stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "player_api.h"
5
6 #include "player_common.h"
7 #include "player_walk.h"
8 #include "player_skate.h"
9 #include "player_dead.h"
10
11 struct player_instance
12 {
13 /* transform definition */
14 rigidbody rb;
15 v3f angles;
16
17 v4f qbasis;
18 m3x3f basis, invbasis, basis_gate;
19 world_instance *viewable_world;
20
21 /*
22 * Camera management
23 * ---------------------------
24 */
25 camera cam; /* output final camera */
26
27 enum camera_mode
28 {
29 k_cam_firstperson = 0,
30 k_cam_thirdperson = 1
31 }
32 camera_mode;
33 float camera_type_blend;
34
35
36 v3f fpv_offset, /* expressed relative to rigidbody */
37 tpv_offset,
38 fpv_viewpoint, /* expressed relative to neck bone inverse final */
39 fpv_offset_smooth,
40 fpv_viewpoint_smooth,
41 tpv_offset_smooth,
42 tpv_lpf,
43 cam_velocity_smooth;
44
45 float cam_velocity_influence,
46 cam_velocity_coefficient,
47 cam_velocity_constant,
48 cam_velocity_coefficient_smooth,
49 cam_velocity_constant_smooth,
50 cam_velocity_influence_smooth,
51 cam_land_punch,
52 cam_land_punch_v;
53
54 ent_gate *gate_waiting;
55
56 /*
57 * Input
58 * --------------------------------
59 */
60 struct input_binding *input_js1h,
61 *input_js1v,
62 *input_js2h,
63 *input_js2v,
64 *input_jump,
65 *input_push,
66 *input_trick0,
67 *input_trick1,
68 *input_trick2,
69 *input_walk,
70 *input_walkh,
71 *input_walkv,
72 *input_use,
73 *input_reset,
74 *input_grab,
75 *input_camera;
76
77 /*
78 * Animation
79 * --------------------------------------------------
80 */
81
82 struct player_avatar *playeravatar;
83 glmesh *playermesh;
84 struct player_ragdoll ragdoll;
85 vg_tex2d *playertex;
86
87 player_pose holdout_pose;
88 float holdout_time;
89
90 /*
91 * Subsystems
92 * -------------------------------------------------
93 */
94
95 enum player_subsystem
96 {
97 k_player_subsystem_walk = 0,
98 k_player_subsystem_skate = 1,
99 k_player_subsystem_dead = 2
100 }
101 subsystem;
102
103 struct player_skate _skate;
104 struct player_walk _walk;
105 struct player_dead _dead;
106 };
107
108 /*
109 * Gameloop tables
110 * ---------------------------------------------------------
111 */
112
113 VG_STATIC
114 void (*_player_bind[])( player_instance *player ) =
115 {
116 player__walk_bind,
117 player__skate_bind,
118 NULL
119 };
120
121 VG_STATIC
122 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
123 {
124 player__walk_reset,
125 player__skate_reset,
126 NULL
127 };
128
129 VG_STATIC
130 void (*_player_pre_update[])( player_instance *player ) =
131 {
132 player__walk_pre_update,
133 player__skate_pre_update,
134 NULL
135 };
136
137 VG_STATIC
138 void( *_player_update[])( player_instance *player ) =
139 {
140 player__walk_update,
141 player__skate_update,
142 player__dead_update,
143 };
144
145 VG_STATIC
146 void( *_player_post_update[])( player_instance *player ) =
147 {
148 player__walk_post_update,
149 player__skate_post_update,
150 NULL
151 };
152
153 VG_STATIC
154 void( *_player_im_gui[])( player_instance *player ) =
155 {
156 player__walk_im_gui,
157 player__skate_im_gui,
158 NULL
159 };
160
161 VG_STATIC
162 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
163 {
164 player__walk_animate,
165 player__skate_animate,
