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
;
100 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
101 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
110 * Free camera movement
113 static void player_mouseview(void)
115 if( gui_want_mouse() )
118 static v2f mouse_last
,
119 view_vel
= { 0.0f
, 0.0f
};
121 if( vg_get_button_down( "primary" ) )
122 v2_copy( vg_mouse
, mouse_last
);
124 else if( vg_get_button( "primary" ) )
127 v2_sub( vg_mouse
, mouse_last
, delta
);
128 v2_copy( vg_mouse
, mouse_last
);
130 v2_muladds( view_vel
, delta
, 0.001f
, view_vel
);
133 v2_muladds( view_vel
,
134 (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
136 v2_muls( view_vel
, 0.93f
, view_vel
);
137 v2_add( view_vel
, player
.angles
, player
.angles
);
138 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
141 static void player_freecam(void)
145 float movespeed
= fc_speed
;
146 v3f lookdir
= { 0.0f
, 0.0f
, -1.0f
},
147 sidedir
= { 1.0f
, 0.0f
, 0.0f
};
149 m3x3_mulv( player
.camera
, lookdir
, lookdir
);
150 m3x3_mulv( player
.camera
, sidedir
, sidedir
);
152 static v3f move_vel
= { 0.0f
, 0.0f
, 0.0f
};
153 if( vg_get_button( "forward" ) )
154 v3_muladds( move_vel
, lookdir
, ktimestep
* movespeed
, move_vel
);
155 if( vg_get_button( "back" ) )
156 v3_muladds( move_vel
, lookdir
, ktimestep
*-movespeed
, move_vel
);
157 if( vg_get_button( "left" ) )
158 v3_muladds( move_vel
, sidedir
, ktimestep
*-movespeed
, move_vel
);
159 if( vg_get_button( "right" ) )
160 v3_muladds( move_vel
, sidedir
, ktimestep
* movespeed
, move_vel
);
162 v3_muls( move_vel
, 0.7f
, move_vel
);
163 v3_add( move_vel
, player
.camera_pos
, player
.camera_pos
);
167 * Player Physics Implementation
170 static void apply_gravity( v3f vel
, float const timestep
)
172 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
173 v3_muladds( vel
, gravity
, timestep
, vel
);
177 * TODO: The angle bias should become greater when launching from a steeper
178 * angle and skewed towords more 'downwards' angles when launching from
179 * shallower trajectories
181 * it should also be tweaked by the controller left stick being pushed
184 static void player_start_air(void)
191 float pstep
= ktimestep
*10.0f
;
192 float best_velocity_delta
= -9999.9f
;
193 float k_bias
= 0.96f
;
196 v3_cross( player
.rb
.up
, player
.rb
.v
, axis
);
197 v3_normalize( axis
);
198 player
.land_log_count
= 0;
200 m3x3_identity( player
.vr
);
202 for( int m
=-3;m
<=12; m
++ )
204 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
207 v3_copy( player
.rb
.co
, pco
);
208 v3_muls( player
.rb
.v
, k_bias
, pv
);
211 * Try different 'rotations' of the velocity to find the best possible
212 * landing normal. This conserves magnitude at the expense of slightly
213 * unrealistic results
219 q_axis_angle( vr_q
, axis
, vmod
);
222 m3x3_mulv( vr
, pv
, pv
);
223 v3_muladds( pco
, pv
, pstep
, pco
);
225 for( int i
=0; i
<50; i
++ )
227 v3_copy( pco
, pco1
);
228 apply_gravity( pv
, pstep
);
230 m3x3_mulv( vr
, pv
, pv
);
231 v3_muladds( pco
, pv
, pstep
, pco
);
236 v3_sub( pco
, pco1
, vdir
);
237 contact
.dist
= v3_length( vdir
);
238 v3_divs( vdir
, contact
.dist
, vdir
);
240 if( ray_world( pco1
, vdir
, &contact
))
242 float land_delta
= v3_dot( pv
, contact
.normal
);
243 u32 scolour
= (u8
)(vg_minf(-land_delta
* 2.0f
, 255.0f
));
245 /* Bias prediction towords ramps */
246 if( ray_hit_is_ramp( &contact
) )
249 scolour
|= 0x0000a000;
252 if( (land_delta
< 0.0f
) && (land_delta
> best_velocity_delta
) )
254 best_velocity_delta
= land_delta
;
256 v3_copy( contact
.pos
, player
.land_target
);
258 m3x3_copy( vr
, player
.vr_pstep
);
259 q_axis_angle( vr_q
, axis
, vmod
*0.1f
);
260 q_m3x3( vr_q
, player
.vr
);
263 v3_copy( contact
.pos
,
264 player
.land_target_log
[player
.land_log_count
] );
265 player
.land_target_colours
[player
.land_log_count
] =
266 0xff000000 | scolour
;
268 player
.land_log_count
++;
276 static void draw_cross(v3f pos
,u32 colour
, float scale
)
279 v3_add( (v3f
