#ifndef PLAYER_H
#define PLAYER_H
+#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;
- 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;
float iY; /* Yaw inertia */
int in_air, is_dead, on_board;
- /* Input */
- v2f joy_l;
-
v2f board_xy;
float grab;
float pitch;
v3f land_target_log[22];
u32 land_target_colours[22];
int land_log_count;
- m3x3f vr;
-
- m4x3f to_world, to_local;
+ m3x3f vr,vr_pstep;
struct character mdl;
v2f angles;
m4x3f camera, camera_inverse;
}
-player;
-
-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] );
-
- m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
+player =
{
- v3_zero( player.co );
+ .on_board = 1,
- 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)
{
+ if( gui_want_mouse() )
+ return;
+
static v2f mouse_last,
view_vel = { 0.0f, 0.0f };
if( vg_get_button_down( "primary" ) )
v2_copy( vg_mouse, mouse_last );
+
else if( vg_get_button( "primary" ) )
{
v2f delta;
v2_muladds( view_vel, delta, 0.005f, view_vel );
}
+ v2_muladds( view_vel,
+ (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ 0.05f, view_vel );
v2_muls( view_vel, 0.7f, view_vel );
v2_add( view_vel, player.angles, player.angles );
player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
}
static void player_freecam(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 };
v3_muladds( vel, gravity, timestep, vel );
}
+/*
+ * 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;
-
- 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_copy( player.v, 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
q_m3x3( vr_q, vr );
m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, ktimestep, pco );
+ v3_muladds( pco, pv, pstep, pco );
for( int i=0; i<50; i++ )
{
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 );
-
+
+ m3x3_copy( vr, player.vr_pstep );
q_axis_angle( vr_q, axis, vmod*0.1f );
q_m3x3( vr_q, player.vr );
}
}
}
}
-
- //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 );
- vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *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) * 1.5f * 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)
-{
- 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)
+static void player_physics_control_air(void)
{
- m3x3_mulv( player.vr, player.v, player.v );
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
+ m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+ draw_cross( player.land_target, 0xff0000ff, 0.25f );
- draw_cross( player.land_target, 0xff0000ff, 1 );
-
- 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
- *
- * TODO: Find best landing surface and guide player towords it
+ /*
+ * 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;
for( int i=0; i<50; i++ )
{
v3_copy( pco, pco1 );
+ m3x3_mulv( player.vr_pstep, pv, pv );
apply_gravity( pv, pstep );
v3_muladds( pco, pv, pstep, pco );
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 * k_steer_air * limiter * ktimestep;
- float iX = vg_get_axis( "vertical" ) * 3.6f * 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_do_motion(void)
+static void player_init(void)
{
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
- player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
- if( player.in_air )
- player_physics_air();
+ rb_init( &player.collide_front );
+ rb_init( &player.collide_back );
+}
- if( !player.in_air )
- player_physics_ground();
+static void player_physics(void)
+{
+ /*
+ * Update collision fronts
+ */
- /* Integrate velocity */
- v3f prevco;
- v3_copy( player.co, prevco );
+ 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 );
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
+ player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+ float h = player.air_blend*0.2f;
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
+ 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] );
- static float siY = 0.0f;
+ m4x3_invert_affine( rbf->to_world, rbf->to_local );
+ m4x3_invert_affine( rbb->to_world, rbb->to_local );
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
+ rb_update_bounds( rbf );
+ rb_update_bounds( rbb );
- q_axis_angle( rotate, vup, siY );
- q_mul( rotate, player.rot, player.rot );
+ rb_debug( rbf, 0xff00ffff );
+ rb_debug( rbb, 0xffffff00 );
- player.iY = 0.0f; /* temp */
+ rb_ct manifold[24];
+ int len = 0;
-#if 0
- /* GATE COLLISION */
- if( gate_intersect( &gate_a, player.co, prevco ) )
+ 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 )
{
- teleport_gate *gate = &gate_a;
-
- m4x3f transport;
- m4x3_mul( gate->other->to_world, gate->to_local, transport );
- m4x3_mulv( transport, player.co, player.co );
- m3x3_mulv( transport, player.v, player.v );
- m3x3_mulv( transport, player.v_last, player.v_last );
- m3x3_mulv( transport, player.m, player.m );
- m3x3_mulv( transport, player.bob, player.bob );
-
- v4f transport_rotation;
- m3x3_q( transport, transport_rotation );
- q_mul( transport_rotation, player.rot, player.rot );
+ 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
+ }
- /* Camera and character */
- player_transform_update();
+ v3_normalize( surface_avg );
- player.angles[0] = atan2f( player.v[0], -player.v[2] );
- player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
- player.v[2]*player.v[2]) ) * 0.3f;
+ if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+ {
+ player_start_air();
+ }
+ else
+ player.in_air = 0;
+ }
- 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 );
-}
+ 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 );
-/*
- * 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.
