new model loader
authorhgn <hgodden00@gmail.com>
Mon, 6 Jun 2022 06:37:26 +0000 (07:37 +0100)
committerhgn <hgodden00@gmail.com>
Mon, 6 Jun 2022 06:37:26 +0000 (07:37 +0100)
blender_export.py
character.h [new file with mode: 0644]
ik.h
main.c
model.h
scene.h
textures/ch_gradient.png [new file with mode: 0644]
vg_config.h

index 05f2b6ffc833747ef8d2d9b90b2e5a625a940b21..e599ee7b5ab5371093e87b7f83fef2f504224d24 100644 (file)
@@ -20,6 +20,7 @@ class submodel(Structure):
                ("vertex_start",c_uint32),
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
+               ("pivot",c_float*3),
                ("sdf",sdf_primative),
                ("sdf_type",c_int32),
                ("name",c_char*32)]
@@ -63,6 +64,10 @@ def write_model(name):
          sm.vertex_count = len(data.vertices)
          sm.indice_count = len(data.loop_triangles)*3
          sm.sdf_type = 0
+         sm.pivot[0] =  obj.matrix_world.translation[0]
+         sm.pivot[1] =  obj.matrix_world.translation[2]
+         sm.pivot[2] = -obj.matrix_world.translation[1]
+
          for i in range(3):
             sm.bbx[0][i] =  999999
             sm.bbx[1][i] = -999999
@@ -141,3 +146,6 @@ write_model( "free_dev" )
 write_model( "char_dev" )
 write_model( "skydome" )
 write_model( "cement_r1" )
+
+for col in bpy.data.collections["export"].children:
+   write_model( col.name )
diff --git a/character.h b/character.h
new file mode 100644 (file)
index 0000000..27430b4
--- /dev/null
@@ -0,0 +1,299 @@
+#ifndef CHARACTER_H
+#define CHARACTER_H
+
+#include "vg/vg.h"
+#include "model.h"
+#include "ik.h"
+
+#define FOREACH_PART(FN) \
+   FN( body0 ) \
+   FN( body1 ) \
+   FN( neck ) \
+   FN( head ) \
+   FN( arm_l0 ) \
+   FN( arm_l1 ) \
+   FN( hand_l ) \
+   FN( arm_r0 ) \
+   FN( arm_r1 ) \
+   FN( hand_r ) \
+   FN( leg_l0 ) \
+   FN( leg_l1 ) \
+   FN( foot_l ) \
+   FN( leg_r0 ) \
+   FN( leg_r1 ) \
+   FN( foot_r ) \
+   FN( wheels ) \
+   FN( board ) \
+
+#define MAKE_ENUM(ENUM) k_chpart_##ENUM,
+#define MAKE_STRING(STR) #STR,
+#define ADD_ONE(_) +1
+#define PART_COUNT FOREACH_PART(ADD_ONE)
+
+enum character_part
+{
+   FOREACH_PART( MAKE_ENUM )
+};
+
+static const char *character_part_strings[] =
+{
+   FOREACH_PART( MAKE_STRING )
+};
+
+
+struct character
+{
+   glmesh mesh;
+   
+   submodel parts[ PART_COUNT ];
+   m4x3f matrices[ PART_COUNT ];
+   
+   /* Auxillary information */
+   v3f offsets[ PART_COUNT ];
+
+   /* 
+    * Controls
+    *  note: - base nodes of IK structures will be filled automatically 
+    *        - all positions are in local space to the mroot
+    */
+   struct ik_basic ik_arm_l, ik_arm_r,
+                   ik_leg_l, ik_leg_r,
+                   ik_body;
+
+   v4f qhead;
+   float rhip, rcollar, /* twist of hip and collar controls,
+                           these act in the local +y axis of the part */
+         rfootl, rfootr,
+         rhandl, rhandr;
+
+   v3f ground_normal;   /* Feet will be aligned to this */
+   m4x3f mroot;
+};
+
+static void character_offset( struct character *ch, enum character_part parent,
+      enum character_part child )
+{
+   v3_sub( ch->parts[ child ].pivot, ch->parts[ parent ].pivot, 
+         ch->offsets[ child ] );
+}
+
+static int character_load( struct character *ch, const char *name )
+{
+   char buf[64];
+
+   snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
+   model *src = vg_asset_read( buf );
+
+   if( !src )
+   {
+      vg_error( "Could not open 'models/%s.mdl'", name );
+      return 0;
+   }
+   
+   int error_count = 0;
+
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
+      submodel *sm = submodel_get( src, buf );
+
+      if( !sm )
+      {
+         vg_warn( "Character file does not contain an '_%s' part.\n",
+               character_part_strings[i] );
+         error_count ++;
+         
+         memset( &ch->parts[i], 0, sizeof(submodel) );
+         continue;
+      }
+
+      ch->parts[i] = *sm;
+   }
+
+   model_unpack( src, &ch->mesh );
+   
+   if( !error_count )
+      vg_success( "Loaded character file '%s' with no errors\n", name );
+
+   /* Create the offsets */
+   character_offset( ch, k_chpart_body0, k_chpart_body1 );
+   character_offset( ch, k_chpart_body1, k_chpart_neck );
+   character_offset( ch, k_chpart_neck, k_chpart_head );
+
+   character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
+   character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
+   character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
+
+   character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
+   character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
+   character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
+
+   character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
+   character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
+   character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
+
+   character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
+   character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
+   character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
+
+   ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
+   ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
