X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=99cb6c8105af173d585f941ee7ad542442d721a2;hb=4a883ac1b2506032f9dddab342712de46f2ca734;hp=9540d9ea5201f27a5a0757904ae72ad26fffb553;hpb=98ecdd9f0377f1563566fe4d3d3b8185a055ec4d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 9540d9e..99cb6c8 100644 --- a/player.h +++ b/player.h @@ -3,7 +3,9 @@ #include "audio.h" #include "common.h" -#include "character.h" +#include "world.h" +//#include "character.h" +#include "player_model.h" #include "bvh.h" /* @@ -11,27 +13,39 @@ */ static float - k_walkspeed = 2.0f, + k_walkspeed = 7.0f, /* no longer used */ + k_runspeed = 14.0f, k_board_radius = 0.3f, - k_board_length = 0.55f, + k_board_length = 0.45f, k_board_allowance = 0.04f, - k_friction_lat = 8.68f, - k_friction_resistance = 0.02f, + k_friction_lat = 8.8f, + k_friction_resistance = 0.01f, k_max_push_speed = 16.0f, - k_push_accel = 5.0f, + 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_downforce = 5.0f; + 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 */ - rigidbody rb; + 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; @@ -45,7 +59,10 @@ static struct gplayer 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]; @@ -63,12 +80,25 @@ static struct gplayer v3f camera_pos, smooth_localcam; v2f angles; m4x3f camera, camera_inverse; + + /* animation */ + double jump_time; + float fslide, + fdirz, fdirx, + fstand, + ffly, + fpush, + fairdir, + fsetup, + walk_timer, + fonboard; } player = { - .on_board = 1, + .on_board = 0, - .rb = { .type = k_rb_shape_capsule } + .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, + .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } }; /* @@ -97,13 +127,13 @@ static void player_mouseview(void) 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_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_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 ); } @@ -112,7 +142,7 @@ 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 }; @@ -159,11 +189,8 @@ static void player_start_air(void) player.in_air = 1; float pstep = ktimestep*10.0f; - - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; - - float k_bias = 0.97f; + float best_velocity_delta = -9999.9f; + float k_bias = 0.96f; v3f axis; v3_cross( player.rb.up, player.rb.v, axis ); @@ -225,7 +252,6 @@ 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 ); @@ -286,22 +312,50 @@ static void player_physics_control(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] ) * -8.78f *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 cycle_time = (vg_time-start_push)*k_push_cycle_rate, + player.pushing = 1.0f; + player.push_time = vg_time-start_push; + + 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_max_push_speed ); + new_vel -= vg_minf(current, k_max_push_speed); vel[2] -= new_vel * player.reverse; } + + /* 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 ); @@ -392,89 +446,176 @@ static void player_physics_control_air(void) v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); } -static void player_physics(void) +static void player_init(void) { - /* - * Player physics uses a customized routine seperate from the main - * rigidbody implementation. It requires some non-standard impulse - * responses being applied for example limiting the effect on certain axises - * ( especially for angular velocity ) - * - * The capsule collider is also at a different angle to the players roation. - */ - - m4x3f mboard; - v3_copy( player.rb.to_world[0], mboard[0] ); - v3_copy( player.rb.to_world[2], mboard[1] ); - v3_copy( player.rb.to_world[1], mboard[2] ); - m4x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.3f, 0.0f }, mboard[3] ); + rb_init( &player.collide_front ); + rb_init( &player.collide_back ); +} - debug_capsule( mboard, k_board_length*2.0f, k_board_radius, 0xff0000ff ); +static void player_walk_physics(void) +{ + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; - boxf region = {{ -k_board_radius, -k_board_length, -k_board_radius }, - { k_board_radius, k_board_length, k_board_radius }}; - m4x3_transform_aabb( mboard, region ); + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, region, geo, 256 ); + float h0 = 0.3f, + h1 = 0.9f; - v3f poles[2]; - m4x3_mulv(mboard, (v3f){0.0f,-k_board_length+k_board_radius,0.0f}, poles[0]); - m4x3_mulv(mboard, (v3f){0.0f, k_board_length-k_board_radius,0.0f}, poles[1]); - - struct contact manifold[12]; - int manifold_count = 0; + 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] ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + m4x3_invert_affine( rbf->to_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); - for( int i=0; i= vg_list_size(manifold)) - { - vg_error("Manifold overflow!