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[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 #define PLAYER_REWIND_FRAMES 60*4
12
13 struct player_instance
14 {
15 /* transform definition */
16 rigidbody rb, rb_gate_storage;
17 v3f angles, angles_storage;
18
19 v4f qbasis;
20 m3x3f basis, invbasis, basis_gate;
21 world_instance *viewable_world;
22
23 /*
24 * Camera management
25 * ---------------------------
26 */
27 camera cam;
28
29 enum camera_mode
30 {
31 k_cam_firstperson = 1,
32 k_cam_thirdperson = 0
33 }
34 camera_mode;
35 float camera_type_blend;
36
37 v3f fpv_offset, /* expressed relative to rigidbody */
38 tpv_offset,
39 fpv_viewpoint, /* expressed relative to neck bone inverse final */
40 fpv_offset_smooth,
41 fpv_viewpoint_smooth,
42 tpv_offset_smooth,
43 tpv_lpf,
44 cam_velocity_smooth;
45
46 v3f cam_override_pos;
47 v2f cam_override_angles;
48 float cam_override_strength;
49
50 float cam_velocity_influence,
51 cam_velocity_coefficient,
52 cam_velocity_constant,
53 cam_velocity_coefficient_smooth,
54 cam_velocity_constant_smooth,
55 cam_velocity_influence_smooth,
56 cam_land_punch,
57 cam_land_punch_v;
58
59 ent_gate *gate_waiting;
60
61 /*
62 * Input
63 * --------------------------------
64 */
65 struct input_binding *input_js1h,
66 *input_js1v,
67 *input_js2h,
68 *input_js2v,
69 *input_jump,
70 *input_push,
71 *input_trick0,
72 *input_trick1,
73 *input_trick2,
74 *input_walk,
75 *input_walkh,
76 *input_walkv,
77 *input_use,
78 *input_reset,
79 *input_grab,
80 *input_camera;
81
82 /*
83 * Animation
84 * --------------------------------------------------
85 */
86
87 struct player_avatar *playeravatar;
88 glmesh *playermesh;
89 struct player_ragdoll ragdoll;
90 vg_tex2d *playertex;
91
92 player_pose holdout_pose;
93 float holdout_time;
94
95 /*
96 * Rewind
97 * ----------------------------------------------------
98 */
99 int rewinding, rewind_sound_wait;
100
101 struct rewind_frame{
102 v3f pos;
103 v3f ang;
104 }
105 *rewind_buffer;
106 u32 rewind_length;
107 float rewind_accum;
108 ent_gate *rewind_gate;
109
110 float rewind_total_length, rewind_predicted_time,
111 dist_accum;
112 double rewind_start, rewind_time;
113
114 /*
115 * Subsystems
116 * -------------------------------------------------
117 */
118
119 enum player_subsystem
120 {
121 k_player_subsystem_walk = 0,
122 k_player_subsystem_skate = 1,
123 k_player_subsystem_dead = 2
124 }
125 subsystem,
126 subsystem_gate;
127
128 struct player_skate _skate;
129 struct player_walk _walk;
130 struct player_dead _dead;
131 };
132
133 /*
134 * Gameloop tables
135 * ---------------------------------------------------------
136 */
137
138 VG_STATIC
139 void (*_player_bind[])( player_instance *player ) =
140 {
141 player__walk_bind,
142 player__skate_bind,
143 NULL
144 };
145
146 VG_STATIC
147 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
148 {
149 player__walk_reset,
150 player__skate_reset,
151 NULL
152 };
153
154 VG_STATIC
155 void (*_player_pre_update[])( player_instance *player ) =
156 {
157 player__walk_pre_update,
158 player__skate_pre_update,
159 NULL
160 };
161
162 VG_STATIC
163 void( *_player_update[])( player_instance *player ) =
164 {
165 player__walk_update,
166 player__skate_update,
167 player__dead_update,
168 };
169
170 VG_STATIC
171 void( *_player_post_update[])( player_instance *player ) =
172 {
173 player__walk_post_update,
