From: hgn Date: Fri, 23 Sep 2022 02:05:50 +0000 (+0100) Subject: whole X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=4a883ac1b2506032f9dddab342712de46f2ca734;p=carveJwlIkooP6JGAAIwe30JlM.git whole --- diff --git a/blender_export.py b/blender_export.py index 04fd6c3..acd28ec 100644 --- a/blender_export.py +++ b/blender_export.py @@ -205,6 +205,9 @@ def write_model(collection_name): def emplace_material( mat ): nonlocal material_cache, material_buffer + if mat == None: + return 0 + if mat.name in material_cache: return material_cache[mat.name] @@ -395,7 +398,9 @@ def write_model(collection_name): can_use_cache = True for mod in obj.modifiers: - if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP': + if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \ + mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \ + mod.type == 'ARRAY': can_use_cache = False if mod.type == 'ARMATURE': @@ -471,7 +476,11 @@ def write_model(collection_name): # WEight groups # if armature_def: - weight_groups = sorted( data.vertices[vi].groups, key = \ + src_groups = [_ for _ in data.vertices[vi].groups \ + if obj.vertex_groups[_.group].name in \ + armature_def['bones']] + + weight_groups = sorted( src_groups, key = \ lambda a: a.weight, reverse=True ) tot = 0.0 for ml in range(3): @@ -653,12 +662,25 @@ def write_model(collection_name): for pb in armature.pose.bones: if pb.name == bone_name: rb = armature.data.bones[ bone_name ] - - loc, rot, sca = pb.matrix_basis.decompose() + + # relative bone matrix + if rb.parent is not None: + offset_mtx = rb.parent.matrix_local + offset_mtx = offset_mtx.inverted_safe() @ \ + rb.matrix_local + + inv_parent = pb.parent.matrix @ offset_mtx + inv_parent.invert_safe() + fpm = inv_parent @ pb.matrix + else: + bone_mtx = rb.matrix.to_4x4() + local_inv = rb.matrix_local.inverted_safe() + fpm = bone_mtx @ local_inv @ pb.matrix + + loc, rot, sca = fpm.decompose() # local position - vp = rb.matrix @ loc - final_pos = Vector(( vp[0], vp[2], -vp[1] )) + final_pos = Vector(( loc[0], loc[2], -loc[1] )) # rotation lc_m = pb.matrix_channel.to_3x3() @@ -1011,7 +1033,7 @@ def cv_draw(): for obj in bpy.context.collection.objects: if obj.type == 'ARMATURE': for bone in obj.data.bones: - if bone.cv_data.collider: + if bone.cv_data.collider and obj.data.pose_position == 'REST': c = bone.head_local a = bone.cv_data.v0 b = bone.cv_data.v1 @@ -1336,17 +1358,10 @@ class CV_BONE_SETTINGS(bpy.types.PropertyGroup): v0: bpy.props.FloatVectorProperty(name="v0",size=3) v1: bpy.props.FloatVectorProperty(name="v1",size=3) + con0: bpy.props.BoolProperty(name="Constriant 0",default=False) mins: bpy.props.FloatVectorProperty(name="mins",size=3) maxs: bpy.props.FloatVectorProperty(name="maxs",size=3) - con0: bpy.props.BoolProperty(name="Constriant 0",default=False) - c0: bpy.props.FloatVectorProperty(name="dir",size=3) - s0: bpy.props.FloatVectorProperty(name="limits",size=3) - - con1: bpy.props.BoolProperty(name="Constriant 1",default=False) - c1: bpy.props.FloatVectorProperty(name="dir",size=3) - s1: bpy.props.FloatVectorProperty(name="limits",size=3) - class CV_BONE_PANEL(bpy.types.Panel): bl_label="Bone Config" bl_idname="SCENE_PT_cv_bone" @@ -1366,16 +1381,9 @@ class CV_BONE_PANEL(bpy.types.Panel): _.layout.prop( bone.cv_data, "v1" ) _.layout.label( text="Angle Limits" ) + _.layout.prop( bone.cv_data, "con0" ) _.layout.prop( bone.cv_data, "mins" ) _.layout.prop( bone.cv_data, "maxs" ) - - _.layout.prop( bone.cv_data, "con0" ) - _.layout.prop( bone.cv_data, "c0" ) - _.layout.prop( bone.cv_data, "s0" ) - - _.layout.prop( bone.cv_data, "con1" ) - _.layout.prop( bone.cv_data, "c1" ) - _.layout.prop( bone.cv_data, "s1" ) class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) diff --git a/main.c b/main.c index 76d06f6..b46f377 100644 --- a/main.c +++ b/main.c @@ -18,6 +18,7 @@ static int debugview = 0; static int sv_debugcam = 0; static int lightedit = 0; static int sv_scene = 0; +static int cl_ui = 1; /* Components */ //#define SR_NETWORKED @@ -138,6 +139,14 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "cl_ui", + .data = &cl_ui, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 