another api change
authorhgn <hgodden00@gmail.com>
Sun, 29 Jan 2023 10:58:02 +0000 (10:58 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 29 Jan 2023 10:58:02 +0000 (10:58 +0000)
camera.h
common.h
maps_src/mp_gridmap.mdl
player_device_common.h [new file with mode: 0644]
player_device_dead.h
player_device_skate.h
player_device_walk.h
player_interface.h
rigidbody.h
skaterift.c
world_gate.h

index e818e8fed096e14bfdb8f4ca67495df3f10bec8b..dbacc26afd7d89f47308781caeef7767ae0f03e4 100644 (file)
--- a/camera.h
+++ b/camera.h
@@ -27,6 +27,15 @@ struct camera
 }
 VG_STATIC main_camera;
 
+VG_STATIC void camera_lerp( camera *a, camera *b, float t, camera *d )
+{
+   v3_lerp( a->pos, b->pos, t, d->pos );
+   d->angles[0] = vg_alerpf( a->angles[0], b->angles[0], t );
+   d->angles[1] = vg_lerpf( a->angles[1], b->angles[1], t );
+   d->angles[2] = vg_lerpf( a->angles[2], b->angles[2], t );
+   d->fov = vg_lerpf( a->fov, b->fov, t );
+}
+
 /*
  * 1) [angles, pos] -> transform 
  */
index ff522676c82083b4b1de77a19333bebbe95d57af..6b10d8b2894d6ae21b082d1c0c40ebcd22f9163b 100644 (file)
--- a/common.h
+++ b/common.h
@@ -136,7 +136,7 @@ VG_STATIC float
 
 VG_STATIC float
    k_walkspeed             = 10.0f,
-   k_airspeed              = 2.0f,
+   k_airspeed              = 1.2f,
    k_stopspeed             = 4.0f,
    k_walk_accel            = 10.0f,
    k_walk_air_accel        = 7.0f,
index a742af31f9ff6de515d73f404c53dd7609f06af3..7efdc8a2322305c47ddc4001be9ac5a397e9354d 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
diff --git a/player_device_common.h b/player_device_common.h
new file mode 100644 (file)
index 0000000..6e468eb
--- /dev/null
@@ -0,0 +1,131 @@
+#ifndef PLAYER_DEVICE_COMMON_H
+#define PLAYER_DEVICE_COMMON_H
+
+#define VG_GAME
+#include "vg/vg.h"
+#include "common.h"
+#include "player_interface.h"
+
+struct mixedcam_state
+{
+   v3f vl, vt, pos, post, dir;
+   struct teleport_gate *gate;
+};
+
+/* 
+ * this is a little yucky but needs to be done so we can use this 'prediction' 
+ * in the pose function. its unfortunate. too bad
+ */
+VG_STATIC void followcam_nextpos( player_interface *player,
+                                  struct mixedcam_state *mc,
+                                  v3f next_pos, v3f d )
+{
+}
+
+
+VG_STATIC int followcam_will_hit_gate( player_interface *player,
+                                       struct mixedcam_state *mc )
+{
+   if( mc->gate )
+   {
+      v3f next_pos, d, _;
+      followcam_nextpos( player, mc, next_pos, d );
+
+      return gate_intersect_plane( mc->gate, next_pos, mc->pos, _ );
+   }
+
+   return 0;
+}
+
+VG_STATIC void mixedcam_transport( struct mixedcam_state *mc, 
+                                   teleport_gate *gate )
+{
+   m3x3_mulv( gate->transport, mc->vl, mc->vl );
+   mc->gate = gate;
+
+#if 0
+   if( !cl_thirdperson )
+      player_apply_transport_to_cam( gate->transport );
+#endif
+}
+
+VG_STATIC void mixedcam_reset( player_interface *player, 
+                               struct mixedcam_state *mc )
+{
+   mc->gate = NULL;
+}
+
+
+VG_STATIC void mixedcam_set_targets( struct mixedcam_state *mc, v3f v, v3f co )
+{
+   v3_copy( v, mc->vt );
+   v3_copy( co, mc->post );
+}
+
+
+VG_STATIC void mixedcam_iterate_firstperson_frame( player_interface *player,
+                                                   struct mixedcam_state *mc )
+{
+   v3_lerp( mc->vl, mc->vt, 4.0f*vg.time_delta, mc->vl );
+}
+
+VG_STATIC void mixedcam_iterate_thirdperson_frame( player_interface *player,
+                                                   struct mixedcam_state *mc )
+{
+   v3f prev_pos, origin, target, dir;
+
+   v3_copy( mc->pos, prev_pos );
+
+   if( mc->gate )
+   {
+      m4x3f inverse;
+      m4x3_invert_affine( mc->gate->transport, inverse );
+      m4x3_mulv( inverse, mc->post, origin );
+   }
+   else
+   {
+      v3_copy( mc->post, origin );
+   }
+
+   /* TODO: Remove? */
+   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+   v3_sub( origin, mc->pos, dir );
+   
+   if( v3_length2( dir ) < 0.1f*0.1f )
+      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
+   else
+      v3_normalize( dir );
+
+   v3_muladds( origin, dir, -2.0f, target );
+   v3_lerp( mc->pos, target, vg.frame_delta * 12.0f, mc->pos );
+   v3_copy( dir, mc->dir );
+
+   if( mc->gate )
+   {
+      v2f _;
+      if( gate_intersect_plane( mc->gate, mc->pos, prev_pos, _ ) )
+      {
+         m4x3_mulv( mc->gate->transport, mc->pos, mc->pos );
+         m3x3_mulv( mc->gate->transport, mc->dir, mc->dir );
+         //player_apply_transport_to_cam( mc->gate->transport );
+
+         mc->gate = NULL;
+      }
+   }
+}
+
+VG_STATIC void mixedcam_iterate_frame( player_interface *player,
+                                       struct mixedcam_state *mc )
+{
+   if( cl_thirdperson )
+      mixedcam_iterate_thirdperson_frame( player, mc );
+   else
+      mixedcam_iterate_firstperson_frame( player, mc );
+}
+
+VG_STATIC void mixedcam_get_camera( struct mixedcam_state *mc )
+{
+   
+}
+
+#endif /* PLAYER_DEVICE_COMMON_H */
index 848e8ecff3bf4bd833f5c52bafbd669c5677607c..9a0ed20940049aab2a269bd81eb53877455322d6 100644 (file)
@@ -23,7 +23,6 @@ VG_STATIC void player_dead_update( player_interface *player,
 VG_STATIC void player_dead_post_update( player_interface *player,
                                         player_attachment *at )
 {
-   copy_ragdoll_pose_to_avatar( &player->ragdoll, player->playeravatar );
 }
 