174 player__skate_post_update,
175 NULL
176 };
177
178 VG_STATIC
179 void( *_player_im_gui[])( player_instance *player ) =
180 {
181 player__walk_im_gui,
182 player__skate_im_gui,
183 NULL
184 };
185
186 VG_STATIC
187 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
188 {
189 player__walk_animate,
190 player__skate_animate,
191 player__dead_animate
192 };
193
194 VG_STATIC
195 void( *_player_post_animate[])( player_instance *player ) =
196 {
197 player__walk_post_animate,
198 player__skate_post_animate,
199 player__dead_post_animate
200 };
201
202 VG_STATIC
203 void( *_player_restore[] )( player_instance *player ) =
204 {
205 player__walk_restore,
206 player__skate_restore,
207 NULL
208 };
209
210 /* implementation */
211
212 #include "player.c"
213 #include "player_common.c"
214 #include "player_walk.c"
215 #include "player_skate.c"
216 #include "player_dead.c"
217
218 #endif /* PLAYER_H */
219
220
221 #if 0
222 /*
223 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
224 */
225
226 #define PLAYER_H
227 #ifndef PLAYER_H
228 #define PLAYER_H
229
230 #define PLAYER_REWIND_FRAMES 60*4
231
232 #include "conf.h"
233 #include "audio.h"
234 #include "common.h"
235 #include "world.h"
236 #include "skeleton.h"
237 #include "bvh.h"
238
239
240 /*
241 * -----------------------------------------------------------------------------
242 * Memory
243 * -----------------------------------------------------------------------------
244 */
245
246 VG_STATIC struct gplayer
247 {
248 rigidbody rb, rb_frame;
249 v3f co, angles; /* used as transfer between controllers */
250
251 enum player_controller
252 {
253 k_player_controller_walk,
254 k_player_controller_skate,
255 k_player_controller_ragdoll,
256 k_player_controller_mountain_skate,
257 k_player_controller_snowboard,
258 k_player_controller_drive
259 }
260 controller,
261 controller_frame;
262
263 m4x3f visual_transform,
264 inv_visual_transform;
265
266 int is_dead, death_tick_allowance, rewinding;
267 int rewind_sound_wait;
268
269
270 v3f handl_target, handr_target,
271 handl, handr;
272
273 /* Input */
274 struct input_binding *input_js1h,
275 *input_js1v,
276 *input_js2h,
277 *input_js2v,
278 *input_jump,
279 *input_push,
280 *input_walk,
281 *input_walkh,
282 *input_walkv,
283 *input_switch_mode,
284 *input_reset,
285 *input_grab;
286
287 /* Camera */
288 float air_time;
289 v3f camera_pos, smooth_localcam;
290
291 struct rewind_frame
292 {
293 v3f pos;
294 v3f ang;
295 }
296 *rewind_buffer;
297 u32 rewind_incrementer,
298 rewind_length;
299
300 float rewind_time, rewind_total_length, rewind_predicted_time;
301 double diag_rewind_start, diag_rewind_time;
302 float dist_accum;
303
304 /* animation */
305 double jump_time;
306 float fslide,
307 fdirz, fdirx,
308 fstand,
309 ffly,
310 fpush,
311 fairdir,
312 fsetup,
313 walk_timer,
314 fjump,
315 fonboard,
316 frun,
317 fgrind;
318
319 v3f board_offset;
320 v4f board_rotation;
321
322 float walk;
323 int step_phase;
324 enum mdl_surface_prop surface_prop;
325
326 /* player model */
327 struct player_model
328 {
329 glmesh player_meshes[3];
330
331 mdl_context meta;
332 struct skeleton sk;
333 struct skeleton_anim *anim_stand,
334 *anim_highg,
335 *anim_slide,
336 *anim_air,
337 *anim_push, *anim_push_reverse,
338 *anim_ollie, *anim_ollie_reverse,
339 *anim_grabs, *anim_stop,
340 *anim_walk, *anim_run, *anim_idle,
341 *anim_jump;
342
