/*
- * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
- * -----------------------------------------------------------------------------
- *
- * Player head module
- *
- * -----------------------------------------------------------------------------
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
#ifndef PLAYER_H
#include "bvh.h"
static float
- k_walkspeed = 7.0f, /* no longer used */
- k_runspeed = 14.0f,
+ k_walkspeed = 20.0f, /* no longer used */
+ k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_board_allowance = 0.04f,
- k_friction_lat = 8.8f,
+ //k_friction_lat = 8.8f,
+ k_friction_lat = 12.0f,
k_friction_resistance = 0.01f,
k_max_push_speed = 16.0f,
k_push_accel = 10.0f,
k_steer_air_lerp = 0.3f,
k_pump_force = 0.0f,
k_downforce = 5.0f,
+ k_walk_downforce = 8.0f,
k_jump_charge_speed = (1.0f/1.0f),
k_jump_force = 5.0f,
k_pitch_limit = 1.5f,
k_look_speed = 2.0f,
- k_walk_accel = 5.0f,
+ k_walk_accel = 150.0f,
k_walk_friction = 8.0f;
static int freecam = 0;
static struct gplayer
{
/* Physics */
- rigidbody rb, collide_front, collide_back, rb_gate_frame;
+ rigidbody collide_front, collide_back;
+
+ struct player_phys
+ {
+ rigidbody rb, rb_gate_frame;
+ float iY, siY; /* Yaw inertia */
- /* TODO: eugh */
- m3x3f gate_vr_frame, gate_vr_pstep_frame;
- int on_board_frame, in_air_frame;
+ v3f a, v_last, m, bob, vl;
- v3f a, v_last, m, bob, vl;
+ /* Utility */
+ float vswitch, slip, slip_last,
+ reverse;
- /* Utility */
- float vswitch, slip, slip_last,
- reverse;
+ float grab, jump, pushing, push_time;
+ double start_push;
+ int in_air, on_board, jump_charge, jump_dir;
- float iY; /* Yaw inertia */
- int in_air, is_dead, on_board;
+ m3x3f vr,vr_pstep;
+ }
+ phys,
+ phys_gate_frame;
+
+ m4x3f visual_transform,
+ inv_visual_transform;
+
+ int is_dead, death_tick_allowance;
- v2f board_xy;
- float grab;
- float pitch;
- float pushing, push_time;
- float jump;
- int jump_charge, jump_dir;
-
v3f land_target;
v3f land_target_log[22];
u32 land_target_colours[22];
int land_log_count;
- m3x3f vr,vr_pstep;
v3f handl_target, handr_target,
handl, handr;
fairdir,
fsetup,
walk_timer,
- fonboard;
+ fjump,
+ fonboard,
+ frun;
+
+ float walk;
int step_phase;
/* player model */
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
*anim_grabs, *anim_stop,
- *anim_walk, *anim_run, *anim_idle;
+ *anim_walk, *anim_run, *anim_idle,
+ *anim_jump;
u32 id_hip,
id_ik_hand_l,
}
player =
{
- .on_board = 0,
-
.collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
.collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
};
static float *player_get_pos(void);
static void player_kill(void);
static float *player_cam_pos(void);
+static void player_save_frame(void);
+static void player_restore_frame(void);
/*
* Submodules
* -----------------------------------------------------------------------------
*/
-static void player_register(void) /* 0 */
-{
- player_model_register();
-}
-
static void player_init(void) /* 1 */
{
- player_model_init();
-
+ rb_init( &player.phys.rb );
rb_init( &player.collide_front );
rb_init( &player.collide_back );
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_speed",
+ .data = &k_walkspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "run_speed",
+ .data = &k_runspeed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "walk_accel",
+ .data = &k_walk_accel,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "fc",
+ .data = &freecam,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "fcs",
+ .data = &fc_speed,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 1
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "reset",
+ .function = reset_player
+ });
+
+ /* other systems */
+ vg_loader_highwater( player_model_init, player_model_free, NULL );
}
-static void player_update(void) /* 2 */
+/* Deal with input etc */
+static void player_update_pre(void)
{
- for( int i=0; i<player.land_log_count; i++ )
- vg_line_cross( player.land_target_log[i],
- player.land_target_colours[i], 0.25f);
+ struct player_phys *phys = &player.phys;
- if( vg_get_axis("grabl")>0.0f)
+ if( vg_get_button_down( "reset" ) )
{
- player.rb = player.rb_gate_frame;
- player.on_board = player.on_board_frame;
- player.in_air = player.in_air_frame;
- m3x3_copy( player.gate_vr_frame, player.vr );
- m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
player.is_dead = 0;
- player.in_air = 1;
+ player.death_tick_allowance = 30;
+ player_restore_frame();
-
- if( !player.on_board )
+ if( !phys->on_board )
{
- player.angles[0] = atan2f( -player.rb.forward[2],
- -player.rb.forward[0] );
+ player.angles[0] = atan2f( -phys->rb.forward[2],
+ -phys->rb.forward[0] );
}
- m3x3_identity( player.vr );
-
player.mdl.shoes[0] = 1;
player.mdl.shoes[1] = 1;
if( vg_get_button_down( "switchmode" ) )
{
- player.on_board ^= 0x1;
+ phys->on_board ^= 0x1;
+
+ if( phys->on_board )
+ {
+ v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+ }
}
+}
+
+static void player_update_fixed(void) /* 2 */
+{
+ if( player.death_tick_allowance )
+ player.death_tick_allowance --;
- if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) &&
- !player.is_dead)
+ struct player_phys *phys = &player.phys;
+
+ if( player.is_dead )
{
- player_ragdoll_copy_model( player.rb.v );
- player.is_dead = 1;
+ player_ragdoll_iter();
+ }
+ else
+ {
+ player_do_motion();
}
+ player_audio(); /* FUTURE: can probably move this to post()
+ BUT, it uses deltas from fixed step physics,
+ AND this *might* be what we want for realtime
+ audio, anyway. */
+}
+
+static void player_update_post(void)
+{
+ for( int i=0; i<player.land_log_count; i++ )
+ vg_line_cross( player.land_target_log[i],
+ player.land_target_colours[i], 0.25f);
+
if( player.is_dead )
{
- player_ragdoll_iter();
player_debug_ragdoll();
if( !freecam )
}
else
{
- player_do_motion();
player_animate();
if( !freecam )
player_freecam();
player_camera_update();
- player_audio();
}
-static void draw_player(void) /* 3 */
+static void draw_player( m4x3f cam )
{
if( player.is_dead )
player_model_copy_ragdoll();
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( player.camera[3] );
- shader_viewchar_uPv( vg_pv );
+ shader_viewchar_uCamera( cam[3] );
+ shader_viewchar_uPv( vg.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
player.mdl.sk.bone_count,
static float *player_get_pos(void)
{
- return player.rb.co;
+ return player.phys.rb.co;
}
static void player_kill(void)
{
- player.is_dead = 1;
- player_ragdoll_copy_model( player.rb.v );
+ if( player.death_tick_allowance == 0 )
+ {
+ player.is_dead = 1;
+ player_ragdoll_copy_model( player.phys.rb.v );
+ }
}
static float *player_cam_pos(void)