before the storm
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_H
6 #define PLAYER_H
7
8 #include "audio.h"
9 #include "common.h"
10 #include "world.h"
11 //#include "character.h"
12 #include "player_model.h"
13 #include "bvh.h"
14
15 /*
16 * Constants
17 */
18
19 static float
20 k_walkspeed = 7.0f, /* no longer used */
21 k_runspeed = 14.0f,
22 k_board_radius = 0.3f,
23 k_board_length = 0.45f,
24 k_board_allowance = 0.04f,
25 k_friction_lat = 8.8f,
26 k_friction_resistance = 0.01f,
27 k_max_push_speed = 16.0f,
28 k_push_accel = 10.0f,
29 k_push_cycle_rate = 8.0f,
30 k_steer_ground = 2.5f,
31 k_steer_air = 3.6f,
32 k_steer_air_lerp = 0.3f,
33 k_pump_force = 0.0f,
34 k_downforce = 5.0f,
35 k_jump_charge_speed = (1.0f/1.0f),
36 k_jump_force = 5.0f,
37 k_pitch_limit = 1.5f,
38 k_look_speed = 2.0f,
39 k_walk_accel = 5.0f,
40 k_walk_friction = 8.0f;
41
42 static int freecam = 0;
43 static int walk_grid_iterations = 1;
44 static float fc_speed = 10.0f;
45
46 static struct gplayer
47 {
48 /* Physics */
49 rigidbody rb, collide_front, collide_back, rb_gate_frame;
50
51 /* TODO: eugh */
52 m3x3f gate_vr_frame, gate_vr_pstep_frame;
53 int on_board_frame, in_air_frame;
54
55 v3f a, v_last, m, bob, vl;
56
57 /* Utility */
58 float vswitch, slip, slip_last,
59 reverse;
60
61 float iY; /* Yaw inertia */
62 int in_air, is_dead, on_board;
63
64 v2f board_xy;
65 float grab;
66 float pitch;
67 float pushing, push_time;
68 float jump;
69 int jump_charge, jump_dir;
70
71 v3f land_target;
72 v3f land_target_log[22];
73 u32 land_target_colours[22];
74 int land_log_count;
75 m3x3f vr,vr_pstep;
76
77 struct character mdl;
78
79 v3f handl_target, handr_target,
80 handl, handr;
81
82 /* Camera */
83 float air_blend;
84
85 v3f camera_pos, smooth_localcam;
86 v2f angles;
87 m4x3f camera, camera_inverse;
88
89 /* animation */
90 double jump_time;
91 float fslide,
92 fdirz, fdirx,
93 fstand,
94 ffly,
95 fpush,
96 fairdir,
97 fsetup,
98 walk_timer,
99 fonboard;
100
101 v3f last_step_pos;
102 int step_phase;
103 }
104 player =
105 {
106 .on_board = 0,
107
108 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
109 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
110 };
111
112 /*
113 * Player API
114 */
115
116 static float *player_get_pos(void)
117 {
118 return player.rb.co;
119 }
120
121
122 /*
123 * Free camera movement
124 */
125
126 static void player_mouseview(void)
127 {
128 if( gui_want_mouse() )
129 return;
130
131 static v2f mouse_last,
132 view_vel = { 0.0f, 0.0f };
133
134 if( vg_get_button_down( "primary" ) )
135 v2_copy( vg_mouse, mouse_last );
136
137 else if( vg_get_button( "primary" ) )
138 {
139 v2f delta;
140 v2_sub( vg_mouse, mouse_last, delta );
141 v2_copy( vg_mouse, mouse_last );
142
143 v2_muladds( view_vel, delta, 0.001f, view_vel );
144 }
145
146 v2_muladds( view_vel,
147 (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
148 0.05f, view_vel );
149 v2_muls( view_vel, 0.93f, 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 );
152 }
153
154 static void player_freecam(void)
155 {
156 player_mouseview();
157
158 float movespeed = fc_speed;
159 v3f lookdir = { 0.0f, 0.0f, -1.0f },
160 sidedir = { 1.0f, 0.0f, 0.0f };
161
162 m3x3_mulv( player.camera, lookdir, lookdir );
163 m3x3_mulv( player.camera, sidedir, sidedir );
164
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 );
174
175 v3_muls( move_vel, 0.7f, move_vel );
176 v3_add( move_vel, player.camera_pos, player.camera_pos );
177 }
178
179 /*
180 * Player Physics Implementation
181 */
182
183 static void apply_gravity( v3f vel, float const timestep )
184 {
185 v3f gravity = { 0.0f, -9.6f, 0.0f };
186 v3_muladds( vel, gravity, timestep, vel );
187 }
188
189 /*
190 * TODO: The angle bias should become greater when launching from a steeper
191 * angle and skewed towords more 'downwards' angles when launching from
192 * shallower trajectories
193 *
194 * it should also be tweaked by the controller left stick being pushed
195 * up or down
196 */
197 static void player_start_air(void)
198 {
199 if( player.in_air )
200 return;
201
202 player.in_air = 1;
203
204 float pstep = ktimestep*10.0f;
205 float best_velocity_delta = -9999.9f;
206 float k_bias = 0.96f;
207
208 v3f axis;
209 v3_cross( player.rb.up, player.rb.v, axis );
210 v3_normalize( axis );
211 player.land_log_count = 0;
212
213 m3x3_identity( player.vr );
214
215 for( int m=-3;m<=12; m++ )
216 {
217 float vmod = ((float)m / 15.0f)*0.09f;
218
219 v3f pco, pco1, pv;
220 v3_copy( player.rb.co, pco );
221 v3_muls( player.rb.v, k_bias, pv );
222
223 /*
224 * Try different 'rotations' of the velocity to find the best possible
225 * landing normal. This conserves magnitude at the expense of slightly
226 * unrealistic results
227 */
228
229 m3x3f vr;
230 v4f vr_q;
231
232 q_axis_angle( vr_q, axis, vmod );
233 q_m3x3( vr_q, vr );
234
235 m3x3_mulv( vr, pv, pv );
236 v3_muladds( pco, pv, pstep, pco );
237
238 for( int i=0; i<50; i++ )
239 {
240 v3_copy( pco, pco1 );
241 apply_gravity( pv, pstep );
242
243 m3x3_mulv( vr, pv, pv );
244 v3_muladds( pco, pv, pstep, pco );
245
246 ray_hit contact;
247 v3f vdir;
248
249 v3_sub( pco, pco1, vdir );
250 contact.dist = v3_length( vdir );
251 v3_divs( vdir, contact.dist, vdir);
252
253 if( ray_world( pco1, vdir, &contact ))
254 {