166 player__dead_animate
167 };
168
169 VG_STATIC
170 void( *_player_post_animate[])( player_instance *player ) =
171 {
172 player__walk_post_animate,
173 player__skate_post_animate,
174 player__dead_post_animate
175 };
176
177 /* implementation */
178
179 #include "player.c"
180 #include "player_common.c"
181 #include "player_walk.c"
182 #include "player_skate.c"
183 #include "player_dead.c"
184
185 #endif /* PLAYER_H */
186
187
188 #if 0
189 /*
190 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
191 */
192
193 #define PLAYER_H
194 #ifndef PLAYER_H
195 #define PLAYER_H
196
197 #define PLAYER_REWIND_FRAMES 60*4
198
199 #include "conf.h"
200 #include "audio.h"
201 #include "common.h"
202 #include "world.h"
203 #include "skeleton.h"
204 #include "bvh.h"
205
206
207 /*
208 * -----------------------------------------------------------------------------
209 * Memory
210 * -----------------------------------------------------------------------------
211 */
212
213 VG_STATIC struct gplayer
214 {
215 rigidbody rb, rb_frame;
216 v3f co, angles; /* used as transfer between controllers */
217
218 enum player_controller
219 {
220 k_player_controller_walk,
221 k_player_controller_skate,
222 k_player_controller_ragdoll,
223 k_player_controller_mountain_skate,
224 k_player_controller_snowboard,
225 k_player_controller_drive
226 }
227 controller,
228 controller_frame;
229
230 m4x3f visual_transform,
231 inv_visual_transform;
232
233 int is_dead, death_tick_allowance, rewinding;
234 int rewind_sound_wait;
235
236
237 v3f handl_target, handr_target,
238 handl, handr;
239
240 /* Input */
241 struct input_binding *input_js1h,
242 *input_js1v,
243 *input_js2h,
244 *input_js2v,
245 *input_jump,
246 *input_push,
247 *input_walk,
248 *input_walkh,
249 *input_walkv,
250 *input_switch_mode,
251 *input_reset,
252 *input_grab;
253
254 /* Camera */
255 float air_time;
256 v3f camera_pos, smooth_localcam;
257
258 struct rewind_frame
259 {
260 v3f pos;
261 v3f ang;
262 }
263 *rewind_buffer;
264 u32 rewind_incrementer,
265 rewind_length;
266
267 float rewind_time, rewind_total_length, rewind_predicted_time;
268 double diag_rewind_start, diag_rewind_time;
269 float dist_accum;
270
271 /* animation */
272 double jump_time;
273 float fslide,
274 fdirz, fdirx,
275 fstand,
276 ffly,
277 fpush,
278 fairdir,
279 fsetup,
280 walk_timer,
281 fjump,
282 fonboard,
283 frun,
284 fgrind;
285
286 v3f board_offset;
287 v4f board_rotation;
288
289 float walk;
290 int step_phase;
291 enum mdl_surface_prop surface_prop;
292
293 /* player model */
294 struct player_model
295 {
296 glmesh player_meshes[3];
297
298 mdl_context meta;
299 struct skeleton sk;
300 struct skeleton_anim *anim_stand,
301 *anim_highg,
302 *anim_slide,
303 *anim_air,
304 *anim_push, *anim_push_reverse,
305 *anim_ollie, *anim_ollie_reverse,
306 *anim_grabs, *anim_stop,
307 *anim_walk, *anim_run, *anim_idle,
308 *anim_jump;
309
310 u32 id_hip,
311 id_ik_hand_l,
312 id_ik_hand_r,
313 id_ik_elbow_l,
314 id_ik_elbow_r,
315 id_head,
316 id_ik_foot_l,
317 id_ik_foot_r,
318 id_board;
319
320 v3f cam_pos;
321
322 struct ragdoll_part
323 {
324 u32 bone_id;
325 //v3f offset;
326
327 /* Collider transform relative to bone */
328 m4x3f collider_mtx,
