+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+
+#define PLAYER_REWIND_FRAMES 60*4
+
+struct player_instance
+{
+ /* transform definition */
+ rigidbody rb, rb_gate_storage;
+ v3f angles, angles_storage;
+
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
+
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ camera cam;
+
+ enum camera_mode
+ {
+ k_cam_firstperson = 0,
+ k_cam_thirdperson = 1
+ }
+ camera_mode;
+ float camera_type_blend;
+
+ v3f fpv_offset, /* expressed relative to rigidbody */
+ tpv_offset,
+ fpv_viewpoint, /* expressed relative to neck bone inverse final */
+ fpv_offset_smooth,
+ fpv_viewpoint_smooth,
+ tpv_offset_smooth,
+ tpv_lpf,
+ cam_velocity_smooth;
+
+ v3f cam_override_pos;
+ v2f cam_override_angles;
+ float cam_override_strength;
+
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth,
+ cam_land_punch,
+ cam_land_punch_v;
+
+ ent_gate *gate_waiting;
+
+ /*
+ * Input
+ * --------------------------------
+ */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_trick0,
+ *input_trick1,
+ *input_trick2,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab,
+ *input_camera;
+
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
+
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
+
+ player_pose holdout_pose;
+ float holdout_time;
+
+ /*
+ * Rewind
+ * ----------------------------------------------------
+ */
+ int rewinding, rewind_sound_wait;
+
+ struct rewind_frame{
+ v3f pos;
+ v3f ang;
+ }
+ *rewind_buffer;
+ u32 rewind_length;
+ float rewind_accum;
+ ent_gate *rewind_gate;
+
+ float rewind_total_length, rewind_predicted_time,
+ dist_accum;
+ double rewind_start, rewind_time;
+
+ /*
+ * Subsystems
+ * -------------------------------------------------
+ */
+
+ enum player_subsystem
+ {
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2
+ }
+ subsystem,
+ subsystem_gate;
+
+ struct player_skate _skate;
+ struct player_walk _walk;
+ struct player_dead _dead;
+};
+
/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Gameloop tables
+ * ---------------------------------------------------------
*/
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+ player__walk_bind,
+ player__skate_bind,
+ NULL
+};
+
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
+{
+ player__walk_reset,
+ player__skate_reset,
+ NULL
+};
+
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) =
+{
+ player__walk_pre_update,
+ player__skate_pre_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
+{
+ player__walk_update,
+ player__skate_update,
+ player__dead_update,
+};
+
+VG_STATIC
+void( *_player_post_update[])( player_instance *player ) =
+{
+ player__walk_post_update,
+ player__skate_post_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
+{
+ player__walk_im_gui,
+ player__skate_im_gui,
+ NULL
+};
+
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+ player__walk_animate,
+ player__skate_animate,
+ player__dead_animate
+};
+
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
+{
+ player__walk_post_animate,
+ player__skate_post_animate,
+ player__dead_post_animate
+};
+
+VG_STATIC
+void( *_player_restore[] )( player_instance *player ) =
+{
+ player__walk_restore,
+ player__skate_restore,
+ NULL
+};
+
+/* implementation */
+
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
+
+#endif /* PLAYER_H */
+
+
+#if 0
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#define PLAYER_H
#ifndef PLAYER_H
#define PLAYER_H
#define PLAYER_REWIND_FRAMES 60*4
+#include "conf.h"
#include "audio.h"
#include "common.h"
#include "world.h"
#include "skeleton.h"
#include "bvh.h"
-VG_STATIC float
- k_walkspeed = 12.0f, /* 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;
-
-VG_STATIC int cl_playermdl_id = 0;
-VG_STATIC int freecam = 0;
-VG_STATIC int walk_grid_iterations = 1;
-VG_STATIC float fc_speed = 10.0f;
/*
* -----------------------------------------------------------------------------
VG_STATIC struct gplayer