\n"); - break; - } + struct contact *ct = &manifold[i]; + + /*normal */ + float vn = -v3_dot( player.rb.v, ct->n ); + vn += ct->bias; - v3f p1; - v3_muladds( poles[j], norm, p, p1 ); - vg_line( poles[j], p1, 0xffffffff ); + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; - struct contact *ct = &manifold[manifold_count ++]; - v3_sub( co, player.rb.co, ct->delta ); - v3_copy( co, ct->co ); - v3_copy( norm, ct->n ); + v3f impulse; + v3_muls( ct->n, vn, impulse ); - ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+k_board_allowance); - ct->norm_impulse = 0.0f; + v3_add( impulse, player.rb.v, player.rb.v ); - v3_add( norm, surface_avg, surface_avg ); + /* friction */ + for( int j=0; j<2; j++ ) + { + float f = k_friction * ct->norm_impulse, + vt = v3_dot( player.rb.v, ct->t[j] ), + lambda = -vt; + + float temp = ct->tangent_impulse[j]; + ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); + lambda = ct->tangent_impulse[j] - temp; + + v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v ); } } } + + v3_zero( player.rb.w ); + q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + + v3f p1; + v3_muladds( player.rb.co, forward_dir, 2.0f, p1 ); + vg_line( player.rb.co, p1, 0xff0000ff ); + + float move_dead = 0.1f, + move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; + + if( move > 0.0f ) + { + float move_norm = move * (1.0f/(1.0f-move_dead)), + speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), + amt = k_walk_accel * ktimestep, + zvel = v3_dot( player.rb.v, forward_dir ), + new_vel = vg_minf( zvel + amt, speed ), + diff = new_vel - vg_minf( zvel, speed ); - if( !manifold_count ) + v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); + + /* TODO move */ + float walk_norm = (float)player.mdl.anim_walk->length / 30.0f, + run_norm = (float)player.mdl.anim_run->length / 30.0f; + + player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); + } + else + { + player.walk_timer = 0.0f; + } + + player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); + player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); +} + +static void player_physics(void) +{ + /* + * 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; + + 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 ); + + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); + + rb_debug( rbf, 0xff00ffff ); + rb_debug( rbb, 0xffffff00 ); + + rb_ct manifold[64]; + int len = 0; + + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + + rb_presolve_contacts( manifold, len ); + v3f surface_avg = {0.0f, 0.0f, 0.0f}; + + if( !len ) { player_start_air(); } else { + for( int i=0; i 0.5f ) @@ -487,12 +628,13 @@ static void player_physics(void) for( int j=0; j<5; j++ ) { - for( int i=0; idelta, dv ); + v3f dv, delta; + v3_sub( ct->co, 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 ); @@ -503,7 +645,6 @@ static void player_physics(void) vn = ct->norm_impulse - temp; v3f impulse; - v3_muls( ct->n, vn, impulse ); if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || @@ -515,7 +656,7 @@ static void player_physics(void) } v3_add( impulse, player.rb.v, player.rb.v ); - v3_cross( ct->delta, impulse, impulse ); + v3_cross( delta, impulse, impulse ); /* * W Impulses are limited to the Y and X axises, we don't really want @@ -533,14 +674,18 @@ static void player_physics(void) } } + float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + player.grab = vg_lerpf( player.grab, grabt, 0.14f ); + player.pushing = 0.0f; + if( !player.in_air ) { v3f axis; float angle = v3_dot( player.rb.up, surface_avg ); v3_cross( player.rb.up, surface_avg, axis ); - float cz = v3_dot( player.rb.forward, axis ); - v3_muls( player.rb.forward, cz, axis ); + //float cz = v3_dot( player.rb.forward, axis ); + //v3_muls( player.rb.forward, cz, axis ); if( angle < 0.999f ) { @@ -551,12 +696,42 @@ static void player_physics(void) 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; + } } 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_do_motion(void) @@ -564,7 +739,10 @@ static void player_do_motion(void) float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); - player_physics(); + if( player.on_board ) + player_physics(); + else + player_walk_physics(); /* Integrate velocity */ v3f prevco; @@ -601,9 +779,10 @@ static void player_do_motion(void) /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; if( gate_intersect( gate, player.rb.co, prevco ) ) { @@ -617,7 +796,12 @@ static void player_do_motion(void) 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; + m3x3_copy( player.vr, player.gate_vr_frame ); + m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); break; } } @@ -626,967 +810,56 @@ static void player_do_motion(void) } /* - * 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; - } - 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. + * Animation */ -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; - - 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]; - } - } - } - 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 +static void player_animate_offboard(void) { - k_eclipdir_h = 0, - k_eclipdir_v = 1 -}; + mdl_keyframe apose[32], bpose[32]; + struct skeleton *sk = &player.mdl.sk; -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] ); + float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, + run_norm = 30.0f/(float)player.mdl.anim_run->length, + t = player.walk_timer, + l = vg_get_axis("grabr") * 0.5f + 0.5f; - for( int i=0; i 0.0f && dist < min_time ) - { - min_time = dist; - sb->type = k_sample_type_air; - } - } - } + float idle_walk = vg_minf( l * 10.0f, 1.0f); - if( !