X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=8a0b17d28552f3992c99874bd746d4987f59da95;hb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;hp=377156d6d69bf3e2d531b00a51c6eeb72d93db46;hpb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 377156d..8a0b17d 100644 --- a/player.h +++ b/player.h @@ -1,951 +1,1035 @@ #ifndef PLAYER_H #define PLAYER_H -#include "common.h" -#include "character.h" +#include "player_api.h" -static int freecam = 0; +#include "player_common.h" +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" -static struct gplayer +struct player_instance { - /* 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; + /* transform definition */ + rigidbody rb; + v3f angles; - /* Input */ - v2f joy_l; + v4f qbasis; + m3x3f basis, invbasis, basis_gate; + world_instance *viewable_world; - v2f board_xy; - float grab; - float pitch; + /* + * Camera management + * --------------------------- + */ + camera cam; /* output final camera */ - v3f land_target; - v3f land_target_log[22]; - u32 land_target_colours[22]; - int land_log_count; - m3x3f vr; + enum camera_mode + { + k_cam_firstperson = 0, + k_cam_thirdperson = 1 + } + camera_mode; + float camera_type_blend; + + + v3f fpv_offset, /* expressed relative to rigidbody */ + tpv_offset, + fpv_viewpoint, /* expressed relative to neck bone inverse final */ + fpv_offset_smooth, + fpv_viewpoint_smooth, + tpv_offset_smooth, + tpv_lpf, + cam_velocity_smooth; + + float cam_velocity_influence, + cam_velocity_coefficient, + cam_velocity_constant, + cam_velocity_coefficient_smooth, + cam_velocity_constant_smooth, + cam_velocity_influence_smooth, + cam_land_punch, + cam_land_punch_v; + + ent_gate *gate_waiting; - m4x3f to_world, to_local; - - struct character mdl; + /* + * Input + * -------------------------------- + */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_jump, + *input_push, + *input_trick0, + *input_trick1, + *input_trick2, + *input_walk, + *input_walkh, + *input_walkv, + *input_use, + *input_reset, + *input_grab, + *input_camera; - v3f handl_target, handr_target, - handl, handr; - - /* Camera */ - float air_blend; - - v3f camera_pos, smooth_localcam; - v2f angles; - m4x3f camera, camera_inverse; -} -player; + /* + * Animation + * -------------------------------------------------- + */ -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] ); + struct player_avatar *playeravatar; + glmesh *playermesh; + struct player_ragdoll ragdoll; + vg_tex2d *playertex; - m4x3_invert_affine( player.to_world, player.to_local ); -} + player_pose holdout_pose; + float holdout_time; -static int reset_player( int argc, char const *argv[] ) -{ - v3_zero( player.co ); + /* + * Subsystems + * ------------------------------------------------- + */ - if( argc == 1 ) + enum player_subsystem { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2 } + subsystem; - 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 ); + struct player_skate _skate; + struct player_walk _walk; + struct player_dead _dead; +}; - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - player_transform_update(); - return 0; -} +/* + * Gameloop tables + * --------------------------------------------------------- + */ -static void player_mouseview(void) +VG_STATIC +void (*_player_bind[])( player_instance *player ) = { - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; + player__walk_bind, + player__skate_bind, + NULL +}; - 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 ); +VG_STATIC +void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = +{ + player__walk_reset, + player__skate_reset, + NULL +}; - 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 ); +VG_STATIC +void (*_player_pre_update[])( player_instance *player ) = +{ + player__walk_pre_update, + player__skate_pre_update, + NULL +}; -} +VG_STATIC +void( *_player_update[])( player_instance *player ) = +{ + player__walk_update, + player__skate_update, + player__dead_update, +}; -static void player_freecam(void) +VG_STATIC +void( *_player_post_update[])( player_instance *player ) = { - player_mouseview(); + player__walk_post_update, + player__skate_post_update, + NULL +}; - 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 ); -} +VG_STATIC +void( *_player_im_gui[])( player_instance *player ) = +{ + player__walk_im_gui, + player__skate_im_gui, + NULL +}; -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC +void( *_player_animate[])( player_instance *player, player_animation *dest ) = { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} + player__walk_animate, + player__skate_animate, + player__dead_animate +}; -static void player_start_air(void) +VG_STATIC +void( *_player_post_animate[])( player_instance *player ) = { - player.in_air = 