X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=cd7fd57a5996b28554968ed1c2b626fa043783c1;hb=eb203257efcfe324217de9e733cc6c1371b99de6;hp=726d62483c5788bd3e713ad64fa9a355c7a1ff44;hpb=def76bcdaea4e73faab70c60d8ee48a00f2fb48a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 726d624..cd7fd57 100644 --- a/player.h +++ b/player.h @@ -1,1100 +1,1068 @@ #ifndef PLAYER_H #define PLAYER_H -#include "audio.h" -#include "common.h" -#include "world.h" -//#include "character.h" -#include "player_model.h" -#include "bvh.h" - -/* - * Constants - */ +#include "player_api.h" -static float - k_walkspeed = 2.0f, - k_board_radius = 0.3f, - k_board_length = 0.45f, - k_board_allowance = 0.04f, - k_friction_lat = 8.8f, - k_friction_resistance = 0.01f, - k_max_push_speed = 16.0f, - k_push_accel = 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_jump_charge_speed = (1.0f/1.0f), - k_jump_force = 5.0f; - -static int freecam = 0; -static int walk_grid_iterations = 1; -static float fc_speed = 10.0f; - -static struct gplayer -{ - /* Physics */ - rigidbody rb, collide_front, collide_back, rb_gate_frame; +#include "player_common.h" +#include "player_walk.h" +#include "player_skate.h" +#include "player_dead.h" - v3f a, v_last, m, bob, vl; +#define PLAYER_REWIND_FRAMES 60*4 - /* Utility */ - float vswitch, slip, slip_last, - reverse; +struct player_instance +{ + /* transform definition */ + rigidbody rb, rb_gate_storage; + v3f angles, angles_storage; - float iY; /* Yaw inertia */ - int in_air, is_dead, on_board; + v4f qbasis; + m3x3f basis, invbasis, basis_gate; + world_instance *viewable_world; - v2f board_xy; - 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]; - int land_log_count; - m3x3f vr,vr_pstep; - - struct character mdl; + /* + * Camera management + * --------------------------- + */ + camera cam; - v3f handl_target, handr_target, - handl, handr; - - /* Camera */ - float air_blend; - - v3f camera_pos, smooth_localcam; - v2f angles; - m4x3f camera, camera_inverse; + enum camera_mode + { + k_cam_firstperson = 0, + k_cam_thirdperson = 1 + } + camera_mode; + float camera_type_blend; + + v3f fpv_offset, /* expressed relative to rigidbody */ + tpv_offset, + fpv_viewpoint, /* expressed relative to neck bone inverse final */ + fpv_offset_smooth, + fpv_viewpoint_smooth, + tpv_offset_smooth, + tpv_lpf, + cam_velocity_smooth; + + v3f cam_override_pos; + v2f cam_override_angles; + float cam_override_strength; + + float cam_velocity_influence, + cam_velocity_coefficient, + cam_velocity_constant, + cam_velocity_coefficient_smooth, + cam_velocity_constant_smooth, + cam_velocity_influence_smooth, + cam_land_punch, + cam_land_punch_v; + + ent_gate *gate_waiting; - /* animation */ - double jump_time; - float fslide, - fdirz, fdirx, - fstand, - ffly, - fpush, - fairdir, - fsetup; -} -player = -{ - .on_board = 1, + /* + * Input + * -------------------------------- + */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_jump, + *input_push, + *input_trick0, + *input_trick1, + *input_trick2, + *input_walk, + *input_walkh, + *input_walkv, + *input_use, + *input_reset, + *input_grab, + *input_camera; - .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, - .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } -}; + /* + * Animation + * -------------------------------------------------- + */ -/* - * Player API - */ + struct player_avatar *playeravatar; + glmesh *playermesh; + struct player_ragdoll ragdoll; + vg_tex2d *playertex; + player_pose holdout_pose; + float holdout_time; -/* - * Free camera movement - */ + /* + * Rewind + * ---------------------------------------------------- + */ + int rewinding, rewind_sound_wait; -static void player_mouseview(void) -{ - if( gui_want_mouse() ) - return; + struct rewind_frame{ + v3f pos; + v3f ang; + } + *rewind_buffer; + u32 rewind_length; + float rewind_accum; + ent_gate *rewind_gate; - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; + float rewind_total_length, rewind_predicted_time, + dist_accum; + double rewind_start, rewind_time; - if( vg_get_button_down( "primary" ) ) - v2_copy( vg_mouse, mouse_last ); + /* + * Subsystems + * ------------------------------------------------- + */ - else if( vg_get_button( "primary" ) ) + enum player_subsystem { - v2f delta; - v2_sub( vg_mouse, mouse_last, delta ); - v2_copy( vg_mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.001f, view_vel ); + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2 } - - v2_muladds( view_vel, - (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 0.05f, view_vel ); - v2_muls( view_vel, 0.93f, view_vel ); - v2_add( view_vel, player.angles, player.angles ); - player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); -} - -static void