+   ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
+   ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
+
+   ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
+   ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
+   ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
+   ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
+
+   ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
+   ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
+
+   free( src );
+   return 1;
+}
+
+static void character_eval( struct character *ch )
+{
+   m4x3f *mats = ch->matrices;
+   v3f *offs = ch->offsets;
+
+   ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1], 
+         k_ikY, k_ikX );
+   
+   m3x3f temp;
+   v4f body_rotation;
+   /* TODO: Do this directly via m3x3 */
+
+   q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
+   q_m3x3( body_rotation, temp );
+   m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
+
+   q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
+   q_m3x3( body_rotation, temp );
+   m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
+   
+   /* Setup aux */
+   m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
+   m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
+   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
+   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
+
+   /* IK for arms and legs */
+   ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1], 
+         k_ikZ, k_ikY );
+   ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
+         k_iknZ, k_ikY );
+   ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
+         k_ikY, k_iknX );
+   ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
+         k_ikY, k_iknX );
+
+   /* Feet */
+   m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
+   m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
+   m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l], 
+         mats[k_chpart_foot_l][3] );
+   m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r], 
+         mats[k_chpart_foot_r][3] );
+   
+   /* Hands */
+   m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
+   m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
+   m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l], 
+         mats[k_chpart_hand_l][3] );
+   m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r], 
+         mats[k_chpart_hand_r][3] );
+   
+   /* Neck / Head */
+   m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
+   m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck], 
+         mats[k_chpart_neck][3] );
+
+   m3x3_copy( mats[k_chpart_neck], mats[k_chpart_head] );
+   m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
+
+   for( int i=0; i<PART_COUNT; i++ )
+      m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
+}
+
+static void character_testpose( struct character *ch, float t )
+{
+   /* Body */
+   float *hips = ch->ik_body.base,
+         *collar = ch->ik_body.end,
+         *pole = ch->ik_body.pole;
+
+   hips[0] = cosf(t*1.325f)*0.25f;
+   hips[1] = (sinf(t)*0.2f+0.6f) * ch->parts[ k_chpart_body0 ].pivot[1];
+   hips[2] = 0.0f;
+   
+   collar[0] = hips[0];
+   collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
+   collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
+   
+   v3_add( hips, collar, pole );
+   v3_muls( pole, 0.5f, pole );
+   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
+
+   /* Legs */
+   float *footl = ch->ik_leg_l.end,
+         *footr = ch->ik_leg_r.end,
+         *polel = ch->ik_leg_l.pole,
+         *poler = ch->ik_leg_r.pole;
+
+   footl[0] = sinf(t*0.563f);
+   footl[1] = 0.0f;
+   footl[2] = 0.0f;
+
+   footr[0] = 0.0f;
+   footr[1] = 0.0f;
+   footr[2] = cosf(t*0.672f);
+   
+   v3_add( hips, footl, polel );
+   v3_muls( polel, 0.4f, polel );
+   v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
+
+   v3_add( hips, footr, poler );
+   v3_muls( poler, 0.4f, poler );
+   v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
+   
+   /* Arms */
+   float *arml = ch->ik_arm_l.end,
+         *armr = ch->ik_arm_r.end;
+   polel = ch->ik_arm_l.pole;
+   poler = ch->ik_arm_r.pole;
+
+   v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
+   v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
+   v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
+   v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
+
+   /* Other */
+   ch->rhip = sinf(t*0.2f);
+   ch->rcollar = sinf(t*0.35325f);
+   q_identity( ch->qhead );
+
+   m4x3_identity( ch->matrices[k_chpart_board] );
+   m4x3_identity( ch->matrices[k_chpart_wheels] );
+}
+
+static void character_draw( struct character *ch, int temp )
+{
+   mesh_bind( &ch->mesh );
+
+   glEnable( GL_CULL_FACE );
+   glCullFace( GL_BACK );
+
+   for( int i=0; i<PART_COUNT; i++ )
+   {
+      glUniformMatrix4x3fv( temp, 1, GL_FALSE, (float *)ch->matrices[i] );
+      submodel_draw( &ch->parts[i] );
+   }
+}
+
+#undef FOREACH_PART
+#undef MAKE_ENUM
+#undef MAKE_STRING
+#undef ADD_ONE
+#endif
diff --git a/ik.h b/ik.h
index 0bbe3b2aed581cbc8cfb3f7136c3f080472b2372..e02fd30af91dbd76a1ca865003714a4bb75bcd95 100644 (file)
--- a/ik.h
+++ b/ik.h
@@ -1,3 +1,6 @@
+#ifndef IK_H
+#define IK_H
+
 #include "vg/vg.h"
 
