latest
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 /*
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
7 */
8
9 #ifndef PLAYER_H
10 #define PLAYER_H
11
12 #define PLAYER_REWIND_FRAMES 60*4
13
14 #include "conf.h"
15 #include "audio.h"
16 #include "common.h"
17 #include "world.h"
18 #include "skeleton.h"
19 #include "bvh.h"
20
21 VG_STATIC float
22 k_walkspeed = 12.0f,
23 k_air_accelerate = 20.0f,
24 k_runspeed = 20.0f,
25 k_board_radius = 0.3f,
26 k_board_length = 0.45f,
27 k_board_allowance = 0.04f,
28 //k_friction_lat = 8.8f,
29 k_friction_lat = 12.0f,
30 k_friction_resistance = 0.01f,
31 k_max_push_speed = 16.0f,
32 k_push_accel = 10.0f,
33 k_push_cycle_rate = 8.0f,
34 k_steer_ground = 2.5f,
35 k_steer_air = 3.6f,
36 k_steer_air_lerp = 0.3f,
37 k_pump_force = 0.0f,
38 k_downforce = 5.0f,
39 k_walk_downforce = 8.0f,
40 k_jump_charge_speed = (1.0f/1.0f),
41 k_jump_force = 5.0f,
42 k_pitch_limit = 1.5f,
43 k_look_speed = 2.0f,
44 k_walk_accel = 150.0f,
45 k_walk_friction = 8.0f,
46
47 k_cog_spring = 0.2f,
48 k_cog_damp = 0.02f,
49 k_cog_mass_ratio = 0.9f,
50
51 k_mmthrow_scale = 6.0f,
52 k_mmcollect_lat = 2.0f,
53 k_mmcollect_vert = 0.0f,
54 k_mmdecay = 12.0f,
55 k_spring_angular = 1.7f,
56
57 k_spring_force = 15.0f,
58 k_spring_dampener = 5.0f;
59
60 VG_STATIC int freecam = 0;
61 VG_STATIC int walk_grid_iterations = 1;
62 VG_STATIC float fc_speed = 10.0f;
63 VG_STATIC int cl_thirdperson = 0;
64
65 /*
66 * -----------------------------------------------------------------------------
67 * Memory
68 * -----------------------------------------------------------------------------
69 */
70
71 VG_STATIC struct gplayer
72 {
73 /* Physics */
74 rigidbody collide_front, collide_back;
75
76 struct player_phys
77 {
78 rigidbody rb, rb_gate_frame;
79 float iY, siY; /* Yaw inertia */
80
81 v3f a, v_last, m, bob, vl;
82
83 /* Utility */
84 float vswitch, slip, slip_last, reverse;
85 float grab, jump, pushing, push_time, rise;
86 v2f grab_mouse_delta;
87
88 v3f throw_v;
89 v3f cog,
90 cog_v;
91
92 int lift_frames;
93
94 double start_push;
95 int in_air, on_board, jump_charge, jump_dir, grind;
96
97 m3x3f vr,vr_pstep;
98 }
99 phys,
100 phys_gate_frame;
101
102 float normal_pressure;
103 v3f debug_mmcollect_lat,
104 debug_mmcollect_vert;
105
106 m4x3f visual_transform,
107 inv_visual_transform;
108
109 int is_dead, death_tick_allowance, rewinding;
110 int rewind_sound_wait;
111
112 struct land_prediction
113 {
114 v3f log[50];
115 v3f n;
116 u32 log_length;
117 float score;
118
119 enum prediction_type
120 {
121 k_prediction_none,
122 k_prediction_land,
123 k_prediction_grind
124 }
125 type;
126
127 u32 colour;
128 }
129 predictions[22];
130 u32 prediction_count;
131
132 v3f handl_target, handr_target,
133 handl, handr;
134
135 /* Input */
136 struct input_binding *input_js1h,
137 *input_js1v,
138 *input_js2h,
139 *input_js2v,
140 *input_jump,
141 *input_push,
142 *input_walk,
143 *input_walkh,
144 *input_walkv,
145 *input_switch_mode,
146 *input_reset,
147 *input_grab;
148
149 /* Camera */
150 float air_blend;
151 float air_time;
152
153 v3f camera_pos, smooth_localcam;
154 v2f angles;
155
156 struct rewind_frame
157 {
158 v3f pos;
159 v2f ang;
160 }
161 *rewind_buffer;
162 u32 rewind_incrementer,
163 rewind_length;
164
165 float rewind_time, rewind_total_length, rewind_predicted_time;
166 double diag_rewind_start, diag_rewind_time;
167 float dist_accum;
168
169 /* animation */
170 double jump_time;
171 float fslide,
172 fdirz, fdirx,
173 fstand,
174 ffly,
175 fpush,
176 fairdir,
177 fsetup,
178 walk_timer,
179 fjump,
180 fonboard,
181 frun,
182 fgrind;
183
184 v3f board_offset;
185 v4f board_rotation;
186
187 float walk;
188 int step_phase;
189 enum mdl_surface_prop surface_prop;
190
191 /* player model */
192 struct player_model
193 {
194 glmesh player_meshes[3];
195
196 mdl_context meta;
197 struct skeleton sk;
198 struct skeleton_anim *anim_stand,
199 *anim_highg,
200 *anim_slide,
201 *anim_air,
202 *anim_push, *anim_push_reverse,
203 *anim_ollie, *anim_ollie_reverse,
204 *anim_grabs, *anim_stop,
205 *anim_walk, *anim_run, *anim_idle,
206 *anim_jump;
207
208 u32 id_hip,
209 id_ik_hand_l,
210 id_ik_hand_r,
211 id_ik_elbow_l,