343 u32 id_hip,
344 id_ik_hand_l,
345 id_ik_hand_r,
346 id_ik_elbow_l,
347 id_ik_elbow_r,
348 id_head,
349 id_ik_foot_l,
350 id_ik_foot_r,
351 id_board;
352
353 v3f cam_pos;
354
355 struct ragdoll_part
356 {
357 u32 bone_id;
358 //v3f offset;
359
360 /* Collider transform relative to bone */
361 m4x3f collider_mtx,
362 inv_collider_mtx;
363
364 u32 use_limits;
365 v3f limits[2];
366
367 rigidbody rb;
368 u32 parent;
369 u32 colour;
370 }
371 ragdoll[32];
372 u32 ragdoll_count;
373
374 rb_constr_pos position_constraints[32];
375 u32 position_constraints_count;
376
377 rb_constr_swingtwist cone_constraints[32];
378 u32 cone_constraints_count;
379
380 int shoes[2];
381 }
382 mdl;
383 }
384 player__OLD
385
386 #if 0
387 =
388 {
389 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
390 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
391 }
392 #endif
393
394 ;
395
396 /*
397 * API
398 */
399 VG_STATIC float *player_get_pos(void);
400 VG_STATIC void player_kill(void);
401 VG_STATIC float *player_cam_pos(void);
402 VG_STATIC void player_save_frame(void);
403 VG_STATIC void player_restore_frame(void);
404 VG_STATIC void player_save_rewind_frame(void);
405
406 /*
407 * Submodules
408 */
409 VG_STATIC void player_mouseview(void);
410
411 #include "player_physics.h"
412 #include "player_physics_skate.h"
413 #include "player_physics_walk.h"
414 #include "player_ragdoll.h"
415 #include "player_model.h"
416 #include "player_animation.h"
417 #include "player_audio.h"
418
419 /*
420 * player_physics_<INTERFACE>_<SUB-INTERFACE>
421 *
422 *
423 *
424 */
425
426 /*
427 * -----------------------------------------------------------------------------
428 * Events
429 * -----------------------------------------------------------------------------
430 */
431 VG_STATIC int kill_player( int argc, char const *argv[] );
432 VG_STATIC int reset_player( int argc, char const *argv[] );
433 VG_STATIC void reset_player_poll( int argc, char const *argv[] );
434
435 VG_STATIC void player_init(void) /* 1 */
436 {
437 rb_init( &player.rb );
438
439 VG_VAR_F32( k_walkspeed );
440 VG_VAR_F32( k_stopspeed );
441 VG_VAR_F32( k_airspeed );
442 VG_VAR_F32( k_walk_friction );
443 VG_VAR_F32( k_walk_air_accel );
444 VG_VAR_F32( k_walk_accel );
445
446 VG_VAR_I32( freecam );
447 VG_VAR_I32( cl_thirdperson );
448 VG_VAR_F32_PERSISTENT( fc_speed );
449
450 VG_VAR_F32( k_ragdoll_limit_scale );
451 VG_VAR_I32( k_ragdoll_div );
452 VG_VAR_I32( k_ragdoll_debug_collider );
453 VG_VAR_I32( k_ragdoll_debug_constraints );
454
455 VG_VAR_F32( k_friction_lat );
456
457 VG_VAR_F32( k_cog_spring );
458 VG_VAR_F32( k_cog_damp );
459
460 VG_VAR_F32( k_cog_mass_ratio );
461 VG_VAR_F32( k_downforce );
462
463 VG_VAR_F32( k_spring_force );
464 VG_VAR_F32( k_spring_dampener );
465 VG_VAR_F32( k_spring_angular );
466
467 VG_VAR_F32( k_mmthrow_scale );
468 VG_VAR_F32( k_mmcollect_lat );
469 VG_VAR_F32( k_mmcollect_vert );
470 VG_VAR_F32( k_mmdecay );
471
472 vg_function_push( (struct vg_cmd){
473 .name = "reset",
474 .function = reset_player,
475 .poll_suggest = reset_player_poll
476 });
477
478 vg_function_push( (struct vg_cmd){
479 .name = "kill",
480 .function = kill_player
481 });
482
483 /* HACK */
484 rb_register_cvar();
485
486 player.rewind_length = 0;
487 player.rewind_buffer =
488 vg_linear_alloc( vg_mem.rtmemory,
489 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
490