){ scale
,0.0f
,0.0f
}, pos
, p0
);
280 v3_add( (v3f
){-scale
,0.0f
,0.0f
}, pos
, p1
);
281 vg_line( p0
, p1
, colour
);
282 v3_add( (v3f
){0.0f
, scale
,0.0f
}, pos
, p0
);
283 v3_add( (v3f
){0.0f
,-scale
,0.0f
}, pos
, p1
);
284 vg_line( p0
, p1
, colour
);
285 v3_add( (v3f
){0.0f
,0.0f
, scale
}, pos
, p0
);
286 v3_add( (v3f
){0.0f
,0.0f
,-scale
}, pos
, p1
);
287 vg_line( p0
, p1
, colour
);
290 static void player_physics_control(void)
293 * Computing localized friction forces for controlling the character
294 * Friction across X is significantly more than Z
298 m3x3_mulv( player
.rb
.to_local
, player
.rb
.v
, vel
);
301 if( fabsf(vel
[2]) > 0.01f
)
302 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
304 if( fabsf( slip
) > 1.2f
)
305 slip
= vg_signf( slip
) * 1.2f
;
307 player
.reverse
= -vg_signf(vel
[2]);
309 float substep
= ktimestep
* 0.2f
;
310 float fwd_resistance
= (vg_get_button( "break" )? 5.0f
: 0.02f
) * -substep
;
312 for( int i
=0; i
<5; i
++ )
314 vel
[2] = stable_force( vel
[2], vg_signf( vel
[2] ) * fwd_resistance
);
315 vel
[0] = stable_force( vel
[0],
316 vg_signf( vel
[0] ) * -k_friction_lat
*substep
);
319 static double start_push
= 0.0;
320 if( vg_get_button_down( "push" ) )
321 start_push
= vg_time
;
323 if( vg_get_button( "jump" ) )
325 player
.jump
+= ktimestep
* k_jump_charge_speed
;
327 if( !player
.jump_charge
)
328 player
.jump_dir
= player
.reverse
> 0.0f
? 1: 0;
330 player
.jump_charge
= 1;
333 if( !vg_get_button("break") && vg_get_button( "push" ) )
335 player
.pushing
= 1.0f
;
336 player
.push_time
= vg_time
-start_push
;
338 float cycle_time
= player
.push_time
*k_push_cycle_rate
,
339 amt
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
)*ktimestep
,
340 current
= v3_length( vel
),
341 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
);
343 new_vel
-= vg_minf(current
, k_max_push_speed
);
344 vel
[2] -= new_vel
* player
.reverse
;
348 static float previous
= 0.0f
;
349 float delta
= previous
- player
.grab
,
350 pump
= delta
* k_pump_force
*ktimestep
;
351 previous
= player
.grab
;
354 v3_muladds( player
.rb
.co
, player
.rb
.up
, pump
, p1
);
355 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
360 m3x3_mulv( player
.rb
.to_world
, vel
, player
.rb
.v
);
362 float steer
= vg_get_axis( "horizontal" );
363 player
.iY
-= vg_signf(steer
)*powf(steer
,2.0f
) * k_steer_ground
* ktimestep
;
365 v2_lerp( player
.board_xy
, (v2f
){ slip
*0.25f
, 0.0f
},
366 ktimestep
*5.0f
, player
.board_xy
);
369 static void player_physics_control_air(void)
371 m3x3_mulv( player
.vr
, player
.rb
.v
, player
.rb
.v
);
372 draw_cross( player
.land_target
, 0xff0000ff, 0.25f
);
379 float pstep
= ktimestep
*10.0f
;
382 v3_copy( player
.rb
.co
, pco
);
383 v3_copy( player
.rb
.v
, pv
);
385 float time_to_impact
= 0.0f
;
386 float limiter
= 1.0f
;
388 for( int i
=0; i
<50; i
++ )
390 v3_copy( pco
, pco1
);
391 m3x3_mulv( player
.vr_pstep
, pv
, pv
);
392 apply_gravity( pv
, pstep
);
393 v3_muladds( pco
, pv
, pstep
, pco
);
395 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
400 v3_sub( pco
, pco1
, vdir
);
401 contact
.dist
= v3_length( vdir
);
402 v3_divs( vdir
, contact
.dist
, vdir
);
404 float orig_dist
= contact
.dist
;
405 if( ray_world( pco1
, vdir
, &contact
))
407 float angle
= v3_dot( player
.rb
.up
, contact
.normal
);
409 v3_cross( player
.rb
.up
, contact
.normal
, axis
);
411 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
412 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
413 limiter
= 1.0f
-limiter
;
415 limiter
= 1.0f
-limiter
;
420 q_axis_angle( correction
, axis
, acosf(angle
)*0.05f
*(1.0f
-limiter
) );
421 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
424 draw_cross( contact
.pos
, 0xffff0000, 0.25f
);
427 time_to_impact
+= pstep
;
430 player
.iY
-= vg_get_axis( "horizontal" ) * k_steer_air
* ktimestep
;
432 float iX
= vg_get_axis( "vertical" ) *
433 player
.reverse
* k_steer_air
* limiter
* ktimestep
;
435 static float siX
= 0.0f
;
436 siX
