#include "audio.h"
#include "common.h"
+#include "world.h"
#include "character.h"
#include "bvh.h"
+/*
+ * Constants
+ */
+
+static float
+ k_walkspeed = 2.0f,
+ k_board_radius = 0.3f,
+ k_board_length = 0.45f,
+ k_board_allowance = 0.04f,
+ k_friction_lat = 8.8f,
+ k_friction_resistance = 0.01f,
+ k_max_push_speed = 16.0f,
+ k_push_accel = 5.0f,
+ k_push_cycle_rate = 8.0f,
+ k_steer_ground = 2.5f,
+ k_steer_air = 3.6f,
+ k_steer_air_lerp = 0.3f,
+ k_pump_force = 000.0f,
+ k_downforce = 5.0f;
+
static int freecam = 0;
-static float k_walkspeed = 2.0f;
static int walk_grid_iterations = 1;
static struct gplayer
{
/* Physics */
- v3f co, v, a, v_last, m, bob, vl;
- v4f rot;
+ rigidbody rb, collide_front, collide_back, rb_gate_frame;
+
+ v3f a, v_last, m, bob, vl;
+
+ /* Utility */
float vswitch, slip, slip_last,
reverse;
u32 land_target_colours[22];
int land_log_count;
m3x3f vr,vr_pstep;
-
- m4x3f to_world, to_local;
struct character mdl;
}
player =
{
- .on_board = 1
-};
-
-static float *player_cam_pos(void)
-{
- return player.camera_pos;
-}
-
-static void player_transform_update(void)
-{
- q_normalize( player.rot );
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
+ .on_board = 1,
- m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
- v3_copy( world.tutorial, player.co );
- if( argc == 1 )
- {
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, player.co );
- }
+ .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+ .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+};
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
+/*
+ * Player API
+ */
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
- player_transform_update();
- return 0;
-}
+/*
+ * Free camera movement
+ */
static void player_mouseview(void)
{
v3_add( move_vel, player.camera_pos, player.camera_pos );
}
+/*
+ * Player Physics Implementation
+ */
+
static void apply_gravity( v3f vel, float const timestep )
{
v3f gravity = { 0.0f, -9.6f, 0.0f };
* TODO: The angle bias should become greater when launching from a steeper
* angle and skewed towords more 'downwards' angles when launching from
* shallower trajectories
+ *
+ * it should also be tweaked by the controller left stick being pushed
+ * up or down
*/
static void player_start_air(void)
{
+ if( player.in_air )
+ return;
+
player.in_air = 1;
float pstep = ktimestep*10.0f;
+ float best_velocity_delta = -9999.9f;
+ float k_bias = 0.96f;
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
- float k_bias = 0.97f;
-
- v3f axis, vup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- v3_cross( vup, player.v, axis );
+ v3f axis;
+ v3_cross( player.rb.up, player.rb.v, axis );
v3_normalize( axis );
player.land_log_count = 0;
float vmod = ((float)m / 15.0f)*0.09f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_muls( player.v, k_bias, pv );
+ v3_copy( player.rb.co, pco );
+ v3_muls( player.rb.v, k_bias, pv );
/*
* Try different 'rotations' of the velocity to find the best possible
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
- best_velocity_mod = vmod;
v3_copy( contact.pos, player.land_target );
}
}
}
-
- //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-
- return;
- v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
- v3f ground;
- v3_copy( pos, ground );
- ground[1] += 4.0f;
-
- ray_hit hit;
- hit.dist = INFINITY;
-
- if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- v3f angle;
- v3_copy( player.v, angle );
- v3_normalize( angle );
- float resistance = v3_dot( hit.normal, angle );
-
- if( resistance < 0.25f )
- {
- v3_copy( hit.pos, pos );
- return 1;
- }
- }
-
- return 0;
}
-static float stable_force( float current, float diff )
+static void draw_cross(v3f pos,u32 colour, float scale)
{
- float new = current + diff;
-
- if( new * current < 0.0f )
- return 0.0f;
-
- return new;
+ v3f p0, p1;
+ v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
+ v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
+ vg_line( p0, p1, colour );
}
-static void player_physics_ground(void)
+static void player_physics_control(void)
{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
+ /*
+ * Computing localized friction forces for controlling the character
+ * Friction across X is significantly more than Z
*/
- v3f contact_front, contact_back, contact_norm, vup, vside,
