#ifndef PLAYER_H
#define PLAYER_H
-#include "audio.h"
-#include "common.h"
-#include "world.h"
-#include "character.h"
-#include "bvh.h"
+#include "skaterift.h"
-/*
- * Constants
- */
-
-static float
- k_walkspeed = 2.0f,
- k_board_radius = 0.3f,
- k_board_length = 0.45f,
- k_board_allowance = 0.04f,
- k_friction_lat = 8.8f,
- k_friction_resistance = 0.01f,
- k_max_push_speed = 16.0f,
- k_push_accel = 5.0f,
- k_push_cycle_rate = 8.0f,
- k_steer_ground = 2.5f,
- k_steer_air = 3.6f,
- k_steer_air_lerp = 0.3f,
- k_pump_force = 000.0f,
- k_downforce = 5.0f;
-
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
-
-static struct gplayer
-{
- /* Physics */
- rigidbody rb, collide_front, collide_back, rb_gate_frame;
-
- v3f a, v_last, m, bob, vl;
-
- /* Utility */
- float vswitch, slip, slip_last,
- reverse;
-
- float iY; /* Yaw inertia */
- int in_air, is_dead, on_board;
-
- v2f board_xy;
- float grab;
- float pitch;
-
- v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
- int land_log_count;
- m3x3f vr,vr_pstep;
-
- struct character mdl;
-
- v3f handl_target, handr_target,
- handl, handr;
-
- /* Camera */
- float air_blend;
-
- v3f camera_pos, smooth_localcam;
- v2f angles;
- m4x3f camera, camera_inverse;
-}
-player =
-{
- .on_board = 1,
-
- .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
- .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+enum player_subsystem{
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2,
+ k_player_subsystem_drive = 3
};
-/*
- * Player API
- */
-
-
-/*
- * Free camera movement
- */
-
-static void player_mouseview(void)
-{
- if( gui_want_mouse() )
- return;
-
- static v2f mouse_last,
- view_vel = { 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, 0.001f, view_vel );
- }
-
- v2_muladds( view_vel,
- (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- 0.05f, view_vel );
- v2_muls( view_vel, 0.93f, view_vel );
- v2_add( view_vel, player.angles, player.angles );
- player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-static void player_freecam(void)
-{
- player_mouseview();
-
- float movespeed = fc_speed;
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m3x3_mulv( player.camera, lookdir, lookdir );
- m3x3_mulv( player.camera, sidedir, sidedir );
-
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.7f, move_vel );
- v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-/*
- * Player Physics Implementation
- */
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-/*
- * TODO: The angle bias should become greater when launching from a steeper
- * angle and skewed towords more 'downwards' angles when launching from
- * shallower trajectories
- *
- * it should also be tweaked by the controller left stick being pushed
- * up or down
- */
-static void player_start_air(void)
-{
- if( player.in_air )
- return;
-
- player.in_air = 1;
-
- float pstep = ktimestep*10.0f;
- float best_velocity_delta = -9999.9f;
- float k_bias = 0.96f;
-
- v3f axis;
- v3_cross( player.rb.up, player.rb.v, axis );
- v3_normalize( axis );
- player.land_log_count = 0;
-
- m3x3_identity( player.vr );
-
- for( int m=-3;m<=12; m++ )
- {
- float vmod = ((float)m / 15.0f)*0.09f;
-
- v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_muls( player.rb.v, k_bias, pv );
-
- /*
- * Try different 'rotations' of the velocity to find the best possible
- * landing normal. This conserves magnitude at the expense of slightly
- * unrealistic results
- */
-
- m3x3f vr;
- v4f vr_q;
-
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- if( ray_world( pco1, vdir, &contact ))
- {
- float land_delta = v3_dot( pv, contact.normal );
- u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+struct player_cam_controller {
+ enum camera_mode{
+ k_cam_firstperson = 1,
