+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "common.h"
+#include "character.h"
+
+static int freecam = 0;
+
+static struct gplayer
+{
+ /* Physics */
+ v3f co, v, a, v_last, m, bob;
+ v4f rot;
+ float vswitch, slip, slip_last,
+ reverse;
+
+ float iY; /* Yaw inertia */
+ int in_air, is_dead, on_board;
+
+ /* Input */
+ v2f joy_l;
+
+ v2f board_xy;
+ float grab;
+ float pitch;
+
+ v3f land_target;
+ v3f land_target_log[22];
+ u32 land_target_colours[22];
+ int land_log_count;
+ m3x3f vr;
+
+ m4x3f to_world, to_local;
+
+ struct character mdl;
+
+ v3f handl_target, handr_target,
+ handl, handr;
+
+ /* Camera */
+ float air_blend;
+
+ v3f camera_pos, smooth_localcam;
+ v2f angles;
+ m4x3f camera, camera_inverse;
+}
+player;
+
+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 );
+}
+
+static int reset_player( int argc, char const *argv[] )
+{
+ v3_zero( player.co );
+
+ if( argc == 1 )
+ {
+ if( !strcmp( argv[0], "tutorial" ))
+ v3_copy( world.tutorial, player.co );
+ }
+
+ v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
+ q_identity( player.rot );
+ 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;
+
+ player_transform_update();
+ return 0;
+}
+
+static void player_mouseview(void)
+{
+ static v2f mouse_last,
+ view_vel = { 0.0f, 0.0f };
+
+ if( vg_get_button_down( "primary" ) )
+ v2_copy( vg_mouse, mouse_last );
+ else if( vg_get_button( "primary" ) )
+ {
+ v2f delta;
+ v2_sub( vg_mouse, mouse_last, delta );
+ v2_copy( vg_mouse, mouse_last );
+
+ v2_muladds( view_vel, delta, 0.005f, view_vel );
+ }
+
+ v2_muls( view_vel, 0.7f, 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();
+
+ float movespeed = 25.0f;
+ 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 );
+}
+
+static void apply_gravity( v3f vel, float const timestep )
+{
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( vel, gravity, timestep, vel );
+}
+
+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;
+
+ v3f axis, vup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+ v3_cross( vup, player.v, axis );
+ v3_normalize( axis );
+ player.land_log_count = 0;
+
+ m3x3_identity( player.vr );
+
+ for( int m=-3;m<=12; m++ )
+ {
+ float vmod = ((float)m / 15.0f)*0.09f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player.co, pco );
+ v3_copy( player.v, pv );
+
+ /*
+ * Try different 'rotations' of the velocity to find the best possible
+ * landing normal. This conserves magnitude at the expense of slightly
+ * unrealistic results
+ */
+
+ m3x3f vr;
+ v4f vr_q;
+
+ q_axis_angle( vr_q, axis, vmod );
+ q_m3x3( vr_q, vr );
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, ktimestep, pco );
+
+ for( int i=0; i<50; i++ )
+ {
+ v3_copy( pco, pco1 );
+ apply_gravity( pv, pstep );
+
+ 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( ray_world( pco1, vdir, &contact ))
+ {
+ float land_delta = v3_dot( pv, contact.normal );
+ u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+ /* Bias prediction towords ramps */
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ land_delta *= 0.1f;
+ scolour |= 0x0000a000;
+ }
+
+ 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 );
+
+ 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;
+
+ player.land_log_count ++;
+
+ break;
+ }
+ }
+ }
+
+ //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+
+ return;
+ v3_muls( player.v, best_velocity_mod, player.v );
+}
+
+static int sample_if_resistant( v3f pos )
+{
+ v3f ground;
+ v3_copy( pos, ground );
+ ground[1] += 4.0f;
+
+ ray_hit hit;
+ hit.dist = INFINITY;
+
+ if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ {
+ v3f angle;
+ v3_copy( player.v, angle );
+ v3_normalize( angle );
+ float resistance = v3_dot( hit.normal, angle );
+
+ if( resistance < 0.25f )
+ {
+ v3_copy( hit.pos, pos );
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+static float stable_force( float current, float diff )
+{
+ float new = current + diff;
+
+ if( new * current < 0.0f )
+ return 0.0f;
+
+ return new;
+}
+
+static void player_physics_ground(void)
+{
+ /*
+ * Getting surface collision points,
+ * the contact manifold is a triangle for simplicity.