 /*
@@ -22,13 +25,74 @@ struct ik_basic
    float l1, l2;
 };
 
-static void ik_basic( struct ik_basic *ik, m4x3f m1, m4x3f m2 )
+typedef enum ik_dir ik_dir;
+enum ik_dir
+{
+   k_ikX,
+   k_iknX,
+   k_ikY,
+   k_iknY,
+   k_ikZ,
+   k_iknZ
+};
+
+static void ik_track_to( m4x3f m, v3f pos, v3f target, v3f axis, 
+      ik_dir fwd, ik_dir up )
+{
+   v3f dir, other;
+   v3_sub( target, pos, dir );
+   v3_normalize( dir );
+   v3_cross( dir, axis, other );
+
+   if( fwd == k_ikX && up == k_ikY )
+   {
+      v3_copy( axis,  m[0] );
+      v3_copy( dir,   m[1] );
+      v3_copy( other, m[2] );
+   }
+
+   if( fwd == k_ikY && up == k_ikX )
+   {
+      v3_negate( axis, m[2] );
+      v3_copy( dir,    m[1] );
+      v3_negate( other,m[0] );
+   }
+
+   if( fwd == k_ikY && up == k_iknX )
+   {
+      v3_negate( axis, m[2] );
+      v3_negate( dir,    m[1] );
+      v3_copy( other,m[0] );
+   }
+
+   if( fwd == k_ikZ && up == k_ikY )
+   {
+      v3_copy( axis,  m[1] );
+      v3_copy( dir,   m[2] );
+      v3_negate( other, m[0] );
+   }
+
+   if( fwd == k_iknZ && up == k_ikY )
+   {
+      v3_negate( axis,  m[1] );
+      v3_negate( dir,   m[2] );
+      v3_negate( other, m[0] );
+   }
+
+   v3_copy( pos, m[3] );
+}
+
+static void ik_basic( struct ik_basic *ik, m4x3f m1, m4x3f m2, 
+      enum ik_dir fwd, enum ik_dir up )
 {
    /* Localize the system into 2d */
-   v3f v0, v1, axis;
+   v3f local[3];
+   float *v0 = local[0],
+         *v1 = local[1],
+         *axis = local[2];
 
