#ifndef PLAYER_H
#define PLAYER_H
-#include "common.h"
-#include "character.h"
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
-static int freecam = 0;
+#define PLAYER_REWIND_FRAMES 60*4
-static struct gplayer
+struct player_instance
{
- /* Physics */
- v3f co, v, a, v_last, m, bob;
- v4f rot;
- float vswitch, slip, slip_last,
- reverse;
+ /* transform definition */
+ rigidbody rb, rb_gate_storage;
+ v3f angles, angles_storage;
- float iY; /* Yaw inertia */
- int in_air, is_dead, on_board;
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
- /* Input */
- v2f joy_l;
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ camera cam;
- v2f board_xy;
- float grab;
- float pitch;
+ 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;
- v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
- int land_log_count;
- m3x3f vr;
+ /*
+ * 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;
- m4x3f to_world, to_local;
-
- struct character mdl;
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
- v3f handl_target, handr_target,
- handl, handr;
-
- /* Camera */
- float air_blend;
-
- v3f camera_pos, smooth_localcam;
- v2f angles;
- m4x3f camera, camera_inverse;
-}
-player;
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
-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] );
+ player_pose holdout_pose;
+ float holdout_time;
- m4x3_invert_affine( player.to_world, player.to_local );
-}
+ /*
+ * Rewind
+ * ----------------------------------------------------
+ */
+ int rewinding, rewind_sound_wait;
-static int reset_player( int argc, char const *argv[] )
-{
- v3_zero( player.co );
+ 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;
- if( argc == 1 )
+ /*
+ * Subsystems
+ * -------------------------------------------------
+ */
+
+ enum player_subsystem
{
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, player.co );
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2
}
+ subsystem,
+ subsystem_gate;
- 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 );
+ struct player_skate _skate;
+ struct player_walk _walk;
+ struct player_dead _dead;
+};
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
- player_transform_update();
- return 0;
-}
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+ player__walk_bind,
+ player__skate_bind,
+ NULL
+};
-static void player_mouseview(void)
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
{
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
+ player__walk_reset,
+ player__skate_reset,
+ NULL
+};
- 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 );
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) =
+{
+ player__walk_pre_update,
+ player__skate_pre_update,
+ NULL
+};
- 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 );
+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
+};
-static void player_freecam(void)
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
{
- player_mouseview();
+ player__walk_im_gui,
+ player__skate_im_gui,
+ NULL
+};
- 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 );
-}
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+ player__walk_animate,
+ player__skate_animate,
+ player__dead_animate
+};
-static void apply_gravity( v3f vel, float const timestep )
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
+ player__walk_post_animate,
+ player__skate_post_animate,
+ player__dead_post_animate
+};
-static void player_start_air(void)
+VG_STATIC
+void( *_player_restore[] )( player_instance *player ) =
{
- player.in_air = 1;
+ player__walk_restore,
+ player__skate_restore,
+ NULL
+};
- float pstep = ktimestep*10.0f;
+/* implementation */
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
- 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 );
+#endif /* PLAYER_H */
- for( int m=-3;m<=12; m++ )
- {
- float vmod = ((float)m / 15.0f)*0.09f;
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
+#if 0
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
- /*
- * Try different 'rotations' of the velocity to find the best possible
- * landing normal. This conserves magnitude at the expense of slightly
- * unrealistic results
- */
+#define PLAYER_H
+#ifndef PLAYER_H
+#define PLAYER_H
- m3x3f vr;
- v4f vr_q;
+#define PLAYER_REWIND_FRAMES 60*4
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
+#include "conf.h"
+#include "audio.h"
+#include "common.h"
+#include "world.h"
+#include "skeleton.h"
+#include "bvh.h"
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, ktimestep, pco );
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
+/*
+ * -----------------------------------------------------------------------------
+ * Memory
+ * -----------------------------------------------------------------------------