+ k_cam_thirdperson = 0
+ }
+ camera_mode;
+ f32 camera_type_blend;
+
+ v3f fpv_offset, /* expressed relative to rigidbody */
+ tpv_offset,
+ tpv_offset_extra,
+ fpv_viewpoint, /* expressed relative to neck bone inverse final*/
+ fpv_offset_smooth,
+ fpv_viewpoint_smooth,
+ tpv_offset_smooth,
+ tpv_lpf,
+ cam_velocity_smooth;
+};
- /* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
- {
- land_delta *= 0.1f;
- scolour |= 0x0000a000;
- }
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.h"
+#include "player_replay.h"
- if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
- {
- best_velocity_delta = land_delta;
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
- v3_copy( contact.pos, player.land_target );
-
- m3x3_copy( vr, player.vr_pstep );
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema = 0.0f;
+static i32 k_invert_y = 0;
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
+struct player_instance{
+ /* transform definition */
+ rigidbody rb;
+ v3f angles;
- player.land_log_count ++;
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
- break;
- }
- }
- }
-}
-
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
- v3f p0, p1;
- v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
- v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
- v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
- vg_line( p0, p1, colour );
- v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
- v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
- vg_line( p0, p1, colour );
-}
-
-static void player_physics_control(void)
-{
/*
- * Computing localized friction forces for controlling the character
- * Friction across X is significantly more than Z
- */
-
- v3f vel;
- m3x3_mulv( player.rb.to_local, player.rb.v, vel );
- float slip = 0.0f;
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
- player.slip = slip;
- player.reverse = -vg_signf(vel[2]);
-
- float substep = ktimestep * 0.2f;
- float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
- for( int i=0; i<5; i++ )
- {
- vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
- vel[0] = stable_force( vel[0],
- vg_signf( vel[0] ) * -k_friction_lat*substep );
- }
-
- static double start_push = 0.0;
- if( vg_get_button_down( "push" ) )
- start_push = vg_time;
-
- if( !vg_get_button("break") && vg_get_button( "push" ) )
- {
- float cycle_time = (vg_time-start_push)*k_push_cycle_rate,
- amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_max_push_speed );
- new_vel -= vg_minf(current, k_max_push_speed);
- vel[2] -= new_vel * player.reverse;
- }
-
- /* Pumping */
- static float previous = 0.0f;
- float delta = previous - player.grab,
- pump = delta * k_pump_force*ktimestep;
- previous = player.grab;
-
- v3f p1;
- v3_muladds( player.rb.co, player.rb.up, pump, p1 );
- vg_line( player.rb.co, p1, 0xff0000ff );
-
- vel[1] += pump;
-
-
- m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-
- v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
- ktimestep*5.0f, player.board_xy);
-}
-
-static void player_physics_control_air(void)
-{
- m3x3_mulv( player.vr, player.rb.v, player.rb.v );
- draw_cross( player.land_target, 0xff0000ff, 0.25f );
-
- ray_hit hit;
-
- /*
- * Prediction
+ * Camera management
+ * ---------------------------
*/
- float pstep = ktimestep*10.0f;
-
- v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_copy( player.rb.v, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
+ camera cam;
+ struct player_cam_controller cam_control;
+ f32 cam_trackshake;
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( player.vr_pstep, pv, pv );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth;
- //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- ray_hit contact;
- v3f vdir;
