
.to_world
, player
.camera_pos
, player
.camera_pos
);
1684 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.04f
);
1685 v3_muladds( player
.camera_pos
, player
.v
, -0.05f
*player
.air_blend
,
1686 player
.camera_pos
);
1690 * ==========================
1692 struct ik_basic
*arm_l
= &player
.mdl
.ik_arm_l
,
1693 *arm_r
= &player
.mdl
.ik_arm_r
;
1696 m3x3_mulv( player
.to_local
, player
.v
, localv
);
1699 v3_muladds( arm_l
->end
, localv
, -0.01f
, arm_l
->end
);
1700 v3_muladds( arm_r
->end
, localv
, -0.01f
, arm_r
->end
);
1703 /* New board transformation */
1704 v4f board_rotation
; v3f board_location
;
1707 q_axis_angle( rz
, (v3f
){ 0.0f
, 0.0f
, 1.0f
}, player
.board_xy
[0] );
1708 q_axis_angle( rx
, (v3f
){ 1.0f
, 0.0f
, 0.0f
}, player
.board_xy
[1] );
1709 q_mul( rx
, rz
, board_rotation
);
1711 v3f
*mboard
= player
.mdl
.matrices
[k_chpart_board
];// player.mboard;
1712 q_m3x3( board_rotation
, mboard
);
1713 m3x3_mulv( mboard
, (v3f
){ 0.0f
, -0.5f
, 0.0f
}, board_location
);
1714 v3_add( (v3f
){0.0f
,0.5f
,0.0f
}, board_location
, board_location
);
1715 v3_copy( board_location
, mboard
[3] );
1718 float wheel_r
= offset
[0]*-0.4f
;
1720 q_axis_angle( qwheel
, (v3f
){0.0f
,1.0f
,0.0f
}, wheel_r
);
1722 q_m3x3( qwheel
, player
.mdl
.matrices
[k_chpart_wb
] );
1724 m3x3_transpose( player
.mdl
.matrices
[k_chpart_wb
],
1725 player
.mdl
.matrices
[k_chpart_wf
] );
1726 v3_copy( player
.mdl
.offsets
[k_chpart_wb
],
1727 player
.mdl
.matrices
[k_chpart_wb
][3] );
1728 v3_copy( player
.mdl
.offsets
[k_chpart_wf
],
1729 player
.mdl
.matrices
[k_chpart_wf
][3] );
1731 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wb
],
1732 player
.mdl
.matrices
[k_chpart_wb
] );
1733 m4x3_mul( mboard
, player
.mdl
.matrices
[k_chpart_wf
],
1734 player
.mdl
.matrices
[k_chpart_wf
] );
1736 m4x3_mulv( mboard
, player
.mdl
.ik_leg_l
.end
, player
.mdl
.ik_leg_l
.end
);
1737 m4x3_mulv( mboard
, player
.mdl
.ik_leg_r
.end
, player
.mdl
.ik_leg_r
.end
);
1740 v3_copy( player
.mdl
.ik_arm_l
.end
, player
.handl_target
);
1741 v3_copy( player
.mdl
.ik_arm_r
.end
, player
.handr_target
);
1743 if( 1||player
.in_air
)
1745 float tuck
= player
.board_xy
[1],
1746 tuck_amt
= fabsf( tuck
) * (1.0f
-fabsf(player
.board_xy
[0]));
1748 float crouch
= player
.grab
*0.3f
;
1749 v3_muladds( player
.mdl
.ik_body
.base
, (v3f
){0.0f
,-1.0f
,0.0f
},
1750 crouch
, player
.mdl
.ik_body
.base
);
1751 v3_muladds( player
.mdl
.ik_body
.end
, (v3f
){0.0f
,-1.0f
,0.0f
},
1752 crouch
*1.2f
, player
.mdl
.ik_body
.end
);
1756 //foot_l *= 1.0f-tuck_amt*1.5f;
1758 if( player
.grab
> 0.1f
)
1760 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,0.6f
},
1761 player
.handl_target
);
1766 //foot_r *= 1.0f-tuck_amt*1.4f;
1768 if( player
.grab
> 0.1f
)
1770 m4x3_mulv( mboard
, (v3f
){0.1f
,0.14f
,-0.6f
},
1771 player
.handr_target
);
1776 v3_lerp( player
.handl
, player
.handl_target
, 0.1f
, player
.handl
);
1777 v3_lerp( player
.handr
, player
.handr_target
, 0.1f
, player
.handr
);
1779 v3_copy( player
