-#if 0
-#ifndef PLAYER_INTERFACE_H
-#define PLAYER_INTERFACE_H
-
-#include "model.h"
-#include "camera.h"
-#include "rigidbody.h"
-#include "player_ragdoll.h"
-#include "player_model.h"
-#include "world.h"
-
-typedef struct player_device player_device;
-typedef struct player_interface player_interface;
-typedef struct player_device_transition player_device_transition;
-typedef mdl_keyframe player_pose[32];
-
-#define PLAYER_DEVICE_API VG_STATIC
-
-struct player_interface
-{
- rigidbody rb;
- camera cam;
-
- player_device *devices[ 8 ];
- u32 active_device,
- device_count;
-
- /*
- * Camera management
- * ---------------------------
- */
- enum camera_mode
- {
- k_camera_mode_firstperson,
- k_camera_mode_thirdperson
- }
- camera_mode;
- float camera_type_blend;
-
- teleport_gate *gate_waiting;
-
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
-
- /*
- * Animation
- * --------------------------------------------------
- */
-
- struct player_avatar *playeravatar;
- glmesh *playermesh;
- struct player_ragdoll ragdoll;
-};
-
-enum player_device_event_type
-{
- k_player_device_event_bind,
- k_player_device_event_respawn,
- k_player_device_event_custom_transition,
-
- k_player_device_event_pre_update,
- k_player_device_event_update,
- k_player_device_event_post_update,
- k_player_device_event_animate,
- k_player_device_event_post_animate,
- k_player_device_event_debug_ui,
- k_player_device_event_restore_state,
-};
-
-/* FIXME: yo */
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-struct player_device
-{
- const char *name;
- int (* event ) ( player_device *dev, player_interface *player,
- enum player_device_event_type ev, void *data );
-
- void *storage;
-
- /* animation driven */
- player_pose pose;
- v3f pose_root_co;
- v4f pose_root_q;
- camera cam_1st, cam_3rd;
-};
-
-VG_STATIC void player_interface_create_player( player_interface *inst )
-{
- static int only_once = 0;
- assert( only_once == 0 );
- only_once ++;
-
- inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
- inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
- inst->input_push = vg_create_named_input( "push", k_input_type_button );
- inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
- inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
- inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
- inst->input_use = vg_create_named_input( "use", k_input_type_button );
- inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
- inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
-
- const char *default_cfg[] =
- {
- "bind steer-h gp-ls-h",
- "bind -steer-h a",
- "bind +steer-h d",
-
- "bind steer-v gp-ls-v",
- "bind -steer-v w",
- "bind +steer-v s",
-
- "bind grab gp-rt",
- "bind +grab shift",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
-
- "bind jump space",
- "bind jump gp-a",
-
- "bind push gp-b",
- "bind push w",
-
- "bind walk shift",
- "bind walk gp-ls",
-
- "bind walk-h gp-ls-h",
- "bind walk-v -gp-ls-v",
- "bind +walk-h d",
- "bind -walk-h a",
- "bind +walk-v w",
- "bind -walk-v s",
-
- "bind reset gp-lb",
- "bind reset r",
-
- "bind use gp-y",
- "bind use e",
- "bind camera c"
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- vg_execute_console_input(default_cfg[i]);
-
- v3_zero( inst->rb.co );
- v3_zero( inst->rb.w );
- v3_zero( inst->rb.v );
- q_identity( inst->rb.q );
- m4x3_identity( inst->rb.to_world );
- m4x3_identity( inst->rb.to_local );
-}
-
-PLAYER_DEVICE_API u32 player_get_device( player_interface *player,
- const char *name )
-{
- for( u32 i=0; i<player->device_count; i++ )
- {
- player_device *dev = player->devices[i];
- if( !strcmp( name, dev->name ) )
- return i;
- }
-
- vg_fatal_exit_loop( "Invalid device name\n" );
- return -1;
-}
-
-VG_STATIC void player_use_avatar( player_interface *player,
- struct player_avatar *av )
-{
- player->playeravatar = av;
- player_setup_ragdoll_from_avatar( &player->ragdoll, av );
-}
-
-VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
-{
- player->playermesh = mesh;
-}
-
-/* FIXME: Seperate concepts for binding and equip.