 VG_STATIC void player_dead_ui( player_interface *player,
@@ -38,22 +37,35 @@ VG_STATIC void player_dead_bind( player_interface *player,
                                 player->rb.v );
 }
 
-VG_STATIC void player_dead_pose( player_interface *player,
-                                 player_attachment *at, 
-                                 player_pose pose, m4x3f transform )
+/* FIXME: This should be an optional function */
+VG_STATIC void player_dead_animate( player_interface *player,
+                                    player_attachment *at )
 {
+   v3_zero( at->pose_root_co );
+   q_identity( at->pose_root_q );
+   
+   for( int i=0; i<vg_list_size( at->pose ); i ++ )
+   {
+      v3_zero( at->pose[i].co );
+      v3_fill( at->pose[i].s, 1.0f );
+      q_identity( at->pose[i].q );
+   }
 }
 
-/* FIXME: player_device_common */
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam );
-VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k );
-
-VG_STATIC void player_dead_get_camera( player_interface *player,
-                                       player_attachment *at, camera *cam )
+VG_STATIC void player_dead_post_animate( player_interface *player,
+                                         player_attachment *at )
 {
    struct player_avatar *av = player->playeravatar;
 
+   v3_zero( at->cam_1st.pos );
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
+   
+   /* FIXME: This overwrites pose blending, however, do we need to blend with 
+    * this device, anyway? */
+   copy_ragdoll_pose_to_avatar( &player->ragdoll, player->playeravatar );
+
+#if 0
    v3f vp = {-0.1f,1.8f,0.0f},
        vd = {-1.0f,0.0f,0.0f};
 
@@ -64,6 +76,7 @@ VG_STATIC void player_dead_get_camera( player_interface *player,
    cam->fov = 119.0f;
 
    skate_camera_vector_look( cam, vd, 1.0f, 0.0f );
+#endif
 }
 
 VG_STATIC void player_dead_transport( player_interface *player,
@@ -77,12 +90,12 @@ VG_STATIC player_device player_device_dead =
    .pre_update    = player_dead_pre_update,
    .update        = player_dead_update,
    .post_update   = player_dead_post_update,
-   .get_camera    = player_dead_get_camera,
+   .animate       = player_dead_animate,
+   .post_animate  = player_dead_post_animate,
    .debug_ui      = player_dead_ui,
    .bind          = player_dead_bind,
 #if 0
    .pose          = player_dead_pose,
 #endif
-   .gate_transport= player_dead_transport
 };
 #endif /* PLAYER_DEVICE_DEAD_H */
index 3d5b0795c4473af25d277209b8bcd3a384026590..04a2da1115242581249cece7b445d8d03d23c553 100644 (file)
@@ -4,6 +4,7 @@
 #include "player_interface.h"
 #include "skeleton.h"
 #include "player_model.h"
+#include "player_device_common.h"
 
 struct player_device_skate
 {
@@ -43,8 +44,9 @@ struct player_device_skate
       double start_push,
              cur_push;
 