= vg_lerpf( siX
, iX
, k_steer_air_lerp
);
439 q_axis_angle( rotate
, player
.rb
.right
, siX
);
440 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
443 v2f target
= {0.0f
,0.0f
};
444 v2_muladds( target
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
445 player
.grab
, target
);
446 v2_lerp( player
.board_xy
, target
, ktimestep
*3.0f
, player
.board_xy
);
449 static void player_init(void)
451 rb_init( &player
.collide_front
);
452 rb_init( &player
.collide_back
);
455 static void player_walk_physics(void)
457 rigidbody
*rbf
= &player
.collide_front
,
458 *rbb
= &player
.collide_back
;
460 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
461 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
466 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h0
,0.0f
}, rbf
->co
);
467 v3_copy( rbf
->co
, rbf
->to_world
[3] );
468 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h1
,0.0f
}, rbb
->co
);
469 v3_copy( rbb
->co
, rbb
->to_world
[3] );
471 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
472 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
474 rb_update_bounds( rbf
);
475 rb_update_bounds( rbb
);
477 rb_debug( rbf
, 0xff0000ff );
478 rb_debug( rbb
, 0xff0000ff );
483 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
484 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
486 rb_presolve_contacts( manifold
, len
);
488 for( int j
=0; j
<5; j
++ )
490 for( int i
=0; i
<len
; i
++ )
492 struct contact
*ct
= &manifold
[i
];
495 float vn
= -v3_dot( player
.rb
.v
, ct
->n
);
498 float temp
= ct
->norm_impulse
;
499 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
500 vn
= ct
->norm_impulse
- temp
;
503 v3_muls( ct
->n
, vn
, impulse
);
505 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
508 for( int j
=0; j
<2; j
++ )
510 float f
= k_friction
* ct
->norm_impulse
,
511 vt
= v3_dot( player
.rb
.v
, ct
->t
[j
] ),
514 float temp
= ct
->tangent_impulse
[j
];
515 ct
->tangent_impulse
[j
] = vg_clampf( temp
+ lambda
, -f
, f
);
516 lambda
= ct
->tangent_impulse
[j
] - temp
;
518 v3_muladds( player
.rb
.v
, ct
->t
[j
], lambda
, player
.rb
.v
);
523 v3_zero( player
.rb
.w
);
524 q_axis_angle( player
.rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] );
526 v3f forward_dir
= { sinf(player
.angles
[0]),0.0f
,-cosf(player
.angles
[0]) };
529 v3_muladds( player
.rb
.co
, forward_dir
, 2.0f
, p1
);
530 vg_line( player
.rb
.co
, p1
, 0xff0000ff );
532 float move_dead
= 0.1f
,
533 move
= vg_get_axis("grabr")*0.5f
+ 0.5f
- move_dead
;
537 float move_norm
= move
* (1.0f
/(1.0f
-move_dead
)),
538 speed
= vg_lerpf( 0.1f
*k_runspeed
, k_runspeed
, move_norm
),
539 amt
= k_walk_accel
* ktimestep
,
540 zvel
= v3_dot( player
.rb
.v
, forward_dir
),
541 new_vel
= vg_minf( zvel
+ amt
, speed
),
542 diff
= new_vel
- vg_minf( zvel
, speed
);
544 v3_muladds( player
.rb
.v
, forward_dir
, diff
, player
.rb
.v
);
547 float walk_norm
= (float)player
.mdl
.anim_walk
->length
/ 30.0f
,
548 run_norm
= (float)player
.mdl
.anim_run
->length
/ 30.0f
;
550 player
.walk_timer
+= ktimestep
* vg_lerpf( walk_norm
,run_norm
,move_norm
);
554 player
.walk_timer
= 0.0f
;
557 player
.rb
.v
[0] *= 1.0f
- (ktimestep
*k_walk_friction
);
558 player
.rb
.v
[2] *= 1.0f
- (ktimestep
*k_walk_friction
);
561 static void player_physics(void)
564 * Update collision fronts
567 rigidbody
*rbf
= &player
.collide_front
,
568 *rbb
= &player
.collide_back
;
570 m3x3_copy( player
.rb
.to_world
, player
.collide_front
.to_world
);
571 m3x3_copy( player
.rb
.to_world
, player
.collide_back
.to_world
);
573 player
.air_blend
= vg_lerpf( player
.air_blend
, player
.in_air
, 0.1f
);
574 float h
= player
.air_blend
*0.2f
;
576 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
,-k_board_length
}, rbf
->co
);
577 v3_copy( rbf
->co
, rbf
->to_world
[3] );
578 m4x3_mulv( player
.rb
.to_world
, (v3f
){0.0f
,h
, k_board_length
}, rbb
->co
);
579 v3_copy( rbb
->co
, rbb
->to_world
[3] );
581 m4x3_invert_affine( rbf
->to_world
, rbf
->to_local
);
