#ifndef PLAYER_H
#define PLAYER_H
+#include "audio.h"
#include "common.h"
#include "character.h"
+#include "bvh.h"
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;
+ v3f co, v, a, v_last, m, bob, vl;
v4f rot;
float vswitch, slip, slip_last,
reverse;
v3f land_target_log[22];
u32 land_target_colours[22];
int land_log_count;
- m3x3f vr;
+ m3x3f vr,vr_pstep;
m4x3f to_world, to_local;
v2f angles;
m4x3f camera, camera_inverse;
}
-player;
+player =
+{
+ .on_board = 1
+};
static void player_transform_update(void)
{
static int reset_player( int argc, char const *argv[] )
{
- v3_zero( player.co );
-
+ v3_copy( world.tutorial, player.co );
if( argc == 1 )
{
if( !strcmp( argv[0], "tutorial" ))
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_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
+ */
static void player_start_air(void)
{
player.in_air = 1;
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 pco, pco1, pv;
v3_copy( player.co, pco );
- v3_copy( player.v, pv );
+ v3_muls( player.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++ )
{
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 );
}
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 );
+
+ /* This used to be -7.0 */
+ vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -10.0f *substep );
}
static double start_push = 0.0;
static void player_physics_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);
-
draw_cross( player.land_target, 0xff0000ff, 1 );
v3f ground_pos;
}
/* Prediction
- *
- * TODO: Find best landing surface and guide player towords it
*/
float pstep = ktimestep*10.0f;
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 );
player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
{
- float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+ float iX = vg_get_axis( "vertical" ) *
+ player.reverse * 3.6f * limiter * ktimestep;
static float siX = 0.0f;
siX = vg_lerpf( siX, iX, 0.3f );
player.iY = 0.0f; /* temp */
-#if 0
/* GATE COLLISION */
- if( gate_intersect( &gate_a, player.co, prevco ) )
+
+ for( int i=0; i<world.gate_count; i++ )
{
- teleport_gate *gate = &gate_a;
+ teleport_gate *gate = &world.gates[i];
- 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 );
+ if( gate_intersect( gate, player.co, prevco ) )
+ {
+ m4x3_mulv( gate->transport, player.co, player.co );
+ m3x3_mulv( gate->transport, player.v, player.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( transport, transport_rotation );
- q_mul( transport_rotation, player.rot, player.rot );
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, player.rot, player.rot );
+
+ break;
+ }
}
-#endif
/* Camera and character */
player_transform_update();
+
+ v3_lerp( player.vl, player.v, 0.05f, player.vl );
- 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;
+ 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]) ) * 0.3f;
+}
- 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 );
+static int player_walkgrid_tri_walkable( u32 tri[3] )
+{
+ return tri[0] < world.sm_road.vertex_count;
}
-static void player_walkgrid(void)
+#define WALKGRID_SIZE 16
+struct walkgrid
{
- float const k_gridscale = 0.5f;
- float const k_stepheight = 0.5f;
- float const k_walkspeed = 6.0f;
- float const k_miny = 0.6f;
- float const k_height = 1.78f;
- int const k_gridamt = 8;
+ 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 cell;
- v3_muls( player.co, 1.0f/k_gridscale, cell );
- v3_floor( cell, cell );
- v3_muls( cell, k_gridscale, cell );
+ 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 */
+ v2i cell_id;/* Current cell */
+ v2f pos; /* Local position (in cell) */
+ float h;
+};
+
+/*
+ * 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 );
- struct grid_sample
+ 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++ )
{
- ray_hit hit;
- int valid;
+ 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];
+ }
+ }
}
- samples[ k_gridamt ][ k_gridamt ];
- v3f grid_origin;
- v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f },
- (float)(k_gridamt/2) * k_gridscale, grid_origin );
+ s->pos[1] = walk_height;
- /*
- * Get sample 'poles'
- */
- for( int y=0; y<k_gridamt; y++ )
+ 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++ )
{
- for( int x=0; x<k_gridamt; x++ )
+ 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 ))
{
- v3f sample_coord;
- v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
- sample_coord[1] += k_height;
+ 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]);
- struct grid_sample *sample = &samples[y][x];
- sample->valid = 0;
- sample->hit.dist = k_stepheight+k_height;
+ u32 geo[256];
+ int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
- if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
+ 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 )
{
- if( sample->hit.normal[1] >= k_miny &&
- ray_hit_is_ramp( &sample->hit ))
+ 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 )
{
- sample->valid = 1;
- draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
+ max_dist = h;
+ float l = 1.0f/v3_length(clipdir);
+ v3_muls( p0, l, st->clip[dir] );
}
- else
- draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
}
}
}
+}
+
+static const struct conf
+{
+ struct confedge
+ {
+ /* i: sample index
+ * d: data index
+ * a: axis index
+ * o: the 'other' point to do a A/B test with
+ * if its -1, all AB is done.
