X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=a378f72a7e76368c012ab3a156a9b7a28c95be3d;hb=55faf7fcd56fad190f53e6da4417c5bb1c2234d7;hp=da1c337df01bab8847a439dec27391e78d502b78;hpb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index da1c337..a378f72 100644 --- a/player.h +++ b/player.h @@ -1,25 +1,47 @@ #ifndef PLAYER_H #define PLAYER_H +#include "audio.h" #include "common.h" #include "character.h" +#include "bvh.h" + +/* + * Constants + */ + +static float + k_walkspeed = 2.0f, + k_board_radius = 0.3f, + k_board_length = 0.55f, + k_board_allowance = 0.04f, + k_friction_lat = 8.68f, + k_friction_resistance = 0.02f, + k_max_push_speed = 16.0f, + k_push_accel = 5.0f, + k_push_cycle_rate = 8.0f, + k_steer_ground = 2.5f, + k_steer_air = 3.6f, + k_steer_air_lerp = 0.3f, + k_downforce = 5.0f; static int freecam = 0; +static int walk_grid_iterations = 1; static struct gplayer { /* Physics */ - v3f co, v, a, v_last, m, bob; - v4f rot; + rigidbody rb; + + 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; @@ -28,9 +50,7 @@ static struct gplayer 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; @@ -44,49 +64,33 @@ static struct gplayer 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 ); -} - -static int reset_player( int argc, char const *argv[] ) +player = { - v3_zero( player.co ); + .on_board = 1, - if( argc == 1 ) - { - if( !strcmp( argv[0], "tutorial" )) - v3_copy( world.tutorial, player.co ); - } + .rb = { .type = k_rb_shape_capsule } +}; - 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; @@ -96,10 +100,12 @@ static void player_mouseview(void) v2_muladds( view_vel, delta, 0.005f, view_vel ); } + v2_muladds( view_vel, + (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.05f, view_vel ); v2_muls( view_vel, 0.7f, view_vel ); v2_add( view_vel, player.angles, player.angles ); player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - } static void player_freecam(void) @@ -127,14 +133,29 @@ 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; @@ -142,9 +163,10 @@ static void player_start_air(void) 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 ); + float k_bias = 0.97f; + + v3f axis; + v3_cross( player.rb.up, player.rb.v, axis ); v3_normalize( axis ); player.land_log_count = 0; @@ -155,8 +177,8 @@ 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 +193,7 @@ 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++ ) { @@ -206,7 +228,8 @@ static void player_start_air(void) 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 +245,32 @@ 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]); @@ -351,7 +286,7 @@ 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] ) * -8.78f *substep ); } static double start_push = 0.0; @@ -360,85 +295,38 @@ static void player_physics_ground(void) if( !vg_get_button("break") && vg_get_button( "push" ) ) { - float const k_maxpush = 16.0f, - k_pushaccel = 5.0f; - - float cycle_time = vg_time-start_push, - amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep, + float cycle_time = (vg_time-start_push)*k_push_cycle_rate, + amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, current = v3_length( vel ), - new_vel = vg_minf( current + amt, k_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; + 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) -{ - 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_air(void) +static void player_physics_control_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 +334,7 @@ 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 +350,9 @@ 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 +364,26 @@ 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}; @@ -509,520 +392,1206 @@ 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_physics(void) { - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + /* + * 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. + */ - player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f ); - player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f ); + 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] ); - if( player.in_air ) - player_physics_air(); + debug_capsule( mboard, k_board_length*2.0f, k_board_radius, 0xff0000ff ); - if( !player.in_air ) - player_physics_ground(); - - /* Integrate velocity */ - v3f prevco; - v3_copy( player.co, prevco ); + 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 ); - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); - - /* Integrate inertia */ - v4f rotate; v3f vup = {0.0f,1.0f,0.0f}; - m3x3_mulv( player.to_world, vup, vup ); - - static float siY = 0.0f; - - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, region, geo, 256 ); - q_axis_angle( rotate, vup, siY ); - q_mul( rotate, player.rot, player.rot ); + 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; - player.iY = 0.0f; /* temp */ + v3f surface_avg = {0.0f, 0.0f, 0.0f}; -#if 0 - /* GATE COLLISION */ - if( gate_intersect( &gate_a, player.co, prevco ) ) + for( int i=0; iother->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 + u32 *ptri = &world.geo.indices[ geo[i]*3 ]; - /* Camera and character */ - player_transform_update(); - - 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; + for( int j=0; j<3; j++ ) + v3_copy( world.geo.verts[ptri[j]].co, tri[j] ); - 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 ); -} + vg_line(tri[0],tri[1],0xff00ff00 ); + vg_line(tri[1],tri[2],0xff00ff00 ); + vg_line(tri[2],tri[0],0xff00ff00 ); -/* - * 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; + v3f temp; + v3_copy( player.rb.co, temp ); - vg_line( pos, p1, 0x20ffffff ); + for( int j=0; j<2; j++ ) + { + if(manifold_count >= vg_list_size(manifold)) + { + vg_error("Manifold overflow!\n"); + break; + } - v3f sample_pos; - v3_copy(pos, sample_pos); + rb_ct *ct = &manifold[manifold_count]; + v3_copy( poles[j], player.rb.co ); - v3f vdir = {0.0f,-1.0f,0.0f}; - int count = 0; + manifold_count += rb_sphere_vs_triangle( &player.rb, tri, ct ); + } - ray_hit hit; - hit.dist = INFINITY; - for( int i=0; i 0.5f ) + { + player_start_air(); + } + else + player.in_air = 0; + } - for( int i=0; ico, player.rb.co, delta ); + v3_cross( player.rb.w, delta, dv ); + v3_add( player.rb.v, dv, dv ); - if( (dir[2]*v0[0] - dir[0]*v0[2]) * - (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f ) - { - float da = v3_dot(v0,perp), - db = v3_dot(v1,perp), - d = da-db, - qa = da/d; + float vn = -v3_dot( dv, ct->n ); + vn += ct->bias; - v3f p0; - v3_muls( v1, qa, p0 ); - v3_muladds( p0, v0, 1.0f-qa, p0 ); + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; - float h = v3_dot(p0,dir)/v3_dot(dir,dir); + v3f impulse; + v3_muls( ct->n, vn, impulse ); - if( h >= max_dist && h <= 1.0f ) - { - max_dist = h; - v3_copy( p0, clip ); - } + if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || + fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) + { + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.rb.v ); + return; } + + 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. + */ + + float wy = v3_dot( player.rb.up, impulse ), + wx = v3_dot( player.rb.right, impulse )*1.5f; + + v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); + v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); } } - v3f clippos; - v3_add( pos, clip, clippos ); - draw_cross( clippos, 0xffffff00, 0.05f ); + 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 ); + + 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(); + } + else + { + player_physics_control_air(); + } } -static void player_walkgrid_getsurface(void) +static void player_do_motion(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; + float horizontal = vg_get_axis("horizontal"), + vertical = vg_get_axis("vertical"); - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + player_physics(); + + /* Integrate velocity */ + v3f prevco; + v3_copy( player.rb.co, prevco ); + + apply_gravity( player.rb.v, ktimestep ); + v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co ); - u32 geo[128]; + /* 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 ) + { + 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 ); + } - 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] ); + /* Faux angular velocity */ + v4f rotate; - int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 ); + static float siY = 0.0f; + float lerpq = player.in_air? 0.04f: 0.3f; + siY = vg_lerpf( siY, player.iY, lerpq ); - v3f tri[3]; - for( int i=0; itransport, 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 ); + + break; + } } + + rb_update_transform( &player.rb ); +} +/* + * Walkgrid implementation, + * loosely based of cmuratoris youtube video 'Killing the Walkmonster' + */ + +#define WALKGRID_SIZE 16 +struct