- */
-static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos )
-{
- v3f p1;
- v3_copy( pos, p1 );
- p1[1] -= 10.0f;
+ float vn = -v3_dot( dv, ct->n );
+ vn += ct->bias;
- vg_line( pos, p1, 0x20ffffff );
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
- v3f sample_pos;
- v3_copy(pos, sample_pos);
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
- v3f vdir = {0.0f,-1.0f,0.0f};
- int count = 0;
+ 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;
+ }
- ray_hit hit;
- hit.dist = INFINITY;
- for( int i=0; i<len; i++ )
- {
- u32 *tri = &world.geo.indices[ geo[i] ];
- count += bvh_ray_tri( &world.geo, tri, sample_pos, vdir, &hit );
- }
+ v3_add( impulse, player.rb.v, player.rb.v );
+ v3_cross( delta, impulse, impulse );
- if( count )
- {
- v3f v0, v1;
- float *pa = world.geo.verts[hit.tri[0]].co,
- *pb = world.geo.verts[hit.tri[1]].co,
- *pc = world.geo.verts[hit.tri[2]].co;
-
- v3_sub( pa, pb, v0 );
- v3_sub( pc, pb, v1 );
- v3_cross( v1, v0, hit.normal );
- v3_normalize( hit.normal );
- v3_muladds( sample_pos, vdir, hit.dist, pos );
-
- draw_cross( pos, 0xff00ff00, 0.05f );
- return count;
+ /*
+ * 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 );
+ }
}
- else
- return 0;
-}
-static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
-{
- float max_dist = 0.0f;
- v3f tri[3];
- v3f perp;
- v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp );
- v3_copy( pos, clip );
+ float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+ player.grab = vg_lerpf( player.grab, grabt, 0.14f );
- for( int i=0; i<len; i++ )
+ if( !player.in_air )
{
- u32 *ptri = &world.geo.indices[ geo[i] ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- for( int k=0; k<3; k++ )
- {
- int ia = k,
- ib = (k+1)%3;
-
- v3f v0, v1;
- v3_sub( tri[ia], pos, v0 );
- v3_sub( tri[ib], pos, v1 );
-
- if( (dir[2]*v0[0] - dir[0]*v0[2]) *
- (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f )
- {
- float da = v3_dot(v0,perp),
- db = v3_dot(v1,perp),
- d = da-db,
- qa = da/d;
+ v3f axis;
+ float angle = v3_dot( player.rb.up, surface_avg );
+ v3_cross( player.rb.up, surface_avg, axis );
- v3f p0;
- v3_muls( v1, qa, p0 );
- v3_muladds( p0, v0, 1.0f-qa, p0 );
-
- float h = v3_dot(p0,dir)/v3_dot(dir,dir);
+ //float cz = v3_dot( player.rb.forward, axis );
+ //v3_muls( player.rb.forward, cz, axis );
- if( h >= max_dist && h <= 1.0f )
- {
- max_dist = h;
- float l = 1.0f/v3_length(dir);
- v3_muls( p0, l, clip );
- }
- }
+ 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();
}
}
-#define WALKGRID_SIZE 8
-struct walkgrid
+static void player_do_motion(void)
{
- struct grid_sample
+ float horizontal = vg_get_axis("horizontal"),
+ vertical = vg_get_axis("vertical");
+
+ player_physics();
+
+ /* Integrate velocity */
+ v3f prevco;
+ v3_copy( player.rb.co, prevco );
+
+ apply_gravity( player.rb.v, ktimestep );
+ v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
+
+ /* 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 )
{
- int valid;
- v3f clip[2];
- v3f pos;
+ 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 );
}
- samples[WALKGRID_SIZE][WALKGRID_SIZE];
- u32 geo[256];
- boxf region;
+ /* 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, player.rb.up, siY );
+ q_mul( rotate, player.rb.q, player.rb.q );
+ player.iY = 0.0f;
+
+ /*
+ * Gate intersection, by tracing a line over the gate planes
+ */
+ for( int i=0; i<world.routes.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.routes.gates[i];
+ teleport_gate *gate = &rg->gate;
+
+ if( gate_intersect( gate, player.rb.co, prevco ) )
+ {
+ 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 );
+ m3x3_mulv( gate->transport, player.bob, player.bob );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, player.rb.q, player.rb.q );
+
+ world_routes_activate_gate( i );
+ player.rb_gate_frame = player.rb;
+ break;
+ }
+ }
+
+ rb_update_transform( &player.rb );
+}
+
+/*
