#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_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;
float vswitch, slip, slip_last,
reverse;
- float grab, jump;
+ float grab, jump, pushing, push_time;
+ double start_push;
int in_air, on_board, jump_charge, jump_dir;
m3x3f vr,vr_pstep;
phys,
phys_gate_frame;
- float pushing, push_time;
- int is_dead;
+ m4x3f visual_transform,
+ inv_visual_transform;
+
+ int is_dead, death_tick_allowance;
v3f land_target;
v3f land_target_log[22];
fsetup,
walk_timer,
fjump,
- fonboard;
+ 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,
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)
{
struct player_phys *phys = &player.phys;
- 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( vg_get_axis("grabl")>0.0f)
+ if( vg_get_button_down( "reset" ) )
{
player.is_dead = 0;
+ player.death_tick_allowance = 30;
player_restore_frame();
if( !phys->on_board )
if( vg_get_button_down( "switchmode" ) )
{
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 --;
+
+ struct player_phys *phys = &player.phys;
-#if 0
- if( (glfwGetKey( vg_window, GLFW_KEY_O ) ))
+ if( player.is_dead )
{
- player_ragdoll_copy_model( phys->rb.v );
- player.is_dead = 1;
+ player_ragdoll_iter();
}
-#endif
+ 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 */
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
shader_viewchar_uCamera( player.camera[3] );
- shader_viewchar_uPv( vg_pv );
+ shader_viewchar_uPv( vg.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
player.mdl.sk.bone_count,
static void player_kill(void)
{
- player.is_dead = 1;
- player_ragdoll_copy_model( player.phys.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)