walkgrid +{ struct grid_sample { - int valid; + 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; - } - samples[ k_gridamt ][ k_gridamt ]; - - /* Get surface samples */ - for( int y=0; ypos ); - s->pos[1] = player.co[1] + k_height; - s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0; + 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. + */ +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 ); - /* - * 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++ ) + 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 )) { - for( int z=0; zvalid != 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( player_walkgrid_tri_walkable(ptri) ) + { + if( p0[1] > walk_height ) { - if( sa->valid ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - } + walk_height = p0[1]; } } + else + { + if( p0[1] > block_height ) + block_height = p0[1]; + } } } - /* Draw connections */ - for( int x=0; xpos[1] = walk_height; + + if( walk_height > k_minworld_y ) + if( block_height > walk_height ) + s->type = k_sample_type_invalid; + else + s->type = k_sample_type_valid; + else + s->type = k_sample_type_air; +} + +float const k_gridscale = 0.5f; + +enum eclipdir +{ + k_eclipdir_h = 0, + k_eclipdir_v = 1 +}; + +static void player_walkgrid_clip_blocker( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, + enum eclipdir dir ) +{ + v3f clipdir, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + v3_copy( target->pos, pos ); + v3_sub( other->pos, target->pos, clipdir ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]); + + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + + float start_time = v3_length( clipdir ), + min_time = start_time; + v3_normalize( clipdir ); + v3_muls( clipdir, 0.0001f, st->clip[dir] ); + + for( int i=0; i 0.0f && dist < min_time ) { - struct confedge - { - /* i: sample index - * d: data index - * a: axis index - */ - int i0, i1, - d0, d1, - a0, a1; - } - edges[2]; - int edge_count; + min_time = dist; + sb->type = k_sample_type_air; } - 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}, - }; - - struct grid_sample *corners[4] = - { - &samples[z][x], - &samples[z+1][x], - &samples[z+1][x+1], - &samples[z][x+1] - }; + } + } - u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | - (corners[2]->valid<<1) | corners[3]->valid; + if( !(min_time < start_time) ) + min_time = 0.5f * k_gridscale; - const struct conf *conf = &k_configs[ config ]; + min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); - for( int i=0; iedge_count; i++ ) + v3_muls( clipdir, min_time, st->clip[dir] ); + + v3f p0; + v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); +} + +static void player_walkgrid_clip_edge( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, /* data store */ + enum eclipdir dir ) +{ + v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + + v3_sub( other->pos, target->pos, clipdir ); + clipdir[1] = 0.0f; + + v3_copy( target->pos, pos ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]); + + u32 geo[256]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + + float max_dist = 0.0f; + v3f tri[3]; + v3f perp; + v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp ); + v3_muls( clipdir, 0.001f, st->clip[dir] ); + + for( int i=0; iedges[i]; + float da = v3_dot(v0,perp), + db = v3_dot(v1,perp), + d = da-db, + qa = da/d; - 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 ); + v3f p0; + v3_muls( v1, qa, p0 ); + v3_muladds( p0, v0, 1.0f-qa, p0 ); + + float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir); - vg_line( corners[edge->i0]->pos, p0, 0xffffffff ); - vg_line( corners[edge->i1]->pos, p1, 0xffffffff ); + if( h >= max_dist && h <= 1.0f ) + { + max_dist = h; + float l = 1.0f/v3_length(clipdir); + v3_muls( p0, l, st->clip[dir] ); + } } } } } -static void player_walkgrid(void) +static const struct conf { - player_walkgrid_getsurface(); + 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 ]; +} - 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; +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 ); +} -#if 0 - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); +/* + * 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; - struct grid_sample + 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 ) { - ray_hit hit; - int valid; + t[2] = (0.0f-pos[1]) * frac[1]; + t[3] = (1.0f-pos[1]) * frac[1]; } - 