X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=8a0b17d28552f3992c99874bd746d4987f59da95;hb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;hp=b05714e4e893209fe2198628700419d72c600c50;hpb=1030b1e134d422a3cbc1e06102053447da59ceba;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index b05714e..8a0b17d 100644 --- a/player.h +++ b/player.h @@ -1,2063 +1,1035 @@ #ifndef PLAYER_H #define PLAYER_H -#include "audio.h" -#include "common.h" -#include "world.h" -#include "character.h" -#include "bvh.h" +#include "player_api.h" -/* - * Constants - */ +#include "player_common.h" +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" -static float - k_walkspeed = 2.0f, - k_board_radius = 0.3f, - k_board_length = 0.45f, - k_board_allowance = 0.04f, - k_friction_lat = 8.8f, - k_friction_resistance = 0.01f, - k_max_push_speed = 16.0f, - k_push_accel = 5.0f, - k_push_cycle_rate = 8.0f, - k_steer_ground = 2.5f, - k_steer_air = 3.6f, - k_steer_air_lerp = 0.3f, - k_pump_force = 000.0f, - k_downforce = 5.0f; - -static int freecam = 0; -static int walk_grid_iterations = 1; - -static struct gplayer +struct player_instance { - /* Physics */ - rigidbody rb, collide_front, collide_back, rb_gate_frame; + /* transform definition */ + rigidbody rb; + v3f angles; - v3f a, v_last, m, bob, vl; + v4f qbasis; + m3x3f basis, invbasis, basis_gate; + world_instance *viewable_world; - /* Utility */ - float vswitch, slip, slip_last, - reverse; + /* + * Camera management + * --------------------------- + */ + camera cam; /* output final camera */ - float iY; /* Yaw inertia */ - int in_air, is_dead, on_board; + 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; - v2f board_xy; - float grab; - float pitch; + /* + * 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 land_target; - v3f land_target_log[22]; - u32 land_target_colours[22]; - int land_log_count; - m3x3f vr,vr_pstep; - - struct character mdl; + /* + * Animation + * -------------------------------------------------- + */ - v3f handl_target, handr_target, - handl, handr; - - /* Camera */ - float air_blend; - - v3f camera_pos, smooth_localcam; - v2f angles; - m4x3f camera, camera_inverse; -} -player = -{ - .on_board = 1, + struct player_avatar *playeravatar; + glmesh *playermesh; + struct player_ragdoll ragdoll; + vg_tex2d *playertex; - .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, - .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } -}; + player_pose holdout_pose; + float holdout_time; -/* - * Player API - */ + /* + * Subsystems + * ------------------------------------------------- + */ + + enum player_subsystem + { + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2 + } + subsystem; + struct player_skate _skate; + struct player_walk _walk; + struct player_dead _dead; +}; /* - * Free camera movement + * Gameloop tables + * --------------------------------------------------------- */ -static void player_mouseview(void) +VG_STATIC +void (*_player_bind[])( player_instance *player ) = { - if( gui_want_mouse() ) - return; - - 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 ); +VG_STATIC +void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = +{ + player__walk_reset, + player__skate_reset, + NULL +}; - 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_pre_update[])( player_instance *player ) = +{ + player__walk_pre_update, + player__skate_pre_update, + NULL +}; - v2_muladds( view_vel, delta, 0.005f, view_vel ); - } - - v2_muladds( view_vel, - (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 0.05f, 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_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 +}; -/* - * Player Physics Implementation - */ +VG_STATIC +void( *_player_animate[])( player_instance *player, player_animation *dest ) = +{ + player__walk_animate, + player__skate_animate, + player__dead_animate +}; -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC +void( *_player_post_animate[])( player_instance *player ) = { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} + player__walk_post_animate, + player__skate_post_animate, + player__dead_post_animate +}; + +/* implementation */ + +#include "player.c" +#include "player_common.c" +#include "player_walk.c" +#include "player_skate.c" +#include "player_dead.c" + +#endif /* PLAYER_H */ + +#if 0 /* - * TODO: The angle bias should become greater when launching from a steeper - * angle and skewed towords more 'downwards' angles when launching from - * shallower trajectories - * - * it should also be tweaked by the controller left stick being pushed - * up or down + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ -static void player_start_air(void) -{ - if( player.in_air ) - return; - player.in_air = 1; +#define PLAYER_H +#ifndef PLAYER_H +#define PLAYER_H - float pstep = ktimestep*10.0f; +#define PLAYER_REWIND_FRAMES 60*4 - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; +#include "conf.h" +#include "audio.h" +#include "common.h" +#include "world.h" +#include "skeleton.h" +#include "bvh.h" - float k_bias = 0.96f; - v3f axis; - v3_cross( player.rb.up, player.rb.v, axis ); - v3_normalize( axis ); - player.land_log_count = 0; - - m3x3_identity( player.vr ); +/* + * ----------------------------------------------------------------------------- + * Memory + * ----------------------------------------------------------------------------- + */ - for( int m=-3;m<=12; m++ ) +VG_STATIC struct gplayer +{ + rigidbody rb, rb_frame; + v3f co, angles; /* used as transfer between controllers */ + + enum player_controller { - float vmod = ((float)m / 15.0f)*0.09f; + 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; - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_muls( player.rb.v, k_bias, pv ); + m4x3f visual_transform, + inv_visual_transform; - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ + int is_dead, death_tick_allowance, rewinding; + int rewind_sound_wait; - m3x3f vr; - v4f vr_q; - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); + v3f handl_target, handr_target, + handl, handr; - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + /* 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; - for( int i=0; i<50; i++ ) + 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 { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + u32 bone_id; + //v3f offset; - 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)); + /* Collider transform relative to bone */ + m4x3f collider_mtx, + inv_collider_mtx; - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } + u32 use_limits; + v3f limits[2]; - 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 ); - - m3x3_copy( vr, player.vr_pstep ); - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); - } + rigidbody rb; + u32 parent; + u32 colour; + } + ragdoll[32]; + u32 ragdoll_count; - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + rb_constr_pos position_constraints[32]; + u32 position_constraints_count; - player.land_log_count ++; + rb_constr_swingtwist cone_constraints[32]; + u32 cone_constraints_count; - break; - } - } + int shoes[2]; } + mdl; } +player__OLD -static void draw_cross(v3f pos,u32 colour, float scale) +#if 0 += { - 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 ); + .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 void player_physics_control(void) -{ - /* - * Computing localized friction forces for controlling the character - * Friction across X is significantly more than Z - */ - - v3f vel; - m3x3_mulv( player.rb.to_local, player.rb.v, vel ); - float slip = 0.0f; - - 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; +/* + * 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); - 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] ) * -k_friction_lat*substep ); - } - - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; +/* + * Submodules + */ +VG_STATIC void player_mouseview(void); - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - float cycle_time = (vg_time-start_push)*k_push_cycle_rate, - amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, - current = v3_length( vel ), - new_vel = vg_minf( current + amt, k_max_push_speed ); - new_vel -= vg_minf(current, k_max_push_speed); - vel[2] -= new_vel * player.reverse; - } +#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" - /* Pumping */ - static float previous = 0.0f; - float delta = previous - player.grab, - pump = delta * k_pump_force*ktimestep; - previous = player.grab; +/* + * player_physics__ + * + * + * + */ - v3f p1; - v3_muladds( player.rb.co, player.rb.up, pump, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); +/* + * ----------------------------------------------------------------------------- + * 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[] ); - vel[1] += pump; +VG_STATIC void player_init(void) /* 1 */ +{ + rb_init( &player.rb ); - - m3x3_mulv( player.rb.to_world, vel, player.rb.v ); - - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep; - - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); -} + 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 ); -static void player_physics_control_air(void) -{ - m3x3_mulv( player.vr, player.rb.v, player.rb.v ); - draw_cross( player.land_target, 0xff0000ff, 0.25f ); + VG_VAR_I32( freecam ); + VG_VAR_I32( cl_thirdperson ); + VG_VAR_F32_PERSISTENT( fc_speed ); - ray_hit hit; + 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 ); - /* - * Prediction - */ - float pstep = ktimestep*10.0f; + VG_VAR_F32( k_friction_lat ); - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_copy( player.rb.v, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; + VG_VAR_F32( k_cog_spring ); + VG_VAR_F32( k_cog_damp ); - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( player.vr_pstep, pv, pv ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); + VG_VAR_F32( k_cog_mass_ratio ); + VG_VAR_F32( k_downforce ); - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; + VG_VAR_F32( k_spring_force ); + VG_VAR_F32( k_spring_dampener ); + VG_VAR_F32( k_spring_angular ); - 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 )) - { - float angle = v3_dot( player.rb.up, contact.normal ); - v3f axis; - v3_cross( player.rb.up, contact.normal, axis ); + VG_VAR_F32( k_mmthrow_scale ); + VG_VAR_F32( k_mmcollect_lat ); + VG_VAR_F32( k_mmcollect_vert ); + VG_VAR_F32( k_mmdecay ); - 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; + vg_function_push( (struct vg_cmd){ + .name = "reset", + .function = reset_player, + .poll_suggest = reset_player_poll + }); - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rb.q, player.rb.q ); - } + vg_function_push( (struct vg_cmd){ + .name = "kill", + .function = kill_player + }); - draw_cross( contact.pos, 0xffff0000, 0.25f ); - break; - } - time_to_impact += pstep; - } + /* HACK */ + rb_register_cvar(); - player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; - { - float iX = vg_get_axis( "vertical" ) * - player.reverse * k_steer_air * limiter * ktimestep; + player.rewind_length = 0; + player.rewind_buffer = + vg_linear_alloc( vg_mem.rtmemory, + sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES ); - static float siX = 0.0f; - siX = vg_lerpf( siX, iX, k_steer_air_lerp ); - - v4f rotate; - q_axis_angle( rotate, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.rb.q ); - } - - 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 ); + player_model_init(); } -static void player_init(void) +VG_STATIC void player_save_rewind_frame(void) { - rb_init( &player.collide_front ); - rb_init( &player.collide_back ); -} + if( player.rewind_length < PLAYER_REWIND_FRAMES ) + { + struct rewind_frame *fr = + &player.rewind_buffer[ player.rewind_length ++ ]; -static void player_physics(void) -{ - /* - * Update collision fronts - */ - - rigidbody *rbf = &player.collide_front, - *rbb = &player.collide_back; + v2_copy( player.angles, fr->ang ); + v3_copy( player.camera_pos, fr->pos ); - m3x3_copy( player.rb.to_world, player.collide_front.to_world ); - m3x3_copy( player.rb.to_world, player.collide_back.to_world ); - - player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f ); - float h = player.air_blend*0.2f; + player.rewind_incrementer = 0; + + 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 ); + } + } +} - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co ); - v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, 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 ); +/* disaster */ +VG_STATIC int menu_enabled(void); +#include "menu.h" - rb_update_bounds( rbf ); - rb_update_bounds( rbb ); +VG_STATIC void player_do_motion(void); +/* + * Free camera movement + */ +VG_STATIC void player_mouseview(void) +{ + if( menu_enabled() ) + return; - rb_debug( rbf, 0xff00ffff ); - rb_debug( rbb, 0xffffff00 ); + v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles ); - rb_ct manifold[24]; - int len = 0; + if( vg_input.controller_should_use_trackpad_look ) + { + static v2f last_input; + static v2f vel; + static v2f vel_smooth; - len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len ); + v2f input = { player.input_js2h->axis.value, + player.input_js2v->axis.value }; - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + 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 ); + } - if( !len ) - { - player_start_air(); + 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 ); } else { - for( int i=0; iaxis.value * vg.time_delta * 4.0f; + player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f; + } -#if 0 - if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count ) - { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.rb.v ); - return; - } -#endif - } + player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); +} + +/* Deal with input etc */ +VG_STATIC void player_update_pre(void) +{ - v3_normalize( surface_avg ); + { + v3f ra, rb, rx; + v3_copy( main_camera.pos, ra ); + v3_muladds( ra, main_camera.transform[2], -10.0f, rb ); - if( v3_dot( player.rb.v, surface_avg ) > 0.5f ) + float t; + if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 ) { - player_start_air(); + m4x3f mtx; + m3x3_identity( mtx ); + v3_lerp( ra, rb, t, mtx[3] ); + + debug_sphere( mtx, 0.4f, 0xff00ff00 ); + + v3f x1; + v3_muladds( mtx[3], rx, 0.4f, x1 ); + vg_line( mtx[3], x1, 0xffffffff ); } - else - player.in_air = 0; } - for( int j=0; j<5; j++ ) +#if 0 + + 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 + + if( player.rewinding ) + return; + + if( vg_input_button_down( player.input_reset ) && !menu_enabled() ) { - for( int i=0; ico, player.rb.co, delta ); - v3_cross( player.rb.w, delta, dv ); - v3_add( player.rb.v, dv, dv ); + double delta = world.time - world.last_use; - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; + 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 temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + 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; - v3f impulse; - v3_muls( ct->n, vn, impulse ); + player.is_dead = 0; + player.death_tick_allowance = 30; + player_restore_frame(); - if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) + if( player.controller == k_player_controller_walk ) { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.rb.v ); - return; + player.angles[0] = atan2f( -player.rb.forward[2], + -player.rb.forward[0] ); } - v3_add( impulse, player.rb.v, player.rb.v ); - v3_cross( delta, impulse, impulse ); + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; - /* - * W Impulses are limited to the Y and X axises, we don't really want - * roll angular velocities being included. - * - * Can also tweak the resistance of each axis here by scaling the wx,wy - * components. - */ - - float wy = v3_dot( player.rb.up, impulse ), - wx = v3_dot( player.rb.right, impulse )*1.5f; + world_routes_notify_reset(); - v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); - v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); + /* 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(); + } } } - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.14f ); - - if( !player.in_air ) + if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() ) { - v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, axis ); + audio_lock(); - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); +#if 0 + if( phys->controller == k_player_controller_walk ) + { + phys->controller = k_player_controller_skate; - if( angle < 0.999f ) + 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 ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, player.rb.q, player.rb.q ); + phys->controller = k_player_controller_walk; + + audio_play_oneshot( &audio_lands[5], 1.0f ); } +#endif - v3_muladds( player.rb.v, player.rb.up, - -k_downforce*ktimestep, player.rb.v ); - player_physics_control(); - } - else - { - player_physics_control_air(); + audio_unlock(); } + + if( player.controller == k_player_controller_walk ) + player_mouseview(); } -static void player_do_motion(void) +VG_STATIC void player_update_fixed(void) /* 2 */ { - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + if( player.rewinding ) + return; - player_physics(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.rb.co, prevco ); - - apply_gravity( player.rb.v, ktimestep ); - v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co ); + if( player.death_tick_allowance ) + player.death_tick_allowance --; - /* Real angular velocity integration */ - v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w ); - if( v3_length2( player.rb.w ) > 0.0f ) + if( player.is_dead ) { - v4f rotation; - v3f axis; - v3_copy( player.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, player.rb.q, player.rb.q ); + player_ragdoll_iter(); } + else + { + player.rewind_incrementer ++; - /* Faux angular velocity */ - v4f rotate; - - static float siY = 0.0f; - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); + if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) ) + { + player_save_rewind_frame(); + } - q_axis_angle( rotate, player.rb.up, siY ); - q_mul( rotate, player.rb.q, player.rb.q ); - player.iY = 0.0f; + player_do_motion(); + } +} - /* - * Gate intersection, by tracing a line over the gate planes - */ - for( int i=0; igate; + struct land_prediction *p = &player.predictions[i]; + + for( int j=0; jlog_length - 1; j ++ ) + vg_line( p->log[j], p->log[j+1], p->colour ); - if( gate_intersect( gate, player.rb.co, prevco ) ) - { - m4x3_mulv( gate->transport, player.rb.co, player.rb.co ); - m3x3_mulv( gate->transport, player.rb.v, player.rb.v ); - m3x3_mulv( gate->transport, player.vl, player.vl ); - m3x3_mulv( gate->transport, player.v_last, player.v_last ); - m3x3_mulv( gate->transport, player.m, player.m ); - m3x3_mulv( gate->transport, player.bob, player.bob ); + vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); - v4f