+ */
+ int i0, i1,
+ d0, d1,
+ a0, a1,
+ o0, o1;
+ }
+ edges[2];
+ int edge_count;
+}
+k_walkgrid_configs[16] = {
+ {{},0},
+ {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
+ {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
+ {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
+
+ {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
+ {{{ 3,3, 3,0, 1,0, -1,-1 },
+ { 1,1, 0,1, 1,0, -1,-1 }}, 2},
+ {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
+ {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
+
+ {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
+ {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
+ {{{ 2,2, 1,3, 0,1, -1,-1 },
+ { 0,0, 0,0, 0,1, -1,-1 }}, 2},
+ {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
+
+ {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
+ {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
+ {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
+ {{},0},
+};
+
+/*
+ * Get a buffer of edges from cell location
+ */
+static const struct conf *player_walkgrid_conf( struct walkgrid *wg,
+ v2i cell,
+ struct grid_sample *corners[4] )
+{
+ corners[0] = &wg->samples[cell[1] ][cell[0] ];
+ corners[1] = &wg->samples[cell[1]+1][cell[0] ];
+ corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
+ corners[3] = &wg->samples[cell[1] ][cell[0]+1];
+
+ 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 ];
+}
+
+static void player_walkgrid_floor(v3f pos)
+{
+ v3_muls( pos, 1.0f/k_gridscale, pos );
+ v3_floor( pos, pos );
+ v3_muls( pos, k_gridscale, pos );
+}
+
+/*
+ * Computes the barycentric coordinate of location on a triangle (vertical),
+ * then sets the Y position to the interpolation of the three points
+ */
+static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
+{
+ v3f v0,v1,v2;
+ v3_sub( b, a, v0 );
+ v3_sub( c, a, v1 );
+ v3_sub( pos, a, v2 );
+
+ float d = v0[0]*v1[2] - v1[0]*v0[2],
+ v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
+ w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
+ u = 1.0f - v - w;
+
+ vg_line( pos, a, 0xffff0000 );
+ vg_line( pos, b, 0xff00ff00 );
+ vg_line( pos, c, 0xff0000ff );
+ pos[1] = u*a[1] + v*b[1] + w*c[1];
+}
+
+/*
+ * Get the minimum time value of pos+dir until a cell edge
+ *
+ * t[0] -> t[3] are the individual time values
+ * t[5] & t[6] are the maximum axis values
+ * t[6] is the minimum value
+ *
+ */
+static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
+{
+ v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
+
+ t[0] = 999.9f;
+ t[1] = 999.9f;
+ t[2] = 999.9f;
+ t[3] = 999.9f;
+
+ if( fabsf(dir[0]) > 0.0001f )
+ {
+ t[0] = (0.0f-pos[0]) * frac[0];
+ t[1] = (1.0f-pos[0]) * frac[0];
+ }
+ if( fabsf(dir[1]) > 0.0001f )
+ {
+ t[2] = (0.0f-pos[1]) * frac[1];
+ t[3] = (1.0f-pos[1]) * frac[1];
+ }
+
+ t[4] = vg_maxf(t[0],t[1]);
+ t[5] = vg_maxf(t[2],t[3]);
+ t[6] = vg_minf(t[4],t[5]);
+}
+
+static void player_walkgrid_iter(struct walkgrid *wg, int iter)
+{
/*
- * Clip grid intersections with triangle edges
+ * For each walkgrid iteration we are stepping through cells and determining
+ * the intersections with the grid, and any edges that are present
*/
- for( int x=0; x<k_gridamt; x++ )
+
+ 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;
+ pb[0] = pa[0];
+ pb[1] = pa[1];
+ pb[2] = pa[2] + k_gridscale;
+ pc[0] = pa[0] + k_gridscale;
+ pc[1] = pa[1];
+ pc[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 );
+ vg_line( pd, pa, 0xff00ffff );