+ */
+ v3f contact_front, contact_back, contact_norm, vup, vside,
+ axis;
+
+ float klength = 0.65f;
+ m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
+ m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
+ m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
+ m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
+ m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
+
+ v3f cn0, cn1, cn2;
+
+ int contact_count =
+ sample_if_resistant( contact_front ) +
+ sample_if_resistant( contact_back ) +
+ sample_if_resistant( contact_norm );
+
+ if( contact_count < 3 )
+ {
+ player_start_air();
+ return;
+ }
+
+ v3f norm;
+ v3f v0, v1;
+ v3_sub( contact_norm, contact_front, v0 );
+ v3_sub( contact_back, contact_front, v1 );
+ v3_cross( v1, v0, norm );
+ v3_normalize( norm );
+
+ vg_line( contact_norm, contact_front, 0xff00ff00 );
+ vg_line( contact_back, contact_front, 0xff0000ff );
+
+ /* Surface alignment */
+ float angle = v3_dot( vup, norm );
+ v3_cross( vup, norm, axis );
+
+ if( angle < 0.999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle) );
+ q_mul( correction, player.rot, player.rot );
+ }
+
+ float resistance = v3_dot( norm, player.v );
+ if( resistance >= 0.0f )
+ {
+ player_start_air();
+ return;
+ }
+ else
+ {
+ v3_muladds( player.v, norm, -resistance, player.v );
+ }
+
+ /* This is where velocity integration used to be */
+
+ float slip = 0.0f;
+
+ player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+ v3f vel;
+ m3x3_mulv( player.to_local, player.v, vel );
+
+ /* Calculate local forces */
+
+ 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;
+
+ 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] ) * -7.0f *substep );
+ }
+
+ static double start_push = 0.0;
+ if( vg_get_button_down( "push" ) )
+ start_push = vg_time;
+
+ if( !vg_get_button("break") && vg_get_button( "push" ) )
+ {
+ float const k_maxpush = 16.0f,
+ k_pushaccel = 5.0f;
+
+ float cycle_time = vg_time-start_push,
+ amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_maxpush );
+ new_vel -= vg_minf(current, k_maxpush);
+ vel[2] -= new_vel * player.reverse;
+ }
+
+ m3x3_mulv( player.to_world, vel, player.v );
+
+ if( vg_get_button( "yawl" ) )
+ player.iY += 3.6f * ktimestep;
+ if( vg_get_button( "yawr" ) )
+ player.iY -= 3.6f * ktimestep;
+
+ float steer = vg_get_axis( "horizontal" );
+ player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+
+ /* Too much lean and it starts to look like a snowboard here */
+ v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
+ ktimestep*5.0f, player.board_xy);
+}
+
+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 );
+}
+
+static void player_physics_air(void)
+{
+ m3x3_mulv( player.vr, player.v, player.v );
+ for( int i=0; i<player.land_log_count; i++ )
+ draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
+
+ draw_cross( player.land_target, 0xff0000ff, 1 );
+
+ v3f ground_pos;
+ v3_copy( player.co, ground_pos );
+ ground_pos[1] += 4.0f;
+
+ ray_hit hit;
+ hit.dist = INFINITY;
+ if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ {
+ if( hit.pos[1] > player.co[1] )
+ {
+ player.in_air = 0;
+
+ if( !ray_hit_is_ramp( &hit ) )
+ {
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.v );
+ }
+
+ return;
+ }
+ }
+
+ /* Prediction
+ *
+ * TODO: Find best landing surface and guide player towords it
+ */
+ float pstep = ktimestep*10.0f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player.co, pco );
+ v3_copy( player.v, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
+
+ for( int i=0; i<50; i++ )
+ {
+ v3_copy( pco, pco1 );
+ apply_gravity( pv, pstep );
+ v3_muladds( pco, pv, pstep, pco );
+
+ //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+
+ ray_hit contact;
+ v3f vdir;
+
+ 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 ))
+ {
+ v3f localup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+ float angle = v3_dot( localup, contact.normal );
+ v3f axis;
+ v3_cross( localup, contact.normal, axis );
+
+ 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;
+
+ if( angle < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
+ q_mul( correction, player.rot, player.rot );
+ }
+
+ draw_cross( contact.pos, 0xffff0000, 1 );
+ break;
+ }
+ time_to_impact += pstep;
+ }
+
+ player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ {
+
+ float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+ static float siX = 0.0f;
+ siX = vg_lerpf( siX, iX, 0.3f );
+