- axis;
-
- float klength = 0.65f;
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
- m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
- v3f cn0, cn1, cn2;
-
- int contact_count =
- sample_if_resistant( contact_front ) +
- sample_if_resistant( contact_back ) +
- sample_if_resistant( contact_norm );
-
- if( contact_count < 3 )
- {
- player_start_air();
- return;
- }
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_norm, contact_front, v0 );
- v3_sub( contact_back, contact_front, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
-
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-
- float resistance = v3_dot( norm, player.v );
- if( resistance >= 0.0f )
- {
- player_start_air();
- return;
- }
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
-
- /* This is where velocity integration used to be */
-
- float slip = 0.0f;
-
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
+ m3x3_mulv( player.rb.to_local, player.rb.v, vel );
+ float slip = 0.0f;
if( fabsf(vel[2]) > 0.01f )
slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
for( int i=0; i<5; i++ )
{
vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-
- /* This used to be -7.0, then -10.0 */
- vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -8.5f *substep );
+ vel[0] = stable_force( vel[0],
+ vg_signf( vel[0] ) * -k_friction_lat*substep );
}
static double start_push = 0.0;
if( !vg_get_button("break") && vg_get_button( "push" ) )
{
- float const k_maxpush = 16.0f,
- k_pushaccel = 5.0f;
-
- float cycle_time = vg_time-start_push,
- amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+ float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
+ amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_maxpush );
- new_vel -= vg_minf(current, k_maxpush);
+ new_vel = vg_minf( current + amt, k_max_push_speed );
+ new_vel -= vg_minf(current, k_max_push_speed);
vel[2] -= new_vel * player.reverse;
}
-
- m3x3_mulv( player.to_world, vel, player.v );
- if( vg_get_button( "yawl" ) )
- player.iY += 3.6f * ktimestep;
- if( vg_get_button( "yawr" ) )
- player.iY -= 3.6f * ktimestep;
+ /* Pumping */
+ static float previous = 0.0f;
+ float delta = previous - player.grab,
+ pump = delta * k_pump_force*ktimestep;
+ previous = player.grab;
+
+ v3f p1;
+ v3_muladds( player.rb.co, player.rb.up, pump, p1 );
+ vg_line( player.rb.co, p1, 0xff0000ff );
+
+ vel[1] += pump;
+
+
+ m3x3_mulv( player.rb.to_world, vel, player.rb.v );
float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * 2.5f * ktimestep;
+ player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
- /* Too much lean and it starts to look like a snowboard here */
v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
ktimestep*5.0f, player.board_xy);
}
-static void draw_cross(v3f pos,u32 colour, float scale)
+static void player_physics_control_air(void)
{
- v3f p0, p1;
- v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
- v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
- v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
- v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
- vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
-{
- m3x3_mulv( player.vr, player.v, player.v );
- draw_cross( player.land_target, 0xff0000ff, 1 );
+ m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+ draw_cross( player.land_target, 0xff0000ff, 0.25f );
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
- ground_pos[1] += 4.0f;
-
ray_hit hit;
- hit.dist = INFINITY;
- if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- if( hit.pos[1] > player.co[1] )
- {
- player.in_air = 0;
-
- if( !ray_hit_is_ramp( &hit ) )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.v );
- }
- return;
- }
- }
-
- /* Prediction
+ /*
+ * Prediction
*/
float pstep = ktimestep*10.0f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
+ v3_copy( player.rb.co, pco );
+ v3_copy( player.rb.v, pv );
float time_to_impact = 0.0f;
float limiter = 1.0f;
float orig_dist = contact.dist;
if( ray_world( pco1, vdir, &contact ))
{
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, contact.normal );
+ float angle = v3_dot( player.rb.up, contact.normal );
v3f axis;
- v3_cross( localup, contact.normal, axis );
+ v3_cross( player.rb.up, contact.normal, axis );
time_to_impact += (contact.dist/orig_dist)*pstep;
limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rot, player.rot );
+ q_mul( correction, player.rb.q, player.rb.q );
}
- draw_cross( contact.pos, 0xffff0000, 1 );
+ draw_cross( contact.pos, 0xffff0000, 0.25f );
break;
}
time_to_impact += pstep;
}
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
{
-
float iX = vg_get_axis( "vertical" ) *
- player.reverse * 3.6f * limiter * ktimestep;
+ player.reverse * k_steer_air * limiter * ktimestep;
+
static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, 0.3f );
+ siX = vg_lerpf( siX, iX, k_steer_air_lerp );
v4f rotate;
- v3f vside;
-
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- q_axis_angle( rotate, vside, siX );
- q_mul( rotate, player.rot, player.rot );
+ q_axis_angle( rotate, player.rb.right, siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
}
v2f target = {0.0f,0.0f};
v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
}
+static void player_init(void)
+{
+ rb_init( &player.collide_front );
+ rb_init( &player.collide_back );
+}
+
+static void player_physics(void)
+{
+ /*
+ * Update collision fronts
+ */
+
+ rigidbody *rbf = &player.collide_front,
+ *rbb = &player.collide_back;
+
+ m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+ m3x3_copy( player.rb.to_world, player.collide_back.to_world );
+
+ player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+ float h = player.air_blend*0.2f;
+
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
+ v3_copy( rbf->co, rbf->to_world[3] );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
+ v3_copy( rbb->co, rbb->to_world[3] );
+
+ m4x3_invert_affine( rbf->to_world, rbf->to_local );
+ m4x3_invert_affine( rbb->to_world, rbb->to_local );
+
+ rb_update_bounds( rbf );
+ rb_update_bounds( rbb );
+
+ rb_debug( rbf, 0xff00ffff );
+ rb_debug( rbb, 0xffffff00 );
+
+ rb_ct manifold[24];
+ int len = 0;
+
+ len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
+ len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
+
+ rb_presolve_contacts( manifold, len );
+ v3f surface_avg = {0.0f, 0.0f, 0.0f};
+
+ if( !len )
+ {
+ player_start_air();
+ }
+ else
+ {
+ for( int i=0; i<len; i++ )
+ {
+ v3_add( manifold[i].n, surface_avg, surface_avg );
+
+#if 0
+ if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
+ {
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ return;
+ }
+#endif
+ }
+
+ v3_normalize( surface_avg );
+
+ if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+ {
+ player_start_air();
+ }
+ else
+ player.in_air = 0;
+ }
+
+ for( int j=0; j<5; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ v3f dv, delta;
+ v3_sub( ct->co, player.rb.co, delta );
+ v3_cross( player.rb.w, delta, dv );
+ v3_add( player.rb.v, dv, dv );
+
+ float vn = -v3_dot( dv, ct->n );
+ vn += ct->bias;
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
+
+ if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+ fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+ {
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ return;
+ }
+
+ v3_add( impulse, player.rb.v, player.rb.v );
+ v3_cross( delta, impulse, impulse );
+
+ /*
+ * W Impulses are limited to the Y and X axises, we don't really want
+ * roll angular velocities being included.
+ *
+ * Can also tweak the resistance of each axis here by scaling the wx,wy
+ * components.
+ */
+
+ float wy = v3_dot( player.rb.up, impulse ),
+ wx = v3_dot( player.rb.right, impulse )*1.5f;
+
+ v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
+ v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
+ }
+ }
+
+ float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+ player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+
+ if( !player.in_air )
+ {
+ v3f axis;
+ float angle = v3_dot( player.rb.up, surface_avg );
+ v3_cross( player.rb.up, surface_avg, axis );
+
+ //float cz = v3_dot( player.rb.forward, axis );
+ //v3_muls( player.rb.forward, cz, axis );
+
+ if( angle < 0.999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.3f );
+ q_mul( correction, player.rb.q, player.rb.q );
+ }
+
+ v3_muladds( player.rb.v, player.rb.up,
+ -k_downforce*ktimestep, player.rb.v );
+ player_physics_control();
+ }
+ else
+ {
+ player_physics_control_air();
+ }
+}
+
static void player_do_motion(void)
{
float horizontal = vg_get_axis("horizontal"),
vertical = vg_get_axis("vertical");