1 + }); + vg_convar_push( (struct vg_convar){ .name = "walk_speed", .data = &k_walkspeed, @@ -146,6 +155,22 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "run_speed", + .data = &k_runspeed, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + + vg_convar_push( (struct vg_convar){ + .name = "walk_accel", + .data = &k_walk_accel, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + vg_convar_push( (struct vg_convar){ .name = "dt", .data = &ktimestep, @@ -277,9 +302,12 @@ static void render_main_game(void) /* * Draw world */ + + int draw_solid = player.is_dead | freecam; - draw_player(); render_world( vg_pv, player.camera ); + if( draw_solid ) + draw_player(); render_water_texture( player.camera ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); @@ -305,14 +333,14 @@ static void render_main_game(void) else glClear( GL_COLOR_BUFFER_BIT ); - if( !player.is_dead ) + if( !draw_solid ) { m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, 0.01f, 600.0f ); m4x4_mul( vg_pv, world_4x4, vg_pv ); + draw_player(); } - //draw_player(); /* Draw back in the background * @@ -451,7 +479,10 @@ void vg_ui(void) } //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - render_world_routes_ui(); + if( cl_ui ) + { + render_world_routes_ui(); + } //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); #if 0 diff --git a/models_src/ch_new.mdl b/models_src/ch_new.mdl index 271dcbe..0a9f1d7 100644 Binary files a/models_src/ch_new.mdl and b/models_src/ch_new.mdl differ diff --git a/models_src/mp_dev.mdl b/models_src/mp_dev.mdl index f2f09cc..6364062 100644 Binary files a/models_src/mp_dev.mdl and b/models_src/mp_dev.mdl differ diff --git a/models_src/rs_scoretext.mdl b/models_src/rs_scoretext.mdl index 359cc8a..f038cf4 100644 Binary files a/models_src/rs_scoretext.mdl and b/models_src/rs_scoretext.mdl differ diff --git a/physics_test.h b/physics_test.h index acf4ed3..33a6b6b 100644 --- a/physics_test.h +++ b/physics_test.h @@ -22,7 +22,7 @@ rigidbody blocky = rigidbody marko = { .type = k_rb_shape_box, - .bbx = {{-2.0f,-2.0f,-2.0f},{2.0f,2.0f,2.0f}}, + .bbx = {{-0.5f,-0.5f,-0.5f},{0.5f,0.5f,0.5f}}, .co = {-36.0f,8.0f,-36.0f}, .q = {0.0f,0.0f,0.0f,1.0f}, .is_world = 0 @@ -73,7 +73,7 @@ rigidbody jeff1 = { .type = k_rb_shape_capsule, }; rigidbody ball = { .type = k_rb_shape_sphere, - .inf.sphere = { .radius = 4.0f }, + .inf.sphere = { .radius = 2.0f }, .co = {0.0f,20.0f,2.0f}, .q = {0.0f,0.0f,0.0f,1.0f}}, @@ -88,8 +88,6 @@ static void reorg_jeffs(void) { for( int i=0; i 0.0f? 1: 0; + player.jump_charge = 1; } @@ -438,6 +452,112 @@ static void player_init(void) rb_init( &player.collide_back ); } +static void player_walk_physics(void) +{ + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + m3x3_copy( player.rb.to_world, player.collide_front.to_world ); + m3x3_copy( player.rb.to_world, player.collide_back.to_world ); + + float h0 = 0.3f, + h1 = 0.9f; + + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); + v3_copy( rbf->co, rbf->to_world[3] ); + m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co ); + v3_copy( rbb->co, rbb->to_world[3] ); + + m4x3_invert_affine( rbf->to_world, rbf->to_local ); + m4x3_invert_affine( rbb->to_world, rbb->to_local ); + + rb_update_bounds( rbf ); + rb_update_bounds( rbb ); + + rb_debug( rbf, 0xff0000ff ); + rb_debug( rbb, 0xff0000ff ); + + rb_ct manifold[64]; + int len = 0; + + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + + rb_presolve_contacts( manifold, len ); + + for( int j=0; j<5; j++ ) + { + for( int i=0; in ); + vn += ct->bias; + + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; + + v3f impulse; + v3_muls( ct->n, vn, impulse ); + + v3_add( impulse, player.rb.v, player.rb.v ); + + /* friction */ + for( int j=0; j<2; j++ ) + { + float f = k_friction * ct->norm_impulse, + vt = v3_dot( player.rb.v, ct->t[j] ), + lambda = -vt; + + float temp = ct->tangent_impulse[j]; + ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); + lambda = ct->tangent_impulse[j] - temp; + + v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v ); + } + } + } + + v3_zero( player.rb.w ); + q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + + v3f