X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=febd8e667755db7d6475c14b16cf64052f813aa5;hb=46643f969b12c2144a5f15ac5509610f18b467e4;hp=0e38d856aa7ccdb09cc57bd5a09a4c2a176b962b;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 0e38d85..febd8e6 100644 --- a/player.h +++ b/player.h @@ -3,7 +3,9 @@ #include "audio.h" #include "common.h" -#include "character.h" +#include "world.h" +//#include "character.h" +#include "player_model.h" #include "bvh.h" /* @@ -12,51 +14,52 @@ static float k_walkspeed = 2.0f, - k_board_radius = 0.25f, - k_board_length = 0.65f, + k_board_radius = 0.3f, + k_board_length = 0.45f, k_board_allowance = 0.04f, - k_friction_lat = 8.68f, - k_friction_resistance = 0.02f, + k_friction_lat = 8.8f, + k_friction_resistance = 0.01f, k_max_push_speed = 16.0f, - k_push_accel = 5.0f, + k_push_accel = 10.0f, k_push_cycle_rate = 8.0f, k_steer_ground = 2.5f, k_steer_air = 3.6f, k_steer_air_lerp = 0.3f, - k_downforce = 5.0f; + k_pump_force = 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 */ - v3f co, v, w, a, v_last, m, bob, vl; + rigidbody rb, collide_front, collide_back, rb_gate_frame; - /* Utility */ - v3f up, right, forward; + v3f a, v_last, m, bob, vl; - v4f rot; + /* Utility */ float vswitch, slip, slip_last, reverse; - int rf, rb; - v3f ctf, ctb; - float iY; /* Yaw inertia */ int in_air, is_dead, on_board; 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; - - m4x3f to_world, to_local; struct character mdl; @@ -69,28 +72,29 @@ 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 = { - .on_board = 1 + .on_board = 1, + + .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }, + .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f } }; /* * Player API */ -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 ); - - m3x3_mulv( player.to_world, (v3f){1.0f,0.0f, 0.0f}, player.right ); - m3x3_mulv( player.to_world, (v3f){0.0f,1.0f, 0.0f}, player.up ); - m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, player.forward ); -} /* * Free camera movement @@ -113,13 +117,13 @@ static void player_mouseview(void) v2_sub( vg_mouse, mouse_last, delta ); v2_copy( vg_mouse, mouse_last ); - v2_muladds( view_vel, delta, 0.005f, view_vel ); + v2_muladds( view_vel, delta, 0.001f, view_vel ); } v2_muladds( view_vel, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 0.05f, view_vel ); - v2_muls( view_vel, 0.7f, view_vel ); + v2_muls( view_vel, 0.93f, view_vel ); v2_add( view_vel, player.angles, player.angles ); player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } @@ -128,7 +132,7 @@ static void player_freecam(void) { player_mouseview(); - float movespeed = 25.0f; + float movespeed = fc_speed; v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; @@ -175,14 +179,11 @@ static void player_start_air(void) player.in_air = 1; float pstep = ktimestep*10.0f; - - float best_velocity_mod = 0.0f, - best_velocity_delta = -9999.9f; - - float k_bias = 0.97f; + float best_velocity_delta = -9999.9f; + float k_bias = 0.96f; v3f axis; - v3_cross( player.up, player.v, axis ); + v3_cross( player.rb.up, player.rb.v, axis ); v3_normalize( axis ); player.land_log_count = 0; @@ -193,8 +194,8 @@ static void player_start_air(void) float vmod = ((float)m / 15.0f)*0.09f; v3f pco, pco1, pv; - v3_copy( player.co, pco ); - v3_muls( player.v, k_bias, 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 @@ -241,7 +242,6 @@ static void player_start_air(void) if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) { best_velocity_delta = land_delta; - best_velocity_mod = vmod; v3_copy( contact.pos, player.land_target ); @@ -285,7 +285,7 @@ static void player_physics_control(void) */ v3f vel; - m3x3_mulv( player.to_local, player.v, vel ); + m3x3_mulv( player.rb.to_local, player.rb.v, vel ); float slip = 0.0f; if( fabsf(vel[2]) > 0.01f ) @@ -302,24 +302,48 @@ static void player_physics_control(void) for( int i=0; i<5; i++ ) { vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -8.78f *substep ); + vel[0] = stable_force( vel[0], + vg_signf( vel[0] ) * -k_friction_lat*substep ); } static double start_push = 0.0; if( vg_get_button_down( "push" ) ) start_push = vg_time; + if( vg_get_button( "jump" ) ) + { + player.jump += ktimestep * k_jump_charge_speed; + player.jump_charge = 1; + } + if( !vg_get_button("break") && vg_get_button( "push" ) ) { - float cycle_time = (vg_time-start_push)*k_push_cycle_rate, + player.pushing = 