-   vg_line( ik->base, ik->pole, 0xffffff00 );
-   vg_line( ik->end, ik->pole, 0xffffff00 );
+   vg_line( ik->base, ik->pole, 0x6fffff00 );
+   vg_line( ik->end, ik->pole, 0x6fffff00 );
 
    v3_sub( ik->base, ik->pole, v0 );
    v3_sub( ik->end, ik->pole, v1 );
@@ -39,9 +103,9 @@ static void ik_basic( struct ik_basic *ik, m4x3f m1, m4x3f m2 )
    v3_cross( axis, v0, v1 );
 
    v3f p0, p1, p2;
-   v3_muladds( ik->base, axis, 0.2f, p0 );
-   v3_muladds( ik->base, v0, 0.2f, p1 );
-   v3_muladds( ik->base, v1, 0.2f, p2 );
+   v3_muladds( ik->base, axis, 0.05f, p0 );
+   v3_muladds( ik->base, v0, 0.05f, p1 );
+   v3_muladds( ik->base, v1, 0.05f, p2 );
    vg_line( ik->base, p0, 0xffff0000 );
    vg_line( ik->base, p1, 0xff00ff00 );
    vg_line( ik->base, p2, 0xff0000ff );
@@ -69,9 +133,12 @@ static void ik_basic( struct ik_basic *ik, m4x3f m1, m4x3f m2 )
    v3_muladds( world_knee, v1, knee[1], world_knee );
 
    /* Create matrices */
-   m4x3_lookat( m1, ik->base, world_knee, axis );
-   m4x3_lookat( m2, world_knee, ik->end, axis );
+   
+   ik_track_to( m1, ik->base, world_knee, axis, fwd, up );
+   ik_track_to( m2, world_knee, ik->end, axis, fwd, up );
 
-   vg_line( ik->base, world_knee, 0xff0000ff );
-   vg_line( world_knee, ik->end, 0xff00ff40 );
+   vg_line( ik->base, world_knee, 0xa00000ff );
+   vg_line( world_knee, ik->end, 0xa000ff40 );
 }
+
+#endif
diff --git a/main.c b/main.c
index c3e75104403cf7c8609a76f8eb5342982246e646..fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65 100644 (file)
--- a/main.c
+++ b/main.c
@@ -8,6 +8,7 @@ vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
 vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
 
 vg_tex2d *texture_list[] =
 {
@@ -15,7 +16,8 @@ vg_tex2d *texture_list[] =
    &tex_gradients,
    &tex_grid,
    &tex_sky,
-   &tex_cement
+   &tex_cement,
+   &tex_pallet
 };
 
 /* Convars */
@@ -25,11 +27,13 @@ static int debugsdf = 0;
 static int sv_debugcam = 0;
 static int sv_phys = 0;
 static int thirdperson = 0;
+static int clock_divider = 1;
 
 /* Components */
 #include "road.h"
 #include "scene.h"
 #include "ik.h"
+#include "character.h"
 
 int main( int argc, char *argv[] )
 { 
@@ -57,9 +61,17 @@ static struct gplayer
    float grab;
    float pitch;
 
+   v3f land_target;
+   v3f land_target_log[12];
+   int land_log_count;
+   m3x3f vr;
+
    m4x3f to_world, to_local;
    