+ */
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
+VG_STATIC struct gplayer
+{
+ rigidbody rb, rb_frame;
+ v3f co, angles; /* used as transfer between controllers */
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
+ enum player_controller
+ {
+ 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
+ }
+ controller,
+ controller_frame;
- if( ray_world( pco1, vdir, &contact ))
- {
- float land_delta = v3_dot( pv, contact.normal );
- u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+ m4x3f visual_transform,
+ inv_visual_transform;
- /* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
- {
- land_delta *= 0.1f;
- scolour |= 0x0000a000;
- }
+ int is_dead, death_tick_allowance, rewinding;
+ int rewind_sound_wait;
- 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 );
+ v3f handl_target, handr_target,
+ handl, handr;
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
+ /* Input */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_switch_mode,
+ *input_reset,
+ *input_grab;
+
+ /* Camera */
+ float air_time;
+ v3f camera_pos, smooth_localcam;
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
+ struct rewind_frame
+ {
+ v3f pos;
+ v3f 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,
+ fgrind;
+
+ v3f board_offset;
+ v4f board_rotation;
+
+ float walk;
+ int step_phase;
+ enum mdl_surface_prop surface_prop;
+
+ /* player model */
+ struct player_model
+ {
+ glmesh player_meshes[3];
+
+ mdl_context meta;
+ 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,
+ id_ik_foot_l,
+ id_ik_foot_r,
+ id_board;
+
+ v3f cam_pos;
+
+ struct ragdoll_part
+ {
+ u32 bone_id;
+ //v3f offset;
+
+ /* Collider transform relative to bone */
+ m4x3f collider_mtx,
+ inv_collider_mtx;
- player.land_log_count ++;
+ u32 use_limits;
+ v3f limits[2];
- break;
- }
+ 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__OLD
- //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-
- return;
- v3_muls( player.v, best_velocity_mod, player.v );
+#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
-static int sample_if_resistant( v3f pos )
+;
+
+/*
+ * API
+ */
+VG_STATIC float *player_get_pos(void);
+VG_STATIC void player_kill(void);
+VG_STATIC float *player_cam_pos(void);
+VG_STATIC void player_save_frame(void);
+VG_STATIC void player_restore_frame(void);
+VG_STATIC void player_save_rewind_frame(void);
+
+/*
+ * Submodules
+ */
+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 */
{
- v3f ground;
- v3_copy( pos, ground );
- ground[1] += 4.0f;
-
- ray_hit hit;
- hit.dist = INFINITY;
+ rb_init( &player.rb );
- 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 );
+ 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 );
- if( resistance < 0.25f )
- {
- v3_copy( hit.pos, pos );
- return 1;
- }
- }
+ VG_VAR_I32( freecam );
+ VG_VAR_I32( cl_thirdperson );
+ VG_VAR_F32_PERSISTENT( fc_speed );
- return 0;
-}
+ 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 );
-static float stable_force( float current, float diff )
-{
- float new = current + diff;
+ VG_VAR_F32( k_friction_lat );
+
+ 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,
+ .poll_suggest = reset_player_poll
+ });
+
+ vg_function_push( (struct vg_cmd){
+ .name = "kill",
+ .function = kill_player
+ });
- if( new * current < 0.0f )
- return 0.0f;
+ /* HACK */
+ rb_register_cvar();
- return new;
+ player.rewind_length = 0;
+ player.rewind_buffer =
+ vg_linear_alloc( vg_mem.rtmemory,
+ sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
+
+ player_model_init();
}
-static void player_physics_ground(void)
+VG_STATIC void player_save_rewind_frame(void)
{
- /*
- * 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 )
+ if( player.rewind_length < PLAYER_REWIND_FRAMES )
{
- player_start_air();
- return;
- }
+ struct rewind_frame *fr =
+ &player.rewind_buffer[ player.rewind_length ++ ];
- 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 );
+ v2_copy( player.angles, fr->ang );
+ v3_copy( player.camera_pos, fr->pos );
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
+ player.rewind_incrementer = 0;
- /* 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 );
+ 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 );
+ }
}
+}
- 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;
+/* disaster */
+VG_STATIC int menu_enabled(void);
+#include "menu.h"
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+VG_STATIC void player_do_motion(void);
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+ if( menu_enabled() )
+ return;
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
+ v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
- /* Calculate local forces */
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+ if( vg_input.controller_should_use_trackpad_look )