329 inv_collider_mtx;
330
331 u32 use_limits;
332 v3f limits[2];
333
334 rigidbody rb;
335 u32 parent;
336 u32 colour;
337 }
338 ragdoll[32];
339 u32 ragdoll_count;
340
341 rb_constr_pos position_constraints[32];
342 u32 position_constraints_count;
343
344 rb_constr_swingtwist cone_constraints[32];
345 u32 cone_constraints_count;
346
347 int shoes[2];
348 }
349 mdl;
350 }
351 player__OLD
352
353 #if 0
354 =
355 {
356 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
357 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
358 }
359 #endif
360
361 ;
362
363 /*
364 * API
365 */
366 VG_STATIC float *player_get_pos(void);
367 VG_STATIC void player_kill(void);
368 VG_STATIC float *player_cam_pos(void);
369 VG_STATIC void player_save_frame(void);
370 VG_STATIC void player_restore_frame(void);
371 VG_STATIC void player_save_rewind_frame(void);
372
373 /*
374 * Submodules
375 */
376 VG_STATIC void player_mouseview(void);
377
378 #include "player_physics.h"
379 #include "player_physics_skate.h"
380 #include "player_physics_walk.h"
381 #include "player_ragdoll.h"
382 #include "player_model.h"
383 #include "player_animation.h"
384 #include "player_audio.h"
385
386 /*
387 * player_physics_<INTERFACE>_<SUB-INTERFACE>
388 *
389 *
390 *
391 */
392
393 /*
394 * -----------------------------------------------------------------------------
395 * Events
396 * -----------------------------------------------------------------------------
397 */
398 VG_STATIC int kill_player( int argc, char const *argv[] );
399 VG_STATIC int reset_player( int argc, char const *argv[] );
400 VG_STATIC void reset_player_poll( int argc, char const *argv[] );
401
402 VG_STATIC void player_init(void) /* 1 */
403 {
404 rb_init( &player.rb );
405
406 VG_VAR_F32( k_walkspeed );
407 VG_VAR_F32( k_stopspeed );
408 VG_VAR_F32( k_airspeed );
409 VG_VAR_F32( k_walk_friction );
410 VG_VAR_F32( k_walk_air_accel );
411 VG_VAR_F32( k_walk_accel );
412
413 VG_VAR_I32( freecam );
414 VG_VAR_I32( cl_thirdperson );
415 VG_VAR_F32_PERSISTENT( fc_speed );
416
417 VG_VAR_F32( k_ragdoll_limit_scale );
418 VG_VAR_I32( k_ragdoll_div );
419 VG_VAR_I32( k_ragdoll_debug_collider );
420 VG_VAR_I32( k_ragdoll_debug_constraints );
421
422 VG_VAR_F32( k_friction_lat );
423
424 VG_VAR_F32( k_cog_spring );
425 VG_VAR_F32( k_cog_damp );
426
427 VG_VAR_F32( k_cog_mass_ratio );
428 VG_VAR_F32( k_downforce );
429
430 VG_VAR_F32( k_spring_force );
431 VG_VAR_F32( k_spring_dampener );
432 VG_VAR_F32( k_spring_angular );
433
434 VG_VAR_F32( k_mmthrow_scale );
435 VG_VAR_F32( k_mmcollect_lat );
436 VG_VAR_F32( k_mmcollect_vert );
437 VG_VAR_F32( k_mmdecay );
438
439 vg_function_push( (struct vg_cmd){
440 .name = "reset",
441 .function = reset_player,
442 .poll_suggest = reset_player_poll
443 });
444
445 vg_function_push( (struct vg_cmd){
446 .name = "kill",
447 .function = kill_player
448 });
449
450 /* HACK */
451 rb_register_cvar();
452
453 player.rewind_length = 0;
454 player.rewind_buffer =
455 vg_linear_alloc( vg_mem.rtmemory,
456 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
457
458 player_model_init();
459 }
460
461 VG_STATIC void player_save_rewind_frame(void)
462 {
463 if( player.rewind_length < PLAYER_REWIND_FRAMES )
464 {
465 struct rewind_frame *fr =