212 id_ik_elbow_r,
213 id_head,
214 id_ik_foot_l,
215 id_ik_foot_r,
216 id_board;
217
218 v3f cam_pos;
219
220 struct ragdoll_part
221 {
222 u32 bone_id;
223 //v3f offset;
224
225 /* Collider transform relative to bone */
226 m4x3f collider_mtx,
227 inv_collider_mtx;
228
229 u32 use_limits;
230 v3f limits[2];
231
232 rigidbody rb;
233 u32 parent;
234 u32 colour;
235 }
236 ragdoll[32];
237 u32 ragdoll_count;
238
239 rb_constr_pos position_constraints[32];
240 u32 position_constraints_count;
241
242 rb_constr_swingtwist cone_constraints[32];
243 u32 cone_constraints_count;
244
245 int shoes[2];
246 }
247 mdl;
248 }
249 player =
250 {
251 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
252 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
253 };
254
255 /*
256 * API
257 */
258 VG_STATIC float *player_get_pos(void);
259 VG_STATIC void player_kill(void);
260 VG_STATIC float *player_cam_pos(void);
261 VG_STATIC void player_save_frame(void);
262 VG_STATIC void player_restore_frame(void);
263 VG_STATIC void player_save_rewind_frame(void);
264
265 /*
266 * Submodules
267 */
268 VG_STATIC void player_mouseview(void);
269
270 #include "player_physics.h"
271 #include "player_ragdoll.h"
272 #include "player_model.h"
273 #include "player_animation.h"
274 #include "player_audio.h"
275
276 /*
277 * -----------------------------------------------------------------------------
278 * Events
279 * -----------------------------------------------------------------------------
280 */
281 VG_STATIC int kill_player( int argc, char const *argv[] );
282 VG_STATIC int reset_player( int argc, char const *argv[] );
283 VG_STATIC void reset_player_poll( int argc, char const *argv[] );
284
285 VG_STATIC void player_init(void) /* 1 */
286 {
287 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
288 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
289 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
290 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
291 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
292 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
293 player.input_push = vg_create_named_input( "push", k_input_type_button );
294 player.input_walk = vg_create_named_input( "walk", k_input_type_button );
295
296 player.input_walkh = vg_create_named_input( "walk-h",
297 k_input_type_axis );
298 player.input_walkv = vg_create_named_input( "walk-v",
299 k_input_type_axis );
300
301
302 player.input_switch_mode = vg_create_named_input( "switch-mode",
303 k_input_type_button );
304 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
305
306 const char *default_cfg[] =
307 {
308 "bind steer-h gp-ls-h",
309 "bind -steer-h a",
310 "bind +steer-h d",
311
312 "bind steer-v gp-ls-v",
313 "bind -steer-v w",
314 "bind +steer-v s",
315
316 "bind grab gp-rt",
317 "bind +grab shift",
318 "bind grab-h gp-rs-h",
319 "bind grab-v gp-rs-v",
320
321 "bind jump space",
322 "bind jump gp-a",
323
324 "bind push gp-b",
325 "bind push w",
326
327 "bind walk shift",
328 "bind walk gp-ls",
329
330 "bind walk-h gp-ls-h",
331 "bind walk-v -gp-ls-v",
332 "bind +walk-h d",
333 "bind -walk-h a",
334 "bind +walk-v w",
335 "bind -walk-v s",
336
337 "bind reset gp-lb",
338 "bind reset r",
339
340 "bind switch-mode gp-y",
341 "bind switch-mode e",
342 };
343
344 for( int i=0; i<vg_list_size(default_cfg); i++ )
345 vg_execute_console_input(default_cfg[i]);
346
347 rb_init( &player.phys.rb );
348 rb_init( &player.collide_front );
349 rb_init( &player.collide_back );
350
351 VG_VAR_F32( k_walkspeed );
352 VG_VAR_F32( k_air_accelerate );
353 VG_VAR_F32( k_runspeed );
354 VG_VAR_F32( k_walk_accel );
355
356 VG_VAR_I32( freecam );
357 VG_VAR_I32( cl_thirdperson );
358 VG_VAR_F32_PERSISTENT( fc_speed );
359
360 /* TODO: NOT PERSISTENT */
361 VG_VAR_F32_PERSISTENT( k_ragdoll_limit_scale );
362 VG_VAR_I32_PERSISTENT( k_ragdoll_div );
363 VG_VAR_I32_PERSISTENT( k_ragdoll_debug_collider );
364 VG_VAR_I32_PERSISTENT( k_ragdoll_debug_constraints );
365
366 VG_VAR_F32_PERSISTENT( k_friction_lat );
367
368 VG_VAR_F32_PERSISTENT( k_cog_spring );
369 VG_VAR_F32_PERSISTENT( k_cog_damp );
370
371 VG_VAR_F32_PERSISTENT( k_cog_mass_ratio );
372 VG_VAR_F32_PERSISTENT( k_downforce );
