change to quat
authorhgn <hgodden00@gmail.com>
Sat, 28 May 2022 23:55:53 +0000 (00:55 +0100)
committerhgn <hgodden00@gmail.com>
Sat, 28 May 2022 23:55:53 +0000 (00:55 +0100)
main.c

diff --git a/main.c b/main.c
index b397e2e9ec759a7af26589d5df62ef540ce106c6..e34ca5fff6b823dd7ec08f2cf7b3b81ccf066e7c 100644 (file)
--- a/main.c
+++ b/main.c
@@ -31,14 +31,27 @@ int main( int argc, char *argv[] )
 }
 
 m4x3f world_matrix;
-v3f player_pos;
-v3f player_head;     /* Relative to pos */
-v3f player_vel = { 0.0f, 0.0f, -0.2f };
+
+#if 0
+v3f player.co;
+v3f player.view;     /* Relative to pos */
+v3f player.v = { 0.0f, 0.0f, -0.2f };
 float player_yaw;
-v2f look_dir;
-v3f player_accel;
+v2f player.look_dir;
+v3f player.a;
+#endif
+
+static struct gplayer
+{
+   v3f co, v, a;
+   v4f rot;
 
-float waves[128][128];
+   v3f view;
+   v2f look_dir;  /* TEMP */
+
+   m4x3f to_world, to_local;
+}
+player;
 
 road_patch road_main;
 scene test_scene;
@@ -47,12 +60,24 @@ scene player_scene;
 u32 world_terrain_count,
     world_road_count;
 
+static void player_transform_update(void)
+{
+   q_m3x3( player.rot, player.to_world );
+   v3_copy( player.co, player.to_world[3] );
+
+   v4f inv;
+   q_inv( player.rot, inv );
+   q_m3x3( inv, player.to_local );
+   v3_negate( player.co, player.to_local[3] );
+}
+
 static int reset_player( int argc, char const *argv[] )
 {
-   v3_zero( player_pos );
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel );
-   player_yaw = 0.0f;
+   v3_zero( player.co );
+   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
+   q_identity( player.rot );
 
+   player_transform_update();
    return 0;
 }
 
@@ -63,17 +88,6 @@ void vg_register(void)
 
 void vg_start(void)
 {
-   for( int y=0; y<128; y++ )
-   {
-      for( int x=0; x<128; x++ )
-      {
-         v2f pos = {x,y};
-
-         waves[x][y] = sinf( pos[0] * 0.1f ) * 
-                       cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f;
-      }
-   }
-
    vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
    
    road_patch_init( &road_main );
@@ -186,62 +200,12 @@ void vg_start(void)
    scene_upload( &player_scene );
    scene_upload( &world_scene );
    scene_upload( &test_scene );
-}
-
-static float sample_terrain( v3f pos )
-{
-   v3f local;
-   v3_muls( pos, 0.1f, local );
-
-   v2i ico = { local[0], local[2] };
-   for( int i=0; i<2; i++ )
-   {
-      if( ico[i] < 0 ) ico[i] = 0;
-      if( ico[i] > 126 ) ico[i] = 126;
-   }
-
-   float hse = waves[ico[0]+1][ico[1]],
-         hsw = waves[ico[0]][ico[1]],
-         hne = waves[ico[0]+1][ico[1]+1],
-         hnw = waves[ico[0]][ico[1]+1];
-
-   v3f subcoord;
-   v3_floor( local, subcoord );
-   v3_sub( local, subcoord, subcoord );
-
-   float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ),
-         hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ),
-         sampleh = vg_lerpf( hs, hn, subcoord[2] );
    
-   return sampleh*10.0f;
+   reset_player( 0, NULL );
+   player_transform_update();
 }
 
-static void draw_terrain(void)
-{
-   float sf = 10.0f;
-
-   /* Draw waves
-    */
-   for( int y=0; y<63; y++ )
-   {
-      for( int x=0; x<63; x++ )
-      {
-         v2i pos = {x*2,y*2};
-         vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf },
-                  (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf },
-                  0xa0ffffff );
-
-         vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf },
-                  (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf },
-                  0xa0ffffff );
-      }
-   }
-
-}
-
-v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l,
-    shoulder_r, shoulder_l;
-
+v3f head;
 
 void vg_update(void)
 {
@@ -251,8 +215,8 @@ void vg_update(void)
    {
       m4x3f cam_rot;
       m4x3_identity( cam_rot );
-      m4x3_rotate_y( cam_rot, -look_dir[0] );
-      m4x3_rotate_x( cam_rot, -look_dir[1] );
+      m4x3_rotate_y( cam_rot, -player.look_dir[0] );
+      m4x3_rotate_x( cam_rot, -player.look_dir[1] );
 