+ v3f cam_land_punch, cam_land_punch_v;
+ ent_gate *gate_waiting;
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ))
- {
- float angle = v3_dot( player.rb.up, contact.normal );
- v3f axis;
- v3_cross( player.rb.up, contact.normal, axis );
+ int immobile;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
- if( angle < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rb.q, player.rb.q );
- }
-
- draw_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
- {
- float iX = vg_get_axis( "vertical" ) *
- player.reverse * k_steer_air * limiter * ktimestep;
-
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-
- v4f rotate;
- q_axis_angle( rotate, player.rb.right, siX );
- q_mul( rotate, player.rb.q, player.rb.q );
- }
-
- v2f target = {0.0f,0.0f};
- v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- player.grab, target );
- v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
-
-static void player_init(void)
-{
- rb_init( &player.collide_front );
- rb_init( &player.collide_back );
-}
-
-static void player_physics(void)
-{
/*
- * Update collision fronts
+ * Animation
+ * --------------------------------------------------
*/
-
- 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[24];
- int len = 0;
-
- len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
- len += rb_sphere_vs_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 );
-
- 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();
- }
- else
- {
- player_physics_control_air();
- }
-}
-
-static void player_do_motion(void)
-{
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- player_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 );
- }
+ struct player_avatar *playeravatar;
+ struct player_ragdoll ragdoll;
+ struct player_model fallback_model;
- /* Faux angular velocity */
- v4f rotate;
+ u16 board_view_slot, playermodel_view_slot;
- static float siY = 0.0f;
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
+ player_pose pose;
+ player_pose holdout_pose;
+ float holdout_time;
- 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
+ /*
+ * Subsystems
+ * -------------------------------------------------
*/
- 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 );
+ enum player_subsystem subsystem; /* .. prev */
- 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;
- break;
- }
- }
-
- rb_update_transform( &player.rb );
+ struct player_skate _skate;
+ struct player_walk _walk;
+ struct player_dead _dead;
+ struct player_drive _drive;
}
+static localplayer;
/*
- * Walkgrid implementation,
- * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
+ * Gameloop tables
+ * ---------------------------------------------------------
*/
-#define WALKGRID_SIZE 16
-struct walkgrid
-{
- struct grid_sample
- {
- enum sample_type
- {
- k_sample_type_air, /* Nothing was hit. */
- k_sample_type_invalid, /* The point is invalid, but there is a sample
- underneath that can be used */
- k_sample_type_valid, /* This point is good */
- }
- type;
-
- v3f clip[2];
- v3f pos;
-
- enum traverse_state
- {
- k_traverse_none = 0x00,
- k_traverse_h = 0x01,
- k_traverse_v = 0x02
- }
- state;
- }
- samples[WALKGRID_SIZE][WALKGRID_SIZE];
-
- boxf region;
-
- float move; /* Current amount of movement we have left to apply */
- v2f dir; /* The movement delta */
- v2i cell_id;/* Current cell */
- v2f pos; /* Local position (in cell) */
- float h;
+VG_STATIC
+void (*_player_system_register[])(void) = {
+ player__walk_register,
+ player__skate_register,
+ NULL,
+ NULL
};
-static int player_walkgrid_tri_walkable( u32 tri[3] )
-{
- return tri[0] > world.sm_geo_std_oob.vertex_count;
-}
-
-/*
- * Get a sample at this pole location, will return 1 if the sample is valid,
- * and pos will be updated to be the intersection location.
