X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=97c799ee61ca7d151999b14ca0aa5a9c38b4621d;hb=ba5f879f85b9cab1e2b37241399d79709fe4f584;hp=da1c337df01bab8847a439dec27391e78d502b78;hpb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index da1c337..97c799e 100644 --- a/player.h +++ b/player.h @@ -1,36 +1,73 @@ #ifndef PLAYER_H #define PLAYER_H +#include "audio.h" #include "common.h" -#include "character.h" +#include "world.h" +//#include "character.h" +#include "player_model.h" +#include "bvh.h" + +/* + * Constants + */ + +static float + k_walkspeed = 7.0f, /* no longer used */ + k_runspeed = 14.0f, + k_board_radius = 0.3f, + k_board_length = 0.45f, + k_board_allowance = 0.04f, + k_friction_lat = 8.8f, + k_friction_resistance = 0.01f, + k_max_push_speed = 16.0f, + k_push_accel = 10.0f, + 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 = 0.0f, + k_downforce = 5.0f, + k_jump_charge_speed = (1.0f/1.0f), + k_jump_force = 5.0f, + k_pitch_limit = 1.5f, + k_look_speed = 2.0f, + k_walk_accel = 5.0f, + k_walk_friction = 8.0f; static int freecam = 0; +static int walk_grid_iterations = 1; +static float fc_speed = 10.0f; static struct gplayer { /* Physics */ - v3f co, v, a, v_last, m, bob; - v4f rot; + rigidbody rb, collide_front, collide_back, rb_gate_frame; + + /* TODO: eugh */ + m3x3f gate_vr_frame, gate_vr_pstep_frame; + + v3f a, v_last, m, bob, vl; + + /* Utility */ float vswitch, slip, slip_last, reverse; float iY; /* Yaw inertia */ int in_air, is_dead, on_board; - /* Input */ - v2f joy_l; - v2f board_xy; float grab; float pitch; - + float pushing, push_time; + float jump; + int jump_charge, jump_dir; + v3f land_target; v3f land_target_log[22]; u32 land_target_colours[22]; int land_log_count; - m3x3f vr; - - m4x3f to_world, to_local; + m3x3f vr,vr_pstep; struct character mdl; @@ -43,70 +80,72 @@ static struct gplayer v3f camera_pos, smooth_localcam; v2f angles; m4x3f camera, camera_inverse; -} -player; -static void player_transform_update(void) -{ - q_normalize( player.rot ); - q_m3x3( player.rot, player.to_world ); - v3_copy( player.co, player.to_world[3] ); - - m4x3_invert_affine( player.to_world, player.to_local ); + /* animation */ + double jump_time; + float fslide, + fdirz, fdirx, + fstand, + ffly, + fpush, + fairdir, + fsetup, + walk_timer, + fonboard; + + v3f last_step_pos; + int step_phase; } - -static int reset_player( int argc, char const *argv[] ) +player = { - v3_zero( player.co ); + .on_board = 0, - if( argc == 1 ) - { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); - } + .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, + .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } +}; - v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v ); - q_identity( player.rot ); - player.vswitch = 1.0f; - player.slip_last = 0.0f; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); +/* + * Player API + */ - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - player_transform_update(); - return 0; -} +/* + * Free camera movement + */ static void player_mouseview(void) { + if( gui_want_mouse() ) + return; + static v2f mouse_last, view_vel = { 0.0f, 0.0f }; if( vg_get_button_down( "primary" ) ) v2_copy( vg_mouse, mouse_last ); + else if( vg_get_button( "primary" ) ) { v2f delta; v2_sub( vg_mouse, mouse_last, delta ); v2_copy( vg_mouse, mouse_last ); - v2_muladds( view_vel, delta, 0.005f, view_vel ); + v2_muladds( view_vel, delta, 0.001f, view_vel ); } - v2_muls( view_vel, 0.7f, view_vel ); + v2_muladds( view_vel, + (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.05f, view_vel ); + v2_muls( view_vel, 0.93f, view_vel ); v2_add( view_vel, player.angles, player.angles ); player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - } static void player_freecam(void) { player_mouseview(); - float movespeed = 25.0f; + float movespeed = fc_speed; v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; @@ -127,24 +166,37 @@ static void player_freecam(void) v3_add( move_vel, player.camera_pos, player.camera_pos ); } +/* + * Player Physics Implementation + */ + static void apply_gravity( v3f vel, float const timestep ) { v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( vel, gravity, timestep, vel ); } +/* + * 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 + */ static void player_start_air(void) { + if( player.in_air ) + return; + player.in_air = 1; float pstep = ktimestep*10.0f; + float best_velocity_delta = -9999.9f; + float k_bias = 0.96f; - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; - - v3f axis, vup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); - v3_cross( vup, player.v, axis ); + v3f axis; + v3_cross( player.rb.up, player.rb.v, axis ); v3_normalize( axis ); player.land_log_count = 0; @@ -155,8 +207,8 @@ static void player_start_air(void) float vmod = ((float)m / 15.0f)*0.09f; v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); + v3_copy( player.rb.co, pco ); + v3_muls( player.rb.v, k_bias, pv ); /* * Try different 'rotations' of the velocity to find the best possible @@ -171,7 +223,7 @@ static void