255 float land_delta = v3_dot( pv, contact.normal );
256 u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
257
258 /* Bias prediction towords ramps */
259 if( ray_hit_is_ramp( &contact ) )
260 {
261 land_delta *= 0.1f;
262 scolour |= 0x0000a000;
263 }
264
265 if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
266 {
267 best_velocity_delta = land_delta;
268
269 v3_copy( contact.pos, player.land_target );
270
271 m3x3_copy( vr, player.vr_pstep );
272 q_axis_angle( vr_q, axis, vmod*0.1f );
273 q_m3x3( vr_q, player.vr );
274 }
275
276 v3_copy( contact.pos,
277 player.land_target_log[player.land_log_count] );
278 player.land_target_colours[player.land_log_count] =
279 0xff000000 | scolour;
280
281 player.land_log_count ++;
282
283 break;
284 }
285 }
286 }
287 }
288
289 static void draw_cross(v3f pos,u32 colour, float scale)
290 {
291 v3f p0, p1;
292 v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
293 v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
294 vg_line( p0, p1, colour );
295 v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
296 v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
297 vg_line( p0, p1, colour );
298 v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
299 v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
300 vg_line( p0, p1, colour );
301 }
302
303 static void player_physics_control(void)
304 {
305 /*
306 * Computing localized friction forces for controlling the character
307 * Friction across X is significantly more than Z
308 */
309
310 v3f vel;
311 m3x3_mulv( player.rb.to_local, player.rb.v, vel );
312 float slip = 0.0f;
313
314 if( fabsf(vel[2]) > 0.01f )
315 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
316
317 if( fabsf( slip ) > 1.2f )
318 slip = vg_signf( slip ) * 1.2f;
319 player.slip = slip;
320 player.reverse = -vg_signf(vel[2]);
321
322 float substep = ktimestep * 0.2f;
323 float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
324
325 for( int i=0; i<5; i++ )
326 {
327 vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
328 vel[0] = stable_force( vel[0],
329 vg_signf( vel[0] ) * -k_friction_lat*substep );
330 }
331
332 static double start_push = 0.0;
333 if( vg_get_button_down( "push" ) )
334 start_push = vg_time;
335
336 if( vg_get_button( "jump" ) )
337 {
338 player.jump += ktimestep * k_jump_charge_speed;
339
340 if( !player.jump_charge )
341 player.jump_dir = player.reverse > 0.0f? 1: 0;
342
343 player.jump_charge = 1;
344 }
345
346 if( !vg_get_button("break") && vg_get_button( "push" ) )
347 {
348 player.pushing = 1.0f;
349 player.push_time = vg_time-start_push;
350
351 float cycle_time = player.push_time*k_push_cycle_rate,
352 amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
353 current = v3_length( vel ),
354 new_vel = vg_minf( current + amt, k_max_push_speed );
355
356 new_vel -= vg_minf(current, k_max_push_speed);
357 vel[2] -= new_vel * player.reverse;
358 }
359
360 /* Pumping */
361 static float previous = 0.0f;
362 float delta = previous - player.grab,
363 pump = delta * k_pump_force*ktimestep;
364 previous = player.grab;
365
366 v3f p1;
367 v3_muladds( player.rb.co, player.rb.up, pump, p1 );
368 vg_line( player.rb.co, p1, 0xff0000ff );
369
370 vel[1] += pump;
371
372
373 m3x3_mulv( player.rb.to_world, vel, player.rb.v );
374
375 float steer = vg_get_axis( "horizontal" );
376 player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
377
378 v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
379 ktimestep*5.0f, player.board_xy);
380 }
381
382 static void player_physics_control_air(void)
383 {
384 m3x3_mulv( player.vr, player.rb.v, player.rb.v );
385 draw_cross( player.land_target, 0xff0000ff, 0.25f );
386
387 ray_hit hit;
388
389 /*
390 * Prediction
391 */
392 float pstep = ktimestep*10.0f;
393
394 v3f pco, pco1, pv;
395 v3_copy( player.rb.co, pco );
396 v3_copy( player.rb.v, pv );
397
398 float time_to_impact = 0.0f;
399 float limiter = 1.0f;
400
401 for( int i=0; i<50; i++ )
402 {
403 v3_copy( pco, pco1 );
404 m3x3_mulv( player.vr_pstep, pv, pv );
405 apply_gravity( pv, pstep );
406 v3_muladds( pco, pv, pstep, pco );
407
408 //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
409
410 ray_hit contact;
411 v3f vdir;
412
413 v3_sub( pco, pco1, vdir );
414 contact.dist = v3_length( vdir );
415 v3_divs( vdir, contact.dist, vdir);
416
417 float orig_dist = contact.dist;
418 if( ray_world( pco1, vdir, &contact ))
419 {
420 float angle = v3_dot( player.rb.up, contact.normal );
421 v3f axis;
422 v3_cross( player.rb.up, contact.normal, axis );
423
424 time_to_impact += (contact.dist/orig_dist)*pstep;
425 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
426 limiter = 1.0f-limiter;
427 limiter *= limiter;
428 limiter = 1.0f-limiter;
429
430 if( angle < 0.99f )
431 {
432 v4f correction;
433 q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
434 q_mul( correction, player.rb.q, player.rb.q );
435 }
436
437 draw_cross( contact.pos, 0xffff0000, 0.25f );
438 break;
439 }
440 time_to_impact += pstep;
441 }
442
443 player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
444 {
445 float iX = vg_get_axis( "vertical" ) *
446 player.reverse * k_steer_air * limiter * ktimestep;
447
448 static float siX = 0.0f;
449 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
450
451 v4f rotate;
