X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=main.c;h=fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65;hb=a1a05787ada52089f30c533fb26b745554c07512;hp=8a812289e010d81301a5ce25ec26ef3de5417187;hpb=54ca09093b8d5f752b4a0897bd9703f3b2ad6ed1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/main.c b/main.c index 8a81228..fffa94b 100644 --- a/main.c +++ b/main.c @@ -7,12 +7,17 @@ vg_tex2d tex_grid = { .path = "textures/grid.qoi" }; vg_tex2d tex_sky = { .path = "textures/sky.qoi" }; vg_tex2d tex_gradients = { .path = "textures/gradients.qoi", .flags = VG_TEXTURE_CLAMP }; +vg_tex2d tex_cement = { .path = "textures/cement512.qoi" }; +vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" }; + vg_tex2d *texture_list[] = { &tex_norwey, &tex_gradients, &tex_grid, - &tex_sky + &tex_sky, + &tex_cement, + &tex_pallet }; /* Convars */ @@ -20,11 +25,15 @@ static int freecam = 0; static int debugview = 0; static int debugsdf = 0; static int sv_debugcam = 0; +static int sv_phys = 0; +static int thirdperson = 0; +static int clock_divider = 1; /* Components */ #include "road.h" #include "scene.h" #include "ik.h" +#include "character.h" int main( int argc, char *argv[] ) { @@ -35,28 +44,64 @@ m4x3f world_matrix; static struct gplayer { + /* Physics */ v3f co, v, a; v4f rot; - float vswitch, slip_last; + float vswitch, slip, slip_last; + + float iY; /* Yaw inertia */ + int in_air; + + /* Input */ + v2f joy_l; v3f view; v2f look_dir; /* TEMP */ + v2f board_xy; + float grab; + float pitch; + + v3f land_target; + v3f land_target_log[12]; + int land_log_count; + m3x3f vr; m4x3f to_world, to_local; + + struct character mdl; + /* Opengl */ +#if 0 glmesh mesh; - submodel legl, legu, board, torso, - wheels; + wheels, + foot, + + /* NEW MODEL */ + leg_r0, leg_r1, foot_r, + leg_l0, leg_l1, foot_l, + arm_r0, arm_r1, hand_r, + arm_l0, arm_l1, hand_l, + body, head; + + /* Rendering */ + m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; + m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt, + mfoot_l, mfoot_r; +#endif + + v3f handl_target, handr_target, + handl, handr; } player; static struct gworld { glmesh skydome; + glmesh cement; scene foliage, /* Tree shader */ geo, /* Std shader, collisions */ @@ -73,10 +118,7 @@ static void player_transform_update(void) q_m3x3( player.rot, player.to_world ); v3_copy( player.co, player.to_world[3] ); - v4f inv; - q_inv( player.rot, inv ); - q_m3x3( inv, player.to_local ); - v3_negate( player.co, player.to_local[3] ); + m4x3_invert_affine( player.to_world, player.to_local ); } static int reset_player( int argc, char const *argv[] ) @@ -132,6 +174,30 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "phys", + .data = &sv_phys, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "thirdperson", + .data = &thirdperson, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "div", + .data = &clock_divider, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=0 }, + .persistent = 1 + }); + vg_function_push( (struct vg_cmd){ .name = "reset", .function = reset_player @@ -139,16 +205,13 @@ void vg_start(void) v3f lightDir = { 0.1f, 0.8f, 0.2f }; v3_normalize( lightDir ); + + character_load( &player.mdl, "ch_default" ); - /* Unpack player */ - model *char_dev = vg_asset_read( "models/char_dev.mdl" ); - model_unpack( char_dev, &player.mesh ); - player.legl = *submodel_get( char_dev, "legl" ); - player.legu = *submodel_get( char_dev, "legu" ); - player.board = *submodel_get( char_dev, "skateboard" ); - player.torso = *submodel_get( char_dev, "torso" ); - player.wheels = *submodel_get( char_dev, "wheels" ); - free(char_dev); + /* temp */ + model *cement_model = vg_asset_read("models/cement_r1.mdl" ); + model_unpack( cement_model, &world.cement ); + free( cement_model ); /* Setup scene */ scene_init( &world.geo ); @@ -245,165 +308,192 @@ void vg_start(void) player_transform_update(); } -v3f head; +static float ktimestep = 1.0f/60.0f; -void