582 m4x3_invert_affine( rbb
->to_world
, rbb
->to_local
);
584 rb_update_bounds( rbf
);
585 rb_update_bounds( rbb
);
587 rb_debug( rbf
, 0xff00ffff );
588 rb_debug( rbb
, 0xffffff00 );
593 len
+= rb_sphere_scene( rbf
, &world
.rb_geo
, manifold
+len
);
594 len
+= rb_sphere_scene( rbb
, &world
.rb_geo
, manifold
+len
);
596 rb_presolve_contacts( manifold
, len
);
597 v3f surface_avg
= {0.0f
, 0.0f
, 0.0f
};
605 for( int i
=0; i
<len
; i
++ )
607 v3_add( manifold
[i
].n
, surface_avg
, surface_avg
);
610 if( manifold
[i
].element_id
<= world
.sm_geo_std_oob
.vertex_count
)
613 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
619 v3_normalize( surface_avg
);
621 if( v3_dot( player
.rb
.v
, surface_avg
) > 0.5f
)
629 for( int j
=0; j
<5; j
++ )
631 for( int i
=0; i
<len
; i
++ )
633 struct contact
*ct
= &manifold
[i
];
636 v3_sub( ct
->co
, player
.rb
.co
, delta
);
637 v3_cross( player
.rb
.w
, delta
, dv
);
638 v3_add( player
.rb
.v
, dv
, dv
);
640 float vn
= -v3_dot( dv
, ct
->n
);
643 float temp
= ct
->norm_impulse
;
644 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
645 vn
= ct
->norm_impulse
- temp
;
648 v3_muls( ct
->n
, vn
, impulse
);
650 if( fabsf(v3_dot( impulse
, player
.rb
.forward
)) > 10.0f
||
651 fabsf(v3_dot( impulse
, player
.rb
.up
)) > 50.0f
)
654 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
658 v3_add( impulse
, player
.rb
.v
, player
.rb
.v
);
659 v3_cross( delta
, impulse
, impulse
);
662 * W Impulses are limited to the Y and X axises, we don't really want
663 * roll angular velocities being included.
665 * Can also tweak the resistance of each axis here by scaling the wx,wy
669 float wy
= v3_dot( player
.rb
.up
, impulse
),
670 wx
= v3_dot( player
.rb
.right
, impulse
)*1.5f
;
672 v3_muladds( player
.rb
.w
, player
.rb
.up
, wy
, player
.rb
.w
);
673 v3_muladds( player
.rb
.w
, player
.rb
.right
, wx
, player
.rb
.w
);
677 float grabt
= vg_get_axis( "grabr" )*0.5f
+0.5f
;
678 player
.grab
= vg_lerpf( player
.grab
, grabt
, 0.14f
);
679 player
.pushing
= 0.0f
;
684 float angle
= v3_dot( player
.rb
.up
, surface_avg
);
685 v3_cross( player
.rb
.up
, surface_avg
, axis
);
687 //float cz = v3_dot( player.rb.forward, axis );
688 //v3_muls( player.rb.forward, cz, axis );
693 q_axis_angle( correction
, axis
, acosf(angle
)*0.3f
);
694 q_mul( correction
, player
.rb
.q
, player
.rb
.q
);
697 v3_muladds( player
.rb
.v
, player
.rb
.up
,
698 -k_downforce
*ktimestep
, player
.rb
.v
);
700 player_physics_control();
702 if( !player
.jump_charge
&& player
.jump
> 0.2f
)
706 /* Launch more up if alignment is up else improve velocity */
707 float aup
= fabsf(v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
.rb
.up
)),
709 dir
= mod
+ aup
*(1.0f
-mod
);
711 v3_copy( player
.rb
.v
, jumpdir
);
712 v3_normalize( jumpdir
);
713 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
714 v3_muladds( jumpdir
, player
.rb
.up
, dir
, jumpdir
);
715 v3_normalize( jumpdir
);
717 float force
= k_jump_force
*player
.jump
;
718 v3_muladds( player
.rb
.v
, jumpdir
, force
, player
.rb
.v
);
721 player
.jump_time
= vg_time
;
726 player_physics_control_air();
729 if( !player
.jump_charge
)
731 player
.jump
-= k_jump_charge_speed
* ktimestep
;
733 player
.jump_charge
= 0;
734 player
.jump
= vg_clampf( player
.jump
, 0.0f
, 1.0f
);
737 static void player_do_motion(void)
739 float horizontal
= vg_get_axis("horizontal"),
740 vertical
= vg_get_axis("vertical");
742 if( player
.on_board
)
745 player_walk_physics();
747 /* Integrate velocity */
749 v3_copy( player
.rb
.co
, prevco
);
751 apply_gravity( player
.rb
.v
, ktimestep
);
752 v3_muladds( player
.rb
.co
, player
.rb
.v
, ktimestep
, player
.rb
.co
);
754 /* Real angular velocity integration */
755 v3_lerp( player
.rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
, player
.rb
.w
);
756 if( v3_length2( player
.rb
.w
) > 0.0f
)
760 v3_copy( player
.rb
.w
, axis
);
762 float mag
= v3_length( axis
);
763 v3_divs( axis
, mag
, axis
);
764 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