466 &player.rewind_buffer[ player.rewind_length ++ ];
467
468 v2_copy( player.angles, fr->ang );
469 v3_copy( player.camera_pos, fr->pos );
470
471 player.rewind_incrementer = 0;
472
473 if( player.rewind_length > 1 )
474 {
475 player.rewind_total_length +=
476 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
477 player.rewind_buffer[player.rewind_length-2].pos );
478 }
479 }
480 }
481
482
483 /* disaster */
484 VG_STATIC int menu_enabled(void);
485 #include "menu.h"
486
487 VG_STATIC void player_do_motion(void);
488 /*
489 * Free camera movement
490 */
491 VG_STATIC void player_mouseview(void)
492 {
493 if( menu_enabled() )
494 return;
495
496 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
497
498 if( vg_input.controller_should_use_trackpad_look )
499 {
500 static v2f last_input;
501 static v2f vel;
502 static v2f vel_smooth;
503
504 v2f input = { player.input_js2h->axis.value,
505 player.input_js2v->axis.value };
506
507 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
508 {
509 v2_sub( input, last_input, vel );
510 v2_muls( vel, 1.0f/vg.time_delta, vel );
511 }
512 else
513 {
514 v2_zero( vel );
515 }
516
517 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
518
519 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
520 v2_copy( input, last_input );
521 }
522 else
523 {
524 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
525 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
526 }
527
528 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
529 }
530
531 /* Deal with input etc */
532 VG_STATIC void player_update_pre(void)
533 {
534
535 {
536 v3f ra, rb, rx;
537 v3_copy( main_camera.pos, ra );
538 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
539
540 float t;
541 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
542 {
543 m4x3f mtx;
544 m3x3_identity( mtx );
545 v3_lerp( ra, rb, t, mtx[3] );
546
547 debug_sphere( mtx, 0.4f, 0xff00ff00 );
548
549 v3f x1;
550 v3_muladds( mtx[3], rx, 0.4f, x1 );
551 vg_line( mtx[3], x1, 0xffffffff );
552 }
553 }
554
555 #if 0
556
557 vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
558 vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
559 vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
560 vg_line( phys->cog, phys->rb.co, 0xff000000 );
561
562 v3f spring_end;
563 v3f throw_end, p0, p1;
564 v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
565 v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
566 v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
567 v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
568 vg_line( spring_end, throw_end, VG__RED );
569 vg_line( spring_end, p0, VG__GREEN );
570 vg_line( spring_end, p1, VG__BLUE );
571 #endif
572
573 if( player.rewinding )
574 return;
575
576 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
577 {
578 double delta = world.time - world.last_use;
579
580 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
581 {
582 player.rewinding = 1;
583 player.rewind_sound_wait = 1;
584 player.rewind_time = (float)player.rewind_length - 0.0001f;
585 player_save_rewind_frame();
586 audio_lock();
587 audio_play_oneshot( &audio_rewind[0], 1.0f );
588 audio_unlock();
589
590 /* based on analytical testing. DONT CHANGE!
