X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=8619308a0cffe686a929574701353ca2d3be4c23;hb=d4746875c05dd3e077e1b266e50ffe4856b45502;hp=aa5b548d0821dc27f2203166c9a6b34816842241;hpb=b0a4fb814d794157c55212191df200915ab99515;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index aa5b548..8619308 100644 --- a/player.h +++ b/player.h @@ -13,7 +13,8 @@ */ static float - k_walkspeed = 2.0f, + k_walkspeed = 7.0f, /* no longer used */ + k_runspeed = 14.0f, k_board_radius = 0.3f, k_board_length = 0.45f, k_board_allowance = 0.04f, @@ -25,10 +26,14 @@ static float k_steer_ground = 2.5f, k_steer_air = 3.6f, k_steer_air_lerp = 0.3f, - k_pump_force = 000.0f, + k_pump_force = 0.0f, k_downforce = 5.0f, k_jump_charge_speed = (1.0f/1.0f), - k_jump_force = 5.0f; + k_jump_force = 5.0f, + k_pitch_limit = 1.5f, + k_look_speed = 2.0f, + k_walk_accel = 5.0f, + k_walk_friction = 8.0f; static int freecam = 0; static int walk_grid_iterations = 1; @@ -39,6 +44,9 @@ static struct gplayer /* Physics */ rigidbody rb, collide_front, collide_back, rb_gate_frame; + /* TODO: eugh */ + m3x3f gate_vr_frame, gate_vr_pstep_frame; + v3f a, v_last, m, bob, vl; /* Utility */ @@ -53,7 +61,7 @@ static struct gplayer float pitch; float pushing, push_time; float jump; - int jump_charge; + int jump_charge, jump_dir; v3f land_target; v3f land_target_log[22]; @@ -81,11 +89,13 @@ static struct gplayer ffly, fpush, fairdir, - fsetup; + fsetup, + walk_timer, + fonboard; } player = { - .on_board = 1, + .on_board = 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 } @@ -313,6 +323,10 @@ static void player_physics_control(void) if( vg_get_button( "jump" ) ) { player.jump += ktimestep * k_jump_charge_speed; + + if( !player.jump_charge ) + player.jump_dir = player.reverse > 0.0f? 1: 0; + player.jump_charge = 1; } @@ -438,6 +452,112 @@ static void player_init(void) rb_init( &player.collide_back ); } +static void player_walk_physics(void) +{ + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); + + float h0 = 0.3f, + h1 = 0.9f; + + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); + v3_copy( rbf->co, rbf->to_world[3] ); + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co ); + v3_copy( rbb->co, rbb->to_world[3] ); + + m4x3_invert_affine( rbf->to_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); + + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); + + rb_debug( rbf, 0xff0000ff ); + rb_debug( rbb, 0xff0000ff ); + + rb_ct manifold[64]; + int len = 0; + + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + + rb_presolve_contacts( manifold, len ); + + for( int j=0; j<5; j++ ) + { + for( int i=0; in ); + vn += ct->bias; + + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; + + v3f impulse; + v3_muls( ct->n, vn, impulse ); + + v3_add( impulse, player.rb.v, player.rb.v ); + + /* friction */ + for( int j=0; j<2; j++ ) + { + float f = k_friction * ct->norm_impulse, + vt = v3_dot( player.rb.v, ct->t[j] ), + lambda = -vt; + + float temp = ct->tangent_impulse[j]; + ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); + lambda = ct->tangent_impulse[j] - temp; + + v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v ); + } + } + } + + v3_zero( player.rb.w ); + q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + + v3f p1; + v3_muladds( player.rb.co, forward_dir, 2.0f, p1 ); + vg_line( player.rb.co, p1, 0xff0000ff ); + + float move_dead = 0.1f, + move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; + + if( move > 0.0f ) + { + float move_norm = move * (1.0f/(1.0f-move_dead)), + speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), + amt = k_walk_accel * ktimestep, + zvel = v3_dot( player.rb.v, forward_dir ), + new_vel = vg_minf( zvel + amt, speed ), + diff = new_vel - vg_minf( zvel, speed ); + + v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); + + /* TODO move */ + float walk_norm = (float)player.mdl.anim_walk->length / 30.0f, + run_norm = (float)player.mdl.anim_run->length / 30.0f; + + player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); + } + else + { + player.walk_timer = 0.0f; + } + + player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); + player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); +} + static void player_physics(void) { /* @@ -467,11 +587,11 @@ static void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[24]; + rb_ct manifold[64]; int len = 0; - len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); rb_presolve_contacts( manifold, len ); v3f surface_avg = {0.0f, 0.0f, 0.0f}; @@ -581,8 +701,22 @@ static void player_physics(void) if( !player.jump_charge && player.jump > 0.2f ) { - v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump, - player.rb.v ); + v3f jumpdir; + + /* Launch more up if alignment is up else