+   struct character mdl;
+
    /* Opengl */
+#if 0
    glmesh mesh;
    submodel legl,
             legu,
@@ -79,6 +91,7 @@ static struct gplayer
    m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
    m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
          mfoot_l, mfoot_r;
+#endif
 
    v3f handl_target, handr_target,
        handl, handr;
@@ -177,6 +190,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "div",
+      .data = &clock_divider,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
        vg_function_push( (struct vg_cmd){
                .name = "reset",
                .function = reset_player
@@ -184,34 +205,9 @@ void vg_start(void)
    
    v3f lightDir = { 0.1f, 0.8f, 0.2f };
    v3_normalize( lightDir );
-   
-   /* Unpack player */
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   model_unpack( char_dev, &player.mesh );
-   player.legl = *submodel_get( char_dev, "legl" );
-   player.legu = *submodel_get( char_dev, "legu" );
-   player.board = *submodel_get( char_dev, "skateboard" );
-   player.torso = *submodel_get( char_dev, "torso" );
-   player.wheels = *submodel_get( char_dev, "wheels" );
-   player.foot = *submodel_get( char_dev, "foot" );
-   
-   /* new model */
-   player.leg_r0 = *submodel_get( char_dev, "leg_r0" );
-   player.leg_r1 = *submodel_get( char_dev, "leg_r1" );
-   player.foot_r = *submodel_get( char_dev, "foot_r" );
-   player.leg_l0 = *submodel_get( char_dev, "leg_l0" );
-   player.leg_l1 = *submodel_get( char_dev, "leg_l1" );
-   player.foot_l = *submodel_get( char_dev, "foot_l" );
-   player.arm_r0 = *submodel_get( char_dev, "arm_r0" );
-   player.arm_r1 = *submodel_get( char_dev, "arm_r1" );
-   player.hand_r = *submodel_get( char_dev, "hand_r" );
-   player.arm_l0 = *submodel_get( char_dev, "arm_l0" );
-   player.arm_l1 = *submodel_get( char_dev, "arm_l1" );
-   player.hand_l = *submodel_get( char_dev, "hand_l" );
-   player.body = *submodel_get( char_dev, "body" );
-   player.head = *submodel_get( char_dev, "head" );
-   free(char_dev);
 
+   character_load( &player.mdl, "ch_default" );
+   
    /* temp */
    model *cement_model = vg_asset_read("models/cement_r1.mdl" );
    model_unpack( cement_model, &world.cement );
@@ -369,6 +365,107 @@ static void apply_gravity( v3f vel, float const timestep )
    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 targetn;
+
+   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=0;m<=5; m++ )
+   {
+      float vmod = ((float)m / 5.0f)*0.15f;
+
+      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 );
+
+      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 );
+
+         vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+         
+         v3f sh;
+         v3_copy( pco, sh );
+         int hit = sample_scene_height( &world.geo, sh, targetn );
+
+         if( sh[1] >= pco[1] && hit )
+         {
+            float land_delta = v3_dot( pv, targetn );
+
+            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+            {
+               best_velocity_delta = land_delta;
+               best_velocity_mod = vmod;
+
+               v3_copy( sh, player.land_target );
+
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+            v3_copy( sh, player.land_target_log[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, norm;
+   v3_copy( pos, ground );
+
+   if( sample_scene_height( &world.geo, ground, norm ) )
+   {
+      v3f angle;
+      v3_copy( player.v, angle );
+      v3_normalize( angle );
+      float resistance = v3_dot( norm, angle );
+
+      if( resistance < 0.25f )
+      {
+         v3_copy( ground, pos );
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
 static void player_physics_ground(void)
 {
    /* 
@@ -378,21 +475,23 @@ static void player_physics_ground(void)
    v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
        axis;
 
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 );
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
+   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
+   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, 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 all_contacting = 
-      sample_scene_height( &world.geo, contact_front, NULL ) &&
-      sample_scene_height( &world.geo, contact_back, NULL ) &&
-      sample_scene_height( &world.geo, contact_norm, NULL );
+   int contact_count = 
+      sample_if_resistant( contact_front ) +
+      sample_if_resistant( contact_back ) +
+      sample_if_resistant( contact_norm );
    