1; + player__walk_post_animate, + player__skate_post_animate, + player__dead_post_animate +}; - float pstep = ktimestep*10.0f; +/* implementation */ - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; +#include "player.c" +#include "player_common.c" +#include "player_walk.c" +#include "player_skate.c" +#include "player_dead.c" - 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 ); +#endif /* PLAYER_H */ - 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 ); +#if 0 +/* + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ +#define PLAYER_H +#ifndef PLAYER_H +#define PLAYER_H - m3x3f vr; - v4f vr_q; +#define PLAYER_REWIND_FRAMES 60*4 - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); +#include "conf.h" +#include "audio.h" +#include "common.h" +#include "world.h" +#include "skeleton.h" +#include "bvh.h" - 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 ); +/* + * ----------------------------------------------------------------------------- + * Memory + * ----------------------------------------------------------------------------- + */ - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; +VG_STATIC struct gplayer +{ + rigidbody rb, rb_frame; + v3f co, angles; /* used as transfer between controllers */ - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); + enum player_controller + { + k_player_controller_walk, + k_player_controller_skate, + k_player_controller_ragdoll, + k_player_controller_mountain_skate, + k_player_controller_snowboard, + k_player_controller_drive + } + controller, + controller_frame; - 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)); + m4x3f visual_transform, + inv_visual_transform; - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } + int is_dead, death_tick_allowance, rewinding; + int rewind_sound_wait; - 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 ); + v3f handl_target, handr_target, + handl, handr; - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } + /* Input */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_jump, + *input_push, + *input_walk, + *input_walkh, + *input_walkv, + *input_switch_mode, + *input_reset, + *input_grab; + + /* Camera */ + float air_time; + v3f camera_pos, smooth_localcam; - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + struct rewind_frame + { + v3f pos; + v3f ang; + } + *rewind_buffer; + u32 rewind_incrementer, + rewind_length; + + float rewind_time, rewind_total_length, rewind_predicted_time; + double diag_rewind_start, diag_rewind_time; + float dist_accum; + + /* animation */ + double jump_time; + float fslide, + fdirz, fdirx, + fstand, + ffly, + fpush, + fairdir, + fsetup, + walk_timer, + fjump, + fonboard, + frun, + fgrind; + + v3f board_offset; + v4f board_rotation; + + float walk; + int step_phase; + enum mdl_surface_prop surface_prop; + + /* player model */ + struct player_model + { + glmesh player_meshes[3]; + + mdl_context meta; + struct skeleton sk; + struct skeleton_anim *anim_stand, + *anim_highg, + *anim_slide, + *anim_air, + *anim_push, *anim_push_reverse, + *anim_ollie, *anim_ollie_reverse, + *anim_grabs, *anim_stop, + *anim_walk, *anim_run, *anim_idle, + *anim_jump; + + u32 id_hip, + 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_board; + + v3f cam_pos; + + struct ragdoll_part + { + u32 bone_id; + //v3f offset; + + /* Collider transform relative to bone */ + m4x3f collider_mtx, + inv_collider_mtx; - player.land_log_count ++; + u32 use_limits; + v3f limits[2]; - break; - } + rigidbody rb; + u32 parent; + u32 colour; } + ragdoll[32]; + u32 ragdoll_count; + + rb_constr_pos position_constraints[32]; + u32 position_constraints_count; + + rb_constr_swingtwist cone_constraints[32]; + u32 cone_constraints_count; + + int shoes[2]; } + mdl; +} +player__OLD - //v3_rotate( player.v, best_velocity_mod, axis, player.v ); - - return; - v3_muls( player.v, best_velocity_mod, player.v ); +#if 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 } } +#endif -static int sample_if_resistant( v3f pos ) +; + +/* + * API + */ +VG_STATIC float *player_get_pos(void); +VG_STATIC void player_kill(void); +VG_STATIC float *player_cam_pos(void); +VG_STATIC void player_save_frame(void); +VG_STATIC void player_restore_frame(void); +VG_STATIC void player_save_rewind_frame(void); + +/* + * Submodules + */ +VG_STATIC void player_mouseview(void); + +#include "player_physics.h" +#include "player_physics_skate.h" +#include "player_physics_walk.h" +#include "player_ragdoll.h" +#include "player_model.h" +#include "player_animation.h" +#include "player_audio.h" + +/* + * player_physics__ + * + * + * + */ + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ +VG_STATIC int kill_player( int argc, char const *argv[] ); +VG_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void