765 q_mul( rotation
, player
.rb
.q
, player
.rb
.q
);
768 /* Faux angular velocity */
771 static float siY
= 0.0f
;
772 float lerpq
= player
.in_air
? 0.04f
: 0.3f
;
773 siY
= vg_lerpf( siY
, player
.iY
, lerpq
);
775 q_axis_angle( rotate
, player
.rb
.up
, siY
);
776 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
780 * Gate intersection, by tracing a line over the gate planes
782 for( int i
=0; i
<world
.routes
.gate_count
; i
++ )
784 struct route_gate
*rg
= &world
.routes
.gates
[i
];
785 teleport_gate
*gate
= &rg
->gate
;
787 if( gate_intersect( gate
, player
.rb
.co
, prevco
) )
789 m4x3_mulv( gate
->transport
, player
.rb
.co
, player
.rb
.co
);
790 m3x3_mulv( gate
->transport
, player
.rb
.v
, player
.rb
.v
);
791 m3x3_mulv( gate
->transport
, player
.vl
, player
.vl
);
792 m3x3_mulv( gate
->transport
, player
.v_last
, player
.v_last
);
793 m3x3_mulv( gate
->transport
, player
.m
, player
.m
);
794 m3x3_mulv( gate
->transport
, player
.bob
, player
.bob
);
796 v4f transport_rotation
;
797 m3x3_q( gate
->transport
, transport_rotation
);
798 q_mul( transport_rotation
, player
.rb
.q
, player
.rb
.q
);
800 world_routes_activate_gate( i
);
801 player
.rb_gate_frame
= player
.rb
;
803 m3x3_copy( player
.vr
, player
.gate_vr_frame
);
804 m3x3_copy( player
.vr_pstep
, player
.gate_vr_pstep_frame
);
809 rb_update_transform( &player
.rb
);
816 static void player_animate_offboard(void)
818 mdl_keyframe apose
[32], bpose
[32];
819 struct skeleton
*sk
= &player
.mdl
.sk
;
821 float walk_norm
= 30.0f
/(float)player
.mdl
.anim_walk
->length
,
822 run_norm
= 30.0f
/(float)player
.mdl
.anim_run
->length
,
823 t
= player
.walk_timer
,
824 l
= vg_get_axis("grabr") * 0.5f
+ 0.5f
;
826 skeleton_sample_anim( sk
, player
.mdl
.anim_walk
, t
*walk_norm
, apose
);
827 skeleton_sample_anim( sk
, player
.mdl
.anim_run
, t
*run_norm
, bpose
);
829 skeleton_lerp_pose( sk
, apose
, bpose
, l
, apose
);
831 float idle_walk
= vg_minf( l
* 10.0f
, 1.0f
);
833 skeleton_sample_anim( sk
, player
.mdl
.anim_idle
, vg_time
*0.1f
, bpose
);
834 skeleton_lerp_pose( sk
, apose
, bpose
, 1.0f
-idle_walk
, apose
);
836 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
837 skeleton_apply_ik_pass( &player
.mdl
.sk
);
838 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
840 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
841 player
.mdl
.cam_pos
);
843 skeleton_apply_inverses( &player
.mdl
.sk
);
847 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
}, -player
.angles
[0] - VG_PIf
*0.5f
);
849 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
851 skeleton_apply_transform( &player
.mdl
.sk
, mtx
);
852 skeleton_debug( &player
.mdl
.sk
);
855 static void player_animate(void)
857 if( !player
.on_board
)
859 player_animate_offboard();
863 /* Camera position */
864 v3_sub( player
.rb
.v
, player
.v_last
, player
.a
);
865 v3_copy( player
.rb
.v
, player
.v_last
);
867 v3_add( player
.m
, player
.a
, player
.m
);
868 v3_lerp( player
.m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, player
.m
);
870 player
.m
[0] = vg_clampf( player
.m
[0], -2.0f
, 2.0f
);
871 player
.m
[1] = vg_clampf( player
.m
[1], -2.0f
, 2.0f
);
872 player
.m
[2] = vg_clampf( player
.m
[2], -2.0f
, 2.0f
);
873 v3_lerp( player
.bob
, player
.m
, 0.2f
, player
.bob
);
876 float lslip
= fabsf(player
.slip
);
878 float kheight
= 2.0f
,
883 m3x3_mulv( player
.rb
.to_local
, player
.bob
, offset
);
885 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
887 float kickspeed
= vg_clampf(v3_length(player
.rb
.v
)*(1.0f
/40.0f
), 0.0f
, 1.0f
);
888 float kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
;
889 float sign
= vg_signf( kicks
);
890 speed_wobble
= vg_lerpf( speed_wobble
, kicks
*kicks
*sign
, 0.1f
);
891 speed_wobble_2
= vg_lerpf( speed_wobble_2
, speed_wobble
, 0.04f
);
894 offset
[0] += speed_wobble_2
*3.0f
;
899 offset
[0] = vg_clampf( offset
[0], -0.8f
, 0.8f
);
900 offset
[1] = vg_clampf( offset
[1], -0.5f
, 0.0f
);