.handl
, player
.mdl
.ik_arm_l
.end
);
1780 v3_copy( player
.handr
, player
.mdl
.ik_arm_r
.end
);
1784 static float rhead
= 0.0f
;
1785 static const float klook_max
= 0.8f
;
1786 rhead
= vg_lerpf( rhead
,
1787 vg_clampf( atan2f(localv
[2],-localv
[0]),-klook_max
,klook_max
), 0.04f
);
1788 player
.mdl
.rhead
= rhead
;
1791 static int giftwrapXZ( v3f
*points
, int *output
, int len
)
1799 for( int i
=1; i
<len
; i
++ )
1800 if( points
[i
][0] < points
[l
][0] )
1809 vg_error ("MANIFOLD ERR (%d)\n", count
);
1812 output
[ count
++ ] = p
;
1816 for( int i
=0; i
<len
; i
++ )
1819 (points
[i
][2]-points
[p
][2])*(points
[q
][0]-points
[i
][0]) -
1820 (points
[i
][0]-points
[p
][0])*(points
[q
][2]-points
[i
][2]);
1822 if( orient
> 0.0001f
)
1834 static void player_do_collision( rigidbody
*rb
)
1837 * If point is inside box
1838 * find normal (theres 8 simple pyramid regions for this, x>y/dim .. etc)
1839 * find distance (same sorta thing)
1841 * apply normal impulse to rotation
1842 * correct position based on new penetration amount if needed
1843 * apply normal impulse to velocity
1847 m4x3_mulv( player
.to_world
, (v3f
){ 0.0f
,0.0f
,-1.0f
}, pfront
);
1848 m4x3_mulv( player
.to_world
, (v3f
){ 0.0f
,0.0f
, 1.0f
}, pback
);
1850 float const kheight
= 2.0f
;
1855 v3_copy( rb
->bbx
[0], a
);
1856 v3_copy( rb
->bbx
[1], b
);
1859 m4x3_mul( player
.to_local
, rb
->to_world
, compound
);
1861 m4x3_mulv( compound
, (v3f
){ a
[0], a
[1], a
[2] }, verts
[0] );
1862 m4x3_mulv( compound
, (v3f
){ a
[0], b
[1], a
[2] }, verts
[1] );
1863 m4x3_mulv( compound
, (v3f
){ b
[0], b
[1], a
[2] }, verts
[2] );
1864 m4x3_mulv( compound
, (v3f
){ b
[0], a
[1], a
[2] }, verts
[3] );
1865 m4x3_mulv( compound
, (v3f
){ a
[0], a
[1], b
[2] }, verts
[4] );
1866 m4x3_mulv( compound
, (v3f
){ a
[0], b
[1], b
[2] }, verts
[5] );
1867 m4x3_mulv( compound
, (v3f
){ b
[0], b
[1], b
[2] }, verts
[6] );
1868 m4x3_mulv( compound
, (v3f
){ b
[0], a
[1], b
[2] }, verts
[7] );
1870 int const indices
[12][2] = {
1871 {0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},
1872 {0,4},{1,5},{2,6},{3,7}
1876 int hull_indices
[12*2 + 8];
1879 for( int i
=0; i
<8; i
++ )
1881 int ia
= indices
[i
][0];
1882 float ya
= verts
[ia
][1];
1884 if( ya
> 0.2f
&& ya
< kheight
)
1887 for( int j
=0; j
<hull_len
; j
++ )
1889 v2f delta
= { verts
[ia
][0]-hull
[j
][0], verts
[ia
][2]-hull
[j
][2] };
1890 if( v2_length2( delta
) < 0.0004f
)
1898 v3_copy( verts
[ia
], hull
[hull_len
] );
1900 hull
[hull_len
++][1] = 0.2f
;
1904 for( int i
=0; i
<vg_list_size(indices
); i
++ )
1906 int ia
= indices
[i
][0],
1911 float ya
= verts
[ia
][1],
1916 float planes
[] = { 0.2f
, kheight
};
1918 for( int k
=0; k
<vg_list_size(planes
); k
++ )
1920 float clip
= planes
[k
];
1922 if( (ya
-clip
) * (yb
-clip
) < 0.0f
)
1924 v3_muls( verts
[ia
], (yb
-clip
)*d
, p0
);
1925 v3_muladds( p0
, verts
[ib
], -(ya
-clip
)*d
, p0
);
1928 for( int j
=0; j
<hull_len
; j
++ )
1930 v2f delta
= { p0
[0]-hull
[j
][0], p0
[2]-hull
[j
][2] };
1931 if( v2_length2( delta
