+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef PLAYER_H
#define PLAYER_H
+#define PLAYER_REWIND_FRAMES 60*4
+
+#include "audio.h"
#include "common.h"
-#include "character.h"
+#include "world.h"
+#include "skeleton.h"
+#include "bvh.h"
+
+static float
+ 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 = 12.0f,
+ 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_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 = 150.0f,
+ 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;
+
+/*
+ * -----------------------------------------------------------------------------
+ * Memory
+ * -----------------------------------------------------------------------------
+ */
static struct gplayer
{
/* Physics */
- v3f co, v, a, v_last, m, bob;
- v4f rot;
- float vswitch, slip, slip_last,
- reverse;
+ rigidbody collide_front, collide_back;
+
+ struct player_phys
+ {
+ rigidbody rb, rb_gate_frame;
+ float iY, siY; /* Yaw inertia */
+
+ v3f a, v_last, m, bob, vl;
+
+ /* 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;
- /* Input */
- v2f joy_l;
+ m4x3f visual_transform,
+ inv_visual_transform;
- v2f board_xy;
- float grab;
- float pitch;
+ int is_dead, death_tick_allowance, rewinding;
+ int rewind_sound_wait;
v3f land_target;
v3f land_target_log[22];
u32 land_target_colours[22];
int land_log_count;
- m3x3f vr;
-
- m4x3f to_world, to_local;
-
- struct character mdl;
v3f handl_target, handr_target,
handl, handr;
/* Camera */
float air_blend;
+ float air_time;
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 );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
- v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co );
-
- if( argc == 1 )
+ struct rewind_frame
{
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, player.co );
- }
+ v3f pos;
+ v2f ang;
+ }
+ *rewind_buffer;
+ u32 rewind_incrementer,
+ rewind_length;
+
+ float rewind_time, rewind_total_length, rewind_predicted_time;
+ double diag_rewind_start, diag_rewind_time;
+ float dist_accum;
+
+ /* animation */
+ double jump_time;
+ float fslide,
+ fdirz, fdirx,
+ fstand,
+ ffly,
+ fpush,
+ fairdir,
+ fsetup,
+ walk_timer,
+ fjump,
+ fonboard,
+ frun;
+
+ float walk;
+ int step_phase;
+
+ /* player model */
+ struct player_model
+ {
+ glmesh mesh;
+ struct skeleton sk;
+ struct skeleton_anim *anim_stand,
+ *anim_highg,
+ *anim_slide,
+ *anim_air,
+ *anim_push, *anim_push_reverse,
+ *anim_ollie, *anim_ollie_reverse,
+ *anim_grabs, *anim_stop,
+ *anim_walk, *anim_run, *anim_idle,
+ *anim_jump;
+
+ u32 id_hip,
+ id_ik_hand_l,
+ id_ik_hand_r,
+ id_ik_elbow_l,
+ id_ik_elbow_r,
+ id_head;
+
+ v3f cam_pos;
+
+ struct ragdoll_part
+ {
+ u32 bone_id;
+ v3f offset;
- 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 );
+ u32 use_limits;
+ v3f limits[2];
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
+ rigidbody rb;
+ u32 parent;
+ }
+ *ragdoll;
+ u32 ragdoll_count;
- player_transform_update();
- return 0;
+ int shoes[2];
+ }
+ mdl;
}
-
-static void player_mouseview(void)
+player =
{
- 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 );
+ .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
+ .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+};
- v2_muladds( view_vel, delta, 0.005f, 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 );
+/*
+ * API
+ */
+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);
+static void player_save_rewind_frame(void);
-}
+/*
+ * Submodules
+ */
+#include "player_physics.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_animation.h"
+#include "player_audio.h"
-static void player_freecam(void)
-{
- player_mouseview();
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
- float movespeed = 25.0f;
- 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 );
+static void player_init(void) /* 1 */
+{
+ 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
+ });
+
+ player.rewind_length = 0;
+ player.rewind_buffer = vg_alloc( sizeof(struct rewind_frame)
+ * PLAYER_REWIND_FRAMES );
+
+ /* other systems */
+ vg_loader_highwater( player_model_init, player_model_free, NULL );
}
-static void apply_gravity( v3f vel, float const timestep )
+static void player_save_rewind_frame(void)
{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
+ if( player.rewind_length < PLAYER_REWIND_FRAMES )
+ {
+ struct rewind_frame *fr =
+ &player.rewind_buffer[ player.rewind_length ++ ];
-static void player_start_air(void)
-{
- player.in_air = 1;
+ v2_copy( player.angles, fr->ang );
+ v3_copy( player.camera_pos, fr->pos );
- float pstep = ktimestep*10.0f;
+ player.rewind_incrementer = 0;
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
+ if( player.rewind_length > 1 )
+ {
+ player.rewind_total_length +=
+ v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
+ player.rewind_buffer[player.rewind_length-2].pos );
+ }
+ }
+}
- v3f axis, vup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- v3_cross( vup, player.v, axis );
- v3_normalize( axis );
- player.land_log_count = 0;
-
- m3x3_identity( player.vr );
+/* Deal with input etc */
+static void player_update_pre(void)
+{
+ struct player_phys *phys = &player.phys;
- for( int m=-3;m<=12; m++ )
+ if( player.rewinding )
{
- float vmod = ((float)m / 15.0f)*0.09f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, 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 );
+ return;
+ }
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, ktimestep, pco );
+ if( vg_get_button_down( "reset" ) )
+ {
+ double delta = world.routes.time - world.routes.last_use;
- for( int i=0; i<50; i++ )
+ if( delta <= RESET_MAX_TIME )
{
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
+ player.rewinding = 1;
+ player.rewind_sound_wait = 1;
+ player.rewind_time = (float)player.rewind_length - 0.0001f;
+ player_save_rewind_frame();
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[0], 1.0f );
+ audio_unlock();
+
+ /* based on analytical testing. DONT CHANGE!