p1; + v3_muladds( player.rb.co, forward_dir, 2.0f, p1 ); + vg_line( player.rb.co, p1, 0xff0000ff ); + + float move_dead = 0.1f, + move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; + + if( move > 0.0f ) + { + float move_norm = move * (1.0f/(1.0f-move_dead)), + speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), + amt = k_walk_accel * ktimestep, + zvel = v3_dot( player.rb.v, forward_dir ), + new_vel = vg_minf( zvel + amt, speed ), + diff = new_vel - vg_minf( zvel, speed ); + + v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); + + /* TODO move */ + float walk_norm = (float)player.mdl.anim_walk->length / 30.0f, + run_norm = (float)player.mdl.anim_run->length / 30.0f; + + player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); + } + else + { + player.walk_timer = 0.0f; + } + + player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); + player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); +} + static void player_physics(void) { /* @@ -467,7 +587,7 @@ static void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[24]; + rb_ct manifold[64]; int len = 0; len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); @@ -581,8 +701,22 @@ static void player_physics(void) if( !player.jump_charge && player.jump > 0.2f ) { - v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump, - player.rb.v ); + v3f jumpdir; + + /* Launch more up if alignment is up else improve velocity */ + float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( player.rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player.rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + float force = k_jump_force*player.jump; + v3_muladds( player.rb.v, jumpdir, force, player.rb.v ); + player.jump = 0.0f; player.jump_time = vg_time; } @@ -605,7 +739,10 @@ static void player_do_motion(void) float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); - player_physics(); + if( player.on_board ) + player_physics(); + else + player_walk_physics(); /* Integrate velocity */ v3f prevco; @@ -662,6 +799,9 @@ static void player_do_motion(void) world_routes_activate_gate( i ); player.rb_gate_frame = player.rb; + + m3x3_copy( player.vr, player.gate_vr_frame ); + m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); break; } } @@ -673,8 +813,53 @@ static void player_do_motion(void) * Animation */ +static void player_animate_offboard(void) +{ + mdl_keyframe apose[32], bpose[32]; + struct skeleton *sk = &player.mdl.sk; + + float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, + run_norm = 30.0f/(float)player.mdl.anim_run->length, + t = player.walk_timer, + l = vg_get_axis("grabr") * 0.5f + 0.5f; + + skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose ); + skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose ); + + skeleton_lerp_pose( sk, apose, bpose, l, apose ); + + float idle_walk = vg_minf( l * 10.0f, 1.0f); + + skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose ); + + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); + skeleton_apply_ik_pass( &player.mdl.sk ); + skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only ); + + v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], + player.mdl.cam_pos ); + + skeleton_apply_inverses( &player.mdl.sk ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + skeleton_apply_transform( &player.mdl.sk, mtx ); + skeleton_debug( &player.mdl.sk ); +} + static void player_animate(void) { + if( !player.on_board ) + { + player_animate_offboard(); + return; + } + /* Camera position */ v3_sub( player.rb.v, player.v_last, player.a ); v3_copy( player.rb.v, player.v_last ); @@ -774,15 +959,19 @@ static void player_animate(void) skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose ); /* trick setup */ - float setup_frame = player.jump * (12.0f/30.0f), + float jump_start_frame = 14.0f/30.0f; + float setup_frame = player.jump * jump_start_frame, setup_blend = vg_minf( player.jump*5.0f, 1.0f ); - float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f); - if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) ) + float jump_frame = (vg_time - player.jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) setup_frame = jump_frame; - skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, - setup_frame, bpose ); + struct skeleton_anim *jump_anim = player.jump_dir? + player.mdl.anim_ollie: + player.mdl.anim_ollie_reverse; + + skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); } @@ -793,22 +982,35 @@ static void player_animate(void) float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f); - skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose ); + skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose ); + + static v2f grab_choice; + v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.04f, grab_choice ); + + float ang = atan2f( grab_choice[0], grab_choice[1] ), + ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), + grab_frame = ang_unit * (15.0f/30.0f); + + skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose ); } skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose ); + float add_grab_mod = player.ffly * player.grab; + /* additive effects */ - apose[player.mdl.id_hip-1].co[0] += offset[0]; - apose[player.mdl.id_hip-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]; - apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]; - apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]; + apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod; + apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod; skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); skeleton_apply_ik_pass( &player.mdl.sk ); @@ -868,34 +1070,66 @@ static void player_animate_death_cam(void) static void player_animate_camera(void) { static v3f lerp_cam = {0.0f,0.0f,0.0f}; - v3f offs = { -0.4f, 0.15f, 0.0f }; + v3f cam_pos; - v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); - v3_add( lerp_cam, offs, offs ); - m4x3_mulv( player.rb.to_world, offs, player.camera_pos ); - - /* Look angles */ - v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f); - float yaw = atan2f( player.vl[0], -player.vl[2] ), - pitch = atan2f( -player.vl[1], - sqrtf( - player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] - )) * 0.7f; - - player.angles[0] = yaw; - player.angles[1] = pitch + 0.30f; - - /* Camera shake */ - static v2f shake_damp = {0.0f,0.0f}; - v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; - v2_muls( shake, v3_length(player.rb.v)*0.3f - * (1.0f+fabsf(player.slip)), shake); - - v2_lerp( shake_damp, shake, 0.01f, shake_damp ); - shake_damp[0] *= 0.2f; + if( player.on_board ) + { + v3f offs = { -0.4f, 0.15f, 0.0f }; + v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam ); + v3_add( lerp_cam, offs, cam_pos ); + + /* Look angles */ + v3_lerp( player.vl, player.rb.v, 0.05f, player.vl ); + + float yaw = atan2f( player.vl[0], -player.vl[2] ), + pitch = atan2f( -player.vl[1], + sqrtf( + player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2] + )) * 0.7f; + + player.angles[0] = yaw; + player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, + player.fonboard ); + + /* Camera shake */ + static v2f shake_damp = {0.0f,0.0f}; + v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f }; + v2_muls( shake, v3_length(player.rb.v)*0.3f + * (1.0f+fabsf(player.slip)), shake); + + v2_lerp( shake_damp, shake, 0.01f, shake_damp ); + shake_damp[0] *= 0.2f; + + v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos ); + } + else + { + float speed = ktimestep * k_look_speed; + player.angles[0] += vg_get_axis( "horizontal" ) * speed; + player.angles[1] += vg_get_axis( "vertical" ) * speed; + + player.angles[1] = vg_clampf( player.angles[1], + -k_pitch_limit, k_pitch_limit ); + + float s = sinf(player.angles[0]) * 0.2f, + c = -cosf(player.angles[0]) * 0.2f; + v3f forward_dir = { s,0.15f,c }; - v2_muladds( player.angles, shake_damp, 0.1f, player.angles ); + + m4x3f mtx; + v4f rot; + q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, + -player.angles[0] -VG_PIf*0.5f ); + q_m3x3( rot, mtx ); + v3_copy( player.rb.to_world[3], mtx[3] ); + + m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos ); + v3_add( cam_pos, forward_dir, player.camera_pos ); + v3_lerp( player.vl, player.rb.v, 0.3f, player.vl ); + } } /* @@ -1015,6 +1249,8 @@ static int reset_player( int argc, char const *argv[] ) rb_update_transform( &player.rb ); m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); + m3x3_identity( player.gate_vr_frame ); + m3x3_identity( player.gate_vr_pstep_frame ); player.rb_gate_frame = player.rb; return 1; @@ -1029,6 +1265,8 @@ static void player_update(void) if( vg_get_axis("grabl")>0.0f) { player.rb = player.rb_gate_frame; + m3x3_copy( player.gate_vr_frame, player.vr ); + m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep ); player.is_dead = 0; player.in_air = 1; m3x3_identity( player.vr ); @@ -1060,14 +1298,11 @@ static void player_update(void) } else { - if( player.on_board ) - { - player_do_motion(); - player_animate(); + player_do_motion(); + player_animate(); - if( !freecam ) - player_animate_camera(); - } + if( !freecam ) + player_animate_camera(); } if( freecam ) diff --git a/player_model.h b/player_model.h index e1e43a5..652753c 100644 --- a/player_model.h +++ b/player_model.h @@ -1,4 +1,4 @@ -#ifndef CHARACTER_H +#ifndef CHARACTER_H #define CHARACTER_H #include "common.h" @@ -31,7 +31,9 @@ struct character *anim_slide, *anim_air, *anim_push, *anim_push_reverse, - *anim_ollie; + *anim_ollie, *anim_ollie_reverse, + *anim_grabs, *anim_stop, + *anim_walk, *anim_run, *anim_idle; u32 id_hip, id_ik_hand_l, @@ -79,6 +81,11 @@ static int character_load( struct character *ch, const char *name ) ch->anim_push = skeleton_get_anim( &ch->sk, "push" ); ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" ); ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" ); + ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" ); + ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" ); + ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" ); + ch->anim_run = skeleton_get_anim( &ch->sk, "run" ); + ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" ); ch->id_hip = skeleton_bone_id( &ch->sk, "hips" ); ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" ); diff --git a/rigidbody.h b/rigidbody.h index 5d5ffdf..05d2db1 100644 --- a/rigidbody.h +++ b/rigidbody.h @@ -25,10 +25,11 @@ static const float k_friction = 0.6f, k_damp_linear = 0.05f, /* scale velocity 1/(1+x) */ k_damp_angular = 0.1f, /* scale angular 1/(1+x) */ - k_limit_bias = 0.04f, + k_limit_bias = 0.02f, k_joint_bias = 0.08f, /* positional joints */ k_joint_correction = 0.01f, - k_penetration_slop = 0.01f; + k_penetration_slop = 0.01f, + k_inertia_scale = 4.0f; /* * ----------------------------------------------------------------------------- @@ -382,7 +383,7 @@ static void rb_init( rigidbody *rb ) v3_muls( extent, 0.5f, extent ); /* local intertia tensor */ - float scale = 4.0f; + float scale = k_inertia_scale; float ex2 = scale*extent[0]*extent[0], ey2 = scale*extent[1]*extent[1], ez2 = scale*extent[2]*extent[2]; diff --git a/shaders/scoretext.h b/shaders/scoretext.h index a96b999..99b702c 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -31,7 +31,7 @@ static struct vg_shader _shader_scoretext = { "\n" "void main()\n" "{\n" -" float w = a_colour.g + fract(uInfo.z+0.5)-0.75;\n" +" float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);\n" " float c = -cos(w*0.2);\n" " float s = -sin(w*0.2);\n" " float r = 0.2;\n" diff --git a/shaders/scoretext.vs b/shaders/scoretext.vs index bc7db92..f8a940c 100644 --- a/shaders/scoretext.vs +++ b/shaders/scoretext.vs @@ -13,7 +13,7 @@ out vec3 aWorldCo; void main() { - float w = a_colour.g + fract(uInfo.z+0.5)-0.75; + float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5); float c = -cos(w*0.2); float s = -sin(w*0.2); float r = 0.2; diff --git a/shaders/viewchar.fs b/shaders/viewchar.fs index 92e11be..fedd3e1 100644 --- a/shaders/viewchar.fs +++ b/shaders/viewchar.fs @@ -20,8 +20,10 @@ void main() float fdist = length( halfview ); halfview /= fdist; - vfrag = do_light_diffuse( vfrag, aNorm ); - vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 ); + vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0); + + vfrag = do_light_diffuse( vfrag, qnorm ); + vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 ); vfrag = do_light_shadowing( vfrag ); vfrag = apply_fog( vfrag, fdist ); diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 551804a..00dc353 