player_freecam(void) -{ - player_mouseview(); + subsystem, + subsystem_gate; - float movespeed = fc_speed; - v3f lookdir = { 0.0f, 0.0f, -1.0f }, - sidedir = { 1.0f, 0.0f, 0.0f }; - - m3x3_mulv( player.camera, lookdir, lookdir ); - m3x3_mulv( player.camera, sidedir, sidedir ); - - static v3f move_vel = { 0.0f, 0.0f, 0.0f }; - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); - - v3_muls( move_vel, 0.7f, move_vel ); - v3_add( move_vel, player.camera_pos, player.camera_pos ); -} + struct player_skate _skate; + struct player_walk _walk; + struct player_dead _dead; +}; /* - * Player Physics Implementation + * Gameloop tables + * --------------------------------------------------------- */ -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC +void (*_player_bind[])( player_instance *player ) = { - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} + player__walk_bind, + player__skate_bind, + NULL +}; -/* - * 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) +VG_STATIC +void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = { - if( player.in_air ) - return; + player__walk_reset, + player__skate_reset, + NULL +}; - player.in_air = 1; +VG_STATIC +void (*_player_pre_update[])( player_instance *player ) = +{ + player__walk_pre_update, + player__skate_pre_update, + NULL +}; - float pstep = ktimestep*10.0f; - float best_velocity_delta = -9999.9f; - float k_bias = 0.96f; +VG_STATIC +void( *_player_update[])( player_instance *player ) = +{ + player__walk_update, + player__skate_update, + player__dead_update, +}; - v3f axis; - v3_cross( player.rb.up, player.rb.v, axis ); - v3_normalize( axis ); - player.land_log_count = 0; - - m3x3_identity( player.vr ); +VG_STATIC +void( *_player_post_update[])( player_instance *player ) = +{ + player__walk_post_update, + player__skate_post_update, + NULL +}; - for( int m=-3;m<=12; m++ ) - { - float vmod = ((float)m / 15.0f)*0.09f; +VG_STATIC +void( *_player_im_gui[])( player_instance *player ) = +{ + player__walk_im_gui, + player__skate_im_gui, + NULL +}; - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_muls( player.rb.v, k_bias, pv ); +VG_STATIC +void( *_player_animate[])( player_instance *player, player_animation *dest ) = +{ + player__walk_animate, + player__skate_animate, + player__dead_animate +}; - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ +VG_STATIC +void( *_player_post_animate[])( player_instance *player ) = +{ + player__walk_post_animate, + player__skate_post_animate, + player__dead_post_animate +}; - m3x3f vr; - v4f vr_q; +VG_STATIC +void( *_player_restore[] )( player_instance *player ) = +{ + player__walk_restore, + player__skate_restore, + NULL +}; - q_axis_angle( vr_q, axis, vmod ); - q_m3x3( vr_q, vr ); +/* implementation */ - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); +#include "player.c" +#include "player_common.c" +#include "player_walk.c" +#include "player_skate.c" +#include "player_dead.c" - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); +#endif /* PLAYER_H */ - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); +#if 0 +/* + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ - if( ray_world( pco1, vdir, &contact )) - { - float land_delta = v3_dot( pv, contact.normal ); - u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); +#define PLAYER_H +#ifndef PLAYER_H +#define PLAYER_H - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } +#define PLAYER_REWIND_FRAMES 60*4 - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; +#include "conf.h" +#include "audio.h" +#include "common.h" +#include "world.h" +#include "skeleton.h" +#include "bvh.h" - 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 ); - } - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; +/* + * ----------------------------------------------------------------------------- + * Memory + * ----------------------------------------------------------------------------- + */ - player.land_log_count ++; +VG_STATIC struct gplayer +{ + rigidbody rb, rb_frame; + v3f co, angles; /* used as transfer between controllers */ - break; - } - } + enum player_controller + { + k_player_controller_walk, + k_player_controller_skate, + k_player_controller_ragdoll, + k_player_controller_mountain_skate, + k_player_controller_snowboard, + k_player_controller_drive } -} + controller, + controller_frame; -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 ); -} + m4x3f visual_transform, + inv_visual_transform; -static void player_physics_control(void) -{ - /* - * Computing localized friction forces for controlling the character - * Friction across X is significantly more than Z - */ + int is_dead, death_tick_allowance, rewinding; + int rewind_sound_wait; - v3f vel; - m3x3_mulv( player.rb.to_local, player.rb.v, vel ); - float slip = 0.0f; - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); - - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + v3f handl_target, handr_target, + handl, handr; - for( int i=0; i<5; i++ ) - { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], - vg_signf( vel[0] ) * -k_friction_lat*substep ); - } + /* Input */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_jump, + *input_push, + *input_walk, + *input_walkh, + *input_walkv, + *input_switch_mode, + *input_reset, + *input_grab; - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; + /* Camera */ + float air_time; + v3f camera_pos, smooth_localcam; - if( vg_get_button( "jump" ) ) + struct rewind_frame { - player.jump += ktimestep * k_jump_charge_speed; - player.jump_charge = 1; + v3f pos; + v3f ang; } + *rewind_buffer; + u32 rewind_incrementer, + rewind_length; - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; + float rewind_time, rewind_total_length, rewind_predicted_time; + double diag_rewind_start, diag_rewind_time; + float dist_accum; - 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 ); + /* animation */ + double jump_time; + float fslide, + fdirz, fdirx, + fstand, + ffly, + fpush, + fairdir, + fsetup, + walk_timer, + fjump, + fonboard, + frun, + fgrind; + + v3f board_offset; + v4f board_rotation; + + float walk; + int step_phase; + enum mdl_surface_prop surface_prop; + + /* player model */ + struct player_model + { + glmesh player_meshes[3]; + + mdl_context meta; + struct skeleton sk; + struct skeleton_anim *anim_stand, + *anim_highg, + *anim_slide, + *anim_air, + *anim_push, *anim_push_reverse, + *anim_ollie, *anim_ollie_reverse, + *anim_grabs, *anim_stop, + *anim_walk, *anim_run, *anim_idle, + *anim_jump; + + u32 id_hip, + id_ik_hand_l, + id_ik_hand_r, + id_ik_elbow_l, + id_ik_elbow_r, + id_head, + id_ik_foot_l, + id_ik_foot_r, + id_board; + + v3f cam_pos; + + struct ragdoll_part + { + u32 bone_id; + //v3f offset; + + /* Collider transform relative to bone */ + m4x3f collider_mtx, + inv_collider_mtx; - new_vel -= vg_minf(current, k_max_push_speed); - vel[2] -= new_vel * player.reverse; - } + u32 use_limits; + v3f limits[2]; - /* Pumping */ - static float previous = 0.0f; - float delta = previous - player.grab, - pump = delta * k_pump_force*ktimestep; - previous = player.grab; + rigidbody rb; + u32 parent; + u32 colour; + } + ragdoll[32]; + u32 ragdoll_count; - v3f p1; - v3_muladds( player.rb.co, player.rb.up, pump, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); + rb_constr_pos position_constraints[32]; + u32 position_constraints_count; - vel[1] += pump; + rb_constr_swingtwist cone_constraints[32]; + u32 cone_constraints_count; - - m3x3_mulv( player.rb.to_world, vel, player.rb.v ); - - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep; - - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); + int shoes[2]; + } + mdl; } +player__OLD -static void player_physics_control_air(void) +#if 0 += { - m3x3_mulv( player.vr, player.rb.v, player.rb.v ); - draw_cross( player.land_target, 0xff0000ff, 0.25f ); + .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, + .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } +} +#endif - ray_hit hit; +; - /* - * Prediction - */ - float pstep = ktimestep*10.0f; - - v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_copy( player.rb.v, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; +/* + * API + */ +VG_STATIC float *player_get_pos(void); +VG_STATIC void player_kill(void); +VG_STATIC float *player_cam_pos(void); +VG_STATIC void player_save_frame(void); +VG_STATIC void player_restore_frame(void); +VG_STATIC void player_save_rewind_frame(void); - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( player.vr_pstep, pv, pv ); - apply_gravity( pv, pstep ); - v3_muladds( pco, pv, pstep, pco ); +/* + * Submodules + */ +VG_STATIC void player_mouseview(void); - //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff ); - - ray_hit contact; - v3f vdir; +#include "player_physics.h" +#include "player_physics_skate.h" +#include "player_physics_walk.h" +#include "player_ragdoll.h" +#include "player_model.h" +#include "player_animation.h" +#include "player_audio.h" - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact )) - { - float angle = v3_dot( player.rb.up, contact.normal ); - v3f axis; - v3_cross( player.rb.up, contact.normal, axis ); +/* + * player_physics__ + * + * + * + */ - time_to_impact += (contact.dist/orig_dist)*pstep; - limiter = vg_minf( 5.0f, time_to_impact )/5.0f; - limiter = 1.0f-limiter; - limiter *= limiter; - limiter = 1.0f-limiter; +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ +VG_STATIC int kill_player( int argc, char const *argv[] ); +VG_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void reset_player_poll( int argc, char const *argv[] ); - if( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, player.rb.q, player.rb.q ); - } +VG_STATIC void player_init(void) /* 1 */ +{ + rb_init( &player.rb ); - draw_cross( contact.pos, 0xffff0000, 0.25f ); - break; - } - time_to_impact += pstep; - } + VG_VAR_F32( k_walkspeed ); + VG_VAR_F32( k_stopspeed ); + VG_VAR_F32( k_airspeed ); + VG_VAR_F32( k_walk_friction ); + VG_VAR_F32( k_walk_air_accel ); + VG_VAR_F32( k_walk_accel ); - player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; - { - float iX = vg_get_axis( "vertical" ) * - player.reverse * k_steer_air * limiter * ktimestep; + VG_VAR_I32( freecam ); + VG_VAR_I32( cl_thirdperson ); + VG_VAR_F32_PERSISTENT( fc_speed ); - static float siX = 0.0f; - siX = vg_lerpf( siX, iX, k_steer_air_lerp ); - - v4f rotate; - q_axis_angle( rotate, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.rb.q ); - } - - v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - player.grab, target ); - v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); -} + VG_VAR_F32( k_ragdoll_limit_scale ); + VG_VAR_I32( k_ragdoll_div ); + VG_VAR_I32( k_ragdoll_debug_collider ); + VG_VAR_I32( k_ragdoll_debug_constraints ); -static void player_init(void) -{ - rb_init( &player.collide_front ); - rb_init( &player.collide_back ); -} + VG_VAR_F32( k_friction_lat ); -static void player_physics(void) -{ - /* - * Update collision fronts - */ - - rigidbody *rbf = &player.collide_front, - *rbb = &player.collide_back; + VG_VAR_F32( k_cog_spring ); + VG_VAR_F32( k_cog_damp ); - 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; + VG_VAR_F32( k_cog_mass_ratio ); + VG_VAR_F32( k_downforce ); - 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] ); + VG_VAR_F32( k_spring_force ); + VG_VAR_F32( k_spring_dampener ); + VG_VAR_F32( k_spring_angular ); - m4x3_invert_affine( rbf->to_world, rbf->to_local ); - m4x3_invert_affine( rbb->to_world, rbb->to_local ); + VG_VAR_F32( k_mmthrow_scale ); + VG_VAR_F32( k_mmcollect_lat ); + VG_VAR_F32( k_mmcollect_vert ); + VG_VAR_F32( k_mmdecay ); - rb_update_bounds( rbf ); - rb_update_bounds( rbb ); + vg_function_push( (struct vg_cmd){ + .name = "reset", + .function = reset_player, + .poll_suggest = reset_player_poll + }); - rb_debug( rbf, 0xff00ffff ); - rb_debug( rbb, 0xffffff00 ); + vg_function_push( (struct vg_cmd){ + .name = "kill", + .function = kill_player + }); - rb_ct manifold[24]; - int len = 0; + /* HACK */ + rb_register_cvar(); - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + player.rewind_length = 0; + player.rewind_buffer = + vg_linear_alloc( vg_mem.rtmemory, + sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES ); - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + player_model_init(); +} - if( !len ) - { - player_start_air(); - } - else +VG_STATIC void player_save_rewind_frame(void) +{ + if( player.rewind_length < PLAYER_REWIND_FRAMES ) { - for( int i=0; iang ); + v3_copy( player.camera_pos, fr->pos ); - v3_normalize( surface_avg ); + player.rewind_incrementer = 0; - if( v3_dot( player.rb.v, surface_avg ) > 0.5f ) + if( player.rewind_length > 1 ) { - player_start_air(); + player.rewind_total_length += + v3_dist( player.rewind_buffer[player.rewind_length-1].pos, + player.rewind_buffer[player.rewind_length-2].pos ); } - else - player.in_air = 0; } +} - for( int j=0; j<5; j++ ) - { - for( int i=0; ico, player.rb.co, delta ); - v3_cross( player.rb.w, delta, dv ); - v3_add( player.rb.v, dv, dv ); - - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; - - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; - - v3f impulse; - v3_muls( ct->n, vn, impulse ); - - if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) - { - 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 ); +/* disaster */ +VG_STATIC int menu_enabled(void); +#include "menu.h" - /* - * 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 ); - } - } +VG_STATIC void player_do_motion(void); +/* + * Free camera movement + */ +VG_STATIC void player_mouseview(void) +{ + if( menu_enabled() ) + return; - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.14f ); - player.pushing = 0.0f; + v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles ); - if( !player.in_air ) + if( vg_input.controller_should_use_trackpad_look ) { - v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, axis ); + static v2f last_input; + static v2f vel; + static v2f vel_smooth; - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); + v2f input = { player.input_js2h->axis.value, + player.input_js2v->axis.value }; - if( angle < 0.999f ) + if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ) { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, player.rb.q, player.rb.q ); + v2_sub( input, last_input, vel ); + v2_muls( vel, 1.0f/vg.time_delta, vel ); } - - 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 ) + else { - v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump, - player.rb.v ); - - player.jump_time = vg_time; + v2_zero( vel ); } + + v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth ); + + v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles ); + v2_copy( input, last_input ); } else { - player_physics_control_air(); + player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f; + player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f; } - 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 ); + player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } -static void player_do_motion(void) +/* Deal with input etc */ +VG_STATIC void player_update_pre(void) { - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); - - 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 ); - /* 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 ); + v3f ra, rb, rx; + v3_copy( main_camera.pos, ra ); + v3_muladds( ra, main_camera.transform[2], -10.0f, rb ); + + float t; + if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 ) + { + m4x3f mtx; + m3x3_identity( mtx ); + v3_lerp( ra, rb, t, mtx[3] ); + + debug_sphere( mtx, 0.4f, 0xff00ff00 ); + + v3f x1; + v3_muladds( mtx[3], rx, 0.4f, x1 ); + vg_line( mtx[3], x1, 0xffffffff ); + } } - /* Faux angular velocity */ - v4f rotate; +#if 0 - static float siY = 0.0f; - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); + vg_line_pt3( phys->cog, 0.10f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.09f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.08f, 0xffffffff ); + vg_line( phys->cog, phys->rb.co, 0xff000000 ); + + v3f spring_end; + v3f throw_end, p0, p1; + v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end ); + v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end ); + v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 ); + v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 ); + vg_line( spring_end, throw_end, VG__RED ); + vg_line( spring_end, p0, VG__GREEN ); + vg_line( spring_end, p1, VG__BLUE ); +#endif - q_axis_angle( rotate, player.rb.up, siY ); - q_mul( rotate, player.rb.q, player.rb.q ); - player.iY = 0.0f; + if( player.rewinding ) + return; - /* - * Gate intersection, by tracing a line over the gate planes - */ - for( int i=0; igate; + double delta = world.time - world.last_use; - if( gate_intersect( gate, player.rb.co, prevco ) ) + if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) ) { - m4x3_mulv( gate->transport, player.rb.co, player.rb.co ); - m3x3_mulv( gate->transport, player.rb.v, player.rb.v ); - m3x3_mulv( gate->transport, player.vl, player.vl ); - m3x3_mulv( gate->transport, player.v_last, player.v_last ); - m3x3_mulv( gate->transport, player.m, player.m ); - m3x3_mulv( gate->transport, player.bob, player.bob ); + player.rewinding = 1; + player.rewind_sound_wait = 1; + player.rewind_time = (float)player.rewind_length - 0.0001f; + player_save_rewind_frame(); + audio_lock(); + audio_play_oneshot( &audio_rewind[0], 1.0f ); + audio_unlock(); + + /* based on analytical testing. DONT CHANGE! + * + * time taken: y = (x^(4/5)) * 74.5 + * inverse : x = (2/149)^(4/5) * y^(4/5) + */ - v4f transport_rotation; - m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player.rb.q, player.rb.q ); + float constant = powf( 2.0f/149.0f, 4.0f/5.0f ), + curve = powf( player.rewind_total_length, 4.0f/5.0f ); - world_routes_activate_gate( i ); - player.rb_gate_frame = player.rb; - break; - } - } - - rb_update_transform( &player.rb ); -} + player.rewind_predicted_time = constant * curve; + player.diag_rewind_start = vg.time; + player.diag_rewind_time = player.rewind_time; -/* - * Animation - */ + player.is_dead = 0; + player.death_tick_allowance = 30; + player_restore_frame(); -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 ); + if( player.controller == k_player_controller_walk ) + { + player.angles[0] = atan2f( -player.rb.forward[2], + -player.rb.forward[0] ); + } - v3_add( player.m, player.a, player.m ); - v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m ); + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; - player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f ); - player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f ); - player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f ); - v3_lerp( player.bob, player.m, 0.2f, player.bob ); + world_routes_notify_reset(); - /* Head */ - float lslip = fabsf(player.slip); + /* apply 1 frame of movement */ + player_do_motion(); + } + else + { + if( player.is_dead ) + { + reset_player( 0, NULL ); + } + else + { + /* cant do that */ + audio_lock(); + audio_play_oneshot( &audio_rewind[4], 1.0f ); + audio_unlock(); + } + } + } - float kheight = 2.0f, - kleg = 0.6f; + if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() ) + { + audio_lock(); - v3f offset; - v3_zero( offset ); - m3x3_mulv( player.rb.to_local, player.bob, offset ); +#if 0 + if( phys->controller == k_player_controller_walk ) + { + phys->controller = k_player_controller_skate; - 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 ); + v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v ); + audio_play_oneshot( &audio_lands[6], 1.0f ); + } + else if( phys->controller == k_player_controller_skate ) + { + phys->controller = k_player_controller_walk; - offset[0] *= 0.26f; - offset[0] += speed_wobble_2*3.0f; + audio_play_oneshot( &audio_lands[5], 1.0f ); + } +#endif - offset[1] *= -0.3f; - offset[2] *= 0.01f; + audio_unlock(); + } - offset[0] = vg_clampf( offset[0], -0.8f, 0.8f ); - offset[1] = vg_clampf( offset[1], -0.5f, 0.0f ); - offset[1] = 0.0f; + if( player.controller == k_player_controller_walk ) + player_mouseview(); +} - /* - * Animation blending - * =========================================== - */ +VG_STATIC void player_update_fixed(void) /* 2 */ +{ + if( player.rewinding ) + return; - /* scalar blending information */ - float speed = v3_length( player.rb.v ); - - /* sliding */ + if( player.death_tick_allowance ) + player.death_tick_allowance --; + + if( player.is_dead ) { - float desired = vg_clampf( lslip, 0.0f, 1.0f ); - player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); + player_ragdoll_iter(); } - - /* movement information */ + else { - 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.rewind_incrementer ++; - 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 ); + if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) ) + { + player_save_rewind_frame(); + } + + player_do_motion(); } - - struct skeleton *sk = &player.mdl.sk; +} - mdl_keyframe apose[32], bpose[32]; - mdl_keyframe ground_pose[32]; +VG_STATIC void player_update_post(void) +{ +#if 0 + for( int i=0; ilog_length - 1; j ++ ) + vg_line( p->log[j], p->log[j+1], p->colour ); - /* 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 ); + vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); - /* 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 ); + v3f p1; + v3_add( p->log[p->log_length-1], p->n, p1 ); + vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + } +#endif - /* 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; +#if 0 + if( player.is_dead ) + { + player_debug_ragdoll(); - skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, - setup_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + if( !freecam ) + player_animate_death_cam(); } - - mdl_keyframe air_pose[32]; + else { - 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]; - apose[player.mdl.id_hip-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]; - - skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( &player.mdl.sk ); - skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); - - v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], - player.mdl.cam_pos ); - skeleton_apply_inverses( &player.mdl.sk ); - skeleton_apply_transform( &player.mdl.sk, player.rb.to_world ); - - skeleton_debug( &player.mdl.sk ); -} - -static void player_camera_update(void) -{ - /* Update camera matrices */ - m4x3_identity( player.camera ); - m4x3_rotate_y( player.camera, -player.angles[0] ); - m4x3_rotate_x( player.camera, -player.angles[1] ); - v3_copy( player.camera_pos, player.camera[3] ); - m4x3_invert_affine( player.camera, player.camera_inverse ); -} + player_animate(); -static void player_animate_death_cam(void) -{ - v3f delta; - v3f head_pos; - v3_copy( player.mdl.ragdoll[0].rb.co, head_pos ); + if( !freecam ) + { + if( cl_thirdperson ) + player_animate_camera_thirdperson(); + else + player_animate_camera(); + } + } - v3_sub( head_pos, player.camera_pos, delta ); - v3_normalize( delta ); + if( freecam ) +#endif + player_freecam(); - v3f follow_pos; - v3_muladds( head_pos, delta, -2.5f, follow_pos ); - v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos ); + /* CAMERA POSITIONING: LAYER 0 */ + v2_copy( player.angles, main_camera.angles ); + v3_copy( player.camera_pos, main_camera.pos ); - /* - * Make sure the camera stays above the ground - */ - v3f min_height = {0.0f,1.0f,0.0f}; +#if 0 + if( player.rewinding ) + { + if( player.rewind_time <= 0.0f ) + { + double taken = vg.time - player.diag_rewind_start; + vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", + taken, player.diag_rewind_time, + player.rewind_total_length ); + + player.rewinding = 