452 q_axis_angle( rotate, player.rb.right, siX );
453 q_mul( rotate, player.rb.q, player.rb.q );
454 }
455
456 v2f target = {0.0f,0.0f};
457 v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
458 player.grab, target );
459 v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
460 }
461
462 static void player_init(void)
463 {
464 rb_init( &player.collide_front );
465 rb_init( &player.collide_back );
466 }
467
468 static void player_walk_physics(void)
469 {
470 rigidbody *rbf = &player.collide_front,
471 *rbb = &player.collide_back;
472
473 m3x3_copy( player.rb.to_world, player.collide_front.to_world );
474 m3x3_copy( player.rb.to_world, player.collide_back.to_world );
475
476 float h0 = 0.3f,
477 h1 = 0.9f;
478
479 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
480 v3_copy( rbf->co, rbf->to_world[3] );
481 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
482 v3_copy( rbb->co, rbb->to_world[3] );
483
484 m4x3_invert_affine( rbf->to_world, rbf->to_local );
485 m4x3_invert_affine( rbb->to_world, rbb->to_local );
486
487 rb_update_bounds( rbf );
488 rb_update_bounds( rbb );
489
490 rb_debug( rbf, 0xff0000ff );
491 rb_debug( rbb, 0xff0000ff );
492
493 rb_ct manifold[64];
494 int len = 0;
495
496 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
497 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
498
499 rb_presolve_contacts( manifold, len );
500
501 for( int j=0; j<5; j++ )
502 {
503 for( int i=0; i<len; i++ )
504 {
505 struct contact *ct = &manifold[i];
506
507 /*normal */
508 float vn = -v3_dot( player.rb.v, ct->n );
509 vn += ct->bias;
510
511 float temp = ct->norm_impulse;
512 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
513 vn = ct->norm_impulse - temp;
514
515 v3f impulse;
516 v3_muls( ct->n, vn, impulse );
517
518 v3_add( impulse, player.rb.v, player.rb.v );
519
520 /* friction */
521 for( int j=0; j<2; j++ )
522 {
523 float f = k_friction * ct->norm_impulse,
524 vt = v3_dot( player.rb.v, ct->t[j] ),
525 lambda = -vt;
526
527 float temp = ct->tangent_impulse[j];
528 ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
529 lambda = ct->tangent_impulse[j] - temp;
530
531 v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
532 }
533 }
534 }
535
536 player.in_air = len==0?1:0;
537
538 v3_zero( player.rb.w );
539 q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
540
541 v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
542
543 v3f p1;
544 v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
545 vg_line( player.rb.co, p1, 0xff0000ff );
546
547 float move_dead = 0.1f,
548 move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
549
550 if( move > 0.0f )
551 {
552 float move_norm = move * (1.0f/(1.0f-move_dead)),
553 speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
554 amt = k_walk_accel * ktimestep,
555 zvel = v3_dot( player.rb.v, forward_dir ),
556 new_vel = vg_minf( zvel + amt, speed ),
557 diff = new_vel - vg_minf( zvel, speed );
558
559 v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
560
561 /* TODO move */
562 float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
563 run_norm = 30.0f/(float)player.mdl.anim_run->length ;
564
565 player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
566 }
567 else
568 {
569 player.walk_timer = 0.0f;
570 }
571
572 player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
573 player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
574 }
575
576 static void player_physics(void)
577 {
578 /*
579 * Update collision fronts
580 */
581
582 rigidbody *rbf = &player.collide_front,
583 *rbb = &player.collide_back;
584
585 m3x3_copy( player.rb.to_world, player.collide_front.to_world );
586 m3x3_copy( player.rb.to_world, player.collide_back.to_world );
587
588 player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
589 float h = player.air_blend*0.2f;
590
591 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
592 v3_copy( rbf->co, rbf->to_world[3] );
593 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
594 v3_copy( rbb->co, rbb->to_world[3] );
595
596 m4x3_invert_affine( rbf->to_world, rbf->to_local );
597 m4x3_invert_affine( rbb->to_world, rbb->to_local );
598
599 rb_update_bounds( rbf );
600 rb_update_bounds( rbb );
601
602 rb_debug( rbf, 0xff00ffff );
603 rb_debug( rbb, 0xffffff00 );
604
605 rb_ct manifold[64];
606 int len = 0;
607
608 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
609 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
610
611 rb_presolve_contacts( manifold, len );
612 v3f surface_avg = {0.0f, 0.0f, 0.0f};
613
614 if( !len )
615 {
616 player_start_air();
617 }
618 else
619 {
620 for( int i=0; i<len; i++ )
621 {
622 v3_add( manifold[i].n, surface_avg, surface_avg );
623
624 #if 0
625 if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
626 {
627 player.is_dead = 1;
628 character_ragdoll_copypose( &player.mdl, player.rb.v );
629 return;
630 }
631 #endif
632 }
633
634 v3_normalize( surface_avg );
635
636 if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
637 {
638 player_start_air();
639 }
640 else
641 player.in_air = 0;
642 }
643
644 for( int j=0; j<5; j++ )
645 {
646 for( int i=0; i<len; i++ )
647 {
648 struct contact *ct = &manifold[i];
649
650 v3f dv, delta;
651 v3_sub( ct->co, player.rb.co, delta );
652 v3_cross( player.rb.w, delta, dv );