reset_player_poll( int argc, char const *argv[] ); + +VG_STATIC void player_init(void) /* 1 */ { - v3f ground; - v3_copy( pos, ground ); - ground[1] += 4.0f; - - ray_hit hit; - hit.dist = INFINITY; + rb_init( &player.rb ); - 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 ); + VG_VAR_F32( k_walkspeed ); + VG_VAR_F32( k_stopspeed ); + VG_VAR_F32( k_airspeed ); + VG_VAR_F32( k_walk_friction ); + VG_VAR_F32( k_walk_air_accel ); + VG_VAR_F32( k_walk_accel ); - if( resistance < 0.25f ) - { - v3_copy( hit.pos, pos ); - return 1; - } - } + VG_VAR_I32( freecam ); + VG_VAR_I32( cl_thirdperson ); + VG_VAR_F32_PERSISTENT( fc_speed ); - return 0; -} + VG_VAR_F32( k_ragdoll_limit_scale ); + VG_VAR_I32( k_ragdoll_div ); + VG_VAR_I32( k_ragdoll_debug_collider ); + VG_VAR_I32( k_ragdoll_debug_constraints ); -static float stable_force( float current, float diff ) -{ - float new = current + diff; + VG_VAR_F32( k_friction_lat ); + + VG_VAR_F32( k_cog_spring ); + VG_VAR_F32( k_cog_damp ); + + VG_VAR_F32( k_cog_mass_ratio ); + VG_VAR_F32( k_downforce ); + + VG_VAR_F32( k_spring_force ); + VG_VAR_F32( k_spring_dampener ); + VG_VAR_F32( k_spring_angular ); + + VG_VAR_F32( k_mmthrow_scale ); + VG_VAR_F32( k_mmcollect_lat ); + VG_VAR_F32( k_mmcollect_vert ); + VG_VAR_F32( k_mmdecay ); - if( new * current < 0.0f ) - return 0.0f; + vg_function_push( (struct vg_cmd){ + .name = "reset", + .function = reset_player, + .poll_suggest = reset_player_poll + }); - return new; + vg_function_push( (struct vg_cmd){ + .name = "kill", + .function = kill_player + }); + + /* HACK */ + rb_register_cvar(); + + player.rewind_length = 0; + player.rewind_buffer = + vg_linear_alloc( vg_mem.rtmemory, + sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES ); + + player_model_init(); } -static void player_physics_ground(void) +VG_STATIC void player_save_rewind_frame(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 ) + if( player.rewind_length < PLAYER_REWIND_FRAMES ) { - player_start_air(); - return; - } + struct rewind_frame *fr = + &player.rewind_buffer[ player.rewind_length ++ ]; - 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 ); + v2_copy( player.angles, fr->ang ); + v3_copy( player.camera_pos, fr->pos ); - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); + player.rewind_incrementer = 0; - /* 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 ); + if( player.rewind_length > 1 ) + { + player.rewind_total_length += + v3_dist( player.rewind_buffer[player.rewind_length-1].pos, + player.rewind_buffer[player.rewind_length-2].pos ); + } } +} - 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; +/* disaster */ +VG_STATIC int menu_enabled(void); +#include "menu.h" - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; +VG_STATIC void player_do_motion(void); +/* + * Free camera movement + */ +VG_STATIC void player_mouseview(void) +{ + if( menu_enabled() ) + return; - v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); + v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles ); - /* Calculate local forces */ - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); + if( vg_input.controller_should_use_trackpad_look ) + { + static v2f last_input; + static v2f vel; + static v2f vel_smooth; - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); + v2f input = { player.input_js2h->axis.value, + player.input_js2v->axis.value }; - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ) + { + v2_sub( input, last_input, vel ); + v2_muls( vel, 1.0f/vg.time_delta, vel ); + } + else + { + v2_zero( vel ); + } - 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 ); + v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth ); + + v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles ); + v2_copy( input, last_input ); } - - 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" ) ) + else { - 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; + player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f; + player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f; } - - 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 ); + player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } -static void player_physics_air(void) +/* Deal with input etc */ +VG_STATIC void player_update_pre(void) { - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i player.co[1] ) + v3f ra, rb, rx; + v3_copy( main_camera.pos, ra ); + v3_muladds( ra, main_camera.transform[2], -10.0f, rb ); + + float t; + if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 ) { - player.in_air = 0; - - if( !ray_hit_is_ramp( &hit ) ) - { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.v ); - } + m4x3f mtx; + m3x3_identity( mtx ); + v3_lerp( ra, rb, t, mtx[3] ); - return; + debug_sphere( mtx, 