-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;
-
- 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] );
-
- int tri_count = bvh_select_triangles( &world.geo, wg.region, wg.geo, 256 );
-
- v3f tri[3];
- for( int i=0; i<tri_count; i++ )
- {
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ world.geo.indices[wg.geo[i]+j]].co, tri[j] );
-
- vg_line( tri[0], tri[1], 0xffa2ff30 );
- vg_line( tri[1], tri[2], 0xffa2ff30 );
- vg_line( tri[2], tri[0], 0xffa2ff30 );
- }
-
- /* Get surface samples
- *
- * TODO: Replace this with a spiral starting from the player position
- */
- 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->pos[1] = player.co[1] + k_height;
-
- s->valid = player_walkgrid_samplepole( wg.geo,tri_count,s->pos )? 1: 0;
- }
- }
-
- /*
- * Calculate h+v clipping distances.
- * Distances are stored in A always, so you know that if the sample is
- * invalid, this signifies the start of the manifold as opposed to the
- * extent or bounds of it.
- */
- for( int i=0; i<2; i++ )
- {
- for( int x=0; x<WALKGRID_SIZE; x++ )
- {
- for( int z=0; z<WALKGRID_SIZE-1; z++ )
- {
- v3f clipdir = { 0.0f, 0.0f, 0.0f };
-
- struct grid_sample *sa, *sb;
- if( i == 1 )
- {
- sa = &wg.samples[z][x];
- sb = &wg.samples[z+1][x];
- }
- else
- {
- sa = &wg.samples[x][z];
- sb = &wg.samples[x][z+1];
- }
-
- if( sa->valid != sb->valid )
- {
- clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
- player_walkgrid_clip( wg.geo, tri_count,
- sa->valid? sa->pos: sb->pos,
- clipdir, sa->clip[i] );
- }
- else
- {
- if( sa->valid )
- {
- vg_line( sa->pos, sb->pos, 0xffffffff );
- }
- }
- }
- }
- }
-
- /* 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 );
-
- vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
- vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
- }
- }
- }
-
- /*
- * Commit player movement into the grid
- */
-
- 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 );
- }
-
- if( v3_length2(delta) <= 0.00001f )
- return;
-
- /*
- * 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];
-
- 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();
- player_transform_update();
-}
-
-static void player_animate(void)
-{
- /* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.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 );
- v3f target;
-
- player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
- player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_copy( player.m, target );
- v3_lerp( player.bob, target, 0.2f, player.bob );
-
- /* Head */
- float lslip = fabsf(player.slip); //vg_minf( 0.4f, 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 head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
- v3f offset;
- m3x3_mulv( player.to_local, player.bob, offset );
-
- offset[0] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- 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
- * ===========================================
- */
-
- 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.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+fabsf(offset[0])*0.2f,
- 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, 0.04f );
- ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
-
- character_pose_reset( &player.mdl );
-
- float amt_air = ffly*ffly,
- amt_ground = 1.0f-amt_air,
- amt_std = (1.0f-fslide) * amt_ground,
- amt_stand = amt_std * fstand,
- 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_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 );
-
- /* 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 );
-
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
-
- v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
- v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
- v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
- /* 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, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, 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;
- rhead = vg_lerpf( rhead,
- vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
- player.mdl.rhead = rhead;
-}
-
-static void player_update(void)
-{
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
-
- if( freecam )
- {
- player_freecam();
- }
- else
- {
- if( player.is_dead )
- {
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
- }
- else
- {
- if( player.on_board )
- {
- player_do_motion();
- player_animate();
- }
- else
- {
- player_walkgrid();
- }
- }
- }
-
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void draw_player(void)
-{
- /* Draw */
- m4x3_copy( player.to_world, player.mdl.mroot );
-
- if( player.is_dead )
- character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
-
- character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
-}