373
374 VG_VAR_F32_PERSISTENT( k_spring_force );
375 VG_VAR_F32_PERSISTENT( k_spring_dampener );
376 VG_VAR_F32_PERSISTENT( k_spring_angular );
377
378 VG_VAR_F32_PERSISTENT( k_mmthrow_scale );
379 VG_VAR_F32_PERSISTENT( k_mmcollect_lat );
380 VG_VAR_F32_PERSISTENT( k_mmcollect_vert );
381 VG_VAR_F32_PERSISTENT( k_mmdecay );
382
383 vg_function_push( (struct vg_cmd){
384 .name = "reset",
385 .function = reset_player,
386 .poll_suggest = reset_player_poll
387 });
388
389 vg_function_push( (struct vg_cmd){
390 .name = "kill",
391 .function = kill_player
392 });
393
394 /* HACK */
395 rb_register_cvar();
396
397 player.rewind_length = 0;
398 player.rewind_buffer =
399 vg_linear_alloc( vg_mem.rtmemory,
400 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
401
402 player_model_init();
403
404 /* controls */
405
406 }
407
408 VG_STATIC void player_save_rewind_frame(void)
409 {
410 if( player.rewind_length < PLAYER_REWIND_FRAMES )
411 {
412 struct rewind_frame *fr =
413 &player.rewind_buffer[ player.rewind_length ++ ];
414
415 v2_copy( player.angles, fr->ang );
416 v3_copy( player.camera_pos, fr->pos );
417
418 player.rewind_incrementer = 0;
419
420 if( player.rewind_length > 1 )
421 {
422 player.rewind_total_length +=
423 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
424 player.rewind_buffer[player.rewind_length-2].pos );
425 }
426 }
427 }
428
429
430 /* disaster */
431 VG_STATIC int menu_enabled(void);
432 #include "menu.h"
433
434 /*
435 * Free camera movement
436 */
437 VG_STATIC void player_mouseview(void)
438 {
439 if( menu_enabled() )
440 return;
441
442 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
443
444 if( vg_input.controller_should_use_trackpad_look )
445 {
446 static v2f last_input;
447 static v2f vel;
448 static v2f vel_smooth;
449
450 v2f input = { player.input_js2h->axis.value,
451 player.input_js2v->axis.value };
452
453 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
454 {
455 v2_sub( input, last_input, vel );
456 v2_muls( vel, 1.0f/vg.time_delta, vel );
457 }
458 else
459 {
460 v2_zero( vel );
461 }
462
463 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
464
465 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
466 v2_copy( input, last_input );
467 }
468 else
469 {
470 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
471 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
472 }
473
474 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
475 }
476
477 /* Deal with input etc */
478 VG_STATIC void player_update_pre(void)
479 {
480 struct player_phys *phys = &player.phys;
481
482
483 {
484 v3f ra, rb, rx;
485 v3_copy( main_camera.pos, ra );
486 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
487
488 float t;
489 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
490 {
491 m4x3f mtx;
492 m3x3_identity( mtx );
493 v3_lerp( ra, rb, t, mtx[3] );
494
495 debug_sphere( mtx, 0.4f, 0xff00ff00 );
496
497 v3f x1;
498 v3_muladds( mtx[3], rx, 0.4f, x1 );
499 vg_line( mtx[3], x1, 0xffffffff );
500 }
501 }
502
503
504 vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
505 vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
506 vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
507 vg_line( phys->cog, phys->rb.co, 0xff000000 );
508
509 v3f spring_end;
510 v3f throw_end, p0, p1;
511 v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
512 v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
513 v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
514 v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
515 vg_line( spring_end, throw_end, VG__RED );
516 vg_line( spring_end, p0, VG__GREEN );
517 vg_line( spring_end, p1, VG__BLUE );
518
519 if( player.rewinding )
520 return;
521
522 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
523 {
524 double delta = world.time - world.last_use;
525
526 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
527 {
528 player.rewinding = 1;
529 player.rewind_sound_wait = 1;
530 player.rewind_time = (float)player.rewind_length - 0.0001f;
531 player_save_rewind_frame();
532 audio_lock();
533 audio_play_oneshot( &audio_rewind[0], 1.0f );
534 audio_unlock();
535
536 /* based on analytical testing. DONT CHANGE!