-      v3f vl, follow_cam_pos;
-      struct teleport_gate *follow_cam_gate;
+      struct mixedcam_state cam;
+
+      v3f prev_pos;
    }
    state,
    state_gate_storage;
@@ -1101,6 +1103,7 @@ VG_STATIC void player_skate_update( player_interface *player,
                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
+   v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
 
    /* Setup colliders */
@@ -1158,6 +1161,27 @@ VG_STATIC void player_skate_update( player_interface *player,
    vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
 
    vg_line( player->rb.co, s->state.cog, VG__RED );
+
+
+   teleport_gate *gate;
+   if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+   {
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
+      m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+      m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+
+      mixedcam_transport( &s->state.cam, gate );
+
+      v4f transport_rotation;
+      m3x3_q( gate->transport, transport_rotation );
+      q_mul( transport_rotation, player->rb.q, player->rb.q );
+      rb_update_transform( &player->rb );
+
+      s->state_gate_storage = s->state;
+      player_pass_gate( player, gate );
+   }
 }
 
 VG_STATIC void player_skate_post_update( player_interface *player,
@@ -1191,14 +1215,8 @@ VG_STATIC void player_skate_ui( player_interface *player,
                         k_steer_ground, k_steer_air );
 }
 
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d );
-
-VG_STATIC void player_skate_pose( player_interface *player,
-                                  player_attachment *at, 
-                                  player_pose pose, m4x3f transform )
+VG_STATIC void player_skate_animate( player_interface *player,
+                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
    struct player_avatar *av = player->playeravatar;
@@ -1363,7 +1381,7 @@ VG_STATIC void player_skate_pose( player_interface *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, at->pose );
 
    float add_grab_mod = 1.0f - s->blend_fly;
 
@@ -1377,13 +1395,13 @@ VG_STATIC void player_skate_pose( player_interface *player,
 
       for( int i=0; i<vg_list_size(apply_to); i ++ )
       {
-         pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
-         pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-      mdl_keyframe *kf_board  = &pose[av->id_board-1],
-                   *kf_foot_l = &pose[av->id_ik_foot_l-1],
-                   *kf_foot_r = &pose[av->id_ik_foot_r-1];
+      mdl_keyframe *kf_board  = &at->pose[av->id_board-1],
+                   *kf_foot_l = &at->pose[av->id_ik_foot_l-1],
+                   *kf_foot_r = &at->pose[av->id_ik_foot_r-1];
 
       v3f bo;
       v3_muls( s->board_offset, add_grab_mod, bo );
@@ -1409,9 +1427,10 @@ VG_STATIC void player_skate_pose( player_interface *player,
    }
 
    /* transform */
-   rb_extrapolate_transform( &player->rb, transform );
+   rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
 
-   v3_muladds( transform[3], player->rb.to_world[1], -0.28f, transform[3] );
+   v3_muladds( at->pose_root_co, player->rb.to_world[1], -0.28f, 
+               at->pose_root_co );
 
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
@@ -1420,22 +1439,21 @@ VG_STATIC void player_skate_pose( player_interface *player,
    q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
 
    q_mul( qresy, qresx, qresidual );
-   q_m3x3( qresidual, mtx_residual );
-   m3x3_mul( transform, mtx_residual, transform );
+   q_normalize( qresidual );
+   q_mul( at->pose_root_q, qresidual, at->pose_root_q );
+   q_normalize( at->pose_root_q );
 
-   if( cl_thirdperson && s->state.follow_cam_gate )
+#if 0
+   if( cl_thirdperson )
    {
-      v3f next_pos, d, _;
-      skate_camera_thirdperson_nextpos( player, s, av, next_pos, d );
-
-      if( !gate_intersect_plane( s->state.follow_cam_gate, 
-                                 next_pos, s->state.follow_cam_pos, _ ) )
+      if( !followcam_will_hit_gate( player, &s->state.cam ) )
       {
          m4x3f inverse;
-         m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
+         m4x3_invert_affine( s->state.cam.gate->transport, inverse );
          m4x3_mul( inverse, transform, transform );
       }
    }
+#endif
 }
 
 VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
@@ -1455,15 +1473,17 @@ VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
 }
 
 VG_STATIC void skate_camera_firstperson( player_interface *player,
-                                         struct player_device_skate *s,
-                                         struct player_avatar *av, camera *cam )
+                                         player_attachment *at )
 {
+   struct player_device_skate *s = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
 