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 ); + 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 ); + } + } /* - * Get sample 'poles' + * Compute intersection with grid cell moving outwards */ - for( int y=0; ypos[1] = pos[1] + dir[1]*t[6]; - struct grid_sample *sample = &samples[y][x]; - sample->valid = 0; - sample->hit.dist = k_stepheight+k_height; + if( t[0] > t[1] ) /* left edge */ + { + wg->pos[0] = 0.9999f; + wg->cell_id[0] --; - if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit )) + if( wg->cell_id[0] == 0 ) + wg->move = -1.0f; + } + else /* Right edge */ { - 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 ); + 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) +{ /* - * Clip grid intersections with triangle edges + * NOTE: as opposed to the other function which is done in discretized space + * this use a combination of both. */ - for( int dir=0; dir<2; dir++ ) + + 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 ) { - for( int x=0; xedge_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 y=0; yedge_count; i++ ) { - struct grid_sample *sa, *sb; + 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 + */ - if( dir == 0 ) + v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] }, + rel = { world[0]-p0[0], world[2]-p0[2] }; + + if( edge->o0 == -1 ) { - sa = &samples[y][x]; - sb = &samples[y+1][x]; + /* No subregions (default case), just use triangle created by + * i0, e0, e1 */ + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + p1, world ); } else { - sa = &samples[x][y]; - sb = &samples[x][y+1]; + /* + * 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 ); + } + } + } } + } + } + } - if( (sa->valid != sb->valid) && (sa->valid||sb->valid) ) - { - int line = dir==0? 0:2, - axis = dir==0? 2:0; + v3_copy( world, player.rb.co ); +} + +static void player_walkgrid_getsurface(void) +{ + float const k_stepheight = 0.5f; + float const k_miny = 0.6f; + float const k_height = 1.78f; + float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); + static struct walkgrid wg; - 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 cell; + v3_copy( player.rb.co, cell ); + player_walkgrid_floor( cell ); - 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]; + 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] ); - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][line], - pb = tri[ib][line]; + + /* + * Create player input vector + */ + v3f delta = {0.0f,0.0f,0.0f}; + v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, + side = { -fwd[2], 0.0f, fwd[0] }; + + /* Temp */ + if( !vg_console_enabled() ) + { + if( glfwGetKey( vg_window, GLFW_KEY_W ) ) + v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_S ) ) + v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); + + if( glfwGetKey( vg_window, GLFW_KEY_A ) ) + v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_D ) ) + v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); + + v3_muladds( delta, fwd, + vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta ); + v3_muladds( delta, side, + vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta ); + } + + /* + * Create our move in grid space + */ + wg.dir[0] = delta[0] * (1.0f/k_gridscale); + wg.dir[1] = delta[2] * (1.0f/k_gridscale); + wg.move = 1.0f; + + v2f region_pos = + { + (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), + (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) + }; + v2f region_cell_pos; + v2_floor( region_pos, region_cell_pos ); + v2_sub( region_pos, region_cell_pos, wg.pos ); + + wg.cell_id[0] = region_cell_pos[0]; + wg.cell_id[1] = region_cell_pos[1]; + + for(int y=0; ypos ); + s->state = k_traverse_none; + s->type = k_sample_type_air; + v3_zero( s->clip[0] ); + v3_zero( s->clip[1] ); + } + } + + v2i border[WALKGRID_SIZE*WALKGRID_SIZE]; + v2i *cborder = border; + u32 border_length = 1; + + struct grid_sample *base = NULL; + + v2i starters[] = {{0,0},{1,1},{0,1},{1,0}}; + + for( int i=0;i<4;i++ ) + { + v2i test; + v2i_add( wg.cell_id, starters[i], test ); + v2i_copy( test, border[0] ); + base = &wg.samples[test[1]][test[0]]; + + base->pos[1] = cell[1]; + player_walkgrid_samplepole( base ); + + if( base->type == k_sample_type_valid ) + break; + else + base->type = k_sample_type_air; + } + + vg_line_pt3( base->pos, 0.1f, 0xffffffff ); + + int iter = 0; + + while( border_length ) + { + v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + v2i *old_border = cborder; + int len = border_length; + + border_length = 0; + cborder = old_border+len; + + for( int i=0; i 0.0f ) - continue; + struct grid_sample *sb = &wg.samples[newp[1]][newp[0]]; + enum traverse_state thismove = j%2==0? 