+ *
+ * time taken: y = (x^(4/5)) * 74.5
+ * inverse : x = (2/149)^(4/5) * y^(4/5)
+ */
+
+ float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+ curve = powf( player.rewind_total_length, 4.0f/5.0f );
- ray_hit contact;
- v3f vdir;
+ player.rewind_predicted_time = constant * curve;
+ player.diag_rewind_start = vg.time;
+ player.diag_rewind_time = player.rewind_time;
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
+ player.is_dead = 0;
+ player.death_tick_allowance = 30;
+ player_restore_frame();
- if( ray_world( pco1, vdir, &contact ))
+ if( !phys->on_board )
{
- float land_delta = v3_dot( pv, contact.normal );
- u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
- /* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
- {
- land_delta *= 0.1f;
- scolour |= 0x0000a000;
- }
-
- 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 );
-
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
+ player.angles[0] = atan2f( -phys->rb.forward[2],
+ -phys->rb.forward[0] );
+ }
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
- player.land_log_count ++;
+ world_routes_notify_reset();
- break;
- }
+ /* apply 1 frame of movement */
+ player_do_motion();
}
}
- //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 ))
+ if( vg_get_button_down( "switchmode" ) )
{
- v3f angle;
- v3_copy( player.v, angle );
- v3_normalize( angle );
- float resistance = v3_dot( hit.normal, angle );
+ phys->on_board ^= 0x1;
- if( resistance < 0.25f )
+ audio_lock();
+ if( phys->on_board )
{
- v3_copy( hit.pos, pos );
- return 1;
+ v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+ audio_play_oneshot( &audio_lands[6], 1.0f );
+ }
+ else
+ {
+ audio_play_oneshot( &audio_lands[5], 1.0f );
}
- }
-
- return 0;
-}
-
-static float stable_force( float current, float diff )
-{
- float new = current + diff;
-
- if( new * current < 0.0f )
- return 0.0f;
- return new;
+ audio_unlock();
+ }
}
-static void player_physics_ground(void)
+static void player_update_fixed(void) /* 2 */
{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
- */
- 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();
+ if( player.rewinding )
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 );
+ if( player.death_tick_allowance )
+ player.death_tick_allowance --;
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
+ struct player_phys *phys = &player.phys;
- 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 )
+ if( player.is_dead )
{
- player_start_air();
- return;
+ player_ragdoll_iter();
}
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 */
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+ player.rewind_incrementer ++;
- 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] ) * -7.0f *substep );
- }
-
- static double start_push = 0.0;
- if( vg_get_button_down( "push" ) )
- start_push = vg_time;
+ if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
+ {
+ player_save_rewind_frame();
+ }
- if( !vg_get_button("break") && vg_get_button( "push" ) )
- {
- float const k_maxpush = 16.0f,
- k_pushaccel = 5.0f;
-
- float cycle_time = vg_time-start_push,
- amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_maxpush );
- new_vel -= vg_minf(current, k_maxpush);
- vel[2] -= new_vel * player.reverse;
+ player_do_motion();
}
-
- 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;
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * 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)
+static void player_update_post(void)
{
- 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)
-{
- 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 );
-
- 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
- */
- float pstep = ktimestep*10.0f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
+ vg_line_cross( player.land_target_log[i],
+ player.land_target_colours[i], 0.25f);
- for( int i=0; i<50; i++ )
+ if( player.is_dead )
{
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
-
- //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- ray_hit contact;
- v3f vdir;
-
- 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 ))
- {
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, contact.normal );
- v3f axis;
- v3_cross( localup, contact.normal, axis );
+ player_debug_ragdoll();
- 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.rot, player.rot );
- }
-
- draw_cross( contact.pos, 0xffff0000, 1 );
- break;
- }
- time_to_impact += pstep;
+ if( !freecam )
+ player_animate_death_cam();
}
-
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ else
{
+ player_animate();
- float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, 0.3f );
-
- 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 );
- }
-
- 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_do_motion(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 );
-
- if( player.in_air )
- player_physics_air();
-