-   v3_zero( cam->angles );
-   cam->fov = 119.0f;
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 119.0f;
 
    v3f flat_dir,
        vel_dir,
@@ -1486,84 +1506,57 @@ VG_STATIC void skate_camera_firstperson( player_interface *player,
    //v3_normalize( flat_dir );
 
    v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
-   v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-
-   skate_camera_vector_look( cam, s->state.vl, 0.7f, 0.5f );
-}
-
-/* this is a little yucky but needs to be done so we can use this 'prediction' 
- * in the pose function. its unfortunate. too bad
- *
- * FIXME: Can do better with FREEDOM MODE + api ordering.
- */
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d )
-{
-   v3f origin, target;
-
-   if( s->state.follow_cam_gate )
-   {
-      m4x3f inverse;
-      m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
-      m4x3_mulv( inverse, player->rb.co, origin );
-   }
-   else
-   {
-      v3_copy( player->rb.co, origin );
-   }
-
-   v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   v3_sub( origin, s->state.follow_cam_pos, d );
-   
-   if( v3_length2( d ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, d );
-   else
-      v3_normalize( d );
+   v3_lerp( s->state.cam.vl, look_dir, 4.0f*vg.time_delta, s->state.cam.vl );
 
-   v3_muladds( origin, d, -2.0f, target );
-   v3_lerp( s->state.follow_cam_pos, target, vg.frame_delta * 12.0f, next_pos );
+   skate_camera_vector_look( &at->cam_1st, s->state.cam.vl, 0.7f, 0.5f );
 }
 
+#if 0
 VG_STATIC void skate_camera_thirdperson( player_interface *player,
                                          struct player_device_skate *s,
                                          struct player_avatar *av, camera *cam )
 {
    v3f prev_pos, cam_look_dir, d;
 
-   v3_copy( s->state.follow_cam_pos, prev_pos );
-   skate_camera_thirdperson_nextpos( player, s, av, s->state.follow_cam_pos, d);
+   v3_copy( s->state.cam.pos, prev_pos );
+   skate_camera_thirdperson_nextpos( player, s, av, s->state.cam.pos, d);
 
-   if( s->state.follow_cam_gate )
+   if( s->state.cam.gate )
    {
       v2f _;
-      if( gate_intersect_plane( s->state.follow_cam_gate, 
-                                s->state.follow_cam_pos, prev_pos, _ ) )
+      if( gate_intersect_plane( s->state.cam.gate, 
+                                s->state.cam.pos, prev_pos, _ ) )
       {
-         m4x3_mulv( s->state.follow_cam_gate->transport, 
-                        s->state.follow_cam_pos, s->state.follow_cam_pos );
-         m3x3_mulv( s->state.follow_cam_gate->transport, d, d );
-         player_apply_transport_to_cam( s->state.follow_cam_gate->transport );
+         m4x3_mulv( s->state.cam.gate->transport, 
+                        s->state.cam.pos, s->state.cam.pos );
+         m3x3_mulv( s->state.cam.gate->transport, d, d );
+         player_apply_transport_to_cam( s->state.cam.gate->transport );
 
-         s->state.follow_cam_gate = NULL;
+         s->state.cam.gate = NULL;
       }
    }
    
    skate_camera_vector_look( cam, d, 1.0f, 0.0f );
-   v3_copy( s->state.follow_cam_pos, cam->pos );
+   v3_copy( s->state.cam.pos, cam->pos );
 }
+#endif
 
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam )
+VG_STATIC void player_skate_post_animate( player_interface *player,
+                                          player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
    struct player_avatar *av = player->playeravatar;
 
+   v3_zero( at->cam_1st.pos );
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
+
+#if 0
    if( cl_thirdperson )
       skate_camera_thirdperson( player, s, av, cam );
    else
-      skate_camera_firstperson( player, s, av, cam );
+#endif
+   skate_camera_firstperson( player, at );
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
@@ -1577,27 +1570,6 @@ VG_STATIC void player_skate_transport( player_interface *player,
                                        player_attachment *at,
                                        teleport_gate *gate )
 {
-   struct player_device_skate *s = at->storage;
-
-   m4x3_mulv( gate->transport, player->rb.co,  player->rb.co );
-   m3x3_mulv( gate->transport, player->rb.v,   player->rb.v );
-   m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
-   m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
-   m3x3_mulv( gate->transport, s->state.vl,    s->state.vl );
-   m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
-
-   v4f transport_rotation;
-   m3x3_q( gate->transport, transport_rotation );
-   q_mul( transport_rotation, player->rb.q, player->rb.q );
-   rb_update_transform( &player->rb );
-
-   s->state.follow_cam_gate = gate;
-   s->state_gate_storage = s->state;
-
-   if( !cl_thirdperson )
-   {
-      player_apply_transport_to_cam( gate->transport );
-   }
 }
 
 VG_STATIC void player_skate_reset( player_interface *player,
@@ -1606,7 +1578,8 @@ VG_STATIC void player_skate_reset( player_interface *player,
 {
    struct player_device_skate *s = at->storage;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-   s->state.follow_cam_gate = NULL;
+
+   mixedcam_reset( player, &s->state.cam );
 }
 