{
- /* Physics */
- rigidbody collide_front, collide_back;
+ rigidbody rb, rb_frame;
+ v3f co, angles; /* used as transfer between controllers */
- struct player_phys
+ enum player_controller
{
- 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;
- v2f grab_mouse_delta;
-
- double start_push;
- int in_air, on_board, jump_charge, jump_dir;
-
- m3x3f vr,vr_pstep;
+ k_player_controller_walk,
+ k_player_controller_skate,
+ k_player_controller_ragdoll,
+ k_player_controller_mountain_skate,
+ k_player_controller_snowboard,
+ k_player_controller_drive
}
- phys,
- phys_gate_frame;
+ controller,
+ controller_frame;
m4x3f visual_transform,
inv_visual_transform;
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;
v3f handl_target, handr_target,
handl, handr;
*input_grab;
/* Camera */
- float air_blend;
float air_time;
-
v3f camera_pos, smooth_localcam;
- v2f angles;
struct rewind_frame
{
v3f pos;
- v2f ang;
+ v3f ang;
}
*rewind_buffer;
u32 rewind_incrementer,
walk_timer,
fjump,
fonboard,
- frun;
+ frun,
+ fgrind;
+
+ v3f board_offset;
+ v4f board_rotation;
float walk;
int step_phase;
id_ik_hand_r,
id_ik_elbow_l,
id_ik_elbow_r,
- id_head;
+ id_head,
+ id_ik_foot_l,
+ id_ik_foot_r,
+ id_board;
v3f cam_pos;
struct ragdoll_part
{
u32 bone_id;
- v3f offset;
+ //v3f offset;
+
+ /* Collider transform relative to bone */
+ m4x3f collider_mtx,
+ inv_collider_mtx;
u32 use_limits;
v3f limits[2];
rigidbody rb;
u32 parent;
+ u32 colour;
}
ragdoll[32];
u32 ragdoll_count;
+ rb_constr_pos position_constraints[32];
+ u32 position_constraints_count;
+
+ rb_constr_swingtwist cone_constraints[32];
+ u32 cone_constraints_count;
+
int shoes[2];
}
mdl;
}
-player =
+player__OLD
+
+#if 0
+=
{
.collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
.collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
-};
+}
+#endif
+
+;
/*
* API
VG_STATIC void player_mouseview(void);
#include "player_physics.h"
+#include "player_physics_skate.h"
+#include "player_physics_walk.h"
#include "player_ragdoll.h"
#include "player_model.h"
#include "player_animation.h"
#include "player_audio.h"
+/*
+ * player_physics_<INTERFACE>_<SUB-INTERFACE>
+ *
+ *
+ *
+ */
+
/*
* -----------------------------------------------------------------------------
* Events
* -----------------------------------------------------------------------------
*/
+VG_STATIC int kill_player( int argc, char const *argv[] );
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void reset_player_poll( int argc, char const *argv[] );
-VG_STATIC void player_init(void) /* 1 */
+VG_STATIC void player_init(void) /* 1 */
{
- player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
- player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- player.input_jump = vg_create_named_input( "jump", k_input_type_button );
- player.input_push = vg_create_named_input( "push", k_input_type_button );
- player.input_walk = vg_create_named_input( "walk", k_input_type_button );
-
- player.input_walkh = vg_create_named_input( "walk-h",
- k_input_type_axis );
- player.input_walkv = vg_create_named_input( "walk-v",
- k_input_type_axis );
-
-
- player.input_switch_mode = vg_create_named_input( "switch-mode",
- k_input_type_button );
- player.input_reset = vg_create_named_input( "reset", k_input_type_button );
-
- const char *default_cfg[] =
- {
- "bind steer-h gp-ls-h",
- "bind -steer-h a",
- "bind +steer-h d",
+ rb_init( &player.rb );
- "bind steer-v gp-ls-v",
- "bind -steer-v w",
- "bind +steer-v s",
+ VG_VAR_F32( k_walkspeed );
+ VG_VAR_F32( k_stopspeed );
+ VG_VAR_F32( k_airspeed );
+ VG_VAR_F32( k_walk_friction );
+ VG_VAR_F32( k_walk_air_accel );
+ VG_VAR_F32( k_walk_accel );
- "bind grab gp-rt",
- "bind +grab shift",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
+ VG_VAR_I32( freecam );
+ VG_VAR_I32( cl_thirdperson );
+ VG_VAR_F32_PERSISTENT( fc_speed );
- "bind jump space",
- "bind jump gp-a",
