#ifndef PLAYER_H
#define PLAYER_H
+#include "audio.h"
#include "common.h"
-#include "character.h"
+#include "world.h"
+//#include "character.h"
+#include "player_model.h"
+#include "bvh.h"
+
+/*
+ * Constants
+ */
+
+static float
+ k_walkspeed = 7.0f, /* no longer used */
+ k_runspeed = 14.0f,
+ 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 = 10.0f,
+ 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 = 0.0f,
+ k_downforce = 5.0f,
+ 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_friction = 8.0f;
static int freecam = 0;
-static float k_walkspeed = 2.0f;
+static int walk_grid_iterations = 1;
+static float fc_speed = 10.0f;
static struct gplayer
{
/* Physics */
- v3f co, v, a, v_last, m, bob;
- v4f rot;
+ rigidbody rb, collide_front, collide_back, rb_gate_frame;
+
+ /* TODO: eugh */
+ m3x3f gate_vr_frame, gate_vr_pstep_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;
- /* Input */
- v2f joy_l;
-
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;
-
- m4x3f to_world, to_local;
+ m3x3f vr,vr_pstep;
struct character mdl;
v3f camera_pos, smooth_localcam;
v2f angles;
m4x3f camera, camera_inverse;
-}
-player;
-
-static void player_transform_update(void)
-{
- q_normalize( player.rot );
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
- m4x3_invert_affine( player.to_world, player.to_local );
+ /* animation */
+ double jump_time;
+ float fslide,
+ fdirz, fdirx,
+ fstand,
+ ffly,
+ fpush,
+ fairdir,
+ fsetup,
+ walk_timer,
+ fonboard;
}
-
-static int reset_player( int argc, char const *argv[] )
+player =
{
- v3_zero( player.co );
+ .on_board = 0,
- if( argc == 1 )
- {
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, player.co );
- }
+ .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+ .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+};
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
+/*
+ * Player API
+ */
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
- player_transform_update();
- return 0;
-}
+/*
+ * 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, 0.005f, view_vel );
+ v2_muladds( view_vel, delta, 0.001f, view_vel );
}
- v2_muls( view_vel, 0.7f, 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 = 25.0f;
+ float movespeed = fc_speed;
v3f lookdir = { 0.0f, 0.0f, -1.0f },
sidedir = { 1.0f, 0.0f, 0.0f };
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;
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
- v3f axis, vup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- v3_cross( vup, player.v, axis );
+ v3f axis;
+ v3_cross( player.rb.up, player.rb.v, axis );
v3_normalize( axis );
player.land_log_count = 0;
float vmod = ((float)m / 15.0f)*0.09f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, 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
q_m3x3( vr_q, vr );
m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, ktimestep, pco );
+ v3_muladds( pco, pv, pstep, pco );
for( int i=0; i<50; i++ )
{
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
- 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 );
}
}
}
}
-
- //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-
- return;
- v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
- v3f ground;
- v3_copy( pos, ground );
- ground[1] += 4.0f;
-
- ray_hit hit;
- hit.dist = INFINITY;
-
- if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- v3f angle;
- v3_copy( player.v, angle );
- v3_normalize( angle );
- float resistance = v3_dot( hit.normal, angle );
-
- if( resistance < 0.25f )
- {
- v3_copy( hit.pos, pos );
- return 1;
- }
- }
-
- return 0;
}
-static float stable_force( float current, float diff )
+static void draw_cross(v3f pos,u32 colour, float scale)
{
- float new = current + diff;
-
- if( new * current < 0.0f )
- return 0.0f;
-
- return new;
+ 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_ground(void)
+static void player_physics_control(void)
{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
+ /*
+ * Computing localized friction forces for controlling the character
+ * Friction across X is significantly more than Z
*/
- v3f contact_front, contact_back, contact_norm, vup, vside,
- axis;
-
- float klength = 0.65f;
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
- m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
- v3f cn0, cn1, cn2;
-
- int contact_count =
- sample_if_resistant( contact_front ) +
- sample_if_resistant( contact_back ) +
- sample_if_resistant( contact_norm );
-
- if( contact_count < 3 )
- {
- player_start_air();
- return;
- }
