6 #include "player_model.h"
9 void player__debugtext( int size
, const char *fmt
, ... )
14 va_start( args
, fmt
);
15 vsnprintf( buffer
, 1024, fmt
, args
);
18 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
19 vg_uictx
.cursor
[1] += 14*size
;
26 void player__create( player_instance
*inst
)
28 static int only_once
= 0;
29 assert( only_once
== 0 );
32 inst
->input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
33 inst
->input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
34 inst
->input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
35 inst
->input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
36 inst
->input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
37 inst
->input_jump
= vg_create_named_input( "jump", k_input_type_button
);
38 inst
->input_push
= vg_create_named_input( "push", k_input_type_button
);
39 inst
->input_walk
= vg_create_named_input( "walk", k_input_type_button
);
40 inst
->input_walkh
= vg_create_named_input( "walk-h", k_input_type_axis
);
41 inst
->input_walkv
= vg_create_named_input( "walk-v", k_input_type_axis
);
42 inst
->input_use
= vg_create_named_input( "use", k_input_type_button
);
43 inst
->input_reset
= vg_create_named_input( "reset", k_input_type_button
);
44 inst
->input_camera
=vg_create_named_input( "camera", k_input_type_button
);
46 const char *default_cfg
[] =
48 "bind steer-h gp-ls-h",
52 "bind steer-v gp-ls-v",
58 "bind grab-h gp-rs-h",
59 "bind grab-v gp-rs-v",
70 "bind walk-h gp-ls-h",
71 "bind walk-v -gp-ls-v",
85 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
86 vg_execute_console_input(default_cfg
[i
]);
88 v3_zero( inst
->rb
.co
);
89 v3_zero( inst
->rb
.w
);
90 v3_zero( inst
->rb
.v
);
91 q_identity( inst
->rb
.q
);
92 m4x3_identity( inst
->rb
.to_world
);
93 m4x3_identity( inst
->rb
.to_local
);
100 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
102 player
->playeravatar
= av
;
103 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
107 void player__use_mesh( player_instance
*player
, glmesh
*mesh
)
109 player
->playermesh
= mesh
;
113 void player__use_texture( player_instance
*player
, vg_tex2d
*tex
)
115 player
->playertex
= tex
;
119 void player__bind( player_instance
*player
)
121 player__skate_bind( player
);
122 player__walk_bind( player
);
127 * ----------------------------------------------------------------------------
130 void player__pre_update( player_instance
*player
)
132 if( vg_input_button_down( player
->input_camera
) )
134 if( player
->camera_mode
== k_cam_firstperson
)
135 player
->camera_mode
= k_cam_thirdperson
;
137 player
->camera_mode
= k_cam_firstperson
;
140 if( _player_pre_update
[ player
->subsystem
] )
141 _player_pre_update
[ player
->subsystem
]( player
);
145 void player__update( player_instance
*player
)
147 if( _player_update
[ player
->subsystem
] )
148 _player_update
[ player
->subsystem
]( player
);
152 void player__post_update( player_instance
*player
)
154 if( _player_post_update
[ player
->subsystem
] )
155 _player_post_update
[ player
->subsystem
]( player
);
158 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
160 /* FIXME: Applies to main_camera directly! */
162 /* Pre-emptively edit the camera matrices so that the motion vectors
166 m4x3_invert_affine( transport
, transport_i
);
167 m4x3_expand( transport_i
, transport_4
);
168 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
169 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
173 * Applies gate transport to a player_interface
176 void player__pass_gate( player_instance
*player
, teleport_gate
*gate
)
178 player
->gate_waiting
= gate
;
180 /* TODO: Add back other logic thats normally here */
183 VG_STATIC
void player_camera_portal_correction( player_instance
*player
)
185 if( player
->gate_waiting
)
187 /* construct plane equation for reciever gate */