653 v3_add( player.rb.v, dv, dv );
654
655 float vn = -v3_dot( dv, ct->n );
656 vn += ct->bias;
657
658 float temp = ct->norm_impulse;
659 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
660 vn = ct->norm_impulse - temp;
661
662 v3f impulse;
663 v3_muls( ct->n, vn, impulse );
664
665 if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
666 fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
667 {
668 player.is_dead = 1;
669 character_ragdoll_copypose( &player.mdl, player.rb.v );
670 return;
671 }
672
673 v3_add( impulse, player.rb.v, player.rb.v );
674 v3_cross( delta, impulse, impulse );
675
676 /*
677 * W Impulses are limited to the Y and X axises, we don't really want
678 * roll angular velocities being included.
679 *
680 * Can also tweak the resistance of each axis here by scaling the wx,wy
681 * components.
682 */
683
684 float wy = v3_dot( player.rb.up, impulse ),
685 wx = v3_dot( player.rb.right, impulse )*1.5f;
686
687 v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
688 v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
689 }
690 }
691
692 float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
693 player.grab = vg_lerpf( player.grab, grabt, 0.14f );
694 player.pushing = 0.0f;
695
696 if( !player.in_air )
697 {
698 v3f axis;
699 float angle = v3_dot( player.rb.up, surface_avg );
700 v3_cross( player.rb.up, surface_avg, axis );
701
702 //float cz = v3_dot( player.rb.forward, axis );
703 //v3_muls( player.rb.forward, cz, axis );
704
705 if( angle < 0.999f )
706 {
707 v4f correction;
708 q_axis_angle( correction, axis, acosf(angle)*0.3f );
709 q_mul( correction, player.rb.q, player.rb.q );
710 }
711
712 v3_muladds( player.rb.v, player.rb.up,
713 -k_downforce*ktimestep, player.rb.v );
714
715 player_physics_control();
716
717 if( !player.jump_charge && player.jump > 0.2f )
718 {
719 v3f jumpdir;
720
721 /* Launch more up if alignment is up else improve velocity */
722 float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
723 mod = 0.5f,
724 dir = mod + aup*(1.0f-mod);
725
726 v3_copy( player.rb.v, jumpdir );
727 v3_normalize( jumpdir );
728 v3_muls( jumpdir, 1.0f-dir, jumpdir );
729 v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
730 v3_normalize( jumpdir );
731
732 float force = k_jump_force*player.jump;
733 v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
734 player.jump = 0.0f;
735
736 player.jump_time = vg_time;
737
738 audio_lock();
739 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
740 audio_player_set_position( &audio_player_extra, player.rb.co );
741 audio_player_set_vol( &audio_player_extra, 20.0f );
742 audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
743 audio_unlock();
744 }
745 }
746 else
747 {
748 player_physics_control_air();
749 }
750
751 if( !player.jump_charge )
752 {
753 player.jump -= k_jump_charge_speed * ktimestep;
754 }
755 player.jump_charge = 0;
756 player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
757 }
758
759 static void player_do_motion(void)
760 {
761 float horizontal = vg_get_axis("horizontal"),
762 vertical = vg_get_axis("vertical");
763
764 if( player.on_board )
765 player_physics();
766 else
767 player_walk_physics();
768
769 /* Integrate velocity */
770 v3f prevco;
771 v3_copy( player.rb.co, prevco );
772
773 apply_gravity( player.rb.v, ktimestep );
774 v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
775
776 /* Real angular velocity integration */
777 v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
778 if( v3_length2( player.rb.w ) > 0.0f )
779 {
780 v4f rotation;
781 v3f axis;
782 v3_copy( player.rb.w, axis );
783
784 float mag = v3_length( axis );
785 v3_divs( axis, mag, axis );
786 q_axis_angle( rotation, axis, mag*k_rb_delta );
787 q_mul( rotation, player.rb.q, player.rb.q );
788 }
789
790 /* Faux angular velocity */
791 v4f rotate;
792
793 static float siY = 0.0f;
794 float lerpq = player.in_air? 0.04f: 0.3f;
795 siY = vg_lerpf( siY, player.iY, lerpq );
796
797 q_axis_angle( rotate, player.rb.up, siY );
798 q_mul( rotate, player.rb.q, player.rb.q );
799 player.iY = 0.0f;
800
801 /*
802 * Gate intersection, by tracing a line over the gate planes
803 */
804 for( int i=0; i<world.routes.gate_count; i++ )
805 {
806 struct route_gate *rg = &world.routes.gates[i];
807 teleport_gate *gate = &rg->gate;
808
809 if( gate_intersect( gate, player.rb.co, prevco ) )
810 {
811 m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
812 m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
813 m3x3_mulv( gate->transport, player.vl, player.vl );
814 m3x3_mulv( gate->transport, player.v_last, player.v_last );
815 m3x3_mulv( gate->transport, player.m, player.m );
816 m3x3_mulv( gate->transport, player.bob, player.bob );
817
818 v4f transport_rotation;
819 m3x3_q( gate->transport, transport_rotation );
820 q_mul( transport_rotation, player.rb.q, player.rb.q );
821
822 world_routes_activate_gate( i );
823 player.rb_gate_frame = player.rb;
824 player.in_air_frame = player.in_air;
825 player.on_board_frame = player.on_board;
826
827 if( !player.on_board )
828 {
829 v3f fwd_dir = {cosf(player.angles[0]),
830 0.0f,
831 sinf(player.angles[0])};
832 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
833
834 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