improve velocity */ + float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( player.rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player.rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + float force = k_jump_force*player.jump; + v3_muladds( player.rb.v, jumpdir, force, player.rb.v ); + player.jump = 0.0f; player.jump_time = vg_time; } @@ -605,7 +739,10 @@ static void player_do_motion(void) float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); - player_physics(); + if( player.on_board ) + player_physics(); + else + player_walk_physics(); /* Integrate velocity */ v3f prevco; @@ -662,6 +799,9 @@ static void player_do_motion(void) world_routes_activate_gate( i ); player.rb_gate_frame = player.rb; + + m3x3_copy( player.vr, player.gate_vr_frame ); + m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); break; } } @@ -673,8 +813,53 @@ static void player_do_motion(void) * Animation */ +static void player_animate_offboard(void) +{ + mdl_keyframe apose[32], bpose[32]; + struct skeleton *sk = &player.mdl.sk; + + float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, + run_norm = 30.0f/(float)player.mdl.anim_run->length, + t = player.walk_timer, + l = vg_get_axis("grabr") * 0.5f + 0.5f; + + skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose ); + skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, l, apose ); + + float idle_walk = vg_minf( l * 10.0f, 1.0f); + + skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); + + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); + skeleton_apply_ik_pass( &player.mdl.sk ); + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); + + v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], + player.mdl.cam_pos ); + + skeleton_apply_inverses( &player.mdl.sk ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + skeleton_apply_transform( &player.mdl.sk, mtx ); + skeleton_debug( &player.mdl.sk ); +} + static void player_animate(void) { + if( !player.on_board ) + { + player_animate_offboard(); + return; + } + /* Camera position */ v3_sub( player.rb.v, player.v_last, player.a ); v3_copy( player.rb.v, player.v_last ); @@ -774,15 +959,19 @@ static void player_animate(void) skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose ); /* trick setup */ - float setup_frame = player.jump * (12.0f/30.0f), + float jump_start_frame = 14.0f/30.0f; + float setup_frame = player.jump * jump_start_frame, setup_blend = vg_minf( player.jump*5.0f, 1.0f ); - float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f); - if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) ) + float jump_frame = (vg_time - player.jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) setup_frame = jump_frame; - skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, - setup_frame, bpose ); + struct skeleton_anim *jump_anim = player.jump_dir? + player.mdl.anim_ollie: + player.mdl.anim_ollie_reverse; + + skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); } @@ -793,22 +982,35 @@ static void player_animate(void) float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); - skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose ); + skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose ); + + static v2f grab_choice; + v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.04f, grab_choice ); + + float ang = atan2f( grab_choice[0], grab_choice[1] ), + ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), + grab_frame = ang_unit * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); } skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); + float add_grab_mod = player.ffly * player.grab; + /* additive effects */ - apose[player.mdl.id_hip-1].co[0] += offset[0]; - apose[player.mdl.id_hip-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]; + apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod; skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( &player.mdl.sk ); @@ -834,10 +1036,9 @@ static void player_camera_update(void) static void player_animate_death_cam(void) { -#if 0 v3f delta; v3f head_pos; - v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); + v3_copy( player.mdl.ragdoll[0].rb.co, head_pos ); v3_sub( head_pos, player.camera_pos, delta ); v3_normalize( delta ); @@ -864,40 +1065,71 @@ static void player_animate_death_cam(void) player.angles[0] = atan2f( delta[0], -delta[2] ); player.angles[1] = -asinf( delta[1] ); -#endif } static void player_animate_camera(void) { static v3f lerp_cam = {0.0f,0.0f,0.0f}; - v3f offs = { -0.4f, 0.15f, 0.0f }; - - v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); - v3_add( lerp_cam, offs, offs ); - m4x3_mulv( player.rb.to_world, offs, player.camera_pos ); - - /* Look angles */ - v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); - - float