transport_rotation; - m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player.rb.q, player.rb.q ); - - world_routes_activate_gate( i ); - player.rb_gate_frame = player.rb; - break; - } - } - - rb_update_transform( &player.rb ); -} - -/* - * Walkgrid implementation, - * loosely based of cmuratoris youtube video 'Killing the Walkmonster' - */ - -#define WALKGRID_SIZE 16 -struct walkgrid -{ - struct grid_sample - { - enum sample_type - { - k_sample_type_air, /* Nothing was hit. */ - k_sample_type_invalid, /* The point is invalid, but there is a sample - underneath that can be used */ - k_sample_type_valid, /* This point is good */ - } - type; - - v3f clip[2]; - v3f pos; - - enum traverse_state - { - k_traverse_none = 0x00, - k_traverse_h = 0x01, - k_traverse_v = 0x02 - } - state; + v3f p1; + v3_add( p->log[p->log_length-1], p->n, p1 ); + vg_line( p->log[p->log_length-1], p1, 0xffffffff ); } - samples[WALKGRID_SIZE][WALKGRID_SIZE]; - - boxf region; - - float move; /* Current amount of movement we have left to apply */ - v2f dir; /* The movement delta */ - v2i cell_id;/* Current cell */ - v2f pos; /* Local position (in cell) */ - float h; -}; - -static int player_walkgrid_tri_walkable( u32 tri[3] ) -{ - return tri[0] > world.sm_geo_std_oob.vertex_count; -} - -/* - * 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 void player_walkgrid_samplepole( struct grid_sample *s ) -{ - boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f}, - { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}}; - - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, region, geo, 256 ); - - const float k_minworld_y = -2000.0f; - - float walk_height = k_minworld_y, - block_height = k_minworld_y; - - s->type = k_sample_type_air; +#endif - for( int i=0; ipos, sample_from ); - sample_from[1] = region[1][1]; - - float dist; - if( ray_tri( tri, sample_from, vdown, &dist )) - { - v3f p0; - v3_muladds( sample_from, vdown, dist, p0 ); - - if( player_walkgrid_tri_walkable(ptri) ) - { - if( p0[1] > walk_height ) - { - walk_height = p0[1]; - } - } - else - { - if( p0[1] > block_height ) - block_height = p0[1]; - } - } + if( !freecam ) + player_animate_death_cam(); } - - s->pos[1] = walk_height; - - if( walk_height > k_minworld_y ) - if( block_height > walk_height ) - s->type = k_sample_type_invalid; - else - s->type = k_sample_type_valid; else - s->type = k_sample_type_air; -} - -float const k_gridscale = 0.5f; - -enum eclipdir -{ - k_eclipdir_h = 0, - k_eclipdir_v = 1 -}; - -static void player_walkgrid_clip_blocker( struct grid_sample *sa, - struct grid_sample *sb, - struct grid_sample *st, - enum eclipdir dir ) -{ - v3f clipdir, pos; - int valid_a = sa->type == k_sample_type_valid, - valid_b = sb->type == k_sample_type_valid; - struct grid_sample *target = valid_a? sa: sb, - *other = valid_a? sb: sa; - v3_copy( target->pos, pos ); - v3_sub( other->pos, target->pos, clipdir ); - - boxf cell_region; - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]); - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]); - - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); - - float start_time = v3_length( clipdir ), - min_time = start_time; - v3_normalize( clipdir ); - v3_muls( clipdir, 0.0001f, st->clip[dir] ); - - for( int i=0; i 0.0f && dist < min_time ) - { - min_time = dist; - sb->type = k_sample_type_air; - } - } - } - - if( !(min_time < start_time) ) - min_time = 0.5f * k_gridscale; - - min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); - - v3_muls( clipdir, min_time, st->clip[dir] ); - - v3f p0; - v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); -} - -static void player_walkgrid_clip_edge( struct grid_sample *sa, - struct grid_sample *sb, - struct grid_sample *st, /* data store */ - enum eclipdir dir ) -{ - v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos; - int valid_a = sa->type == k_sample_type_valid, - valid_b = sb->type == k_sample_type_valid; - - struct grid_sample *target = valid_a? sa: sb, - *other = valid_a? sb: sa; - - v3_sub( other->pos, target->pos, clipdir ); - clipdir[1] = 0.0f; - - v3_copy( target->pos, pos ); - - boxf cell_region; - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]); - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]); - - u32 geo[256]; - int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); - - float max_dist = 0.0f; - v3f tri[3]; - v3f perp; - v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp ); - v3_muls( clipdir, 0.001f, st->clip[dir] ); - - for( int i=0; i= max_dist && h <= 1.0f ) - { - max_dist = h; - float l = 1.0f/v3_length(clipdir); - v3_muls( p0, l, st->clip[dir] ); - } - } + if( cl_thirdperson ) + player_animate_camera_thirdperson(); + else + player_animate_camera(); } } -} - -static const struct conf -{ - struct confedge - { - /* i: sample index - * d: data index - * a: axis index - * o: the 'other' point to do a A/B test with - * if its -1, all AB is done. - */ - int i0, i1, - d0, d1, - a0, a1, - o0, o1; - } - edges[2]; - int edge_count; -} -k_walkgrid_configs[16] = { - {{},0}, - {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1}, - {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1}, - {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1}, - - {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1}, - {{{ 3,3, 3,0, 1,0, -1,-1 }, - { 1,1, 0,1, 1,0, -1,-1 }}, 2}, - {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1}, - {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1}, - - {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1}, - {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1}, - {{{ 2,2, 1,3, 0,1, -1,-1 }, - { 0,0, 0,0, 0,1, -1,-1 }}, 2}, - {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1}, - - {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1}, - {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1}, - {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1}, - {{},0}, -}; - -/* - * Get a buffer of edges from cell location - */ -static const struct conf *player_walkgrid_conf( struct walkgrid *wg, - v2i cell, - struct grid_sample *corners[4] ) -{ - corners[0] = &wg->samples[cell[1] ][cell[0] ]; - corners[1] = &wg->samples[cell[1]+1][cell[0] ]; - corners[2] = &wg->samples[cell[1]+1][cell[0]+1]; - corners[3] = &wg->samples[cell[1] ][cell[0]+1]; - - u32 