0; + player.rewind_length = 1; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 0; + world.sky_target_rate = 1.0; + } + else + { + world.sky_target_rate = -100.0; + assert( player.rewind_length > 0 ); - v3f sample; - v3_add( player.camera_pos, min_height, sample ); - ray_hit hit; - hit.dist = min_height[1]*2.0f; + v2f override_angles; + v3f override_pos; - if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) - v3_add( hit.pos, min_height, player.camera_pos ); + float budget = vg.time_delta, + overall_length = player.rewind_length; - player.camera_pos[1] = - vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); + world_routes_rollback_time( player.rewind_time / overall_length ); - player.angles[0] = atan2f( delta[0], -delta[2] ); - player.angles[1] = -asinf( delta[1] ); -} + for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ ) + { + /* Interpolate frames */ + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; + + float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), + subl = vg_fractf( player.rewind_time ) + 0.001f, + + sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)), + speed = sramp*28.0f + 0.5f*player.rewind_time, + mod = speed * (budget / dist), + + advl = vg_minf( mod, subl ), + advt = (advl / mod) * budget; + + player.dist_accum += speed * advt; + player.rewind_time -= advl; + budget -= advt; + } -static void player_animate_camera(void) -{ - static v3f lerp_cam = {0.0f,0.0f,0.0f}; - v3f offs = { -0.4f, 0.15f, 0.0f }; + player.rewind_time = vg_maxf( 0.0f, player.rewind_time ); - v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); - v3_add( lerp_cam, offs, offs ); - m4x3_mulv( player.rb.to_world, offs, player.camera_pos ); - - /* Look angles */ - v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + float current_time = vg.time - player.diag_rewind_start, + remaining = player.rewind_predicted_time - current_time; - 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; + if( player.rewind_sound_wait ) + { + if( player.rewind_predicted_time >= 6.5f ) + { + if( remaining <= 6.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[3], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 2.5f ) + { + if( remaining <= 2.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[2], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 1.5f ) + { + if( remaining <= 1.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[1], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + } + + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; + + float sub = vg_fractf(player.rewind_time); - player.angles[0] = yaw; - player.angles[1] = pitch + 0.30f; + v3_lerp( fr->pos, fr1->pos, sub, override_pos ); + override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub ); + override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); - /* 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); + /* CAMERA POSITIONING: LAYER 1 */ + float blend = (4.0f-player.rewind_time) * 0.25f, + c = vg_clampf( blend, 0.0f, 1.0f ); - v2_lerp( shake_damp, shake, 0.01f, shake_damp ); - shake_damp[0] *= 0.2f; + main_camera.angles[0] = + vg_alerpf(override_angles[0], player.angles[0], c); + main_camera.angles[1] = + vg_lerpf (override_angles[1], player.angles[1], c); + v3_lerp( override_pos, player.camera_pos, c, main_camera.pos ); + } + } +#endif - v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + camera_update_transform( &main_camera ); + player_audio(); } -/* - * Audio - */ -static void player_audio(void) +VG_STATIC void draw_player( camera *cam ) { - 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; + if( player.is_dead ) + player_model_copy_ragdoll(); - static float air = 0.0f; - air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f); + shader_viewchar_use(); + vg_tex2d_bind( &tex_characters, 0 ); + shader_viewchar_uTexMain( 0 ); + shader_viewchar_uCamera( cam->transform[3] ); + shader_viewchar_uPv( cam->mtx.pv ); + shader_link_standard_ub( _shader_viewchar.id, 2 ); + glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, + player.mdl.sk.bone_count, + 0, + (float *)player.mdl.sk.final_mtx ); - v3f ears = { 1.0f,0.0f,0.0f }; - v3f delta; + mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] ); + mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] ); +} - v3_sub( player.rb.co, player.camera[3], delta ); - v3_normalize( delta ); - m3x3_mulv( player.camera, ears, ears ); +VG_STATIC void player_do_motion(void) +{ + if( world.water.enabled ) + { + if( (player.rb.co[1] < 0.0f) && !player.is_dead ) + { + audio_lock(); + audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, player.rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_splash ); + audio_unlock(); + + player_kill(); + } + } - float pan = v3_dot( ears, delta ); - audio_player0.pan = pan; - audio_player1.pan = pan; - audio_player2.pan = pan; + v3f prevco; + v3_copy( player.rb.co, prevco ); - if( freecam ) + if( player.controller == k_player_controller_skate ) { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; +#if 0 + player_skate_update(); +#endif } else + player_walk_physics( &player_walky ); + + + /* Real angular velocity integration */ +#if 0 + v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w ); + if( v3_length2( phys->rb.w ) > 0.0f ) { - if( player.is_dead ) - { - audio_player0.vol = 0.0f; - audio_player1.vol = 0.0f; - audio_player2.vol = 0.0f; - } - else - { - float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ); - audio_player0.vol = (1.0f-air)*attn*(1.0f-slide); - audio_player1.vol = air *attn; - audio_player2.vol = (1.0f-air)*attn*slide; - } + v4f rotation; + v3f axis; + v3_copy( phys->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*k_rb_delta ); + q_mul( rotation, phys->rb.q, phys->rb.q ); } -} -/* - * 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; + /* Faux angular velocity */ + v4f rotate; - if( argc == 1 ) - { - for( int i=0; iname, argv[0] ) ) - { - rp = r; - break; - } - } + float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f; + phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq ); - if( !rp ) - vg_warn( "No spawn named '%s'\n", argv[0] ); - } + q_axis_angle( rotate, phys->rb.up, phys->siY ); + q_mul( rotate, phys->rb.q, phys->rb.q ); + phys->iY = 0.0f; +#endif - if( !rp ) + /* + * Gate intersection, by tracing a line over the gate planes + */ +#if 0 + for( int i=0; igate; - for( int i=0; irb.co, prevco ) ) { - r = &world.spawns[i]; - float d = v3_dist2( r->co, player.rb.co ); + m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co ); + m4x3_mulv( gate->transport, phys->cog, phys->cog ); + m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v ); + m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v ); + m3x3_mulv( gate->transport, phys->vl, phys->vl ); + m3x3_mulv( gate->transport, phys->v_last, phys->v_last ); + m3x3_mulv( gate->transport, phys->m, phys->m ); + m3x3_mulv( gate->transport, phys->bob, phys->bob ); + + /* Pre-emptively edit the camera matrices so that the motion vectors + * are correct */ + m4x3f transport_i; + m4x4f transport_4; + m4x3_invert_affine( gate->transport, transport_i ); + m4x3_expand( transport_i, transport_4 ); + m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv ); + m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); + + v4f transport_rotation; + m3x3_q( gate->transport, transport_rotation ); + q_mul( transport_rotation, phys->rb.q, phys->rb.q ); - vg_info( "Dist %s : %f\n", r->name, d ); - if( d < min_dist ) + world_routes_activate_gate( i ); + + if( phys->controller == k_player_controller_walk ) { - min_dist = d; - rp = r; + v3f fwd_dir = {cosf(player.angles[0]), + 0.0f, + sinf(player.angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + + player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } + + player.rewind_length = 0; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 10000; + player_save_frame(); + + audio_lock(); + audio_play_oneshot( &audio_gate_pass, 1.0f ); + audio_unlock(); + break; } } - - 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; +#endif rb_update_transform( &player.rb ); - m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); - - player.rb_gate_frame = player.rb; - return 1; } -static void player_update(void) -{ - for( int i=0; i0.0f) - { - player.rb = player.rb_gate_frame; - player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - world_routes_notify_reset(); - } +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ - if( vg_get_button_down( "switchmode" ) ) - { - player.on_board ^= 0x1; - } +VG_STATIC float *player_get_pos(void) +{ + return player.rb.co; +} - if( glfwGetKey( vg_window, GLFW_KEY_O ) ) +VG_STATIC void player_kill(void) +{ + if( player.death_tick_allowance == 0 ) { - character_ragdoll_copypose( &player.mdl, player.rb.v ); player.is_dead = 1; + player_ragdoll_copy_model( player.rb.v ); } +} - 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(); - } - } +VG_STATIC float *player_cam_pos(void) +{ + return player.camera_pos; +} - if( freecam ) - player_freecam(); - player_camera_update(); - player_audio(); +VG_STATIC void player_save_frame(void) +{ + player.controller_frame = player.controller; + + /* TODO ->save() */ } -static void draw_player(void) +VG_STATIC void player_restore_frame(void) { - if( player.is_dead ) - character_mimic_ragdoll( &player.mdl ); + player.controller = player.controller_frame; - 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 ); + /* TODO ->load() */ } #endif /* PLAYER_H */ +#endif