) < 0.0004f
)
1939 v3_copy( p0
, hull
[hull_len
++] );
1941 m4x3_mulv( player
.to_world
, p0
, p0
);
1942 vg_line_pt3( p0
, 0.1f
, 0xffffff00 );
1950 int len
= giftwrapXZ( hull
, hull_indices
, hull_len
);
1951 for( int i
=0; i
<len
; i
++ )
1954 v3_copy( hull
[hull_indices
[i
]], p0
);
1955 v3_copy( hull
[hull_indices
[(i
+1)%len
]], p1
);
1958 v3_add( p0
, (v3f
){0,kheight
-0.2f
,0}, p2
);
1959 v3_add( p1
, (v3f
){0,kheight
-0.2f
,0}, p3
);
1961 m4x3_mulv( player
.to_world
, p0
, p0
);
1962 m4x3_mulv( player
.to_world
, p1
, p1
);
1963 m4x3_mulv( player
.to_world
, p2
, p2
);
1964 m4x3_mulv( player
.to_world
, p3
, p3
);
1966 vg_line2( p0
, p1
, 0xff00ffff, 0xff000000 );
1967 vg_line( p2
, p3
, 0xff00ffff );
1968 vg_line( p0
, p2
, 0xff00ffa0 );
1971 v2f endpoints
[] = {{ 0.0f
, -1.0f
},{ 0.0f
, 1.0f
}};
1973 for( int j
=0; j
<vg_list_size(endpoints
); j
++ )
1976 v2_copy( endpoints
[j
], point
);
1979 float min_dist
= 99999.9f
;
1980 v2f normal
= {0.0f
,0.0f
};
1981 for( int i
=0; i
<len
; i
++ )
1984 p0
[0] = hull
[hull_indices
[i
]][0];
1985 p0
[1] = hull
[hull_indices
[i
]][2];
1986 p1
[0] = hull
[hull_indices
[(i
+1)%len
]][0];
1987 p1
[1] = hull
[hull_indices
[(i
+1)%len
]][2];
1990 v2_sub( p1
, p0
, t
);
1995 v2_sub( point
, p0
, rel
);
1996 float d
= -v2_dot( n
, rel
) + 0.5f
;
2007 v2_copy( n
, normal
);
2018 p1
[0] = p0
[0] + normal
[0]*min_dist
;
2020 p1
[2] = p0
[2] + normal
[1]*min_dist
;
2022 m4x3_mulv( player
.to_world
, p0
, p0
);
2023 m4x3_mulv( player
.to_world
, p1
, p1
);
2025 vg_line( p0
, p1
, 0xffffffff );
2028 m3x3_mulv( player
.to_local
, player
.v
, vel
);
2031 float vn
= vg_maxf( -v2_dot( vel
, normal
), 0.0f
);
2032 vn
+= -0.2f
* (1.0f
/k_rb_delta
) * vg_minf( 0.0f
, -min_dist
+0.04f
);
2038 character_ragdoll_copypose( &player
.mdl
, player
.v
);
2044 v2_muls( normal
, min_dist
, impulse
);
2045 float rotation
= v2_cross( point
, impulse
)*0.08f
;
2047 v3f up
= {0.0f
,1.0f
,0.0f
};
2048 m3x3_mulv( player
.to_world
, up
, up
);
2049 q_axis_angle( rot
, up
, -rotation
);
2050 q_mul( rot
, player
.rot
, player
.rot
);
2053 v2_muls( normal
, vn
*0.03f
, impulse
);
2054 v3f impulse_world
= { impulse
[0], 0.0f
, impulse
[1] };
2056 m3x3_mulv( player
.to_world
, impulse_world
, impulse_world
);
2057 v3_add( impulse_world
, player
.v
, player
.v
);
2062 static void player_audio(void)
2064 float speed
= vg_minf(v3_length( player
.v
)*0.1f
,1.0f
),
2065 attn
= v3_dist( player
.co
, player
.camera
[3] )+1.0f
;
2066 attn
= (1.0f
/(attn
*attn
)) * speed
;
2068 static float air
= 0.0f
;
2069 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 0.7f
);
2071 v3f ears
= { 1.0f
,0.0f
,0.0f
};
2074 v3_sub( player
.co
, player
.camera
[3], delta
);
2075 v3_normalize( delta
);
2076 m3x3_mulv( player
.camera
, ears
, ears
);
2078 float pan
= v3_dot( ears
, delta
);
2079 audio_player0
.pan
= pan
;
2080 audio_player1
.pan
= pan
;
2081 audio_player2
.pan
= pan
;
2085 audio_player0
.vol
= 0.0f
;
2086 audio_player1
.vol
= 0.0f
;
2087 audio_player2
.vol
= 0.0f