+ VG_VAR_F32( k_ragdoll_limit_scale );
+ VG_VAR_I32( k_ragdoll_div );
+ VG_VAR_I32( k_ragdoll_debug_collider );
+ VG_VAR_I32( k_ragdoll_debug_constraints );
- "bind push gp-b",
- "bind push w",
+ VG_VAR_F32( k_friction_lat );
- "bind walk shift",
- "bind walk gp-ls",
-
- "bind walk-h gp-ls-h",
- "bind walk-v -gp-ls-v",
- "bind +walk-h d",
- "bind -walk-h a",
- "bind +walk-v w",
- "bind -walk-v s",
-
- "bind reset gp-lb",
- "bind reset r",
-
- "bind switch-mode gp-y",
- "bind switch-mode e",
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- execute_console_input(default_cfg[i]);
-
- rb_init( &player.phys.rb );
- rb_init( &player.collide_front );
- rb_init( &player.collide_back );
-
- vg_convar_push( (struct vg_convar){
- .name = "cl_playermdl_id",
- .data = &cl_playermdl_id,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=2, .clamp=1 },
- .persistent = 1
- });
-
- vg_convar_push( (struct vg_convar){
- .name = "walk_speed",
- .data = &k_walkspeed,
- .data_type = k_convar_dtype_f32,
- .opt_f32 = { .clamp = 0 },
- .persistent = 0
- });
-
- 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_VAR_F32( k_cog_spring );
+ VG_VAR_F32( k_cog_damp );
+
+ VG_VAR_F32( k_cog_mass_ratio );
+ VG_VAR_F32( k_downforce );
+
+ VG_VAR_F32( k_spring_force );
+ VG_VAR_F32( k_spring_dampener );
+ VG_VAR_F32( k_spring_angular );
+
+ VG_VAR_F32( k_mmthrow_scale );
+ VG_VAR_F32( k_mmcollect_lat );
+ VG_VAR_F32( k_mmcollect_vert );
+ VG_VAR_F32( k_mmdecay );
vg_function_push( (struct vg_cmd){
.name = "reset",
- .function = reset_player
+ .function = reset_player,
+ .poll_suggest = reset_player_poll
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "kill",
+ .function = kill_player
});
+ /* HACK */
+ rb_register_cvar();
+
player.rewind_length = 0;
player.rewind_buffer =
vg_linear_alloc( vg_mem.rtmemory,
sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
player_model_init();
-
- /* controls */
-
}
VG_STATIC void player_save_rewind_frame(void)
}
}
+
+/* disaster */
+VG_STATIC int menu_enabled(void);
+#include "menu.h"
+
+VG_STATIC void player_do_motion(void);
/*
* Free camera movement
*/
VG_STATIC void player_mouseview(void)
{
- if( ui_want_mouse() )
+ if( menu_enabled() )
return;
v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
- if( vg.gamepad_use_trackpad_look )
+ if( vg_input.controller_should_use_trackpad_look )
{
static v2f last_input;
static v2f vel;
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
- struct player_phys *phys = &player.phys;
- if( player.rewinding )
{
- return;
+ v3f ra, rb, rx;
+ v3_copy( main_camera.pos, ra );
+ v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
+
+ float t;
+ if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
+ {
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_lerp( ra, rb, t, mtx[3] );
+
+ debug_sphere( mtx, 0.4f, 0xff00ff00 );
+
+ v3f x1;
+ v3_muladds( mtx[3], rx, 0.4f, x1 );
+ vg_line( mtx[3], x1, 0xffffffff );
+ }
}
- if( vg_input_button_down( player.input_reset ) )
+#if 0
+
+ vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
+ vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
+ vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
+ vg_line( phys->cog, phys->rb.co, 0xff000000 );
+
+ v3f spring_end;
+ v3f throw_end, p0, p1;
+ v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
+ v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
+ v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
+ v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
+ vg_line( spring_end, throw_end, VG__RED );
+ vg_line( spring_end, p0, VG__GREEN );
+ vg_line( spring_end, p1, VG__BLUE );
+#endif
+
+ if( player.rewinding )
+ return;
+
+ if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
{
- if( player.is_dead )
+ double delta = world.time - world.last_use;
+
+ if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
{
- reset_player( 0, NULL );
+ 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_ui[0], 1.0f );
