}
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;
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;
}
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 );
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)
{
{
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 };
}
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 );
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;
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,
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 );
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 )
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;
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 );
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;
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 );
{
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 );