X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_device_walk.h;h=c1fbd4fd5ee48bd1235f1c271e42688582508f4f;hb=593926a9c765a28b3f27996a83d40f2a377a0479;hp=fbbe895286e756ef6fbb7f9e5a8540e7e1dee182;hpb=9edcce70acf6cf8fbb2449bf54d797e212ebb2c2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_device_walk.h b/player_device_walk.h index fbbe895..c1fbd4f 100644 --- a/player_device_walk.h +++ b/player_device_walk.h @@ -2,9 +2,11 @@ #define PLAYER_DEVICE_WALK_H #include "player_interface.h" +#include "player_device_common.h" #include "skeleton.h" #include "player_model.h" +VG_STATIC struct player_device_walk { rb_capsule collider; @@ -12,6 +14,7 @@ struct player_device_walk struct { v3f angles; + v3f prev_pos; enum walk_activity { @@ -25,7 +28,6 @@ struct player_device_walk state_gate_storage; enum mdl_surface_prop surface; - struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump; float blend_fly, @@ -34,14 +36,41 @@ struct player_device_walk move_speed, walk_timer; -}; -VG_STATIC void player_walk_pre_update( player_interface *player, - player_attachment *at ) + u32 device_id_skate; +} +localplayer_device_walk; + +VG_STATIC void player_walk_pre_update( player_device *dev, + player_interface *player ) { - struct player_device_walk *w = at->storage; + struct player_device_walk *w = dev->storage; player_look( player, w->state.angles ); + if( vg_input_button_down( player->input_use ) ) + { + struct device_transition_skateboard inf; + + v3f xy_speed; + v3_copy( player->rb.v, xy_speed ); + xy_speed[1] = 0.0f; + + if( v3_length2( xy_speed ) > 0.1f * 0.1f ) + { + v3_copy( player->rb.v, inf.dir ); + } + else + { + inf.dir[0] = -sinf( -w->state.angles[0] ); + inf.dir[1] = 0.0f; + inf.dir[2] = -cosf( -w->state.angles[0] ); + v3_muls( inf.dir, 1.6f, player->rb.v ); + } + + player_transition_to_device( player, w->device_id_skate, &inf ); + return; + } + #if 0 v3f walk = { player->input_walkh->axis.value, 0.0f, @@ -95,10 +124,12 @@ VG_STATIC void player_friction( v3f v ) v3_muls( v, newspeed, v ); } -VG_STATIC void player_walk_update( player_interface *player, - player_attachment *at ) +VG_STATIC void player_walk_update( player_device *dev, + player_interface *player ) { - struct player_device_walk *w = at->storage; + struct player_device_walk *w = dev->storage; + v3_copy( player->rb.co, w->state.prev_pos ); + w->collider.height = 2.0f; w->collider.radius = 0.3f; @@ -283,12 +314,65 @@ VG_STATIC void player_walk_update( player_interface *player, v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); + + /* + * CCD routine + * --------------------------------------------------- + * + */ + v3f lwr_prev, + lwr_now, + lwr_offs = { 0.0f, w->collider.radius, 0.0f }; + + v3_add( lwr_offs, w->state.prev_pos, lwr_prev ); + v3_add( lwr_offs, player->rb.co, lwr_now ); + + v3f movedelta; + v3_sub( player->rb.co, w->state.prev_pos, movedelta ); + + float movedist = v3_length( movedelta ); + + if( movedist > 0.3f ) + { + float t, sr = w->collider.radius-0.04f; + v3f n; + + if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 ) + { + v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co ); + player->rb.co[1] -= w->collider.radius; + rb_update_transform( &player->rb ); + + v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] ); + debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); + } + } + + teleport_gate *gate; + if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) ) + { + struct player_device_walk *w = dev->storage; + + m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); + m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); + rb_update_transform( &player->rb ); + + /* analytical rotation of yaw */ + v3f fwd_dir = { cosf(w->state.angles[0]), + 0.0f, + sinf(w->state.angles[0])}; + m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); + + w->state_gate_storage = w->state; + player_pass_gate( player, gate ); + } } -VG_STATIC void player_walk_post_update( player_interface *player, - player_attachment *at ) +VG_STATIC void player_walk_post_update( player_device *dev, + player_interface *player ) { - struct player_device_walk *w = at->storage; + struct player_device_walk *w = dev->storage; m4x3f mtx; m3x3_identity( mtx ); @@ -296,39 +380,18 @@ VG_STATIC void player_walk_post_update( player_interface *player, float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f ); v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); -} -VG_STATIC void player_walk_ui( player_interface *player, - player_attachment *at ) -{ - player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], - player->rb.v[1], - player->rb.v[2] ); - player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0], - player->rb.co[1], - player->rb.co[2] ); -} - -VG_STATIC void player_walk_bind( player_interface *player, - player_attachment *at ) -{ - struct player_device_walk *w = at->storage; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; +#if 0 + player_apply_transport_to_cam( gate->transport ); +#endif - w->anim_idle = skeleton_get_anim( sk, "idle_cycle" ); - w->anim_walk = skeleton_get_anim( sk, "walk" ); - w->anim_run = skeleton_get_anim( sk, "run" ); - w->anim_jump = skeleton_get_anim( sk, "jump" ); } -VG_STATIC void player_walk_pose( player_interface *player, - player_attachment *at, - player_pose pose, m4x3f transform ) +VG_STATIC void player_walk_animate( player_device *dev, + player_interface *player ) { - struct player_device_walk *w = at->storage; + struct player_device_walk *w = dev->storage; struct skeleton *sk = &player->playeravatar->sk; { @@ -381,61 +444,131 @@ VG_STATIC void player_walk_pose( player_interface *player, /* air */ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose ); - skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, pose ); - - /* Create transform matrix */ - m3x3f rotation_mtx; - v4f rot; - q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -w->state.angles[0]-VG_PIf*0.5f ); - q_m3x3( rot, rotation_mtx ); + skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dev->pose ); - rb_extrapolate_transform( &player->rb, transform ); - m3x3_copy( rotation_mtx, transform ); + /* Create transform */ + rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q ); + q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f}, + -w->state.angles[0]-VG_PIf*0.5f ); } -VG_STATIC void player_walk_get_camera( player_interface *player, - player_attachment *at, camera *cam ) +VG_STATIC void player_walk_post_animate( player_device *dev, + player_interface *player ) { - struct player_device_walk *w = at->storage; + /* + * Camera + */ + struct player_device_walk *w = dev->storage; struct player_avatar *av = player->playeravatar; + /* 3RD */ + m3x3f angles; + euler_m3x3( w->state.angles, angles ); + + v3f cast_dir, origin; + + v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin ); + + v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos ); + v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos ); + + float t; + v3f n; + if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 ) + v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos ); + v3_copy( w->state.angles, dev->cam_3rd.angles ); + dev->cam_3rd.fov = 90.0f; + + + /* 1ST */ /* FIXME: viewpoint entity */ v3f vp = {-0.1f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos ); - v3_copy( w->state.angles, cam->angles ); - cam->fov = 90.0f; + m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos ); + v3_copy( w->state.angles, dev->cam_1st.angles ); + dev->cam_1st.fov = 90.0f; + + /* FIXME: Organize this. Its int wrong fucking place */ + v3f vp0 = {0.0f,0.1f, 0.6f}, + vp1 = {0.0f,0.1f,-0.6f}; + + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); } -VG_STATIC void player_walk_transport( player_interface *player, - player_attachment *at, - teleport_gate *gate ) + +VG_STATIC void player_walk_ui( player_device *dev, player_interface *player ) { - struct player_device_walk *w = at->storage; + player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], + player->rb.v[1], + player->rb.v[2] ); + player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0], + player->rb.co[1], + player->rb.co[2] ); +} + +VG_STATIC void player_walk_bind( player_device *dev, player_interface *player ) +{ + struct player_device_walk *w = dev->storage; + struct player_avatar *av = player->playeravatar; + struct skeleton *sk = &av->sk; - m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); - m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); + w->anim_idle = skeleton_get_anim( sk, "idle_cycle" ); + w->anim_walk = skeleton_get_anim( sk, "walk" ); + w->anim_run = skeleton_get_anim( sk, "run" ); + w->anim_jump = skeleton_get_anim( sk, "jump" ); - /* analytical rotation of yaw */ - v3f fwd_dir = { cosf(w->state.angles[0]), - 0.0f, - sinf(w->state.angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); + w->device_id_skate = player_get_device( player, "skateboard" ); +} - w->state_gate_storage = w->state; - player_apply_transport_to_cam( gate->transport ); +VG_STATIC int player_walk_event( player_device *dev, player_interface *player, + enum player_device_event_type ev, void *data ) +{ + struct player_device_walk *w = dev->storage; + + if( ev == k_player_device_event_bind ) + { + player_walk_bind( dev, player ); + } + else if( ev == k_player_device_event_custom_transition ) + { + struct device_transition_walk *inf = data; + v3_copy( inf->angles, w->state.angles ); + } + else if( ev == k_player_device_event_pre_update ) + { + player_walk_pre_update( dev, player ); + } + else if( ev == k_player_device_event_update ) + { + player_walk_update( dev, player ); + } + else if( ev == k_player_device_event_post_update ) + { + player_walk_post_update( dev, player ); + } + else if( ev == k_player_device_event_animate ) + { + player_walk_animate( dev, player ); + } + else if( ev == k_player_device_event_post_animate ) + { + player_walk_post_animate( dev, player ); + } + else if( ev == k_player_device_event_debug_ui ) + { + player_walk_ui( dev, player ); + } + else + return 0; + + return 1; } VG_STATIC player_device player_device_walk = { - .pre_update = player_walk_pre_update, - .update = player_walk_update, - .post_update = player_walk_post_update, - .get_camera = player_walk_get_camera, - .debug_ui = player_walk_ui, - .bind = player_walk_bind, - .pose = player_walk_pose, - .gate_transport= player_walk_transport + .name = "walk", + .event = player_walk_event, + .storage = &localplayer_device_walk }; #endif /* PLAYER_DEVICE_WALK_H */