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_norm, contact_front, v0 );
- v3_sub( contact_back, contact_front, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
-
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-
- float resistance = v3_dot( norm, player.v );
- if( resistance >= 0.0f )
- {
- player_start_air();
- return;
- }
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
-
- /* This is where velocity integration used to be */
-
- float slip = 0.0f;
-
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
+ 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]);
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 );
+ 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( "jump" ) )
+ {
+ player.jump += ktimestep * k_jump_charge_speed;
+
+ if( !player.jump_charge )
+ player.jump_dir = player.reverse > 0.0f? 1: 0;
+
+ player.jump_charge = 1;
+ }
+
if( !vg_get_button("break") && vg_get_button( "push" ) )
{
- float const k_maxpush = 16.0f,
- k_pushaccel = 5.0f;
+ player.pushing = 1.0f;
+ player.push_time = vg_time-start_push;
- float cycle_time = vg_time-start_push,
- amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+ float cycle_time = player.push_time*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_maxpush );
- new_vel -= vg_minf(current, k_maxpush);
+ 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;
}
-
- m3x3_mulv( player.to_world, vel, player.v );
- if( vg_get_button( "yawl" ) )
- player.iY += 3.6f * ktimestep;
- if( vg_get_button( "yawr" ) )
- player.iY -= 3.6f * ktimestep;
+ /* 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) * 1.5f * ktimestep;
+ player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
- /* Too much lean and it starts to look like a snowboard here */
v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
ktimestep*5.0f, player.board_xy);
}
-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_air(void)
+static void player_physics_control_air(void)
{
- m3x3_mulv( player.vr, player.v, player.v );
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
-
- draw_cross( player.land_target, 0xff0000ff, 1 );
+ m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+ draw_cross( player.land_target, 0xff0000ff, 0.25f );
- v3f ground_pos;
- v3_copy( player.co, ground_pos );
- ground_pos[1] += 4.0f;
-
ray_hit hit;
- hit.dist = INFINITY;
- if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- if( hit.pos[1] > player.co[1] )
- {
- player.in_air = 0;
-
- if( !ray_hit_is_ramp( &hit ) )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.v );
- }
- return;
- }
- }
-
- /* Prediction
- *
- * TODO: Find best landing surface and guide player towords it
+ /*
+ * Prediction
*/
float pstep = ktimestep*10.0f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
+ v3_copy( player.rb.co, pco );
+ v3_copy( player.rb.v, pv );
float time_to_impact = 0.0f;
float limiter = 1.0f;
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 orig_dist = contact.dist;
if( ray_world( pco1, vdir, &contact ))
{
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, contact.normal );
+ float angle = v3_dot( player.rb.up, contact.normal );
v3f axis;
- v3_cross( localup, contact.normal, axis );
+ v3_cross( player.rb.up, contact.normal, axis );
time_to_impact += (contact.dist/orig_dist)*pstep;
limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rot, player.rot );
+ q_mul( correction, player.rb.q, player.rb.q );
}
- draw_cross( contact.pos, 0xffff0000, 1 );
+ draw_cross( contact.pos, 0xffff0000, 0.25f );
break;
}
time_to_impact += pstep;
}
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
{
+ float iX = vg_get_axis( "vertical" ) *
+ player.reverse * k_steer_air * limiter * ktimestep;
- float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, 0.3f );
+ siX = vg_lerpf( siX, iX, k_steer_air_lerp );
v4f rotate;
- v3f vside;
-
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- q_axis_angle( rotate, vside, siX );
- q_mul( rotate, player.rot, player.rot );
+ q_axis_angle( rotate, player.rb.right, siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
}
v2f target = {0.0f,0.0f};
v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
}
-static void player_do_motion(void)
+static void player_init(void)
{
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
- player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
+ rb_init( &player.collide_front );
+ rb_init( &player.collide_back );
+}
- if( player.in_air )
- player_physics_air();
+static void player_walk_physics(void)
+{
+ rigidbody *rbf = &player.collide_front,
+ *rbb = &player.collide_back;