591 *
592 * time taken: y = (x^(4/5)) * 74.5
593 * inverse : x = (2/149)^(4/5) * y^(4/5)
594 */
595
596 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
597 curve = powf( player.rewind_total_length, 4.0f/5.0f );
598
599 player.rewind_predicted_time = constant * curve;
600 player.diag_rewind_start = vg.time;
601 player.diag_rewind_time = player.rewind_time;
602
603 player.is_dead = 0;
604 player.death_tick_allowance = 30;
605 player_restore_frame();
606
607 if( player.controller == k_player_controller_walk )
608 {
609 player.angles[0] = atan2f( -player.rb.forward[2],
610 -player.rb.forward[0] );
611 }
612
613 player.mdl.shoes[0] = 1;
614 player.mdl.shoes[1] = 1;
615
616 world_routes_notify_reset();
617
618 /* apply 1 frame of movement */
619 player_do_motion();
620 }
621 else
622 {
623 if( player.is_dead )
624 {
625 reset_player( 0, NULL );
626 }
627 else
628 {
629 /* cant do that */
630 audio_lock();
631 audio_play_oneshot( &audio_rewind[4], 1.0f );
632 audio_unlock();
633 }
634 }
635 }
636
637 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
638 {
639 audio_lock();
640
641 #if 0
642 if( phys->controller == k_player_controller_walk )
643 {
644 phys->controller = k_player_controller_skate;
645
646 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
647 audio_play_oneshot( &audio_lands[6], 1.0f );
648 }
649 else if( phys->controller == k_player_controller_skate )
650 {
651 phys->controller = k_player_controller_walk;
652
653 audio_play_oneshot( &audio_lands[5], 1.0f );
654 }
655 #endif
656
657 audio_unlock();
658 }
659
660 if( player.controller == k_player_controller_walk )
661 player_mouseview();
662 }
663
664 VG_STATIC void player_update_fixed(void) /* 2 */
665 {
666 if( player.rewinding )
667 return;
668
669 if( player.death_tick_allowance )
670 player.death_tick_allowance --;
671
672 if( player.is_dead )
673 {
674 player_ragdoll_iter();
675 }
676 else
677 {
678 player.rewind_incrementer ++;
679
680 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
681 {
682 player_save_rewind_frame();
683 }
684
685 player_do_motion();
686 }
687 }
688
689 VG_STATIC void player_update_post(void)
690 {
691 #if 0
692 for( int i=0; i<player.prediction_count; i++ )
693 {
694 struct land_prediction *p = &player.predictions[i];
695
696 for( int j=0; j<p->log_length - 1; j ++ )
697 vg_line( p->log[j], p->log[j+1], p->colour );
698
699 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
700
701 v3f p1;
702 v3_add( p->log[p->log_length-1], p->n, p1 );
703 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
704 }
705 #endif
706
707 #if 0
708 if( player.is_dead )
709 {
710 player_debug_ragdoll();
711
712 if( !freecam )
713 player_animate_death_cam();
714 }
715 else
716 {
717 player_animate();
718
719 if( !freecam )
720 {
721 if( cl_thirdperson )
722 player_animate_camera_thirdperson();
723 else
724 player_animate_camera();
725 }
726 }
727
728 if( freecam )
729 #endif
730 player_freecam();
731
732 /* CAMERA POSITIONING: LAYER 0 */
733 v2_copy( player.angles, main_camera.angles );
734 v3_copy( player.camera_pos, main_camera.pos );
735
736 #if 0
737 if( player.rewinding )
738 {
739 if( player.rewind_time <= 0.0f )
740 {
741 double taken = vg.time - player.diag_rewind_start;
742 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
743 taken, player.diag_rewind_time,
744 player.rewind_total_length );
745
746 player.rewinding = 0;
747 player.rewind_length = 1;
748 player.rewind_total_length = 0.0f;
749 player.rewind_incrementer = 0;
750 world.sky_target_rate = 1.0;
751 }
752 else
753 {
754 world.sky_target_rate = -100.0;
755 assert( player.rewind_length > 0 );
756
757 v2f override_angles;
758 v3f override_pos;
759
760 float budget = vg.time_delta,
761 overall_length = player.rewind_length;