- */
-static void player_walkgrid_samplepole( struct grid_sample *s )
-{
- boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
- { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
-
- u32 geo[256];
- v3f tri[3];
- int len = bh_select( &world.geo.bhtris, region, geo, 256 );
-
- const float k_minworld_y = -2000.0f;
-
- float walk_height = k_minworld_y,
- block_height = k_minworld_y;
-
- s->type = k_sample_type_air;
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- v3f vdown = {0.0f,-1.0f,0.0f};
- v3f sample_from;
- v3_copy( s->pos, sample_from );
- sample_from[1] = region[1][1];
-
- float dist;
- if( ray_tri( tri, sample_from, vdown, &dist ))
- {
- v3f p0;
- v3_muladds( sample_from, vdown, dist, p0 );
-
- if( player_walkgrid_tri_walkable(ptri) )
- {
- if( p0[1] > walk_height )
- {
- walk_height = p0[1];
- }
- }
- else
- {
- if( p0[1] > block_height )
- block_height = p0[1];
- }
- }
- }
-
- s->pos[1] = walk_height;
-
- if( walk_height > k_minworld_y )
- if( block_height > walk_height )
- s->type = k_sample_type_invalid;
- else
- s->type = k_sample_type_valid;
- else
- s->type = k_sample_type_air;
-}
-
-float const k_gridscale = 0.5f;
-
-enum eclipdir
-{
- k_eclipdir_h = 0,
- k_eclipdir_v = 1
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) = {
+ player__walk_bind,
+ player__skate_bind,
+ NULL,
+ player__drive_bind
};
-static void player_walkgrid_clip_blocker( struct grid_sample *sa,
- struct grid_sample *sb,
- struct grid_sample *st,
- enum eclipdir dir )
-{
- v3f clipdir, pos;
- int valid_a = sa->type == k_sample_type_valid,
- valid_b = sb->type == k_sample_type_valid;
- struct grid_sample *target = valid_a? sa: sb,
- *other = valid_a? sb: sa;
- v3_copy( target->pos, pos );
- v3_sub( other->pos, target->pos, clipdir );
-
- boxf cell_region;
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]);
-
- u32 geo[256];
- v3f tri[3];
- int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-
- float start_time = v3_length( clipdir ),
- min_time = start_time;
- v3_normalize( clipdir );
- v3_muls( clipdir, 0.0001f, st->clip[dir] );
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- if( player_walkgrid_tri_walkable(ptri) )
- continue;
-
- float dist;
- if(ray_tri( tri, pos, clipdir, &dist ))
- {
- if( dist > 0.0f && dist < min_time )
- {
- min_time = dist;
- sb->type = k_sample_type_air;
- }
- }
- }
-
- if( !(min_time < start_time) )
- min_time = 0.5f * k_gridscale;
-
- min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
-
- v3_muls( clipdir, min_time, st->clip[dir] );
-
- v3f p0;
- v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
-}
-
-static void player_walkgrid_clip_edge( struct grid_sample *sa,
- struct grid_sample *sb,
- struct grid_sample *st, /* data store */
- enum eclipdir dir )
-{
- v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
- int valid_a = sa->type == k_sample_type_valid,
- valid_b = sb->type == k_sample_type_valid;
-
- struct grid_sample *target = valid_a? sa: sb,
- *other = valid_a? sb: sa;
-
- v3_sub( other->pos, target->pos, clipdir );
- clipdir[1] = 0.0f;
-
- v3_copy( target->pos, pos );
-
- boxf cell_region;
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]);
-
- u32 geo[256];
- int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-
- float max_dist = 0.0f;
- v3f tri[3];
- v3f perp;
- v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
- v3_muls( clipdir, 0.001f, st->clip[dir] );
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- if( !player_walkgrid_tri_walkable(ptri) )
- continue;
-
- for( int k=0; k<3; k++ )
- {
- int ia = k,
- ib = (k+1)%3;
-
- v3f v0, v1;
- v3_sub( tri[ia], pos, v0 );
- v3_sub( tri[ib], pos, v1 );
-
- if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
- (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
- {
- float da = v3_dot(v0,perp),
- db = v3_dot(v1,perp),
- d = da-db,
- qa = da/d;
-
- v3f p0;
- v3_muls( v1, qa, p0 );
- v3_muladds( p0, v0, 1.0f-qa, p0 );
-
- float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
-
- if( h >= max_dist && h <= 1.0f )
- {
- max_dist = h;
- float l = 1.0f/v3_length(clipdir);
- v3_muls( p0, l, st->clip[dir] );
- }
- }
- }
- }
-}
-
-static const struct conf
-{
- struct confedge
- {
- /* i: sample index
- * d: data index
- * a: axis index
- * o: the 'other' point to do a A/B test with
- * if its -1, all AB is done.