player_start_air(void) q_m3x3( vr_q, vr ); m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, ktimestep, pco ); + v3_muladds( pco, pv, pstep, pco ); for( int i=0; i<50; i++ ) { @@ -203,10 +255,10 @@ static void player_start_air(void) 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 ); } @@ -222,120 +274,32 @@ static void player_start_air(void) } } } - - //v3_rotate( player.v, best_velocity_mod, axis, player.v ); - - return; - v3_muls( player.v, best_velocity_mod, player.v ); } -static int sample_if_resistant( v3f pos ) -{ - v3f ground; - v3_copy( pos, ground ); - ground[1] += 4.0f; - - ray_hit hit; - hit.dist = INFINITY; - - if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - v3f angle; - v3_copy( player.v, angle ); - v3_normalize( angle ); - float resistance = v3_dot( hit.normal, angle ); - - if( resistance < 0.25f ) - { - v3_copy( hit.pos, pos ); - return 1; - } - } - - return 0; -} - -static float stable_force( float current, float diff ) +static void draw_cross(v3f pos,u32 colour, float scale) { - float new = current + diff; - - if( new * current < 0.0f ) - return 0.0f; - - return new; + v3f p0, p1; + v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 ); + v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 ); + v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 ); + vg_line( p0, p1, colour ); + v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 ); + v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 ); + vg_line( p0, p1, colour ); } -static void player_physics_ground(void) +static void player_physics_control(void) { - /* - * Getting surface collision points, - * the contact manifold is a triangle for simplicity. + /* + * Computing localized friction forces for controlling the character + * Friction across X is significantly more than Z */ - v3f contact_front, contact_back, contact_norm, vup, vside, - axis; - - float klength = 0.65f; - m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm ); - m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front ); - m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back ); - m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup ); - m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside ); - - v3f cn0, cn1, cn2; - - int contact_count = - sample_if_resistant( contact_front ) + - sample_if_resistant( contact_back ) + - sample_if_resistant( contact_norm ); - - if( contact_count < 3 ) - { - player_start_air(); - return; - } - - v3f norm; - v3f v0, v1; - v3_sub( contact_norm, contact_front, v0 ); - v3_sub( contact_back, contact_front, v1 ); - v3_cross( v1, v0, norm ); - v3_normalize( norm ); - - vg_line( contact_norm, contact_front, 0xff00ff00 ); - vg_line( contact_back, contact_front, 0xff0000ff ); - - /* Surface alignment */ - float angle = v3_dot( vup, norm ); - v3_cross( vup, norm, axis ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle) ); - q_mul( correction, player.rot, player.rot ); - } - - float resistance = v3_dot( norm, player.v ); - if( resistance >= 0.0f ) - { - player_start_air(); - return; - } - else - { - v3_muladds( player.v, norm, -resistance, player.v ); - } - - /* This is where velocity integration used to be */ - - float slip = 0.0f; - - player.co[1] = (contact_front[1]+contact_back[1])*0.5f; v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); - - /* Calculate local forces */ + 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]); @@ -351,94 +315,75 @@ static void player_physics_ground(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] ) * -7.0f *substep ); + 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; + if( vg_get_button( "jump" ) ) + { + player.jump += ktimestep * k_jump_charge_speed; + + if( !player.jump_charge ) + player.jump_dir = player.reverse > 0.0f? 1: 0; + + player.jump_charge = 1; + } + if( !vg_get_button("break") && vg_get_button( "push" ) ) { - float const k_maxpush = 16.0f, - k_pushaccel = 5.0f; + player.pushing = 1.0f; + player.push_time = vg_time-start_push; - float cycle_time = vg_time-start_push, - amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep, + float cycle_time = player.push_time*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_maxpush ); - new_vel -= vg_minf(current, k_maxpush); + 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; } - - 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; + /* Pumping */ + static float previous = 0.0f; + float delta = previous - player.grab, + pump = delta * k_pump_force*ktimestep; + previous = player.grab; + + v3f p1; + v3_muladds( player.rb.co, player.rb.up, pump, p1 ); + vg_line( player.rb.co, p1, 0xff0000ff ); + + vel[1] += pump; + + + 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) * 1.5f * ktimestep; + player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * 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) +static void player_physics_control_air(void) { - 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 ); -} + m3x3_mulv( player.vr, player.rb.v, player.rb.v ); + draw_cross( player.land_target, 0xff0000ff, 0.25f ); -static void player_physics_air(void) -{ - m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; i player.co[1] ) - { - player.in_air = 0; - - if( !ray_hit_is_ramp( &hit ) ) - { - player.is_dead = 1; - character_ragdoll_copypose( &player.mdl, player.v ); - } - return; - } - } - - /* Prediction - * - * TODO: Find best landing surface and guide player towords it + /* + * Prediction */ float pstep = ktimestep*10.0f; v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_copy( player.v, pv ); + v3_copy( player.rb.co, pco ); + v3_copy( player.rb.v, pv ); float time_to_impact = 0.0f; float limiter = 1.0f; @@ -446,6 +391,7 @@ static void player_physics_air(void) 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 ); @@ -461,12 +407,9 @@ static void player_physics_air(void) float orig_dist = contact.dist; if( ray_world( pco1, vdir, &contact )) { - v3f localup; - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup ); - - float angle = v3_dot( localup, contact.normal ); + float angle = v3_dot( player.rb.up, contact.normal ); v3f axis; - v3_cross( localup, contact.normal, axis ); + v3_cross( player.rb.up, contact.normal, axis ); time_to_impact += (contact.dist/orig_dist)*pstep; limiter = vg_minf( 5.0f, time_to_impact )/5.0f; @@ -478,29 +421,26 @@ static void player_physics_air(void) { v4f correction; q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rot, player.rot ); + q_mul( correction, player.rb.q, player.rb.q ); } - draw_cross( contact.pos, 0xffff0000, 1 ); + draw_cross( contact.pos, 0xffff0000, 0.25f ); break; } time_to_impact += pstep; } - player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep; + player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; { + float iX = vg_get_axis( "vertical" ) * + player.reverse * k_steer_air * limiter * ktimestep; - float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep; static float siX = 0.0f; - siX = vg_lerpf( siX, iX, 0.3f ); + siX = vg_lerpf( siX, iX, k_steer_air_lerp ); v4f rotate; - v3f vside; - - m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside ); - - q_axis_angle( rotate, vside, siX ); - q_mul( rotate, player.rot, player.rot ); + q_axis_angle( rotate, player.rb.right, siX ); + q_mul( rotate, player.rb.q, player.rb.q ); } v2f target = {0.0f,0.0f}; @@ -509,745 +449,973 @@ static void player_physics_air(void) v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); } -static void player_do_motion(void) +static void player_init(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 ); + rb_init( &player.collide_front ); + rb_init( &player.collide_back ); +} - if( player.in_air ) - player_physics_air(); +static void player_walk_physics(void) +{ + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; - if( !player.in_air ) - player_physics_ground(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.co, prevco ); + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); + float h0 = 0.3f, + h1 = 0.9f; - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); + v3_copy( rbf->co, rbf->to_world[3] ); + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co ); + v3_copy( rbb->co, rbb->to_world[3] ); - static float siY = 0.0f; + m4x3_invert_affine( rbf->to_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); - - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); - player.iY = 0.0f; /* temp */ + rb_debug( rbf, 0xff0000ff ); + rb_debug( rbb, 0xff0000ff ); -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) - { - teleport_gate *gate = &gate_a; - - m4x3f transport; - m4x3_mul( gate->other->to_world, gate->to_local, transport ); - m4x3_mulv( transport, player.co, player.co ); - m3x3_mulv( transport, player.v, player.v ); - m3x3_mulv( transport, player.v_last, player.v_last ); - m3x3_mulv( transport, player.m, player.m ); - m3x3_mulv( transport, player.bob, player.bob ); - - v4f transport_rotation; - m3x3_q( transport, transport_rotation ); - q_mul( transport_rotation, player.rot, player.rot ); - } -#endif + rb_ct manifold[64]; + int len = 0; - /* Camera and character */ - player_transform_update(); + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); - 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; + rb_presolve_contacts( manifold, len ); - 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 ); -} + for( int j=0; j<5; j++ ) + { + for( int i=0; in ); + vn += ct->bias; -/* - * Get a sample at this pole location, will return 1 if the sample is valid, - * and pos will be updated to be the intersection location. - */ -static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos ) -{ - v3f p1; - v3_copy( pos, p1 ); - p1[1] -= 10.0f; + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; - vg_line( pos, p1, 0x20ffffff ); + v3f impulse; + v3_muls( ct->n, vn, impulse ); - v3f sample_pos; - v3_copy(pos, sample_pos); + v3_add( impulse, player.rb.v, player.rb.v ); - v3f vdir = {0.0f,-1.0f,0.0f}; - int count = 0; + /* friction */ + for( int j=0; j<2; j++ ) + { + float f = k_friction * ct->norm_impulse, + vt = v3_dot( player.rb.v, ct->t[j] ), + lambda = -vt; + + float temp = ct->tangent_impulse[j]; + ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); + lambda = ct->tangent_impulse[j] - temp; - ray_hit hit; - hit.dist = INFINITY; - for( int i=0; it[j], lambda, player.rb.v ); + } + } } - if( count ) - { - v3f v0, v1; - float *pa = world.geo.verts[hit.tri[0]].co, - *pb = world.geo.verts[hit.tri[1]].co, - *pc = world.geo.verts[hit.tri[2]].co; - - v3_sub( pa, pb, v0 ); - v3_sub( pc, pb, v1 ); - v3_cross( v1, v0, hit.normal ); - v3_normalize( hit.normal ); - v3_muladds( sample_pos, vdir, hit.dist, pos ); - - draw_cross( pos, 0xff00ff00, 0.05f ); - return count; - } - else - return 0; -} + player.in_air = len==0?1:0; + + v3_zero( player.rb.w ); + q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); -static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip) -{ - float max_dist = 0.0f; - v3f tri[3]; - v3f perp; - v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp ); - v3_copy( pos, clip ); + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; - for( int i=0; i 0.0f ) + { + float move_norm = move * (1.0f/(1.0f-move_dead)), + speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), + amt = k_walk_accel * ktimestep, + zvel = v3_dot( player.rb.v, forward_dir ), + new_vel = vg_minf( zvel + amt, speed ), + diff = new_vel - vg_minf( zvel, speed ); - v3f p0; - v3_muls( v1, qa, p0 ); - v3_muladds( p0, v0, 1.0f-qa, p0 ); + v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); - float h = v3_dot(p0,dir)/v3_dot(dir,dir); + /* TODO move */ + float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, + run_norm = 30.0f/(float)player.mdl.anim_run->length ; - if( h >= max_dist && h <= 1.0f ) - { - max_dist = h; - v3_copy( p0, clip ); - } - } - } + player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); + } + else + { + player.walk_timer = 0.0f; } - v3f clippos; - v3_add( pos, clip, clippos ); - draw_cross( clippos, 0xffffff00, 0.05f ); + player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); + player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); } -static void player_walkgrid_getsurface(void) +static void player_physics(void) { - float const k_gridscale = 0.5f; - float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - int const k_gridamt = 8; - float const k_region_size = (float)k_gridamt/2.0f * k_gridscale; + /* + * Update collision fronts + */ + + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); + + player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f ); + float h = player.air_blend*0.2f; - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + 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] ); - u32 geo[128]; + m4x3_invert_affine( rbf->to_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); - boxf region; - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] ); + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); - int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 ); + rb_debug( rbf, 0xff00ffff ); + rb_debug( rbb, 0xffffff00 ); - v3f tri[3]; - for( int i=0; ipos ); - s->pos[1] = player.co[1] + k_height; + v3_add( manifold[i].n, surface_avg, surface_avg ); - s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0; - } - } - - /* - * Calculate h+v clipping distances. - * Distances are stored in A always, so you know that if the sample is - * invalid, this signifies the start of the manifold as opposed to the - * extent or bounds of it. - */ - for( int i=0; i<2; i++ ) - { - for( int x=0; xvalid != sb->valid ) - { - clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale; - player_walkgrid_clip( geo, tri_count, - sa->valid? sa->pos: sb->pos, - clipdir, sa->clip[i] ); - } - else - { - if( sa->valid ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - } - } + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.rb.v ); + return; } +#endif + } + + v3_normalize( surface_avg ); + + if( v3_dot( player.rb.v, surface_avg ) > 0.5f ) + { + player_start_air(); } + else + player.in_air = 0; } - /* Draw connections */ - for( int x=0; xco, player.rb.co, delta ); + v3_cross( player.rb.w, delta, dv ); + v3_add( player.rb.v, dv, dv ); + + float vn = -v3_dot( dv, ct->n ); + vn += ct->bias; + + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; + + v3f impulse; + v3_muls( ct->n, vn, impulse ); + + if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || + fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) { - struct confedge - { - /* i: sample index - * d: data index - * a: axis index - */ - int i0, i1, - d0, d1, - a0, a1; - } - edges[2]; - int edge_count; + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.rb.v ); + return; } - k_configs[16] = { - {{},0}, - {{{ 3, 3, 3, 0, 1,0 }}, 1}, - {{{ 2, 2, 1, 3, 0,1 }}, 1}, - {{{ 2, 3, 1, 0, 0,0 }}, 1}, - - {{{ 1, 1, 0, 1, 1,0 }}, 1}, - {{{ 3, 3, 3, 0, 1,0 }, - { 1, 1, 0, 1, 1,0 }}, 2}, - {{{ 1, 2, 0, 3, 1,1 }}, 1}, - {{{ 1, 3, 0, 0, 1,0 }}, 1}, - - {{{ 0, 0, 0, 0, 0,1 }}, 1}, - {{{ 3, 0, 3, 0, 1,1 }}, 1}, - {{{ 2, 2, 1, 3, 0,1 }, - { 0, 0, 0, 0, 0,1 }}, 2}, - {{{ 2, 0, 1, 0, 0,1 }}, 1}, - - {{{ 0, 1, 0, 1, 0,0 }}, 1}, - {{{ 3, 1, 3, 1, 1,0 }}, 1}, - {{{ 0, 2, 0, 3, 0,1 }}, 1}, - {{},0}, - }; + + v3_add( impulse, player.rb.v, player.rb.v ); + v3_cross( delta, impulse, impulse ); + + /* + * 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. + */ - struct grid_sample *corners[4] = - { - &samples[z][x], - &samples[z+1][x], - &samples[z+1][x+1], - &samples[z][x+1] - }; + float wy = v3_dot( player.rb.up, impulse ), + wx = v3_dot( player.rb.right, impulse )*1.5f; - u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | - (corners[2]->valid<<1) | corners[3]->valid; + v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); + v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); + } + } - const struct conf *conf = &k_configs[ config ]; + float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + player.grab = vg_lerpf( player.grab, grabt, 0.14f ); + player.pushing = 0.0f; - for( int i=0; iedge_count; i++ ) - { - const struct confedge *edge = &conf->edges[i]; + if( !player.in_air ) + { + v3f axis; + float angle = v3_dot( player.rb.up, surface_avg ); + v3_cross( player.rb.up, surface_avg, axis ); - v3f p0, p1; - v3_add( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], p0 ); - v3_add( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], p1 ); - vg_line( p0, p1, 0xff0000ff ); + //float cz = v3_dot( player.rb.forward, axis ); + //v3_muls( player.rb.forward, cz, axis ); - vg_line( corners[edge->i0]->pos, p0, 0xffffffff ); - vg_line( corners[edge->i1]->pos, p1, 0xffffffff ); - } + if( angle < 0.999f ) + { + v4f correction; + q_axis_angle( correction, axis, acosf(angle)*0.3f ); + q_mul( correction, player.rb.q, player.rb.q ); + } + + v3_muladds( player.rb.v, player.rb.up, + -k_downforce*ktimestep, player.rb.v ); + + player_physics_control(); + + if( !player.jump_charge && player.jump > 0.2f ) + { + v3f jumpdir; + + /* Launch more up if alignment is up else improve velocity */ + float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( player.rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player.rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + float force = k_jump_force*player.jump; + v3_muladds( player.rb.v, jumpdir, force, player.rb.v ); + player.jump = 0.0f; + + player.jump_time = vg_time; + + 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_jumps[rand()%4] ); + audio_unlock(); } } + else + { + player_physics_control_air(); + } + + if( !player.jump_charge ) + { + player.jump -= k_jump_charge_speed * ktimestep; + } + player.jump_charge = 0; + player.jump = vg_clampf( player.jump, 0.0f, 1.0f ); } -static void player_walkgrid(void) +static void player_do_motion(void) { - player_walkgrid_getsurface(); - - float const k_gridscale = 0.5f; - float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - int const k_gridamt = 8; + float horizontal = vg_get_axis("horizontal"), + vertical = vg_get_axis("vertical"); -#if 0 - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + if( player.on_board ) + player_physics(); + else + player_walk_physics(); + + /* Integrate velocity */ + v3f prevco; + v3_copy( player.rb.co, prevco ); - struct grid_sample + apply_gravity( player.rb.v, ktimestep ); + v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co ); + + /* 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 ) { - ray_hit hit; - int valid; + 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 ); } - samples[ k_gridamt ][ k_gridamt ]; - v3f grid_origin; - v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, - (float)(k_gridamt/2) * k_gridscale, grid_origin ); + /* 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 ); + + q_axis_angle( rotate, player.rb.up, siY ); + q_mul( rotate, player.rb.q, player.rb.q ); + player.iY = 0.0f; /* - * Get sample 'poles' + * Gate intersection, by tracing a line over the gate planes */ - for( int y=0; ygate; + + if( gate_intersect( gate, player.rb.co, prevco ) ) { - v3f sample_coord; - v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord ); - sample_coord[1] += k_height; + 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 ); + + 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; - struct grid_sample *sample = &samples[y][x]; - sample->valid = 0; - sample->hit.dist = k_stepheight+k_height; + m3x3_copy( player.vr, player.gate_vr_frame ); + m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); - 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 ); - } + audio_lock(); + audio_play_oneshot( &audio_gate_lap, 1.0f ); + audio_unlock(); + break; } } + + rb_update_transform( &player.rb ); +} - /* - * Clip grid intersections with triangle edges - */ - for( int dir=0; dir<2; dir++ ) - { - for( int x=0; xvalid != sb->valid) && (sa->valid||sb->valid) ) - { - int line = dir==0? 0:2, - axis = dir==0? 