-   if( !all_contacting )
+   if( contact_count < 3 )
    {
-      player.in_air = 1;
+      player_start_air();
       return;
    }
 
@@ -421,7 +520,7 @@ static void player_physics_ground(void)
 
    if( resistance >= 0.0f )
    {
-      player.in_air = 1;
+      player_start_air();
       return;
    }
    else
@@ -477,8 +576,30 @@ static void player_physics_ground(void)
    player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
 }
 
+static void draw_cross(v3f pos,u32 colour)
+{
+   v3f p0, p1;
+   v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+}
+
 static void player_physics_air(void)
 {
+   /* Debug prediciton */
+
+   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], 0xff00ffff );
+
+   draw_cross( player.land_target, 0xff0000ff );
+
    v3f ground_pos, ground_norm;
    v3_copy( player.co, ground_pos );
 
@@ -522,14 +643,16 @@ static void player_physics_air(void)
          float angle = v3_dot( localup, targetn );
          v3f axis; 
          v3_cross( localup, targetn, axis );
-
+         
          if( angle < 0.99f )
          {
             v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.01f );
+            q_axis_angle( correction, axis, acosf(angle)*0.05f );
             q_mul( correction, player.rot, player.rot );
          }
 
+         draw_cross( sh, 0xffff0000 );
+
          break;
       }
    }
@@ -540,6 +663,14 @@ static void player_physics_air(void)
 static void player_animate(void);
 static void player_update(void)
 {
+   static int clock = 0;
+
+   clock ++;
+   if( clock >= clock_divider )
+      clock = 0;
+   else
+      return;
+
    /* temp */
    if( freecam )
    {
@@ -549,7 +680,7 @@ static void player_update(void)
    
    if( vg_get_axis("grabl")>0.0f)
       reset_player(0,NULL);
-   if( vg_get_button( "forward" ) )
+   if( vg_get_button( "push" ) )
    {
       v3f dir = { 0.0f, 0.0f, -1.0f };
 
@@ -663,7 +794,7 @@ static void player_animate(void)
    float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
    player.grab = vg_lerpf( player.grab, grabt, 0.04f );
 
-   float kheight = 1.8f,
+   float kheight = 2.0f,
          kleg = 0.6f;
 
    v3f head;
@@ -680,8 +811,6 @@ static void player_animate(void)
    v3_muladds( head, offset, 0.7f, head );
    head[1] = vg_clampf( head[1], 0.3f, kheight );
 
-   m4x3_mulv( player.to_world, head, head );
-
    v3_copy( head, player.view );
 
    /* New board transformation */
@@ -695,14 +824,12 @@ static void player_animate(void)
    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 );
-
-   q_m3x3( board_rotation, player.mboard );
-   m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+   
+   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 );
-
-   m3x3_mul( player.to_world, player.mboard, player.mboard );
-   m4x3_mulv( player.to_world, board_location, player.mboard[3] );
-
+   v3_copy( board_location, mboard[3] );
 
    /* In the air, the dude should grab with the side thats highest,
     * while also sliding the same foot downwards a bit */
@@ -717,6 +844,7 @@ static void player_animate(void)
    player.handr_target[0] = 0.0f;
    player.handr_target[1] = 0.0f;
    player.handr_target[2] = -0.6f;
+
    if( 1||player.in_air )
    {
       float tuck = player.board_xy[1],
@@ -728,10 +856,8 @@ static void player_animate(void)
 
          if( player.grab > 0.1f )
          {
-            m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f}, 
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
                   player.handl_target );
-            m4x3_mulv( player.to_local, 
-                  player.handl_target, player.handl_target );
          }
       }
       else
@@ -740,10 +866,8 @@ static void player_animate(void)
 
          if( player.grab > 0.1f )
          {
-            m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f}, 
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
                   player.handr_target );
-            m4x3_mulv( player.to_local, 
-                  player.handr_target, player.handr_target );
          }
       }
    }
@@ -751,67 +875,48 @@ static void player_animate(void)
    {
    }
 