905 * ===========================================
908 /* scalar blending information */
909 float speed
= v3_length( player
.rb
.v
);
913 float desired
= vg_clampf( lslip
, 0.0f
, 1.0f
);
914 player
.fslide
= vg_lerpf( player
.fslide
, desired
, 0.04f
);
917 /* movement information */
919 float dirz
= player
.reverse
> 0.0f
? 0.0f
: 1.0f
,
920 dirx
= player
.slip
< 0.0f
? 0.0f
: 1.0f
,
921 fly
= player
.in_air
? 1.0f
: 0.0f
;
923 player
.fdirz
= vg_lerpf( player
.fdirz
, dirz
, 0.04f
);
924 player
.fdirx
= vg_lerpf( player
.fdirx
, dirx
, 0.01f
);
925 player
.ffly
= vg_lerpf( player
.ffly
, fly
, 0.04f
);
928 struct skeleton
*sk
= &player
.mdl
.sk
;
930 mdl_keyframe apose
[32], bpose
[32];
931 mdl_keyframe ground_pose
[32];
933 /* when the player is moving fast he will crouch down a little bit */
934 float stand
= 1.0f
- vg_clampf( speed
* 0.03f
, 0.0f
, 1.0f
);
935 player
.fstand
= vg_lerpf( player
.fstand
, stand
, 0.1f
);
938 float dir_frame
= player
.fdirz
* (15.0f
/30.0f
),
939 stand_blend
= offset
[1]*-2.0f
;
941 skeleton_sample_anim( sk
, player
.mdl
.anim_stand
, dir_frame
, apose
);
942 skeleton_sample_anim( sk
, player
.mdl
.anim_highg
, dir_frame
, bpose
);
943 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
946 float slide_frame
= player
.fdirx
* (15.0f
/30.0f
);
947 skeleton_sample_anim( sk
, player
.mdl
.anim_slide
, slide_frame
, bpose
);
948 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fslide
, apose
);
951 player
.fpush
= vg_lerpf( player
.fpush
, player
.pushing
, 0.1f
);
953 float pt
= player
.push_time
;
954 if( player
.reverse
> 0.0f
)
955 skeleton_sample_anim( sk
, player
.mdl
.anim_push
, pt
, bpose
);
957 skeleton_sample_anim( sk
, player
.mdl
.anim_push_reverse
, pt
, bpose
);
959 skeleton_lerp_pose( sk
, apose
, bpose
, player
.fpush
, apose
);
962 float jump_start_frame
= 14.0f
/30.0f
;
963 float setup_frame
= player
.jump
* jump_start_frame
,
964 setup_blend
= vg_minf( player
.jump
*5.0f
, 1.0f
);
966 float jump_frame
= (vg_time
- player
.jump_time
) + jump_start_frame
;
967 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
968 setup_frame
= jump_frame
;
970 struct skeleton_anim
*jump_anim
= player
.jump_dir
?
971 player
.mdl
.anim_ollie
:
972 player
.mdl
.anim_ollie_reverse
;
974 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
975 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
978 mdl_keyframe air_pose
[32];
980 float target
= -vg_get_axis("horizontal");
981 player
.fairdir
= vg_lerpf( player
.fairdir
, target
, 0.04f
);
983 float air_frame
= (player
.fairdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
985 skeleton_sample_anim( sk
, player
.mdl
.anim_air
, air_frame
, apose
);
987 static v2f grab_choice
;
988 v2_lerp( grab_choice
, (v2f
){ vg_get_axis("h1"), vg_get_axis("v1") },
989 0.04f
, grab_choice
);
991 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
992 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
993 grab_frame
= ang_unit
* (15.0f
/30.0f
);
995 skeleton_sample_anim( sk
, player
.mdl
.anim_grabs
, grab_frame
, bpose
);
996 skeleton_lerp_pose( sk
, apose
, bpose
, player
.grab
, air_pose
);
999 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, player
.ffly
, apose
);
1001 float add_grab_mod
= player
.ffly
* player
.grab
;
1003 /* additive effects */
1004 apose
[player
.mdl
.id_hip
-1].co
[0] += offset
[0]*add_grab_mod
;
1005 apose
[player
.mdl
.id_hip
-1].co
[2] += offset
[2]*add_grab_mod
;
1006 apose
[player
.mdl
.id_ik_hand_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1007 apose
[player
.mdl
.id_ik_hand_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1008 apose
[player
.mdl
.id_ik_hand_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1009 apose
[player
.mdl
.id_ik_hand_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1010 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[0] += offset
[0]*add_grab_mod
;
1011 apose
[player
.mdl
.id_ik_elbow_l
-1].co
[2] += offset
[2]*add_grab_mod
;
1012 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[0] += offset