vg_update(void) +static void player_freecam(void) { - float timestep = 1.0f/60.0f; + m4x3f cam_rot; + m4x3_identity( cam_rot ); + m4x3_rotate_y( cam_rot, -player.look_dir[0] ); + m4x3_rotate_x( cam_rot, -player.look_dir[1] ); - if( freecam ) - { - m4x3f cam_rot; - m4x3_identity( cam_rot ); - m4x3_rotate_y( cam_rot, -player.look_dir[0] ); - m4x3_rotate_x( cam_rot, -player.look_dir[1] ); + v3f lookdir = { 0.0f, 0.0f, -1.0f }, + sidedir = { 1.0f, 0.0f, 0.0f }; + + m4x3_mulv( cam_rot, lookdir, lookdir ); + m4x3_mulv( cam_rot, sidedir, sidedir ); + + float movespeed = 5.0f; + static v2f mouse_last, + view_vel = { 0.0f, 0.0f }; - v3f lookdir = { 0.0f, 0.0f, -1.0f }, - sidedir = { 1.0f, 0.0f, 0.0f }; - - m4x3_mulv( cam_rot, lookdir, lookdir ); - m4x3_mulv( cam_rot, sidedir, sidedir ); - - float movespeed = 5.0f; - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - static v3f move_vel = { 0.0f, 0.0f, 0.0f }; + static v3f move_vel = { 0.0f, 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 ); + if( vg_get_button_down( "primary" ) ) + v2_copy( vg_mouse, mouse_last ); + else if( vg_get_button( "primary" ) ) + { + v2f delta; + v2_sub( vg_mouse, mouse_last, delta ); + v2_copy( vg_mouse, mouse_last ); - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muls( view_vel, 0.75f, view_vel ); - v2_add( view_vel, player.look_dir, player.look_dir ); - player.look_dir[1] = - vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.75f, move_vel ); - v3_add( move_vel, player.view, player.view ); + v2_muladds( view_vel, delta, 0.005f, view_vel ); } + v2_muls( view_vel, 0.75f, view_vel ); + v2_add( view_vel, player.look_dir, player.look_dir ); + player.look_dir[1] = + vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - static int in_air = 1; + 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 ); - v3f ground_pos, ground_norm; - v3_copy( player.co, ground_pos ); + v3_muls( move_vel, 0.75f, move_vel ); + v3_add( move_vel, player.view, player.view ); - if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) - { -#if 0 - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - v3_normalize(localup); - v3_normalize(ground_norm); +} - float angle = v3_dot( localup, ground_norm ); - v3f axis; - v3_cross( localup, ground_norm, axis ); +static void apply_gravity( v3f vel, float const timestep ) +{ + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( vel, gravity, timestep, vel ); +} - if( angle < 0.999f && !in_air ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } -#endif - } +static void player_start_air(void) +{ + player.in_air = 1; + + float pstep = ktimestep*10.0f; + + float best_velocity_mod = 0.0f, + best_velocity_delta = -9999.9f; + + v3f targetn; + + 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; - if( freecam ) - return; + m3x3_identity( player.vr ); - if( in_air ) + for( int m=0;m<=5; m++ ) { - v3f pco, pco1, pv; - - float pstep = timestep*10.0f; + float vmod = ((float)m / 5.0f)*0.15f; - v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3f pco, pco1, pv; v3_copy( player.co, pco ); v3_copy( player.v, pv ); - v3f targetn; + /* + * 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 ); - for( int i=0; i<20; i++ ) + for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); - v3_muladds( pv, gravity, pstep, pv ); + apply_gravity( pv, pstep ); + + m3x3_mulv( vr, pv, pv ); v3_muladds( pco, pv, pstep, pco ); vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); v3f sh; v3_copy( pco, sh ); - sample_scene_height( &world.geo, sh, targetn ); + int hit = sample_scene_height( &world.geo, sh, targetn ); - if( sh[1] >= pco[1] ) + if( sh[1] >= pco[1] && hit ) { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, targetn ); - v3f axis; - v3_cross( localup, targetn, axis ); + float land_delta = v3_dot( pv, targetn ); - if( angle < 0.99f ) + if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.1f ); - q_mul( correction, player.rot, player.rot ); - } + best_velocity_delta = land_delta; + best_velocity_mod = vmod; + + v3_copy( sh, player.land_target ); + q_axis_angle( vr_q, axis, vmod*0.1f ); + q_m3x3( vr_q, player.vr ); + } + v3_copy( sh, player.land_target_log[player.land_log_count ++] ); break; } } - - if( ground_pos[1] > player.co[1] ) - { - in_air = 0; - } } - if( vg_get_button( "forward" ) ) + //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, norm; + v3_copy( pos, ground ); + + if( sample_scene_height( &world.geo, ground, norm ) ) { - v3f dir = { 0.0f, 0.0f, -1.0f }; + v3f angle; + v3_copy( player.v, angle ); + v3_normalize( angle ); + float resistance = v3_dot( norm, angle ); - m3x3_mulv( player.to_world, dir, dir ); - v3_muladds( player.v, dir, 5.0f * timestep, player.v ); + if( resistance < 0.25f ) + { + v3_copy( ground, pos ); + return 1; + } } - /* Get front and back contact points */ - - v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside; - v3f axis; + return 0; +} - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 ); +static void player_physics_ground(void) +{ + /* + * Getting surface collision points, + * the contact manifold is a triangle for simplicity. + */ + v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside, + axis; + + m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd ); + m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm ); + m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front ); + m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, 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 all_contacting = - sample_scene_height( &world.geo, contact_front, NULL ) && - sample_scene_height( &world.geo, contact_back, NULL ) && - sample_scene_height( &world.geo, contact_norm, NULL ); + int contact_count = + sample_if_resistant( contact_front ) + + sample_if_resistant( contact_back ) + + sample_if_resistant( contact_norm ); + + if( contact_count < 3 ) + { + player_start_air(); + return; + } v3f norm; v3f v0, v1; @@ -419,99 +509,269 @@ void vg_update(void) float angle = v3_dot( vup, norm ); v3_cross( vup, norm, axis ); - if( angle < 0.999f && !in_air ) + 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 ); - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player.v, gravity, timestep, player.v ); + if( resistance >= 0.0f ) + { + player_start_air(); + return; + } + else + { + v3_muladds( player.v, norm, -resistance, player.v ); + } + + /* This is where velocity integration used to be */ + + float slip = 0.0f; + + player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - if( !in_air ) + v3f vel; + m3x3_mulv( player.to_local, player.v, vel ); + + /* Calculate local forces */ + + slip = (-vel[0] / vel[2]) * player.vswitch; + if( fabsf( slip ) > 1.2f ) + slip = vg_signf( slip ) * 1.2f; + player.slip = slip; + +#if 0 + if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f ) { - float resistance = v3_dot( norm, player.v ); + vg_warn( "SWITCH\n" ); + player.vswitch = -player.vswitch; + slip = -slip; + } - if( resistance >= 0.0f ) - in_air = 1; - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } + player.slip_last = slip; +#endif + + float substep = ktimestep * 0.2f; + + for( int i=0; i<5; i++ ) + { + if( fabsf(vel[2]) >= 0.02f*substep ) + vel[2] += vg_signf( vel[2] ) * -0.02f * substep; + if( fabsf(vel[0]) >= 7.0f*substep ) + vel[0] += vg_signf( vel[0] ) * -7.0f * substep; } + + m3x3_mulv( player.to_world, vel, player.v ); - /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */ - v3_muladds( player.co, player.v, timestep, player.co ); + if( vg_get_button( "yawl" ) ) + player.iY += 3.6f * ktimestep; + if( vg_get_button( "yawr" ) ) + player.iY -= 3.6f * ktimestep; - float slip = 0.0f; - float yawamt = 0.0f; + float steer = vg_get_axis( "horizontal" ); + player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep; +} - if( !in_air ) - { - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; +static void draw_cross(v3f pos,u32 colour) +{ + v3f