- */
- int i0, i1,
- d0, d1,
- a0, a1,
- o0, o1;
- }
- edges[2];
- int edge_count;
-}
-k_walkgrid_configs[16] = {
- {{},0},
- {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
- {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
- {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
-
- {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
- {{{ 3,3, 3,0, 1,0, -1,-1 },
- { 1,1, 0,1, 1,0, -1,-1 }}, 2},
- {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
- {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
-
- {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
- {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
- {{{ 2,2, 1,3, 0,1, -1,-1 },
- { 0,0, 0,0, 0,1, -1,-1 }}, 2},
- {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
-
- {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
- {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
- {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
- {{},0},
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = {
+ player__walk_reset,
+ player__skate_reset,
+ NULL,
+ player__drive_reset
};
-/*
- * Get a buffer of edges from cell location
- */
-static const struct conf *player_walkgrid_conf( struct walkgrid *wg,
- v2i cell,
- struct grid_sample *corners[4] )
-{
- corners[0] = &wg->samples[cell[1] ][cell[0] ];
- corners[1] = &wg->samples[cell[1]+1][cell[0] ];
- corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
- corners[3] = &wg->samples[cell[1] ][cell[0]+1];
-
- u32 vd0 = corners[0]->type == k_sample_type_valid,
- vd1 = corners[1]->type == k_sample_type_valid,
- vd2 = corners[2]->type == k_sample_type_valid,
- vd3 = corners[3]->type == k_sample_type_valid,
- config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
-
- return &k_walkgrid_configs[ config ];
-}
-
-static void player_walkgrid_floor(v3f pos)
-{
- v3_muls( pos, 1.0f/k_gridscale, pos );
- v3_floor( pos, pos );
- v3_muls( pos, k_gridscale, pos );
-}
-
-/*
- * Computes the barycentric coordinate of location on a triangle (vertical),
- * then sets the Y position to the interpolation of the three points
- */
-static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
-{
- v3f v0,v1,v2;
- v3_sub( b, a, v0 );
- v3_sub( c, a, v1 );
- v3_sub( pos, a, v2 );
-
- float d = v0[0]*v1[2] - v1[0]*v0[2],
- v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
- w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
- u = 1.0f - v - w;
-
- vg_line( pos, a, 0xffff0000 );
- vg_line( pos, b, 0xff00ff00 );
- vg_line( pos, c, 0xff0000ff );
- pos[1] = u*a[1] + v*b[1] + w*c[1];
-}
-
-/*
- * Get the minimum time value of pos+dir until a cell edge
- *
- * t[0] -> t[3] are the individual time values
- * t[5] & t[6] are the maximum axis values
- * t[6] is the minimum value
- *
- */
-static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
-{
- v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
-
- t[0] = 999.9f;
- t[1] = 999.9f;
- t[2] = 999.9f;
- t[3] = 999.9f;
-
- if( fabsf(dir[0]) > 0.0001f )
- {
- t[0] = (0.0f-pos[0]) * frac[0];
- t[1] = (1.0f-pos[0]) * frac[0];
- }
- if( fabsf(dir[1]) > 0.0001f )
- {
- t[2] = (0.0f-pos[1]) * frac[1];
- t[3] = (1.0f-pos[1]) * frac[1];
- }
-
- t[4] = vg_maxf(t[0],t[1]);
- t[5] = vg_maxf(t[2],t[3]);
- t[6] = vg_minf(t[4],t[5]);
-}
-
-static void player_walkgrid_iter(struct walkgrid *wg, int iter)
-{
-
- /*
- * For each walkgrid iteration we are stepping through cells and determining
- * the intersections with the grid, and any edges that are present
- */
-
- u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
-
- v3f pa, pb, pc, pd, pl0, pl1;
- pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
- pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
- pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
-#if 0
- pb[0] = pa[0];
- pb[1] = pa[1];
- pb[2] = pa[2] + k_gridscale;
- pc[0] = pa[0] + k_gridscale;
- pc[1] = pa[1];
- pc[2] = pa[2] + k_gridscale;
- pd[0] = pa[0] + k_gridscale;
- pd[1] = pa[1];
- pd[2] = pa[2];
- /* if you want to draw the current cell */