+ * Walkgrid implementation,
+ * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
+ */
+
+#define WALKGRID_SIZE 16
+struct walkgrid
+{
+ struct grid_sample
+ {
+ enum sample_type
+ {
+ k_sample_type_air, /* Nothing was hit. */
+ k_sample_type_invalid, /* The point is invalid, but there is a sample
+ underneath that can be used */
+ k_sample_type_valid, /* This point is good */
+ }
+ type;
+
+ v3f clip[2];
+ v3f pos;
+
+ enum traverse_state
+ {
+ k_traverse_none = 0x00,
+ k_traverse_h = 0x01,
+ k_traverse_v = 0x02
+ }
+ state;
+ }
+ samples[WALKGRID_SIZE][WALKGRID_SIZE];
+
+ boxf region;
float move; /* Current amount of movement we have left to apply */
v2f dir; /* The movement delta */
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.
+ */
+static void player_walkgrid_samplepole( struct grid_sample *s )
+{
+ boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
+ { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
+
+ u32 geo[256];
+ v3f tri[3];
+ int len = bh_select( &world.geo.bhtris, region, geo, 256 );
+
+ const float k_minworld_y = -2000.0f;
+
+ float walk_height = k_minworld_y,
+ block_height = k_minworld_y;
+
+ s->type = k_sample_type_air;
+
+ for( int i=0; i<len; i++ )
+ {
+ u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+ v3f vdown = {0.0f,-1.0f,0.0f};
+ v3f sample_from;
+ v3_copy( s->pos, sample_from );
+ sample_from[1] = region[1][1];
+
+ float dist;
+ if( ray_tri( tri, sample_from, vdown, &dist ))
+ {
+ v3f p0;
+ v3_muladds( sample_from, vdown, dist, p0 );
+
+ if( player_walkgrid_tri_walkable(ptri) )
+ {
+ if( p0[1] > walk_height )
+ {
+ walk_height = p0[1];
+ }
+ }
+ else
+ {
+ if( p0[1] > block_height )
+ block_height = p0[1];
+ }
+ }
+ }
+
+ s->pos[1] = walk_height;
+
+ if( walk_height > k_minworld_y )
+ if( block_height > walk_height )
+ s->type = k_sample_type_invalid;
+ else
+ s->type = k_sample_type_valid;
+ else
+ s->type = k_sample_type_air;
+}
+
+float const k_gridscale = 0.5f;
+
+enum eclipdir
+{
+ k_eclipdir_h = 0,
+ k_eclipdir_v = 1
+};
+
+static void player_walkgrid_clip_blocker( struct grid_sample *sa,
+ struct grid_sample *sb,
+ struct grid_sample *st,
+ enum eclipdir dir )
+{
+ v3f clipdir, pos;
+ int valid_a = sa->type == k_sample_type_valid,
+ valid_b = sb->type == k_sample_type_valid;
+ struct grid_sample *target = valid_a? sa: sb,
+ *other = valid_a? sb: sa;
+ v3_copy( target->pos, pos );
+ v3_sub( other->pos, target->pos, clipdir );
+
+ boxf cell_region;
+ v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
+ v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]);
+
+ u32 geo[256];
+ v3f tri[3];
+ int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
+
+ float start_time = v3_length( clipdir ),
+ min_time = start_time;
+ v3_normalize( clipdir );
+ v3_muls( clipdir, 0.0001f, st->clip[dir] );
+
+ for( int i=0; i<len; i++ )
+ {
+ u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+ for( int j=0; j<3; j++ )
+ v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+ if( player_walkgrid_tri_walkable(ptri) )
+ continue;
+
+ float dist;
+ if(ray_tri( tri, pos, clipdir, &dist ))
+ {
+ if( dist > 0.0f && dist < min_time )
+ {
+ min_time = dist;
+ sb->type = k_sample_type_air;
+ }
+ }
+ }
+
+ if( !(min_time < start_time) )
+ min_time = 0.5f * k_gridscale;
+
+ min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
+
+ v3_muls( clipdir, min_time, st->clip[dir] );
+
+ v3f p0;
+ v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
+}
+
+static void player_walkgrid_clip_edge( struct grid_sample *sa,
+ struct grid_sample *sb,
+ struct grid_sample *st, /* data store */
+ enum eclipdir dir )
+{
+ v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
+ int valid_a = sa->type == k_sample_type_valid,
+ valid_b = sb->type == k_sample_type_valid;
+
+ struct grid_sample *target = valid_a? sa: sb,
+ *other = valid_a? sb: sa;
+
+ v3_sub( other->pos, target->pos, clipdir );