+ 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 );
+ }
+
+ 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 );
+}
+
+static void player_do_motion(void)
+{
+ float horizontal = vg_get_axis("horizontal"),
+ vertical = vg_get_axis("vertical");
+
+ player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
+ player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
+
+ if( player.in_air )
+ player_physics_air();
+
+ if( !player.in_air )
+ player_physics_ground();
+
+ /* Integrate velocity */
+ v3f prevco;
+ v3_copy( player.co, prevco );
+
+ apply_gravity( player.v, ktimestep );
+ v3_muladds( player.co, player.v, ktimestep, player.co );
+
+ /* Integrate inertia */
+ v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
+ m3x3_mulv( player.to_world, vup, vup );
+
+ static float siY = 0.0f;
+
+ float lerpq = player.in_air? 0.04f: 0.3f;
+ siY = vg_lerpf( siY, player.iY, lerpq );
+
+ q_axis_angle( rotate, vup, siY );
+ q_mul( rotate, player.rot, player.rot );
+
+ player.iY = 0.0f; /* temp */
+
+#if 0
+ /* GATE COLLISION */
+ if( gate_intersect( &gate_a, player.co, prevco ) )
+ {
+ teleport_gate *gate = &gate_a;
+
+ m4x3f transport;
+ m4x3_mul( gate->other->to_world, gate->to_local, transport );
+ m4x3_mulv( transport, player.co, player.co );
+ m3x3_mulv( transport, player.v, player.v );
+ m3x3_mulv( transport, player.v_last, player.v_last );
+ m3x3_mulv( transport, player.m, player.m );
+ m3x3_mulv( transport, player.bob, player.bob );
+
+ v4f transport_rotation;
+ m3x3_q( transport, transport_rotation );
+ q_mul( transport_rotation, player.rot, player.rot );
+ }
+#endif
+
+ /* Camera and character */
+ player_transform_update();
+
+ player.angles[0] = atan2f( player.v[0], -player.v[2] );
+ player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+ player.v[2]*player.v[2]) ) * 0.3f;
+
+ player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
+ v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend,
+ player.camera_pos );
+}
+
+static void player_walkgrid(void)
+{
+ float const k_gridscale = 0.5f;
+ float const k_stepheight = 0.5f;
+ float const k_walkspeed = 6.0f;
+ float const k_miny = 0.6f;
+ float const k_height = 1.78f;
+ int const k_gridamt = 8;
+
+ v3f cell;
+ v3_muls( player.co, 1.0f/k_gridscale, cell );
+ v3_floor( cell, cell );
+ v3_muls( cell, k_gridscale, cell );
+
+ struct grid_sample
+ {
+ ray_hit hit;
+ int valid;
+ }
+ samples[ k_gridamt ][ k_gridamt ];
+
+ v3f grid_origin;
+ v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f },
+ (float)(k_gridamt/2) * k_gridscale, grid_origin );
+
+ /*
+ * Get sample 'poles'
+ */
+ for( int y=0; y<k_gridamt; y++ )
+ {
+ for( int x=0; x<k_gridamt; x++ )
+ {
+ v3f sample_coord;
+ v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
+ sample_coord[1] += k_height;
+
+ struct grid_sample *sample = &samples[y][x];
+ sample->valid = 0;
+ sample->hit.dist = k_stepheight+k_height;
+
+ if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
+ {
+ if( sample->hit.normal[1] >= k_miny &&
+ ray_hit_is_ramp( &sample->hit ))
+ {
+ sample->valid = 1;
+ draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
+ }
+ else
+ draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
+ }
+ }
+ }
+
+ /*
+ * Clip grid intersections with triangle edges
+ */
+ for( int x=0; x<k_gridamt; x++ )
+ {
+ for( int y=0; y<k_gridamt-1; y++ )
+ {
+ struct grid_sample *sa = &samples[y][x],
+ *sb = &samples[y+1][x];
+
+ if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
+ {
+ v3f tri[3];
+ ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
+
+ v3f sample;
+ v3_muladds( grid_origin, (v3f){ x, 0, y },
+ k_gridscale, sample);
+
+ /* Clip triangles until we find an edge inside the cell */
+ int axis = 0;
+ float offset = sample[axis==0?0:2],
+ basis = sample[axis==0?2:0];
+
+ for( int i=0; i<3; i++ )
+ {
+ int ia = i,
+ ib = (i+1)%3;
+ float pa = tri[ia][axis],
+ pb = tri[ib][axis];
+
+ vg_line( tri[ia],tri[ib],0xffaaaaaa );
+
+ if( (pa-offset)*(pb-offset) > 0.0f )
+ continue;
+
+ float d = pb-pa,
+ qa = (offset-pa)/d,
+ h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
+ q = (h-basis)/k_gridscale;
+
+ if( q >= 0.0f && q <= 1.0f )
+ {
+ float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
+
+ v3f intersection = { offset, height, h };
+ draw_cross( intersection, 0xffff0000, 0.06f );
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
+ side = { -fwd[2], 0.0f, fwd[0] };
+
+ /* Temp */
+ if( glfwGetKey( vg_window, GLFW_KEY_W ) )
+ v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co );
+ if( glfwGetKey( vg_window, GLFW_KEY_S ) )
+ v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
+
+ if( glfwGetKey( vg_window, GLFW_KEY_A ) )
+ v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
+ if( glfwGetKey( vg_window, GLFW_KEY_D ) )
+ v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co );
+
+ m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+ player_mouseview();
+ player_transform_update();
+}
+
+static void player_animate(void)
+{
+ /* Camera position */
+ v3_sub( player.v, player.v_last, player.a );
+ v3_copy( player.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 );
+ v3f target;
+
+ player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+ player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+ player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+ v3_copy( player.m, target );
+ v3_lerp( player.bob, target, 0.2f, player.bob );
+
+ /* Head */
+ float lslip = fabsf(player.slip); //vg_minf( 0.4f, 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 head;
+ head[0] = 0.0f;
+ head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
+ head[2] = 0.0f;
+
+ v3f offset;
+ m3x3_mulv( player.to_local, player.bob, offset );
+
+ offset[0] *= 0.3333f;
+ offset[1] *= -0.25f;
+ offset[2] *= 0.7f;
+ v3_muladds( head, offset, 0.7f, head );
+ head[1] = vg_clampf( head[1], 0.3f, kheight );
+
+#if 0
+ if( !freecam )
+ {
+ v3_copy( head, player.view );
+ v3f camoffs = {-0.2f,-0.6f,0.00f};
+ v3_add( player.view, camoffs, player.view );
+ }
+#endif
+
+ /*
+ * 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 );
+
+ fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
+ fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
+ 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, 0.04f );
+ ffly = vg_lerpf(ffly, player.in_air? 1.0f: 0.0f, 0.04f );
+
+ character_pose_reset( &player.mdl );
+
+ float amt_air = ffly*ffly,
+ amt_ground = 1.0f-amt_air,
+ amt_std = (1.0f-fslide) * amt_ground,
+ amt_stand = amt_std * fstand,
+ amt_aero = amt_std * (1.0f-fstand),
+ amt_slide = amt_ground * fslide;
+
+ character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
+ 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 );
+
+ /* Camera position */
+ v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f,
+ player.smooth_localcam );
+ v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
+ player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
+ m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
+
+ /*
+ * 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 );
+ v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
+ v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+
+ /* New board transformation */
+ v4f board_rotation; v3f board_location;
+
+ 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] );
+
+
+ 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] );
+
+ 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 )
+ {
+ float tuck = player.board_xy[1],
+ tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+
+ 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 );
+ }
+ }
+ }
+
+ v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
+ v3_lerp( player.handr, player.handr_target, 0.1f, 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;
+ rhead = vg_lerpf( rhead,
+ vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+ player.mdl.rhead = rhead;
+}
+
+static void player_update(void)
+{
+ if( vg_get_axis("grabl")>0.0f)
+ reset_player(0,NULL);
+
+ if( freecam )
+ {
+ player_freecam();
+ }
+ else
+ {
+ if( player.is_dead )
+ {
+ character_ragdoll_iter( &player.mdl );
+ character_debug_ragdoll( &player.mdl );
+ }
+ else
+ {
+ if( player.on_board )
+ {
+ player_do_motion();
+ player_animate();
+ }
+ else
+ {
+ player_walkgrid();
+ }
+ }
+ }
+
+ /* Update camera matrices */
+ m4x3_identity( player.camera );
+ m4x3_rotate_y( player.camera, -player.angles[0] );
+ m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
+ v3_copy( player.camera_pos, player.camera[3] );
+ m4x3_invert_affine( player.camera, player.camera_inverse );
+}
+
+static void draw_player(void)
+{
+ /* Draw */
+ m4x3_copy( player.to_world, player.mdl.mroot );
+
+ if( player.is_dead )
+ character_mimic_ragdoll( &player.mdl );
+ else
+ character_eval( &player.mdl );
+
+ character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+}
+
+#endif /* PLAYER_H */