+ {
+ static v2f last_input;
+ static v2f vel;
+ static v2f vel_smooth;
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
- player.slip = slip;
- player.reverse = -vg_signf(vel[2]);
+ v2f input = { player.input_js2h->axis.value,
+ player.input_js2v->axis.value };
- float substep = ktimestep * 0.2f;
- float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+ {
+ v2_sub( input, last_input, vel );
+ v2_muls( vel, 1.0f/vg.time_delta, vel );
+ }
+ else
+ {
+ v2_zero( vel );
+ }
- 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 );
+ v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+
+ v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
+ v2_copy( input, last_input );
}
-
- static double start_push = 0.0;
- if( vg_get_button_down( "push" ) )
- start_push = vg_time;
-
- if( !vg_get_button("break") && vg_get_button( "push" ) )
+ else
{
- 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.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
+ player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
}
-
- 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)
-{
- 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 );
+ player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
-static void player_physics_air(void)
+/* Deal with input etc */
+VG_STATIC void player_update_pre(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] )
+ 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 )
{
- player.in_air = 0;
-
- if( !ray_hit_is_ramp( &hit ) )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.v );
- }
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_lerp( ra, rb, t, mtx[3] );
- return;
+ debug_sphere( mtx, 0.4f, 0xff00ff00 );
+
+ v3f x1;
+ v3_muladds( mtx[3], rx, 0.4f, x1 );
+ vg_line( mtx[3], x1, 0xffffffff );
}
}
-
- /* Prediction
- *
- * TODO: Find best landing surface and guide player towords it
- */
- 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;
+#if 0
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
+ 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
- //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-
- ray_hit contact;
- v3f vdir;
+ if( player.rewinding )
+ return;
- 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 );
+ if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
+ {
+ double delta = world.time - world.last_use;
- float angle = v3_dot( localup, contact.normal );
- v3f axis;
- v3_cross( localup, contact.normal, axis );
+ 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)
+ */
+
+ 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;
- 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;
+ player.is_dead = 0;
+ player.death_tick_allowance = 30;
+ player_restore_frame();
- if( angle < 0.99f )
+ if( player.controller == k_player_controller_walk )
{
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rot, player.rot );
+ player.angles[0] = atan2f( -player.rb.forward[2],
+ -player.rb.forward[0] );
}
- draw_cross( contact.pos, 0xffff0000, 1 );
- break;
- }
- time_to_impact += pstep;
- }
-
- player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
- {
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
- 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 );
+ world_routes_notify_reset();
- q_axis_angle( rotate, vside, siX );
- q_mul( rotate, player.rot, player.rot );
+ /* apply 1 frame of movement */
+ player_do_motion();
+ }
+ else
+ {
+ if( player.is_dead )
+ {
+ reset_player( 0, NULL );
+ }
+ else
+ {
+ /* cant do that */
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[4], 1.0f );
+ audio_unlock();
+ }
+ }
}
-
- 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( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
+ {
+ audio_lock();
- if( player.in_air )
- player_physics_air();
+#if 0
+ if( phys->controller == k_player_controller_walk )
+ {
+ phys->controller = k_player_controller_skate;
- 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 );
+ v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+ audio_play_oneshot( &audio_lands[6], 1.0f );
+ }
+ else if( phys->controller == k_player_controller_skate )
+ {
+ phys->controller = k_player_controller_walk;
- /* Integrate inertia */
- v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
- m3x3_mulv( player.to_world, vup, vup );
+ audio_play_oneshot( &audio_lands[5], 1.0f );
+ }
+#endif
- static float siY = 0.0f;
+ audio_unlock();
+ }
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
+ if( player.controller == k_player_controller_walk )
+ player_mouseview();
+}
- q_axis_angle( rotate, vup, siY );
- q_mul( rotate, player.rot, player.rot );
+VG_STATIC void player_update_fixed(void) /* 2 */
+{
+ if( player.rewinding )
+ return;