;
2091 if( player
.is_dead
)
2093 audio_player0
.vol
= 0.0f
;
2094 audio_player1
.vol
= 0.0f
;
2095 audio_player2
.vol
= 0.0f
;
2099 float slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
);
2100 audio_player0
.vol
= (1.0f
-air
)*attn
*(1.0f
-slide
);
2101 audio_player1
.vol
= air
*attn
;
2102 audio_player2
.vol
= (1.0f
-air
)*attn
*slide
;
2107 static void player_update(void)
2109 for( int i
=0; i
<player
.land_log_count
; i
++ )
2110 draw_cross( player
.land_target_log
[i
], player
.land_target_colours
[i
], 1);
2112 if( vg_get_axis("grabl")>0.0f
)
2113 reset_player(0,NULL
);
2115 if( vg_get_button_down( "switchmode" ) )
2117 player
.on_board
^= 0x1;
2126 if( player
.is_dead
)
2131 character_ragdoll_iter( &player
.mdl
);
2132 character_debug_ragdoll( &player
.mdl
);
2136 v3_copy( player
.mdl
.ragdoll
[k_chpart_head
].co
, head_pos
);
2138 v3_sub( head_pos
, player
.camera_pos
, delta
);
2139 v3_normalize( delta
);
2142 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
2143 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
2146 * Make sure the camera stays above the ground
2148 v3f min_height
= {0.0f
,1.0f
,0.0f
};
2151 v3_add( player
.camera_pos
, min_height
, sample
);
2153 hit
.dist
= min_height
[1]*2.0f
;
2155 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
2156 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
2158 player
.camera_pos
[1] =
2159 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
2161 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
2162 player
.angles
[1] = -asinf( delta
[1] );
2166 if( player
.on_board
)
2168 bh_debug_node(&world
.bhcubes
, 0,
2169 player
.camera_pos
, 0xff80ff00 );
2172 boxf wbox
= {{ -2.0f
, -2.0f
, -2.0f
},
2173 { 2.0f
, 2.0f
, 2.0f
}};
2174 m4x3_transform_aabb( player
.to_world
, wbox
);
2175 int len
= bh_select( &world
.bhcubes
, wbox
, colliders
, 32 );
2177 for( int i
=0; i
<len
; i
++ )
2178 player_do_collision( &world
.temp_rbs
[colliders
[i
]] );
2183 v3f offs
= { -0.29f
, 0.08f
, 0.0f
};
2184 m3x3_mulv( player
.to_world
, offs
, offs
);
2185 m4x3_mulv( player
.to_world
, player
.mdl
.ik_body
.end
, player
.camera_pos
);
2186 //m4x3_mulv( player.mdl.matrices[k_chpart_head], offs, player.camera_pos );
2187 // v3_copy( player.mdl.matrices[k_chpart_head][3], player.camera_pos );
2188 v3_add( offs
, player
.camera_pos
, player
.camera_pos
);
2199 /* Update camera matrices */
2200 m4x3_identity( player
.camera
);
2201 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
2202 m4x3_rotate_x( player
.camera
, -0.30f
-player
.angles
[1] );
2203 v3_copy( player
.camera_pos
, player
.camera
[3] );
2204 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
2207 static void draw_player(void)
2210 m4x3_copy( player
.to_world
, player
.mdl
.mroot
);
2212 if( player
.is_dead
)
2213 character_mimic_ragdoll( &player
.mdl
);
2215 character_eval( &player
.mdl
);
2217 float opacity
= 1.0f
-player
.air_blend
;
2218 if( player
.is_dead
)
2221 character_draw( &player
.mdl
, opacity
);
2224 #endif /* PLAYER_H */