1.0f; + player.push_time = vg_time-start_push; + + float cycle_time = player.push_time*k_push_cycle_rate, amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, current = v3_length( vel ), new_vel = vg_minf( current + amt, k_max_push_speed ); + new_vel -= vg_minf(current, k_max_push_speed); vel[2] -= new_vel * player.reverse; } + + /* Pumping */ + static float previous = 0.0f; + float delta = previous - player.grab, + pump = delta * k_pump_force*ktimestep; + previous = player.grab; + + v3f p1; + v3_muladds( player.rb.co, player.rb.up, pump, p1 ); + vg_line( player.rb.co, p1, 0xff0000ff ); + + vel[1] += pump; + - m3x3_mulv( player.to_world, vel, player.v ); + 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; @@ -330,7 +354,7 @@ static void player_physics_control(void) static void player_physics_control_air(void) { - m3x3_mulv( player.vr, player.v, player.v ); + m3x3_mulv( player.vr, player.rb.v, player.rb.v ); draw_cross( player.land_target, 0xff0000ff, 0.25f ); ray_hit hit; @@ -341,8 +365,8 @@ static void player_physics_control_air(void) 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; @@ -366,12 +390,9 @@ static void player_physics_control_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; @@ -383,7 +404,7 @@ static void player_physics_control_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, 0.25f ); @@ -401,12 +422,8 @@ static void player_physics_control_air(void) 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}; @@ -415,82 +432,73 @@ static void player_physics_control_air(void) v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); } -static void player_physics(void) +static void player_init(void) { - m4x3f mboard; - v3_copy( player.to_world[0], mboard[0] ); - v3_copy( player.to_world[2], mboard[1] ); - v3_copy( player.to_world[1], mboard[2] ); - m4x3_mulv( player.to_world, (v3f){ 0.0f, 0.3f, 0.0f }, mboard[3] ); - - debug_capsule( mboard, k_board_length*2.0f, k_board_radius, 0xff0000ff ); + rb_init( &player.collide_front ); + rb_init( &player.collide_back ); +} - boxf region = {{ -k_board_radius, -k_board_length, -k_board_radius }, - { k_board_radius, k_board_length, k_board_radius }}; - m4x3_transform_aabb( mboard, region ); +static void player_physics(void) +{ + /* + * Update collision fronts + */ - u32 geo[256]; - v3f tri[3]; - int len = bh_select( &world.geo.bhtris, region, geo, 256 ); + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; - 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]); + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); - struct contact manifold[12]; - int manifold_count = 0; + player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f ); + float h = player.air_blend*0.2f; - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + 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] ); - for( int i=0; ito_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); - for( int j=0; j<3; j++ ) - v3_copy( world.geo.verts[ptri[j]].co, tri[j] ); + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); - vg_line(tri[0],tri[1],0xff00ff00 ); - vg_line(tri[1],tri[2],0xff00ff00 ); - vg_line(tri[2],tri[0],0xff00ff00 ); + rb_debug( rbf, 0xff00ffff ); + rb_debug( rbb, 0xffffff00 ); - v3f co, norm; - float p; + rb_ct manifold[24]; + int len = 0; - for( int j=0; j<2; j++ ) - { - if( sphere_vs_triangle( poles[j], k_board_radius, tri,co,norm,&p) ) - { - if(manifold_count >= vg_list_size(manifold)) - { - vg_error("Manifold overflow!\n"); - break; - } + len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len ); - v3f p1; - v3_muladds( poles[j], norm, p, p1 ); - vg_line( poles[j], p1, 0xffffffff ); - - struct contact *ct = &manifold[manifold_count ++]; - v3_sub( co, player.co, ct->delta ); - v3_copy( co, ct->co ); - v3_copy( norm, ct->n ); - ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+k_board_allowance); - ct->norm_impulse = 0.0f; - - v3_add( norm, surface_avg, surface_avg ); - } - } - } + rb_presolve_contacts( manifold, len ); + v3f surface_avg = {0.0f, 0.0f, 0.0f}; - if( !manifold_count ) + if( !len ) { player_start_air(); } else { + for( int i=0; i 0.5f ) + if( v3_dot( player.rb.v, surface_avg ) > 0.5f ) { player_start_air(); } @@ -498,15 +506,16 @@ static void player_physics(void) player.in_air = 0; } - for( int j=0; j<10; j++ ) + for( int j=0; j<5; j++ ) { - for( int i=0; idelta, dv ); - v3_add( player.v, dv, dv ); + v3f dv, delta; + v3_sub( ct->co, player.rb.co, delta ); + v3_cross( player.rb.w, delta, dv ); + v3_add( player.rb.v, dv, dv ); float vn = -v3_dot( dv, ct->n ); vn += ct->bias; @@ -516,11 +525,18 @@ static void player_physics(void) vn = ct->norm_impulse - temp; v3f impulse; - v3_muls( ct->n, vn, impulse ); - v3_add( impulse, player.v, player.v ); - v3_cross( ct->delta, impulse, 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 ); /* * W Impulses are limited to the Y and X axises, we don't really want @@ -530,37 +546,58 @@ static void player_physics(void) * components. */ - float wy = v3_dot( player.up, impulse ), - wx = v3_dot( player.right, impulse ); + float wy = v3_dot( player.rb.up, impulse ), + wx = v3_dot( player.rb.right, impulse )*1.5f; - v3_muladds( player.w, player.up, wy, player.w ); - v3_muladds( player.w, player.right, wx, player.w ); + v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); + v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); } } + float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + player.grab = vg_lerpf( player.grab, grabt, 0.14f ); + player.pushing = 0.0f; + if( !player.in_air ) { v3f axis; - float angle = v3_dot( player.up, surface_avg ); - v3_cross( player.up, surface_avg, axis ); + float angle = v3_dot( player.rb.up, surface_avg ); + v3_cross( player.rb.up, surface_avg, axis ); - float cz = v3_dot( player.forward, axis ); - v3_muls( player.forward, cz, 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.rot, player.rot ); + q_mul( correction, player.rb.q, player.rb.q ); } - v3_muladds( player.v, player.up, -k_downforce*ktimestep, player.v ); + 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) @@ -572,23 +609,23 @@ static void player_do_motion(void) /* Integrate velocity */ v3f prevco; - v3_copy( player.co, prevco ); + v3_copy( player.rb.co, prevco ); - apply_gravity( player.v, ktimestep ); - v3_muladds( player.co, player.v, ktimestep, player.co ); + 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.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.w ); - if( v3_length2( player.w ) > 0.0f ) + 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.w, 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.rot, player.rot ); + q_mul( rotation, player.rb.q, player.rb.q ); } /* Faux angular velocity */ @@ -598,21 +635,22 @@ static void player_do_motion(void) float lerpq = player.in_air? 0.04f: 0.3f; siY = vg_lerpf( siY, player.iY, lerpq ); - q_axis_angle( rotate, player.up, siY ); - q_mul( rotate, player.rot, player.rot ); + q_axis_angle( rotate, player.rb.up, siY ); + q_mul( rotate, player.rb.q, player.rb.q ); player.iY = 0.0f; /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; - if( gate_intersect( gate, player.co, prevco ) ) + if( gate_intersect( gate, player.rb.co, prevco ) ) { - m4x3_mulv( gate->transport, player.co, player.co ); - m3x3_mulv( gate->transport, player.v, player.v ); + 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 ); @@ -620,13 +658,15 @@ static void player_do_motion(void) v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player.rot, player.rot ); - + q_mul( transport_rotation, player.rb.q, player.rb.q ); + + world_routes_activate_gate( i ); + player.rb_gate_frame = player.rb; break; } } - - player_transform_update(); + + rb_update_transform( &player.rb ); } /* @@ -672,7 +712,7 @@ struct walkgrid static int player_walkgrid_tri_walkable( u32 tri[3] ) { - return tri[0] < world.sm_surface.vertex_count; + return tri[0] > world.sm_geo_std_oob.vertex_count; } /* @@ -1016,6 +1056,7 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter) 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; @@ -1025,7 +1066,6 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter) 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 ); @@ -1210,7 +1250,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg) v3f world; world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale; - world[1] = player.co[1]; + 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]; @@ -1346,7 +1386,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg) } } - v3_copy( world, player.co ); + v3_copy( world, player.rb.co ); } static void player_walkgrid_getsurface(void) @@ -1359,7 +1399,7 @@ static void player_walkgrid_getsurface(void) static struct walkgrid wg; v3f cell; - v3_copy( player.co, 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] ); @@ -1401,8 +1441,8 @@ static void player_walkgrid_getsurface(void) v2f