+#endif
+ pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
+ pl0[1] = pa[1];
+ pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
+
+ /*
+ * If there are edges present, we need to create a 'substep' event, where
+ * we find the intersection point, find the fully resolved position,
+ * then the new pos dir is the intersection->resolution
+ *
+ * the resolution is applied in non-discretized space in order to create a
+ * suitable vector for finding outflow, we want it to leave the cell so it
+ * can be used by the quad
+ */
+
+ v2f pos, dir;
+ v2_copy( wg->pos, pos );
+ v2_muls( wg->dir, wg->move, dir );
+
+ struct grid_sample *corners[4];
+ v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
+ const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+
+ float t[7];
+ player_walkgrid_min_cell( t, pos, dir );
+
+ for( int i=0; i<conf->edge_count; i++ )
{
- for( int y=0; y<k_gridamt-1; y++ )
+ const struct confedge *edge = &conf->edges[i];
+
+ v2f e0, e1, n, r, target, res, tangent;
+ e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
+ e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
+ e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
+ e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
+
+ v3f pe0 = { pa[0] + e0[0]*k_gridscale,
+ pa[1],
+ pa[2] + e0[1]*k_gridscale };
+ v3f pe1 = { pa[0] + e1[0]*k_gridscale,
+ pa[1],
+ pa[2] + e1[1]*k_gridscale };
+
+ v2_sub( e1, e0, tangent );
+ n[0] = -tangent[1];
+ n[1] = tangent[0];
+ v2_normalize( n );
+
+ /*
+ * If we find ourselfs already penetrating the edge, move back out a
+ * little
+ */
+ v2_sub( e0, pos, r );
+ float p1 = v2_dot(r,n);
+
+ if( -p1 < 0.0001f )
{
- struct grid_sample *sa = &samples[y][x],
- *sb = &samples[y+1][x];
+ v2_muladds( pos, n, p1+0.0001f, pos );
+ v2_copy( pos, wg->pos );
+ v3f p_new = { pa[0] + pos[0]*k_gridscale,
+ pa[1],
+ pa[2] + pos[1]*k_gridscale };
+ v3_copy( p_new, pl0 );
+ }
+
+ v2_add( pos, dir, target );
+
+ v2f v1, v2, v3;
+ v2_sub( e0, pos, v1 );
+ v2_sub( target, pos, v2 );
+
+ v2_copy( n, v3 );
+
+ v2_sub( e0, target, r );
+ float p = v2_dot(r,n),
+ t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
- if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
+ if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
+ {
+ v2_muladds( target, n, p+0.0001f, res );
+
+ v2f intersect;
+ v2_muladds( pos, dir, t1, intersect );
+ v2_copy( intersect, pos );
+ v2_sub( res, intersect, dir );
+
+ v3f p_res = { pa[0] + res[0]*k_gridscale,
+ pa[1],
+ pa[2] + res[1]*k_gridscale };
+ v3f p_int = { pa[0] + intersect[0]*k_gridscale,
+ pa[1],
+ pa[2] + intersect[1]*k_gridscale };
+
+ vg_line( pl0, p_int, icolours[iter%3] );
+ v3_copy( p_int, pl0 );
+ v2_copy( pos, wg->pos );
+
+ player_walkgrid_min_cell( t, pos, dir );
+ }
+ }
+
+ /*
+ * Compute intersection with grid cell moving outwards
+ */
+ t[6] = vg_minf( t[6], 1.0f );
+
+ pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
+ pl1[1] = pl0[1];
+ pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
+ vg_line( pl0, pl1, icolours[iter%3] );
+
+ if( t[6] < 1.0f )
+ {
+ /*
+ * To figure out what t value created the clip so we know which edge
+ * to wrap around
+ */
+
+ if( t[4] < t[5] )
+ {
+ wg->pos[1] = pos[1] + dir[1]*t[6];
+
+ if( t[0] > t[1] ) /* left edge */
+ {
+ wg->pos[0] = 0.9999f;
+ wg->cell_id[0] --;
+
+ if( wg->cell_id[0] == 0 )
+ wg->move = -1.0f;
+ }
+ else /* Right edge */
+ {
+ wg->pos[0] = 0.0001f;