[0]*add_grab_mod
;
1013 apose
[player
.mdl
.id_ik_elbow_r
-1].co
[2] += offset
[2]*add_grab_mod
;
1015 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_defer_ik
);
1016 skeleton_apply_ik_pass( &player
.mdl
.sk
);
1017 skeleton_apply_pose( &player
.mdl
.sk
, apose
, k_anim_apply_deffered_only
);
1019 v3_copy( player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
-1][3],
1020 player
.mdl
.cam_pos
);
1021 skeleton_apply_inverses( &player
.mdl
.sk
);
1022 skeleton_apply_transform( &player
.mdl
.sk
, player
.rb
.to_world
);
1024 skeleton_debug( &player
.mdl
.sk
);
1027 static void player_camera_update(void)
1029 /* Update camera matrices */
1030 m4x3_identity( player
.camera
);
1031 m4x3_rotate_y( player
.camera
, -player
.angles
[0] );
1032 m4x3_rotate_x( player
.camera
, -player
.angles
[1] );
1033 v3_copy( player
.camera_pos
, player
.camera
[3] );
1034 m4x3_invert_affine( player
.camera
, player
.camera_inverse
);
1037 static void player_animate_death_cam(void)
1041 v3_copy( player
.mdl
.ragdoll
[0].rb
.co
, head_pos
);
1043 v3_sub( head_pos
, player
.camera_pos
, delta
);
1044 v3_normalize( delta
);
1047 v3_muladds( head_pos
, delta
, -2.5f
, follow_pos
);
1048 v3_lerp( player
.camera_pos
, follow_pos
, 0.1f
, player
.camera_pos
);
1051 * Make sure the camera stays above the ground
1053 v3f min_height
= {0.0f
,1.0f
,0.0f
};
1056 v3_add( player
.camera_pos
, min_height
, sample
);
1058 hit
.dist
= min_height
[1]*2.0f
;
1060 if( ray_world( sample
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
1061 v3_add( hit
.pos
, min_height
, player
.camera_pos
);
1063 player
.camera_pos
[1] =
1064 vg_maxf( wrender
.height
+ 2.0f
, player
.camera_pos
[1] );
1066 player
.angles
[0] = atan2f( delta
[0], -delta
[2] );
1067 player
.angles
[1] = -asinf( delta
[1] );
1070 static void player_animate_camera(void)
1072 static v3f lerp_cam
= {0.0f
,0.0f
,0.0f
};
1075 player
.fonboard
= vg_lerpf(player
.fonboard
, player
.on_board
, ktimestep
*1.0f
);
1077 if( player
.on_board
)
1079 v3f offs
= { -0.4f
, 0.15f
, 0.0f
};
1080 v3_lerp( lerp_cam
, player
.mdl
.cam_pos
, 0.8f
, lerp_cam
);
1081 v3_add( lerp_cam
, offs
, cam_pos
);
1084 v3_lerp( player
.vl
, player
.rb
.v
, 0.05f
, player
.vl
);
1086 float yaw
= atan2f( player
.vl
[0], -player
.vl
[2] ),
1087 pitch
= atan2f( -player
.vl
[1],
1089 player
.vl
[0]*player
.vl
[0] + player
.vl
[2]*player
.vl
[2]
1092 player
.angles
[0] = yaw
;
1093 player
.angles
[1] = vg_lerpf( player
.angles
[1], pitch
+ 0.30f
,
1097 static v2f shake_damp
= {0.0f
,0.0f
};
1098 v2f shake
= { vg_randf()-0.5f
, vg_randf()-0.5f
};
1099 v2_muls( shake
, v3_length(player
.rb
.v
)*0.3f
1100 * (1.0f
+fabsf(player
.slip
)), shake
);
1102 v2_lerp( shake_damp
, shake
, 0.01f
, shake_damp
);
1103 shake_damp
[0] *= 0.2f
;
1105 v2_muladds( player
.angles
, shake_damp
, 0.1f
, player
.angles
);
1106 m4x3_mulv( player
.rb
.to_world
, cam_pos
, player
.camera_pos
);
1110 float speed
= ktimestep
* k_look_speed
;
1111 player
.angles
[0] += vg_get_axis( "horizontal" ) * speed
;
1112 player
.angles
[1] += vg_get_axis( "vertical" ) * speed
;
1114 player
.angles
[1] = vg_clampf( player
.angles
[1],
1115 -k_pitch_limit
, k_pitch_limit
);
1117 float s
= sinf(player
.angles
[0]) * 0.2f
,
1118 c
= -cosf(player
.angles
[0]) * 0.2f
;
1119 v3f forward_dir
= { s
,0.15f
,c
};
1124 q_axis_angle( rot
, (v3f
){0.0f
,1.0f
,0.0f
},
1125 -player
.angles
[0] -VG_PIf
*0.5f
);
1127 v3_copy( player
.rb
.to_world
[3], mtx
[3] );
1129 m4x3_mulv( mtx
, player
.mdl
.cam_pos
, cam_pos
);
1130 v3_add( cam_pos
, forward_dir
, player
.camera_pos
);
1131 v3_lerp( player
.vl
, player
.rb
.v
, 0.3f
, player
.vl
);
1138 static void player_audio(void)
1142 static float air
= 0.0f
;
1143 air
= vg_lerpf(air
, player
.in_air
? 1.0f
: 0.0f
, 5.0f
*ktimestep
);
1146 v3f ears
= { 1.0f
,0.0f
,0.0f
};
1149 float *cam
= player
.camera
[3],
1150 *pos
= player
.rb
.co
;
1152 audio_player_set_position( &audio_player0
, player
.rb
.co
);