491 player_model_init();
492 }
493
494 VG_STATIC void player_save_rewind_frame(void)
495 {
496 if( player.rewind_length < PLAYER_REWIND_FRAMES )
497 {
498 struct rewind_frame *fr =
499 &player.rewind_buffer[ player.rewind_length ++ ];
500
501 v2_copy( player.angles, fr->ang );
502 v3_copy( player.camera_pos, fr->pos );
503
504 player.rewind_incrementer = 0;
505
506 if( player.rewind_length > 1 )
507 {
508 player.rewind_total_length +=
509 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
510 player.rewind_buffer[player.rewind_length-2].pos );
511 }
512 }
513 }
514
515
516 /* disaster */
517 VG_STATIC int menu_enabled(void);
518 #include "menu.h"
519
520 VG_STATIC void player_do_motion(void);
521 /*
522 * Free camera movement
523 */
524 VG_STATIC void player_mouseview(void)
525 {
526 if( menu_enabled() )
527 return;
528
529 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
530
531 if( vg_input.controller_should_use_trackpad_look )
532 {
533 static v2f last_input;
534 static v2f vel;
535 static v2f vel_smooth;
536
537 v2f input = { player.input_js2h->axis.value,
538 player.input_js2v->axis.value };
539
540 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
541 {
542 v2_sub( input, last_input, vel );
543 v2_muls( vel, 1.0f/vg.time_delta, vel );
544 }
545 else
546 {
547 v2_zero( vel );
548 }
549
550 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
551
552 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
553 v2_copy( input, last_input );
554 }
555 else
556 {
557 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
558 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
559 }
560
561 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
562 }
563
564 /* Deal with input etc */
565 VG_STATIC void player_update_pre(void)
566 {
567
568 {
569 v3f ra, rb, rx;
570 v3_copy( main_camera.pos, ra );
571 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
572
573 float t;
574 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
575 {
576 m4x3f mtx;
577 m3x3_identity( mtx );
578 v3_lerp( ra, rb, t, mtx[3] );
579
580 debug_sphere( mtx, 0.4f, 0xff00ff00 );
581
582 v3f x1;
583 v3_muladds( mtx[3], rx, 0.4f, x1 );
584 vg_line( mtx[3], x1, 0xffffffff );
585 }
586 }
587
588 #if 0
589
590 vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
591 vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
592 vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
593 vg_line( phys->cog, phys->rb.co, 0xff000000 );
594
595 v3f spring_end;
596 v3f throw_end, p0, p1;
597 v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
598 v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
599 v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
600 v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
601 vg_line( spring_end, throw_end, VG__RED );
602 vg_line( spring_end, p0, VG__GREEN );
603 vg_line( spring_end, p1, VG__BLUE );
604 #endif
605
606 if( player.rewinding )
607 return;
608
609 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
610 {
611 double delta = world.time - world.last_use;
612
613 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
614 {
615 player.rewinding = 1;
616 player.rewind_sound_wait = 1;
617 player.rewind_time = (float)player.rewind_length - 0.0001f;
618 player_save_rewind_frame();
619 audio_lock();
620 audio_play_oneshot( &audio_rewind[0], 1.0f );
621 audio_unlock();
622
623 /* based on analytical testing. DONT CHANGE!