       v3f lookdir = { 0.0f, 0.0f, -1.0f },
           sidedir = { 1.0f, 0.0f,  0.0f };
@@ -279,8 +243,9 @@ void vg_update(void)
       }
       
       v2_muls( view_vel, 0.75f, view_vel );
-      v2_add( view_vel, look_dir, look_dir );
-      look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+      v2_add( view_vel, player.look_dir, player.look_dir );
+      player.look_dir[1] = 
+         vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 
       if( vg_get_button( "forward" ) )
          v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
@@ -292,49 +257,33 @@ void vg_update(void)
          v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
 
       v3_muls( move_vel, 0.75f, move_vel );
-      v3_add( move_vel, player_head, player_head );
+      v3_add( move_vel, player.view, player.view );
 
       return;
    }
-
+   
    if( vg_get_button( "forward" ) )
    {
-      v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) };
-      v3_muladds( player_vel, accel, 5.0f * timestep, player_vel );
-   }
-   
-   m4x3f player_transform,
-         world_to_local, local_to_world;
-
-   m4x3_identity( player_transform );
-   m4x3_translate( player_transform, player_pos );
-   m4x3_rotate_y( player_transform, -player_yaw );
+      v3f dir = { 0.0f, 0.0f, -1.0f };
 
-   m4x3_identity( world_to_local );
-   m4x3_rotate_y( world_to_local, player_yaw );
-   
-   m4x3_identity( local_to_world );
-   m4x3_rotate_y( local_to_world, -player_yaw );
+      m3x3_mulv( player.to_world, dir, dir );
+      v3_muladds( player.v, dir, 5.0f * timestep, player.v );
+   }
 
    /* Get front and back contact points */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm;
+   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
 
-   m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
+   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
+   m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
+   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
 
-   v3_muladds( player_pos, fwd, 1.0f, contact_front );
-   v3_muladds( player_pos, fwd,-1.0f, contact_back );
-   v3_muladds( player_pos, fwd1, 1.0f, contact_norm );
+   v3_muladds( player.co, fwd, 1.0f, contact_front );
+   v3_muladds( player.co, fwd,-1.0f, contact_back );
+   v3_muladds( player.co, fwd1, 1.0f, contact_norm );
    
-#if 0
-   road_patch_setplayer( &road_main, player_pos );
-   sample_road_height( &road_main, contact_front );
-   sample_road_height( &road_main, contact_back );
-#else
    sample_scene_height( &world_scene, contact_front );
    sample_scene_height( &world_scene, contact_back );
    sample_scene_height( &world_scene, contact_norm );
-#endif
 
    v3f norm;
    v3f v0, v1;
@@ -344,99 +293,104 @@ void vg_update(void)
    v3_normalize( norm );
 
    v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player_vel, gravity, timestep, player_vel );
+   v3_muladds( player.v, gravity, timestep, player.v );
 
    v3f ground_pos;
-   v3_copy( player_pos, ground_pos );
+   v3_copy( player.co, ground_pos );
    sample_scene_height( &world_scene, ground_pos );
 
    static int in_air = 1;
 
    if( in_air )
    {
-      if( ground_pos[1] > player_pos[1] )
+      if( ground_pos[1] > player.co[1] )
          in_air = 0;
    }
 
    if( !in_air )
    {
-      float resistance = v3_dot( norm, player_vel );
+      float resistance = v3_dot( norm, player.v );
 
       if( resistance >= 0.0f )
          in_air = 1;
       else
       {
-         v3_muladds( player_vel, norm, -resistance, player_vel );
+         v3_muladds( player.v, norm, -resistance, player.v );
       }
    }
 
-   /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */
-   v3_muladds( player_pos, player_vel, timestep, player_pos );
+   /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
+   v3_muladds( player.co, player.v, timestep, player.co );
    
    float slip = 0.0f;
+   float yawamt = 0.0f;
 
    if( !in_air )
    {
-      player_pos[1] = (contact_front[1]+contact_back[1])*0.5f;
+      player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
 
-   vg_line( player_pos, contact_front, 0xff00ffff );
-   vg_line( player_pos, contact_back, 0xff00ffa0 );
+      vg_line( player.co, contact_front, 0xff00ffff );
+      vg_line( player.co, contact_back, 0xff00ffa0 );
 
-   /* Create the 'travel' vector */
-   v3f travel;
-   v3_sub( contact_front, contact_back, travel );
-   v3_normalize( travel );
+      /* Create the 'travel' vector */
+      v3f travel;
+      v3_sub( contact_front, contact_back, travel );
+      v3_normalize( travel );
 
-   /* Apply gravity */
+      /* Apply gravity */
 #if 0
-   float gravity_conversion = -v3_dot( travel, gravity );
-   vel[2] += gravity_conversion * substep;
+      float gravity_conversion = -v3_dot( travel, gravity );
+      vel[2] += gravity_conversion * substep;
 #endif
 