- vg_line( pa, pb, 0xff00ffff );
- vg_line( pb, pc, 0xff00ffff );
- vg_line( pc, pd, 0xff00ffff );
- vg_line( pd, pa, 0xff00ffff );
-#endif
- pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
- pl0[1] = pa[1];
- pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
-
- /*
- * If there are edges present, we need to create a 'substep' event, where
- * we find the intersection point, find the fully resolved position,
- * then the new pos dir is the intersection->resolution
- *
- * the resolution is applied in non-discretized space in order to create a
- * suitable vector for finding outflow, we want it to leave the cell so it
- * can be used by the quad
- */
-
- v2f pos, dir;
- v2_copy( wg->pos, pos );
- v2_muls( wg->dir, wg->move, dir );
-
- struct grid_sample *corners[4];
- v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- float t[7];
- player_walkgrid_min_cell( t, pos, dir );
-
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v2f e0, e1, n, r, target, res, tangent;
- e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
- e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
- e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
- e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
-
- v3f pe0 = { pa[0] + e0[0]*k_gridscale,
- pa[1],
- pa[2] + e0[1]*k_gridscale };
- v3f pe1 = { pa[0] + e1[0]*k_gridscale,
- pa[1],
- pa[2] + e1[1]*k_gridscale };
-
- v2_sub( e1, e0, tangent );
- n[0] = -tangent[1];
- n[1] = tangent[0];
- v2_normalize( n );
-
- /*
- * If we find ourselfs already penetrating the edge, move back out a
- * little
- */
- v2_sub( e0, pos, r );
- float p1 = v2_dot(r,n);
-
- if( -p1 < 0.0001f )
- {
- v2_muladds( pos, n, p1+0.0001f, pos );
- v2_copy( pos, wg->pos );
- v3f p_new = { pa[0] + pos[0]*k_gridscale,
- pa[1],
- pa[2] + pos[1]*k_gridscale };
- v3_copy( p_new, pl0 );
- }
-
- v2_add( pos, dir, target );
-
- v2f v1, v2, v3;
- v2_sub( e0, pos, v1 );
- v2_sub( target, pos, v2 );
-
- v2_copy( n, v3 );
-
- v2_sub( e0, target, r );
- float p = v2_dot(r,n),
- t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
-
- if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
- {
- v2_muladds( target, n, p+0.0001f, res );
-
- v2f intersect;
- v2_muladds( pos, dir, t1, intersect );
- v2_copy( intersect, pos );
- v2_sub( res, intersect, dir );
-
- v3f p_res = { pa[0] + res[0]*k_gridscale,
- pa[1],
- pa[2] + res[1]*k_gridscale };
- v3f p_int = { pa[0] + intersect[0]*k_gridscale,
- pa[1],
- pa[2] + intersect[1]*k_gridscale };
-
- vg_line( pl0, p_int, icolours[iter%3] );
- v3_copy( p_int, pl0 );
- v2_copy( pos, wg->pos );
-
- player_walkgrid_min_cell( t, pos, dir );
- }
- }
-
- /*
- * Compute intersection with grid cell moving outwards
- */
- t[6] = vg_minf( t[6], 1.0f );
-
- pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
- pl1[1] = pl0[1];
- pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
- vg_line( pl0, pl1, icolours[iter%3] );
-
- if( t[6] < 1.0f )
- {
- /*
- * To figure out what t value created the clip so we know which edge
- * to wrap around
- */
-
- if( t[4] < t[5] )
- {
- wg->pos[1] = pos[1] + dir[1]*t[6];
-
- if( t[0] > t[1] ) /* left edge */
- {
- wg->pos[0] = 0.9999f;
- wg->cell_id[0] --;
-
- if( wg->cell_id[0] == 0 )
- wg->move = -1.0f;
- }
- else /* Right edge */
- {
- wg->pos[0] = 0.0001f;
- wg->cell_id[0] ++;
-
- if( wg->cell_id[0] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
- else
- {
- wg->pos[0] = pos[0] + dir[0]*t[6];
-
- if( t[2] > t[3] ) /* bottom edge */
- {
- wg->pos[1] = 0.9999f;
- wg->cell_id[1] --;
-
- if( wg->cell_id[1] == 0 )
- wg->move = -1.0f;
- }
- else /* top edge */
- {
- wg->pos[1] = 0.0001f;
- wg->cell_id[1] ++;
-
- if( wg->cell_id[1] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
-
- wg->move -= t[6];
- }
- else
- {
- v2_muladds( wg->pos, dir, wg->move, wg->pos );
- wg->move = 0.0f;
- }
-}
-
-static void player_walkgrid_stand_cell(struct walkgrid *wg)
-{
- /*
- * NOTE: as opposed to the other function which is done in discretized space
- * this use a combination of both.
