X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=4c8f76a755bc2e2f9f31d374085a7f8b199dafc9;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00;hpb=e3bf80ff27b675f5e7f87dcebd16fab6fe08df7a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 08741d3..4c8f76a 100644 --- a/player.c +++ b/player.c @@ -42,6 +42,9 @@ void player__create( player_instance *inst ) 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 ); + inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button ); + inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button ); + inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button ); const char *default_cfg[] = { @@ -61,6 +64,12 @@ void player__create( player_instance *inst ) "bind jump space", "bind jump gp-a", + "bind trick0 mouse1", + "bind trick0 gp-a", + "bind trick1 mouse2", + "bind trick1 gp-b", + "bind trick2 gp-x", /* keyboard: m0 + m1 */ + "bind push gp-b", "bind push w", @@ -169,6 +178,21 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); } +__attribute__ ((deprecated)) +VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +{ + v3_copy( angles, d ); + return; + + v3f fwd_dir = { cosf(angles[0]), + 0.0f, + sinf(angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + + v3_copy( angles, d ); + d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); +} + /* * Applies gate transport to a player_interface */ @@ -177,43 +201,18 @@ void player__pass_gate( player_instance *player, teleport_gate *gate ) { player->gate_waiting = gate; - /* TODO: Add back other logic thats normally here */ -} + m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); -VG_STATIC void player_camera_portal_correction( player_instance *player ) -{ - 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] ); + m3x3_copy( player->basis, player->basis_gate ); - /* 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] ); - - struct skeleton *sk = &player->playeravatar->sk; - skeleton_apply_transform( sk, inverse ); - } - } + v4f q; + m3x3_q( gate->transport, q ); + q_mul( q, player->qbasis, player->qbasis ); + q_normalize( player->qbasis ); + q_m3x3( player->qbasis, player->basis ); + m3x3_transpose( player->basis, player->invbasis ); } VG_STATIC void player__pre_render( player_instance *player ) @@ -231,45 +230,46 @@ VG_STATIC void player__pre_render( player_instance *player ) struct skeleton *sk = &player->playeravatar->sk; + if( player->holdout_time > 0.0f ) + { + skeleton_lerp_pose( sk, res.pose, player->holdout_pose, + player->holdout_time, res.pose ); + player->holdout_time -= vg.frame_delta * 2.0f; + } + skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( sk ); skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); + +#if 0 skeleton_debug( sk ); +#endif } if( _player_post_animate[ player->subsystem ] ) _player_post_animate[ player->subsystem ]( player ); - /* TODO: eventually, blending code goes here */ - - float camera_blend_target = 1.0f; - if( player->camera_mode == k_cam_firstperson ) - camera_blend_target = 0.0f; - - player->camera_type_blend = vg_lerpf( player->camera_type_blend, - camera_blend_target, - 5.0f * vg.frame_delta ); + struct player_avatar *av = player->playeravatar; + v3f vp0 = {0.0f,0.1f, 0.55f}, + vp1 = {0.0f,0.1f,-0.55f}; - float t = player->camera_type_blend; - camera_lerp_angles( player->cam1.angles, player->cam3.angles, - t, player->cam.angles ); - v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos ); - player->cam.fov = vg_lerpf( 118.0f, 90.0f, t ); + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); - player_camera_portal_correction( player ); + player__cam_iterate( player ); } PLAYER_API void player__render( camera *cam, player_instance *player ) { - shader_viewchar_use(); + shader_model_character_view_use(); vg_tex2d_bind( player->playertex, 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, + shader_model_character_view_uTexMain( 0 ); + shader_model_character_view_uCamera( cam->transform[3] ); + shader_model_character_view_uPv( cam->mtx.pv ); + shader_link_standard_ub( _shader_model_character_view.id, 2 ); + glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, player->playeravatar->sk.bone_count, 0, (float *)player->playeravatar->sk.final_mtx ); @@ -289,6 +289,9 @@ PLAYER_API void player__im_gui( player_instance *player ) vg_uictx.cursor[0] = vg.window_x; + player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) ); + player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) ); + if( _player_im_gui[ player->subsystem ] ) _player_im_gui[ player->subsystem ]( player ); @@ -305,6 +308,12 @@ PLAYER_API void player__spawn( player_instance *player, q_identity( player->rb.q ); rb_update_transform( &player->rb ); + q_identity( player->qbasis ); + m3x3_identity( player->basis ); + m3x3_identity( player->invbasis ); + + player->subsystem = k_player_subsystem_walk; + if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp ); }