+ audio_play_oneshot( &audio_rewind[0], 1.0f );
audio_unlock();
- }
- else
- {
- double delta = world.time - world.last_use;
-
- if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
- {
- 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)
- */
+ /* 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 );
-
- player.rewind_predicted_time = constant * curve;
- player.diag_rewind_start = vg.time;
- player.diag_rewind_time = player.rewind_time;
+ float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+ curve = powf( player.rewind_total_length, 4.0f/5.0f );
+
+ player.rewind_predicted_time = constant * curve;
+ player.diag_rewind_start = vg.time;
+ player.diag_rewind_time = player.rewind_time;
- player.is_dead = 0;
- player.death_tick_allowance = 30;
- player_restore_frame();
+ player.is_dead = 0;
+ player.death_tick_allowance = 30;
+ player_restore_frame();
- if( !phys->on_board )
- {
- player.angles[0] = atan2f( -phys->rb.forward[2],
- -phys->rb.forward[0] );
- }
+ if( player.controller == k_player_controller_walk )
+ {
+ player.angles[0] = atan2f( -player.rb.forward[2],
+ -player.rb.forward[0] );
+ }
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
- world_routes_notify_reset();
+ world_routes_notify_reset();
- /* apply 1 frame of movement */
- player_do_motion();
+ /* apply 1 frame of movement */
+ player_do_motion();
+ }
+ else
+ {
+ if( player.is_dead )
+ {
+ reset_player( 0, NULL );
}
else
{
}
}
- if( vg_input_button_down( player.input_switch_mode ) )
+ if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
{
- phys->on_board ^= 0x1;
-
audio_lock();
- if( phys->on_board )
+
+#if 0
+ if( phys->controller == k_player_controller_walk )
{
+ phys->controller = k_player_controller_skate;
+
v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
audio_play_oneshot( &audio_lands[6], 1.0f );
}
- else
+ else if( phys->controller == k_player_controller_skate )
{
+ phys->controller = k_player_controller_walk;
+
audio_play_oneshot( &audio_lands[5], 1.0f );
}
+#endif
audio_unlock();
}
- if( !phys->on_board )
+ if( player.controller == k_player_controller_walk )
player_mouseview();
}
-VG_STATIC void player_update_fixed(void) /* 2 */
+VG_STATIC void player_update_fixed(void) /* 2 */
{
if( player.rewinding )
return;
if( player.death_tick_allowance )
player.death_tick_allowance --;
- struct player_phys *phys = &player.phys;
-
if( player.is_dead )
{
player_ragdoll_iter();
VG_STATIC void player_update_post(void)
{
- for( int i=0; i<player.land_log_count; i++ )
- vg_line_cross( player.land_target_log[i],
- player.land_target_colours[i], 0.25f);
+#if 0
+ for( int i=0; i<player.prediction_count; i++ )
+ {
+ struct land_prediction *p = &player.predictions[i];
+
+ for( int j=0; j<p->log_length - 1; j ++ )
+ vg_line( p->log[j], p->log[j+1], p->colour );
+
+ vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+ v3f p1;
+ v3_add( p->log[p->log_length-1], p->n, p1 );
+ vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+ }
+#endif
+
+#if 0
if( player.is_dead )
{
player_debug_ragdoll();
player_animate();
if( !freecam )
- player_animate_camera();
+ {
+ if( cl_thirdperson )
+ player_animate_camera_thirdperson();
+ else
+ player_animate_camera();
+ }
}
if( freecam )
+#endif
player_freecam();
-
/* CAMERA POSITIONING: LAYER 0 */
- v2_copy( player.angles, camera_angles );
- v3_copy( player.camera_pos, camera_pos );
+ v2_copy( player.angles, main_camera.angles );
+ v3_copy( player.camera_pos, main_camera.pos );
+#if 0
if( player.rewinding )
{
if( player.rewind_time <= 0.0f )
player.rewind_sound_wait = 0;
}
}
-
-
}
int i0 = floorf( player.rewind_time ),
float blend = (4.0f-player.rewind_time) * 0.25f,
c = vg_clampf( blend, 0.0f, 1.0f );
- 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 );
+ main_camera.angles[0] =
+ vg_alerpf(override_angles[0], player.angles[0], c);
+ main_camera.angles[1] =
+ vg_lerpf (override_angles[1], player.angles[1], c);