835 }
836
837 m3x3_copy( player.vr, player.gate_vr_frame );
838 m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
839
840 audio_lock();
841 audio_play_oneshot( &audio_gate_lap, 1.0f );
842 audio_unlock();
843 break;
844 }
845 }
846
847 rb_update_transform( &player.rb );
848 }
849
850 /*
851 * Animation
852 */
853
854 static void player_animate_offboard(void)
855 {
856 mdl_keyframe apose[32], bpose[32];
857 struct skeleton *sk = &player.mdl.sk;
858
859 float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
860 run_norm = (float)player.mdl.anim_run->length/30.0f,
861 t = player.walk_timer,
862 l = vg_get_axis("grabr") * 0.5f + 0.5f;
863
864 skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
865 skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
866
867 skeleton_lerp_pose( sk, apose, bpose, l, apose );
868
869 float idle_walk = vg_minf( l * 10.0f, 1.0f);
870
871 skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
872 skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
873
874 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
875 skeleton_apply_ik_pass( &player.mdl.sk );
876 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
877
878 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
879 player.mdl.cam_pos );
880
881 skeleton_apply_inverses( &player.mdl.sk );
882
883 m4x3f mtx;
884 v4f rot;
885 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
886 q_m3x3( rot, mtx );
887 v3_copy( player.rb.to_world[3], mtx[3] );
888
889 skeleton_apply_transform( &player.mdl.sk, mtx );
890 skeleton_debug( &player.mdl.sk );
891 }
892
893 static void player_animate(void)
894 {
895 if( !player.on_board )
896 {
897 player_animate_offboard();
898 return;
899 }
900
901 /* Camera position */
902 v3_sub( player.rb.v, player.v_last, player.a );
903 v3_copy( player.rb.v, player.v_last );
904
905 v3_add( player.m, player.a, player.m );
906 v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
907
908 player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
909 player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
910 player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
911 v3_lerp( player.bob, player.m, 0.2f, player.bob );
912
913 /* Head */
914 float lslip = fabsf(player.slip);
915
916 float kheight = 2.0f,
917 kleg = 0.6f;
918
919 v3f offset;
920 v3_zero( offset );
921 m3x3_mulv( player.rb.to_local, player.bob, offset );
922
923 static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
924
925 float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
926 float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
927 float sign = vg_signf( kicks );
928 speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
929 speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
930
931 offset[0] *= 0.26f;
932 offset[0] += speed_wobble_2*3.0f;
933
934 offset[1] *= -0.3f;
935 offset[2] *= 0.01f;
936
937 offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
938 offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
939
940 /*
941 * Animation blending
942 * ===========================================
943 */
944
945 /* scalar blending information */
946 float speed = v3_length( player.rb.v );
947
948 /* sliding */
949 {
950 float desired = vg_clampf( lslip, 0.0f, 1.0f );
951 player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
952 }
953
954 /* movement information */
955 {
956 float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
957 dirx = player.slip < 0.0f? 0.0f: 1.0f,
958 fly = player.in_air? 1.0f: 0.0f;
959
960 player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
961 player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
962 player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
963 }
964
965 struct skeleton *sk = &player.mdl.sk;
966
967 mdl_keyframe apose[32], bpose[32];
968 mdl_keyframe ground_pose[32];
969 {
970 /* when the player is moving fast he will crouch down a little bit */
971 float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
972 player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
973
974 /* stand/crouch */
975 float dir_frame = player.fdirz * (15.0f/30.0f),
976 stand_blend = offset[1]*-2.0f;
977
978 skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
979 skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
980 skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
981
982 /* sliding */
983 float slide_frame = player.fdirx * (15.0f/30.0f);
984 skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
985 skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
986
987 /* pushing */
988 player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
989
990 float pt = player.push_time;
991 if( player.reverse > 0.0f )
992 skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
993 else
994 skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
995
996 skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
997
998 /* trick setup */
999 float jump_start_frame = 14.0f/30.0f;
1000 float setup_frame = player.jump * jump_start_frame,
1001 setup_blend = vg_minf( player.jump*5.0f, 1.0f );
1002
1003 float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
1004 if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
1005 setup_frame = jump_frame;
1006
1007 struct skeleton_anim *jump_anim = player.jump_dir?