yaw = atan2f( player.vl[0], -player.vl[2] ), - pitch = atan2f( -player.vl[1], - sqrtf( - player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] - )) * 0.7f; + v3f cam_pos; - player.angles[0] = yaw; - player.angles[1] = pitch + 0.30f; + player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); - /* Camera shake */ - static v2f shake_damp = {0.0f,0.0f}; - v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; - v2_muls( shake, v3_length(player.rb.v)*0.3f - * (1.0f+fabsf(player.slip)), shake); - - v2_lerp( shake_damp, shake, 0.01f, shake_damp ); - shake_damp[0] *= 0.2f; + if( player.on_board ) + { + v3f offs = { -0.4f, 0.15f, 0.0f }; + v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); + v3_add( lerp_cam, offs, cam_pos ); + + /* Look angles */ + v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + + float yaw = atan2f( player.vl[0], -player.vl[2] ), + pitch = atan2f( -player.vl[1], + sqrtf( + player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + )) * 0.7f; + + player.angles[0] = yaw; + player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, + player.fonboard ); + + /* Camera shake */ + static v2f shake_damp = {0.0f,0.0f}; + v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; + v2_muls( shake, v3_length(player.rb.v)*0.3f + * (1.0f+fabsf(player.slip)), shake); + + v2_lerp( shake_damp, shake, 0.01f, shake_damp ); + shake_damp[0] *= 0.2f; + + v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); + } + else + { + float speed = ktimestep * k_look_speed; + player.angles[0] += vg_get_axis( "horizontal" ) * speed; + player.angles[1] += vg_get_axis( "vertical" ) * speed; + + player.angles[1] = vg_clampf( player.angles[1], + -k_pitch_limit, k_pitch_limit ); + + float s = sinf(player.angles[0]) * 0.2f, + c = -cosf(player.angles[0]) * 0.2f; + v3f forward_dir = { s,0.15f,c }; - v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, + -player.angles[0] -VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); + v3_add( cam_pos, forward_dir, player.camera_pos ); + v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); + } } /* @@ -905,12 +1137,14 @@ static void player_animate_camera(void) */ static void player_audio(void) { + audio_sample_occlusion( player.camera[3] ); + float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f), attn = v3_dist( player.rb.co, player.camera[3] )+1.0f; attn = (1.0f/(attn*attn)) * speed; static float air = 0.0f; - air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f); + air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep); v3f ears = { 1.0f,0.0f,0.0f }; v3f delta; @@ -918,12 +1152,14 @@ static void player_audio(void) v3_sub( player.rb.co, player.camera[3], delta ); v3_normalize( delta ); m3x3_mulv( player.camera, ears, ears ); - + float pan = v3_dot( ears, delta ); audio_player0.pan = pan; audio_player1.pan = pan; audio_player2.pan = pan; + audio_player3.pan = 0.0f; + if( freecam ) { audio_player0.vol = 0.0f; @@ -946,6 +1182,8 @@ static void player_audio(void) audio_player2.vol = (1.0f-air)*attn*slide; } } + + audio_player3.vol = audio_player0.vol * audio_occlusion_current * 2.0f; } /* @@ -1017,6 +1255,8 @@ static int reset_player( int argc, char const *argv[] ) rb_update_transform( &player.rb ); m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); + m3x3_identity( player.gate_vr_frame ); + m3x3_identity( player.gate_vr_pstep_frame ); player.rb_gate_frame = player.rb; return 1; @@ -1031,6 +1271,8 @@ static void player_update(void) if( vg_get_axis("grabl")>0.0f) { player.rb = player.rb_gate_frame; + m3x3_copy( player.gate_vr_frame, player.vr ); + m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep ); player.is_dead = 0; player.in_air = 1; m3x3_identity( player.vr ); @@ -1046,7 +1288,8 @@ static void player_update(void) player.on_board ^= 0x1; } - if( glfwGetKey( vg_window, GLFW_KEY_O ) ) + if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) && + !player.is_dead) { character_ragdoll_copypose( &player.mdl, player.rb.v ); player.is_dead = 1; @@ -1062,14 +1305,11 @@ static void player_update(void) } else { - if( player.on_board ) - { - player_do_motion(); - player_animate(); + player_do_motion(); + player_animate(); - if( !freecam ) - player_animate_camera(); - } + if( !freecam ) + player_animate_camera(); } if( freecam ) @@ -1081,21 +1321,8 @@ static void player_update(void) static void draw_player(void) { - /* Draw */ -#if 0 - m4x3_copy( player.rb.to_world, player.mdl.mroot ); - if( player.is_dead ) character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); - - float opacity = 1.0f-player.air_blend; - if( player.is_dead ) - opacity = 0.0f; - - character_draw( &player.mdl, opacity, player.camera ); -#endif shader_viewchar_use(); vg_tex2d_bind( &tex_characters, 0 );