region_pos = { - (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), - (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) + (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 ); @@ -1580,9 +1620,9 @@ 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 ); } /* @@ -1592,8 +1632,8 @@ static void player_walkgrid(void) 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 ); @@ -1605,19 +1645,17 @@ static void player_animate(void) /* Head */ float lslip = fabsf(player.slip); - - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - player.grab = vg_lerpf( player.grab, grabt, 0.04f ); float kheight = 2.0f, kleg = 0.6f; v3f offset; - m3x3_mulv( player.to_local, player.bob, offset ); + v3_zero( offset ); + m3x3_mulv( player.rb.to_local, player.bob, offset ); static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; - float kickspeed = vg_clampf(v3_length(player.v)*(1.0f/40.0f), 0.0f, 1.0f); + 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 ); @@ -1631,151 +1669,113 @@ static void player_animate(void) offset[0] = vg_clampf( offset[0], -0.8f, 0.8f ); offset[1] = vg_clampf( offset[1], -0.5f, 0.0f ); - + offset[1] = 0.0f; /* * Animation blending * =========================================== */ - static float fslide = 0.0f; - static float fdirz = 0.0f; - static float fdirx = 0.0f; - static float fstand = 0.0f; - static float ffly = 0.0f; - - float speed = v3_length( player.v ); + /* scalar blending information */ + float speed = v3_length( player.rb.v ); - fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f); - fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f); - fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f ); - fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.01f ); - ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); - - character_pose_reset( &player.mdl ); - - /* TODO */ - float fstand1 = 1.0f-(1.0f-fstand)*0.3f; - - float amt_air = ffly*ffly, - amt_ground = 1.0f-amt_air, - amt_std = (1.0f-fslide) * amt_ground, - amt_stand = amt_std * fstand1, - amt_aero = amt_std * (1.0f-fstand1), - amt_slide = amt_ground * fslide; - - character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_stand_reverse, amt_stand * (1.0f-fdirz) ); - - character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); - character_final_pose( &player.mdl, offset, - &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); - - character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); - character_final_pose( &player.mdl, offset, - &pose_slide1, amt_slide*(1.0f-fdirx) ); - - character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, - &pose_fly, amt_air ); + /* sliding */ + { + float desired = vg_clampf( lslip, 0.0f, 1.0f ); + player.fslide = vg_lerpf( player.fslide, desired, 0.04f ); + } + /* movement information */ + { + float dirz = player.reverse > 0.0f? 0.0f: 1.0f, + dirx = player.slip < 0.0f? 0.0f: 1.0f, + fly = player.in_air? 1.0f: 0.0f; - /* - * Additive effects - * ========================== - */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; - - v3f localv; - m3x3_mulv( player.to_local, player.v, localv ); + 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; - /* New board transformation */ - v4f board_rotation; v3f board_location; + 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 ); - 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] ); + /* stand/crouch */ + float dir_frame = player.fdirz * (15.0f/30.0f), + stand_blend = offset[1]*-2.0f; + + skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose ); + skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); + /* sliding */ + float slide_frame = player.fdirx * (15.0f/30.0f); + skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose ); - 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] ); + /* pushing */ + player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); - 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 ); + 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 ); - v3_copy( player.mdl.ik_arm_l.end, player.handl_target ); - v3_copy( player.mdl.ik_arm_r.end, player.handr_target ); + /* 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( 1||player.in_air ) + 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 tuck = player.board_xy[1], - tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0])); + float target = -vg_get_axis("horizontal"); + player.fairdir = vg_lerpf( player.fairdir, target, 