1008 player.mdl.anim_ollie:
1009 player.mdl.anim_ollie_reverse;
1010
1011 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
1012 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
1013 }
1014
1015 mdl_keyframe air_pose[32];
1016 {
1017 float target = -vg_get_axis("horizontal");
1018 player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
1019
1020 float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
1021
1022 skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
1023
1024 static v2f grab_choice;
1025 v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
1026 0.04f, grab_choice );
1027
1028 float ang = atan2f( grab_choice[0], grab_choice[1] ),
1029 ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
1030 grab_frame = ang_unit * (15.0f/30.0f);
1031
1032 skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
1033 skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
1034 }
1035
1036 skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
1037
1038 float add_grab_mod = 1.0f - player.ffly*player.grab;
1039
1040 /* additive effects */
1041 apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
1042 apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
1043 apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
1044 apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
1045 apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
1046 apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
1047 apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
1048 apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
1049 apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
1050 apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
1051
1052 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
1053 skeleton_apply_ik_pass( &player.mdl.sk );
1054 skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
1055
1056 v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
1057 player.mdl.cam_pos );
1058 skeleton_apply_inverses( &player.mdl.sk );
1059 skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
1060
1061 skeleton_debug( &player.mdl.sk );
1062 }
1063
1064 static void player_camera_update(void)
1065 {
1066 /* Update camera matrices */
1067 v4f qyaw, qpitch, qcam;
1068 q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] );
1069 q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] );
1070
1071 q_mul( qyaw, qpitch, qcam );
1072 q_m3x3( qcam, player.camera );
1073
1074 v3_copy( player.camera_pos, player.camera[3] );
1075 m4x3_invert_affine( player.camera, player.camera_inverse );
1076 }
1077
1078 static void player_animate_death_cam(void)
1079 {
1080 v3f delta;
1081 v3f head_pos;
1082 v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
1083
1084 v3_sub( head_pos, player.camera_pos, delta );
1085 v3_normalize( delta );
1086
1087 v3f follow_pos;
1088 v3_muladds( head_pos, delta, -2.5f, follow_pos );
1089 v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
1090
1091 /*
1092 * Make sure the camera stays above the ground
1093 */
1094 v3f min_height = {0.0f,1.0f,0.0f};
1095
1096 v3f sample;
1097 v3_add( player.camera_pos, min_height, sample );
1098 ray_hit hit;
1099 hit.dist = min_height[1]*2.0f;
1100
1101 if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
1102 v3_add( hit.pos, min_height, player.camera_pos );
1103
1104 player.camera_pos[1] =
1105 vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
1106
1107 player.angles[0] = atan2f( delta[0], -delta[2] );
1108 player.angles[1] = -asinf( delta[1] );
1109 }
1110
1111 static void player_animate_camera(void)
1112 {
1113 static v3f lerp_cam = {0.0f,0.0f,0.0f};
1114 v3f cam_pos;
1115
1116 player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
1117
1118 if( player.on_board )
1119 {
1120 v3f offs = { -0.4f, 0.15f, 0.0f };
1121 v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
1122 v3_add( lerp_cam, offs, cam_pos );
1123
1124 /* Look angles */
1125 v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
1126
1127 float yaw = atan2f( player.vl[0], -player.vl[2] ),
1128 pitch = atan2f( -player.vl[1],
1129 sqrtf(
1130 player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
1131 )) * 0.7f;
1132
1133 player.angles[0] = yaw;
1134 player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
1135 player.fonboard );
1136
1137 /* Camera shake */
1138 static v2f shake_damp = {0.0f,0.0f};
1139 v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
1140 v2_muls( shake, v3_length(player.rb.v)*0.3f
1141 * (1.0f+fabsf(player.slip)), shake);
1142
1143 v2_lerp( shake_damp, shake, 0.01f, shake_damp );
