dead
[carveJwlIkooP6JGAAIwe30JlM.git] / player_interface.h
index acd9e1e9082daace25308df87a95cfa0a8076159..dc23776500b58bfd163a8770b29f354c8a507a58 100644 (file)
@@ -1,3 +1,4 @@
+#if 0
 #ifndef PLAYER_INTERFACE_H
 #define PLAYER_INTERFACE_H
 
 
 typedef struct player_device     player_device;
 typedef struct player_interface  player_interface;
-typedef struct player_attachment player_attachment;
+typedef struct player_device_transition player_device_transition;
 typedef mdl_keyframe player_pose[32];
 
+#define PLAYER_DEVICE_API VG_STATIC
+
 struct player_interface
 {
    rigidbody rb;
    camera cam;
-   
-   struct player_attachment
+
+   player_device *devices[ 8 ];
+   u32 active_device, 
+       device_count;
+
+   /*
+    * Camera management
+    * ---------------------------
+    */
+   enum camera_mode
    {
-      player_device *device;
-      void          *storage;
+      k_camera_mode_firstperson,
+      k_camera_mode_thirdperson
    }
-   dev;
+   camera_mode;
+   float camera_type_blend;
+
+   teleport_gate *gate_waiting;
 
+   /*
+    * Input 
+    * --------------------------------
+    */
    struct input_binding *input_js1h,
                         *input_js1v,
                         *input_js2h,
@@ -36,41 +54,50 @@ struct player_interface
                         *input_walkv,
                         *input_use,
                         *input_reset,
-                        *input_grab;
+                        *input_grab,
+                        *input_camera;
 
-   v3f prev_position;
+   /*
+    * Animation
+    * --------------------------------------------------
+    */
 
    struct player_avatar  *playeravatar;
    glmesh                *playermesh;
    struct player_ragdoll  ragdoll;
 };
 
+enum player_device_event_type
+{
+   k_player_device_event_bind,
+   k_player_device_event_respawn,
+   k_player_device_event_custom_transition,
+
+   k_player_device_event_pre_update,
+   k_player_device_event_update,
+   k_player_device_event_post_update,
+   k_player_device_event_animate,
+   k_player_device_event_post_animate,
+   k_player_device_event_debug_ui,
+   k_player_device_event_restore_state,
+};
+
 /* FIXME: yo */
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 
 struct player_device
 {
-   void (* bind )      ( player_interface *player, player_attachment *at );
-   void (* pre_update) ( player_interface *player, player_attachment *at );
-   void (* update)     ( player_interface *player, player_attachment *at );
-   void (* post_update)( player_interface *player, player_attachment *at );
-   void (* pose)       ( player_interface *player, player_attachment *at, 
-                            player_pose pose, m4x3f transform );
-
-   void (* get_camera) ( player_interface *player, player_attachment *at, 
-                            camera *cam );
-
-   void (* attatch )   ( player_interface *player, player_attachment *at, 
-                            void *storage );
-
-   void (* reset )     ( player_interface *player, player_attachment *at,
-                           struct respawn_point *spawn );
-
-   void (* store_state)( player_interface *player, player_attachment *at );
-   void (* load_state) ( player_interface *player, player_attachment *at );
-   void (* debug_ui)   ( player_interface *player, player_attachment *at );
-   void (* gate_transport)( player_interface *player, player_attachment *at,
-                            teleport_gate *gate );
+   const char *name;
+   int (* event )  ( player_device *dev, player_interface *player,
+                     enum player_device_event_type ev, void *data );
+
+   void          *storage;
+
+   /* animation driven */
+   player_pose    pose;
+   v3f            pose_root_co;
+   v4f            pose_root_q;
+   camera         cam_1st, cam_3rd;
 };
 
 VG_STATIC void player_interface_create_player( player_interface *inst )
@@ -91,6 +118,7 @@ VG_STATIC void player_interface_create_player( player_interface *inst )
    inst->input_walkv= vg_create_named_input( "walk-v",  k_input_type_axis );
    inst->input_use  = vg_create_named_input( "use",     k_input_type_button );
    inst->input_reset= vg_create_named_input( "reset",   k_input_type_button );
+   inst->input_camera=vg_create_named_input( "camera",  k_input_type_button );
 
    const char *default_cfg[] = 
    {
@@ -128,6 +156,7 @@ VG_STATIC void player_interface_create_player( player_interface *inst )
 
       "bind use gp-y",
       "bind use e",
+      "bind camera c"
    };
 
    for( int i=0; i<vg_list_size(default_cfg); i++ )
@@ -141,6 +170,20 @@ VG_STATIC void player_interface_create_player( player_interface *inst )
    m4x3_identity( inst->rb.to_local );
 }
 
+PLAYER_DEVICE_API u32 player_get_device( player_interface *player,
+                                         const char *name )
+{
+   for( u32 i=0; i<player->device_count; i++ )
+   {
+      player_device *dev = player->devices[i];
+      if( !strcmp( name, dev->name ) )
+         return i;
+   }
+
+   vg_fatal_exit_loop( "Invalid device name\n" );
+   return -1;
+}
+
 VG_STATIC void player_use_avatar( player_interface *player,
                                   struct player_avatar *av )
 {
@@ -155,31 +198,67 @@ VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
 