1153 audio_player_set_position( &audio_player1
, player
.rb
.co
);
1154 audio_player_set_position( &audio_player2
, player
.rb
.co
);
1156 v3_sub( player
.rb
.co
, player
.camera
[3], delta
);
1157 v3_normalize( delta
);
1158 m3x3_mulv( player
.camera
, ears
, ears
);
1160 /* TODO, Make function */
1161 v3_copy( ears
, vg_audio
.listener_ears
);
1162 v3_copy( player
.camera
[3], vg_audio
.listener_pos
);
1164 /* Tunnel / occlusion */
1165 audio_sample_occlusion( player
.camera
[3] );
1167 if( freecam
|| player
.is_dead
|| !player
.on_board
)
1169 audio_player_set_vol( &audio_player0
, 0.0f
);
1170 audio_player_set_vol( &audio_player1
, 0.0f
);
1171 audio_player_set_vol( &audio_player2
, 0.0f
);
1176 float speed
= vg_minf(v3_length( player
.rb
.v
)*0.1f
,1.0f
),
1178 slide
= vg_clampf( fabsf(player
.slip
), 0.0f
, 1.0f
),
1179 vol0
= (1.0f
-air
)*attn
*(1.0f
-slide
),
1181 vol2
= (1.0f
-air
)*attn
*slide
;
1183 audio_player_set_vol( &audio_player0
, vol0
);
1184 audio_player_set_vol( &audio_player1
, vol1
);
1185 audio_player_set_vol( &audio_player2
, vol2
);
1187 float reverb_amt
= vol0
* audio_occlusion_current
* 1.0f
;
1188 audio_player_set_pan( &audio_player3
, 0.0f
);
1189 audio_player_set_vol( &audio_player3
, reverb_amt
);
1193 world_audio_update( cam
, ears
);
1201 static float *player_cam_pos(void)
1203 return player
.camera_pos
;
1206 static int reset_player( int argc
, char const *argv
[] )
1208 struct respawn_point
*rp
= NULL
, *r
;
1212 for( int i
=0; i
<world
.spawn_count
; i
++ )
1214 r
= &world
.spawns
[i
];
1215 if( !strcmp( r
->name
, argv
[0] ) )
1223 vg_warn( "No spawn named '%s'\n", argv
[0] );
1228 float min_dist
= INFINITY
;
1230 for( int i
=0; i
<world
.spawn_count
; i
++ )
1232 r
= &world
.spawns
[i
];
1233 float d
= v3_dist2( r
->co
, player
.rb
.co
);
1235 vg_info( "Dist %s : %f\n", r
->name
, d
);
1246 vg_error( "No spawn found\n" );
1247 if( !world
.spawn_count
)
1250 rp
= &world
.spawns
[0];
1253 v4_copy( rp
->q
, player
.rb
.q
);
1254 v3_copy( rp
->co
, player
.rb
.co
);
1256 player
.vswitch
= 1.0f
;
1257 player
.slip_last
= 0.0f
;
1260 m3x3_identity( player
.vr
);
1262 player
.mdl
.shoes
[0] = 1;
1263 player
.mdl
.shoes
[1] = 1;
1265 rb_update_transform( &player
.rb
);
1266 m3x3_mulv( player
.rb
.to_world
, (v3f
){ 0.0f
, 0.0f
, -1.2f
}, player
.rb
.v
);
1267 m3x3_identity( player
.gate_vr_frame
);
1268 m3x3_identity( player
.gate_vr_pstep_frame
);
1270 player
.rb_gate_frame
= player
.rb
;
1274 static void player_update(void)
1276 for( int i
=0; i
<player
.land_log_count
; i
++ )
1277 draw_cross( player
.land_target_log
[i
],
1278 player
.land_target_colours
[i
], 0.25f
);
1280 if( vg_get_axis("grabl")>0.0f
)
1282 player
.rb
= player
.rb_gate_frame
;
1283 m3x3_copy( player
.gate_vr_frame
, player
.vr
);
1284 m3x3_copy( player
.gate_vr_pstep_frame
, player
.vr_pstep
);
1287 m3x3_identity( player
.vr
);
1289 player
.mdl
.shoes
[0] = 1;
1290 player
.mdl
.shoes
[1] = 1;
1292 world_routes_notify_reset();
1295 if( vg_get_button_down( "switchmode" ) )
1297 player
.on_board
^= 0x1;
1300 if( (glfwGetKey( vg_window
, GLFW_KEY_O
) || (player
.rb
.co
[1] < 0.0f
)) &&
1303 character_ragdoll_copypose( &player
.mdl
, player
.rb
.v
);
1307 if( player
.is_dead
)
1309 character_ragdoll_iter( &player
.mdl
);
1310 character_debug_ragdoll( &player
.mdl
);
1313 player_animate_death_cam();
1321 player_animate_camera();
1327 player_camera_update();
1331 static void draw_player(void)
1333 if( player
.is_dead
)
1334 character_mimic_ragdoll( &player
.mdl
);
1336 shader_viewchar_use();
1337 vg_tex2d_bind( &tex_characters
, 0 );
1338 shader_viewchar_uTexMain( 0 );
1339 shader_viewchar_uCamera( player
.camera
[3] );
1340 shader_viewchar_uPv( vg_pv
);
1341 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
1342 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
1343 player
.mdl
.sk
.bone_count
,
1345 (float *)player
.mdl
.sk
.final_mtx
);
1347 mesh_bind( &player
.mdl
.mesh
);
1348 mesh_draw( &player
.mdl
.mesh
);
1351 #endif /* PLAYER_H */