0.4f, 0xff00ff00 ); + + v3f x1; + v3_muladds( mtx[3], rx, 0.4f, x1 ); + vg_line( mtx[3], x1, 0xffffffff ); } } - - /* 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; +#if 0 - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); + vg_line_pt3( phys->cog, 0.10f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.09f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.08f, 0xffffffff ); + vg_line( phys->cog, phys->rb.co, 0xff000000 ); + + v3f spring_end; + v3f throw_end, p0, p1; + v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end ); + v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end ); + v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 ); + v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 ); + vg_line( spring_end, throw_end, VG__RED ); + vg_line( spring_end, p0, VG__GREEN ); + vg_line( spring_end, p1, VG__BLUE ); +#endif - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; + if( player.rewinding ) + return; - 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 ); + if( vg_input_button_down( player.input_reset ) && !menu_enabled() ) + { + double delta = world.time - world.last_use; - float angle = v3_dot( localup, contact.normal ); - v3f axis; - v3_cross( localup, contact.normal, axis ); + if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) ) + { + player.rewinding = 1; + player.rewind_sound_wait = 1; + player.rewind_time = (float)player.rewind_length - 0.0001f; + player_save_rewind_frame(); + audio_lock(); + audio_play_oneshot( &audio_rewind[0], 1.0f ); + audio_unlock(); + + /* based on analytical testing. DONT CHANGE! + * + * time taken: y = (x^(4/5)) * 74.5 + * inverse : x = (2/149)^(4/5) * y^(4/5) + */ + + float constant = powf( 2.0f/149.0f, 4.0f/5.0f ), + curve = powf( player.rewind_total_length, 4.0f/5.0f ); + + player.rewind_predicted_time = constant * curve; + player.diag_rewind_start = vg.time; + player.diag_rewind_time = player.rewind_time; - 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; + player.is_dead = 0; + player.death_tick_allowance = 30; + player_restore_frame(); - if( angle < 0.99f ) + if( player.controller == k_player_controller_walk ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rot, player.rot ); + player.angles[0] = atan2f( -player.rb.forward[2], + -player.rb.forward[0] ); } - draw_cross( contact.pos, 0xffff0000, 1 ); - break; - } - time_to_impact += pstep; - } - - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; - { + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; - 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 ); + world_routes_notify_reset(); - q_axis_angle( rotate, vside, siX ); - q_mul( rotate, player.rot, player.rot ); + /* apply 1 frame of movement */ + player_do_motion(); + } + else + { + if( player.is_dead ) + { + reset_player( 0, NULL ); + } + else + { + /* cant do that */ + audio_lock(); + audio_play_oneshot( &audio_rewind[4], 1.0f ); + audio_unlock(); + } + } } - - 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( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() ) + { + audio_lock(); - if( player.in_air ) - player_physics_air(); +#if 0 + if( phys->controller == k_player_controller_walk ) + { + phys->controller = k_player_controller_skate; - 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 ); + v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v ); + audio_play_oneshot( &audio_lands[6], 1.0f ); + } + else if( phys->controller == k_player_controller_skate ) + { + phys->controller = k_player_controller_walk; - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); + audio_play_oneshot( &audio_lands[5], 1.0f ); + } +#endif - static float siY = 0.0f; + audio_unlock(); + } - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); + if( player.controller == k_player_controller_walk ) + player_mouseview(); +} - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); +VG_STATIC void player_update_fixed(void) /* 2 */ +{ + if( player.rewinding ) + return; - player.iY = 0.0f; /* temp */ + if( player.death_tick_allowance ) + player.death_tick_allowance --; -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) + if( player.is_dead ) { - 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 ); + player_ragdoll_iter(); } -#endif - - /* Camera and character */ - player_transform_update(); + else + { + player.rewind_incrementer ++; - 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; + if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) ) + { + player_save_rewind_frame(); + } - 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 ); + player_do_motion(); + } } -static void player_walkgrid(void) +VG_STATIC void player_update_post(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; - - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); - - struct