- if( !player.in_air )
- player_physics_ground();
-
- /* Integrate velocity */
- v3f prevco;
- v3_copy( player.co, prevco );
-
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
-
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
-
- 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 );
+ if( !freecam )
+ player_animate_camera();
}
-#endif
- /* Camera and character */
- player_transform_update();
-
- 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;
+ if( freecam )
+ player_freecam();
- 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 );
-}
-static int player_walkgrid_tri_walkable( u32 tri[3] )
-{
- return tri[0] < world.sm_road.vertex_count;
-}
+ /* CAMERA POSITIONING: LAYER 0 */
+ v2_copy( player.angles, camera_angles );
+ v3_copy( player.camera_pos, camera_pos );
-#define WALKGRID_SIZE 16
-struct walkgrid
-{
- struct grid_sample
+ if( player.rewinding )
{
- enum sample_type
+ if( player.rewind_time <= 0.0f )
{
- 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 */
+ double taken = vg.time - player.diag_rewind_start;
+ vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
+ taken, player.diag_rewind_time,
+ player.rewind_total_length );
+
+ player.rewinding = 0;
+ player.rewind_length = 1;
+ player.rewind_total_length = 0.0f;
+ player.rewind_incrementer = 0;
+ world.sky_target_rate = 1.0;
}
- type;
+ else
+ {
+ world.sky_target_rate = -100.0;
+ assert( player.rewind_length > 0 );
- v3f clip[2];
- v3f pos;
+ v2f override_angles;
+ v3f override_pos;
- enum traverse_state
- {
- k_traverse_none = 0x00,
- k_traverse_h = 0x01,
- k_traverse_v = 0x02
- }
- state;
- }
- samples[WALKGRID_SIZE][WALKGRID_SIZE];
+ float budget = vg.time_delta,
+ overall_length = player.rewind_length;
-#if 0
- u32 geo[256];
-#endif
+ world_routes_rollback_time( player.rewind_time / overall_length );
- boxf region;
+ for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
+ {
+ /* Interpolate frames */
+ int i0 = floorf( player.rewind_time ),
+ i1 = VG_MIN( i0+1, player.rewind_length-1 );
+
+ struct rewind_frame *fr = &player.rewind_buffer[i0],
+ *fr1 = &player.rewind_buffer[i1];
- 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;
-};
+ float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+ subl = vg_fractf( player.rewind_time ) + 0.001f,
-/*
- * 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}};
+ sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
+ speed = sramp*28.0f + 0.5f*player.rewind_time,
+ mod = speed * (budget / dist),
-#if 0
- vg_line( region[0],region[1], 0x20ffffff );
-#endif
+ advl = vg_minf( mod, subl ),
+ advt = (advl / mod) * budget;
+
+ player.dist_accum += speed * advt;
+ player.rewind_time -= advl;
+ budget -= advt;
+ }
- u32 geo[256];
- v3f tri[3];
- int len = bvh_select_triangles( &world.geo, region, geo, 256 );
-
- const float k_minworld_y = -2000.0f;
+#if 0
+ if( player.dist_accum >= 5.0f )
+ {
+ audio_lock();
+ audio_player_playclip( &audio_rewind_player, &audio_rewind[4] );
+ audio_unlock();
- float walk_height = k_minworld_y,
- block_height = k_minworld_y;
+ player.dist_accum -= 5.0f;
+ }
+#endif
- s->type = k_sample_type_air;
+ player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
- 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 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 );
+ float current_time = vg.time - player.diag_rewind_start,
+ remaining = player.rewind_predicted_time - current_time;
- if( player_walkgrid_tri_walkable(ptri) )
+ if( player.rewind_sound_wait )
{
- if( p0[1] > walk_height )
+ if( player.rewind_predicted_time >= 6.5f )
{
- walk_height = p0[1];
+ if( remaining <= 6.5f )
+ {
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[3], 1.0f );
+ audio_unlock();
+ player.rewind_sound_wait = 0;
+ }
+ }
+ else if( player.rewind_predicted_time >= 2.5f )
+ {
+ if( remaining <= 2.5f )
+ {
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[2], 1.0f );
+ audio_unlock();
+ player.rewind_sound_wait = 0;
+ }
+ }
+ else if( player.rewind_predicted_time >= 1.5f )
+ {
+ if( remaining <= 1.5f )
+ {
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[1], 1.0f );
+ audio_unlock();
+ player.rewind_sound_wait = 0;
+ }
}
-#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->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;
-
-#if 0
- if( s->type == k_sample_type_valid )
- {
- vg_line_pt3( s->pos, 0.01f, 0xff00ff00 );
- }
-#endif
-#if 0
- int count = 0;
+ }
+
+ int i0 = floorf( player.rewind_time ),
+ i1 = VG_MIN( i0+1, player.rewind_length-1 );
+
+ struct rewind_frame *fr = &player.rewind_buffer[i0],
+ *fr1 = &player.rewind_buffer[i1];
+
+ float sub = vg_fractf(player.rewind_time);
- ray_hit hit;
- hit.dist = 10.0f;
- count = bvh_raycast( &world.geo, sample_pos, vdir, &hit );
+ v3_lerp( fr->pos, fr1->pos, sub, override_pos );
