#include "camera.h"
#include "player_model.h"
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
+{
+ ent_spawn *rp = NULL, *r;
+ world_instance *world = localplayer.viewable_world;
+
+ if( argc == 1 ){
+ rp = world_find_spawn_by_name( world, argv[0] );
+ }
+ else if( argc == 0 ){
+ rp = world_find_closest_spawn( world, localplayer.rb.co );
+ }
+
+ if( !rp )
+ return 0;
+
+ player__spawn( &localplayer, rp );
+ return 1;
+}
+
+VG_STATIC void player_init(void)
+{
+ for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
+ if( _player_system_register[i] )
+ _player_system_register[i]();
+ }
+
+ vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
+}
+
PLAYER_API
void player__debugtext( int size, const char *fmt, ... )
{
}
PLAYER_API
-void player__use_mesh( player_instance *player, glmesh *mesh )
+void player__use_model( player_instance *player, struct player_model *mdl )
{
- player->playermesh = mesh;
+ player->playermodel = mdl;
}
PLAYER_API
-void player__use_texture( player_instance *player, vg_tex2d *tex )
+void player__use_board( player_instance *player, struct player_board *mdl )
{
- player->playertex = tex;
+ player->playerboard = mdl;
}
PLAYER_API
void player__bind( player_instance *player )
{
- player__skate_bind( player );
- player__walk_bind( player );
+ for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
+ if( _player_bind[i] )
+ _player_bind[i]( player );
+ }
}
/*
}
else{
if( player->subsystem == k_player_subsystem_dead ){
- __respawn( 0, NULL );
+ localplayer_cmd_respawn( 0, NULL );
}
else{
/* cant do that */
_player_post_update[ player->subsystem ]( player );
if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
- player->rewind_accum += vg.frame_delta;
+ player->rewind_accum += vg.time_frame_delta;
if( player->rewind_accum > 0.25f ){
player->rewind_accum -= 0.25f;
}
}
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
- /* FIXME: Applies to main_camera directly! */
-
- /* Pre-emptively edit the camera matrices so that the motion vectors
- * are correct */
- m4x3f transport_i;
- m4x4f transport_4;
- m4x3_invert_affine( transport, transport_i );
- m4x3_expand( transport_i, transport_4 );
- m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
- m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
-
- /* we want the regular transform here no the inversion */
- m4x3_expand( transport, transport_4 );
- m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
- m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
-}
-
-__attribute__ ((deprecated))
-VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
-{
- v3_copy( angles, d );
- return;
-
- v3f fwd_dir = { cosf(angles[0]),
- 0.0f,
- sinf(angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
- v3_copy( angles, d );
- d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-}
-
/*
* Applies gate transport to a player_interface
*/
m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
player_save_rewind_frame( player );
- if( gate->type == k_gate_type_nonlocal )
+ if( gate->type == k_gate_type_nonlocel )
world_global.active_world = gate->target;
world_global.in_volume = 0;
audio_unlock();
}
-VG_STATIC void player__pre_render( player_instance *player )
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
{
- if( _player_animate[ player->subsystem ] ){
- player_animation res;
- _player_animate[ player->subsystem ]( player, &res );
-
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
-
- struct skeleton *sk = &player->playeravatar->sk;
-
- if( player->holdout_time > 0.0f ){
- skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
- player->holdout_time, res.pose );
- player->holdout_time -= vg.frame_delta * 2.0f;
- }
-
- skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
-
- skeleton_debug( sk );
- }
-
- if( _player_post_animate[ player->subsystem ] )
- _player_post_animate[ player->subsystem ]( player );
-
- struct player_avatar *av = player->playeravatar;
- v3f vp0 = {0.0f,0.1f, 0.55f},
- vp1 = {0.0f,0.1f,-0.55f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
-
- if( player->rewinding ){
- if( player->rewind_time <= 0.0f ){
- double taken = vg.time - player->rewind_start;
- vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
- taken, player->rewind_predicted_time,
- player->rewind_total_length );
-
- player->rewinding = 0;
- player->rewind_length = 1;
- player->rewind_total_length = 0.0f;
- player->rewind_accum = 0.0f;
- world_global.sky_target_rate = 1.0;
- world_global.time = world_global.last_use;
- }
- else{
- world_global.sky_target_rate = -100.0;
-
- float budget = vg.time_delta,
- overall_length = player->rewind_length;
-
- for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
- /* Interpolate frames */
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
- subl = vg_fractf( player->rewind_time ) + 0.001f,
-
- sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
- speed = sramp*28.0f + 0.5f*player->rewind_time,
- mod = speed * (budget / dist),
-
- advl = vg_minf( mod, subl ),
- advt = (advl / mod) * budget;
-
- player->dist_accum += speed * advt;
- player->rewind_time -= advl;
- budget -= advt;
- }
-
- player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
-
- float current_time = vg.time - player->rewind_start,
- remaining = player->rewind_predicted_time - current_time;
-
- if( player->rewind_sound_wait ){
- if( player->rewind_predicted_time >= 6.5f ){
- if( remaining <= 6.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- else if( player->rewind_predicted_time >= 2.5f ){
- if( remaining <= 2.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- else if( player->rewind_predicted_time >= 1.5f ){
- if( remaining <= 1.5f ){
- audio_lock();
- audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
- audio_unlock();
- player->rewind_sound_wait = 0;
- }
- }
- }
-
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float sub = vg_fractf(player->rewind_time);
-
- v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
- player->cam_override_angles[0] =
- vg_alerpf( fr->ang[0], fr1->ang[0], sub );
- player->cam_override_angles[1] =
- vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+ /* FIXME: Applies to main_camera directly! */
- float blend = player->rewind_time * 0.25f;
- player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
- }
- }
- else player->cam_override_strength = 0.0f;
+ /* Pre-emptively edit the camera matrices so that the motion vectors
+ * are correct */
+ m4x3f transport_i;
+ m4x4f transport_4;
+ m4x3_invert_affine( transport, transport_i );
+ m4x3_expand( transport_i, transport_4 );
+ m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+ m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
- player__cam_iterate( player );
+ /* we want the regular transform here no the inversion */
+ m4x3_expand( transport, transport_4 );
+ m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
+ m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
+__attribute__ ((deprecated))
+VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
{
- shader_model_character_view_use();
- vg_tex2d_bind( player->playertex, 0 );
- shader_model_character_view_uTexMain( 0 );
- shader_model_character_view_uCamera( cam->transform[3] );
- shader_model_character_view_uPv( cam->mtx.pv );
-
- world_instance *world = get_active_world();
- world_link_lighting_ub( world, _shader_model_character_view.id );
- world_bind_position_texture( world, _shader_model_character_view.id,
- _uniform_model_character_view_g_world_depth, 2 );
- world_bind_light_array( world, _shader_model_character_view.id,
- _uniform_model_character_view_uLightsArray, 3 );
- world_bind_light_index( world, _shader_model_character_view.id,
- _uniform_model_character_view_uLightsIndex, 4 );
-
- glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
- player->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
+ v3_copy( angles, d );
+ return;
+
+ v3f fwd_dir = { cosf(angles[0]),
+ 0.0f,
+ sinf(angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ v3_copy( angles, d );
+ d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
}
PLAYER_API void player__im_gui( player_instance *player )
m3x3_identity( player->invbasis );
player->subsystem = k_player_subsystem_walk;
- player->viewable_world = get_active_world();
player->gate_waiting = NULL;
if( _player_reset[ player->subsystem ] )