+ wg->cell_id[0] ++;
+
+ if( wg->cell_id[0] == WALKGRID_SIZE-2 )
+ wg->move = -1.0f;
+ }
+ }
+ else
+ {
+ wg->pos[0] = pos[0] + dir[0]*t[6];
+
+ if( t[2] > t[3] ) /* bottom edge */
{
- v3f tri[3];
- ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
+ wg->pos[1] = 0.9999f;
+ wg->cell_id[1] --;
- v3f sample;
- v3_muladds( grid_origin, (v3f){ x, 0, y },
- k_gridscale, sample);
+ if( wg->cell_id[1] == 0 )
+ wg->move = -1.0f;
+ }
+ else /* top edge */
+ {
+ wg->pos[1] = 0.0001f;
+ wg->cell_id[1] ++;
+
+ if( wg->cell_id[1] == WALKGRID_SIZE-2 )
+ wg->move = -1.0f;
+ }
+ }
+
+ wg->move -= t[6];
+ }
+ else
+ {
+ v2_muladds( wg->pos, dir, wg->move, wg->pos );
+ wg->move = 0.0f;
+ }
+}
+
+static void player_walkgrid_stand_cell(struct walkgrid *wg)
+{
+ /*
+ * NOTE: as opposed to the other function which is done in discretized space
+ * this use a combination of both.
+ */
+
+ v3f world;
+ world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
+ world[1] = player.co[1];
+ world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
+
+ struct grid_sample *corners[4];
+ const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+
+ if( conf != k_walkgrid_configs )
+ {
+ if( conf->edge_count == 0 )
+ {
+ v3f v0;
+
+ /* Split the basic quad along the shortest diagonal */
+ if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) <
+ fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
+ {
+ vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
- /* Clip triangles until we find an edge inside the cell */
- int axis = 0;
- float offset = sample[axis==0?0:2],
- basis = sample[axis==0?2:0];
+ if( wg->pos[0] > wg->pos[1] )
+ player_walkgrid_stand_tri( corners[0]->pos,
+ corners[3]->pos,
+ corners[2]->pos, world );
+ else
+ player_walkgrid_stand_tri( corners[0]->pos,
+ corners[2]->pos,
+ corners[1]->pos, world );
+ }
+ else
+ {
+ vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
- for( int i=0; i<3; i++ )
- {
- int ia = i,
- ib = (i+1)%3;
- float pa = tri[ia][axis],
- pb = tri[ib][axis];
+ if( wg->pos[0] < 1.0f-wg->pos[1] )
+ player_walkgrid_stand_tri( corners[0]->pos,
+ corners[3]->pos,
+ corners[1]->pos, world );
+ else
+ player_walkgrid_stand_tri( corners[3]->pos,
+ corners[2]->pos,
+ corners[1]->pos, world );
+ }
+ }
+ else
+ {
+ for( int i=0; i<conf->edge_count; i++ )
+ {
+ const struct confedge *edge = &conf->edges[i];
- vg_line( tri[ia],tri[ib],0xffaaaaaa );
+ v3f p0, p1;
+ v3_muladds( corners[edge->i0]->pos,
+ corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
+ v3_muladds( corners[edge->i1]->pos,
+ corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
- if( (pa-offset)*(pb-offset) > 0.0f )
- continue;
+ /*
+ * Find penetration distance between player position and the edge
+ */
- float d = pb-pa,
- qa = (offset-pa)/d,
- h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
- q = (h-basis)/k_gridscale;
+ v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
+ rel = { world[0]-p0[0], world[2]-p0[2] };
- if( q >= 0.0f && q <= 1.0f )
+ if( edge->o0 == -1 )
+ {
+ /* No subregions (default case), just use triangle created by
+ * i0, e0, e1 */
+ player_walkgrid_stand_tri( corners[edge->i0]->pos,
+ p0,
+ p1, world );
+ }
+ else
+ {
+ /*
+ * Test if we are in the first region, which is
+ * edge.i0, edge.e0, edge.o0,
+ */
+ v3f v0, ref;
+ v3_sub( p0, corners[edge->o0]->pos, ref );
+ v3_sub( world, corners[edge->o0]->pos, v0 );
+
+ vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