-   m3x3_copy( player.mboard, player.mfoot_l );
-   m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
-
-   m3x3_copy( player.mboard, player.mfoot_r );
-   m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
-
-   float const kleg_upper = 0.53f,
-               kleg_lower = 0.5f,
-               karm_ratio = 0.75f,
-               karm_upper = kleg_upper*karm_ratio,
-               karm_lower = kleg_lower*karm_ratio;
-
-   /* Create IK targets */
-   struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
-                   ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
-                   ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
-                   ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
-   v3f butt, fwd;
-   v4f hip_rotation;
-
-   /* create hip rotation */
-   q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
-   q_m3x3( hip_rotation, player.mbutt );
-   m3x3_mul( player.to_world, player.mbutt, player.mbutt );
+   v3f fwd;
    
    /* offset */
-   m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
-   v3_add( butt, player.view, butt );
-   v3_copy( butt, player.mbutt[3] );
+   float *hips = player.mdl.ik_body.base,
+         *collar = player.mdl.ik_body.end,
+         *pole = player.mdl.ik_body.pole;
    
-   m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
-   m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
+   v3_add( hips, collar, pole );
+   v3_muls( pole, 0.5f, pole );
+   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
 
-   m4x3_mulv( player.mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r.end );
-   m4x3_mulv( player.mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l.end );
-   m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
-   m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
+   v3_copy( player.view, collar );
+   v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
+   
+   player.mdl.rhip = sinf(vg_time);
+   player.mdl.rcollar = sinf(vg_time)*0.5f;
+
+   struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
+                   *ik_leg_r = &player.mdl.ik_leg_r,
+                   *ik_arm_l = &player.mdl.ik_arm_l,
+                   *ik_arm_r = &player.mdl.ik_arm_r;
+
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r->end );
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l->end );
 
-   /* Compute IK */
-   ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
-   ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
+   m4x3f tomp;
+   m4x3_identity(tomp);
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f },  ik_leg_r->pole );
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f },  ik_leg_l->pole );
 
    /* Arms */
    v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
                neckr = {0.0f, 0.5f,-0.2f};
    
-   m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
-   m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
-
    v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
    v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
 
-   m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
-   m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
-   m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l.pole );
-   m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
+   v3_copy( player.handl, ik_arm_l->end );
+   v3_copy( player.handr, ik_arm_r->end );
+   v3_copy( (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l->pole );
+   v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
    
-   ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
-   ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
-
    if( thirdperson )
    {
       v3f nv;
@@ -819,28 +924,25 @@ static void player_animate(void)
       v3_normalize( nv );
       v3_muladds( player.view, nv, -3.0f, player.view );
    }
+   
+   v3f camoffs = {-0.3f,0.0f,0.3f};
+   v3_add( player.view, camoffs, player.view );
+
+   m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
 }
 
 static void draw_player(void)
 {
-   mesh_bind( &player.mesh );
-
    /* Draw */
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-
-   mesh_bind( &player.mesh );
-   m4x4f mat;
-
    SHADER_USE(shader_standard_lit);
 
        glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
          1, GL_FALSE, (float *)vg_pv );
    glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-   vg_tex2d_bind( &tex_grid, 0 );
 
    GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
    
+#if 0
    float kscale = 0.7f;
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
          0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
@@ -856,6 +958,8 @@ static void draw_player(void)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glBlendEquation(GL_FUNC_ADD);
    glDisable( GL_DEPTH_TEST );
+#endif
+#if 0
    glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
          0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
 