vd0 = corners[0]->type == k_sample_type_valid, - vd1 = corners[1]->type == k_sample_type_valid, - vd2 = corners[2]->type == k_sample_type_valid, - vd3 = corners[3]->type == k_sample_type_valid, - config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3; - - return &k_walkgrid_configs[ config ]; -} -static void player_walkgrid_floor(v3f pos) -{ - v3_muls( pos, 1.0f/k_gridscale, pos ); - v3_floor( pos, pos ); - v3_muls( pos, k_gridscale, pos ); -} - -/* - * Computes the barycentric coordinate of location on a triangle (vertical), - * then sets the Y position to the interpolation of the three points - */ -static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos ) -{ - v3f v0,v1,v2; - v3_sub( b, a, v0 ); - v3_sub( c, a, v1 ); - v3_sub( pos, a, v2 ); - - float d = v0[0]*v1[2] - v1[0]*v0[2], - v = (v2[0]*v1[2] - v1[0]*v2[2]) / d, - w = (v0[0]*v2[2] - v2[0]*v0[2]) / d, - u = 1.0f - v - w; - - vg_line( pos, a, 0xffff0000 ); - vg_line( pos, b, 0xff00ff00 ); - vg_line( pos, c, 0xff0000ff ); - pos[1] = u*a[1] + v*b[1] + w*c[1]; -} - -/* - * Get the minimum time value of pos+dir until a cell edge - * - * t[0] -> t[3] are the individual time values - * t[5] & t[6] are the maximum axis values - * t[6] is the minimum value - * - */ -static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir ) -{ - v2f frac = { 1.0f/dir[0], 1.0f/dir[1] }; - - t[0] = 999.9f; - t[1] = 999.9f; - t[2] = 999.9f; - t[3] = 999.9f; - - if( fabsf(dir[0]) > 0.0001f ) - { - t[0] = (0.0f-pos[0]) * frac[0]; - t[1] = (1.0f-pos[0]) * frac[0]; - } - if( fabsf(dir[1]) > 0.0001f ) - { - t[2] = (0.0f-pos[1]) * frac[1]; - t[3] = (1.0f-pos[1]) * frac[1]; - } - - t[4] = vg_maxf(t[0],t[1]); - t[5] = vg_maxf(t[2],t[3]); - t[6] = vg_minf(t[4],t[5]); -} - -static void player_walkgrid_iter(struct walkgrid *wg, int iter) -{ - - /* - * For each walkgrid iteration we are stepping through cells and determining - * the intersections with the grid, and any edges that are present - */ - - u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 }; - - v3f pa, pb, pc, pd, pl0, pl1; - pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale; - pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale; - pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale; - pb[0] = pa[0]; - pb[1] = pa[1]; - pb[2] = pa[2] + k_gridscale; - pc[0] = pa[0] + k_gridscale; - pc[1] = pa[1]; - pc[2] = pa[2] + k_gridscale; - pd[0] = pa[0] + k_gridscale; - pd[1] = pa[1]; - pd[2] = pa[2]; -#if 0 - /* if you want to draw the current cell */ - vg_line( pa, pb, 0xff00ffff ); - vg_line( pb, pc, 0xff00ffff ); - vg_line( pc, pd, 0xff00ffff ); - vg_line( pd, pa, 0xff00ffff ); + if( freecam ) #endif - pl0[0] = pa[0] + wg->pos[0]*k_gridscale; - pl0[1] = pa[1]; - pl0[2] = pa[2] + wg->pos[1]*k_gridscale; - - /* - * If there are edges present, we need to create a 'substep' event, where - * we find the intersection point, find the fully resolved position, - * then the new pos dir is the intersection->resolution - * - * the resolution is applied in non-discretized space in order to create a - * suitable vector for finding outflow, we want it to leave the cell so it - * can be used by the quad - */ - - v2f pos, dir; - v2_copy( wg->pos, pos ); - v2_muls( wg->dir, wg->move, dir ); - - struct grid_sample *corners[4]; - v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}}; - const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); - - float t[7]; - player_walkgrid_min_cell( t, pos, dir ); - - for( int i=0; iedge_count; i++ ) - { - const struct confedge *edge = &conf->edges[i]; - - v2f e0, e1, n, r, target, res, tangent; - e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0]; - e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2]; - e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0]; - e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2]; - - v3f pe0 = { pa[0] + e0[0]*k_gridscale, - pa[1], - pa[2] + e0[1]*k_gridscale }; - v3f pe1 = { pa[0] + e1[0]*k_gridscale, - pa[1], - pa[2] + e1[1]*k_gridscale }; - - v2_sub( e1, e0, tangent ); - n[0] = -tangent[1]; - n[1] = tangent[0]; - v2_normalize( n ); - - /* - * If we find ourselfs already penetrating the edge, move back out a - * little - */ - v2_sub( e0, pos, r ); - float p1 = v2_dot(r,n); - - if( -p1 < 0.0001f ) - { - v2_muladds( pos, n, p1+0.0001f, pos ); - v2_copy( pos, wg->pos ); - v3f p_new = { pa[0] + pos[0]*k_gridscale, - pa[1], - pa[2] + pos[1]*k_gridscale }; - v3_copy( p_new, pl0 ); - } - - v2_add( pos, dir, target ); - - v2f v1, v2, v3; - v2_sub( e0, pos, v1 ); - v2_sub( target, pos, v2 ); - - v2_copy( n, v3 ); - - v2_sub( e0, target, r ); - float p = v2_dot(r,n), - t1 = v2_dot(v1,v3)/v2_dot(v2,v3); - - if( t1 < t[6] && t1 > 0.0f && -p < 0.001f ) - { - v2_muladds( target, n, p+0.0001f, res ); - - v2f intersect; - v2_muladds( pos, dir, t1, intersect ); - v2_copy( intersect, pos ); - v2_sub( res, intersect, dir ); - - v3f p_res = { pa[0] + res[0]*k_gridscale, - pa[1], - pa[2] + res[1]*k_gridscale }; - v3f p_int = { pa[0] + intersect[0]*k_gridscale, - pa[1], - pa[2] + intersect[1]*k_gridscale }; + player_freecam(); - vg_line( pl0, p_int, icolours[iter%3] ); - v3_copy( p_int, pl0 ); - v2_copy( pos, wg->pos ); + /* CAMERA POSITIONING: LAYER 0 */ + v2_copy( player.angles, main_camera.angles ); + v3_copy( player.camera_pos, main_camera.pos ); - player_walkgrid_min_cell( t, pos, dir ); - } - } - - /* - * Compute intersection with grid cell moving outwards - */ - t[6] = vg_minf( t[6], 1.0f ); - - pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6]; - pl1[1] = pl0[1]; - pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6]; - vg_line( pl0, pl1, icolours[iter%3] ); - - if( t[6] < 1.0f ) +#if 0 + if( player.rewinding ) { - /* - * To figure out what t value created the clip so we know which edge - * to wrap around - */ - - if( t[4] < t[5] ) + if( player.rewind_time <= 0.0f ) { - wg->pos[1] = pos[1] + dir[1]*t[6]; - - if( t[0] > t[1] ) /* left edge */ - { - wg->pos[0] = 0.9999f; - wg->cell_id[0] --; - - if( wg->cell_id[0] == 0 ) - wg->move = -1.0f; - } - else /* Right edge */ - { - wg->pos[0] = 0.0001f; - wg->cell_id[0] ++; - - if( wg->cell_id[0] == WALKGRID_SIZE-2 ) - wg->move = -1.0f; - } + double taken = vg.time - player.diag_rewind_start; + vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", + taken, player.diag_rewind_time, + player.rewind_total_length ); + + player.rewinding = 0; + player.rewind_length = 1; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 0; + world.sky_target_rate = 1.0; } else { - wg->pos[0] = pos[0] + dir[0]*t[6]; + world.sky_target_rate = -100.0; + assert( player.rewind_length > 0 ); - if( t[2] > t[3] ) /* bottom edge */ - { - wg->pos[1] = 0.9999f; - wg->cell_id[1] --; + v2f override_angles; + v3f override_pos; - if( wg->cell_id[1] == 0 ) - wg->move = -1.0f; - } - else /* top edge */ - { - wg->pos[1] = 0.0001f; - wg->cell_id[1] ++; + float budget = vg.time_delta, + overall_length = player.rewind_length; - if( wg->cell_id[1] == WALKGRID_SIZE-2 ) - wg->move = -1.0f; - } - } - - wg->move -= t[6]; - } - else - { - v2_muladds( wg->pos, dir, wg->move, wg->pos ); - wg->move = 0.0f; - } -} + world_routes_rollback_time( player.rewind_time / overall_length ); -static void player_walkgrid_stand_cell(struct walkgrid *wg) -{ - /* - * NOTE: as opposed to the other function which is done in discretized space - * this use a combination of both. - */ - - v3f world; - world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale; - world[1] = player.rb.co[1]; - world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale; + 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 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; - struct grid_sample *corners[4]; - const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), + subl = vg_fractf( player.rewind_time ) + 0.001f, - if( conf != k_walkgrid_configs ) - { - if( conf->edge_count == 0 ) - { - v3f v0; + 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), - /* Split the basic quad along the shortest diagonal */ - if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < - fabsf(corners[3]->pos[1] - corners[1]->pos[1]) ) - { - vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa ); + advl = vg_minf( mod, subl ), + advt = (advl / mod) * budget; - if( wg->pos[0] > wg->pos[1] ) - player_walkgrid_stand_tri( corners[0]->pos, - corners[3]->pos, - corners[2]->pos, world ); - else - player_walkgrid_stand_tri( corners[0]->pos, - corners[2]->pos, - corners[1]->pos, world ); - } - else - { - vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa ); - - if( wg->pos[0] < 1.0f-wg->pos[1] ) - player_walkgrid_stand_tri( corners[0]->pos, - corners[3]->pos, - corners[1]->pos, world ); - else - player_walkgrid_stand_tri( corners[3]->pos, - corners[2]->pos, - corners[1]->pos, world ); + player.dist_accum += speed * advt; + player.rewind_time -= advl; + budget -= advt; } - } - else - { - for( int i=0; iedge_count; i++ ) - { - const struct confedge *edge = &conf->edges[i]; - v3f p0, p1; - v3_muladds( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); - v3_muladds( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + player.rewind_time = vg_maxf( 0.0f, player.rewind_time ); - /* - * Find penetration distance between player position and the edge - */ + float current_time = vg.time - player.diag_rewind_start, + remaining = player.rewind_predicted_time - current_time; - v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] }, - rel = { world[0]-p0[0], world[2]-p0[2] }; - - if( edge->o0 == -1 ) - { - /* No subregions (default case), just use triangle created by - * i0, e0, e1 */ - player_walkgrid_stand_tri( corners[edge->i0]->pos, - p0, - p1, world ); - } - else + if( player.rewind_sound_wait ) + { + if( player.rewind_predicted_time >= 6.5f ) { - /* - * Test if we are in the first region, which is - * edge.i0, edge.e0, edge.o0, - */ - v3f v0, ref; - v3_sub( p0, corners[edge->o0]->pos, ref ); - v3_sub( world, corners[edge->o0]->pos, v0 ); - - vg_line( corners[edge->o0]->pos, p0, 0xffffff00 ); - vg_line( corners[edge->o0]->pos, world, 0xff000000 ); - - if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + if( remaining <= 6.5f ) { - player_walkgrid_stand_tri( corners[edge->i0]->pos, - p0, - corners[edge->o0]->pos, world ); - } - else - { - if( edge->o1 == -1 ) - { - /* - * No other edges mean we just need to use the opposite - * - * e0, e1, o0 (in our case, also i1) - */ - player_walkgrid_stand_tri( p0, - p1, - corners[edge->o0]->pos, world ); - } - else - { - /* - * Note: this v0 calculation can be ommited with the - * current tileset. - * - * the last two triangles we have are: - * e0, e1, o1 - * and - * e1, i1, o1 - */ - v3_sub( p1, corners[edge->o1]->pos, ref ); - v3_sub( world, corners[edge->o1]->pos, v0 ); - vg_line( corners[edge->o1]->pos, p1, 0xff00ffff ); - - if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) - { - player_walkgrid_stand_tri( p0, - p1, - corners[edge->o1]->pos, - world ); - } - else - { - player_walkgrid_stand_tri( p1, - corners[edge->i1]->pos, - corners[edge->o1]->pos, - world ); - } - } + audio_lock(); + audio_play_oneshot( &audio_rewind[3], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; } } - } - } - } - - v3_copy( world, player.rb.co ); -} - -static void player_walkgrid_getsurface(void) -{ - float const k_stepheight = 0.5f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; - - static struct walkgrid wg; - - v3f cell; - v3_copy( player.rb.co, cell ); - player_walkgrid_floor( cell ); - - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] ); - - - /* - * Create player input vector - */ - v3f delta = {0.0f,0.0f,0.0f}; - v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, - side = { -fwd[2], 0.0f, fwd[0] }; - - /* Temp */ - if( !vg_console_enabled() ) - { - if( glfwGetKey( vg_window, GLFW_KEY_W ) ) - v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); - if( glfwGetKey( vg_window, GLFW_KEY_S ) ) - v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); - - if( glfwGetKey( vg_window, GLFW_KEY_A ) ) - v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); - if( glfwGetKey( vg_window, GLFW_KEY_D ) ) - v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); - - v3_muladds( delta, fwd, - vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta ); - v3_muladds( delta, side, - vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta ); - } - - /* - * Create our move in grid space - */ - wg.dir[0] = delta[0] * (1.0f/k_gridscale); - wg.dir[1] = delta[2] * (1.0f/k_gridscale); - wg.move = 