 VG_STATIC player_device player_device_skate =
@@ -1614,11 +1587,10 @@ VG_STATIC player_device player_device_skate =
    .pre_update    = player_skate_pre_update,
    .update        = player_skate_update,
    .post_update   = player_skate_post_update,
-   .get_camera    = player_skate_get_camera,
+   .animate       = player_skate_animate,
+   .post_animate  = player_skate_post_animate,
    .debug_ui      = player_skate_ui,
    .bind          = player_skate_bind,
-   .pose          = player_skate_pose,
-   .gate_transport= player_skate_transport,
    .reset         = player_skate_reset
 };
 
index 94f436821cdbad67bf3e9f328b5dd15d3dc3eef8..3b30d061fa040d808fe4bea56ae1e78d415ef079 100644 (file)
@@ -12,6 +12,7 @@ struct player_device_walk
    struct
    {
       v3f angles;
+      v3f prev_pos;
 
       enum walk_activity
       {
@@ -99,6 +100,8 @@ VG_STATIC void player_walk_update( player_interface *player,
                                    player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
+   v3_copy( player->rb.co, w->state.prev_pos );
+
    w->collider.height = 2.0f;
    w->collider.radius = 0.3f;
 
@@ -283,31 +286,21 @@ VG_STATIC void player_walk_update( player_interface *player,
 
    v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
    debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-}
-
-VG_STATIC void player_walk_post_update( player_interface *player,
-                                        player_attachment *at )
-{
-   struct player_device_walk *w = at->storage;
-
-   m4x3f mtx;
-   m3x3_identity( mtx );
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
-   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
-   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
 
+   /* 
+    * CCD routine 
+    * ---------------------------------------------------
+    *
+    */
    v3f lwr_prev,
        lwr_now,
        lwr_offs = { 0.0f, w->collider.radius, 0.0f };
 
-   v3_add( lwr_offs, player->prev_position, lwr_prev );
+   v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
    v3_add( lwr_offs, player->rb.co, lwr_now );
 
    v3f movedelta;
-   v3_sub( player->rb.co, player->prev_position, movedelta );
+   v3_sub( player->rb.co, w->state.prev_pos, movedelta );
 
    float movedist = v3_length( movedelta );
 
@@ -326,35 +319,49 @@ VG_STATIC void player_walk_post_update( player_interface *player,
          debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
       }
    }
-}
 
-VG_STATIC void player_walk_ui( player_interface *player,
-                               player_attachment *at )
-{
-   player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
-                                                player->rb.v[1],
-                                                player->rb.v[2] );
-   player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
-                                                player->rb.co[1],
-                                                player->rb.co[2] );
+   teleport_gate *gate;
+   if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
+   {
+      struct player_device_walk *w = at->storage;
+
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      rb_update_transform( &player->rb );
+
+      /* analytical rotation of yaw */
+      v3f fwd_dir = { cosf(w->state.angles[0]),
+                      0.0f,
+                      sinf(w->state.angles[0])};
+      m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+      w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+      w->state_gate_storage = w->state;
+      player_pass_gate( player, gate );
+   }
 }
 
-VG_STATIC void player_walk_bind( player_interface *player,
-                                 player_attachment *at )
+VG_STATIC void player_walk_post_update( player_interface *player,
+                                        player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
 
-   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
-   w->anim_walk = skeleton_get_anim( sk, "walk" );
-   w->anim_run  = skeleton_get_anim( sk, "run" );
-   w->anim_jump = skeleton_get_anim( sk, "jump" );
+   m4x3f mtx;
+   m3x3_identity( mtx );
+   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
+   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
+   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+#if 0
+   player_apply_transport_to_cam( gate->transport );
+#endif
+
 }
 
-VG_STATIC void player_walk_pose( player_interface *player,
-                                 player_attachment *at, 
-                                 player_pose pose, m4x3f transform )
+VG_STATIC void player_walk_animate( player_interface *player,
+                                    player_attachment *at )
 {
    struct player_device_walk *w = at->storage;
    struct skeleton *sk = &player->playeravatar->sk;
@@ -409,49 +416,73 @@ VG_STATIC void player_walk_pose( player_interface *player,
 
    /* air */
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, pose );
-
-   /* Create transform matrix */
-   m3x3f rotation_mtx;
-   v4f rot;
-   q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -w->state.angles[0]-VG_PIf*0.5f );
-   q_m3x3( rot, rotation_mtx );
+   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, at->pose );
 
-   rb_extrapolate_transform( &player->rb, transform );
-   m3x3_copy( rotation_mtx, transform );
+   /* Create transform */
+   rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
+   q_axis_angle( at->pose_root_q, (v3f){0.0f,1.0f,0.0f}, 
+                 -w->state.angles[0]-VG_PIf*0.5f );
 }
 