+ clipdir[1] = 0.0f;
+
+ v3_copy( target->pos, pos );
+
+ boxf cell_region;
+ v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
+ v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]);
+
+ u32 geo[256];
+ int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
+
+ float max_dist = 0.0f;
+ v3f tri[3];
+ v3f perp;
+ v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
+ v3_muls( clipdir, 0.001f, st->clip[dir] );
+
+ for( int i=0; i<len; i++ )
+ {
+ u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+ for( int j=0; j<3; j++ )
+ v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+ if( !player_walkgrid_tri_walkable(ptri) )
+ continue;
+
+ for( int k=0; k<3; k++ )
+ {
+ int ia = k,
+ ib = (k+1)%3;
+
+ v3f v0, v1;
+ v3_sub( tri[ia], pos, v0 );
+ v3_sub( tri[ib], pos, v1 );
+
+ if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
+ (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
+ {
+ float da = v3_dot(v0,perp),
+ db = v3_dot(v1,perp),
+ d = da-db,
+ qa = da/d;
+
+ v3f p0;
+ v3_muls( v1, qa, p0 );
+ v3_muladds( p0, v0, 1.0f-qa, p0 );
+
+ float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
+
+ if( h >= max_dist && h <= 1.0f )
+ {
+ max_dist = h;
+ float l = 1.0f/v3_length(clipdir);
+ v3_muls( p0, l, st->clip[dir] );
+ }
+ }
+ }
+ }
+}
+
static const struct conf
{
struct confedge
* a: axis index
* o: the 'other' point to do a A/B test with
* if its -1, all AB is done.
- *
- * TODO: Check the major edge against point (for the double cases)
*/
int i0, i1,
d0, d1,
corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
corners[3] = &wg->samples[cell[1] ][cell[0]+1];
- u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) |
- (corners[2]->valid<<1) | corners[3]->valid;
+ u32 vd0 = corners[0]->type == k_sample_type_valid,
+ vd1 = corners[1]->type == k_sample_type_valid,
+ vd2 = corners[2]->type == k_sample_type_valid,
+ vd3 = corners[3]->type == k_sample_type_valid,
+ config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
return &k_walkgrid_configs[ config ];
}
-float const k_gridscale = 0.5f;
-
static void player_walkgrid_floor(v3f pos)
{
v3_muls( pos, 1.0f/k_gridscale, pos );
* the intersections with the grid, and any edges that are present
*/
-#if 0
- if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 ||
- wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 )
- {
- /*
- * This condition should never be reached if the grid size is big
- * enough
- */
- wg->move = -1.0f;
- return;
- }
-#endif
-
u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
v3f pa, pb, pc, pd, pl0, pl1;
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 );
vg_line( pc, pd, 0xff00ffff );
v3f world;
world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
+ 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)
float const k_height = 1.78f;
float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
- struct walkgrid wg;
+ 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] );
v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
- int tri_count = bvh_select_triangles( &world.geo, wg.region, wg.geo, 256 );
+
+ /*
+ * Create player input vector
+ */
+ v3f delta = {0.0f,0.0f,0.0f};
+ v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
+ side = { -fwd[2], 0.0f, fwd[0] };
- v3f tri[3];
- for( int i=0; i<tri_count; i++ )
+ /* Temp */
+ if( !vg_console_enabled() )
{
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ world.geo.indices[wg.geo[i]+j]].co, tri[j] );
+ if( glfwGetKey( vg_window, GLFW_KEY_W ) )
+ v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta );
+ if( glfwGetKey( vg_window, GLFW_KEY_S ) )
+ v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
- vg_line( tri[0], tri[1], 0xffa2ff30 );
- vg_line( tri[1], tri[2], 0xffa2ff30 );
- vg_line( tri[2], tri[0], 0xffa2ff30 );
+ if( glfwGetKey( vg_window, GLFW_KEY_A ) )
+ v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
+ if( glfwGetKey( vg_window, GLFW_KEY_D ) )