1: 2; - 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( (sb->state & 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 + */ - if( q >= 0.0f && q <= 1.0f ) + 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 ) { - 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; + 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; } -#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 ); + /* 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 ) + 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.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); + m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); player_mouseview(); - player_transform_update(); + rb_update_transform( &player.rb ); } +/* + * Animation + */ + static void player_animate(void) { /* 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 lslip = fabsf(player.slip); float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; player.grab = vg_lerpf( player.grab, grabt, 0.04f ); @@ -1030,28 +1599,26 @@ static void player_animate(void) 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 ); + 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 ); + + offset[0] *= 0.26f; + offset[0] += speed_wobble_2*3.0f; + + offset[1] *= -0.3f; + offset[2] *= 0.01f; + + offset[0] = vg_clampf( offset[0], -0.8f, 0.8f ); + offset[1] = vg_clampf( offset[1], -0.5f, 0.0f ); -#if 0 - if( !freecam ) - { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif /* * Animation blending @@ -1064,41 +1631,41 @@ static void player_animate(void) static float fstand = 0.0f; static float ffly = 0.0f; - float speed = v3_length( player.v ); + 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+fabsf(offset[0])*0.2f, - 0.0f,1.0f), 0.04f); + 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, 0.04f ); + 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 * fstand, - amt_aero = amt_std * (1.0f-fstand), + 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 ); + 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 ); - - /* 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 ); + /* * Additive effects @@ -1108,9 +1675,7 @@ static void player_animate(void) *arm_r = &player.mdl.ik_arm_r; v3f localv; - m3x3_mulv( player.to_local, player.v, localv ); - v3_muladds( arm_l->end, localv, -0.01f, arm_l->end ); - v3_muladds( arm_r->end, localv, -0.01f, arm_r->end ); + m3x3_mulv( player.rb.to_local, player.rb.v, localv ); /* New board transformation */ v4f board_rotation; v3f board_location; @@ -1185,8 +1750,8 @@ static void player_animate(void) } } - v3_lerp( player.handl, player.handl_target, 0.1f, player.handl ); - v3_lerp( player.handr, player.handr_target, 0.1f, player.handr ); + v3_lerp( player.handl, player.handl_target, 1.0f, player.handl ); + v3_lerp( player.handr, player.handr_target, 1.0f, player.handr ); v3_copy( player.handl, player.mdl.ik_arm_l.end ); v3_copy( player.handr, player.mdl.ik_arm_r.end ); @@ -1194,60 +1759,266 @@ static void player_animate(void) /* Head rotation */ static float rhead = 0.0f; + static const float klook_max = 0.8f; rhead = vg_lerpf( rhead, - vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f ); + vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f ); player.mdl.rhead = rhead; } -static void player_update(void) +static void player_camera_update(void) { - if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); + /* Update camera matrices */ + m4x3_identity( player.camera ); + m4x3_rotate_y( player.camera, -player.angles[0] ); + m4x3_rotate_x( player.camera, -player.angles[1] ); + v3_copy( player.camera_pos, player.camera[3] ); + m4x3_invert_affine( player.camera, player.camera_inverse ); +} + +static void player_animate_death_cam(void) +{ + v3f delta; + v3f head_pos; + v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); + + v3_sub( head_pos, player.camera_pos, delta ); + v3_normalize( delta ); + + v3f follow_pos; + v3_muladds( head_pos, delta, -2.5f, follow_pos ); + v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos ); + + /* + * Make sure the camera stays above the ground + */ + v3f min_height = {0.0f,1.0f,0.0f}; + + v3f sample; + v3_add( player.camera_pos, min_height, sample ); + ray_hit hit; + hit.dist = min_height[1]*2.0f; + + if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) + v3_add( hit.pos, min_height, player.camera_pos ); + + player.camera_pos[1] = + vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); + + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); +} + +static void player_animate_camera(void) +{ + v3f offs = { -0.29f, 0.08f, 0.0f }; + m3x3_mulv( player.rb.to_world, offs, offs ); + m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos ); + v3_add( offs, player.camera_pos, player.camera_pos ); + + /* Look angles */ + v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + + float yaw = atan2f( player.vl[0], -player.vl[2] ), + pitch = atan2f( -player.vl[1], + sqrtf( + player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + )) * 0.7f; + + player.angles[0] = yaw; + player.angles[1] = pitch + 0.30f; + + /* Camera shake */ + static v2f shake_damp = {0.0f,0.0f}; + v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; + v2_muls( shake, v3_length(player.rb.v)*0.3f + * (1.0f+fabsf(player.slip)), shake); + + v2_lerp( shake_damp, shake, 0.01f, shake_damp ); + shake_damp[0] *= 0.2f; + + v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); +} + +/* + * Audio + */ +static void player_audio(void) +{ + float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f), + attn = v3_dist( player.rb.co, player.camera[3] )+1.0f; + attn = (1.0f/(attn*attn)) * speed; + + static float air = 0.0f; + air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f); + + v3f ears = { 1.0f,0.0f,0.0f }; + v3f delta; + + v3_sub( player.rb.co, player.camera[3], delta ); + v3_normalize( delta ); + m3x3_mulv( player.camera, ears, ears ); + + float pan = v3_dot( ears, delta ); + audio_player0.pan = pan; + audio_player1.pan = pan; + audio_player2.pan = pan; if( freecam ) { - player_freecam(); + audio_player0.vol = 0.0f; + audio_player1.vol = 0.0f; + audio_player2.vol = 0.0f; } else { if( player.is_dead ) { - character_ragdoll_iter( &player.mdl ); - character_debug_ragdoll( &player.mdl ); + audio_player0.vol = 0.0f; + audio_player1.vol = 0.0f; + audio_player2.vol = 0.0f; } else { - if( player.on_board ) + float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ); + audio_player0.vol = (1.0f-air)*attn*(1.0f-slide); + audio_player1.vol = air *attn; + audio_player2.vol = (1.0f-air)*attn*slide; + } + } +} + +/* + * Public Endpoints + */ +static float *player_cam_pos(void) +{ + 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] ) ) { - player_do_motion(); - player_animate(); + rp = r; + break; } - else + } + + 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 ) { - player_walkgrid(); + min_dist = d; + rp = r; } } } - /* 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( !rp ) + { + vg_error( "No spawn found\n" ); + if( !world.spawn_count ) + return 0; + + rp = &world.spawns[0]; + } + + v4_copy( rp->q, player.rb.q ); + v3_copy( rp->co, player.rb.co ); + + player.vswitch = 1.0f; + player.slip_last = 0.0f; + player.is_dead = 0; + player.in_air = 1; + m3x3_identity( player.vr ); + + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; + + rb_update_transform( &player.rb ); + m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); + return 1; +} + +static void player_update(void) +{ + for( int i=0; i0.0f) + reset_player(0,NULL); + + if( vg_get_button_down( "switchmode" ) ) + { + player.on_board ^= 0x1; + } + + if( player.is_dead ) + { + character_ragdoll_iter( &player.mdl ); + character_debug_ragdoll( &player.mdl ); + + if( !freecam ) + player_animate_death_cam(); + } + else + { + if( player.on_board ) + { + player_do_motion(); + player_animate(); + + if( !freecam ) + player_animate_camera(); + } + else + { + player_walkgrid(); + } + } + + if( freecam ) + player_freecam(); + + player_camera_update(); + player_audio(); } static void draw_player(void) { /* Draw */ - m4x3_copy( player.to_world, player.mdl.mroot ); + m4x3_copy( player.rb.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 ); + float opacity = 1.0f-player.air_blend; + if( player.is_dead ) + opacity = 0.0f; + + character_draw( &player.mdl, opacity, player.camera ); } #endif /* PLAYER_H */