1.0f; - - v2f region_pos = - { - (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), - (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) - }; - v2f region_cell_pos; - v2_floor( region_pos, region_cell_pos ); - v2_sub( region_pos, region_cell_pos, wg.pos ); - - wg.cell_id[0] = region_cell_pos[0]; - wg.cell_id[1] = region_cell_pos[1]; - - for(int y=0; ypos ); - s->state = k_traverse_none; - s->type = k_sample_type_air; - v3_zero( s->clip[0] ); - v3_zero( s->clip[1] ); - } - } - - v2i border[WALKGRID_SIZE*WALKGRID_SIZE]; - v2i *cborder = border; - u32 border_length = 1; - - struct grid_sample *base = NULL; - - v2i starters[] = {{0,0},{1,1},{0,1},{1,0}}; - - for( int i=0;i<4;i++ ) - { - v2i test; - v2i_add( wg.cell_id, starters[i], test ); - v2i_copy( test, border[0] ); - base = &wg.samples[test[1]][test[0]]; - - base->pos[1] = cell[1]; - player_walkgrid_samplepole( base ); - - if( base->type == k_sample_type_valid ) - break; - else - base->type = k_sample_type_air; - } - - vg_line_pt3( base->pos, 0.1f, 0xffffffff ); - - int iter = 0; - - while( border_length ) - { - v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - v2i *old_border = cborder; - int len = border_length; - - border_length = 0; - cborder = old_border+len; - - for( int i=0; istate & thismove) == 0x00 || - sb->type == k_sample_type_air ) + else if( player.rewind_predicted_time >= 2.5f ) { - sb->pos[1] = sa->pos[1]; - - player_walkgrid_samplepole( sb ); - - if( sb->type != k_sample_type_air ) + if( remaining <= 2.5f ) { - /* - * Need to do a blocker pass - */ - - struct grid_sample *store = (j>>1 == 0)? sa: sb; - player_walkgrid_clip_blocker( sa, sb, store, j%2 ); - - - if( sb->type != k_sample_type_air ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - - if( sb->state == k_traverse_none ) - v2i_copy( newp, cborder[ border_length ++ ] ); - } - else - { - v3f p1; - v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); - vg_line( sa->pos, p1, 0xffffffff ); - } + audio_lock(); + audio_play_oneshot( &audio_rewind[2], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; } - else + } + else if( player.rewind_predicted_time >= 1.5f ) + { + if( remaining <= 1.5f ) { - /* - * A clipping pass is now done on the edge of the walkable - * surface - */ - - struct grid_sample *store = (j>>1 == 0)? sa: sb; - player_walkgrid_clip_edge( sa, sb, store, j%2 ); - - v3f p1; - v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); - vg_line( sa->pos, p1, 0xffffffff ); + audio_lock(); + audio_play_oneshot( &audio_rewind[1], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; } - - sb->state |= thismove; } } + + 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); - sa->state = k_traverse_h|k_traverse_v; - } - - iter ++; - if( iter == walk_grid_iterations ) - break; - } - - /* Draw connections */ - struct grid_sample *corners[4]; - for( int x=0; xedge_count; i++ ) - { - const struct confedge *edge = &conf->edges[i]; + 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 ); - v3f p0, p1; - v3_muladds( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); - v3_muladds( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + /* CAMERA POSITIONING: LAYER 1 */ + float blend = (4.0f-player.rewind_time) * 0.25f, + c = vg_clampf( blend, 0.0f, 1.0f ); - vg_line( p0, p1, 0xff0000ff ); - } + 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 - /* - * Commit player movement into the grid - */ - - if( v3_length2(delta) <= 0.00001f ) - return; - - int i=0; - for(; i<8 && wg.move > 0.001f; i++ ) - player_walkgrid_iter( &wg, i ); - - player_walkgrid_stand_cell( &wg ); + camera_update_transform( &main_camera ); + player_audio(); } -static void player_walkgrid(void) +VG_STATIC void draw_player( camera *cam ) { - player_walkgrid_getsurface(); + 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.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); - player_mouseview(); - rb_update_transform( &player.rb ); + mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] ); + mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] ); } -/* - * Animation - */ - -static void player_animate(void) +VG_STATIC void player_do_motion(void) { - /* Camera position */ - v3_sub( player.rb.v, player.v_last, player.a ); - v3_copy( player.rb.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 ); - - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_lerp( player.bob, player.m, 0.2f, player.bob ); - - /* Head */ - float lslip = fabsf(player.slip); - - float kheight = 2.0f, - kleg = 0.6f; - - v3f offset; - v3_zero( offset ); - m3x3_mulv( player.rb.to_local, player.bob, offset ); - - static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; - - float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f); - float kicks = (vg_randf()-0.5f)*2.0f*kickspeed; - float sign = vg_signf( kicks ); - speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f ); - speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f ); - - offset[0] *= 0.26f; - offset[0] += speed_wobble_2*3.0f; - - offset[1] *= -0.3f; - offset[2] *= 0.01f; - - offset[0] = vg_clampf( offset[0], -0.8f, 0.8f ); - offset[1] = vg_clampf( offset[1], -0.5f, 0.0f ); + 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(); + } + } - /* - * Player rotation - */ -#if 0 - float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} ); - v3f axis; - v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis ); + v3f prevco; + v3_copy( player.rb.co, prevco ); - v4f correction; - if( angle < 0.99f && 0 ) + if( player.controller == k_player_controller_skate ) { - m3x3_mulv( player.rb.to_local, axis, axis ); - q_axis_angle( correction, axis, acosf(angle) ); +#if 0 + 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 ) { - q_identity( correction ); + 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 ); } - /* - * Animation blending - * =========================================== - */ -#endif - - 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 speed = v3_length( player.rb.