2:0; - - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); - - v3f other = {0,0,0}; - other[axis] = sa->valid? k_gridscale: -k_gridscale; - v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other ); - vg_line( sa->valid? sa->hit.pos: sb->hit.pos, - other, 0xffffffff ); - - v3f sample; - if( dir == 0 ) - v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample); - else - v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample); - - /* Clip triangles until we find an edge inside the cell */ - float offset = sample[line], - basis = sample[axis]; - - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][line], - pb = tri[ib][line]; - - vg_line( tri[ia],tri[ib],0xffaaaaaa ); - - if( (pa-offset)*(pb-offset) > 0.0f ) - continue; - - float d = pb-pa, - qa = (offset-pa)/d, - h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis], - q = (h-basis)/k_gridscale; - - if( q >= 0.0f && q <= 1.0f ) - { - float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; - v3f intersection; - if( dir == 0 ) - v3_copy( (v3f){ offset, height, h }, intersection ); - else - v3_copy( (v3f){ h, height, offset }, intersection ); - draw_cross( intersection, 0xffff0000, 0.06f ); - break; - } - } - } - } - } - } -#endif - v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, - side = { -fwd[2], 0.0f, fwd[0] }; - - /* Temp */ - if( glfwGetKey( vg_window, GLFW_KEY_W ) ) - v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_S ) ) - v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co ); - - if( glfwGetKey( vg_window, GLFW_KEY_A ) ) - v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_D ) ) - v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co ); - - m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); - player_mouseview(); - player_transform_update(); + float walk_norm = (float)player.mdl.anim_walk->length/30.0f, + run_norm = (float)player.mdl.anim_run->length/30.0f, + t = player.walk_timer, + l = vg_get_axis("grabr") * 0.5f + 0.5f; + + skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose ); + skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, l, apose ); + + float idle_walk = vg_minf( l * 10.0f, 1.0f); + + skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); + + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); + skeleton_apply_ik_pass( &player.mdl.sk ); + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); + + v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], + player.mdl.cam_pos ); + + skeleton_apply_inverses( &player.mdl.sk ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + skeleton_apply_transform( &player.mdl.sk, mtx ); + skeleton_debug( &player.mdl.sk ); } static void player_animate(void) { + if( !player.on_board ) + { + player_animate_offboard(); + return; + } + /* Camera position */ - v3_sub( player.v, player.v_last, player.a ); - v3_copy( player.v, player.v_last ); + 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 ); - 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[1] = vg_clampf( player.m[1], -2.0f, 2.0f ); 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 ); + v3_lerp( player.bob, player.m, 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 lslip = fabsf(player.slip); 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 ); + v3_zero( offset ); + m3x3_mulv( player.rb.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 ); + 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 ); -#if 0 - if( !freecam ) - { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif + 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 ); + offset[1] = 0.0f; /* * Animation blending * =========================================== */ - 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; + /* scalar blending information */ + float speed = v3_length( player.rb.v ); + + /* sliding */ + { + float desired = vg_clampf( lslip, 0.0f, 1.0f ); + player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); + } + + /* movement information */ + { + float dirz = player.reverse > 0.0f? 0.0f: 1.0f, + dirx = player.slip < 0.0f? 0.0f: 1.0f, + fly = player.in_air? 1.0f: 0.0f; - float speed = v3_length( player.v ); + player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f ); + player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f ); + player.ffly = vg_lerpf( player.ffly, fly, 0.04f ); + } - 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 ); + struct skeleton *sk = &player.mdl.sk; - /* 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 ); + mdl_keyframe apose[32], bpose[32]; + mdl_keyframe ground_pose[32]; + { + /* when the player is moving fast he will crouch down a little bit */ + float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f ); + player.fstand = vg_lerpf( player.fstand, stand, 0.1f ); + + /* stand/crouch */ + float dir_frame = player.fdirz * (15.0f/30.0f), + stand_blend = offset[1]*-2.0f; + + skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose ); + skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); + + /* sliding */ + float slide_frame = player.fdirx * (15.0f/30.0f); + skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose ); + + /* pushing */ + player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); + + float pt = player.push_time; + if( player.reverse > 0.0f ) + skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose ); + else + skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose ); + + /* trick setup */ + float jump_start_frame = 14.0f/30.0f; + float setup_frame = player.jump * jump_start_frame, + setup_blend = vg_minf( player.jump*5.0f, 1.0f ); + + float jump_frame = (vg_time - player.jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) + setup_frame = jump_frame; + + struct skeleton_anim *jump_anim = player.jump_dir? + player.mdl.anim_ollie: + player.mdl.anim_ollie_reverse; + + skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + } + + mdl_keyframe air_pose[32]; + { + float target = -vg_get_axis("horizontal"); + player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); + + float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose ); + + static v2f grab_choice; + v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.04f, grab_choice ); + + float ang = atan2f( grab_choice[0], grab_choice[1] ), + ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), + grab_frame = ang_unit * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); + } + + skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); + + float add_grab_mod = player.ffly * player.grab; + + /* additive effects */ + apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod; + + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); + skeleton_apply_ik_pass( &player.mdl.sk ); + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); + + v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], + player.mdl.cam_pos ); + skeleton_apply_inverses( &player.mdl.sk ); + skeleton_apply_transform( &player.mdl.sk, player.rb.to_world ); + + skeleton_debug( &player.mdl.sk ); +} + +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[0].rb.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 ); /* - * Additive effects - * ========================== + * Make sure the camera stays above the ground */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; + 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) +{ + static v3f lerp_cam = {0.0f,0.0f,0.0f}; + v3f cam_pos; + + player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); - 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 ); + if( player.on_board ) + { + v3f offs = { -0.4f, 0.15f, 0.0f }; + v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); + v3_add( lerp_cam, offs, cam_pos ); + + /* Look angles */ + v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + + float yaw = atan2f( player.vl[0], -player.vl[2] ), + pitch = atan2f( -player.vl[1], + sqrtf( + player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + )) * 0.7f; + + player.angles[0] = yaw; + player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, + player.fonboard ); + + /* Camera shake */ + static v2f shake_damp = {0.0f,0.0f}; + v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; + v2_muls( shake, v3_length(player.rb.v)*0.3f + * (1.0f+fabsf(player.slip)), shake); + + v2_lerp( shake_damp, shake, 0.01f, shake_damp ); + shake_damp[0] *= 0.2f; + + v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); + } + else + { + float speed = ktimestep * k_look_speed; + player.angles[0] += vg_get_axis( "horizontal" ) * speed; + player.angles[1] += vg_get_axis( "vertical" ) * speed; + + player.angles[1] = vg_clampf( player.angles[1], + -k_pitch_limit, k_pitch_limit ); + + float s = sinf(player.angles[0]) * 0.2f, + c = -cosf(player.angles[0]) * 0.2f; + v3f forward_dir = { s,0.15f,c }; - /* New board transformation */ - v4f board_rotation; v3f board_location; + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, + -player.angles[0] -VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); + v3_add( cam_pos, forward_dir, player.camera_pos ); + v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); + } +} - 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 ); +/* + * Audio + */ +static void player_audio(void) +{ + static int _ding = 0; - 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] ); + int last = _ding; + _ding = glfwGetKey(vg_window, GLFW_KEY_C); + + int trigger_ding = 0; + if( _ding && !last ) + trigger_ding = 1; + + static int _air = 0; + + int l2 = _air; + _air = player.in_air; + + static double last_revert = -2000.0; + - float wheel_r = offset[0]*-0.4f; - v4f qwheel; - q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); + + audio_lock(); - 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] ); + double revert_delta = vg_time - last_revert; + if( player.on_board && (!_air && l2) && (fabsf(player.slip) > 0.5f) && + (revert_delta > 0.7) ) + { + audio_player_set_position( &audio_player_extra, player.rb.co ); + audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_vol( &audio_player_extra, 2.0f ); + audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] ); + + last_revert = vg_time; + } + + static float air = 0.0f; + air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep); + + /* Spacial info */ + v3f ears = { 1.0f,0.0f,0.0f }; + v3f delta; + + float *cam = player.camera[3], + *pos = player.rb.co; - 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] ); + if( trigger_ding ) + audio_player_playclip( &audio_player_extra, &audio_ding ); - 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 ); + audio_player_set_position( &audio_player0, player.rb.co ); + audio_player_set_position( &audio_player1, player.rb.co ); + audio_player_set_position( &audio_player2, player.rb.co ); + audio_player_set_position( &audio_player_gate, world.render_gate_pos ); + v3_sub( player.rb.co, player.camera[3], delta ); + v3_normalize( delta ); + m3x3_mulv( player.camera, ears, ears ); - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + /* TODO, Make function */ + v3_copy( ears, vg_audio.listener_ears ); + v3_copy( player.camera[3], vg_audio.listener_pos ); - if( 1||player.in_air ) + /* Tunnel / occlusion */ + audio_sample_occlusion( player.camera[3] ); + + if( freecam || player.is_dead || !player.on_board ) { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - float crouch = player.grab*0.3f; - v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, - crouch, player.mdl.ik_body.base ); - v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, - crouch*1.2f, player.mdl.ik_body.end ); + audio_player_set_vol( &audio_player0, 0.0f ); + audio_player_set_vol( &audio_player1, 0.0f ); + audio_player_set_vol( &audio_player2, 0.0f ); + + int walk_phase = 0; + if( vg_fractf(player.walk_timer) > 0.5f ) + walk_phase = 1; + else + walk_phase = 0; - if( tuck < 0.0f ) + if( (player.step_phase != walk_phase) && !player.in_air ) { - //foot_l *= 1.0f-tuck_amt*1.5f; + v3_copy( player.rb.co, player.last_step_pos ); + + 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, 6.0f ); + audio_player_playclip( &audio_player_extra, + &audio_footsteps[rand()%4] ); + } - if( player.grab > 0.1f ) + player.step_phase = walk_phase; + } + else + { + /* Composite */ + float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f), + attn = speed, + slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ), + vol0 = (1.0f-air)*attn*(1.0f-slide), + vol1 = air *attn, + vol2 = (1.0f-air)*attn*slide; + + audio_player_set_vol( &audio_player0, vol0 ); + audio_player_set_vol( &audio_player1, vol1 ); + audio_player_set_vol( &audio_player2, vol2 ); + + float reverb_amt = vol0 * audio_occlusion_current * 0.5f; + audio_player_set_pan( &audio_player3, 0.0f ); + audio_player_set_vol( &audio_player3, reverb_amt ); + } + +#if 0 + world_audio_update( cam, ears ); +#endif + audio_unlock(); +} + +/* + * Public Endpoints + */ +static float *player_cam_pos(void) +{ + return player.camera_pos; +} + +static int reset_player( int argc, char const *argv[] ) +{ + struct respawn_point *rp = NULL, *r; + + if( argc == 1 ) + { + for( int i=0; iname, argv[0] ) ) { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, - player.handl_target ); + rp = r; + break; } } - else - { - //foot_r *= 1.0f-tuck_amt*1.4f; - if( player.grab > 0.1f ) + 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 ) { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); + min_dist = d; + rp = r; } } } - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); + if( !rp ) + { + vg_error( "No spawn found\n" ); + if( !world.spawn_count ) + return 0; - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); + rp = &world.spawns[0]; + } - /* Head rotation */ + v4_copy( rp->q, player.rb.q ); + v3_copy( rp->co, player.rb.co ); - 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; + 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 ); + m3x3_identity( player.gate_vr_frame ); + m3x3_identity( player.gate_vr_pstep_frame ); + + player.rb_gate_frame = player.rb; + return 1; } static void player_update(void) { + for( int i=0; i0.0f) - reset_player(0,NULL); + { + player.rb = player.rb_gate_frame; + m3x3_copy( player.gate_vr_frame, player.vr ); + m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep ); + player.is_dead = 0; + player.in_air = 1; + m3x3_identity( player.vr ); - if( freecam ) + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; + + world_routes_notify_reset(); + } + + if( vg_get_button_down( "switchmode" ) ) { - player_freecam(); + player.on_board ^= 0x1; + } + + if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) && + !player.is_dead) + { + character_ragdoll_copypose( &player.mdl, player.rb.v ); + player.is_dead = 1; + } + + if( player.is_dead ) + { + character_ragdoll_iter( &player.mdl ); + character_debug_ragdoll( &player.mdl ); + + if( !freecam ) + player_animate_death_cam(); } 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_do_motion(); + player_animate(); + + if( !freecam ) + player_animate_camera(); } - /* 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 ); + if( freecam ) + player_freecam(); + + player_camera_update(); + player_audio(); } static void draw_player(void) { - /* Draw */ - m4x3_copy( player.to_world, player.mdl.mroot ); - if( player.is_dead ) character_mimic_ragdoll( &player.mdl ); - else - character_eval( &player.mdl ); - character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f ); + shader_viewchar_use(); + vg_tex2d_bind( &tex_characters, 0 ); + shader_viewchar_uTexMain( 0 ); + shader_viewchar_uCamera( player.camera[3] ); + shader_viewchar_uPv( vg_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 ); + + mesh_bind( &player.mdl.mesh ); + mesh_draw( &player.mdl.mesh ); } #endif /* PLAYER_H */