- if( player.in_air )
- player_physics_air();
-
- if( !player.in_air )
- player_physics_ground();
+ player_physics();
/* Integrate velocity */
v3f prevco;
- v3_copy( player.co, prevco );
+ v3_copy( player.rb.co, prevco );
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
+ apply_gravity( player.rb.v, ktimestep );
+ v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
+ /* Real angular velocity integration */
+ v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
+ if( v3_length2( player.rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( player.rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*k_rb_delta );
+ q_mul( rotation, player.rb.q, player.rb.q );
+ }
- static float siY = 0.0f;
+ /* Faux angular velocity */
+ v4f rotate;
+ static float siY = 0.0f;
float lerpq = player.in_air? 0.04f: 0.3f;
siY = vg_lerpf( siY, player.iY, lerpq );
- q_axis_angle( rotate, vup, siY );
- q_mul( rotate, player.rot, player.rot );
+ q_axis_angle( rotate, player.rb.up, siY );
+ q_mul( rotate, player.rb.q, player.rb.q );
+ player.iY = 0.0f;
- player.iY = 0.0f; /* temp */
-
- /* GATE COLLISION */
-
- for( int i=0; i<world.gate_count; i++ )
+ /*
+ * Gate intersection, by tracing a line over the gate planes
+ */
+ for( int i=0; i<world.routes.gate_count; i++ )
{
- teleport_gate *gate = &world.gates[i];
+ struct route_gate *rg = &world.routes.gates[i];
+ teleport_gate *gate = &rg->gate;
- if( gate_intersect( gate, player.co, prevco ) )
+ if( gate_intersect( gate, player.rb.co, prevco ) )
{
- m4x3_mulv( gate->transport, player.co, player.co );
- m3x3_mulv( gate->transport, player.v, player.v );
+ m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
+ m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
m3x3_mulv( gate->transport, player.vl, player.vl );
m3x3_mulv( gate->transport, player.v_last, player.v_last );
m3x3_mulv( gate->transport, player.m, player.m );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player.rot, player.rot );
-
+ q_mul( transport_rotation, player.rb.q, player.rb.q );
+
+ world_routes_activate_gate( i );
+ player.rb_gate_frame = player.rb;
break;
}
}
-
- /* Camera and character */
- player_transform_update();
- v3_lerp( player.vl, player.v, 0.05f, player.vl );
-
- player.angles[0] = atan2f( player.vl[0], -player.vl[2] );
- player.angles[1] = atan2f( -player.vl[1], sqrtf(player.vl[0]*player.vl[0]+
- player.vl[2]*player.vl[2]) ) * 0.7f;
+ rb_update_transform( &player.rb );
}
-static int player_walkgrid_tri_walkable( u32 tri[3] )
-{
- return tri[0] < world.sm_road.vertex_count;
-}
+/*
+ * Walkgrid implementation,
+ * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
+ */
#define WALKGRID_SIZE 16
struct walkgrid
float h;
};
+static int player_walkgrid_tri_walkable( u32 tri[3] )
+{
+ return tri[0] > world.sm_geo_std_oob.vertex_count;
+}
+
/*
* Get a sample at this pole location, will return 1 if the sample is valid,
* and pos will be updated to be the intersection location.
pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+#if 0
pb[0] = pa[0];
pb[1] = pa[1];
pb[2] = pa[2] + k_gridscale;
pd[0] = pa[0] + k_gridscale;
pd[1] = pa[1];
pd[2] = pa[2];
-#if 0
/* if you want to draw the current cell */
vg_line( pa, pb, 0xff00ffff );
vg_line( pb, pc, 0xff00ffff );
v3f world;
world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[1] = player.co[1];
+ world[1] = player.rb.co[1];
world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
struct grid_sample *corners[4];
}
}
- v3_copy( world, player.co );
+ v3_copy( world, player.rb.co );
}
static void player_walkgrid_getsurface(void)
static struct walkgrid wg;
v3f cell;
- v3_copy( player.co, cell );
+ v3_copy( player.rb.co, cell );
player_walkgrid_floor( cell );
v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
v2f region_pos =
{
- (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
- (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
+ (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
+ (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
};
v2f region_cell_pos;
v2_floor( region_pos, region_cell_pos );
{
player_walkgrid_getsurface();
- m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
player_mouseview();
- player_transform_update();
+ rb_update_transform( &player.rb );
}
+/*
+ * Animation
+ */
+
static void player_animate(void)