+ override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+ override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
- if( count )
- {
- v3_copy( hit.pos, s->pos );
+ /* CAMERA POSITIONING: LAYER 1 */
+ float blend = (4.0f-player.rewind_time) * 0.25f,
+ c = vg_clampf( blend, 0.0f, 1.0f );
- if( !player_walkgrid_tri_walkable( hit.tri ) )
- {
- draw_cross( pos, 0xff0000ff, 0.05f );
- return 0;
- }
- else
- {
- draw_cross( pos, 0xff00ff00, 0.05f );
- return count;
+ camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
+ camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
+ v3_lerp( override_pos, player.camera_pos, c, camera_pos );
}
}
- else
- return 0;
-#endif
-}
-float const k_gridscale = 0.5f;
+ camera_update();
+ player_audio();
+}
-enum eclipdir
+static void draw_player( m4x3f cam )
{
- k_eclipdir_h = 0,
- k_eclipdir_v = 1
-};
+ if( player.is_dead )
+ player_model_copy_ragdoll();
+
+ shader_viewchar_use();
+ vg_tex2d_bind( &tex_characters, 0 );
+ shader_viewchar_uTexMain( 0 );
+ 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,
+ 0,
+ (float *)player.mdl.sk.final_mtx );
+
+ mesh_bind( &player.mdl.mesh );
+ mesh_draw( &player.mdl.mesh );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
-static void player_walkgrid_clip_blocker( struct grid_sample *sa,
- struct grid_sample *sb,
- struct grid_sample *st,
- enum eclipdir dir )
+static float *player_get_pos(void)
{
- 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 = bvh_select_triangles( &world.geo, 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] );
+ return player.phys.rb.co;
+}
- for( int i=0; i<len; i++ )
+static void player_kill(void)
+{
+ if( player.death_tick_allowance == 0 )
{
- u32 *ptri = &world.geo.indices[ geo[i] ];
- 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;
- }
- }
+ player.is_dead = 1;
+ player_ragdoll_copy_model( player.phys.rb.v );
}
-
- 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 )
+static float *player_cam_pos(void)
{
- 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 = bvh_select_triangles( &world.geo, 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] ];
- 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 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
- {
- /* 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},
-};
-
-/*
- * 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
- */
-
-#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;
-
- /*
- * 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;
- }
+ return player.camera_pos;
}
-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.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.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.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 );
- }
-
- /*
- * 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.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];
-
-
-#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++ )
- {
- 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;
- }
-
-#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++ )
- {
- 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.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
- player_mouseview();
- player_transform_update();
-}
-
-static void player_animate(void)
-{
- /* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.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[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_copy( player.m, target );
- v3_lerp( player.bob, target, 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 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 );
-
- 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 );
-
-#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
- * ===========================================
- */
-
- 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.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+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 );
-
- /* 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 );
-
- /*
- * Additive effects
- * ==========================
- */
- struct ik_basic *arm_l = &player.mdl.ik_arm_l,
- *arm_r = &player.mdl.ik_arm_r;
-
- 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 );
-
- /* 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, 0.1f, player.handl );
- v3_lerp( player.handr, player.handr_target, 0.1f, 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;
- rhead = vg_lerpf( rhead,
- vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
- player.mdl.rhead = rhead;
-}
-
-static void player_update(void)
-{
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
-
- if( freecam )
- {
- player_freecam();
- }
- 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();
- }
- }
- }
-
- /* 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 );
-}
-
-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 );
-}
#endif /* PLAYER_H */