-VG_STATIC void player_walk_get_camera( player_interface *player,
-                                       player_attachment *at, camera *cam )
+VG_STATIC void player_walk_post_animate( player_interface *player,
+                                         player_attachment *at )
 {
+   /* 
+    * Camera 
+    */
    struct player_device_walk *w = at->storage;
    struct player_avatar *av = player->playeravatar;
 
+   /* 3RD */
+   m3x3f angles;
+   euler_m3x3( w->state.angles, angles );
+
+   v3f cast_dir, origin;
+
+   v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
+
+   v3_muladds( origin, angles[2], 2.0f, at->cam_3rd.pos );
+   v3_muladds( at->cam_3rd.pos, angles[0], 0.5f, at->cam_3rd.pos );
+
+   float t;
+   v3f n;
+   if( spherecast_world( origin, at->cam_3rd.pos, 0.1f, &t, n ) != -1 )
+      v3_lerp( origin, at->cam_3rd.pos, t, at->cam_3rd.pos );
+   v3_copy( w->state.angles, at->cam_3rd.angles );
+   at->cam_3rd.fov = 90.0f;
+
+
+   /* 1ST */
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
-   v3_copy( w->state.angles, cam->angles );
-   cam->fov = 90.0f;
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
+   v3_copy( w->state.angles, at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
 }
 
-VG_STATIC void player_walk_transport( player_interface *player,
-                                      player_attachment *at,
-                                      teleport_gate *gate )
-{
-   struct player_device_walk *w = at->storage;
 
-   m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-   m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+VG_STATIC void player_walk_ui( player_interface *player,
+                               player_attachment *at )
+{
+   player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
+                                                player->rb.v[1],
+                                                player->rb.v[2] );
+   player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+                                                player->rb.co[1],
+                                                player->rb.co[2] );
+}
 
-   /* analytical rotation of yaw */
-   v3f fwd_dir = { cosf(w->state.angles[0]),
-                   0.0f,
-                   sinf(w->state.angles[0])};
-   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-   w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+VG_STATIC void player_walk_bind( player_interface *player,
+                                 player_attachment *at )
+{
+   struct player_device_walk *w = at->storage;
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
 
-   w->state_gate_storage = w->state;
-   player_apply_transport_to_cam( gate->transport );
+   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
+   w->anim_walk = skeleton_get_anim( sk, "walk" );
+   w->anim_run  = skeleton_get_anim( sk, "run" );
+   w->anim_jump = skeleton_get_anim( sk, "jump" );
 }
 
 VG_STATIC player_device player_device_walk =
@@ -459,11 +490,10 @@ VG_STATIC player_device player_device_walk =
    .pre_update    = player_walk_pre_update,
    .update        = player_walk_update,
    .post_update   = player_walk_post_update,
-   .get_camera    = player_walk_get_camera,
    .debug_ui      = player_walk_ui,
    .bind          = player_walk_bind,
-   .pose          = player_walk_pose,
-   .gate_transport= player_walk_transport
+   .animate       = player_walk_animate,
+   .post_animate  = player_walk_post_animate
 };
 
 #endif /* PLAYER_DEVICE_WALK_H */
index acd9e1e9082daace25308df87a95cfa0a8076159..e0830c1c25100f2893b108f8c36e94098999760c 100644 (file)
@@ -13,6 +13,8 @@ typedef struct player_interface  player_interface;
 typedef struct player_attachment player_attachment;
 typedef mdl_keyframe player_pose[32];
 
+#define PLAYER_DEVICE_API VG_STATIC
+
 struct player_interface
 {
    rigidbody rb;
@@ -22,8 +24,33 @@ struct player_interface
    {
       player_device *device;
       void          *storage;
+
+      /* animation driven */
+      player_pose    pose;
+      v3f            pose_root_co;
+      v4f            pose_root_q;
+      camera         cam_1st, cam_3rd;
+   }
+   dev,
+   dev_previous;
+
+   enum camera_mode
+   {
+      k_camera_mode_firstperson,
+      k_camera_mode_thirdperson
    }
-   dev;
+   camera_mode;
+
+   float camera_type_blend;
+
+   /* TODO: have an automated system for crossing the thirdperson camera 
+    * across portal boundaries. if it fails the check with the gate plane, then
+    * transform root_co and root_q, as well as final camera, BACK across the 
+    * division, using the inverse of the transport matrix
+    */
+
+   int   device_blend;
+   float device_blend_time;
 
    struct input_binding *input_js1h,
                         *input_js1v,
@@ -36,13 +63,23 @@ struct player_interface
                         *input_walkv,
                         *input_use,
                         *input_reset,
-                        *input_grab;
+                        *input_grab,
+                        *input_camera;
 