+ vg_line( corners[edge->o0]->pos, world, 0xff000000 );
+
+ if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
{
- float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-
- v3f intersection = { offset, height, h };
- draw_cross( intersection, 0xffff0000, 0.06f );
- break;
+ player_walkgrid_stand_tri( corners[edge->i0]->pos,
+ p0,
+ corners[edge->o0]->pos, world );
+ }
+ else
+ {
+ if( edge->o1 == -1 )
+ {
+ /*
+ * No other edges mean we just need to use the opposite
+ *
+ * e0, e1, o0 (in our case, also i1)
+ */
+ player_walkgrid_stand_tri( p0,
+ p1,
+ corners[edge->o0]->pos, world );
+ }
+ else
+ {
+ /*
+ * Note: this v0 calculation can be ommited with the
+ * current tileset.
+ *
+ * the last two triangles we have are:
+ * e0, e1, o1
+ * and
+ * e1, i1, o1
+ */
+ v3_sub( p1, corners[edge->o1]->pos, ref );
+ v3_sub( world, corners[edge->o1]->pos, v0 );
+ vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
+
+ if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
+ {
+ player_walkgrid_stand_tri( p0,
+ p1,
+ corners[edge->o1]->pos,
+ world );
+ }
+ else
+ {
+ player_walkgrid_stand_tri( p1,
+ corners[edge->i1]->pos,
+ corners[edge->o1]->pos,
+ world );
+ }
+ }
}
}
}
}
}
+ v3_copy( world, player.co );
+}
+
+static void player_walkgrid_getsurface(void)
+{
+ float const k_stepheight = 0.5f;
+ float const k_miny = 0.6f;
+ float const k_height = 1.78f;
+ float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
+
+ static struct walkgrid wg;
+
+ v3f cell;
+ v3_copy( player.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] );
+
+
+ /*
+ * 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] };
/* Temp */
- if( glfwGetKey( vg_window, GLFW_KEY_W ) )
- v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co );
- if( glfwGetKey( vg_window, GLFW_KEY_S ) )
- v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
+ 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 );
+
+ v3_muladds( delta, fwd,
+ vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
+ v3_muladds( delta, side,
+ vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
+ }
- if( glfwGetKey( vg_window, GLFW_KEY_A ) )
- v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
- if( glfwGetKey( vg_window, GLFW_KEY_D ) )
- v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co );
+ /*
+ * 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];
+
+ 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->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;
+ }
+
+ vg_line_pt3( base->pos, 0.1f, 0xffffffff );
+
+ int iter = 0;
+
+ while( border_length )
+ {
+ 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++ )
+ {
+ 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++ )
+ {
+ v2i newp;
+ v2i_add( co, directions[j], newp );
+
+ 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 )
+ {
+ 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
+ {
+ /*
+ * 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 */
+ struct grid_sample *corners[4];
+ for( int x=0; x<WALKGRID_SIZE-1; x++ )
+ {
+ for( int z=0; z<WALKGRID_SIZE-1; z++ )
+ {
+ const struct conf *conf =
+ player_walkgrid_conf( &wg, (v2i){x,z}, corners );
+
+ for( int i=0; i<conf->edge_count; i++ )
+ {
+ const struct confedge *edge = &conf->edges[i];
+
+ v3f p0, p1;
+ v3_muladds( corners[edge->i0]->pos,
+ 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 );
+ }
+ }
+ }
+
+ /*
+ * Commit player movement into the grid
+ */
+
+ if( v3_length2(delta) <= 0.00001f )
