- * Update collision fronts
- */
-
- rigidbody *rbf = &player.collide_front,
- *rbb = &player.collide_back;
-
- m3x3_copy( player.rb.to_world, player.collide_front.to_world );
- m3x3_copy( player.rb.to_world, player.collide_back.to_world );
-
- player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
- float h = player.air_blend*0.2f;
-
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
- v3_copy( rbf->co, rbf->to_world[3] );
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
- v3_copy( rbb->co, rbb->to_world[3] );
-
- m4x3_invert_affine( rbf->to_world, rbf->to_local );
- m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
- rb_update_bounds( rbf );
- rb_update_bounds( rbb );
-
- rb_debug( rbf, 0xff00ffff );
- rb_debug( rbb, 0xffffff00 );
-
- rb_ct manifold[64];
- int len = 0;
-
- len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
- len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-
- rb_presolve_contacts( manifold, len );
- v3f surface_avg = {0.0f, 0.0f, 0.0f};
-
- if( !len )
- {
- player_start_air();
- }
- else
- {
- for( int i=0; i<len; i++ )
- {
- v3_add( manifold[i].n, surface_avg, surface_avg );
-
-#if 0
- if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.rb.v );
- return;
- }
-#endif
- }
-
- v3_normalize( surface_avg );
-
- if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
- {
- player_start_air();
- }
- else
- player.in_air = 0;
- }
-
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- v3f dv, delta;
- v3_sub( ct->co, player.rb.co, delta );
- v3_cross( player.rb.w, delta, dv );
- v3_add( player.rb.v, dv, dv );
-
- float vn = -v3_dot( dv, ct->n );
- vn += ct->bias;
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
-
- if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
- fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.rb.v );
- return;
- }
-
- v3_add( impulse, player.rb.v, player.rb.v );
- v3_cross( delta, impulse, impulse );
-
- /*
- * W Impulses are limited to the Y and X axises, we don't really want
- * roll angular velocities being included.
- *
- * Can also tweak the resistance of each axis here by scaling the wx,wy
- * components.
- */
-
- float wy = v3_dot( player.rb.up, impulse ),
- wx = v3_dot( player.rb.right, impulse )*1.5f;
-
- v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
- v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
- }
- }
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.14f );
- player.pushing = 0.0f;
-
- if( !player.in_air )
- {
- v3f axis;
- float angle = v3_dot( player.rb.up, surface_avg );
- v3_cross( player.rb.up, surface_avg, axis );
-
- //float cz = v3_dot( player.rb.forward, axis );
- //v3_muls( player.rb.forward, cz, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.3f );
- q_mul( correction, player.rb.q, player.rb.q );
- }
-
- v3_muladds( player.rb.v, player.rb.up,
- -k_downforce*ktimestep, player.rb.v );
-
- player_physics_control();
-
- if( !player.jump_charge && player.jump > 0.2f )
- {
- v3f jumpdir;
-
- /* Launch more up if alignment is up else improve velocity */
- float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
- mod = 0.5f,
- dir = mod + aup*(1.0f-mod);
-
- v3_copy( player.rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
- v3_normalize( jumpdir );
-
- float force = k_jump_force*player.jump;
- v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
- player.jump = 0.0f;
-
- player.jump_time = vg_time;
-
- audio_lock();
- audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
- audio_unlock();
- }
- }
- else
- {
- player_physics_control_air();
- }
-
- if( !player.jump_charge )
- {
- player.jump -= k_jump_charge_speed * ktimestep;
- }
- player.jump_charge = 0;
- player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
-}
-
-static void player_do_motion(void)
-{
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- if( player.on_board )
- player_physics();
- else
- player_walk_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 )
- {
- 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 );
- }
-
- /* 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;
- player.in_air_frame = player.in_air;
- player.on_board_frame = player.on_board;
-
- if( !player.on_board )
- {
- v3f fwd_dir = {cosf(player.angles[0]),
- 0.0f,
- sinf(player.angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
- player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
- }
-
- m3x3_copy( player.vr, player.gate_vr_frame );
- m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
-
- audio_lock();
- audio_play_oneshot( &audio_gate_lap, 1.0f );
- audio_unlock();
- break;
- }
- }
-
- rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate_offboard(void)
-{
- mdl_keyframe apose[32], bpose[32];
- struct skeleton *sk = &player.mdl.sk;
-
- float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
- run_norm = (float)player.mdl.anim_run->length/30.0f,
- t = player.walk_timer,
- l = vg_get_axis("grabr") * 0.5f + 0.5f;
-
- skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- float idle_walk = vg_minf( l * 10.0f, 1.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
-
- skeleton_apply_inverses( &player.mdl.sk );
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.rb.to_world[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
-}
-
-static void player_animate(void)
-{
- if( !player.on_board )
- {
- player_animate_offboard();
- return;
- }
-
- /* Camera position */
- 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 );
-
- player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- 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_lerp( player.bob, player.m, 0.2f, player.bob );
-
- /* Head */
- float lslip = fabsf(player.slip);
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
- m3x3_mulv( player.rb.to_local, player.bob, offset );
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
- float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
- float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
- offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
-
- offset[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 );
-
- /*
- * Animation blending
- * ===========================================