- if( !player.in_air )
- player_physics_ground();
-
- /* Integrate velocity */
- v3f prevco;
- v3_copy( player.co, prevco );
+ m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+ m3x3_copy( player.rb.to_world, player.collide_back.to_world );
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
+ float h0 = 0.3f,
+ h1 = 0.9f;
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
+ v3_copy( rbf->co, rbf->to_world[3] );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
+ v3_copy( rbb->co, rbb->to_world[3] );
- static float siY = 0.0f;
-
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
-
- q_axis_angle( rotate, vup, siY );
- q_mul( rotate, player.rot, player.rot );
-
- player.iY = 0.0f; /* temp */
-
-#if 0
- /* GATE COLLISION */
- if( gate_intersect( &gate_a, player.co, prevco ) )
- {
- teleport_gate *gate = &gate_a;
-
- m4x3f transport;
- m4x3_mul( gate->other->to_world, gate->to_local, transport );
- m4x3_mulv( transport, player.co, player.co );
- m3x3_mulv( transport, player.v, player.v );
- m3x3_mulv( transport, player.v_last, player.v_last );
- m3x3_mulv( transport, player.m, player.m );
- m3x3_mulv( transport, player.bob, player.bob );
-
- v4f transport_rotation;
- m3x3_q( transport, transport_rotation );
- q_mul( transport_rotation, player.rot, player.rot );
- }
-#endif
-
- /* Camera and character */
- player_transform_update();
+ m4x3_invert_affine( rbf->to_world, rbf->to_local );
+ m4x3_invert_affine( rbb->to_world, rbb->to_local );
- player.angles[0] = atan2f( player.v[0], -player.v[2] );
- player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
- player.v[2]*player.v[2]) ) * 0.3f;
-
- player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
- v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend,
- player.camera_pos );
-}
-
-/*
- * 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 int player_walkgrid_samplepole( u32 *geo, int len, v3f pos )
-{
- v3f p1;
- v3_copy( pos, p1 );
- p1[1] -= 10.0f;
+ rb_update_bounds( rbf );
+ rb_update_bounds( rbb );
- vg_line( pos, p1, 0x20ffffff );
+ rb_debug( rbf, 0xff0000ff );
+ rb_debug( rbb, 0xff0000ff );
- v3f sample_pos;
- v3_copy(pos, sample_pos);
+ rb_ct manifold[64];
+ int len = 0;
- v3f vdir = {0.0f,-1.0f,0.0f};
- int count = 0;
+ len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
+ len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
- ray_hit hit;
- hit.dist = INFINITY;
- for( int i=0; i<len; i++ )
- {
- u32 *tri = &world.geo.indices[ geo[i] ];
- count += bvh_ray_tri( &world.geo, tri, sample_pos, vdir, &hit );
- }
+ rb_presolve_contacts( manifold, len );
- if( count )
+ for( int j=0; j<5; j++ )
{
- v3f v0, v1;
- float *pa = world.geo.verts[hit.tri[0]].co,
- *pb = world.geo.verts[hit.tri[1]].co,
- *pc = world.geo.verts[hit.tri[2]].co;
-
- v3_sub( pa, pb, v0 );
- v3_sub( pc, pb, v1 );
- v3_cross( v1, v0, hit.normal );
- v3_normalize( hit.normal );
- v3_muladds( sample_pos, vdir, hit.dist, pos );
-
- draw_cross( pos, 0xff00ff00, 0.05f );
- return count;
- }
- else
- return 0;
-}
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ /*normal */
+ float vn = -v3_dot( player.rb.v, ct->n );
+ vn += ct->bias;
-static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
-{
- float max_dist = 0.0f;
- v3f tri[3];
- v3f perp;
- v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp );
- v3_copy( pos, clip );
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i] ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
- 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 );
+ v3_add( impulse, player.rb.v, player.rb.v );
- if( (dir[2]*v0[0] - dir[0]*v0[2]) *
- (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f )
+ /* friction */
+ for( int j=0; j<2; j++ )
{
- 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 f = k_friction * ct->norm_impulse,
+ vt = v3_dot( player.rb.v, ct->t[j] ),
+ lambda = -vt;
- float h = v3_dot(p0,dir)/v3_dot(dir,dir);
+ float temp = ct->tangent_impulse[j];
+ ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
+ lambda = ct->tangent_impulse[j] - temp;
- if( h >= max_dist && h <= 1.0f )
- {
- max_dist = h;
- float l = 1.0f/v3_length(dir);
- v3_muls( p0, l, clip );
- }
+ v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
}
}
}
-}
-
-#define WALKGRID_SIZE 8
-struct walkgrid
-{
- struct grid_sample
- {
- int valid;
- v3f clip[2];
- v3f pos;
- }
- samples[WALKGRID_SIZE][WALKGRID_SIZE];
- u32 geo[256];
-
- 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;
-};
-
-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.