- player.iY = 0.0f; /* temp */
+ if( player.death_tick_allowance )
+ player.death_tick_allowance --;
-#if 0
- /* GATE COLLISION */
- if( gate_intersect( &gate_a, player.co, prevco ) )
+ if( player.is_dead )
{
- 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 );
+ player_ragdoll_iter();
}
-#endif
-
- /* Camera and character */
- player_transform_update();
+ else
+ {
+ player.rewind_incrementer ++;
- 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( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
+ {
+ player_save_rewind_frame();
+ }
- 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 );
+ player_do_motion();
+ }
}
-static void player_walkgrid(void)
+VG_STATIC void player_update_post(void)
{
- float const k_gridscale = 0.5f;
- float const k_stepheight = 0.5f;
- float const k_walkspeed = 6.0f;
- float const k_miny = 0.6f;
- float const k_height = 1.78f;
- int const k_gridamt = 8;
-
- v3f cell;
- v3_muls( player.co, 1.0f/k_gridscale, cell );
- v3_floor( cell, cell );
- v3_muls( cell, k_gridscale, cell );
-
- struct grid_sample
+#if 0
+ for( int i=0; i<player.prediction_count; i++ )
{
- ray_hit hit;
- int valid;
- }
- samples[ k_gridamt ][ k_gridamt ];
+ 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 );
- v3f grid_origin;
- v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f },
- (float)(k_gridamt/2) * k_gridscale, grid_origin );
+ vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
- /*
- * Get sample 'poles'
- */
- for( int y=0; y<k_gridamt; y++ )
+ 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 )
{
- for( int x=0; x<k_gridamt; x++ )
- {
- v3f sample_coord;
- v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
- sample_coord[1] += k_height;
+ player_debug_ragdoll();
- struct grid_sample *sample = &samples[y][x];
- sample->valid = 0;
- sample->hit.dist = k_stepheight+k_height;
+ if( !freecam )
+ player_animate_death_cam();
+ }
+ else
+ {
+ player_animate();
- if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
- {
- if( sample->hit.normal[1] >= k_miny &&
- ray_hit_is_ramp( &sample->hit ))
- {
- sample->valid = 1;
- draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
- }
- else
- draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
- }
+ if( !freecam )
+ {
+ if( cl_thirdperson )
+ player_animate_camera_thirdperson();
+ else
+ player_animate_camera();
}
}
- /*
- * Clip grid intersections with triangle edges
- */
- for( int x=0; x<k_gridamt; x++ )
+ if( freecam )
+#endif
+ player_freecam();
+
+ /* CAMERA POSITIONING: LAYER 0 */
+ v2_copy( player.angles, main_camera.angles );
+ v3_copy( player.camera_pos, main_camera.pos );
+
+#if 0
+ if( player.rewinding )
{
- for( int y=0; y<k_gridamt-1; y++ )
+ if( player.rewind_time <= 0.0f )
{
- struct grid_sample *sa = &samples[y][x],
- *sb = &samples[y+1][x];
+ 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;
+ }
+ else
+ {
+ world.sky_target_rate = -100.0;
+ assert( player.rewind_length > 0 );
- if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
- {
- v3f tri[3];
- ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
+ v2f override_angles;
+ v3f override_pos;
+
+ float budget = vg.time_delta,
+ overall_length = player.rewind_length;
- v3f sample;
- v3_muladds( grid_origin, (v3f){ x, 0, y },
- k_gridscale, sample);
+ world_routes_rollback_time( player.rewind_time / overall_length );
+
+ 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 );
- /* Clip triangles until we find an edge inside the cell */
- int axis = 0;
- float offset = sample[axis==0?0:2],
- basis = sample[axis==0?2:0];
+ struct rewind_frame *fr = &player.rewind_buffer[i0],
+ *fr1 = &player.rewind_buffer[i1];
- for( int i=0; i<3; i++ )
- {
- int ia = i,
- ib = (i+1)%3;
- float pa = tri[ia][axis],
- pb = tri[ib][axis];
+ float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+ subl = vg_fractf( player.rewind_time ) + 0.001f,
- vg_line( tri[ia],tri[ib],0xffaaaaaa );
+ 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( (pa-offset)*(pb-offset) > 0.0f )
- continue;
+ advl = vg_minf( mod, subl ),
+ advt = (advl / mod) * budget;
+
+ player.dist_accum += speed * advt;
+ player.rewind_time -= advl;
+ budget -= advt;
+ }
- float d = pb-pa,
- qa = (offset-pa)/d,
- h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
- q = (h-basis)/k_gridscale;
+ player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
- if( q >= 0.0f && q <= 1.0f )
- {
- float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
+ float current_time = vg.time - player.diag_rewind_start,
+ remaining = player.rewind_predicted_time - current_time;
- v3f intersection = { offset, height, h };
- draw_cross( intersection, 0xffff0000, 0.06f );
- break;
+ if( player.rewind_sound_wait )
+ {
