v3f land_target_log[22];
u32 land_target_colours[22];
int land_log_count;
- m3x3f vr;
+ m3x3f vr,vr_pstep;
m4x3f to_world, to_local;
if( vg_get_button_down( "primary" ) )
v2_copy( vg_mouse, mouse_last );
+
else if( vg_get_button( "primary" ) )
{
v2f delta;
v2_muladds( view_vel, delta, 0.005f, view_vel );
}
+ v2_muladds( view_vel,
+ (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ 0.05f, view_vel );
v2_muls( view_vel, 0.7f, 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)
best_velocity_mod = vmod;
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 );
}
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] ) * -7.0f *substep );
+
+ /* This used to be -7.0 */
+ vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -10.0f *substep );
}
static double start_push = 0.0;
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 );
player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
{
- float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+ float iX = vg_get_axis( "vertical" ) *
+ player.reverse * 3.6f * limiter * ktimestep;
static float siX = 0.0f;
siX = vg_lerpf( siX, iX, 0.3f );
}
samples[WALKGRID_SIZE][WALKGRID_SIZE];
-#if 0
- u32 geo[256];
-#endif
-
boxf region;
float move; /* Current amount of movement we have left to apply */
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}};
-#if 0
- vg_line( region[0],region[1], 0x20ffffff );
-#endif
-
u32 geo[256];
v3f tri[3];
int len = bh_select( &world.geo.bhtris, region, geo, 256 );
{
walk_height = p0[1];
}
-
-#if 0
- draw_cross( p0, 0xffffffff, 0.05f );
-#endif
}
else
{
if( p0[1] > block_height )
block_height = p0[1];
-#if 0
- draw_cross( p0, 0xff0000ff, 0.05f );
-#endif
}
}
}
s->type = k_sample_type_valid;
else
s->type = k_sample_type_air;
-
-#if 0
- if( s->type == k_sample_type_valid )
- {
- vg_line_pt3( s->pos, 0.01f, 0xff00ff00 );
- }
-#endif
-
-#if 0
- int count = 0;
-
- ray_hit hit;
- hit.dist = 10.0f;
- count = bvh_raycast( &world.geo, sample_pos, vdir, &hit );
-
- if( count )
- {
- v3_copy( hit.pos, s->pos );
-
- if( !player_walkgrid_tri_walkable( hit.tri ) )
- {
- draw_cross( pos, 0xff0000ff, 0.05f );
- return 0;
- }
- else
- {
- draw_cross( pos, 0xff00ff00, 0.05f );
- return count;
- }
- }
- else
- return 0;
-#endif
}
float const k_gridscale = 0.5f;
}
}
-static void player_walkgrid_clip( struct grid_sample *sa,
- struct grid_sample *sb,
- enum eclipdir dir )
-{
- int mintype = VG_MIN( sa->type, sb->type ),
- maxtype = VG_MAX( sa->type, sb->type );
-
- if( maxtype == k_sample_type_valid )
- {
- if( mintype == k_sample_type_air || mintype == k_sample_type_invalid )
- {
- player_walkgrid_clip_edge( sa, sb, sa, dir );
- }
-
-#if 0
- else if( mintype == k_sample_type_invalid )
- {
- player_walkgrid_clip_blocker( sa, sb, dir );
- }
-#endif
- }
-}
-
static const struct conf
{
struct confedge
* the intersections with the grid, and any edges that are present
*/
-#if 0
- if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 ||
- wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 )
- {
- /*
- * This condition should never be reached if the grid size is big
- * enough
- */
- wg->move = -1.0f;
- return;
- }
-#endif
-
u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
v3f pa, pb, pc, pd, pl0, pl1;
pd[1] = pa[1];
pd[2] = pa[2];
#if 0
+ /* if you want to draw the current cell */
vg_line( pa, pb, 0xff00ffff );
vg_line( pb, pc, 0xff00ffff );
vg_line( pc, pd, 0xff00ffff );
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 );
}
/*
wg.cell_id[0] = region_cell_pos[0];
wg.cell_id[1] = region_cell_pos[1];
-
-#if 0
- /* 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] = cell[1];
- player_walkgrid_samplepole( s );
- }
- }
-
- /*
- * 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++ )
- {
- 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];
- }
-
- player_walkgrid_clip( sa, sb, i );
-
- if( sa->type == k_sample_type_valid &&
- sb->type == k_sample_type_valid )
- vg_line( sa->pos, sb->pos, 0xffffffff );
-#if 0
- if( sa->valid != sb->valid )
- {
- clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
-
- player_walkgrid_clip( sa->valid? sa->pos: sb->pos,
- clipdir, sa->clip[i] );
- }
- else
- {
- if( sa->valid )
- {
- vg_line( sa->pos, sb->pos, 0xffffffff );
- }
- }
-#endif
- }
- }
- }
-#endif
-
for(int y=0; y<WALKGRID_SIZE; y++ )
{
for(int x=0; x<WALKGRID_SIZE; x++ )
break;
}
-#if 0
- player.co[0] += wg.dir[0];
- player.co[2] += wg.dir[1];
-#endif
-
-
-
/* Draw connections */
struct grid_sample *corners[4];
for( int x=0; x<WALKGRID_SIZE-1; x++ )
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
* ===========================================
if( vg_get_axis("grabl")>0.0f)
reset_player(0,NULL);
+ if( vg_get_button_down( "switchmode" ) )
+ {
+ player.on_board ^= 0x1;
+ }
+
if( freecam )
{
player_freecam();
{
if( player.is_dead )
{
+ /*
+ * Follow camera
+ */
character_ragdoll_iter( &player.mdl );
character_debug_ragdoll( &player.mdl );
+
+ 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] );
}
else
{