-   /* Get localized (rotated) rigidbody forces 
-    *           -z
-    *            ^
-    *           -|-
-    *            |
-    *           +z
-    */
-   
-   v3f vel;
-   m4x3_mulv( world_to_local, player_vel, vel );
+      /* Get localized (rotated) rigidbody forces 
+       *           -z
+       *            ^
+       *           -|-
+       *            |
+       *           +z
+       */
+      
+      v3f vel;
+      m3x3_mulv( player.to_local, player.v, vel );
 
-   /* Calculate local forces */
-   slip = -vel[0] / vel[2];
-   float substep = timestep * 0.2f;
+      /* Calculate local forces */
+      slip = -vel[0] / vel[2];
+      float substep = timestep * 0.2f;
 
-   if( fabsf( slip ) > 1.2f )
-   {
-      slip = vg_signf( slip ) * 1.2f;
-   }
-   
-   for( int i=0; i<5; i++ )
-   {
-      if( fabsf(vel[2]) >= 0.02f*substep )
-         vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
-      if( fabsf(vel[0]) >= 6.0f*substep )
-         vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
-   }
-   
-   m4x3_mulv( local_to_world, vel, player_vel );
+      if( fabsf( slip ) > 1.2f )
+      {
+         slip = vg_signf( slip ) * 1.2f;
+      }
+      
+      for( int i=0; i<5; i++ )
+      {
+         if( fabsf(vel[2]) >= 0.02f*substep )
+            vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
+         if( fabsf(vel[0]) >= 6.0f*substep )
+            vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
+      }
+      
+      m3x3_mulv( player.to_world, vel, player.v );
 
-   if( vg_get_button( "yawl" ) )
-      player_yaw -= 1.6f * timestep;
-   if( vg_get_button( "yawr" ) )
-      player_yaw += 1.6f * timestep;
+      if( vg_get_button( "yawl" ) )
+         yawamt =  1.6f * timestep;
+      if( vg_get_button( "yawr" ) )
+         yawamt = -1.6f * timestep;
+      
+      yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
 
-   player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep;
    }
    else
    {
-      player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep;
-      look_dir[0] = player_yaw;
+      yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
    }
 
-   look_dir[0] = atan2f( player_vel[0], -player_vel[2] );
+   v4f rotate;
+   q_axis_angle( rotate, vup, yawamt );
+   q_mul( rotate, player.rot, player.rot );
+
+   player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
    
    /* Creating a skeleton of the player dynamically */
    float kheight = 1.8f,
@@ -447,9 +401,9 @@ void vg_update(void)
    static v3f last_vel = { 0.0f, 0.0f, 0.0f };
    static v3f bob, bob1;
 
-   v3_sub( player_vel, last_vel, player_accel );
-   v3_copy( player_vel, last_vel );
-   v3_add( bob, player_accel, bob );
+   v3_sub( player.v, last_vel, player.a );
+   v3_copy( player.v, last_vel );
+   v3_add( bob, player.a, bob );
 
    bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
    bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
@@ -458,63 +412,15 @@ void vg_update(void)
    v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
    v3_lerp( bob1, bob, 0.1f, bob1 );
    
-   /* Feet */
-   foot_r[0] =  0.0f;
-   foot_r[1] =  0.0f;
-   foot_r[2] =  0.3f;
-
-   foot_l[0] =  0.0f;
-   foot_l[1] =  0.0f;
-   foot_l[2] = -0.3f;
-   
    /* Head */
    head[0] =  (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
    head[1] =  cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
    head[2] =  0.0f;
 
-   /* Hips */
-   butt[0] = -sinf(slip)*0.2f;
-   butt[1] =  cosf(slip);
-   butt[2] =  0.0f;
-   v2_normalize(butt);
-   v2_muls( butt, -0.7f, butt );
-   v2_add( head, butt, butt );
-   
-   /* Knees */
-   v2_sub( butt, (v2f){0.0f,0.0f}, ac );
-   float cl = v2_length( ac ),
-          d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ),
-          x = atan2f( ac[0], ac[1] ),
-          ad = (-VG_PIf-d)/2.0f;
-
-   v2_muladds( (v2f){0.0f,0.0f}, 
-               (v2f){ sinf( ad+x ), cosf( ad + x ) },
-               kleg, knee_l );
-   knee_l[2] = -0.3f;
-
-   v2_copy( knee_l, knee_r );
-   knee_r[2] = 0.3f;
-
-   /* shoulders */
-   v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r );
-
-   /* Hands */
-   hand_r[0] =  sinf( slip ) * 0.1f;
-   hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f;
-   hand_r[2] = -sinf( fabsf(slip) * 2.4f );
-   v3_add( shoulder_r, hand_r, hand_r );
-
-   m4x3_mulv( player_transform, head, head );
-   m4x3_mulv( player_transform, butt, butt );
-   m4x3_mulv( player_transform, knee_l, knee_l );
-   m4x3_mulv( player_transform, knee_r, knee_r );
-   m4x3_mulv( player_transform, foot_l, foot_l );
-   m4x3_mulv( player_transform, foot_r, foot_r );
-   m4x3_mulv( player_transform, hand_r, hand_r );
-   m4x3_mulv( player_transform, shoulder_r, shoulder_r );
-
-   v3_copy( head, player_head );
-   
+   m4x3_mulv( player.to_world, head, head );
+   v3_copy( head, player.view );
+
+   player_transform_update();
 }
 