p0, p1; + v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 ); + v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 ); + v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 ); + v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 ); + vg_line( p0, p1, colour ); +} - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); +static void player_physics_air(void) +{ + /* Debug prediciton */ - /* Calculate local forces */ + m3x3_mulv( player.vr, player.v, player.v ); + for( int i=0; i 1.2f ) - slip = vg_signf( slip ) * 1.2f; + draw_cross( player.land_target, 0xff0000ff ); - - if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f ) + v3f ground_pos, ground_norm; + v3_copy( player.co, ground_pos ); + + if( sample_scene_height( &world.geo, ground_pos, ground_norm ) ) + { + if( ground_pos[1] > player.co[1] ) { - vg_warn( "SWITCH\n" ); - player.vswitch = -player.vswitch; - slip = -slip; + player.in_air = 0; + return; } + } + + /* 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 ); + + v3f targetn; + for( int i=0; i<50; i++ ) + { + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + v3_muladds( pco, pv, pstep, pco ); - player.slip_last = slip; - - float substep = timestep * 0.2f; + vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - for( int i=0; i<5; i++ ) + v3f sh; + v3_copy( pco, sh ); + int hit = sample_scene_height( &world.geo, sh, targetn ); + + if( sh[1] >= pco[1] && hit ) { - if( fabsf(vel[2]) >= 0.02f*substep ) - vel[2] += vg_signf( vel[2] ) * -0.02f * substep; - if( fabsf(vel[0]) >= 6.0f*substep ) - vel[0] += vg_signf( vel[0] ) * -6.0f * substep; - } - - m3x3_mulv( player.to_world, vel, player.v ); + v3f localup; + m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - if( vg_get_button( "yawl" ) ) - yawamt = 1.6f * timestep; - if( vg_get_button( "yawr" ) ) - yawamt = -1.6f * timestep; - - yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep; + float angle = v3_dot( localup, targetn ); + v3f axis; + v3_cross( localup, targetn, axis ); + + if( angle < 0.99f ) + { + v4f correction; + q_axis_angle( correction, axis, acosf(angle)*0.05f ); + q_mul( correction, player.rot, player.rot ); + } + draw_cross( sh, 0xffff0000 ); + + break; + } } + + player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; +} + +static void player_animate(void); +static void player_update(void) +{ + static int clock = 0; + + clock ++; + if( clock >= clock_divider ) + clock = 0; else + return; + + /* temp */ + if( freecam ) + { + player_freecam(); + return; + } + + if( vg_get_axis("grabl")>0.0f) + reset_player(0,NULL); + if( vg_get_button( "push" ) ) { - yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep; + v3f dir = { 0.0f, 0.0f, -1.0f }; + + m3x3_mulv( player.to_world, dir, dir ); + v3_muladds( player.v, dir, 5.0f * ktimestep, player.v ); + } + + 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 ); - v4f pitch; - q_axis_angle( pitch, vside, vg_get_axis( "vertical" ) * 3.6f *timestep ); - q_mul( pitch, player.rot, player.rot ); + /* Integrate velocity */ + if( sv_phys ) + { + apply_gravity( player.v, ktimestep ); + v3_muladds( player.co, player.v, ktimestep, player.co ); } - v4f rotate; - q_axis_angle( rotate, vup, yawamt ); + /* Integrate inertia */ + v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; + m3x3_mulv( player.to_world, vup, vup ); + + q_axis_angle( rotate, vup, player.iY ); q_mul( rotate, player.rot, player.rot ); player.look_dir[0] = atan2f( player.v[0], -player.v[2] ); + player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+ + player.v[2]*player.v[2]) ) * 0.3f; + + player.iY = 0.0f; /* temp */ + + if( player.in_air ) + player_physics_air(); + + if( !player.in_air ) + player_physics_ground(); + /* Camera and character */ + + player_transform_update(); + q_normalize(player.rot); + player_animate(); +} + +void vg_update(void) +{ + player_update(); + /* Creating a skeleton of the player dynamically */ - float kheight = 1.8f, - kleg = 0.6f; - v2f ac; + #if 