- *
- * TODO: Check the major edge against point (for the double cases)
- */
- 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},
-};
-
-/*
- * 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];
+
+ v3_zero( player.rb.w );
+ q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
- u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) |
- (corners[2]->valid<<1) | corners[3]->valid;
+ v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
- return &k_walkgrid_configs[ config ];
-}
+ v3f p1;
+ v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
+ vg_line( player.rb.co, p1, 0xff0000ff );
-float const k_gridscale = 0.5f;
+ float move_dead = 0.1f,
+ move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
-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 );
-}
+ if( move > 0.0f )
+ {
+ float move_norm = move * (1.0f/(1.0f-move_dead)),
+ speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
+ amt = k_walk_accel * ktimestep,
+ zvel = v3_dot( player.rb.v, forward_dir ),
+ new_vel = vg_minf( zvel + amt, speed ),
+ diff = new_vel - vg_minf( zvel, speed );
-/*
- * 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];
-}
+ v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
-/*
- * 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] };
+ /* TODO move */
+ float walk_norm = (float)player.mdl.anim_walk->length / 30.0f,
+ run_norm = (float)player.mdl.anim_run->length / 30.0f;
- 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];
+ player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
}
- if( fabsf(dir[1]) > 0.0001f )
+ else
{
- t[2] = (0.0f-pos[1]) * frac[1];
- t[3] = (1.0f-pos[1]) * frac[1];
+ player.walk_timer = 0.0f;
}
- t[4] = vg_maxf(t[0],t[1]);
- t[5] = vg_maxf(t[2],t[3]);
- t[6] = vg_minf(t[4],t[5]);
+ player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
+ player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
}
-static void player_walkgrid_iter(struct walkgrid *wg, int iter)
+static void player_physics(void)
{
-
/*
- * For each walkgrid iteration we are stepping through cells and determining
- * the intersections with the grid, and any edges that are present
+ * Update collision fronts
*/
-
-#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;
- 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;
- 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 0
- 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;
+ rigidbody *rbf = &player.collide_front,
+ *rbb = &player.collide_back;
- /*
- * 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 );
+ m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+ m3x3_copy( player.rb.to_world, player.collide_back.to_world );
- float t[7];
- player_walkgrid_min_cell( t, pos, dir );
+ player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+ float h = player.air_blend*0.2f;
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
+ 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] );
- 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);
+ m4x3_invert_affine( rbf->to_world, rbf->to_local );
+ m4x3_invert_affine( rbb->to_world, rbb->to_local );
- 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 );
+ rb_update_bounds( rbf );
+ rb_update_bounds( rbb );
- v2f v1, v2, v3;
- v2_sub( e0, pos, v1 );
- v2_sub( target, pos, v2 );
+ rb_debug( rbf, 0xff00ffff );
+ rb_debug( rbb, 0xffffff00 );
- v2_copy( n, v3 );
+ rb_ct manifold[64];
+ int len = 0;
- v2_sub( e0, target, r );
- float p = v2_dot(r,n),
- t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
+ len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
+ len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
- if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
+ 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++ )
{
- v2_muladds( target, n, p+0.0001f, res );
+ v3_add( manifold[i].n, surface_avg, surface_avg );
- 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 };
+#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
+ }
- vg_line( pl0, p_int, icolours[iter%3] );
- v3_copy( p_int, pl0 );
- v2_copy( pos, wg->pos );
+ v3_normalize( surface_avg );
- player_walkgrid_min_cell( t, pos, dir );
+ if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+ {
+ player_start_air();
}
+ else
+ player.in_air = 0;
}
- /*