0.04f ); - float crouch = player.grab*0.3f; - v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, - crouch, player.mdl.ik_body.base ); - v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, - crouch*1.2f, player.mdl.ik_body.end ); - - 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 ); - } - } + 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 ); } - 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; + 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) @@ -1790,6 +1790,7 @@ static void player_camera_update(void) static void player_animate_death_cam(void) { +#if 0 v3f delta; v3f head_pos; v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); @@ -1819,17 +1820,20 @@ static void player_animate_death_cam(void) player.angles[0] = atan2f( delta[0], -delta[2] ); player.angles[1] = -asinf( delta[1] ); +#endif } static void player_animate_camera(void) { - v3f offs = { -0.29f, 0.08f, 0.0f }; - m3x3_mulv( player.to_world, offs, offs ); - m4x3_mulv( player.to_world, player.mdl.ik_body.end, player.camera_pos ); - v3_add( offs, player.camera_pos, player.camera_pos ); + static v3f lerp_cam = {0.0f,0.0f,0.0f}; + v3f offs = { -0.4f, 0.15f, 0.0f }; + + v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); + v3_add( lerp_cam, offs, offs ); + m4x3_mulv( player.rb.to_world, offs, player.camera_pos ); /* Look angles */ - v3_lerp( player.vl, player.v, 0.05f, player.vl ); + 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], @@ -1843,7 +1847,9 @@ static void player_animate_camera(void) /* 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.v)*0.3f *(1.0f+fabsf(player.slip)), shake); + 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; @@ -1855,8 +1861,8 @@ static void player_animate_camera(void) */ static void player_audio(void) { - float speed = vg_minf(v3_length( player.v )*0.1f,1.0f), - attn = v3_dist( player.co, player.camera[3] )+1.0f; + 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; @@ -1865,7 +1871,7 @@ static void player_audio(void) v3f ears = { 1.0f,0.0f,0.0f }; v3f delta; - v3_sub( player.co, player.camera[3], delta ); + v3_sub( player.rb.co, player.camera[3], delta ); v3_normalize( delta ); m3x3_mulv( player.camera, ears, ears ); @@ -1930,11 +1936,10 @@ static int reset_player( int argc, char const *argv[] ) { float min_dist = INFINITY; - vg_info( "%f %f %f\n", player.co[0], player.co[1], player.co[2] ); for( int i=0; ico, player.co ); + float d = v3_dist2( r->co, player.rb.co ); vg_info( "Dist %s : %f\n", r->name, d ); if( d < min_dist ) @@ -1954,8 +1959,8 @@ static int reset_player( int argc, char const *argv[] ) rp = &world.spawns[0]; } - v4_copy( rp->q, player.rot ); - v3_copy( rp->co, player.co ); + v4_copy( rp->q, player.rb.q ); + v3_copy( rp->co, player.rb.co ); player.vswitch = 1.0f; player.slip_last = 0.0f; @@ -1965,9 +1970,11 @@ static int reset_player( int argc, char const *argv[] ) 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 ); - player_transform_update(); - m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.v ); + player.rb_gate_frame = player.rb; return 1; } @@ -1978,7 +1985,17 @@ static void player_update(void) player.land_target_colours[i], 0.25f); if( vg_get_axis("grabl")>0.0f) - reset_player(0,NULL); + { + player.rb = player.rb_gate_frame; + player.is_dead = 0; + player.in_air = 1; + m3x3_identity( player.vr ); + + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; + + world_routes_notify_reset(); + } if( vg_get_button_down( "switchmode" ) ) { @@ -2019,7 +2036,8 @@ static void player_update(void) static void draw_player(void) { /* Draw */ - m4x3_copy( player.to_world, player.mdl.mroot ); +#if 0 + m4x3_copy( player.rb.to_world, player.mdl.mroot ); if( player.is_dead ) character_mimic_ragdoll( &player.mdl ); @@ -2030,7 +2048,22 @@ static void draw_player(void) if( player.is_dead ) opacity = 0.0f; - character_draw( &player.mdl, opacity ); + character_draw( &player.mdl, opacity, player.camera ); +#endif + + shader_viewchar_use(); + vg_tex2d_bind( &tex_characters, 0 ); + shader_viewchar_uTexMain( 0 ); + shader_viewchar_uCamera( player.camera[3] ); + shader_viewchar_uPv( vg_pv ); + shader_link_standard_ub( _shader_viewchar.id, 2 ); + glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, + player.mdl.sk.bone_count, + 0, + (float *)player.mdl.sk.final_mtx ); + + mesh_bind( &player.mdl.mesh ); + mesh_draw( &player.mdl.mesh ); } #endif /* PLAYER_H */