537 *
538 * time taken: y = (x^(4/5)) * 74.5
539 * inverse : x = (2/149)^(4/5) * y^(4/5)
540 */
541
542 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
543 curve = powf( player.rewind_total_length, 4.0f/5.0f );
544
545 player.rewind_predicted_time = constant * curve;
546 player.diag_rewind_start = vg.time;
547 player.diag_rewind_time = player.rewind_time;
548
549 player.is_dead = 0;
550 player.death_tick_allowance = 30;
551 player_restore_frame();
552
553 if( !phys->on_board )
554 {
555 player.angles[0] = atan2f( -phys->rb.forward[2],
556 -phys->rb.forward[0] );
557 }
558
559 player.mdl.shoes[0] = 1;
560 player.mdl.shoes[1] = 1;
561
562 world_routes_notify_reset();
563
564 /* apply 1 frame of movement */
565 player_do_motion();
566 }
567 else
568 {
569 if( player.is_dead )
570 {
571 reset_player( 0, NULL );
572 }
573 else
574 {
575 /* cant do that */
576 audio_lock();
577 audio_play_oneshot( &audio_rewind[4], 1.0f );
578 audio_unlock();
579 }
580 }
581 }
582
583 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
584 {
585 phys->on_board ^= 0x1;
586
587 audio_lock();
588 if( phys->on_board )
589 {
590 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
591 audio_play_oneshot( &audio_lands[6], 1.0f );
592 }
593 else
594 {
595 audio_play_oneshot( &audio_lands[5], 1.0f );
596 }
597
598 audio_unlock();
599 }
600
601 if( !phys->on_board )
602 player_mouseview();
603 }
604
605 VG_STATIC void player_update_fixed(void) /* 2 */
606 {
607 if( player.rewinding )
608 return;
609
610 if( player.death_tick_allowance )
611 player.death_tick_allowance --;
612
613 struct player_phys *phys = &player.phys;
614
615 if( player.is_dead )
616 {
617 player_ragdoll_iter();
618 }
619 else
620 {
621 player.rewind_incrementer ++;
622
623 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
624 {
625 player_save_rewind_frame();
626 }
627
628 player_do_motion();
629 }
630 }
631
632 VG_STATIC void player_update_post(void)
633 {
634 for( int i=0; i<player.prediction_count; i++ )
635 {
636 struct land_prediction *p = &player.predictions[i];
637
638 for( int j=0; j<p->log_length - 1; j ++ )
639 vg_line( p->log[j], p->log[j+1], p->colour );
640
641 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
642
643 v3f p1;
644 v3_add( p->log[p->log_length-1], p->n, p1 );
645 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
646 }
647
648 if( player.is_dead )
649 {
650 player_debug_ragdoll();
651
652 if( !freecam )
653 player_animate_death_cam();
654 }
655 else
656 {
657 player_animate();
658
659 if( !freecam )
660 {
661 if( cl_thirdperson )
662 player_animate_camera_thirdperson();
663 else
664 player_animate_camera();
665 }
666 }
667
668 if( freecam )
669 player_freecam();
670
671 /* CAMERA POSITIONING: LAYER 0 */
672 v2_copy( player.angles, main_camera.angles );
673 v3_copy( player.camera_pos, main_camera.pos );
674
675 if( player.rewinding )
676 {
677 if( player.rewind_time <= 0.0f )
678 {
679 double taken = vg.time - player.diag_rewind_start;
680 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
681 taken, player.diag_rewind_time,
682 player.rewind_total_length );
683
684 player.rewinding = 0;
685 player.rewind_length = 1;
686 player.rewind_total_length = 0.0f;
687 player.rewind_incrementer = 0;
688 world.sky_target_rate = 1.0;
689 }
690 else
691 {
692 world.sky_target_rate = -100.0;
693 assert( player.rewind_length > 0 );
694
695 v2f override_angles;
696 v3f override_pos;
697
698 float budget = vg.time_delta,
699 overall_length = player.rewind_length;
700
701 world_routes_rollback_time( player.rewind_time / overall_length );
702
703 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
704 {
705 /* Interpolate frames */