+#if 0
    v3f prev_position;
+#endif
 
    struct player_avatar  *playeravatar;
    glmesh                *playermesh;
    struct player_ragdoll  ragdoll;
+
+
+   /* FIXME: eventually store animation state here when we have more than 1
+    *        player. since currently its written into the avatar
+    *
+    * struct avatar_anim_state anim_state;
+    */
 };
 
 /* FIXME: yo */
@@ -51,26 +88,71 @@ vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 struct player_device
 {
    void (* bind )      ( player_interface *player, player_attachment *at );
+
+   /*
+    * Regular updates
+    */
    void (* pre_update) ( player_interface *player, player_attachment *at );
    void (* update)     ( player_interface *player, player_attachment *at );
    void (* post_update)( player_interface *player, player_attachment *at );
-   void (* pose)       ( player_interface *player, player_attachment *at, 
-                            player_pose pose, m4x3f transform );
 
-   void (* get_camera) ( player_interface *player, player_attachment *at, 
-                            camera *cam );
-
-   void (* attatch )   ( player_interface *player, player_attachment *at, 
-                            void *storage );
+#if 0
+   /* 
+    * Get current pose, and root transform
+    */
+   void (* pose)       ( player_interface *player, player_attachment *at, 
+                            player_pose pose, v3f root_co, v4f root_q );
+#endif
 
+   /*
+    * Use this to fill out animation state
+    */
+   void (* animate) ( player_interface *player, player_attachment *at );
+
+   /* Get current camera, required fields to be filled are:
+    *    fov
+    *    pos
+    *    angles
+    *
+    * They may be blended with other systems
+    */
+   void (* post_animate) ( player_interface *player, player_attachment *at );
+
+   /*
+     This is called when a player is forced back to a spawnpoint.
+    */
    void (* reset )     ( player_interface *player, player_attachment *at,
                            struct respawn_point *spawn );
 
-   void (* store_state)( player_interface *player, player_attachment *at );
-   void (* load_state) ( player_interface *player, player_attachment *at );
+   /*
+    * make calls into player_debugtext( .. ) in this function
+    */
    void (* debug_ui)   ( player_interface *player, player_attachment *at );
+
+#if 0
+   /*
+    * Called when going through a gate, it should modify any direction and 
+    * position sensitive things, as well as store context here. it may be
+    * restored later.
+    */
    void (* gate_transport)( player_interface *player, player_attachment *at,
                             teleport_gate *gate );
+#endif
+
+   /*
+    * Load the state previously saved when gate_transport was called
+    */
+   void (* load_state) ( player_interface *player, player_attachment *at );
+
+
+
+
+#if 0
+   void (* store_state)( player_interface *player, player_attachment *at );
+   void (* attatch )   ( player_interface *player, player_attachment *at, 
+                            void *storage );
+#endif
+
 };
 
 VG_STATIC void player_interface_create_player( player_interface *inst )
@@ -91,6 +173,7 @@ VG_STATIC void player_interface_create_player( player_interface *inst )
    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[] = 
    {
@@ -128,6 +211,7 @@ VG_STATIC void player_interface_create_player( player_interface *inst )
 
       "bind use gp-y",
       "bind use e",
+      "bind camera c"
    };
 
    for( int i=0; i<vg_list_size(default_cfg); i++ )
@@ -168,7 +252,17 @@ VG_STATIC void player_pre_update( player_interface *player )
 {
    assert( player->dev.device );
 
+   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
    v3_copy( player->rb.co, player->prev_position );
+#endif
 
    if( player->dev.device->pre_update )
       player->dev.device->pre_update( player, &player->dev );
@@ -196,57 +290,43 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
 }
 
-VG_STATIC void player_post_update( player_interface *player )
+/*
+ * Applies gate transport to a player_interface
+ */
+PLAYER_DEVICE_API 
+void player_pass_gate( player_interface *player, teleport_gate *gate )
 {
-   /* FIXME: Applies to main_camera directly! */
    
+}
+
+VG_STATIC void player_post_update( player_interface *player )
+{
    assert( player->dev.device );
 
    if( player->dev.device->post_update )
       player->dev.device->post_update( player, &player->dev );
-
-   /* FIXME: only need to test against the visible gate....
-    *        OR... bvh */
-
-   for( int i=0; i<world.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.gates[i];
-      teleport_gate *gate = &rg->gate;
-
-      if( gate_intersect( gate, player->rb.co, player->prev_position ) )
-      {
-         player->dev.device->gate_transport( player, &player->dev, gate );
-         v3_copy( player->rb.co, player->prev_position );
-      }
-   }
-   
-#if 0
-   camera_update_transform( &player->cam );
-   camera_update_view( &player->cam );
-   camera_update_projection( &player->cam );
-   camera_finalize( &player->cam );
-#endif
 }
 