{
/* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.v, player.v_last );
+ v3_sub( player.rb.v, player.v_last, player.a );
+ v3_copy( player.rb.v, player.v_last );
v3_add( player.m, player.a, player.m );
v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
- v3f target;
-
+
player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+ player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_copy( player.m, target );
- v3_lerp( player.bob, target, 0.2f, player.bob );
+ v3_lerp( player.bob, player.m, 0.2f, player.bob );
/* Head */
- float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
+ float lslip = fabsf(player.slip);
float kheight = 2.0f,
kleg = 0.6f;
- v3f head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
v3f offset;
- m3x3_mulv( player.to_local, player.bob, offset );
+ v3_zero( offset );
+ m3x3_mulv( player.rb.to_local, player.bob, offset );
+
+ static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+
+ float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
+ float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
+ float sign = vg_signf( kicks );
+ speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
+ speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
+
+ offset[0] *= 0.26f;
+ offset[0] += speed_wobble_2*3.0f;
- offset[0] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 0.7f, head );
- head[1] = vg_clampf( head[1], 0.3f, kheight );
+ offset[1] *= -0.3f;
+ offset[2] *= 0.01f;
+
+ offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
+ offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
+
+ /*
+ * Player rotation
+ */
+#if 0
+ float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} );
+ v3f axis;
+ v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis );
+
+ v4f correction;
+ if( angle < 0.99f && 0 )
+ {
+ m3x3_mulv( player.rb.to_local, axis, axis );
+ q_axis_angle( correction, axis, acosf(angle) );
+ }
+ else
+ {
+ q_identity( correction );
+ }
/*
* Animation blending
* ===========================================
*/
+#endif
static float fslide = 0.0f;
static float fdirz = 0.0f;
static float fstand = 0.0f;
static float ffly = 0.0f;
- float speed = v3_length( player.v );
+ float speed = v3_length( player.rb.v );
fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
- fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
- 0.0f,1.0f), 0.04f);
+ fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
- fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.04f );
+ fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.01f );
ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
character_pose_reset( &player.mdl );
/* TODO */
- fstand = 1.0f;
+ float fstand1 = 1.0f-(1.0f-fstand)*0.0f;
float amt_air = ffly*ffly,
amt_ground = 1.0f-amt_air,
amt_std = (1.0f-fslide) * amt_ground,
- amt_stand = amt_std * fstand,
- amt_aero = amt_std * (1.0f-fstand),
+ amt_stand = amt_std * fstand1,
+ amt_aero = amt_std * (1.0f-fstand1),
amt_slide = amt_ground * fslide;
character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz );
character_final_pose( &player.mdl, offset,
&pose_slide1, amt_slide*(1.0f-fdirx) );
- character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f},
+ character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f},
&pose_fly, amt_air );
-
-#if 0
- static float fupper = 0.0f;
- fupper = vg_lerpf( fupper, -vg_get_axis("horizontal")*0.2f, 0.1f );
- character_yaw_upper( &player.mdl, fupper );
-#endif
-
- /* Camera position */
- v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f,
- player.smooth_localcam );
- v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
- player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
-
- m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
-
- player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
- v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend,
- player.camera_pos );
/*
* Additive effects
*arm_r = &player.mdl.ik_arm_r;
v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
-
-#if 0
- v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
- v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-#endif
+ m3x3_mulv( player.rb.to_local, player.rb.v, localv );
/* New board transformation */
v4f board_rotation; v3f board_location;
}
}