706 int i0 = floorf( player.rewind_time ),
707 i1 = VG_MIN( i0+1, player.rewind_length-1 );
708
709 struct rewind_frame *fr = &player.rewind_buffer[i0],
710 *fr1 = &player.rewind_buffer[i1];
711
712 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
713 subl = vg_fractf( player.rewind_time ) + 0.001f,
714
715 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
716 speed = sramp*28.0f + 0.5f*player.rewind_time,
717 mod = speed * (budget / dist),
718
719 advl = vg_minf( mod, subl ),
720 advt = (advl / mod) * budget;
721
722 player.dist_accum += speed * advt;
723 player.rewind_time -= advl;
724 budget -= advt;
725 }
726
727 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
728
729 float current_time = vg.time - player.diag_rewind_start,
730 remaining = player.rewind_predicted_time - current_time;
731
732 if( player.rewind_sound_wait )
733 {
734 if( player.rewind_predicted_time >= 6.5f )
735 {
736 if( remaining <= 6.5f )
737 {
738 audio_lock();
739 audio_play_oneshot( &audio_rewind[3], 1.0f );
740 audio_unlock();
741 player.rewind_sound_wait = 0;
742 }
743 }
744 else if( player.rewind_predicted_time >= 2.5f )
745 {
746 if( remaining <= 2.5f )
747 {
748 audio_lock();
749 audio_play_oneshot( &audio_rewind[2], 1.0f );
750 audio_unlock();
751 player.rewind_sound_wait = 0;
752 }
753 }
754 else if( player.rewind_predicted_time >= 1.5f )
755 {
756 if( remaining <= 1.5f )
757 {
758 audio_lock();
759 audio_play_oneshot( &audio_rewind[1], 1.0f );
760 audio_unlock();
761 player.rewind_sound_wait = 0;
762 }
763 }
764 }
765
766 int i0 = floorf( player.rewind_time ),
767 i1 = VG_MIN( i0+1, player.rewind_length-1 );
768
769 struct rewind_frame *fr = &player.rewind_buffer[i0],
770 *fr1 = &player.rewind_buffer[i1];
771
772 float sub = vg_fractf(player.rewind_time);
773
774 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
775 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
776 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
777
778 /* CAMERA POSITIONING: LAYER 1 */
779 float blend = (4.0f-player.rewind_time) * 0.25f,
780 c = vg_clampf( blend, 0.0f, 1.0f );
781
782 main_camera.angles[0] =
783 vg_alerpf(override_angles[0], player.angles[0], c);
784 main_camera.angles[1] =
785 vg_lerpf (override_angles[1], player.angles[1], c);
786 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
787 }
788 }
789
790 camera_update_transform( &main_camera );
791 player_audio();
792 }
793
794 VG_STATIC void draw_player( camera *cam )
795 {
796 if( player.is_dead )
797 player_model_copy_ragdoll();
798
799 shader_viewchar_use();
800 vg_tex2d_bind( &tex_characters, 0 );
801 shader_viewchar_uTexMain( 0 );
802 shader_viewchar_uCamera( cam->transform[3] );
803 shader_viewchar_uPv( cam->mtx.pv );
804 shader_link_standard_ub( _shader_viewchar.id, 2 );
805 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
806 player.mdl.sk.bone_count,
807 0,
808 (float *)player.mdl.sk.final_mtx );
809
810 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
811 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
812 }
813
814 /*
815 * -----------------------------------------------------------------------------
816 * API implementation
817 * -----------------------------------------------------------------------------
818 */
819
820 VG_STATIC float *player_get_pos(void)
821 {
822 return player.phys.rb.co;
823 }
824
825 VG_STATIC void player_kill(void)
826 {
827 if( player.death_tick_allowance == 0 )
828 {
829 player.is_dead = 1;
830 player_ragdoll_copy_model( player.phys.rb.v );
831 }
832 }
833
834 VG_STATIC float *player_cam_pos(void)
835 {
836 return player.camera_pos;
837 }
838
839
840 #endif /* PLAYER_H */