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -172,8 +172,10 @@ static struct vg_shader _shader_viewchar = { " float fdist = length( halfview );\n" " halfview /= fdist;\n" "\n" -" vfrag = do_light_diffuse( vfrag, aNorm );\n" -" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" +" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" +"\n" +" vfrag = do_light_diffuse( vfrag, qnorm );\n" +" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" diff --git a/world.h b/world.h index f970b0a..3734dbf 100644 --- a/world.h +++ b/world.h @@ -65,7 +65,7 @@ static struct gworld /* TODO Maybe make this less hardcoded */ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, sm_foliage_main, sm_foliage_alphatest, - sm_graffiti, sm_subworld; + sm_graffiti, sm_subworld, sm_terrain; glmesh skybox, skydome; mdl_submesh dome_upper, dome_lower; @@ -115,9 +115,22 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ) return scene_raycast( &world.geo, pos, dir, hit ); } +static int ray_hit_is_terrain( ray_hit *hit ) +{ + u32 valid_start = 0, + valid_end = world.sm_terrain.vertex_count; + + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); +} + static int ray_hit_is_ramp( ray_hit *hit ) { - return hit->tri[0] > world.sm_geo_std_oob.vertex_count; + u32 valid_start = world.sm_geo_std.vertex_start, + valid_end = world.sm_geo_vb.vertex_start; + + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); } static void world_register(void) @@ -205,8 +218,8 @@ static void world_apply_procedural_foliage(void) if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > water_height()+10.0f ) + if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && + (hit.pos[1] > water_height()+10.0f) ) { v4f qsurface, qrandom; v3f axis; @@ -356,7 +369,8 @@ static void world_load(void) mat_vertex_blend = 0, mat_alphatest = 0, mat_graffiti = 0, - mat_subworld = 0; + mat_subworld = 0, + mat_terrain = 0; for( int i=1; imaterial_count; i++ ) { @@ -373,13 +387,17 @@ static void world_load(void) mat_alphatest = i; else if( !strcmp( "graffitibox", mat_name )) mat_graffiti = i; - else if( !strcmp( "subworld", mat_name )) - mat_subworld = i; + else if( !strcmp( "terrain", mat_name ) ) + mat_terrain = i; } m4x3f midentity; m4x3_identity( midentity ); + if( mat_terrain ) + add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); + scene_copy_slice( &world.geo, &world.sm_terrain ); + if( mat_surf_oob ) add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob ); else @@ -390,10 +408,6 @@ static void world_load(void) add_all_if_material( midentity, &world.geo, mworld, mat_surf ); scene_copy_slice( &world.geo, &world.sm_geo_std ); - if( mat_subworld ) - add_all_if_material( midentity, &world.geo, mworld, mat_subworld ); - scene_copy_slice( &world.geo, &world.sm_subworld ); - if( mat_vertex_blend ) add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend ); scene_copy_slice( &world.geo, &world.sm_geo_vb ); @@ -635,6 +649,7 @@ static void render_terrain( m4x4f projection, v3f camera ) shader_terrain_uCamera( camera ); scene_bind( &world.geo ); + mdl_draw_submesh( &world.sm_terrain ); mdl_draw_submesh( &world.sm_geo_std_oob ); mdl_draw_submesh( &world.sm_geo_std ); mdl_draw_submesh( &world.sm_subworld ); @@ -737,7 +752,7 @@ static void render_world( m4x4f projection, m4x3f camera ) q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f ); q_m3x3( t, identity_matrix ); - sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix ); + //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix ); } static void render_world_depth( m4x4f projection, m4x3f camera ) diff --git a/world_sfd.h b/world_sfd.h index 3977e62..71fee37 100644 --- a/world_sfd.h +++ b/world_sfd.h @@ -120,7 +120,6 @@ static void sfd_update( struct sfd_instance *display ) static void sfd_render( struct sfd_instance *display, m4x4f projection, v3f camera, m4x3f transform ) { - return; struct subworld_sfd *sfd = subworld_sfd(); scene_bind( &sfd->mesh ); @@ -207,7 +206,7 @@ static void world_sfd_init(void) float const k_glyph_uvw = 1.0f/64.0f; vert->uv[0] -= k_glyph_uvw * (float)(i-4); vert->colour[0] = 0.0f; - vert->colour[1] = i-4; + vert->colour[1] = i*36; } }