+ v3_muladds( delta, side, ktimestep*k_walkspeed, delta );
+
+ v3_muladds( delta, fwd,
+ vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
+ v3_muladds( delta, side,
+ vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
}
- /* Get surface samples
- *
- * TODO: Replace this with a spiral starting from the player position
+ /*
+ * Create our move in grid space
*/
- for( int y=0; y<WALKGRID_SIZE; y++ )
+ wg.dir[0] = delta[0] * (1.0f/k_gridscale);
+ wg.dir[1] = delta[2] * (1.0f/k_gridscale);
+ wg.move = 1.0f;
+
+ v2f region_pos =
{
- for( int x=0; x<WALKGRID_SIZE; x++ )
+ (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 );
+ v2_sub( region_pos, region_cell_pos, wg.pos );
+
+ wg.cell_id[0] = region_cell_pos[0];
+ wg.cell_id[1] = region_cell_pos[1];
+
+ for(int y=0; y<WALKGRID_SIZE; y++ )
+ {
+ for(int x=0; x<WALKGRID_SIZE; x++ )
{
struct grid_sample *s = &wg.samples[y][x];
v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
- s->pos[1] = player.co[1] + k_height;
-
- s->valid = player_walkgrid_samplepole( wg.geo,tri_count,s->pos )? 1: 0;
+ s->state = k_traverse_none;
+ s->type = k_sample_type_air;
+ v3_zero( s->clip[0] );
+ v3_zero( s->clip[1] );
}
}
+
+ v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
+ v2i *cborder = border;
+ u32 border_length = 1;
+
+ struct grid_sample *base = NULL;
+
+ v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
+
+ for( int i=0;i<4;i++ )
+ {
+ v2i test;
+ v2i_add( wg.cell_id, starters[i], test );
+ v2i_copy( test, border[0] );
+ base = &wg.samples[test[1]][test[0]];
+
+ base->pos[1] = cell[1];
+ player_walkgrid_samplepole( base );
+
+ if( base->type == k_sample_type_valid )
+ break;
+ else
+ base->type = k_sample_type_air;
+ }
- /*
- * Calculate h+v clipping distances.
- * Distances are stored in A always, so you know that if the sample is
- * invalid, this signifies the start of the manifold as opposed to the
- * extent or bounds of it.
- */
- for( int i=0; i<2; i++ )
+ vg_line_pt3( base->pos, 0.1f, 0xffffffff );
+
+ int iter = 0;
+
+ while( border_length )
{
- for( int x=0; x<WALKGRID_SIZE; x++ )
+ v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+ v2i *old_border = cborder;
+ int len = border_length;
+
+ border_length = 0;
+ cborder = old_border+len;
+
+ for( int i=0; i<len; i++ )
{
- for( int z=0; z<WALKGRID_SIZE-1; z++ )
+ v2i co;
+ v2i_copy( old_border[i], co );
+ struct grid_sample *sa = &wg.samples[co[1]][co[0]];
+
+ for( int j=0; j<4; j++ )
{
- v3f clipdir = { 0.0f, 0.0f, 0.0f };
-
- struct grid_sample *sa, *sb;
- if( i == 1 )
- {
- sa = &wg.samples[z][x];
- sb = &wg.samples[z+1][x];
- }
- else
- {
- sa = &wg.samples[x][z];
- sb = &wg.samples[x][z+1];
- }
+ v2i newp;
+ v2i_add( co, directions[j], newp );
- if( sa->valid != sb->valid )
- {
- clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
- player_walkgrid_clip( wg.geo, tri_count,
- sa->valid? sa->pos: sb->pos,
- clipdir, sa->clip[i] );
- }
- else
+ if( newp[0] < 0 || newp[1] < 0 ||
+ newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
+ continue;
+
+ struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
+ enum traverse_state thismove = j%2==0? 1: 2;
+
+ if( (sb->state & thismove) == 0x00 ||
+ sb->type == k_sample_type_air )
{
- if( sa->valid )
+ sb->pos[1] = sa->pos[1];
+
+ player_walkgrid_samplepole( sb );
+
+ if( sb->type != k_sample_type_air )
+ {
+ /*
+ * Need to do a blocker pass
+ */
+
+ struct grid_sample *store = (j>>1 == 0)? sa: sb;
+ player_walkgrid_clip_blocker( sa, sb, store, j%2 );
+
+
+ if( sb->type != k_sample_type_air )
+ {
+ vg_line( sa->pos, sb->pos, 0xffffffff );
+
+ if( sb->state == k_traverse_none )
+ v2i_copy( newp, cborder[ border_length ++ ] );
+ }
+ else
+ {
+ v3f p1;
+ v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+ vg_line( sa->pos, p1, 0xffffffff );
+ }
+ }
+ else
{
- vg_line( sa->pos, sb->pos, 0xffffffff );
+ /*