- */
-
- v3f world;
- world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[1] = player.rb.co[1];
- world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
-
- struct grid_sample *corners[4];
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- if( conf != k_walkgrid_configs )
- {
- if( conf->edge_count == 0 )
- {
- v3f v0;
-
- /* Split the basic quad along the shortest diagonal */
- if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) <
- fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
- {
- vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] > wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[2]->pos, world );
- else
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- else
- {
- vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] < 1.0f-wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[1]->pos, world );
- else
- player_walkgrid_stand_tri( corners[3]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- }
- else
- {
- 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 );
-
- /*
- * Find penetration distance between player position and the edge
- */
-
- v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
- rel = { world[0]-p0[0], world[2]-p0[2] };
-
- if( edge->o0 == -1 )
- {
- /* No subregions (default case), just use triangle created by
- * i0, e0, e1 */
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- p1, world );
- }
- else
- {
- /*
- * Test if we are in the first region, which is
- * edge.i0, edge.e0, edge.o0,
- */
- v3f v0, ref;
- v3_sub( p0, corners[edge->o0]->pos, ref );
- v3_sub( world, corners[edge->o0]->pos, v0 );
-
- vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
- vg_line( corners[edge->o0]->pos, world, 0xff000000 );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- corners[edge->o0]->pos, world );
- }
- else
- {
- if( edge->o1 == -1 )
- {
- /*
- * No other edges mean we just need to use the opposite
- *
- * e0, e1, o0 (in our case, also i1)
- */
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o0]->pos, world );
- }
- else
- {
- /*
- * Note: this v0 calculation can be ommited with the
- * current tileset.
- *
- * the last two triangles we have are:
- * e0, e1, o1
- * and
- * e1, i1, o1
- */
- v3_sub( p1, corners[edge->o1]->pos, ref );
- v3_sub( world, corners[edge->o1]->pos, v0 );
- vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o1]->pos,
- world );
- }
- else
- {
- player_walkgrid_stand_tri( p1,
- corners[edge->i1]->pos,
- corners[edge->o1]->pos,
- world );
- }
- }
- }
- }
- }
- }
- }
-
- v3_copy( world, player.rb.co );
-}
-
-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 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 );
-
- /*
- * Player rotation
- */
-#if 0
- float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} );
- v3f axis;
- v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis );
-
- v4f correction;
- if( angle < 0.99f && 0 )
- {
- m3x3_mulv( player.rb.to_local, axis, axis );
- q_axis_angle( correction, axis, acosf(angle) );
- }
- else
- {
- q_identity( correction );
- }
-
- /*
- * Animation blending
- * ===========================================
- */
-#endif
-
- 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, (v4f){0.0f,0.0f,0.0f,1.0f},
- &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)
-{
- return player.camera_pos;
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
- struct respawn_point *rp = NULL, *r;
-
- if( argc == 1 )
- {
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- if( !strcmp( r->name, argv[0] ) )
- {
- rp = r;
- break;
- }
- }
-
- if( !rp )
- vg_warn( "No spawn named '%s'\n", argv[0] );
- }
-
- if( !rp )
- {
- float min_dist = INFINITY;
-
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- float d = v3_dist2( r->co, player.rb.co );
-
- vg_info( "Dist %s : %f\n", r->name, d );
- if( d < min_dist )
- {
- min_dist = d;