@@ -899,6 +1003,14 @@ static void draw_player(void)
 
    glDisable(GL_BLEND);
    glEnable( GL_DEPTH_TEST );
+#endif
+
+   vg_tex2d_bind( &tex_pallet, 0 );
+   //m4x3_identity( player.mdl.mroot );
+   //character_testpose( &player.mdl, vg_time );
+   m4x3_copy( player.to_world, player.mdl.mroot );
+   character_eval( &player.mdl );
+   character_draw( &player.mdl, kuMdl );
 }
 
 void vg_render(void) 
@@ -911,20 +1023,20 @@ void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   v3_negate( player.view, pos_inv );
+   m4x3_mulv( player.to_world, player.view, pos_inv );
+   v3_negate( pos_inv, pos_inv );
 
    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 );
 
-   static v2f look_lerped = {0.0f,0.0f};
-   v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
-
    m4x3_identity( world_matrix );
    m4x3_rotate_x( world_matrix, 
-         freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
+         freecam? 
+         player.look_dir[1]: 
+         0.6f+shake[1]*0.04f+player.look_dir[1] );
 
-   m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
+   m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
    m4x3_translate( world_matrix, pos_inv );
    
    m4x4f world_4x4;
@@ -958,7 +1070,7 @@ void vg_render(void)
    SHADER_USE(shader_unlit);
    m4x3f temp2;
    m4x3_identity(temp2);
-   //m4x4_translate( temp2, player.co );
+   m4x3_translate( temp2, player.co );
        glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 
          1, GL_FALSE, (float *)temp2 );
        glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 
diff --git a/model.h b/model.h
index 2aaf48358517283fa72d6c40a1e0b1d6194e28a7..a1bf8ec24b70aa358abbe7f451c0cc20f196e7d3 100644 (file)
--- a/model.h
+++ b/model.h
@@ -1,3 +1,6 @@
+#ifndef MODEL_H
+#define MODEL_H
+
 #include "vg/vg.h"
 
 typedef struct model model;
@@ -36,6 +39,7 @@ struct submodel
        vertex_count;
    
    boxf bbx;
+   v3f pivot;
    sdf_primative sdf;
 
    enum esdf_type
@@ -183,3 +187,5 @@ static void model_unpack( model *model, glmesh *mesh )
    mesh_upload( mesh, model_vertex_base( model ), model->vertex_count,
                        model_indice_base( model ), model->indice_count );
 }
+
+#endif
diff --git a/scene.h b/scene.h
index 63ae145453d9521cb8a5d44827233322f67dc2da..4a0c1203d3b18e6715d64efc77373f9bd3529f3f 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -269,8 +269,12 @@ SHADER_DEFINE( shader_standard_lit,
    ""
        "void main()"
        "{"
-      "vec3 diffuse = texture( uTexMain, aUv ).rgb;"
+      "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
+      "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
 
+      "vec3 diffuse = texture( uTexMain, aUv +vec2(0.0,light1)*0.1 ).rgb;"
+
+#if 0
       "float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));"
       "float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));"
       "diffuse += vec3(0.2,0.2,0.2 ) + " 
@@ -279,6 +283,8 @@ SHADER_DEFINE( shader_standard_lit,
 
                "FragColor = vec4((diffuse*uColour.rgb),"
                         "aColour.a*uColour.a);"
+#endif
+      "FragColor = vec4(diffuse,1.0);"
        "}"
        ,
        UNIFORMS({ "uColour","uTexMain","uPv","uMdl" })
diff --git a/textures/ch_gradient.png b/textures/ch_gradient.png
new file mode 100644 (file)
index 0000000..0ae8520
Binary files /dev/null and b/textures/ch_gradient.png differ
index c1e751211ed8162392d18406c2728670e9a28128..fc153edb968847b1607b55b40dba2eaf9de3aa3e 100644 (file)
@@ -13,6 +13,7 @@ static struct button_binding vg_button_binds[] =
    { .name = "down", .bind = GLFW_KEY_F },
    { .name = "yawl", .bind = GLFW_KEY_Q },
    { .name = "yawr", .bind = GLFW_KEY_E },
+   { .name = "push", .controller = GLFW_GAMEPAD_BUTTON_B }
 };
 
 static struct axis_binding vg_axis_binds[] =