+ * A clipping pass is now done on the edge of the walkable
+ * surface
+ */
+
+ struct grid_sample *store = (j>>1 == 0)? sa: sb;
+ player_walkgrid_clip_edge( sa, sb, store, j%2 );
+
+ v3f p1;
+ v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+ vg_line( sa->pos, p1, 0xffffffff );
}
+
+ sb->state |= thismove;
}
}
+
+ sa->state = k_traverse_h|k_traverse_v;
}
+
+ iter ++;
+ if( iter == walk_grid_iterations )
+ break;
}
/* Draw connections */
corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
v3_muladds( corners[edge->i1]->pos,
corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
- vg_line( p0, p1, 0xff0000ff );
- vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
- vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
+ vg_line( p0, p1, 0xff0000ff );
}
}
}
* Commit player movement into the grid
*/
- v3f delta = {0.0f,0.0f,0.0f};
- v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
- side = { -fwd[2], 0.0f, fwd[0] };
-
- /* Temp */
- if( !vg_console_enabled() )
- {
- if( glfwGetKey( vg_window, GLFW_KEY_W ) )
- v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg_window, GLFW_KEY_S ) )
- v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
-
- if( glfwGetKey( vg_window, GLFW_KEY_A ) )
- v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg_window, GLFW_KEY_D ) )
- v3_muladds( delta, side, ktimestep*k_walkspeed, delta );
- }
-
if( v3_length2(delta) <= 0.00001f )
return;
- /*
- * Create our move in grid space
- */
- wg.dir[0] = delta[0] * (1.0f/k_gridscale);
- wg.dir[1] = delta[2] * (1.0f/k_gridscale);
- wg.move = 1.0f;
-
- 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)
- };
- v2f region_cell_pos;
- v2_floor( region_pos, region_cell_pos );
- v2_sub( region_pos, region_cell_pos, wg.pos );
-
- wg.cell_id[0] = region_cell_pos[0];
- wg.cell_id[1] = region_cell_pos[1];
-
int i=0;
for(; i<8 && wg.move > 0.001f; i++ )
player_walkgrid_iter( &wg, i );
{
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] *= 0.3333f;
- 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[0] *= 0.26f;
+ offset[0] += speed_wobble_2*3.0f;
+ 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
- if( !freecam )
+ 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 )
{
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
+ m3x3_mulv( player.rb.to_local, axis, axis );
+ q_axis_angle( correction, axis, acosf(angle) );
+ }
+ else
+ {
+ q_identity( correction );
}
-#endif
/*
* 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 */
+ 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 );
+ character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz );
+ character_final_pose( &player.mdl, offset,
+ &pose_stand_reverse, amt_stand * (1.0f-fdirz) );
+
character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
character_final_pose( &player.mdl, offset,
&pose_aero_reverse, amt_aero * (1.0f-fdirz) );
+
character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
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 );
- /* 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 );
-
/*
* Additive effects
* ==========================
*arm_r = &player.mdl.ik_arm_r;
v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
- v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
- v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+ 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 );
/* Head rotation */
static float rhead = 0.0f;
+ static const float klook_max = 0.8f;
rhead = vg_lerpf( rhead,
- vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+ vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
player.mdl.rhead = rhead;
}
-static void player_update(void)
+static void player_camera_update(void)
{
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
+ /* 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_animate_death_cam(void)
+{
+ v3f delta;
+ v3f head_pos;
+ v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
+
+ v3_sub( head_pos, player.camera_pos, delta );
+ v3_normalize( delta );
+
+ v3f follow_pos;
+ v3_muladds( head_pos, delta, -2.5f, follow_pos );
+ v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
+
+ /*
+ * Make sure the camera stays above the ground
+ */
+ v3f min_height = {0.0f,1.0f,0.0f};
+
+ v3f sample;
+ v3_add( player.camera_pos, min_height, sample );
+ ray_hit hit;
+ hit.dist = min_height[1]*2.0f;
+
+ if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ v3_add( hit.pos, min_height, player.camera_pos );
+
+ player.camera_pos[1] =
+ vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+
+ player.angles[0] = atan2f( delta[0], -delta[2] );
+ player.angles[1] = -asinf( delta[1] );
+}
+
+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 );
+
+ /* Look angles */
+ v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
+
+ 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;
+
+ player.angles[0] = yaw;
+ player.angles[1] = pitch + 0.30f;
+
+ /* 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);
+
+ v2_lerp( shake_damp, shake, 0.01f, shake_damp );
+ shake_damp[0] *= 0.2f;
+
+ v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
+}
+
+/*
+ * Audio
+ */
+static void player_audio(void)
+{
+ 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;
+ air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
+
+ v3f ears = { 1.0f,0.0f,0.0f };
+ v3f delta;
+
+ v3_sub( player.rb.co, player.camera[3], delta );
+ v3_normalize( delta );
+ m3x3_mulv( player.camera, ears, ears );
+
+ float pan = v3_dot( ears, delta );
+ audio_player0.pan = pan;
+ audio_player1.pan = pan;
+ audio_player2.pan = pan;
if( freecam )
{
- player_freecam();
+ audio_player0.vol = 0.0f;
+ audio_player1.vol = 0.0f;
+ audio_player2.vol = 0.0f;
}
else
{
if( player.is_dead )
{
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
+ audio_player0.vol = 0.0f;
+ audio_player1.vol = 0.0f;
+ audio_player2.vol = 0.0f;
}
else
{
- if( player.on_board )
+ float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
+ audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
+ audio_player1.vol = air *attn;
+ audio_player2.vol = (1.0f-air)*attn*slide;
+ }
+ }
+}
+
+/*
+ * Public Endpoints
+ */
+static float *player_cam_pos(void)
+{
+ return player.camera_pos;
+}
+
+static int reset_player( int argc, char const *argv[] )
+{
+ struct respawn_point *rp = NULL, *r;
+
+ if( argc == 1 )
+ {
+ for( int i=0; i<world.spawn_count; i++ )
+ {
+ r = &world.spawns[i];
+ if( !strcmp( r->name, argv[0] ) )
{
- player_do_motion();
- player_animate();
+ rp = r;
+ break;
}
- else
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", argv[0] );
+ }
+
+ if( !rp )
+ {
+ 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 )
{
- player_walkgrid();
+ min_dist = d;
+ rp = r;
}
}
}
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
+ if( !rp )
+ {
+ vg_error( "No spawn found\n" );
+ if( !world.spawn_count )
+ return 0;
+
+ rp = &world.spawns[0];
+ }
+
+ v4_copy( rp->q, player.rb.q );
+ v3_copy( rp->co, player.rb.co );
+
+ player.vswitch = 1.0f;
+ player.slip_last = 0.0f;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
+
+ 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 );
+
+ player.rb_gate_frame = player.rb;
+ return 1;
+}
+
+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);
+
+ 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.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
+
+ world_routes_notify_reset();
+ }
+
+ 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
+ {
+ player_walkgrid();
+ }
+ }
+
+ if( freecam )
+ player_freecam();
+
+ 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 );
else
character_eval( &player.mdl );
- character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+ float opacity = 1.0f-player.air_blend;
+ if( player.is_dead )
+ opacity = 0.0f;
+
+ character_draw( &player.mdl, opacity, player.camera );
}
#endif /* PLAYER_H */