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+ v3_lerp( player.handl, player.handl_target, 1.0f, player.handl );
+ v3_lerp( player.handr, player.handr_target, 1.0f, player.handr );
v3_copy( player.handl, player.mdl.ik_arm_l.end );
v3_copy( player.handr, player.mdl.ik_arm_r.end );
player.mdl.rhead = rhead;
}
-static int giftwrapXZ( v3f *points, int *output, int len )
+static void player_camera_update(void)
{
- int l, p, q, count;
-
- if( len < 3 )
- return 0;
-
- l = 0;
- for( int i=1; i<len; i++ )
- if( points[i][0] < points[l][0] )
- l = i;
-
- p = l;
- count = 0;
- do
- {
- if( count >= len )
- {
- vg_error ("MANIFOLD ERR (%d)\n", count );
- return 0;
- }
- output[ count ++ ] = p;
-
- q = (p+1)%len;
-
- for( int i=0; i<len; i++ )
- {
- float orient =
- (points[i][2]-points[p][2])*(points[q][0]-points[i][0]) -
- (points[i][0]-points[p][0])*(points[q][2]-points[i][2]);
-
- if( orient > 0.0001f )
- {
- q = i;
- }
- }
- p = q;
- }
- while( p != l );
-
- return count;
+ /* Update camera matrices */
+ m4x3_identity( player.camera );
+ m4x3_rotate_y( player.camera, -player.angles[0] );
+ m4x3_rotate_x( player.camera, -player.angles[1] );
+ v3_copy( player.camera_pos, player.camera[3] );
+ m4x3_invert_affine( player.camera, player.camera_inverse );
}
-
-static void player_do_collision( rigidbody *rb )
-{
- /*
- * If point is inside box
- * find normal (theres 8 simple pyramid regions for this, x>y/dim .. etc)
- * find distance (same sorta thing)
- *
- * apply normal impulse to rotation
- * correct position based on new penetration amount if needed
- * apply normal impulse to velocity
- */
-
- v3f pfront, pback;
- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f,-1.0f }, pfront );
- m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f, 1.0f }, pback );
- float const kheight = 2.0f;
-
- v3f verts[8];
-
- v3f a, b;
- v3_copy( rb->bbx[0], a );
- v3_copy( rb->bbx[1], b );
-
- m4x3f compound;
- m4x3_mul( player.to_local, rb->to_world, compound );
-
- m4x3_mulv( compound, (v3f){ a[0], a[1], a[2] }, verts[0] );
- m4x3_mulv( compound, (v3f){ a[0], b[1], a[2] }, verts[1] );
- m4x3_mulv( compound, (v3f){ b[0], b[1], a[2] }, verts[2] );
- m4x3_mulv( compound, (v3f){ b[0], a[1], a[2] }, verts[3] );
- m4x3_mulv( compound, (v3f){ a[0], a[1], b[2] }, verts[4] );
- m4x3_mulv( compound, (v3f){ a[0], b[1], b[2] }, verts[5] );
- m4x3_mulv( compound, (v3f){ b[0], b[1], b[2] }, verts[6] );
- m4x3_mulv( compound, (v3f){ b[0], a[1], b[2] }, verts[7] );
-
- int const indices[12][2] = {
- {0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4},
- {0,4},{1,5},{2,6},{3,7}
- };
-
- v3f hull[12*2 + 8];
- int hull_indices[12*2 + 8];
- int hull_len = 0;
-
- for( int i=0; i<8; i++ )
- {
- int ia = indices[i][0];
- float ya = verts[ia][1];
-
- if( ya > 0.2f && ya < kheight )
- {
- int add_point = 1;
- for( int j=0; j<hull_len; j++ )
- {
- v2f delta = { verts[ia][0]-hull[j][0], verts[ia][2]-hull[j][2] };
- if( v2_length2( delta ) < 0.0004f )
- {
- add_point = 0;
- break;
- }
- }
-
- if( add_point )
- v3_copy( verts[ia], hull[hull_len] );
-
- hull[hull_len ++][1] = 0.2f;
- }
- }
-
- for( int i=0; i<vg_list_size(indices); i++ )
- {
- int ia = indices[i][0],
- ib = indices[i][1];
-
- v3f p0, p1;
+static void player_animate_death_cam(void)
+{
+ v3f delta;
+ v3f head_pos;
+ v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
- float ya = verts[ia][1],
- yb = verts[ib][1],
- d = 1.0f/(yb-ya),
- qa;
+ v3_sub( head_pos, player.camera_pos, delta );
+ v3_normalize( delta );
- float planes[] = { 0.2f, kheight };
-
- for( int k=0; k<vg_list_size(planes); k++ )
- {
- float clip = planes[k];
+ v3f follow_pos;
+ v3_muladds( head_pos, delta, -2.5f, follow_pos );
+ v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
- if( (ya-clip) * (yb-clip) < 0.0f )
- {
- v3_muls( verts[ia], (yb-clip)*d, p0 );
- v3_muladds( p0, verts[ib], -(ya-clip)*d, p0 );
-
- int add_point = 1;
- for( int j=0; j<hull_len; j++ )
- {
- v2f delta = { p0[0]-hull[j][0], p0[2]-hull[j][2] };
- if( v2_length2( delta ) < 0.0004f )
- {
- add_point = 0;
- break;
- }
- }
+ /*
+ * Make sure the camera stays above the ground
+ */
+ v3f min_height = {0.0f,1.0f,0.0f};
- if( add_point )
- v3_copy( p0, hull[hull_len ++] );
+ v3f sample;
+ v3_add( player.camera_pos, min_height, sample );
+ ray_hit hit;
+ hit.dist = min_height[1]*2.0f;
