X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=aa5b548d0821dc27f2203166c9a6b34816842241;hb=b0a4fb814d794157c55212191df200915ab99515;hp=96b9dbaff93a6d6e4410e4767c0d417ad29f6360;hpb=3ee65e6e24bfc39db7c7dd8c1f4cec3d5c42d0f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 96b9dba..aa5b548 100644 --- a/player.h +++ b/player.h @@ -20,13 +20,15 @@ static float 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_pump_force = 000.0f, - k_downforce = 5.0f; + k_downforce = 5.0f, + k_jump_charge_speed = (1.0f/1.0f), + k_jump_force = 5.0f; static int freecam = 0; static int walk_grid_iterations = 1; @@ -50,7 +52,9 @@ static struct gplayer float grab; float pitch; float pushing, push_time; - + float jump; + int jump_charge; + v3f land_target; v3f land_target_log[22]; u32 land_target_colours[22]; @@ -68,6 +72,16 @@ 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; } player = { @@ -296,6 +310,12 @@ static void player_physics_control(void) if( vg_get_button_down( "push" ) ) start_push = vg_time; + if( vg_get_button( "jump" ) ) + { + player.jump += ktimestep * k_jump_charge_speed; + player.jump_charge = 1; + } + if( !vg_get_button("break") && vg_get_button( "push" ) ) { player.pushing = 1.0f; @@ -556,12 +576,28 @@ 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 ) + { + v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump, + player.rb.v ); + + 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) @@ -633,962 +669,6 @@ static void player_do_motion(void) rb_update_transform( &player.rb ); } -/* - * Walkgrid implementation, - * loosely based of cmuratoris youtube video 'Killing the Walkmonster' - */ - -#define WALKGRID_SIZE 16 -struct walkgrid -{ - struct grid_sample - { - enum sample_type - { - k_sample_type_air, /* Nothing was hit. */ - k_sample_type_invalid, /* The point is invalid, but there is a sample - underneath that can be used */ - k_sample_type_valid, /* This point is good */ - } - type; - - v3f clip[2]; - v3f pos; - - enum traverse_state - { - k_traverse_none = 0x00, - k_traverse_h = 0x01, - k_traverse_v = 0x02 - } - state; - } - samples[WALKGRID_SIZE][WALKGRID_SIZE]; - - boxf region; - - float move; /* Current amount of movement we have left to apply */ - v2f dir; /* The movement delta */ - v2i cell_id;/* Current cell */ - v2f pos; /* Local position (in cell) */ - float h; -}; - -static int player_walkgrid_tri_walkable( u32 tri[3] ) -{ - return tri[0] > world.sm_geo_std_oob.vertex_count; -} - -/* - * Get a sample at this pole location, will return 1 if the sample is valid, - * and pos will be updated to be the intersection location. - */ -static void player_walkgrid_samplepole( struct grid_sample *s ) -{ - boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f}, - { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}}; - - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, region, geo, 256 ); - - const float k_minworld_y = -2000.0f; - - float walk_height = k_minworld_y, - block_height = k_minworld_y; - - s->type = k_sample_type_air; - - 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 -{ - k_eclipdir_h = 0, - k_eclipdir_v = 1 -}; - -static void player_walkgrid_clip_blocker( struct grid_sample *sa, - struct grid_sample *sb, - struct grid_sample *st, - enum eclipdir dir ) -{ - v3f clipdir, pos; - int valid_a = sa->type == k_sample_type_valid, - valid_b = sb->type == k_sample_type_valid; - struct grid_sample *target = valid_a? sa: sb, - *other = valid_a? sb: sa; - v3_copy( target->pos, pos ); - v3_sub( other->pos, target->pos, clipdir ); - - boxf cell_region; - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]); - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]); - - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); - - float start_time = v3_length( clipdir ), - min_time = start_time; - v3_normalize( clipdir ); - v3_muls( clipdir, 0.0001f, st->clip[dir] ); - - for( int i=0; i 0.0f && dist < min_time ) - { - min_time = dist; - sb->type = k_sample_type_air; - } - } - } - - if( !(min_time < start_time) ) - min_time = 0.5f * k_gridscale; - - min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); - - v3_muls( clipdir, min_time, st->clip[dir] ); - - v3f p0; - v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); -} - -static void player_walkgrid_clip_edge( struct grid_sample *sa, - struct grid_sample *sb, - struct grid_sample *st, /* data store */ - enum eclipdir dir ) -{ - v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos; - int valid_a = sa->type == k_sample_type_valid, - valid_b = sb->type == k_sample_type_valid; - - struct grid_sample *target = valid_a? sa: sb, - *other = valid_a? sb: sa; - - v3_sub( other->pos, target->pos, clipdir ); - clipdir[1] = 0.0f; - - v3_copy( target->pos, pos ); - - boxf cell_region; - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]); - v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]); - - u32 geo[256]; - int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); - - float max_dist = 0.0f; - v3f tri[3]; - v3f perp; - v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp ); - v3_muls( clipdir, 0.001f, st->clip[dir] ); - - for( int i=0; i= max_dist && h <= 1.0f ) - { - max_dist = h; - float l = 1.0f/v3_length(clipdir); - v3_muls( p0, l, st->clip[dir] ); - } - } - } - } -} - -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; -#if 0 - 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 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) -{ - float const k_stepheight = 0.5f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; - - static struct walkgrid wg; - - v3f cell; - v3_copy( player.rb.co, cell ); - player_walkgrid_floor( cell ); - - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] ); - - - /* - * Create player input vector - */ - v3f delta = {0.0f,0.0f,0.0f}; - v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, - side = { -fwd[2], 0.0f, fwd[0] }; - - /* Temp */ - if( !vg_console_enabled() ) - { - if( glfwGetKey( vg_window, GLFW_KEY_W ) ) - v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); - if( glfwGetKey( vg_window, GLFW_KEY_S ) ) - v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); - - if( glfwGetKey( vg_window, GLFW_KEY_A ) ) - v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); - if( glfwGetKey( vg_window, GLFW_KEY_D ) ) - v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); - - v3_muladds( delta, fwd, - vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta ); - v3_muladds( delta, side, - vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta ); - } - - /* - * Create our move in grid space - */ - wg.dir[0] = delta[0] * (1.0f/k_gridscale); - wg.dir[1] = delta[2] * (1.0f/k_gridscale); - wg.move = 1.0f; - - v2f region_pos = - { - (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), - (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) - }; - v2f region_cell_pos; - v2_floor( region_pos, region_cell_pos ); - v2_sub( region_pos, region_cell_pos, wg.pos ); - - wg.cell_id[0] = region_cell_pos[0]; - wg.cell_id[1] = region_cell_pos[1]; - - for(int y=0; ypos ); - s->state = k_traverse_none; - s->type = k_sample_type_air; - v3_zero( s->clip[0] ); - v3_zero( s->clip[1] ); - } - } - - v2i border[WALKGRID_SIZE*WALKGRID_SIZE]; - v2i *cborder = border; - u32 border_length = 1; - - struct grid_sample *base = NULL; - - v2i starters[] = {{0,0},{1,1},{0,1},{1,0}}; - - for( int i=0;i<4;i++ ) - { - v2i test; - v2i_add( wg.cell_id, starters[i], test ); - v2i_copy( test, border[0] ); - base = &wg.samples[test[1]][test[0]]; - - base->pos[1] = cell[1]; - player_walkgrid_samplepole( base ); - - if( base->type == k_sample_type_valid ) - break; - else - base->type = k_sample_type_air; - } - - vg_line_pt3( base->pos, 0.1f, 0xffffffff ); - - int iter = 0; - - while( border_length ) - { - v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}}; - - v2i *old_border = cborder; - int len = border_length; - - border_length = 0; - cborder = old_border+len; - - for( int i=0; istate & thismove) == 0x00 || - sb->type == k_sample_type_air ) - { - 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 ) - 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 */ @@ -1636,73 +716,87 @@ static void player_animate(void) offset[1] = 0.0f; /* - * Player rotation + * Animation blending + * =========================================== */ -#if 0 - float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} ); - v3f axis; - v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis ); - v4f correction; - if( angle < 0.99f && 0 ) + /* scalar blending information */ + float speed = v3_length( player.rb.v ); + + /* sliding */ { - m3x3_mulv( player.rb.to_local, axis, axis ); - q_axis_angle( correction, axis, acosf(angle) ); + float desired = vg_clampf( lslip, 0.0f, 1.0f ); + player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); } - else + + /* movement information */ { - q_identity( correction ); + 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; + + 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; - /* - * Animation blending - * =========================================== - */ -#endif + 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 ); - 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; - static float fpush = 0.0f; + /* 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 ); - 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? 0.0f: 1.0f, 0.04f ); - fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 0.0f: 1.0f, 0.01f ); - ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); - fpush = vg_lerpf(fpush, player.pushing, 0.1f ); - - float lr = fdirz * (15.0f/30.0f), - st = offset[1]*-2.0f, - sa = fdirx * (15.0f/30.0f); - - mdl_keyframe apose[32], bpose[32]; - skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_stand, lr, apose ); - skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_highg, lr, bpose ); - skeleton_lerp_pose( &player.mdl.sk, apose, bpose, st, apose ); + /* sliding */ + float slide_frame = player.fdirx * (15.0f/30.0f); + skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose ); - skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_slide, sa, bpose ); - skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fslide, apose ); - - static float fairdir = 0.0f; - fairdir = vg_lerpf( fairdir, -vg_get_axis("horizontal"), 