X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=febd8e667755db7d6475c14b16cf64052f813aa5;hb=46643f969b12c2144a5f15ac5509610f18b467e4;hp=2860d1934cbbf217bb652ffcb8562255f168da38;hpb=1c97cb161f885ad24d3356d92c8f4fd0e252bc61;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 2860d19..febd8e6 100644 --- a/player.h +++ b/player.h @@ -4,7 +4,8 @@ #include "audio.h" #include "common.h" #include "world.h" -#include "character.h" +//#include "character.h" +#include "player_model.h" #include "bvh.h" /* @@ -19,21 +20,24 @@ 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; +static float fc_speed = 10.0f; static struct gplayer { /* Physics */ - rigidbody rb, collide_front, collide_back; + rigidbody rb, collide_front, collide_back, rb_gate_frame; v3f a, v_last, m, bob, vl; @@ -47,7 +51,10 @@ static struct gplayer 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]; @@ -65,6 +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 = { @@ -100,13 +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 ); } @@ -115,7 +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 }; @@ -162,10 +179,7 @@ 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 best_velocity_delta = -9999.9f; float k_bias = 0.96f; v3f axis; @@ -228,7 +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 ); @@ -297,12 +310,22 @@ 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" ) ) { - 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; } @@ -450,39 +473,6 @@ static void player_physics(void) len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len ); len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len ); -#if 0 - for( int i=0; i= vg_list_size(manifold)) - { - vg_error("Manifold overflow!\n"); - break; - } - - rb_ct *ct = &manifold[manifold_count]; - v3_copy( poles[j], player.rb.co ); - - manifold_count += rb_sphere_vs_triangle( &player.rb, tri, ct ); - } - - v3_copy( temp, player.rb.co ); - } -#endif - rb_presolve_contacts( manifold, len ); v3f surface_avg = {0.0f, 0.0f, 0.0f}; @@ -493,8 +483,19 @@ static void player_physics(void) else { for( int i=0; i 0.5f ) @@ -555,6 +556,7 @@ static void player_physics(void) float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; player.grab = vg_lerpf( player.grab, grabt, 0.14f ); + player.pushing = 0.0f; if( !player.in_air ) { @@ -574,12 +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) @@ -624,9 +642,10 @@ static void player_do_motion(void) /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; if( gate_intersect( gate, player.rb.co, prevco ) ) { @@ -640,7 +659,9 @@ static void player_do_motion(void) v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player.rb.q, player.rb.q ); - + + world_routes_activate_gate( i ); + player.rb_gate_frame = player.rb; break; } } @@ -1035,6 +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; @@ -1044,7 +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 ); @@ -1648,169 +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 ); - - /* - * Player rotation - */ -#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 ) - { - m3x3_mulv( player.rb.to_local, axis, axis ); - q_axis_angle( correction, axis, acosf(angle) ); - } - else - { - q_identity( correction ); - } + offset[1] = 0.0f; /* * Animation blending * =========================================== */ -#endif - - static float fslide = 0.0f; - static float fdirz = 0.0f; - static float fdirx = 0.0f; - static float fstand = 0.0f; - static float ffly = 0.0f; + /* scalar blending information */ float speed = v3_length( player.rb.v ); - fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f); - fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f); - fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f ); - fdirx = vg_lerpf(fdirx, player.slip < 0.0f? 1.0f: 0.0f, 0.01f ); - ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f ); - - character_pose_reset( &player.mdl ); - - /* TODO */ - float fstand1 = 1.0f-(1.0f-fstand)*0.0f; - - 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) ); + /* 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; - 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) ); + 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; - character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); - character_final_pose( &player.mdl, offset, - &pose_slide1, amt_slide*(1.0f-fdirx) ); + 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 ); - character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f}, - &pose_fly, amt_air ); + /* 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 ); - /* - * Additive effects - * ========================== - */ - struct ik_basic *arm_l = &player.mdl.ik_arm_l, - *arm_r = &player.mdl.ik_arm_r; + /* 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 ); - v3f localv; - m3x3_mulv( player.rb.to_local, player.rb.v, localv ); + /* pushing */ + player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f ); - /* New board transformation */ - v4f board_rotation; v3f board_location; + 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 ); - 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] ); + skeleton_lerp_pose( sk, apose, bpose, player.fpush, 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; - 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] ); + skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, + setup_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + } - 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 ) + 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) @@ -1825,6 +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 ); @@ -1854,14 +1820,17 @@ 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.rb.to_world, offs, offs ); - m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos ); - v3_add( offs, player.camera_pos, player.camera_pos ); + 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.rb.v, 0.05f, player.vl ); @@ -2004,6 +1973,8 @@ static int reset_player( int argc, char const *argv[] ) rb_update_transform( &player.rb ); m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); + + player.rb_gate_frame = player.rb; return 1; } @@ -2014,7 +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" ) ) { @@ -2055,6 +2036,7 @@ static void player_update(void) static void draw_player(void) { /* Draw */ +#if 0 m4x3_copy( player.rb.to_world, player.mdl.mroot ); if( player.is_dead ) @@ -2067,6 +2049,21 @@ static void draw_player(void) opacity = 0.0f; 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 */