- m4x3_mulv( player.to_world, p0, p0 );
- vg_line_pt3( p0, 0.1f, 0xffffff00 );
- }
- }
- }
+ if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ v3_add( hit.pos, min_height, player.camera_pos );
- if( hull_len < 3 )
- return;
+ player.camera_pos[1] =
+ vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
- int len = giftwrapXZ( hull, hull_indices, hull_len );
- for( int i=0; i<len; i++ )
- {
- v3f p0, p1, p2, p3;
- v3_copy( hull[hull_indices[i]], p0 );
- v3_copy( hull[hull_indices[(i+1)%len]], p1 );
- p0[1] = 0.2f;
- p1[1] = 0.2f;
- v3_add( p0, (v3f){0,kheight-0.2f,0}, p2 );
- v3_add( p1, (v3f){0,kheight-0.2f,0}, p3 );
-
- m4x3_mulv( player.to_world, p0, p0 );
- m4x3_mulv( player.to_world, p1, p1 );
- m4x3_mulv( player.to_world, p2, p2 );
- m4x3_mulv( player.to_world, p3, p3 );
-
- vg_line2( p0, p1, 0xff00ffff, 0xff000000 );
- vg_line( p2, p3, 0xff00ffff );
- vg_line( p0, p2, 0xff00ffa0 );
- }
+ player.angles[0] = atan2f( delta[0], -delta[2] );
+ player.angles[1] = -asinf( delta[1] );
+}
- v2f endpoints[] = {{ 0.0f, -1.0f },{ 0.0f, 1.0f }};
+static void player_animate_camera(void)
+{
+ v3f offs = { -0.29f, 0.08f, 0.0f };
+ m3x3_mulv( player.rb.to_world, offs, offs );
+ m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos );
+ v3_add( offs, player.camera_pos, player.camera_pos );
- for( int j=0; j<vg_list_size(endpoints); j++ )
- {
- v2f point;
- v2_copy( endpoints[j], point );
+ /* Look angles */
+ v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
- int collide = 1;
- float min_dist = 99999.9f;
- v2f normal = {0.0f,0.0f};
- for( int i=0; i<len; i++ )
- {
- v2f p0, p1;
- p0[0] = hull[hull_indices[i]][0];
- p0[1] = hull[hull_indices[i]][2];
- p1[0] = hull[hull_indices[(i+1)%len]][0];
- p1[1] = hull[hull_indices[(i+1)%len]][2];
-
- v2f t,n, rel;
- v2_sub( p1, p0, t );
- n[0] = -t[1];
- n[1] = t[0];
- v2_normalize(n);
-
- v2_sub( point, p0, rel );
- float d = -v2_dot( n, rel ) + 0.5f;
+ float yaw = atan2f( player.vl[0], -player.vl[2] ),
+ pitch = atan2f( -player.vl[1],
+ sqrtf(
+ player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
+ )) * 0.7f;
- if( d < 0.0f )
- {
- collide = 0;
- break;
- }
+ player.angles[0] = yaw;
+ player.angles[1] = pitch + 0.30f;
- if( d < min_dist )
- {
- min_dist = d;
- v2_copy( n, normal );
- }
- }
-
- if( collide )
- {
- v3f p0, p1;
- p0[0] = 0.0f;
- p0[1] = 0.2f;
- p0[2] = -1.0f;
-
- p1[0] = p0[0] + normal[0]*min_dist;
- p1[1] = p0[1];
- p1[2] = p0[2] + normal[1]*min_dist;
-
- m4x3_mulv( player.to_world, p0, p0 );
- m4x3_mulv( player.to_world, p1, p1 );
-
- vg_line( p0, p1, 0xffffffff );
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
- vel[1] = vel[2];
-
- float vn = vg_maxf( -v2_dot( vel, normal ), 0.0f );
- vn += -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -min_dist+0.04f );
-
- v2f impulse;
- if( vn > 14.0f )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.v );
- return;
- }
+ /* Camera shake */
+ static v2f shake_damp = {0.0f,0.0f};
+ v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
+ v2_muls( shake, v3_length(player.rb.v)*0.3f
+ * (1.0f+fabsf(player.slip)), shake);
- if( vn > 0.0f )
- {
- v2_muls( normal, min_dist, impulse );
- float rotation = v2_cross( point, impulse )*0.08f;
- v4f rot;
- v3f up = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, up, up );
- q_axis_angle( rot, up, -rotation );
- q_mul( rot, player.rot, player.rot );
- }
+ v2_lerp( shake_damp, shake, 0.01f, shake_damp );
+ shake_damp[0] *= 0.2f;
- v2_muls( normal, vn*0.03f, impulse );
- v3f impulse_world = { impulse[0], 0.0f, impulse[1] };
-
- m3x3_mulv( player.to_world, impulse_world, impulse_world );
- v3_add( impulse_world, player.v, player.v );
- }
- }
+ v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
}
+/*
+ * Audio
+ */
static void player_audio(void)
{
- float speed = vg_minf(v3_length( player.v )*0.1f,1.0f),
- attn = v3_dist( player.co, player.camera[3] )+1.0f;
+ float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
+ attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
attn = (1.0f/(attn*attn)) * speed;
static float air = 0.0f;
v3f ears = { 1.0f,0.0f,0.0f };
v3f delta;
- v3_sub( player.co, player.camera[3], delta );
+ v3_sub( player.rb.co, player.camera[3], delta );
v3_normalize( delta );
m3x3_mulv( player.camera, ears, ears );
}
}
-static void player_update(void)