+ return;
+
+ int i=0;
+ for(; i<8 && wg.move > 0.001f; i++ )
+ player_walkgrid_iter( &wg, i );
+
+ player_walkgrid_stand_cell( &wg );
+}
+
+static void player_walkgrid(void)
+{
+ player_walkgrid_getsurface();
m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
player_mouseview();
v3_muladds( head, offset, 0.7f, head );
head[1] = vg_clampf( head[1], 0.3f, kheight );
-#if 0
- if( !freecam )
- {
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
- }
-#endif
-
/*
* Animation blending
* ===========================================
amt_aero = amt_std * (1.0f-fstand),
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},
&pose_fly, amt_air );
+
+ static float fupper = 0.0f;
+ fupper = vg_lerpf( fupper, -vg_get_axis("horizontal")*0.2f, 0.1f );
+ character_yaw_upper( &player.mdl, fupper );
/* 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
* ==========================
player.mdl.rhead = rhead;
}
+static int giftwrapXZ( v3f *points, int *output, int len )
+{
+ 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;
+}
+
+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;
+
+ float ya = verts[ia][1],
+ yb = verts[ib][1],
+ d = 1.0f/(yb-ya),
+ qa;
+
+ float planes[] = { 0.2f, kheight };
+
+ for( int k=0; k<vg_list_size(planes); k++ )
+ {
+ float clip = planes[k];
+
+ 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;
+ }
+ }
+
+ if( add_point )
+ v3_copy( p0, hull[hull_len ++] );
+
+ m4x3_mulv( player.to_world, p0, p0 );
+ vg_line_pt3( p0, 0.1f, 0xffffff00 );
+ }
+ }
+ }
+
+ if( hull_len < 3 )
+ return;
+
+ 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 );
+ }
+
+ v2f endpoints[] = {{ 0.0f, -1.0f },{ 0.0f, 1.0f }};
+
+ for( int j=0; j<vg_list_size(endpoints); j++ )
+ {
+ v2f point;
+ v2_copy( endpoints[j], point );
+
+ 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;
+
+ if( d < 0.0f )
+ {
+ collide = 0;
+ break;
+ }
+
+ 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;
+ }
+
+ 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_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 );
+ }
+ }
+}
+
+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;
+ 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.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 )
+ {
+ audio_player0.vol = 0.0f;
+ audio_player1.vol = 0.0f;
+ audio_player2.vol = 0.0f;
+ }
+ else
+ {
+ if( player.is_dead )
+ {
+ audio_player0.vol = 0.0f;
+ audio_player1.vol = 0.0f;
+ audio_player2.vol = 0.0f;
+ }
+ else
+ {
+ 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;
+ }
+ }
+}
+
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], 1);
+
if( vg_get_axis("grabl")>0.0f)
reset_player(0,NULL);
+ if( vg_get_button_down( "switchmode" ) )
+ {
+ player.on_board ^= 0x1;
+ }
+
if( freecam )
{
player_freecam();
{
if( player.is_dead )
{
+ /*
+ * Follow camera
+ */
character_ragdoll_iter( &player.mdl );
character_debug_ragdoll( &player.mdl );
+
+ 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] );
}
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 = { -0.35f, 0.0f, 0.0f };
+ m3x3_mulv( player.to_world, offs, offs );
+ m4x3_mulv( player.to_world, player.mdl.ik_body.end, player.camera_pos );
+ v3_add( offs, player.camera_pos, player.camera_pos );
}
else
{
}
}
+ player_audio();
+
/* Update camera matrices */
m4x3_identity( player.camera );
m4x3_rotate_y( player.camera, -player.angles[0] );
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 );
}
#endif /* PLAYER_H */