- float timestep = 1.0f/60.0f;
-
- if( freecam )
- {
- m4x3f cam_rot;
- m4x3_identity( cam_rot );
- m4x3_rotate_y( cam_rot, -look_dir[0] );
- m4x3_rotate_x( cam_rot, -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, look_dir, look_dir );
- look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.75f, move_vel );
- v3_add( move_vel, player_head, player_head );
-
- return;
- }
-
- if( vg_get_button( "forward" ) )
- {
- v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) };
- v3_muladds( player_vel, accel, 5.0f * timestep, player_vel );
- }
-
- m4x3f player_transform,
- world_to_local, local_to_world;
-
- m4x3_identity( player_transform );
- m4x3_translate( player_transform, player_pos );
- m4x3_rotate_y( player_transform, -player_yaw );
-
- m4x3_identity( world_to_local );
- m4x3_rotate_y( world_to_local, player_yaw );
-
- m4x3_identity( local_to_world );
- m4x3_rotate_y( local_to_world, -player_yaw );
-
- /* Get front and back contact points */
- v3f contact_front, contact_back, fwd, fwd1, contact_norm;
-
- m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
-
- v3_muladds( player_pos, fwd, 1.0f, contact_front );
- v3_muladds( player_pos, fwd,-1.0f, contact_back );
- v3_muladds( player_pos, fwd1, 1.0f, contact_norm );
-
-#if 0
- road_patch_setplayer( &road_main, player_pos );
- sample_road_height( &road_main, contact_front );
- sample_road_height( &road_main, contact_back );
-#else
- sample_scene_height( &world_scene, contact_front );
- sample_scene_height( &world_scene, contact_back );
- sample_scene_height( &world_scene, contact_norm );
-#endif
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_back, contact_norm, v0 );
- v3_sub( contact_front, contact_norm, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player_vel, gravity, timestep, player_vel );
-
- v3f ground_pos;
- v3_copy( player_pos, ground_pos );
- sample_scene_height( &world_scene, ground_pos );
-
- static int in_air = 1;
-
- if( in_air )
- {
- if( ground_pos[1] > player_pos[1] )
- in_air = 0;
- }
-
- if( !in_air )
- {
- float resistance = v3_dot( norm, player_vel );
-
- if( resistance >= 0.0f )
- in_air = 1;
- else
- {
- v3_muladds( player_vel, norm, -resistance, player_vel );
- }
- }
-
- /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */
- v3_muladds( player_pos, player_vel, timestep, player_pos );
-
- float slip = 0.0f;
-
- if( !in_air )
- {
- player_pos[1] = (contact_front[1]+contact_back[1])*0.5f;
-
- vg_line( player_pos, contact_front, 0xff00ffff );
- vg_line( player_pos, contact_back, 0xff00ffa0 );
-
- /* Create the 'travel' vector */
- v3f travel;
- v3_sub( contact_front, contact_back, travel );
- v3_normalize( travel );
-
- /* Apply gravity */
-#if 0
- float gravity_conversion = -v3_dot( travel, gravity );
- vel[2] += gravity_conversion * substep;
-#endif
-
- /* Get localized (rotated) rigidbody forces
- * -z
- * ^
- * -|-
- * |
- * +z
- */
-
- v3f vel;
- m4x3_mulv( world_to_local, player_vel, vel );
-
- /* Calculate local forces */
- slip = -vel[0] / vel[2];
- float substep = timestep * 0.2f;
-
- if( fabsf( slip ) > 1.2f )
- {
- slip = vg_signf( slip ) * 1.2f;
- }
-
- 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]) >= 6.0f*substep )
- vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
- }
-
- m4x3_mulv( local_to_world, vel, player_vel );
-
- if( vg_get_button( "yawl" ) )
- player_yaw -= 1.6f * timestep;
- if( vg_get_button( "yawr" ) )
- player_yaw += 1.6f * timestep;
-
- player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep;
- }
- else
- {
- player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep;
- look_dir[0] = player_yaw;
- }
-
- look_dir[0] = atan2f( player_vel[0], -player_vel[2] );
-
- /* Creating a skeleton of the player dynamically */
- float kheight = 1.8f,
- kleg = 0.6f;
-
- v2f ac;
-
- static v3f last_vel = { 0.0f, 0.0f, 0.0f };
- static v3f bob, bob1;
-
- v3_sub( player_vel, last_vel, player_accel );
- v3_copy( player_vel, last_vel );
- v3_add( bob, player_accel, bob );
-
- bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
- bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
- bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
-
- v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
- v3_lerp( bob1, bob, 0.1f, bob1 );
-
- /* Feet */
- foot_r[0] = 0.0f;
- foot_r[1] = 0.0f;
- foot_r[2] = 0.3f;
-
- foot_l[0] = 0.0f;
- foot_l[1] = 0.0f;
- foot_l[2] = -0.3f;
-
- /* Head */
- head[0] = (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
- head[1] = cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
- head[2] = 0.0f;
-
- /* Hips */
- butt[0] = -sinf(slip)*0.2f;
- butt[1] = cosf(slip);
- butt[2] = 0.0f;
- v2_normalize(butt);
- v2_muls( butt, -0.7f, butt );
- v2_add( head, butt, butt );
-
- /* Knees */
- v2_sub( butt, (v2f){0.0f,0.0f}, ac );
- float cl = v2_length( ac ),
- d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ),
- x = atan2f( ac[0], ac[1] ),
- ad = (-VG_PIf-d)/2.0f;
-
- v2_muladds( (v2f){0.0f,0.0f},
- (v2f){ sinf( ad+x ), cosf( ad + x ) },
- kleg, knee_l );
- knee_l[2] = -0.3f;
-
- v2_copy( knee_l, knee_r );
- knee_r[2] = 0.3f;
-
- /* shoulders */
- v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r );
-
- /* Hands */
- hand_r[0] = sinf( slip ) * 0.1f;
- hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f;
- hand_r[2] = -sinf( fabsf(slip) * 2.4f );
- v3_add( shoulder_r, hand_r, hand_r );
-
- m4x3_mulv( player_transform, head, head );
- m4x3_mulv( player_transform, butt, butt );
- m4x3_mulv( player_transform, knee_l, knee_l );
- m4x3_mulv( player_transform, knee_r, knee_r );
- m4x3_mulv( player_transform, foot_l, foot_l );
- m4x3_mulv( player_transform, foot_r, foot_r );
- m4x3_mulv( player_transform, hand_r, hand_r );
- m4x3_mulv( player_transform, shoulder_r, shoulder_r );
-
- v3_copy( head, player_head );
-