- * 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 )
+ for( int j=0; j<5; j++ )
{
- /*
- * To figure out what t value created the clip so we know which edge
- * to wrap around
- */
-
- if( t[4] < t[5] )
+ for( int i=0; i<len; i++ )
{
- wg->pos[1] = pos[1] + dir[1]*t[6];
+ 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 );
- if( t[0] > t[1] ) /* left edge */
- {
- wg->pos[0] = 0.9999f;
- wg->cell_id[0] --;
+ float vn = -v3_dot( dv, ct->n );
+ vn += ct->bias;
- if( wg->cell_id[0] == 0 )
- wg->move = -1.0f;
- }
- else /* Right edge */
- {
- wg->pos[0] = 0.0001f;
- wg->cell_id[0] ++;
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
- if( wg->cell_id[0] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
- else
- {
- wg->pos[0] = pos[0] + dir[0]*t[6];
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
- if( t[2] > t[3] ) /* bottom edge */
+ if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+ fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
{
- wg->pos[1] = 0.9999f;
- wg->cell_id[1] --;
-
- if( wg->cell_id[1] == 0 )
- wg->move = -1.0f;
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ return;
}
- else /* top edge */
- {
- wg->pos[1] = 0.0001f;
- wg->cell_id[1] ++;
- if( wg->cell_id[1] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
+ v3_add( impulse, player.rb.v, player.rb.v );
+ v3_cross( delta, impulse, impulse );
- wg->move -= t[6];
- }
- else
- {
- v2_muladds( wg->pos, dir, wg->move, wg->pos );
- wg->move = 0.0f;
+ /*
+ * 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 );
+ }
}
-}
-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.
- */
+ float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+ player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+ player.pushing = 0.0f;
- v3f world;
- world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
+ if( !player.in_air )
+ {
+ v3f axis;
+ float angle = v3_dot( player.rb.up, surface_avg );
+ v3_cross( player.rb.up, surface_avg, axis );
- struct grid_sample *corners[4];
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+ //float cz = v3_dot( player.rb.forward, axis );
+ //v3_muls( player.rb.forward, cz, axis );
- if( conf != k_walkgrid_configs )
- {
- if( conf->edge_count == 0 )
+ if( angle < 0.999f )
{
- 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 );
- }
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.3f );
+ q_mul( correction, player.rb.q, player.rb.q );
}
- 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 );
+ v3_muladds( player.rb.v, player.rb.up,
+ -k_downforce*ktimestep, player.rb.v );
- /*
- * Find penetration distance between player position and the edge
- */
+ player_physics_control();
- v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
- rel = { world[0]-p0[0], world[2]-p0[2] };
+ if( !player.jump_charge && player.jump > 0.2f )
+ {
+ v3f jumpdir;
+
+ /* Launch more up if alignment is up else improve velocity */
+ float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
+ mod = 0.5f,
+ dir = mod + aup*(1.0f-mod);
+
+ v3_copy( player.rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
+ v3_normalize( jumpdir );
+
+ float force = k_jump_force*player.jump;
+ v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
+ player.jump = 0.0f;
- 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 );
- }
- }
- }
- }
- }
+ player.jump_time = vg_time;
}
}
+ else
+ {
+ player_physics_control_air();
+ }
- v3_copy( world, player.co );
+ if( !player.jump_charge )
+ {
+ player.jump -= k_jump_charge_speed * ktimestep;
+ }
+ player.jump_charge = 0;
+ player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
}
-static void player_walkgrid_getsurface(void)
+static void player_do_motion(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;
-
- struct walkgrid wg;
+ float horizontal = vg_get_axis("horizontal"),
+ vertical = vg_get_axis("vertical");
- v3f cell;
- v3_copy( player.co, cell );
- player_walkgrid_floor( cell );
+ if( player.on_board )
+ player_physics();
+ else
+ player_walk_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 );
- 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] );
+ /* 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 );
+ }
- int tri_count = bvh_select_triangles( &world.geo, wg.region, wg.geo, 256 );
+ /* Faux angular velocity */