624 *
625 * time taken: y = (x^(4/5)) * 74.5
626 * inverse : x = (2/149)^(4/5) * y^(4/5)
627 */
628
629 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
630 curve = powf( player.rewind_total_length, 4.0f/5.0f );
631
632 player.rewind_predicted_time = constant * curve;
633 player.diag_rewind_start = vg.time;
634 player.diag_rewind_time = player.rewind_time;
635
636 player.is_dead = 0;
637 player.death_tick_allowance = 30;
638 player_restore_frame();
639
640 if( player.controller == k_player_controller_walk )
641 {
642 player.angles[0] = atan2f( -player.rb.forward[2],
643 -player.rb.forward[0] );
644 }
645
646 player.mdl.shoes[0] = 1;
647 player.mdl.shoes[1] = 1;
648
649 world_routes_notify_reset();
650
651 /* apply 1 frame of movement */
652 player_do_motion();
653 }
654 else
655 {
656 if( player.is_dead )
657 {
658 reset_player( 0, NULL );
659 }
660 else
661 {
662 /* cant do that */
663 audio_lock();
664 audio_play_oneshot( &audio_rewind[4], 1.0f );
665 audio_unlock();
666 }
667 }
668 }
669
670 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
671 {
672 audio_lock();
673
674 #if 0
675 if( phys->controller == k_player_controller_walk )
676 {
677 phys->controller = k_player_controller_skate;
678
679 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
680 audio_play_oneshot( &audio_lands[6], 1.0f );
681 }
682 else if( phys->controller == k_player_controller_skate )
683 {
684 phys->controller = k_player_controller_walk;
685
686 audio_play_oneshot( &audio_lands[5], 1.0f );
687 }
688 #endif
689
690 audio_unlock();
691 }
692
693 if( player.controller == k_player_controller_walk )
694 player_mouseview();
695 }
696
697 VG_STATIC void player_update_fixed(void) /* 2 */
698 {
699 if( player.rewinding )
700 return;
701
702 if( player.death_tick_allowance )
703 player.death_tick_allowance --;
704
705 if( player.is_dead )
706 {
707 player_ragdoll_iter();
708 }
709 else
710 {
711 player.rewind_incrementer ++;
712
713 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
714 {
715 player_save_rewind_frame();
716 }
717
718 player_do_motion();
719 }
720 }
721
722 VG_STATIC void player_update_post(void)
723 {
724 #if 0
725 for( int i=0; i<player.prediction_count; i++ )
726 {
727 struct land_prediction *p = &player.predictions[i];
728
729 for( int j=0; j<p->log_length - 1; j ++ )
730 vg_line( p->log[j], p->log[j+1], p->colour );
731
732 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
733
734 v3f p1;
735 v3_add( p->log[p->log_length-1], p->n, p1 );
736 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
737 }
738 #endif
739
740 #if 0
741 if( player.is_dead )
742 {
743 player_debug_ragdoll();
744
745 if( !freecam )
746 player_animate_death_cam();
747 }
748 else
749 {
750 player_animate();
751
752 if( !freecam )
753 {
754 if( cl_thirdperson )
755 player_animate_camera_thirdperson();
756 else
757 player_animate_camera();
758 }
759 }
760
761 if( freecam )
762 #endif
763 player_freecam();
764
765 /* CAMERA POSITIONING: LAYER 0 */
766 v2_copy( player.angles, main_camera.angles );
767 v3_copy( player.camera_pos, main_camera.pos );
768
769 #if 0
770 if( player.rewinding )
771 {
772 if( player.rewind_time <= 0.0f )
773 {
774 double taken = vg.time - player.diag_rewind_start;
775 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
776 taken, player.diag_rewind_time,
777 player.rewind_total_length );
778
779 player.rewinding = 0;
780 player.rewind_length = 1;
781 player.rewind_total_length = 0.0f;
782 player.rewind_incrementer = 0;
783 world.sky_target_rate = 1.0;
784 }
785 else
786 {
787 world.sky_target_rate = -100.0;
788 assert( player.rewind_length > 0 );
789
790 v2f override_angles;
791 v3f override_pos;
792
793 float budget = vg.time_delta,
794 overall_length = player.rewind_length;