- rp = r;
- }
- }
- }
-
- if( !rp )
- {
- vg_error( "No spawn found\n" );
- if( !world.spawn_count )
- return 0;
-
- rp = &world.spawns[0];
- }
-
- v4_copy( rp->q, player.rb.q );
- v3_copy( rp->co, player.rb.co );
-
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
-
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
-
- rb_update_transform( &player.rb );
- m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
-
- player.rb_gate_frame = player.rb;
- return 1;
-}
-
-static void player_update(void)
-{
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i],
- player.land_target_colours[i], 0.25f);
-
- if( vg_get_axis("grabl")>0.0f)
- {
- player.rb = player.rb_gate_frame;
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
-
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
-
- world_routes_notify_reset();
- }
-
- if( vg_get_button_down( "switchmode" ) )
- {
- player.on_board ^= 0x1;
- }
-
- if( player.is_dead )
- {
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
-
- if( !freecam )
- player_animate_death_cam();
- }
- else
- {
- if( player.on_board )
- {
- player_do_motion();
- player_animate();
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = {
+ player__walk_pre_update,
+ player__skate_pre_update,
+ NULL,
+ player__drive_pre_update
+};
- if( !freecam )
- player_animate_camera();
- }
- else
- {
- player_walkgrid();
- }
- }
+VG_STATIC
+void( *_player_update[])( player_instance *player ) = {
+ player__walk_update,
+ player__skate_update,
+ player__dead_update,
+ player__drive_update
+};
- if( freecam )
- player_freecam();
+VG_STATIC
+void( *_player_post_update[])( player_instance *player ) = {
+ player__walk_post_update,
+ player__skate_post_update,
+ player__dead_post_update,
+ player__drive_post_update
+};
- player_camera_update();
- player_audio();
-}
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) = {
+ player__walk_im_gui,
+ player__skate_im_gui,
+ NULL,
+ player__drive_im_gui
+};
-static void draw_player(void)
-{
- /* Draw */
- m4x3_copy( player.rb.to_world, player.mdl.mroot );
+VG_STATIC
+void( *_player_animate[])( player_instance *player ) = {
+ player__walk_animate,
+ player__skate_animate,
+ player__dead_animate,
+ player__drive_animate
+};
- if( player.is_dead )
- character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
+VG_STATIC
+void( *_player_pose[] )( player_instance *player, player_pose *pose ) = {
+ player__walk_pose,
+ player__skate_pose,
+ player__dead_pose,
+ player__drive_pose,
+};
- float opacity = 1.0f-player.air_blend;
- if( player.is_dead )
- opacity = 0.0f;
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) = {
+ player__walk_post_animate,
+ player__skate_post_animate,
+ player__dead_post_animate,
+ player__drive_post_animate
+};
- character_draw( &player.mdl, opacity, player.camera );
-}
+PLAYER_API void player__debugtext( int size, const char *fmt, ... );
+PLAYER_API void player__create( player_instance *inst );
+PLAYER_API void player__use_avatar( player_instance *player,
+ struct player_avatar *av );
+PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
+PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
+PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
+
+PLAYER_API void player__bind( player_instance *player );
+PLAYER_API void player__pre_update( player_instance *player );
+PLAYER_API void player__update( player_instance *player );
+PLAYER_API void player__post_update( player_instance *player );
+
+PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
+PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__setpos( player_instance *player, v3f pos );
+PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
+PLAYER_API void player__kill( player_instance *player );
+PLAYER_API void player__begin_holdout( player_instance *player );
+
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
#endif /* PLAYER_H */