 /* FIXME: Seperate concepts for binding and equip.
  */
-VG_STATIC void player_use_device( player_interface *player, player_device *dev,
-                                  void *storage )
+VG_STATIC void player_add_device( player_interface *player, player_device *dev )
 {
-   player->dev.device = dev;
-   player->dev.storage = storage;
+   if( player->device_count == vg_list_size( player->devices ) )
+      vg_fatal_exit_loop( "Too many devices added\n" );
 
-   player->dev.device->bind( player, &player->dev );
+   player->devices[ player->device_count ++ ] = dev;
+
+   assert( dev->event );
+   assert( dev->storage );
+
+   vg_success( "Added player device '%s'\n", dev->name );
+}
+
+VG_STATIC void player_bind( player_interface *player )
+{
+   for( int i=0; i<player->device_count; i++ )
+   {
+      player_device *dev = player->devices[i];
+      dev->event( dev, player, k_player_device_event_bind, NULL );
+   }
+}
+
+PLAYER_DEVICE_API void player_transition_to_device( player_interface *player,
+                                                    u32 id, void *data )
+{
+   assert( id < player->device_count );
+
+   player->active_device = id;
+   player_device *dev = player->devices[ player->active_device ];
+
+   dev->event( dev, player, k_player_device_event_custom_transition, data );
+   //dev->event( dev, player, k_player_device_event_pre_update, NULL );
 }
 
 VG_STATIC void player_pre_update( player_interface *player )
 {
-   assert( player->dev.device );
+   if( vg_input_button_down( player->input_camera ) )
+   {
+      if( player->camera_mode == k_camera_mode_firstperson )
+         player->camera_mode = k_camera_mode_thirdperson;
+      else
+         player->camera_mode = k_camera_mode_firstperson;
+   }
 
+#if 0
+   if( vg_input_button_down( player->input_use ) )
+      player->active_device ^= 0x1;
+#endif
+
+#if 0
    v3_copy( player->rb.co, player->prev_position );
+#endif
 
-   if( player->dev.device->pre_update )
-      player->dev.device->pre_update( player, &player->dev );
+   player_device *dev = player->devices[ player->active_device ];
+   dev->event( dev, player, k_player_device_event_pre_update, NULL );
 }
 
 VG_STATIC void player_update( player_interface *player )
 {
-   assert( player->dev.device );
-
-   if( player->dev.device->update )
-      player->dev.device->update( player, &player->dev );
+   player_device *dev = player->devices[ player->active_device ];
+   dev->event( dev, player, k_player_device_event_update, NULL );
 }
 
 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
@@ -196,57 +275,42 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
-VG_STATIC void player_post_update( player_interface *player )
+/*
+ * Applies gate transport to a player_interface
+ */
+PLAYER_DEVICE_API 
+void player_pass_gate( player_interface *player, teleport_gate *gate )
 {
-   /* FIXME: Applies to main_camera directly! */
-   
-   assert( player->dev.device );
-
-   if( player->dev.device->post_update )
-      player->dev.device->post_update( player, &player->dev );
-
-   /* FIXME: only need to test against the visible gate....
-    *        OR... bvh */
-
-   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, player->rb.co, player->prev_position ) )
-      {
-         player->dev.device->gate_transport( player, &player->dev, gate );
-         v3_copy( player->rb.co, player->prev_position );
-      }
-   }
-   
-#if 0
-   camera_update_transform( &player->cam );
-   camera_update_view( &player->cam );
-   camera_update_projection( &player->cam );
-   camera_finalize( &player->cam );
-#endif
+   player->gate_waiting = gate;
 }
 
-#if 0
-VG_STATIC void player_pre_render( player_interface *player )
+VG_STATIC void player_post_update( player_interface *player )
 {
-   assert( player->dev.device );
-
-   if( player->dev.device->pre_render )
-      player->dev.device->pre_render( player );
+   player_device *dev = player->devices[ player->active_device ];
+   dev->event( dev, player, k_player_device_event_post_update, NULL );
 }
-#endif
 
 VG_STATIC void player_pre_render( player_interface *player )
 {
-   player_pose pose;
+   player_device *dev = player->devices[ player->active_device ];
+   dev->event( dev, player, k_player_device_event_animate, NULL );
+
+   /* TODO: eventually, blending code goes here */
+
    m4x3f transform;
+   q_m3x3( dev->pose_root_q, transform );
+   v3_copy( dev->pose_root_co, transform[3] );
+
+   struct skeleton *sk = &player->playeravatar->sk;
 
-   /* FIXME: Give devices more control over these render stages, and have 
-    *        'API calls'
-    *        for this kindof crap instead of it dictating order... */
+   skeleton_apply_pose( sk, dev->pose, k_anim_apply_defer_ik );
+   skeleton_apply_ik_pass( sk );
+   skeleton_apply_pose( sk, dev->pose, k_anim_apply_deffered_only );
+   skeleton_apply_inverses( sk );
+   skeleton_apply_transform( sk, transform );
+   skeleton_debug( sk );
 