795
796 world_routes_rollback_time( player.rewind_time / overall_length );
797
798 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
799 {
800 /* Interpolate frames */
801 int i0 = floorf( player.rewind_time ),
802 i1 = VG_MIN( i0+1, player.rewind_length-1 );
803
804 struct rewind_frame *fr = &player.rewind_buffer[i0],
805 *fr1 = &player.rewind_buffer[i1];
806
807 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
808 subl = vg_fractf( player.rewind_time ) + 0.001f,
809
810 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
811 speed = sramp*28.0f + 0.5f*player.rewind_time,
812 mod = speed * (budget / dist),
813
814 advl = vg_minf( mod, subl ),
815 advt = (advl / mod) * budget;
816
817 player.dist_accum += speed * advt;
818 player.rewind_time -= advl;
819 budget -= advt;
820 }
821
822 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
823
824 float current_time = vg.time - player.diag_rewind_start,
825 remaining = player.rewind_predicted_time - current_time;
826
827 if( player.rewind_sound_wait )
828 {
829 if( player.rewind_predicted_time >= 6.5f )
830 {
831 if( remaining <= 6.5f )
832 {
833 audio_lock();
834 audio_play_oneshot( &audio_rewind[3], 1.0f );
835 audio_unlock();
836 player.rewind_sound_wait = 0;
837 }
838 }
839 else if( player.rewind_predicted_time >= 2.5f )
840 {
841 if( remaining <= 2.5f )
842 {
843 audio_lock();
844 audio_play_oneshot( &audio_rewind[2], 1.0f );
845 audio_unlock();
846 player.rewind_sound_wait = 0;
847 }
848 }
849 else if( player.rewind_predicted_time >= 1.5f )
850 {
851 if( remaining <= 1.5f )
852 {
853 audio_lock();
854 audio_play_oneshot( &audio_rewind[1], 1.0f );
855 audio_unlock();
856 player.rewind_sound_wait = 0;
857 }
858 }
859 }
860
861 int i0 = floorf( player.rewind_time ),
862 i1 = VG_MIN( i0+1, player.rewind_length-1 );
863
864 struct rewind_frame *fr = &player.rewind_buffer[i0],
865 *fr1 = &player.rewind_buffer[i1];
866
867 float sub = vg_fractf(player.rewind_time);
868
869 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
870 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
871 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
872
873 /* CAMERA POSITIONING: LAYER 1 */
874 float blend = (4.0f-player.rewind_time) * 0.25f,
875 c = vg_clampf( blend, 0.0f, 1.0f );
876
877 main_camera.angles[0] =
878 vg_alerpf(override_angles[0], player.angles[0], c);
879 main_camera.angles[1] =
880 vg_lerpf (override_angles[1], player.angles[1], c);
881 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
882 }
883 }
884 #endif
885
886 camera_update_transform( &main_camera );
887 player_audio();
888 }
889
890 VG_STATIC void draw_player( camera *cam )
891 {
892 if( player.is_dead )
893 player_model_copy_ragdoll();
894
895 shader_viewchar_use();
896 vg_tex2d_bind( &tex_characters, 0 );
897 shader_viewchar_uTexMain( 0 );
898 shader_viewchar_uCamera( cam->transform[3] );
899 shader_viewchar_uPv( cam->mtx.pv );
900 shader_link_standard_ub( _shader_viewchar.id, 2 );
901 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
902 player.mdl.sk.bone_count,
903 0,
904 (float *)player.mdl.sk.final_mtx );
905
906 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
907 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
908 }
909
910 VG_STATIC void player_do_motion(void)
911 {
912 if( world.water.enabled )
913 {
914 if( (player.rb.co[1] < 0.0f) && !player.is_dead )
915 {
916 audio_lock();
917 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
918 audio_player_set_position( &audio_player_extra, player.rb.co );
919 audio_player_set_vol( &audio_player_extra, 20.0f );
920 audio_player_playclip( &audio_player_extra, &audio_splash );
921 audio_unlock();
922
923 player_kill();
924 }
925 }
926
927 v3f prevco;
928 v3_copy( player.rb.co, prevco );