 static void debug_grid( v3f at )
@@ -545,15 +451,16 @@ void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   v3_negate( player_head, pos_inv );
+   v3_negate( player.view, pos_inv );
 
-   float speed = v3_length( player_vel );
+   float speed = v3_length( player.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
    v3_muls( shake, speed*0.01f, shake );
 
    m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f );
-   m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f );
+   m4x3_rotate_x( world_matrix, 
+         freecam? player.look_dir[1]: 0.3f+shake[1]*0.04f );
+   m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
    m4x3_translate( world_matrix, pos_inv );
    
    m4x4f world_4x4;
@@ -572,12 +479,16 @@ void vg_render(void)
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
 
-   v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) };
-   v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] };
+   v3f board_fwd = { 0.0f, 0.0f, -1.0f };
+   v3f board_side = { 1.0f, 0.0f, 0.0f };
+
+   m3x3_mulv( player.to_world, board_fwd, board_fwd );
+   m3x3_mulv( player.to_world, board_side, board_side );
+
    v3f bnw, bne, bse, bsw;
    
-   v3_muladds( player_pos, board_fwd, 0.75f, bnw );
-   v3_muladds( player_pos, board_fwd, -0.75f, bsw );
+   v3_muladds( player.co, board_fwd, 0.75f, bnw );
+   v3_muladds( player.co, board_fwd, -0.75f, bsw );
    v3_muladds( bnw, board_side,  0.1f, bne );
    v3_muladds( bnw, board_side, -0.1f, bnw );
    v3_muladds( bsw, board_side,  0.1f, bse );
@@ -590,25 +501,6 @@ void vg_render(void)
 
    glEnable( GL_DEPTH_TEST );
 
-   v3f leg_dr, leg_dl, leg_ar, leg_al;
-
-   v3_sub( foot_l, butt, leg_dl );
-   v3_sub( foot_r, butt, leg_dr );
-   leg_dl[1] = 0.0f;
-   leg_dr[1] = 0.0f;
-   v3_normalize( leg_dl );
-   v3_normalize( leg_dr );
-
-   v3f v0;
-   v3_sub( butt, knee_l, v0 );
-   float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
-
-   v3_sub( knee_l, foot_l, v0 );
-   float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
-
-   float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ),
-         leg_yr = atan2f( leg_dr[2], leg_dr[0] );
-
    SHADER_USE( shader_debug_vcol );
    m4x3f temp;
    m4x4f temp1;
@@ -616,23 +508,10 @@ void vg_render(void)
    vg_tex2d_bind( &tex_grid, 0 );
    scene_tree_sway = 0.0f;
 
-   vg_line( head, butt, 0xff0000ff );
-   vg_line( butt, knee_l, 0xff0000ff );
-   vg_line( butt, knee_r, 0xff0000ff );
-   vg_line( foot_l, knee_l, 0xff00a0ff );
-   vg_line( foot_r, knee_r, 0xff00a0ff );
-   vg_line( head, shoulder_r, 0xa0ff00ff );
-   vg_line( shoulder_r, hand_r, 0xffff00ff );
    m4x3_identity( temp );
-
-   m4x3_translate( temp, knee_l );
-   m4x3_rotate_x( temp, knee_pl );
-   m4x3_rotate_y( temp, leg_yl );
-
    m4x3_expand( temp, temp1 );
        glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
          1, GL_FALSE, (float *)temp1 );
-
    scene_draw( &player_scene, -1, 0 );
    
    m4x3_identity( temp );
@@ -658,11 +537,11 @@ void vg_ui(void)
 {
    char buf[20];
 
-   snprintf( buf, 20, "%.2fm/s", v3_length( player_vel ) );
+   snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
    gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
    snprintf( buf, 20, "%.2f %.2f %.2f m/s", 
-         player_accel[0], player_accel[1], player_accel[2] );
+         player.a[0], player.a[1], player.a[2] );
 
    gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );