X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=18936a7ade2248844468cc7e182299c46ea14042;hb=6e6c7f31b8f17af3814727109e48fc6f85ef04b1;hp=da1c337df01bab8847a439dec27391e78d502b78;hpb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index da1c337..18936a7 100644 --- a/player.h +++ b/player.h @@ -1,1253 +1,218 @@ #ifndef PLAYER_H #define PLAYER_H -#include "common.h" -#include "character.h" +#include "skaterift.h" +#include "player_common.h" +#include "network_compression.h" +#include "player_effects.h" + +enum player_subsystem{ + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2, + k_player_subsystem_drive = 3, + k_player_subsystem_basic_info = 4, + k_player_subsystem_max, + k_player_subsystem_invalid = 255 +}; + +struct player_cam_controller { + enum camera_mode{ + k_cam_firstperson = 1, + k_cam_thirdperson = 0 + } + camera_mode; + f32 camera_type_blend; + + v3f fpv_offset, /* expressed relative to rigidbody */ + tpv_offset, + tpv_offset_extra, + fpv_viewpoint, /* expressed relative to neck bone inverse final*/ + fpv_offset_smooth, + fpv_viewpoint_smooth, + tpv_offset_smooth, + tpv_lpf, + cam_velocity_smooth; +}; + +struct player_subsystem_interface{ + void(*system_register)(void); + void(*bind)(void); + void(*pre_update)(void); + void(*update)(void); + void(*post_update)(void); + void(*im_gui)(void); + void(*animate)(void); + void(*pose)( void *animator, player_pose *pose ); + void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board, + struct player_effects_data *effect_data ); + void(*post_animate)(void); + void(*network_animator_exchange)( bitpack_ctx *ctx, void *data ); + void(*sfx_oneshot)( u8 id, v3f pos, f32 volume ); + + void *animator_data; + u32 animator_size; + + const char *name; +}; + +#include "player_ragdoll.h" +#include "player_render.h" +#include "player_model.h" + +/* subsystem headers */ +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" +#include "player_drive.h" +#include "player_basic_info.h" + +#include "player_replay.h" + +#define PLAYER_REWIND_FRAMES 60*4 +#define RESET_MAX_TIME 45.0 + +static i32 k_cinema_fixed = 0; +static f32 k_cinema = 0.0f; +static i32 k_invert_y = 0; + +struct { + /* transform definition */ + rigidbody rb; + v3f angles; -static int freecam = 0; - -static struct gplayer -{ - /* Physics */ - v3f co, v, a, v_last, m, bob; - v4f rot; - float vswitch, slip, slip_last, - reverse; - - float iY; /* Yaw inertia */ - int in_air, is_dead, on_board; - - /* Input */ - v2f joy_l; - - v2f board_xy; - float grab; - float pitch; - - v3f land_target; - v3f land_target_log[22]; - u32 land_target_colours[22]; - int land_log_count; - m3x3f vr; - - m4x3f to_world, to_local; - - struct character mdl; - - v3f handl_target, handr_target, - handl, handr; - - /* Camera */ - float air_blend; - - v3f camera_pos, smooth_localcam; - v2f angles; - m4x3f camera, camera_inverse; -} -player; - -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] ); - - m4x3_invert_affine( player.to_world, player.to_local ); -} - -static int reset_player( int argc, char const *argv[] ) -{ - v3_zero( player.co ); - - if( argc == 1 ) - { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); - } - - 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 ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - player_transform_update(); - return 0; -} - -static void player_mouseview(void) -{ - static v2f mouse_last, - view_vel = { 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 ); - - 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 ); - -} - -static void player_freecam(void) -{ - player_mouseview(); - - 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 ); -} - -static void apply_gravity( v3f vel, float const timestep ) -{ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -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 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 ); - - 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 ); - - /* - * 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 ); - - 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 ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - 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)); - - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } - - 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 ); - - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } - - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; - - player.land_log_count ++; - - break; - } - } - } - - //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; - v3_copy( pos, ground ); - ground[1] += 4.0f; - - ray_hit hit; - hit.dist = INFINITY; - - 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 ); - - if( resistance < 0.25f ) - { - v3_copy( hit.pos, pos ); - return 1; - } - } - - return 0; -} - -static float stable_force( float current, float diff ) -{ - float new = current + diff; - - if( new * current < 0.0f ) - return 0.0f; - - return new; -} - -static void player_physics_ground(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 ) - { - player_start_air(); - return; - } - - 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 ); - - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); - - /* 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 ); - } - - 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; - - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; - - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; - - 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 ); - } - - 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" ) ) - { - 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; - } - - 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 ); -} - -static void player_physics_air(void) -{ - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i player.co[1] ) - { - player.in_air = 0; - - if( !ray_hit_is_ramp( &hit ) ) - { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.v ); - } - - 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 ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); - - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; - - 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 ); - - float angle = v3_dot( localup, contact.normal ); - v3f axis; - v3_cross( localup, contact.normal, axis ); - - 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; - - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rot, player.rot ); - } - - draw_cross( contact.pos, 0xffff0000, 1 ); - break; - } - time_to_impact += pstep; - } - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; - { - - 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 ); - - q_axis_angle( rotate, vside, siX ); - q_mul( rotate, player.rot, player.rot ); - } - - 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( player.in_air ) - player_physics_air(); - - 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 ); - - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); - - static float siY = 0.0f; - - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); - - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); - - player.iY = 0.0f; /* temp */ - -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) - { - 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 ); - } -#endif - - /* Camera and character */ - player_transform_update(); - - 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; - - 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 ); -} - -/* - * Get a sample at this pole location, will return 1 if the sample is valid, - * and pos will be updated to be the intersection location. - */ -static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos ) -{ - v3f p1; - v3_copy( pos, p1 ); - p1[1] -= 10.0f; - - vg_line( pos, p1, 0x20ffffff ); - - v3f sample_pos; - v3_copy(pos, sample_pos); - - v3f vdir = {0.0f,-1.0f,0.0f}; - int count = 0; - - ray_hit hit; - hit.dist = INFINITY; - for( int i=0; i= max_dist && h <= 1.0f ) - { - max_dist = h; - v3_copy( p0, clip ); - } - } - } - } - - v3f clippos; - v3_add( pos, clip, clippos ); - draw_cross( clippos, 0xffffff00, 0.05f ); -} - -static void player_walkgrid_getsurface(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; - float const k_region_size = (float)k_gridamt/2.0f * k_gridscale; - - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); - - u32 geo[128]; - - boxf region; - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] ); - - int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 ); - - v3f tri[3]; - for( int i=0; ipos ); - s->pos[1] = player.co[1] + k_height; - - s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0; - } - } - - /* - * Calculate h+v clipping distances. - * Distances are stored in A always, so you know that if the sample is - * invalid, this signifies the start of the manifold as opposed to the - * extent or bounds of it. + /* + * Camera management + * --------------------------- */ - for( int i=0; i<2; i++ ) - { - for( int x=0; xvalid != sb->valid ) - { - clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale; - player_walkgrid_clip( geo, tri_count, - sa->valid? sa->pos: sb->pos, - clipdir, sa->clip[i] ); - } - else - { - if( sa->valid ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - } - } - } - } - } - - /* Draw connections */ - for( int x=0; xvalid<<3) | (corners[1]->valid<<2) | - (corners[2]->valid<<1) | corners[3]->valid; - - const struct conf *conf = &k_configs[ config ]; - - for( int i=0; iedge_count; i++ ) - { - const struct confedge *edge = &conf->edges[i]; + float cam_velocity_influence, + cam_velocity_coefficient, + cam_velocity_constant, + cam_velocity_coefficient_smooth, + cam_velocity_constant_smooth, + cam_velocity_influence_smooth; - v3f p0, p1; - v3_add( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], p0 ); - v3_add( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], p1 ); - vg_line( p0, p1, 0xff0000ff ); - - vg_line( corners[edge->i0]->pos, p0, 0xffffffff ); - vg_line( corners[edge->i1]->pos, p1, 0xffffffff ); - } - } - } -} - -static void player_walkgrid(void) -{ - player_walkgrid_getsurface(); - - 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; - -#if 0 - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); - - struct grid_sample - { - ray_hit hit; - int valid; - } - samples[ k_gridamt ][ k_gridamt ]; + v3f cam_land_punch, cam_land_punch_v; + ent_gate *gate_waiting; + int immobile; - v3f grid_origin; - v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, - (float)(k_gridamt/2) * k_gridscale, grid_origin ); + int rewinded_since_last_gate; /* - * Get sample 'poles' + * Network + * -------------------------------------------------- */ - for( int y=0; yvalid = 0; - sample->hit.dist = k_stepheight+k_height; - - 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 ); - } - } + u16 boundary_hash; + struct net_sfx { + u8 system, priority, id; + f32 subframe, volume; + v3f location; } + sfx_buffer[4]; + u32 sfx_buffer_count; /* - * Clip grid intersections with triangle edges + * Animation + * -------------------------------------------------- */ - for( int dir=0; dir<2; dir++ ) - { - for( int x=0; xvalid != sb->valid) && (sa->valid||sb->valid) ) - { - int line = dir==0? 0:2, - axis = dir==0? 2:0; - - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); - - v3f other = {0,0,0}; - other[axis] = sa->valid? k_gridscale: -k_gridscale; - v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other ); - vg_line( sa->valid? sa->hit.pos: sb->hit.pos, - other, 0xffffffff ); - - v3f sample; - if( dir == 0 ) - v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample); - else - v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample); - - /* Clip triangles until we find an edge inside the cell */ - float offset = sample[line], - basis = sample[axis]; - - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][line], - pb = tri[ib][line]; - - vg_line( tri[ia],tri[ib],0xffaaaaaa ); - - if( (pa-offset)*(pb-offset) > 0.0f ) - continue; - - float d = pb-pa, - qa = (offset-pa)/d, - h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis], - q = (h-basis)/k_gridscale; - - if( q >= 0.0f && q <= 1.0f ) - { - float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; - v3f intersection; - if( dir == 0 ) - v3_copy( (v3f){ offset, height, h }, intersection ); - else - v3_copy( (v3f){ h, height, offset }, intersection ); - draw_cross( intersection, 0xffff0000, 0.06f ); - break; - } - } - } - } - } - } -#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 ); - - 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 ); - - m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); - player_mouseview(); - player_transform_update(); -} - -static void player_animate(void) -{ - /* Camera position */ - v3_sub( player.v, player.v_last, player.a ); - v3_copy( player.v, player.v_last ); - - 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; + struct player_ragdoll ragdoll; + struct player_model fallback_model; + struct player_board fallback_board; - 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; + u16 board_view_slot, playermodel_view_slot; - v3f offset; - m3x3_mulv( player.to_local, player.bob, offset ); + player_pose pose; + player_pose holdout_pose; + float holdout_time; - 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 ); + m4x3f *final_mtx; -#if 0 - if( !freecam ) - { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif - - /* - * Animation blending - * =========================================== + /* + * Subsystems + * ------------------------------------------------- */ - 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; + enum player_subsystem subsystem; /* .. prev */ - 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 ); - - /* - * Additive effects - * ========================== + /* + * Rendering */ - 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 ) - { - 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 ); - - 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 ); - } - } - } + mdl_context skeleton_meta; + struct skeleton skeleton; + + u32 id_hip, + id_chest, + 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_ik_knee_l, + id_ik_knee_r, + id_wheel_l, + id_wheel_r, + id_board, + id_eyes; + + struct player_effects_data effect_data; +} +static localplayer = { + .rb = { + .co = { 0,0,0 }, + .w = { 0,0,0 }, + .v = { 0,0,0 }, + .q = { 0,0,0,1 }, + .to_world = M4X3_IDENTITY, + .to_local = M4X3_IDENTITY + } +}; + +struct player_subsystem_interface static *player_subsystems[] = { + [k_player_subsystem_walk] = &player_subsystem_walk, + [k_player_subsystem_dead] = &player_subsystem_dead, + [k_player_subsystem_drive] = &player_subsystem_drive, + [k_player_subsystem_skate] = &player_subsystem_skate, + [k_player_subsystem_basic_info]=&player_subsystem_basic_info +}; - 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 */ - - 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; -} - -static void player_update(void) -{ - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - - if( freecam ) - { - 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(); - } - } - } - - /* 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 ); -} - -static void draw_player(void) -{ - /* Draw */ - m4x3_copy( player.to_world, player.mdl.mroot ); - - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); +/* + * Gameloop tables + * --------------------------------------------------------- + */ - character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); -} +static void player__debugtext( int size, const char *fmt, ... ); +static void player__use_mesh( glmesh *mesh ); +static void player__use_texture( vg_tex2d *tex ); +static void player__use_model( u16 reg_id ); + +static void player__bind(void); +static void player__pre_update(void); +static void player__update(void); +static void player__post_update(void); + +static void player__pass_gate( u32 id ); +static void player__im_gui(void); +static void player__setpos( v3f pos ); +static void player__spawn( ent_spawn *rp ); +static void player__clean_refs(void); +static void player__reset(void); +static void player__kill(void); +static void player__begin_holdout( v3f offset ); + +static int localplayer_cmd_respawn( int argc, const char *argv[] ); +static void player_apply_transport_to_cam( m4x3f transport ); + +static void player__clear_sfx_buffer(void); +static void player__networked_sfx( u8 system, u8 priority, u8 id, + v3f pos, f32 volume ); +static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ); +static void net_sfx_play( struct net_sfx *sfx ); #endif /* PLAYER_H */