+ v4f rotate;
- v3f tri[3];
- for( int i=0; i<tri_count; i++ )
- {
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ world.geo.indices[wg.geo[i]+j]].co, tri[j] );
+ static float siY = 0.0f;
+ float lerpq = player.in_air? 0.04f: 0.3f;
+ siY = vg_lerpf( siY, player.iY, lerpq );
- vg_line( tri[0], tri[1], 0xffa2ff30 );
- vg_line( tri[1], tri[2], 0xffa2ff30 );
- vg_line( tri[2], tri[0], 0xffa2ff30 );
- }
+ q_axis_angle( rotate, player.rb.up, siY );
+ q_mul( rotate, player.rb.q, player.rb.q );
+ player.iY = 0.0f;
- /* Get surface samples
- *
- * TODO: Replace this with a spiral starting from the player position
+ /*
+ * Gate intersection, by tracing a line over the gate planes
*/
- for( int y=0; y<WALKGRID_SIZE; y++ )
+ for( int i=0; i<world.routes.gate_count; i++ )
{
- for( int x=0; x<WALKGRID_SIZE; x++ )
+ struct route_gate *rg = &world.routes.gates[i];
+ teleport_gate *gate = &rg->gate;
+
+ if( gate_intersect( gate, player.rb.co, prevco ) )
{
- struct grid_sample *s = &wg.samples[y][x];
- v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
- s->pos[1] = player.co[1] + k_height;
+ 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 );
+
+ 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;
- s->valid = player_walkgrid_samplepole( wg.geo,tri_count,s->pos )? 1: 0;
+ m3x3_copy( player.vr, player.gate_vr_frame );
+ m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
+ break;
}
}
- /*
- * 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++ )
- {
- v3f clipdir = { 0.0f, 0.0f, 0.0f };
-
- 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];
- }
+ rb_update_transform( &player.rb );
+}
- if( sa->valid != sb->valid )
- {
- clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
- player_walkgrid_clip( wg.geo, tri_count,
- sa->valid? sa->pos: sb->pos,
- clipdir, sa->clip[i] );
- }
- else
- {
- if( sa->valid )
- {
- vg_line( sa->pos, sb->pos, 0xffffffff );
- }
- }
- }
- }
- }
+/*
+ * Animation
+ */
- /* 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 );
+static void player_animate_offboard(void)
+{
+ mdl_keyframe apose[32], bpose[32];
+ struct skeleton *sk = &player.mdl.sk;
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
+ float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
+ run_norm = 30.0f/(float)player.mdl.anim_run->length,
+ t = player.walk_timer,
+ l = vg_get_axis("grabr") * 0.5f + 0.5f;
- 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 );
+ skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
- vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
- vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
- }
- }
- }
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
- /*
- * Commit player movement into the grid
- */
-
- 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] };
+ float idle_walk = vg_minf( l * 10.0f, 1.0f);
- /* 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 );
- }
+ skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
- if( v3_length2(delta) <= 0.00001f )
- return;
-
- /*
- * 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;
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( &player.mdl.sk );
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
- v2f region_pos =
- {
- (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
- (player.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];
-
- int i=0;
- for(; i<8 && wg.move > 0.001f; i++ )
- player_walkgrid_iter( &wg, i );
+ v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
+ player.mdl.cam_pos );
- player_walkgrid_stand_cell( &wg );
-}
+ skeleton_apply_inverses( &player.mdl.sk );
-static void player_walkgrid(void)
-{
- player_walkgrid_getsurface();
-
- m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
- player_mouseview();
- player_transform_update();
+ m4x3f mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
+ q_m3x3( rot, mtx );
+ v3_copy( player.rb.to_world[3], mtx[3] );
+
+ skeleton_apply_transform( &player.mdl.sk, mtx );
+ skeleton_debug( &player.mdl.sk );
}
static void player_animate(void)
{
+ if( !player.on_board )
+ {
+ player_animate_offboard();
+ return;
+ }
+
/* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.v, player.v_last );
+ 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 );
- v3f target;
-
+