762
763 world_routes_rollback_time( player.rewind_time / overall_length );
764
765 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
766 {
767 /* Interpolate frames */
768 int i0 = floorf( player.rewind_time ),
769 i1 = VG_MIN( i0+1, player.rewind_length-1 );
770
771 struct rewind_frame *fr = &player.rewind_buffer[i0],
772 *fr1 = &player.rewind_buffer[i1];
773
774 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
775 subl = vg_fractf( player.rewind_time ) + 0.001f,
776
777 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
778 speed = sramp*28.0f + 0.5f*player.rewind_time,
779 mod = speed * (budget / dist),
780
781 advl = vg_minf( mod, subl ),
782 advt = (advl / mod) * budget;
783
784 player.dist_accum += speed * advt;
785 player.rewind_time -= advl;
786 budget -= advt;
787 }
788
789 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
790
791 float current_time = vg.time - player.diag_rewind_start,
792 remaining = player.rewind_predicted_time - current_time;
793
794 if( player.rewind_sound_wait )
795 {
796 if( player.rewind_predicted_time >= 6.5f )
797 {
798 if( remaining <= 6.5f )
799 {
800 audio_lock();
801 audio_play_oneshot( &audio_rewind[3], 1.0f );
802 audio_unlock();
803 player.rewind_sound_wait = 0;
804 }
805 }
806 else if( player.rewind_predicted_time >= 2.5f )
807 {
808 if( remaining <= 2.5f )
809 {
810 audio_lock();
811 audio_play_oneshot( &audio_rewind[2], 1.0f );
812 audio_unlock();
813 player.rewind_sound_wait = 0;
814 }
815 }
816 else if( player.rewind_predicted_time >= 1.5f )
817 {
818 if( remaining <= 1.5f )
819 {
820 audio_lock();
821 audio_play_oneshot( &audio_rewind[1], 1.0f );
822 audio_unlock();
823 player.rewind_sound_wait = 0;
824 }
825 }
826 }
827
828 int i0 = floorf( player.rewind_time ),
829 i1 = VG_MIN( i0+1, player.rewind_length-1 );
830
831 struct rewind_frame *fr = &player.rewind_buffer[i0],
832 *fr1 = &player.rewind_buffer[i1];
833
834 float sub = vg_fractf(player.rewind_time);
835
836 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
837 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
838 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
839
840 /* CAMERA POSITIONING: LAYER 1 */
841 float blend = (4.0f-player.rewind_time) * 0.25f,
842 c = vg_clampf( blend, 0.0f, 1.0f );
843
844 main_camera.angles[0] =
845 vg_alerpf(override_angles[0], player.angles[0], c);
846 main_camera.angles[1] =
847 vg_lerpf (override_angles[1], player.angles[1], c);
848 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
849 }
850 }
851 #endif
852
853 camera_update_transform( &main_camera );
854 player_audio();
855 }
856
857 VG_STATIC void draw_player( camera *cam )
858 {
859 if( player.is_dead )
860 player_model_copy_ragdoll();
861
862 shader_viewchar_use();
863 vg_tex2d_bind( &tex_characters, 0 );
864 shader_viewchar_uTexMain( 0 );
865 shader_viewchar_uCamera( cam->transform[3] );
866 shader_viewchar_uPv( cam->mtx.pv );
867 shader_link_standard_ub( _shader_viewchar.id, 2 );
868 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
869 player.mdl.sk.bone_count,
870 0,
871 (float *)player.mdl.sk.final_mtx );
872
873 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
874 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
875 }
876
877 VG_STATIC void player_do_motion(void)
878 {
879 if( world.water.enabled )
880 {
881 if( (player.rb.co[1] < 0.0f) && !player.is_dead )
882 {
883 audio_lock();
884 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
885 audio_player_set_position( &audio_player_extra, player.rb.co );
886 audio_player_set_vol( &audio_player_extra, 20.0f );
887 audio_player_playclip( &audio_player_extra, &audio_splash );
888 audio_unlock();
889
890 player_kill();
891 }
892 }
893
894 v3f prevco;