(min_time < start_time) ) - min_time = 0.5f * k_gridscale; + skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); - min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); + 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_muls( clipdir, min_time, st->clip[dir] ); + v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], + player.mdl.cam_pos ); - 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]); + skeleton_apply_inverses( &player.mdl.sk ); - 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] ); - } - } - } - } + skeleton_apply_transform( &player.mdl.sk, mtx ); + skeleton_debug( &player.mdl.sk ); } -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 ); -#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 }; - - vg_line( pl0, p_int, icolours[iter%3] ); - v3_copy( p_int, pl0 ); - v2_copy( pos, wg->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 ) - { - /* - * To figure out what t value created the clip so we know which edge - * to wrap around - */ - - if( t[4] < t[5] ) - { - 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; - } - } - else - { - wg->pos[0] = pos[0] + dir[0]*t[6]; - - if( t[2] > t[3] ) /* bottom edge */ - { - wg->pos[1] = 0.9999f; - wg->cell_id[1] --; - - if( wg->cell_id[1] == 0 ) - wg->move = -1.0f; - } - else /* top edge */ - { - wg->pos[1] = 0.0001f; - wg->cell_id[1] ++; - - 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; - } -} - -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; - - struct grid_sample *corners[4]; - const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); - - if( conf != k_walkgrid_configs ) - { - if( conf->edge_count == 0 ) - { - v3f v0; - - /* 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 ); - - 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 ); - } - } - 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 ); - - /* - * Find penetration distance between player position and the edge - */ - - 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 - { - /* - * 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 ) - { - 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 ); - } - } - } - } - } - } - } - - v3_copy( world, player.rb.co ); -} - -static void player_walkgrid_getsurface(void) +static void player_animate(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++ ) + if( !player.on_board ) { - 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 ) - { - sb->pos[1] = sa->pos[1]; - - player_walkgrid_samplepole( sb ); - - if( sb->type != k_sample_type_air ) - { - /* - * 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 ); - } - } - else - { - /* - * 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 ); - } - - sb->state |= thismove; - } - } - - 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]; - - 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 ); - - vg_line( p0, p1, 0xff0000ff ); - } - } - } - - /* - * Commit player movement into the grid - */ - - if( v3_length2(delta) <= 0.00001f ) + player_animate_offboard(); return; - - int i=0; - for(; i<8 && wg.move > 0.001f; i++ ) - player_walkgrid_iter( &wg, i ); - - player_walkgrid_stand_cell( &wg ); -} - -static void player_walkgrid(void) -{ - player_walkgrid_getsurface(); - - m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); - player_mouseview(); - rb_update_transform( &player.rb ); -} - -/* - * Animation - */ + } -static void player_animate(void) -{ /* Camera position */ v3_sub( player.rb.v, player.v_last, player.a ); v3_copy( player.rb.v, player.v_last ); @@ -1601,14 +874,12 @@ static void player_animate(void) /* Head */ float lslip = fabsf(player.slip); - - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.04f ); float kheight = 2.0f, kleg = 0.6f; v3f offset; + v3_zero( offset ); m3x3_mulv( player.rb.to_local, player.bob, offset ); static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; @@ -1627,151 +898,130 @@ static void player_animate(void) 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 ); - 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)*0.3f; - - 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) ); - - 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 ); + /* 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; - /* - * Additive effects - * ========================== - */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; + 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 ); + } + + struct skeleton *sk = &player.mdl.sk; - v3f localv; - m3x3_mulv( player.rb.to_local, player.rb.v, localv ); + 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 ); - /* New board transformation */ - v4f board_rotation; v3f board_location; + /* 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 ); - 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] ); + /* 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 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] ); + 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 ); - 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 ); + 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; - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + struct skeleton_anim *jump_anim = player.jump_dir? + player.mdl.anim_ollie: + player.mdl.anim_ollie_reverse; - if( 1||player.in_air ) + 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 tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + float target = -vg_get_axis("horizontal"); + player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); - 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 ); + float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose ); - if( tuck < 0.0f ) - { - //foot_l *= 1.0f-tuck_amt*1.5f; + static v2f grab_choice; + v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.04f, grab_choice ); - 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; + 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); - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); - } - } + skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); } - v3_lerp( player.handl, player.handl_target, 1.0f, player.handl ); - v3_lerp( player.handr, player.handr_target, 1.0f, player.handr ); + skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); + + float add_grab_mod = player.ffly * player.grab; - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); + /* 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; - /* Head rotation */ + 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 ); - 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; + 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) @@ -1788,7 +1038,7 @@ static void player_animate_death_cam(void) { v3f delta; v3f head_pos; - v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); + v3_copy( player.mdl.ragdoll[0].rb.co, head_pos ); v3_sub( head_pos, player.camera_pos, delta ); v3_normalize( delta ); @@ -1819,33 +1069,67 @@ static void player_animate_death_cam(void) 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 ); - - /* 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; + static v3f lerp_cam = {0.0f,0.0f,0.0f}; + v3f cam_pos; - player.angles[0] = yaw; - player.angles[1] = pitch + 0.30f; + player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); - /* Camera shake */ - static v2f shake_damp = {0.0f,0.0f}; - v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; - v2_muls( shake, v3_length(player.rb.v)*0.3f - * (1.0f+fabsf(player.slip)), shake); - - v2_lerp( shake_damp, shake, 0.01f, shake_damp ); - shake_damp[0] *= 0.2f; + if( player.on_board ) + { + v3f offs = { -0.4f, 0.15f, 0.0f }; + v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); + v3_add( lerp_cam, offs, cam_pos ); + + /* Look angles */ + v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + + float yaw = atan2f( player.vl[0], -player.vl[2] ), + pitch = atan2f( -player.vl[1], + sqrtf( + player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + )) * 0.7f; + + player.angles[0] = yaw; + player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, + player.fonboard ); + + /* Camera shake */ + static v2f shake_damp = {0.0f,0.0f}; + v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; + v2_muls( shake, v3_length(player.rb.v)*0.3f + * (1.0f+fabsf(player.slip)), shake); + + v2_lerp( shake_damp, shake, 0.01f, shake_damp ); + shake_damp[0] *= 0.2f; + + v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); + } + else + { + float speed = ktimestep * k_look_speed; + player.angles[0] += vg_get_axis( "horizontal" ) * speed; + player.angles[1] += vg_get_axis( "vertical" ) * speed; + + player.angles[1] = vg_clampf( player.angles[1], + -k_pitch_limit, k_pitch_limit ); + + float s = sinf(player.angles[0]) * 0.2f, + c = -cosf(player.angles[0]) * 0.2f; + v3f forward_dir = { s,0.15f,c }; - v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, + -player.angles[0] -VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); + v3_add( cam_pos, forward_dir, player.camera_pos ); + v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); + } } /* @@ -1965,6 +1249,10 @@ static int reset_player( int argc, char const *argv[] ) rb_update_transform( &player.rb ); m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); + m3x3_identity( player.gate_vr_frame ); + m3x3_identity( player.gate_vr_pstep_frame ); + + player.rb_gate_frame = player.rb; return 1; } @@ -1975,13 +1263,31 @@ static void player_update(void) player.land_target_colours[i], 0.25f); if( vg_get_axis("grabl")>0.0f) - 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 ); + + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; + + world_routes_notify_reset(); + } if( vg_get_button_down( "switchmode" ) ) { player.on_board ^= 0x1; } + if( glfwGetKey( vg_window, GLFW_KEY_O ) ) + { + character_ragdoll_copypose( &player.mdl, player.rb.v ); + player.is_dead = 1; + } + if( player.is_dead ) { character_ragdoll_iter( &player.mdl ); @@ -1992,18 +1298,11 @@ static void player_update(void) } else { - if( player.on_board ) - { - player_do_motion(); - player_animate(); + player_do_motion(); + player_animate(); - if( !freecam ) - player_animate_camera(); - } - else - { - player_walkgrid(); - } + if( !freecam ) + player_animate_camera(); } if( freecam ) @@ -2015,19 +1314,22 @@ static void player_update(void) static void draw_player(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 ); - float opacity = 1.0f-player.air_blend; - if( player.is_dead ) - opacity = 0.0f; - - character_draw( &player.mdl, opacity, player.camera ); + 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 */