+/*
+ * Public Endpoints
+ */
+static float *player_cam_pos(void)
{
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
+ return player.camera_pos;
+}
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
+static int reset_player( int argc, char const *argv[] )
+{
+ struct respawn_point *rp = NULL, *r;
- if( vg_get_button_down( "switchmode" ) )
+ if( argc == 1 )
{
- player.on_board ^= 0x1;
+ for( int i=0; i<world.spawn_count; i++ )
+ {
+ r = &world.spawns[i];
+ if( !strcmp( r->name, argv[0] ) )
+ {
+ rp = r;
+ break;
+ }
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", argv[0] );
}
- if( freecam )
+ if( !rp )
{
- player_freecam();
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.spawn_count; i++ )
+ {
+ r = &world.spawns[i];
+ float d = v3_dist2( r->co, player.rb.co );
+
+ vg_info( "Dist %s : %f\n", r->name, d );
+ if( d < min_dist )
+ {
+ min_dist = d;
+ rp = r;
+ }
+ }
}
- else
+
+ if( !rp )
{
- if( player.is_dead )
- {
- /*
- * Follow camera
- */
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
+ vg_error( "No spawn found\n" );
+ if( !world.spawn_count )
+ return 0;
- v3f delta;
- v3f head_pos;
- v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
+ rp = &world.spawns[0];
+ }
- v3_sub( head_pos, player.camera_pos, delta );
- v3_normalize( delta );
+ v4_copy( rp->q, player.rb.q );
+ v3_copy( rp->co, player.rb.co );
- v3f follow_pos;
- v3_muladds( head_pos, delta, -2.5f, follow_pos );
- v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
+ player.vswitch = 1.0f;
+ player.slip_last = 0.0f;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
- /*
- * Make sure the camera stays above the ground
- */
- v3f min_height = {0.0f,1.0f,0.0f};
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
+
+ rb_update_transform( &player.rb );
+ m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
- v3f sample;
- v3_add( player.camera_pos, min_height, sample );
- ray_hit hit;
- hit.dist = min_height[1]*2.0f;
+ player.rb_gate_frame = player.rb;
+ return 1;
+}
- if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- v3_add( hit.pos, min_height, player.camera_pos );
+static void player_update(void)
+{
+ for( int i=0; i<player.land_log_count; i++ )
+ draw_cross( player.land_target_log[i],
+ player.land_target_colours[i], 0.25f);
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+ if( vg_get_axis("grabl")>0.0f)
+ {
+ player.rb = player.rb_gate_frame;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
+ }
+
+ if( vg_get_button_down( "switchmode" ) )
+ {
+ player.on_board ^= 0x1;
+ }
+
+ if( player.is_dead )
+ {
+ character_ragdoll_iter( &player.mdl );
+ character_debug_ragdoll( &player.mdl );
+
+ if( !freecam )
+ player_animate_death_cam();
+ }
+ else
+ {
+ if( player.on_board )
+ {
+ player_do_motion();
+ player_animate();
+
+ if( !freecam )
+ player_animate_camera();
}
else
{
- if( player.on_board )
- {
- bh_debug_node(&world.bhcubes, 0,
- player.camera_pos, 0xff80ff00 );
-
- u32 colliders[16];
- boxf wbox = {{ -2.0f, -2.0f, -2.0f },
- { 2.0f, 2.0f, 2.0f }};
- m4x3_transform_aabb( player.to_world, wbox );
- int len = bh_select( &world.bhcubes, wbox, colliders, 32 );
-
- for( int i=0; i<len; i++ )
- player_do_collision( &world.temp_rbs[colliders[i]] );
-
- player_do_motion();
- player_animate();
-
- v3f offs = { -0.29f, 0.08f, 0.0f };
- m3x3_mulv( player.to_world, offs, offs );
- m4x3_mulv( player.to_world, player.mdl.ik_body.end, player.camera_pos );
- //m4x3_mulv( player.mdl.matrices[k_chpart_head], offs, player.camera_pos );
- // v3_copy( player.mdl.matrices[k_chpart_head][3], player.camera_pos );
- v3_add( offs, player.camera_pos, player.camera_pos );
- }
- else
- {
- player_walkgrid();
- }
+ player_walkgrid();
}
}
- player_audio();
+ if( freecam )
+ player_freecam();
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -0.30f -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
+ player_camera_update();
+ player_audio();
}
static void draw_player(void)
{
/* Draw */
- m4x3_copy( player.to_world, player.mdl.mroot );
+ m4x3_copy( player.rb.to_world, player.mdl.mroot );
if( player.is_dead )
character_mimic_ragdoll( &player.mdl );
if( player.is_dead )
opacity = 0.0f;
- character_draw( &player.mdl, opacity );
+ character_draw( &player.mdl, opacity, player.camera );
}
#endif /* PLAYER_H */