895 v3_copy( player.rb.co, prevco );
896
897 if( player.controller == k_player_controller_skate )
898 {
899 #if 0
900 player_skate_update();
901 #endif
902 }
903 else
904 player_walk_physics( &player_walky );
905
906
907 /* Real angular velocity integration */
908 #if 0
909 v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
910 if( v3_length2( phys->rb.w ) > 0.0f )
911 {
912 v4f rotation;
913 v3f axis;
914 v3_copy( phys->rb.w, axis );
915
916 float mag = v3_length( axis );
917 v3_divs( axis, mag, axis );
918 q_axis_angle( rotation, axis, mag*k_rb_delta );
919 q_mul( rotation, phys->rb.q, phys->rb.q );
920 }
921
922 /* Faux angular velocity */
923 v4f rotate;
924
925 float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
926 phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
927
928 q_axis_angle( rotate, phys->rb.up, phys->siY );
929 q_mul( rotate, phys->rb.q, phys->rb.q );
930 phys->iY = 0.0f;
931 #endif
932
933 /*
934 * Gate intersection, by tracing a line over the gate planes
935 */
936 #if 0
937 for( int i=0; i<world.gate_count; i++ )
938 {
939 struct route_gate *rg = &world.gates[i];
940 teleport_gate *gate = &rg->gate;
941
942 if( gate_intersect( gate, phys->rb.co, prevco ) )
943 {
944 m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
945 m4x3_mulv( gate->transport, phys->cog, phys->cog );
946 m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
947 m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
948 m3x3_mulv( gate->transport, phys->vl, phys->vl );
949 m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
950 m3x3_mulv( gate->transport, phys->m, phys->m );
951 m3x3_mulv( gate->transport, phys->bob, phys->bob );
952
953 /* Pre-emptively edit the camera matrices so that the motion vectors
954 * are correct */
955 m4x3f transport_i;
956 m4x4f transport_4;
957 m4x3_invert_affine( gate->transport, transport_i );
958 m4x3_expand( transport_i, transport_4 );
959 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
960 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
961
962 v4f transport_rotation;
963 m3x3_q( gate->transport, transport_rotation );
964 q_mul( transport_rotation, phys->rb.q, phys->rb.q );
965
966 world_routes_activate_gate( i );
967
968 if( phys->controller == k_player_controller_walk )
969 {
970 v3f fwd_dir = {cosf(player.angles[0]),
971 0.0f,
972 sinf(player.angles[0])};
973 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
974
975 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
976 }
977
978 player.rewind_length = 0;
979 player.rewind_total_length = 0.0f;
980 player.rewind_incrementer = 10000;
981 player_save_frame();
982
983 audio_lock();
984 audio_play_oneshot( &audio_gate_pass, 1.0f );
985 audio_unlock();
986 break;
987 }
988 }
989 #endif
990
991 rb_update_transform( &player.rb );
992 }
993
994 /*
995 * -----------------------------------------------------------------------------
996 * API implementation
997 * -----------------------------------------------------------------------------
998 */
999
1000 VG_STATIC float *player_get_pos(void)
1001 {
1002 return player.rb.co;
1003 }
1004
1005 VG_STATIC void player_kill(void)
1006 {
1007 if( player.death_tick_allowance == 0 )
1008 {
1009 player.is_dead = 1;
1010 player_ragdoll_copy_model( player.rb.v );
1011 }
1012 }
1013
1014 VG_STATIC float *player_cam_pos(void)
1015 {
1016 return player.camera_pos;
1017 }
1018
1019
1020 VG_STATIC void player_save_frame(void)
1021 {
1022 player.controller_frame = player.controller;
1023
1024 /* TODO <interface>->save() */
1025 }
1026
1027 VG_STATIC void player_restore_frame(void)
1028 {
1029 player.controller = player.controller_frame;
1030
1031 /* TODO <interface>->load() */
1032 }
1033
1034 #endif /* PLAYER_H */
1035 #endif