grid_sample +#if 0 + for( int i=0; ilog_length - 1; j ++ ) + vg_line( p->log[j], p->log[j+1], p->colour ); - v3f grid_origin; - v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, - (float)(k_gridamt/2) * k_gridscale, grid_origin ); + vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); - /* - * Get sample 'poles' - */ - for( int y=0; ylog[p->log_length-1], p->n, p1 ); + vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + } +#endif + +#if 0 + if( player.is_dead ) { - for( int x=0; xvalid = 0; - sample->hit.dist = k_stepheight+k_height; + if( !freecam ) + player_animate_death_cam(); + } + else + { + player_animate(); - 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 ); - } + if( !freecam ) + { + if( cl_thirdperson ) + player_animate_camera_thirdperson(); + else + player_animate_camera(); } } - /* - * Clip grid intersections with triangle edges - */ - for( int x=0; x 0 ); - if( (sa->valid != sb->valid) && (sa->valid||sb->valid) ) - { - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); + v2f override_angles; + v3f override_pos; + + float budget = vg.time_delta, + overall_length = player.rewind_length; + + world_routes_rollback_time( player.rewind_time / overall_length ); - v3f sample; - v3_muladds( grid_origin, (v3f){ x, 0, y }, - k_gridscale, sample); + for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ ) + { + /* Interpolate frames */ + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); - /* Clip triangles until we find an edge inside the cell */ - int axis = 0; - float offset = sample[axis==0?0:2], - basis = sample[axis==0?2:0]; + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][axis], - pb = tri[ib][axis]; + float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), + subl = vg_fractf( player.rewind_time ) + 0.001f, - vg_line( tri[ia],tri[ib],0xffaaaaaa ); + sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)), + speed = sramp*28.0f + 0.5f*player.rewind_time, + mod = speed * (budget / dist), - if( (pa-offset)*(pb-offset) > 0.0f ) - continue; + advl = vg_minf( mod, subl ), + advt = (advl / mod) * budget; + + player.dist_accum += speed * advt; + player.rewind_time -= advl; + budget -= advt; + } - float d = pb-pa, - qa = (offset-pa)/d, - h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2], - q = (h-basis)/k_gridscale; + player.rewind_time = vg_maxf( 0.0f, player.rewind_time ); - if( q >= 0.0f && q <= 1.0f ) - { - float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; + float current_time = vg.time - player.diag_rewind_start, + remaining = player.rewind_predicted_time - current_time; - v3f intersection = { offset, height, h }; - draw_cross( intersection, 0xffff0000, 0.06f ); - break; + if( player.rewind_sound_wait ) + { + if( player.rewind_predicted_time >= 6.5f ) + { + if( remaining <= 6.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[3], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 2.5f ) + { + if( remaining <= 2.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[2], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 1.5f ) + { + if( remaining <= 1.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[1], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; } } } + + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; + + float sub = vg_fractf(player.rewind_time); + + v3_lerp( fr->pos, fr1->pos, sub, override_pos ); + override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub ); + override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); + + /* CAMERA POSITIONING: LAYER 1 */ + float blend = (4.0f-player.rewind_time) * 0.25f, + c = vg_clampf( blend, 0.0f, 1.0f ); + + main_camera.angles[0] = + vg_alerpf(override_angles[0], player.angles[0], c); + main_camera.angles[1] = + vg_lerpf (override_angles[1], player.angles[1], c); + v3_lerp( override_pos, player.camera_pos, c, main_camera.pos ); } } +#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 ); + camera_update_transform( &main_camera ); + player_audio(); +} - 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 ); +VG_STATIC void draw_player( camera *cam ) +{ + if( player.is_dead ) + player_model_copy_ragdoll(); + + shader_viewchar_use(); + vg_tex2d_bind( &tex_characters, 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, + player.mdl.sk.bone_count, + 0, + (float *)player.mdl.sk.final_mtx ); - m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); - player_mouseview(); - player_transform_update(); + mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] ); + mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] ); } -static void player_animate(void) +VG_STATIC void player_do_motion(void) { - /* Camera position */ - v3_sub( player.v, player.v_last, player.a ); - v3_copy( player.v, player.v_last ); + if( world.water.enabled ) + { + if( (player.rb.co[1] < 0.0f) && !player.is_dead ) + { + audio_lock(); + audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, player.rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_splash ); + audio_unlock(); + + player_kill(); + } + } - 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; - - 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, player.bob, offset ); - - 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 ); + v3f prevco; + v3_copy( player.rb.co, prevco ); + if( player.controller == k_player_controller_skate ) + { #if 0 - if( !freecam ) + player_skate_update(); +#endif + } + else + player_walk_physics( &player_walky ); + + + /* Real angular velocity integration */ +#if 0 + v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w ); + if( v3_length2( phys->rb.w ) > 0.0f ) { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); + v4f rotation; + v3f axis; + v3_copy( phys->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*k_rb_delta ); + q_mul( rotation, phys->rb.q, phys->rb.q ); } -#endif - /* - * Animation blending - * =========================================== - */ + /* Faux angular velocity */ + v4f rotate; - 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; + float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f; + phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq ); - 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 ); + q_axis_angle( rotate, phys->rb.up, phys->siY ); + q_mul( rotate, phys->rb.q, phys->rb.q ); + phys->iY = 0.0f; +#endif /* - * Additive effects - * ========================== + * Gate intersection, by tracing a line over the gate planes */ - 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 ) +#if 0 + for( int i=0; igate; - if( tuck < 0.0f ) + if( gate_intersect( gate, phys->rb.co, prevco ) ) { - //foot_l *= 1.0f-tuck_amt*1.5f; + m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co ); + m4x3_mulv( gate->transport, phys->cog, phys->cog ); + m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v ); + m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v ); + m3x3_mulv( gate->transport, phys->vl, phys->vl ); + m3x3_mulv( gate->transport, phys->v_last, phys->v_last ); + m3x3_mulv( gate->transport, phys->m, phys->m ); + m3x3_mulv( gate->transport, phys->bob, phys->bob ); + + /* Pre-emptively edit the camera matrices so that the motion vectors + * are correct */ + m4x3f transport_i; + m4x4f transport_4; + m4x3_invert_affine( gate->transport, transport_i ); + m4x3_expand( transport_i, transport_4 ); + m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv ); + m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); + + v4f transport_rotation; + m3x3_q( gate->transport, transport_rotation ); + q_mul( transport_rotation, phys->rb.q, phys->rb.q ); + + world_routes_activate_gate( i ); - if( player.grab > 0.1f ) + if( phys->controller == k_player_controller_walk ) { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, - player.handl_target ); - } - } - else - { - //foot_r *= 1.0f-tuck_amt*1.4f; + v3f fwd_dir = {cosf(player.angles[0]), + 0.0f, + sinf(player.angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); + player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } + + player.rewind_length = 0; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 10000; + player_save_frame(); + + audio_lock(); + audio_play_oneshot( &audio_gate_pass, 1.0f ); + audio_unlock(); + break; } } +#endif + + rb_update_transform( &player.rb ); +} - 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 */ +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ - 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; +VG_STATIC float *player_get_pos(void) +{ + return player.rb.co; } -static void player_update(void) +VG_STATIC void player_kill(void) { - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); - - if( freecam ) + if( player.death_tick_allowance == 0 ) { - 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(); - } - } + player.is_dead = 1; + player_ragdoll_copy_model( player.rb.v ); } +} - /* 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 ); +VG_STATIC float *player_cam_pos(void) +{ + return player.camera_pos; } -static void draw_player(void) + +VG_STATIC void player_save_frame(void) { - /* Draw */ - m4x3_copy( player.to_world, player.mdl.mroot ); + player.controller_frame = player.controller; + + /* TODO ->save() */ +} - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); +VG_STATIC void player_restore_frame(void) +{ + player.controller = player.controller_frame; - character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); + /* TODO ->load() */ } #endif /* PLAYER_H */ +#endif