-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.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] );
-
-
- /*
- * 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( !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 );
- }
-
- /*
- * 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.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->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.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
- player_mouseview();
- rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate(void)
-{
- /* 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 grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f 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
- * ===========================================
- */
-
- static float fslide = 0.0f;
- static float fdirz = 0.0f;
- static float fdirx = 0.0f;
- static float fstand = 0.0f;
- static float ffly = 0.0f;
-
- 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,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, 0.01f );
- 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 * fstand1,
- amt_aero = amt_std * (1.0f-fstand1),
- amt_slide = amt_ground * fslide;
-
- 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 );
-
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
-
- v3f localv;
- m3x3_mulv( player.rb.to_local, player.rb.v, localv );
-
- /* New board transformation */
- v4f board_rotation; v3f board_location;
-
- v4f rz, rx;
- q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
- q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
- q_mul( rx, rz, board_rotation );
-
- v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
- q_m3x3( board_rotation, mboard );
- m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
- v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
- v3_copy( board_location, mboard[3] );
-
-
- float wheel_r = offset[0]*-0.4f;
- v4f qwheel;
- q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-
- q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
- m3x3_transpose( player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wf] );
- v3_copy( player.mdl.offsets[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb][3] );
- v3_copy( player.mdl.offsets[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf][3] );
-
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
- player.mdl.matrices[k_chpart_wb] );
- m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
- player.mdl.matrices[k_chpart_wf] );
-
- m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
- m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
- v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
- v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
- if( 1||player.in_air )
- {
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
- float crouch = player.grab*0.3f;
- v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f},
- crouch, player.mdl.ik_body.base );
- v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f},
- crouch*1.2f, player.mdl.ik_body.end );
-
- if( tuck < 0.0f )
- {
- //foot_l *= 1.0f-tuck_amt*1.5f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
- }
- }
- else
- {
- //foot_r *= 1.0f-tuck_amt*1.4f;
-
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
- }
- }
- }
-
- 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]),-klook_max,klook_max), 0.04f );
- player.mdl.rhead = rhead;
-}
-
-static void player_camera_update(void)
-{
- /* 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 )
- {
- 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;
- }
- }
-}
-
-/*
- * Public Endpoints
- */
-static float *player_cam_pos(void)