929
930 if( player.controller == k_player_controller_skate )
931 {
932 #if 0
933 player_skate_update();
934 #endif
935 }
936 else
937 player_walk_physics( &player_walky );
938
939
940 /* Real angular velocity integration */
941 #if 0
942 v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
943 if( v3_length2( phys->rb.w ) > 0.0f )
944 {
945 v4f rotation;
946 v3f axis;
947 v3_copy( phys->rb.w, axis );
948
949 float mag = v3_length( axis );
950 v3_divs( axis, mag, axis );
951 q_axis_angle( rotation, axis, mag*k_rb_delta );
952 q_mul( rotation, phys->rb.q, phys->rb.q );
953 }
954
955 /* Faux angular velocity */
956 v4f rotate;
957
958 float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
959 phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
960
961 q_axis_angle( rotate, phys->rb.up, phys->siY );
962 q_mul( rotate, phys->rb.q, phys->rb.q );
963 phys->iY = 0.0f;
964 #endif
965
966 /*
967 * Gate intersection, by tracing a line over the gate planes
968 */
969 #if 0
970 for( int i=0; i<world.gate_count; i++ )
971 {
972 struct route_gate *rg = &world.gates[i];
973 teleport_gate *gate = &rg->gate;
974
975 if( gate_intersect( gate, phys->rb.co, prevco ) )
976 {
977 m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
978 m4x3_mulv( gate->transport, phys->cog, phys->cog );
979 m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
980 m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
981 m3x3_mulv( gate->transport, phys->vl, phys->vl );
982 m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
983 m3x3_mulv( gate->transport, phys->m, phys->m );
984 m3x3_mulv( gate->transport, phys->bob, phys->bob );
985
986 /* Pre-emptively edit the camera matrices so that the motion vectors
987 * are correct */
988 m4x3f transport_i;
989 m4x4f transport_4;
990 m4x3_invert_affine( gate->transport, transport_i );
991 m4x3_expand( transport_i, transport_4 );
992 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
993 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
994
995 v4f transport_rotation;
996 m3x3_q( gate->transport, transport_rotation );
997 q_mul( transport_rotation, phys->rb.q, phys->rb.q );
998
999 world_routes_activate_gate( i );
1000
1001 if( phys->controller == k_player_controller_walk )
1002 {
1003 v3f fwd_dir = {cosf(player.angles[0]),
1004 0.0f,
1005 sinf(player.angles[0])};
1006 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
1007
1008 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
1009 }
1010
1011 player.rewind_length = 0;
1012 player.rewind_total_length = 0.0f;
1013 player.rewind_incrementer = 10000;
1014 player_save_frame();
1015
1016 audio_lock();
1017 audio_play_oneshot( &audio_gate_pass, 1.0f );
1018 audio_unlock();
1019 break;
1020 }
1021 }
1022 #endif
1023
1024 rb_update_transform( &player.rb );
1025 }
1026
1027 /*
1028 * -----------------------------------------------------------------------------
1029 * API implementation
1030 * -----------------------------------------------------------------------------
1031 */
1032
1033 VG_STATIC float *player_get_pos(void)
1034 {
1035 return player.rb.co;
1036 }
1037
1038 VG_STATIC void player_kill(void)
1039 {
1040 if( player.death_tick_allowance == 0 )
1041 {
1042 player.is_dead = 1;
1043 player_ragdoll_copy_model( player.rb.v );
1044 }
1045 }
1046
1047 VG_STATIC float *player_cam_pos(void)
1048 {
1049 return player.camera_pos;
1050 }
1051
1052
1053 VG_STATIC void player_save_frame(void)
1054 {
1055 player.controller_frame = player.controller;
1056
1057 /* TODO <interface>->save() */
1058 }
1059
1060 VG_STATIC void player_restore_frame(void)
1061 {
1062 player.controller = player.controller_frame;
1063
1064 /* TODO <interface>->load() */
1065 }
1066
1067 #endif /* PLAYER_H */
1068 #endif