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,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, 0.01f ); - ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); - - character_pose_reset( &player.mdl ); - - /* TODO */ - float fstand1 = 1.0f-(1.0f-fstand)*0.0f; - - float amt_air = ffly*ffly, - amt_ground = 1.0f-amt_air, - amt_std = (1.0f-fslide) * amt_ground, - amt_stand = amt_std * fstand1, - amt_aero = amt_std * (1.0f-fstand1), - amt_slide = amt_ground * fslide; - - character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_stand_reverse, amt_stand * (1.0f-fdirz) ); - - 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) ); + /* Faux angular velocity */ + v4f rotate; - character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); - character_final_pose( &player.mdl, offset, - &pose_slide1, amt_slide*(1.0f-fdirx) ); + float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f; + phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq ); - character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f}, - &pose_fly, amt_air ); + 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.rb.to_local, player.rb.v, localv ); - - /* 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 ); - 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; + 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.handr_target ); + v3f fwd_dir = {cosf(player.angles[0]), + 0.0f, + sinf(player.angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + + 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; } } - - v3_lerp( player.handl, player.handl_target, 1.0f, player.handl ); - v3_lerp( player.handr, player.handr_target, 1.0f, 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; - static const float klook_max = 0.8f; - rhead = vg_lerpf( rhead, - vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f ); - player.mdl.rhead = rhead; -} - -static void player_camera_update(void) -{ - /* Update camera matrices */ - m4x3_identity( player.camera ); - m4x3_rotate_y( player.camera, -player.angles[0] ); - m4x3_rotate_x( player.camera, -player.angles[1] ); - v3_copy( player.camera_pos, player.camera[3] ); - m4x3_invert_affine( player.camera, player.camera_inverse ); -} - -static void player_animate_death_cam(void) -{ - v3f delta; - v3f head_pos; - v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); - - v3_sub( head_pos, player.camera_pos, delta ); - v3_normalize( delta ); - - v3f follow_pos; - v3_muladds( head_pos, delta, -2.5f, follow_pos ); - v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos ); - - /* - * Make sure the camera stays above the ground - */ - v3f min_height = {0.0f,1.0f,0.0f}; - - v3f sample; - v3_add( player.camera_pos, min_height, sample ); - ray_hit hit; - hit.dist = min_height[1]*2.0f; - - if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) - v3_add( hit.pos, min_height, player.camera_pos ); - - player.camera_pos[1] = - vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); - - player.angles[0] = atan2f( delta[0], -delta[2] ); - player.angles[1] = -asinf( delta[1] ); -} - -static void player_animate_camera(void) -{ - v3f offs = { -0.29f, 0.08f, 0.0f }; - m3x3_mulv( player.rb.to_world, offs, offs ); - m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos ); - v3_add( offs, player.camera_pos, player.camera_pos ); +#endif - /* 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] = pitch + 0.30f; - - /* 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 ); + rb_update_transform( &player.rb ); } /* - * Audio + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- */ -static void player_audio(void) -{ - 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); - - v3f ears = { 1.0f,0.0f,0.0f }; - v3f delta; - - 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; - - if( freecam ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - else - { - if( player.is_dead ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - else - { - float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ); - audio_player0.vol = (1.0f-air)*attn*(1.0f-slide); - audio_player1.vol = air *attn; - audio_player2.vol = (1.0f-air)*attn*slide; - } - } -} -/* - * Public Endpoints - */ -static float *player_cam_pos(void) +VG_STATIC float *player_get_pos(void) { - return player.camera_pos; + return player.rb.co; } -static int reset_player( int argc, char const *argv[] ) +VG_STATIC void player_kill(void) { - struct respawn_point *rp = NULL, *r; - - if( argc == 1 ) + if( player.death_tick_allowance == 0 ) { - for( int i=0; iname, argv[0] ) ) - { - rp = r; - break; - } - } - - if( !rp ) - vg_warn( "No spawn named '%s'\n", argv[0] ); - } - - if( !rp ) - { - float min_dist = INFINITY; - - for( int i=0; ico, player.rb.co ); - - vg_info( "Dist %s : %f\n", r->name, d ); - if( d < min_dist ) - { - min_dist = d; - rp = r; - } - } - } - - if( !rp ) - { - vg_error( "No spawn found\n" ); - if( !world.spawn_count ) - return 0; - - rp = &world.spawns[0]; + player.is_dead = 1; + player_ragdoll_copy_model( player.rb.v ); } - - v4_copy( rp->q, player.rb.q ); - v3_copy( rp->co, player.rb.co ); - - 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; - - rb_update_transform( &player.rb ); - m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); - - player.rb_gate_frame = player.rb; - return 1; } -static void player_update(void) +VG_STATIC float *player_cam_pos(void) { - for( int i=0; i0.0f) - { - player.rb = player.rb_gate_frame; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - } - - if( vg_get_button_down( "switchmode" ) ) - { - player.on_board ^= 0x1; - } - - if( player.is_dead ) - { - character_ragdoll_iter( &player.mdl ); - character_debug_ragdoll( &player.mdl ); - - if( !freecam ) - player_animate_death_cam(); - } - else - { - if( player.on_board ) - { - player_do_motion(); - player_animate(); - - if( !freecam ) - player_animate_camera(); - } - else - { - player_walkgrid(); - } - } + return player.camera_pos; +} - if( freecam ) - player_freecam(); - player_camera_update(); - player_audio(); +VG_STATIC void player_save_frame(void) +{ + player.controller_frame = player.controller; + + /* TODO ->save() */ } -static void draw_player(void) +VG_STATIC void player_restore_frame(void) { - /* Draw */ - m4x3_copy( player.rb.to_world, player.mdl.mroot ); - - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); + player.controller = player.controller_frame; - float opacity = 1.0f-player.air_blend; - if( player.is_dead ) - opacity = 0.0f; - - character_draw( &player.mdl, opacity, player.camera ); + /* TODO ->load() */ } #endif /* PLAYER_H */ +#endif