0.04f ); + /* pushing */ + player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); + + float pt = player.push_time; + if( player.reverse > 0.0f ) + skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose ); + else + skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose ); - /* air anim */ - float air_dir = (fairdir*0.5f+0.5f)*(15.0f/30.0f); - skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_air, air_dir, bpose ); - skeleton_lerp_pose( &player.mdl.sk, apose, bpose, ffly, apose ); + /* trick setup */ + float setup_frame = player.jump * (12.0f/30.0f), + setup_blend = vg_minf( player.jump*5.0f, 1.0f ); + + float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f); + if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) ) + setup_frame = jump_frame; - /* push anim */ - skeleton_sample_anim( &player.mdl.sk, player.reverse > 0.0f? - player.mdl.anim_push: - player.mdl.anim_push_reverse, - player.push_time, bpose ); - skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fpush, apose ); + skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, + setup_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + } + + mdl_keyframe air_pose[32]; + { + float target = -vg_get_axis("horizontal"); + player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); + + float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose ); + } + skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); /* additive effects */ apose[player.mdl.id_hip-1].co[0] += offset[0]; @@ -1726,132 +820,6 @@ static void player_animate(void) skeleton_apply_transform( &player.mdl.sk, player.rb.to_world ); skeleton_debug( &player.mdl.sk ); - -#if 0 - character_pose_reset( &player.mdl ); - - /* TODO */ - float fstand1 = 1.0f-(1.0f-fstand)*0.0f; - - float amt_air = ffly*ffly, - amt_ground = 1.0f-amt_air, - amt_std = (1.0f-fslide) * amt_ground, - amt_stand = amt_std * fstand1, - amt_aero = amt_std * (1.0f-fstand1), - amt_slide = amt_ground * fslide; - - character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_stand_reverse, amt_stand * (1.0f-fdirz) ); - - character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); - - 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, (v4f){0.0f,0.0f,0.0f,1.0f}, - &pose_fly, amt_air ); - - /* - * Additive effects - * ========================== - */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; - - v3f localv; - m3x3_mulv( player.rb.to_local, player.rb.v, localv ); - - /* New board transformation */ - v4f board_rotation; v3f board_location; - - v4f rz, rx; - q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] ); - q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] ); - q_mul( rx, rz, board_rotation ); - - v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard; - q_m3x3( board_rotation, mboard ); - m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location ); - v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location ); - v3_copy( board_location, mboard[3] ); - - - float wheel_r = offset[0]*-0.4f; - v4f qwheel; - q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r ); - - q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] ); - - m3x3_transpose( player.mdl.matrices[k_chpart_wb], - player.mdl.matrices[k_chpart_wf] ); - v3_copy( player.mdl.offsets[k_chpart_wb], - player.mdl.matrices[k_chpart_wb][3] ); - v3_copy( player.mdl.offsets[k_chpart_wf], - player.mdl.matrices[k_chpart_wf][3] ); - - m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb], - player.mdl.matrices[k_chpart_wb] ); - m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf], - player.mdl.matrices[k_chpart_wf] ); - - m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end ); - m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end ); - - - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); - - if( 1||player.in_air ) - { - float tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); - - float crouch = player.grab*0.3f; - v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, - crouch, player.mdl.ik_body.base ); - v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, - crouch*1.2f, player.mdl.ik_body.end ); - - if( tuck < 0.0f ) - { - //foot_l *= 1.0f-tuck_amt*1.5f; - - 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; - - if( player.grab > 0.1f ) - { - m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, - player.handr_target ); - } - } - } - - v3_lerp( player.handl, player.handl_target, 1.0f, player.handl ); - v3_lerp( player.handr, player.handr_target, 1.0f, player.handr ); - - v3_copy( player.handl, player.mdl.ik_arm_l.end ); - v3_copy( player.handr, player.mdl.ik_arm_r.end ); - - /* Head rotation */ - - static float rhead = 0.0f; - static const float klook_max = 0.8f; - rhead = vg_lerpf( rhead, - vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f ); - player.mdl.rhead = rhead; -#endif } static void player_camera_update(void) @@ -2078,6 +1046,12 @@ static void player_update(void) 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 ); @@ -2096,10 +1070,6 @@ static void player_update(void) if( !freecam ) player_animate_camera(); } - else - { - player_walkgrid(); - } } if( freecam )