player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+ 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_copy( player.m, target );
- v3_lerp( player.bob, target, 0.2f, player.bob );
+ v3_lerp( player.bob, player.m, 0.2f, player.bob );
/* Head */
- float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.04f );
+ float lslip = fabsf(player.slip);
float kheight = 2.0f,
kleg = 0.6f;
- v3f head;
- head[0] = 0.0f;
- head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
- head[2] = 0.0f;
-
v3f offset;
- m3x3_mulv( player.to_local, player.bob, 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] *= 0.3333f;
- offset[1] *= -0.25f;
- offset[2] *= 0.7f;
- v3_muladds( head, offset, 0.7f, head );
- head[1] = vg_clampf( head[1], 0.3f, kheight );
+ offset[0] *= 0.26f;
+ offset[0] += speed_wobble_2*3.0f;
-#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
+ 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 );
+ offset[1] = 0.0f;
/*
* Animation blending
* ===========================================
*/
- 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;
+ /* scalar blending information */
+ float speed = v3_length( player.rb.v );
+
+ /* sliding */
+ {
+ float desired = vg_clampf( lslip, 0.0f, 1.0f );
+ player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
+ }
+
+ /* movement information */
+ {
+ float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
+ dirx = player.slip < 0.0f? 0.0f: 1.0f,
+ fly = player.in_air? 1.0f: 0.0f;
- float speed = v3_length( player.v );
+ player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
+ player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
+ player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
+ }
- fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
- fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
- 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, 0.04f );
- ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
-
- character_pose_reset( &player.mdl );
-
- float amt_air = ffly*ffly,
- amt_ground = 1.0f-amt_air,
- amt_std = (1.0f-fslide) * amt_ground,
- amt_stand = amt_std * fstand,
- amt_aero = amt_std * (1.0f-fstand),
- amt_slide = amt_ground * fslide;
-
- character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
- 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, (v3f){0.0f,0.0f,0.0f},
- &pose_fly, amt_air );
+ struct skeleton *sk = &player.mdl.sk;
- /* Camera position */
- v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f,
- player.smooth_localcam );
- v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
- player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
- m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
+ mdl_keyframe apose[32], bpose[32];
+ mdl_keyframe ground_pose[32];
+ {
+ /* when the player is moving fast he will crouch down a little bit */
+ float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
+ player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
+ /* stand/crouch */
+ float dir_frame = player.fdirz * (15.0f/30.0f),
+ stand_blend = offset[1]*-2.0f;
+
+ skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
+ skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
- v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
- v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
- v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+ /* sliding */
+ float slide_frame = player.fdirx * (15.0f/30.0f);
+ skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
- /* New board transformation */
- v4f board_rotation; v3f board_location;
+ /* pushing */
+ player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
- 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 pt = player.push_time;
+ if( player.reverse > 0.0f )
+ skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
+ else
+ skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
- 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] );
+ /* trick setup */
+ float jump_start_frame = 14.0f/30.0f;
+ float setup_frame = player.jump * jump_start_frame,
+ setup_blend = vg_minf( player.jump*5.0f, 1.0f );
+
+ float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
+ if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+ setup_frame = jump_frame;
+
+ struct skeleton_anim *jump_anim = player.jump_dir?