1144 shake_damp[0] *= 0.2f;
1145
1146 v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
1147 m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
1148 }
1149 else
1150 {
1151 float speed = ktimestep * k_look_speed;
1152 player.angles[0] += vg_get_axis( "horizontal" ) * speed;
1153 player.angles[1] += vg_get_axis( "vertical" ) * speed;
1154
1155 player.angles[1] = vg_clampf( player.angles[1],
1156 -k_pitch_limit, k_pitch_limit );
1157
1158 float s = sinf(player.angles[0]) * 0.2f,
1159 c = -cosf(player.angles[0]) * 0.2f;
1160 v3f forward_dir = { s,0.15f,c };
1161
1162
1163 m4x3f mtx;
1164 v4f rot;
1165 q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
1166 -player.angles[0] -VG_PIf*0.5f );
1167 q_m3x3( rot, mtx );
1168 v3_copy( player.rb.to_world[3], mtx[3] );
1169
1170 m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
1171 v3_add( cam_pos, forward_dir, player.camera_pos );
1172 v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
1173 }
1174 }
1175
1176 /*
1177 * Audio
1178 */
1179 static void player_audio(void)
1180 {
1181 static int _ding = 0;
1182
1183 int last = _ding;
1184 _ding = glfwGetKey(vg_window, GLFW_KEY_C);
1185
1186 int trigger_ding = 0;
1187 if( _ding && !last )
1188 trigger_ding = 1;
1189
1190 static int _air = 0;
1191
1192 int l2 = _air;
1193 _air = player.in_air;
1194
1195 static double last_revert = -2000.0;
1196
1197
1198
1199
1200 audio_lock();
1201
1202 double revert_delta = vg_time - last_revert;
1203 if( player.on_board && (!_air && l2) && (fabsf(player.slip) > 0.5f) &&
1204 (revert_delta > 0.7) )
1205 {
1206 audio_player_set_position( &audio_player_extra, player.rb.co );
1207 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
1208 audio_player_set_vol( &audio_player_extra, 2.0f );
1209 audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
1210
1211 last_revert = vg_time;
1212 }
1213
1214 static float air = 0.0f;
1215 air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
1216
1217 /* Spacial info */
1218 v3f ears = { 1.0f,0.0f,0.0f };
1219 v3f delta;
1220
1221 float *cam = player.camera[3],
1222 *pos = player.rb.co;
1223
1224 if( trigger_ding )
1225 audio_player_playclip( &audio_player_extra, &audio_ding );
1226
1227 audio_player_set_position( &audio_player0, player.rb.co );
1228 audio_player_set_position( &audio_player1, player.rb.co );
1229 audio_player_set_position( &audio_player2, player.rb.co );
1230 audio_player_set_position( &audio_player_gate, world.render_gate_pos );
1231
1232 v3_sub( player.rb.co, player.camera[3], delta );
1233 v3_normalize( delta );
1234 m3x3_mulv( player.camera, ears, ears );
1235
1236 /* TODO, Make function */
1237 v3_copy( ears, vg_audio.listener_ears );
1238 v3_copy( player.camera[3], vg_audio.listener_pos );
1239
1240 /* Tunnel / occlusion */
1241 audio_sample_occlusion( player.camera[3] );
1242
1243 int sprite_avail = -1;
1244 for( int i=0; i<vg_list_size(ambient_sprites); i++ )
1245 {
1246 if( !audio_player_is_playing( &ambient_sprites[i] ) )
1247 {
1248 sprite_avail = i;
1249 break;
1250 }
1251 }
1252
1253 if( sprite_avail != -1 )
1254 {
1255 v3f waterpos;
1256 enum audio_sprite_type sprite_type =
1257 audio_sample_sprite_random( player.rb.co, waterpos );
1258
1259 if( sprite_type != k_audio_sprite_type_none )
1260 {
1261 audio_player *avail = &ambient_sprites[ sprite_avail ];
1262
1263 audio_player_set_vol( avail, 20.0f );
1264 audio_player_set_flags( avail, AUDIO_FLAG_SPACIAL_3D );
1265 audio_player_set_position( avail, waterpos );
1266
1267 if( sprite_type == k_audio_sprite_type_grass )
1268 {
1269 audio_player_playclip( avail, &audio_grass[rand()%4] );
1270 }
1271 else if( sprite_type == k_audio_sprite_type_water )
1272 {
1273 audio_player_playclip( avail, &audio_water[rand()%6] );
1274 }
1275 }
1276 }
1277
1278 if( freecam || player.is_dead || !player.on_board )
1279 {
1280 audio_player_set_vol( &audio_player0, 0.0f );
1281 audio_player_set_vol( &audio_player1, 0.0f );
1282 audio_player_set_vol( &audio_player2, 0.0f );
1283
1284 int walk_phase = 0;
1285 if( vg_fractf(player.walk_timer) > 0.5f )
1286 walk_phase = 1;
1287 else
1288 walk_phase = 0;
1289
1290 if( (player.step_phase != walk_phase) && !player.in_air )
1291 {
1292 v3_copy( player.rb.co, player.last_step_pos );
1293
1294 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
1295 audio_player_set_position( &audio_player_extra, player.rb.co );
1296 audio_player_set_vol( &audio_player_extra, 6.0f );
1297 audio_player_playclip( &audio_player_extra,
1298 &audio_footsteps[rand()%4] );
1299 }
1300