- */
-VG_STATIC void player_add_device( player_interface *player, player_device *dev )
-{
- if( player->device_count == vg_list_size( player->devices ) )
- vg_fatal_exit_loop( "Too many devices added\n" );
-
- player->devices[ player->device_count ++ ] = dev;
-
- assert( dev->event );
- assert( dev->storage );
-
- vg_success( "Added player device '%s'\n", dev->name );
-}
-
-VG_STATIC void player_bind( player_interface *player )
-{
- for( int i=0; i<player->device_count; i++ )
- {
- player_device *dev = player->devices[i];
- dev->event( dev, player, k_player_device_event_bind, NULL );
- }
-}
-
-PLAYER_DEVICE_API void player_transition_to_device( player_interface *player,
- u32 id, void *data )
-{
- assert( id < player->device_count );
-
- player->active_device = id;
- player_device *dev = player->devices[ player->active_device ];
-
- dev->event( dev, player, k_player_device_event_custom_transition, data );
- //dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_pre_update( player_interface *player )
-{
- if( vg_input_button_down( player->input_camera ) )
- {
- if( player->camera_mode == k_camera_mode_firstperson )
- player->camera_mode = k_camera_mode_thirdperson;
- else
- player->camera_mode = k_camera_mode_firstperson;
- }
-
-#if 0
- if( vg_input_button_down( player->input_use ) )
- player->active_device ^= 0x1;
-#endif
-
-#if 0
- v3_copy( player->rb.co, player->prev_position );
-#endif
-
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_update( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_update, NULL );
-}
-
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
- /* FIXME: Applies to main_camera directly! */
-
- /* Pre-emptively edit the camera matrices so that the motion vectors
- * are correct */
- m4x3f transport_i;
- m4x4f transport_4;
- m4x3_invert_affine( 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 );
-}
-
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_DEVICE_API
-void player_pass_gate( player_interface *player, teleport_gate *gate )
-{
- player->gate_waiting = gate;
-}
-
-VG_STATIC void player_post_update( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_post_update, NULL );
-}
-
-VG_STATIC void player_pre_render( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_animate, NULL );
-
- /* TODO: eventually, blending code goes here */
-
- m4x3f transform;
- q_m3x3( dev->pose_root_q, transform );
- v3_copy( dev->pose_root_co, transform[3] );
-
- struct skeleton *sk = &player->playeravatar->sk;
-
- skeleton_apply_pose( sk, dev->pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, dev->pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
- skeleton_debug( sk );
-
-#if 0
- if( player->dev.device->pose )
- {
- player->dev.device->pose( player, &player->dev, pose, transform );
-
- struct skeleton *sk = &player->playeravatar->sk;
-
- skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
- skeleton_debug( sk );
- }
-#endif
-
- dev->event( dev, player, k_player_device_event_post_animate, NULL );
-
- /* TODO: eventually, blending code goes here */
-
- float camera_blend_target = 1.0f;
- if( player->camera_mode == k_camera_mode_firstperson )
- camera_blend_target = 0.0f;
-
- player->camera_type_blend = vg_lerpf( player->camera_type_blend,
- camera_blend_target,
- 5.0f * vg.frame_delta );
-
- float t = player->camera_type_blend;
- camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
- if( player->gate_waiting )
- {
- /* construct plane equation for reciever gate */
- v4f plane;
- q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
- plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
-
- /* check camera polarity */
- if( v3_dot( player->cam.pos, plane ) < plane[3] )
- {
- vg_success( "Plane cleared\n" );
- player_apply_transport_to_cam( player->gate_waiting->transport );
- player->gate_waiting = NULL;
- }
- else
- {
- /* de-transform camera and player back */
- m4x3f inverse;
- m4x3_invert_affine( player->gate_waiting->transport, inverse );
- m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
- /* TODO: Find robust method for this */
- v3f fwd_dir = { cosf(player->cam.angles[0]),
- 0.0f,
- sinf(player->cam.angles[0])};
- m3x3_mulv( inverse, fwd_dir, fwd_dir );
- player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
- skeleton_apply_transform( sk, inverse );
- }
- }
-
-#if 0
- v3_copy( player->dev.cam_1st.pos, player->cam.pos );
- v3_copy( player->dev.cam_1st.angles, player->cam.angles );
- player->cam.fov = player->dev.cam_1st.fov;
-#endif
-}
-
-VG_STATIC void player_render( camera *cam, player_interface *player )
-{
- 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->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
-}
-
-VG_STATIC void player_debugtext( int size, const char *fmt, ... )
-{
- char buffer[ 1024 ];
-
- va_list args;
- va_start( args, fmt );
- vsnprintf( buffer, 1024, fmt, args );
- va_end( args );
-
- ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
- vg_uictx.cursor[1] += 14*size;
-}
-
-VG_STATIC void player_ui( player_interface *player )
-{
- /* TODO: if debugger enabled */
- player_device *dev = player->devices[ player->active_device ];
-
- vg_uictx.cursor[0] = vg.window_x - 200;
- vg_uictx.cursor[1] = 0;
- vg_uictx.cursor[2] = 200;
- vg_uictx.cursor[3] = 200;
-
- struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
- vg_uictx.cursor[0] = vg.window_x;
- dev->event( dev, player, k_player_device_event_debug_ui, NULL );
-
- b[2].co[1] = vg_uictx.cursor[1];
- b[3].co[1] = vg_uictx.cursor[1];
-}
-
-VG_STATIC void player_spawn( player_interface *player,
- struct respawn_point *rp )
-{
- player_device *dev = player->devices[ player->active_device ];
- v3_copy( rp->co, player->rb.co );
-#if 0
- v3_copy( rp->co, player->prev_position );
-#endif
- v3_zero( player->rb.v );
- v3_zero( player->rb.w );
- q_identity( player->rb.q );
- rb_update_transform( &player->rb );
-
- dev->event( dev, player, k_player_device_event_respawn, rp );
-}
-
-
-VG_STATIC void player_kill( player_interface *player )
-{
-
-}
-
-/*
- * Apply per render-frame mouse look from player to angles
- */
-PLAYER_DEVICE_API
-void player_look( player_interface *player, v3f angles )
-{
- angles[2] = 0.0f;
- v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
-
- if( vg_input.controller_should_use_trackpad_look )
- {
- static v2f last_input;
- static v2f vel;
- static v2f vel_smooth;
-
- v2f input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
-
- if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
- {
- v2_sub( input, last_input, vel );
- v2_muls( vel, 1.0f/vg.time_delta, vel );
- }
- else
- {
- v2_zero( vel );
- }
-
- v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-
- v2_muladds( angles, vel_smooth, vg.time_delta, angles );
- v2_copy( input, last_input );
- }
- else
- {
- angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
- angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
- }
-
- angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-#endif /* PLAYER_INTERFACE_H */
-#endif