189 v3_copy( player
->gate_waiting
->recv_to_world
[2], plane
);
190 plane
[3] = v3_dot( plane
, player
->gate_waiting
->recv_to_world
[3] );
192 /* check camera polarity */
193 if( v3_dot( player
->cam
.pos
, plane
) < plane
[3] )
195 vg_success( "Plane cleared\n" );
196 player_apply_transport_to_cam( player
->gate_waiting
->transport
);
197 player
->gate_waiting
= NULL
;
201 /* de-transform camera and player back */
203 m4x3_invert_affine( player
->gate_waiting
->transport
, inverse
);
204 m4x3_mulv( inverse
, player
->cam
.pos
, player
->cam
.pos
);
206 /* TODO: Find robust method for this */
207 v3f fwd_dir
= { cosf(player
->cam
.angles
[0]),
209 sinf(player
->cam
.angles
[0])};
210 m3x3_mulv( inverse
, fwd_dir
, fwd_dir
);
211 player
->cam
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
213 struct skeleton
*sk
= &player
->playeravatar
->sk
;
214 skeleton_apply_transform( sk
, inverse
);
219 VG_STATIC
void player__pre_render( player_instance
*player
)
221 if( _player_animate
[ player
->subsystem
] )
223 player_animation res
;
224 _player_animate
[ player
->subsystem
]( player
, &res
);
226 /* TODO: eventually, blending code goes here */
229 q_m3x3( res
.root_q
, transform
);
230 v3_copy( res
.root_co
, transform
[3] );
232 struct skeleton
*sk
= &player
->playeravatar
->sk
;
234 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_defer_ik
);
235 skeleton_apply_ik_pass( sk
);
236 skeleton_apply_pose( sk
, res
.pose
, k_anim_apply_deffered_only
);
237 skeleton_apply_inverses( sk
);
238 skeleton_apply_transform( sk
, transform
);
239 skeleton_debug( sk
);
242 if( _player_post_animate
[ player
->subsystem
] )
243 _player_post_animate
[ player
->subsystem
]( player
);
245 /* TODO: eventually, blending code goes here */
247 float camera_blend_target
= 1.0f
;
248 if( player
->camera_mode
== k_cam_firstperson
)
249 camera_blend_target
= 0.0f
;
251 player
->camera_type_blend
= vg_lerpf( player
->camera_type_blend
,
253 5.0f
* vg
.frame_delta
);
255 float t
= player
->camera_type_blend
;
256 camera_lerp_angles( player
->cam1
.angles
, player
->cam3
.angles
,
257 t
, player
->cam
.angles
);
258 v3_lerp( player
->cam1
.co
, player
->cam3
.co
, t
, player
->cam
.pos
);
259 player
->cam
.fov
= vg_lerpf( 118.0f
, 90.0f
, t
);
261 player_camera_portal_correction( player
);
264 PLAYER_API
void player__render( camera
*cam
, player_instance
*player
)
266 shader_viewchar_use();
267 vg_tex2d_bind( player
->playertex
, 0 );
268 shader_viewchar_uTexMain( 0 );
269 shader_viewchar_uCamera( cam
->transform
[3] );
270 shader_viewchar_uPv( cam
->mtx
.pv
);
271 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
272 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
273 player
->playeravatar
->sk
.bone_count
,
275 (float *)player
->playeravatar
->sk
.final_mtx
);
277 mesh_bind( player
->playermesh
);
278 mesh_draw( player
->playermesh
);
281 PLAYER_API
void player__im_gui( player_instance
*player
)
283 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
284 vg_uictx
.cursor
[1] = 0;
285 vg_uictx
.cursor
[2] = 200;
286 vg_uictx
.cursor
[3] = 200;
288 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
290 vg_uictx
.cursor
[0] = vg
.window_x
;
292 if( _player_im_gui
[ player
->subsystem
] )
293 _player_im_gui
[ player
->subsystem
]( player
);
295 b
[2].co
[1] = vg_uictx
.cursor
[1];
296 b
[3].co
[1] = vg_uictx
.cursor
[1];
299 PLAYER_API
void player__spawn( player_instance
*player
,
300 struct respawn_point
*rp
)
302 v3_copy( rp
->co
, player
->rb
.co
);
303 v3_zero( player
->rb
.v
);
304 v3_zero( player
->rb
.w
);
305 q_identity( player
->rb
.q
);
306 rb_update_transform( &player
->rb
);
308 if( _player_reset
[ player
->subsystem
] )
309 _player_reset
[ player
->subsystem
]( player
, rp
);
313 PLAYER_API
void player__kill( player_instance
*player
)
318 #endif /* PLAYER_C */