1301 player.step_phase = walk_phase;
1302 }
1303 else
1304 {
1305 /* Composite */
1306 float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
1307 attn = speed,
1308 slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ),
1309 vol0 = (1.0f-air)*attn*(1.0f-slide),
1310 vol1 = air *attn,
1311 vol2 = (1.0f-air)*attn*slide;
1312
1313 audio_player_set_vol( &audio_player0, vol0 );
1314 audio_player_set_vol( &audio_player1, vol1 );
1315 audio_player_set_vol( &audio_player2, vol2 );
1316
1317 float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
1318 audio_player_set_pan( &audio_player3, 0.0f );
1319 audio_player_set_vol( &audio_player3, reverb_amt );
1320 }
1321
1322 #if 0
1323 world_audio_update( cam, ears );
1324 #endif
1325 audio_unlock();
1326 }
1327
1328 /*
1329 * Public Endpoints
1330 */
1331 static float *player_cam_pos(void)
1332 {
1333 return player.camera_pos;
1334 }
1335
1336 static int reset_player( int argc, char const *argv[] )
1337 {
1338 struct respawn_point *rp = NULL, *r;
1339
1340 if( argc == 1 )
1341 {
1342 for( int i=0; i<world.spawn_count; i++ )
1343 {
1344 r = &world.spawns[i];
1345 if( !strcmp( r->name, argv[0] ) )
1346 {
1347 rp = r;
1348 break;
1349 }
1350 }
1351
1352 if( !rp )
1353 vg_warn( "No spawn named '%s'\n", argv[0] );
1354 }
1355
1356 if( !rp )
1357 {
1358 float min_dist = INFINITY;
1359
1360 for( int i=0; i<world.spawn_count; i++ )
1361 {
1362 r = &world.spawns[i];
1363 float d = v3_dist2( r->co, player.rb.co );
1364
1365 vg_info( "Dist %s : %f\n", r->name, d );
1366 if( d < min_dist )
1367 {
1368 min_dist = d;
1369 rp = r;
1370 }
1371 }
1372 }
1373
1374 if( !rp )
1375 {
1376 vg_error( "No spawn found\n" );
1377 if( !world.spawn_count )
1378 return 0;
1379
1380 rp = &world.spawns[0];
1381 }
1382
1383 v4_copy( rp->q, player.rb.q );
1384 v3_copy( rp->co, player.rb.co );
1385
1386 player.vswitch = 1.0f;
1387 player.slip_last = 0.0f;
1388 player.is_dead = 0;
1389 player.in_air = 1;
1390 m3x3_identity( player.vr );
1391
1392 player.mdl.shoes[0] = 1;
1393 player.mdl.shoes[1] = 1;
1394
1395 rb_update_transform( &player.rb );
1396 m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
1397 m3x3_identity( player.gate_vr_frame );
1398 m3x3_identity( player.gate_vr_pstep_frame );
1399
1400 player.rb_gate_frame = player.rb;
1401 player.on_board_frame = player.on_board;
1402 player.in_air_frame = player.in_air;
1403 return 1;
1404 }
1405
1406 static void player_update(void)
1407 {
1408 for( int i=0; i<player.land_log_count; i++ )
1409 draw_cross( player.land_target_log[i],
1410 player.land_target_colours[i], 0.25f);
1411
1412 if( vg_get_axis("grabl")>0.0f)
1413 {
1414 player.rb = player.rb_gate_frame;
1415 player.on_board = player.on_board_frame;
1416 player.in_air = player.in_air_frame;
1417 m3x3_copy( player.gate_vr_frame, player.vr );
1418 m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
1419 player.is_dead = 0;
1420 player.in_air = 1;
1421
1422
1423 if( !player.on_board )
1424 {
1425 player.angles[0] = atan2f( -player.rb.forward[2],
1426 -player.rb.forward[0] );
1427 }
1428
1429 m3x3_identity( player.vr );
1430
1431 player.mdl.shoes[0] = 1;
1432 player.mdl.shoes[1] = 1;
1433
1434 world_routes_notify_reset();
1435 }
1436
1437 if( vg_get_button_down( "switchmode" ) )
1438 {
1439 player.on_board ^= 0x1;
1440 }
1441
1442 if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) &&
1443 !player.is_dead)
1444 {
1445 character_ragdoll_copypose( &player.mdl, player.rb.v );
1446 player.is_dead = 1;
1447 }
1448
1449 if( player.is_dead )
1450 {
1451 character_ragdoll_iter( &player.mdl );
1452 character_debug_ragdoll( &player.mdl );
1453
1454 if( !freecam )
1455 player_animate_death_cam();
1456 }
1457 else
1458 {
1459 player_do_motion();
1460 player_animate();
1461
1462 if( !freecam )
1463 player_animate_camera();
1464 }
1465
1466 if( freecam )
1467 player_freecam();
1468
1469 player_camera_update();
1470 player_audio();
1471 }
1472
1473 static void draw_player(void)
1474 {
1475 if( player.is_dead )
1476 character_mimic_ragdoll( &player.mdl );
1477
1478 shader_viewchar_use();
1479 vg_tex2d_bind( &tex_characters, 0 );
1480 shader_viewchar_uTexMain( 0 );
1481 shader_viewchar_uCamera( player.camera[3] );
1482 shader_viewchar_uPv( vg_pv );
1483 shader_link_standard_ub( _shader_viewchar.id, 2 );
1484 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
1485 player.mdl.sk.bone_count,
1486 0,
1487 (float *)player.mdl.sk.final_mtx );
1488
1489 mesh_bind( &player.mdl.mesh );
1490 mesh_draw( &player.mdl.mesh );
1491 }
1492
1493 #endif /* PLAYER_H */