0 + player.handl_target[0] = head[0] + 0.2f; + player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); + player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip); + + player.handr_target[0] = head[0] + 0.2f; + player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip)); + player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip)); + + if( vg_maxf(lslip,grab) > 0.5f ) + { + if( player.slip < 0.0f && player.in_air ) + { + player.handl_target[0] = 0.15f; + player.handl_target[1] = 0.1f; + player.handl_target[2] = 0.4f; + } + else + { + player.handr_target[0] = 0.15f; + player.handr_target[1] = 0.1f; + player.handr_target[2] = -0.4f; + } + + if( grab > 0.5f ) + { + player.handr_target[0] = -0.15f; + player.handr_target[1] = 0.1f; + player.handr_target[2] = 0.4f; + } + } + + #endif +} + +static void player_animate(void) +{ + /* Camera position */ static v3f last_vel = { 0.0f, 0.0f, 0.0f }; static v3f momentum, bob; @@ -519,7 +779,6 @@ void vg_update(void) v3_copy( player.v, last_vel ); v3_add( momentum, player.a, momentum ); - v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum ); v3f target; @@ -527,140 +786,231 @@ void vg_update(void) momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f ); momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f ); v3_copy( momentum, target ); - v3_lerp( bob, target, 0.2f, bob ); /* Head */ - float lslip = fabsf(slip); //vg_minf( 0.4f, slip ); - head[0] = 0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f; - head[1] = (0.3f + cosf(lslip)*0.5f) * kheight; - head[2] = 0.0f; + 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, bob, offset ); - offset[0] *= 0.25f; + + offset[0] *= 0.3333f; offset[1] *= -0.25f; offset[2] *= 0.7f; - v3_muladds( head, offset, 1.0f, head ); - - player_transform_update(); + v3_muladds( head, offset, 0.7f, head ); + head[1] = vg_clampf( head[1], 0.3f, kheight ); - m4x3_mulv( player.to_world, head, head ); v3_copy( head, player.view ); - q_normalize(player.rot); -} + /* New board transformation */ + v4f board_rotation; v3f board_location; + + /* TODO: Move this out of animate into update */ + v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + ktimestep*3.0f, player.board_xy ); + + 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] ); -static void debug_grid( v3f at ) -{ - v3f base; - v3_floor( at, base ); + /* In the air, the dude should grab with the side thats highest, + * while also sliding the same foot downwards a bit */ + + float foot_l = 0.3f, + foot_r = -0.4f; + + player.handl_target[0] = 0.0f; + player.handl_target[1] = 0.0f; + player.handl_target[2] = 0.6f; + + player.handr_target[0] = 0.0f; + player.handr_target[1] = 0.0f; + player.handr_target[2] = -0.6f; - for( int y=0; y<16; y++ ) + if( 1||player.in_air ) { - vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 }, - (v3f){ base[0] + 8, base[1], base[2]+y-8 }, - 0x40ffffff ); + float tuck = player.board_xy[1], + tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + + 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 ); + } + } } - for( int x=0; x<16; x++ ) + else { - vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 }, - (v3f){ base[0]+x-8, base[1], base[2]+8 }, - 0x40ffffff ); } -} - -static void draw_player(void) -{ - mesh_bind( &player.mesh ); - float const kleg_upper = 0.53f, - kleg_lower = 0.5f; - /* Create IK targets */ - struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower }, - ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower }; + v3f fwd; + + /* offset */ + float *hips = player.mdl.ik_body.base, + *collar = player.mdl.ik_body.end, + *pole = player.mdl.ik_body.pole; + + v3_add( hips, collar, pole ); + v3_muls( pole, 0.5f, pole ); + v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole ); - v3f butt, fwd; + v3_copy( player.view, collar ); + v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips ); + + player.mdl.rhip = sinf(vg_time); + player.mdl.rcollar = sinf(vg_time)*0.5f; - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end ); - m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole ); - m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole ); + struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l, + *ik_leg_r = &player.mdl.ik_leg_r, + *ik_arm_l = &player.mdl.ik_arm_l, + *ik_arm_r = &player.mdl.ik_arm_r; - m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt ); - v3_add( butt, player.view, butt ); + m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end ); + m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end ); - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd ); - v3_muladds( butt, fwd, 0.1f, ik_leg_r.base ); - v3_muladds( butt, fwd,-0.1f, ik_leg_l.base ); + m4x3f tomp; + m4x3_identity(tomp); + m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole ); + m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole ); - /* Compute IK */ - m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard; + /* Arms */ + v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f}, + neckr = {0.0f, 0.5f,-0.2f}; + + v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); + v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); - ik_basic( &ik_leg_r, mleg_r, mknee_r ); - ik_basic( &ik_leg_l, mleg_l, mknee_l ); + v3_copy( player.handl, ik_arm_l->end ); + v3_copy( player.handr, ik_arm_r->end ); + v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole ); + v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole ); - /* Draw */ - vg_tex2d_bind( &tex_grid, 0 ); - scene_tree_sway = 0.0f; + if( thirdperson ) + { + v3f nv; + v3_copy( player.v, nv ); + v3_normalize( nv ); + v3_muladds( player.view, nv, -3.0f, player.view ); + } + + v3f camoffs = {-0.3f,0.0f,0.3f}; + v3_add( player.view, camoffs, player.view ); - mesh_bind( &player.mesh ); - m4x4f mat; + m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] ); +} +static void draw_player(void) +{ + /* Draw */ SHADER_USE(shader_standard_lit); glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - vg_tex2d_bind( &tex_grid, 0 ); GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" ); +#if 0 float kscale = 0.7f; glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.9f*kscale,0.6f*kscale,0.1f*kscale,1.0f ); + 0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f ); - m4x3_expand( player.to_world, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard ); submodel_draw( &player.board ); glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.3f*kscale,1.0f*kscale,1.0f ); + 0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f ); submodel_draw( &player.wheels ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBlendEquation(GL_FUNC_ADD); glDisable( GL_DEPTH_TEST ); +#endif +#if 0 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), - 0.2f*kscale,0.3f*kscale,1.0f*kscale,0.2f ); + 0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f ); + + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l ); + submodel_draw( &player.foot_l ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r ); + submodel_draw( &player.foot_r ); + + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l ); + submodel_draw( &player.leg_l0 ); - m4x3_expand( mleg_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l ); + submodel_draw( &player.leg_l1 ); - m4x3_expand( mknee_l, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r ); + submodel_draw( &player.leg_r0 ); - m4x3_expand( mleg_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legu ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r ); + submodel_draw( &player.leg_r1 ); - m4x3_expand( mknee_r, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.legl ); + /* arms */ + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l ); + submodel_draw( &player.arm_l0 ); - m4x3f mbutt; - m3x3_copy( player.to_world, mbutt ); - v3_copy( butt, mbutt[3] ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l ); + submodel_draw( &player.arm_l1 ); - m4x3_expand( mbutt, mat ); - glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat ); - submodel_draw( &player.torso ); + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r ); + submodel_draw( &player.arm_r0 ); + + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r ); + submodel_draw( &player.arm_r1 ); + + /* body */ + glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt ); + submodel_draw( &player.body ); + + glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), + 0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f ); + submodel_draw( &player.head ); glDisable(GL_BLEND); glEnable( GL_DEPTH_TEST ); +#endif + + vg_tex2d_bind( &tex_pallet, 0 ); + //m4x3_identity( player.mdl.mroot ); + //character_testpose( &player.mdl, vg_time ); + m4x3_copy( player.to_world, player.mdl.mroot ); + character_eval( &player.mdl ); + character_draw( &player.mdl, kuMdl ); } void vg_render(void) @@ -673,7 +1023,8 @@ void vg_render(void) glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); v3f pos_inv; - v3_negate( player.view, pos_inv ); + m4x3_mulv( player.to_world, player.view, pos_inv ); + v3_negate( pos_inv, pos_inv ); float speed = v3_length( player.v ); v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f }; @@ -681,13 +1032,15 @@ void vg_render(void) m4x3_identity( world_matrix ); m4x3_rotate_x( world_matrix, - freecam? player.look_dir[1]: 0.5f+shake[1]*0.04f ); + freecam? + player.look_dir[1]: + 0.6f+shake[1]*0.04f+player.look_dir[1] ); + m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f ); m4x3_translate( world_matrix, pos_inv ); m4x4f world_4x4; m4x3_expand( world_matrix, world_4x4 ); - m4x4_projection( vg_pv, freecam? 90.0f: 130.0f, (float)vg_window_x / (float)vg_window_y, @@ -701,9 +1054,9 @@ void vg_render(void) glEnable( GL_DEPTH_TEST ); scene_foliage_shader_use(); - m4x4f temp1; - m4x4_identity( temp1 ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), + m4x3f temp1; + m4x3_identity( temp1 ); + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_norwey, 0 ); @@ -715,10 +1068,10 @@ void vg_render(void) scene_debugsdf( &world.foliage ); SHADER_USE(shader_unlit); - m4x4f temp2; - m4x4_identity(temp2); - //m4x4_translate( temp2, player.co ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), + m4x3f temp2; + m4x3_identity(temp2); + m4x3_translate( temp2, player.co ); + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 1, GL_FALSE, (float *)temp2 ); glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); @@ -726,18 +1079,27 @@ void vg_render(void) glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 ); vg_tex2d_bind( &tex_sky, 0 ); + mesh_bind( &world.skydome ); + mesh_draw( &world.skydome ); + +#if 0 + vg_tex2d_bind( &tex_cement, 0 ); + mesh_bind( &world.cement ); + mesh_draw( &world.cement ); +#endif + SHADER_USE(shader_standard_lit); glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 ); - - glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), + glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 1, GL_FALSE, (float *)temp1 ); vg_tex2d_bind( &tex_grid, 0 ); scene_bind( &world.geo ); +#if 1 glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.2f,0.36f,0.25f,1.0f ); submodel_draw( &world.terrain ); @@ -745,10 +1107,10 @@ void vg_render(void) glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.2f,0.2f,0.21f,1.0f ); submodel_draw( &world.terrain_rocks ); - glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 0.4f,0.4f,0.4f,1.0f ); submodel_draw( &world.terrain_road ); +#endif scene_bind( &world.detail ); scene_draw( &world.detail ); @@ -759,7 +1121,7 @@ void vg_render(void) vg_lines_drawall( (float *)vg_pv ); /* Debugger camera */ - glViewport( 0,0, 512, 512 ); + glViewport( 0,0, 800, 800 ); glClearColor( 0.1f, 0.0f, 0.2f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT ); @@ -782,6 +1144,7 @@ void vg_render(void) if(sv_debugcam) { glEnable( GL_DEPTH_TEST ); + draw_player(); }