+ player.mdl.anim_ollie:
+ player.mdl.anim_ollie_reverse;
+
+ skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+ }
- 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] );
+ mdl_keyframe air_pose[32];
+ {
+ float target = -vg_get_axis("horizontal");
+ player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
+
+ float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
+
+ static v2f grab_choice;
+ v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ 0.04f, grab_choice );
+
+ float ang = atan2f( grab_choice[0], grab_choice[1] ),
+ ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+ grab_frame = ang_unit * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
+ }
+
+ skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
+
+ float add_grab_mod = player.ffly * player.grab;
+
+ /* additive effects */
+ apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
+
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( &player.mdl.sk );
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
+
+ v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
+ player.mdl.cam_pos );
+ skeleton_apply_inverses( &player.mdl.sk );
+ skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
+
+ skeleton_debug( &player.mdl.sk );
+}
+
+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 );
+}
- 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 );
+static void player_animate_death_cam(void)
+{
+ v3f delta;
+ v3f head_pos;
+ v3_copy( player.mdl.ragdoll[0].rb.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 );
- v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
- v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+ 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] );
+}
- if( 1||player.in_air )
+static void player_animate_camera(void)
+{
+ static v3f lerp_cam = {0.0f,0.0f,0.0f};
+ v3f cam_pos;
+
+ player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
+
+ if( player.on_board )
{
- float tuck = player.board_xy[1],
- tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+ v3f offs = { -0.4f, 0.15f, 0.0f };
+ v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
+ v3_add( lerp_cam, offs, cam_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] = vg_lerpf( player.angles[1], pitch + 0.30f,
+ player.fonboard );
+
+ /* 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 );
+ m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
+ }
+ else
+ {
+ float speed = ktimestep * k_look_speed;
+ player.angles[0] += vg_get_axis( "horizontal" ) * speed;
+ player.angles[1] += vg_get_axis( "vertical" ) * speed;
+
+ player.angles[1] = vg_clampf( player.angles[1],
+ -k_pitch_limit, k_pitch_limit );
- 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 );
+ float s = sinf(player.angles[0]) * 0.2f,
+ c = -cosf(player.angles[0]) * 0.2f;
+ v3f forward_dir = { s,0.15f,c };
- if( tuck < 0.0f )
+
+ m4x3f mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
+ -player.angles[0] -VG_PIf*0.5f );
+ q_m3x3( rot, mtx );
+ v3_copy( player.rb.to_world[3], mtx[3] );
+
+ m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
+ v3_add( cam_pos, forward_dir, player.camera_pos );
+ v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
+ }
+}
+
+/*
+ * 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
{
- //foot_l *= 1.0f-tuck_amt*1.5f;
+ 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;
+}
- if( player.grab > 0.1f )
+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] ) )
{
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
+ rp = r;
+ break;
}
}
- else
- {
- //foot_r *= 1.0f-tuck_amt*1.4f;
- if( player.grab > 0.1f )
+ 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 )
{
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
+ min_dist = d;
+ rp = r;
}
}
}
- v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+ 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 );
- v3_copy( player.handl, player.mdl.ik_arm_l.end );
- v3_copy( player.handr, player.mdl.ik_arm_r.end );
+ player.vswitch = 1.0f;
+ player.slip_last = 0.0f;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
- /* Head rotation */
+ 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 );
+ m3x3_identity( player.gate_vr_frame );
+ m3x3_identity( player.gate_vr_pstep_frame );
- static float rhead = 0.0f;
- rhead = vg_lerpf( rhead,
- vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
- player.mdl.rhead = rhead;
+ 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)
- reset_player(0,NULL);
+ {
+ player.rb = player.rb_gate_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;
+ m3x3_identity( player.vr );
- if( freecam )
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
+
+ world_routes_notify_reset();
+ }
+
+ if( vg_get_button_down( "switchmode" ) )
{
- player_freecam();
+ player.on_board ^= 0x1;
+ }
+
+ if( glfwGetKey( vg_window, GLFW_KEY_O ) )
+ {
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ player.is_dead = 1;
+ }
+
+ if( player.is_dead )
+ {
+ character_ragdoll_iter( &player.mdl );
+ character_debug_ragdoll( &player.mdl );
+
+ if( !freecam )
+ player_animate_death_cam();
}
else
{
- if( player.is_dead )
- {
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
- }
- else
- {
- if( player.on_board )
- {
- player_do_motion();
- player_animate();
- }
- else
- {
- player_walkgrid();
- }
- }
+ player_do_motion();
+ player_animate();
+
+ if( !freecam )
+ player_animate_camera();
}
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
+ if( freecam )
+ player_freecam();
+
+ player_camera_update();
+ player_audio();
}
static void draw_player(void)
{
- /* Draw */
- m4x3_copy( player.to_world, player.mdl.mroot );
-
if( player.is_dead )
character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
- character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+ 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_link_standard_ub( _shader_viewchar.id, 2 );
+ glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ player.mdl.sk.bone_count,
+ 0,
+ (float *)player.mdl.sk.final_mtx );
+
+ mesh_bind( &player.mdl.mesh );
+ mesh_draw( &player.mdl.mesh );
}
#endif /* PLAYER_H */