+ v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
}
}
+#endif
- camera_update();
+ camera_update_transform( &main_camera );
player_audio();
}
-VG_STATIC void draw_player( m4x3f cam )
+VG_STATIC void draw_player( camera *cam )
{
if( player.is_dead )
player_model_copy_ragdoll();
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam[3] );
- shader_viewchar_uPv( vg.pv );
+ shader_viewchar_uCamera( cam->transform[3] );
+ shader_viewchar_uPv( cam->mtx.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
player.mdl.sk.bone_count,
mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
}
+VG_STATIC void player_do_motion(void)
+{
+ if( world.water.enabled )
+ {
+ if( (player.rb.co[1] < 0.0f) && !player.is_dead )
+ {
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_splash );
+ audio_unlock();
+
+ player_kill();
+ }
+ }
+
+ v3f prevco;
+ v3_copy( player.rb.co, prevco );
+
+ if( player.controller == k_player_controller_skate )
+ {
+#if 0
+ player_skate_update();
+#endif
+ }
+ else
+ player_walk_physics( &player_walky );
+
+
+ /* Real angular velocity integration */
+#if 0
+ v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
+ if( v3_length2( phys->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( phys->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, phys->rb.q, phys->rb.q );
+ }
+
+ /* Faux angular velocity */
+ v4f rotate;
+
+ float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+ phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
+
+ q_axis_angle( rotate, phys->rb.up, phys->siY );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
+ phys->iY = 0.0f;
+#endif
+
+ /*
+ * Gate intersection, by tracing a line over the gate planes
+ */
+#if 0
+ for( int i=0; i<world.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.gates[i];
+ teleport_gate *gate = &rg->gate;
+
+ if( gate_intersect( gate, phys->rb.co, prevco ) )
+ {
+ m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+ m4x3_mulv( gate->transport, phys->cog, phys->cog );
+ m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
+ m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
+ m3x3_mulv( gate->transport, phys->vl, phys->vl );
+ m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
+ m3x3_mulv( gate->transport, phys->m, phys->m );
+ m3x3_mulv( gate->transport, phys->bob, phys->bob );
+
+ /* Pre-emptively edit the camera matrices so that the motion vectors
+ * are correct */
+ m4x3f transport_i;
+ m4x4f transport_4;
+ m4x3_invert_affine( gate->transport, transport_i );
+ m4x3_expand( transport_i, transport_4 );
+ m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+ m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, phys->rb.q, phys->rb.q );
+
+ world_routes_activate_gate( i );
+
+ if( phys->controller == k_player_controller_walk )
+ {
+ v3f fwd_dir = {cosf(player.angles[0]),
+ 0.0f,
+ sinf(player.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+ }
+
+ player.rewind_length = 0;
+ player.rewind_total_length = 0.0f;
+ player.rewind_incrementer = 10000;
+ player_save_frame();
+
+ audio_lock();
+ audio_play_oneshot( &audio_gate_pass, 1.0f );
+ audio_unlock();
+ break;
+ }
+ }
+#endif
+
+ rb_update_transform( &player.rb );
+}
+
/*
* -----------------------------------------------------------------------------
* API implementation
VG_STATIC float *player_get_pos(void)
{
- return player.phys.rb.co;
+ return player.rb.co;
}
VG_STATIC void player_kill(void)
if( player.death_tick_allowance == 0 )
{
player.is_dead = 1;
- player_ragdoll_copy_model( player.phys.rb.v );
- world_routes_clear();
+ player_ragdoll_copy_model( player.rb.v );
}
}
}
+VG_STATIC void player_save_frame(void)
+{
+ player.controller_frame = player.controller;
+
+ /* TODO <interface>->save() */
+}
+
+VG_STATIC void player_restore_frame(void)
+{
+ player.controller = player.controller_frame;
+
+ /* TODO <interface>->load() */
+}
+
#endif /* PLAYER_H */
+#endif