+#if 0
    if( player->dev.device->pose )
    {
       player->dev.device->pose( player, &player->dev, pose, transform );
@@ -260,9 +324,61 @@ VG_STATIC void player_pre_render( player_interface *player )
       skeleton_apply_transform( sk, transform );
       skeleton_debug( sk );
    }
+#endif
+
+   dev->event( dev, player, k_player_device_event_post_animate, NULL );
 
-   player->dev.device->get_camera( player, &player->dev, &player->cam );
-   /* TODO: if dead copy ragdoll.. . */
+   /* TODO: eventually, blending code goes here */
+
+   float camera_blend_target = 1.0f;
+   if( player->camera_mode == k_camera_mode_firstperson )
+      camera_blend_target = 0.0f;
+
+   player->camera_type_blend = vg_lerpf( player->camera_type_blend, 
+                                         camera_blend_target,
+                                         5.0f * vg.frame_delta );
+
+   float t = player->camera_type_blend;
+   camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
+   player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
+
+   if( player->gate_waiting )
+   {
+      /* construct plane equation for reciever gate */
+      v4f plane;
+      v3_copy( player->gate_waiting->recv_to_world[2], plane );
+      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+
+      /* check camera polarity */
+      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
+      {
+         vg_success( "Plane cleared\n" );
+         player_apply_transport_to_cam( player->gate_waiting->transport );
+         player->gate_waiting = NULL;
+      }
+      else
+      {
+         /* de-transform camera and player back */
+         m4x3f inverse;
+         m4x3_invert_affine( player->gate_waiting->transport, inverse );
+         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
+
+         /* TODO: Find robust method for this */
+         v3f fwd_dir = { cosf(player->cam.angles[0]),
+                         0.0f,
+                         sinf(player->cam.angles[0])};
+         m3x3_mulv( inverse, fwd_dir, fwd_dir );
+         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+         skeleton_apply_transform( sk, inverse );
+      }
+   }
+
+#if 0
+   v3_copy( player->dev.cam_1st.pos,    player->cam.pos );
+   v3_copy( player->dev.cam_1st.angles, player->cam.angles );
+   player->cam.fov = player->dev.cam_1st.fov;
+#endif
 }
 
 VG_STATIC void player_render( camera *cam, player_interface *player )
@@ -298,38 +414,39 @@ VG_STATIC void player_debugtext( int size, const char *fmt, ... )
 VG_STATIC void player_ui( player_interface *player )
 {
    /* TODO: if debugger enabled */
+   player_device *dev = player->devices[ player->active_device ];
 
-   if( player->dev.device->debug_ui )
-   {
-      vg_uictx.cursor[0] = vg.window_x - 200;
-      vg_uictx.cursor[1] = 0;
-      vg_uictx.cursor[2] = 200;
-      vg_uictx.cursor[3] = 200;
+   vg_uictx.cursor[0] = vg.window_x - 200;
+   vg_uictx.cursor[1] = 0;
+   vg_uictx.cursor[2] = 200;
+   vg_uictx.cursor[3] = 200;
 
-      struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
+   struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
 
-      vg_uictx.cursor[0] = vg.window_x;
-      player->dev.device->debug_ui( player, &player->dev );
+   vg_uictx.cursor[0] = vg.window_x;
+   dev->event( dev, player, k_player_device_event_debug_ui, NULL );
 
-      b[2].co[1] = vg_uictx.cursor[1];
-      b[3].co[1] = vg_uictx.cursor[1];
-   }
+   b[2].co[1] = vg_uictx.cursor[1];
+   b[3].co[1] = vg_uictx.cursor[1];
 }
 
 VG_STATIC void player_spawn( player_interface *player, 
                              struct respawn_point *rp )
 {
+   player_device *dev = player->devices[ player->active_device ];
    v3_copy( rp->co, player->rb.co );
+#if 0
    v3_copy( rp->co, player->prev_position );
+#endif
    v3_zero( player->rb.v );
    v3_zero( player->rb.w );
    q_identity( player->rb.q );
    rb_update_transform( &player->rb );
 
-   if( player->dev.device->reset )
-      player->dev.device->reset( player, &player->dev, rp );
+   dev->event( dev, player, k_player_device_event_respawn, rp );
 }
 
+
 VG_STATIC void player_kill( player_interface *player )
 {
    
@@ -338,7 +455,8 @@ VG_STATIC void player_kill( player_interface *player )
 /*
  * Apply per render-frame mouse look from player to angles
  */
-VG_STATIC void player_look( player_interface *player, v3f angles )
+PLAYER_DEVICE_API
+void player_look( player_interface *player, v3f angles )
 {
    angles[2] = 0.0f;
    v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
@@ -377,3 +495,4 @@ VG_STATIC void player_look( player_interface *player, v3f angles )
 }
 
 #endif /* PLAYER_INTERFACE_H */
+#endif