-
- v3f lightDir = { 0.1f, 0.8f, 0.2f };
- v3_normalize( lightDir );
-
- /* Unpack player */
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- model_unpack( char_dev, &player.mesh );
- player.legl = *submodel_get( char_dev, "legl" );
- player.legu = *submodel_get( char_dev, "legu" );
- player.board = *submodel_get( char_dev, "skateboard" );
- player.torso = *submodel_get( char_dev, "torso" );
- player.wheels = *submodel_get( char_dev, "wheels" );
- player.feet = *submodel_get( char_dev, "feet" );
- free(char_dev);
-
- /* temp */
- model *cement_model = vg_asset_read("models/cement_r1.mdl" );
- model_unpack( cement_model, &world.cement );
- free( cement_model );
-
- /* Setup scene */
- scene_init( &world.geo );
- scene_init( &world.detail );
- scene_init( &world.foliage );
-
- model *mworld = vg_asset_read( "models/free_dev.mdl" );
- model *mtest = vg_asset_read( "models/test.mdl" );
-
- model *msky = vg_asset_read( "models/skydome.mdl" );
- model_unpack( msky, &world.skydome );
- free( msky );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain );
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_rocks );
-
- submodel *ptree = submodel_get( mtest, "tree" ),
- *pt_groundcover[] =
- {
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "bush" ),
- submodel_get( mtest, "blubber" ),
- };
-
- /* Sprinkle some trees in the terrain areas */
- v3f range;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-
-#ifdef VG_RELEASE
- int const ktree_count = 8000,
- kfoliage_count = 200000;
-#else
- int const ktree_count = 200,
- kfoliage_count = 0;
-#endif
-
- for( int i=0; i<ktree_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
- {
- scene_add_model( &world.foliage, mtest, ptree,
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- for( int i=0; i<kfoliage_count; i++ )
- {
- v3f pos = { vg_randf(), 0.0f, vg_randf() },
- norm;
-
- v3_muladd( world.geo.bbx[0], pos, range, pos );
-
- if( sample_scene_height( &world.geo, pos, norm ) )
- {
- if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
- {
- scene_add_model( &world.foliage, mtest,
- pt_groundcover[rand()%vg_list_size(pt_groundcover)],
- pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
- }
- }
- }
-
- scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
- scene_copy_slice( &world.geo, &world.terrain_road );
-
- scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
- (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
- free( mtest );
- free( mworld );
-
- scene_compute_occlusion( &world.foliage );
-
- scene_upload( &world.foliage );
- scene_upload( &world.geo );
- scene_upload( &world.detail );
-
- reset_player( 0, NULL );
- player_transform_update();
-}
-
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
-{
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -player.look_dir[0] );
- m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m4x3_mulv( cam_rot, lookdir, lookdir );
- m4x3_mulv( cam_rot, sidedir, sidedir );
-
- float movespeed = 5.0f;
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
-
- static v3f move_vel = { 0.0f, 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_sub( vg_mouse, mouse_last, delta );
- v2_copy( vg_mouse, mouse_last );
-
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.75f, view_vel );
- v2_add( view_vel, player.look_dir, player.look_dir );
- player.look_dir[1] =
- vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player.view, player.view );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_physics_ground(void)
-{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
- */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
- axis;
-
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 );
-
- int all_contacting =
- sample_scene_height( &world.geo, contact_front, NULL ) &&
- sample_scene_height( &world.geo, contact_back, NULL ) &&
- sample_scene_height( &world.geo, contact_norm, NULL );
-
- if( !all_contacting )
- {
- player.in_air = 1;
- 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.in_air = 1;
- 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 */
-
- slip = (-vel[0] / vel[2]) * player.vswitch;
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
-
-
- if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
- {
- vg_warn( "SWITCH\n" );
- player.vswitch = -player.vswitch;
- slip = -slip;
- }
-
- player.slip_last = slip;
-
- float substep = ktimestep * 0.2f;
-
- for( int i=0; i<5; i++ )
- {
- if( fabsf(vel[2]) >= 0.02f*substep )
- vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
- if( fabsf(vel[0]) >= 7.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
- }
-
- 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;
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep;
-}
-
-static void player_physics_air(void)
-{
- v3f ground_pos, ground_norm;
- v3_copy( player.co, ground_pos );