+ if( player.rewind_predicted_time >= 6.5f )
+ {
+ 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;
}
}
}
+
+ 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);
+
+ 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 );
+
+ /* CAMERA POSITIONING: LAYER 1 */
+ float blend = (4.0f-player.rewind_time) * 0.25f,
+ c = vg_clampf( blend, 0.0f, 1.0f );
+
+ 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
- v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
- side = { -fwd[2], 0.0f, fwd[0] };
-
- /* Temp */
- if( glfwGetKey( vg_window, GLFW_KEY_W ) )
- v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co );
- if( glfwGetKey( vg_window, GLFW_KEY_S ) )
- v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
+ camera_update_transform( &main_camera );
+ player_audio();
+}
- if( glfwGetKey( vg_window, GLFW_KEY_A ) )
- v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
- if( glfwGetKey( vg_window, GLFW_KEY_D ) )
- v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co );
+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->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,
+ 0,
+ (float *)player.mdl.sk.final_mtx );
- m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
- player_mouseview();
- player_transform_update();
+ mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
+ mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
}
-static void player_animate(void)
+VG_STATIC void player_do_motion(void)
{
- /* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.v, player.v_last );
+ 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();
+ }
+ }
- 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 );
+ 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
- if( !freecam )
+ 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 )
{
- v3_copy( head, player.view );
- v3f camoffs = {-0.2f,-0.6f,0.00f};
- v3_add( player.view, camoffs, player.view );
+ 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 );
}
-#endif
- /*
- * Animation blending
- * ===========================================
- */
+ /* Faux angular velocity */
+ v4f rotate;
- 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 lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+ phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
- 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 );
+ q_axis_angle( rotate, phys->rb.up, phys->siY );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
+ phys->iY = 0.0f;
+#endif
/*
- * Additive effects
- * ==========================
+ * Gate intersection, by tracing a line over the gate planes
*/
- 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 )
+#if 0
+ for( int i=0; i<world.gate_count; i++ )
{
- 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 );
+ struct route_gate *rg = &world.gates[i];
+ teleport_gate *gate = &rg->gate;
- if( tuck < 0.0f )
+ if( gate_intersect( gate, phys->rb.co, prevco ) )
{
- //foot_l *= 1.0f-tuck_amt*1.5f;
+ 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( player.grab > 0.1f )
+ if( phys->controller == k_player_controller_walk )
{
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
- player.handl_target );
- }
- }
- else
- {
- //foot_r *= 1.0f-tuck_amt*1.4f;
+ v3f fwd_dir = {cosf(player.angles[0]),
+ 0.0f,
+ sinf(player.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
- if( player.grab > 0.1f )
- {
- m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
- player.handr_target );
+ 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 );
+}
- 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 */
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
- 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;
+VG_STATIC float *player_get_pos(void)
+{
+ return player.rb.co;
}
-static void player_update(void)
+VG_STATIC void player_kill(void)
{
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
-
- if( freecam )
+ if( player.death_tick_allowance == 0 )
{
- 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();
- }
- }
+ player.is_dead = 1;
+ player_ragdoll_copy_model( player.rb.v );
}
+}
- /* 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 );
+VG_STATIC float *player_cam_pos(void)
+{
+ return player.camera_pos;
}
-static void draw_player(void)
+
+VG_STATIC void player_save_frame(void)
{
- /* Draw */
- m4x3_copy( player.to_world, player.mdl.mroot );
+ player.controller_frame = player.controller;
+
+ /* TODO <interface>->save() */
+}
- if( player.is_dead )
- character_mimic_ragdoll( &player.mdl );
- else
- character_eval( &player.mdl );
+VG_STATIC void player_restore_frame(void)
+{
+ player.controller = player.controller_frame;
- character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+ /* TODO <interface>->load() */
}
#endif /* PLAYER_H */
+#endif