-#if 0
 VG_STATIC void player_pre_render( player_interface *player )
 {
-   assert( player->dev.device );
+   player->dev.device->animate( player, &player->dev );
 
-   if( player->dev.device->pre_render )
-      player->dev.device->pre_render( player );
-}
-#endif
+   /* TODO: eventually, blending code goes here */
 
-VG_STATIC void player_pre_render( player_interface *player )
-{
-   player_pose pose;
    m4x3f transform;
+   q_m3x3( player->dev.pose_root_q, transform );
+   v3_copy( player->dev.pose_root_co, transform[3] );
+
+   struct skeleton *sk = &player->playeravatar->sk;
 
-   /* FIXME: Give devices more control over these render stages, and have 
-    *        'API calls'
-    *        for this kindof crap instead of it dictating order... */
+   skeleton_apply_pose( sk, player->dev.pose, k_anim_apply_defer_ik );
+   skeleton_apply_ik_pass( sk );
+   skeleton_apply_pose( sk, player->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 );
@@ -260,9 +340,29 @@ VG_STATIC void player_pre_render( player_interface *player )
       skeleton_apply_transform( sk, transform );
       skeleton_debug( sk );
    }
+#endif
+
+   player->dev.device->post_animate( player, &player->dev );
 
-   player->dev.device->get_camera( player, &player->dev, &player->cam );
-   /* TODO: if dead copy ragdoll.. . */
+   /* 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( &player->dev.cam_1st, &player->dev.cam_3rd, t, &player->cam );
+
+
+#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 )
@@ -320,7 +420,9 @@ VG_STATIC void player_spawn( player_interface *player,
                              struct respawn_point *rp )
 {
    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 );
@@ -330,6 +432,7 @@ VG_STATIC void player_spawn( player_interface *player,
       player->dev.device->reset( player, &player->dev, rp );
 }
 
+
 VG_STATIC void player_kill( player_interface *player )
 {
    
@@ -338,7 +441,8 @@ VG_STATIC void player_kill( player_interface *player )
 /*
  * Apply per render-frame mouse look from player to angles
  */
-VG_STATIC void player_look( player_interface *player, v3f 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 );
index d2ce94922cf494335774e918681562f1a40aaab2..ad4b600550f3f95284362e417524a465abf9da86 100644 (file)
@@ -404,6 +404,7 @@ VG_STATIC void rb_update_transform( rigidbody *rb )
  * Extrapolate rigidbody into a transform based on vg accumulator.
  * Useful for rendering
  */
+__attribute__ ((deprecated))
 VG_STATIC void rb_extrapolate_transform( rigidbody *rb, m4x3f transform )
 {
    float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
@@ -434,6 +435,30 @@ VG_STATIC void rb_extrapolate_transform( rigidbody *rb, m4x3f transform )
    v3_copy( co, transform[3] );
 }
 
+VG_STATIC void rb_extrapolate( rigidbody *rb, v3f co, v4f q )
+{
+   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+
+   v3_muladds( rb->co, rb->v, k_rb_delta*substep, co );
+
+   if( v3_length2( rb->w ) > 0.0f )
+   {
+      v4f rotation;
+      v3f axis;
+      v3_copy( rb->w, axis );
+      
+      float mag = v3_length( axis );
+      v3_divs( axis, mag, axis );
+      q_axis_angle( rotation, axis, mag*k_rb_delta*substep );
+      q_mul( rotation, rb->q, q );
+      q_normalize( q );
+   }
+   else
+   {
+      v4_copy( rb->q, q );
+   }
+}
+
 /*
  * Initialize rigidbody and calculate masses, inertia
  */
index 0d3ff70599a60ec40e2b2e653363c5b66e810d8b..3923ca0140e29d032ba6d183b25acc208e04ef93 100644 (file)
@@ -251,7 +251,7 @@ VG_STATIC void vg_load(void)
    player_use_avatar( &localplayer, &localplayer_avatar );
    player_use_mesh( &localplayer, &localplayer_meshes[0] );
    player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
-   player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+   //player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
 
    /* --------------------- */
 
index f83cd87a24dd0455a8fea06bf667ba571c896921..1bf8afef0c4584d294bbe044780fbbd4485759d3 100644 (file)
@@ -211,4 +211,21 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
    return 0;
 }
 
+/* 
+ * Intersect all gates in the world
+ */
+VG_STATIC teleport_gate *world_intersect_gates( v3f pos, v3f last )
+{
+   for( int i=0; i<world.gate_count; i++ )
+   {
+      struct route_gate *rg = &world.gates[i];
+      teleport_gate *gate = &rg->gate;
+
+      if( gate_intersect( gate, pos, last ) )
+         return gate;
+   }
+
+   return NULL;
+}
+
 #endif /* WORLD_GATE_H */