i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "player_api.h"
5
6 #include "player_common.h"
7 #include "player_walk.h"
8 #include "player_skate.h"
9 #include "player_dead.h"
10
11 struct player_instance
12 {
13 /* transform definition */
14 rigidbody rb;
15 v3f angles;
16
17 v4f qbasis;
18 m3x3f basis, invbasis, basis_gate;
19 world_instance *viewable_world;
20
21 /*
22 * Camera management
23 * ---------------------------
24 */
25 camera cam; /* output final camera */
26
27 enum camera_mode
28 {
29 k_cam_firstperson = 0,
30 k_cam_thirdperson = 1
31 }
32 camera_mode;
33 float camera_type_blend;
34
35
36 v3f fpv_offset, /* expressed relative to rigidbody */
37 tpv_offset,
38 fpv_viewpoint, /* expressed relative to neck bone inverse final */
39 fpv_offset_smooth,
40 fpv_viewpoint_smooth,
41 tpv_offset_smooth,
42 tpv_lpf,
43 cam_velocity_smooth;
44
45 float cam_velocity_influence,
46 cam_velocity_coefficient,
47 cam_velocity_constant,
48 cam_velocity_coefficient_smooth,
49 cam_velocity_constant_smooth,
50 cam_velocity_influence_smooth,
51 cam_land_punch,
52 cam_land_punch_v;
53
54 ent_gate *gate_waiting;
55
56 /*
57 * Input
58 * --------------------------------
59 */
60 struct input_binding *input_js1h,
61 *input_js1v,
62 *input_js2h,
63 *input_js2v,
64 *input_jump,
65 *input_push,
66 *input_trick0,
67 *input_trick1,
68 *input_trick2,
69 *input_walk,
70 *input_walkh,
71 *input_walkv,
72 *input_use,
73 *input_reset,
74 *input_grab,
75 *input_camera;
76
77 /*
78 * Animation
79 * --------------------------------------------------
80 */
81
82 struct player_avatar *playeravatar;
83 glmesh *playermesh;
84 struct player_ragdoll ragdoll;
85 vg_tex2d *playertex;
86
87 player_pose holdout_pose;
88 float holdout_time;
89
90 /*
91 * Subsystems
92 * -------------------------------------------------
93 */
94
95 enum player_subsystem
96 {
97 k_player_subsystem_walk = 0,
98 k_player_subsystem_skate = 1,
99 k_player_subsystem_dead = 2
100 }
101 subsystem;
102
103 struct player_skate _skate;
104 struct player_walk _walk;
105 struct player_dead _dead;
106 };
107
108 /*
109 * Gameloop tables
110 * ---------------------------------------------------------
111 */
112
113 VG_STATIC
114 void (*_player_bind[])( player_instance *player ) =
115 {
116 player__walk_bind,
117 player__skate_bind,
118 NULL
119 };
120
121 VG_STATIC
122 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
123 {
124 NULL,
125 player__skate_reset,
126 NULL
127 };
128
129 VG_STATIC
130 void (*_player_pre_update[])( player_instance *player ) =
131 {
132 player__walk_pre_update,
133 player__skate_pre_update,
134 NULL
135 };
136
137 VG_STATIC
138 void( *_player_update[])( player_instance *player ) =
139 {
140 player__walk_update,
141 player__skate_update,
142 player__dead_update,
143 };
144
145 VG_STATIC
146 void( *_player_post_update[])( player_instance *player ) =
147 {
148 player__walk_post_update,
149 player__skate_post_update,
150 NULL
151 };
152
153 VG_STATIC
154 void( *_player_im_gui[])( player_instance *player ) =
155 {
156 player__walk_im_gui,
157 player__skate_im_gui,
158 NULL
159 };
160
161 VG_STATIC
162 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
163 {
164 player__walk_animate,
165 player__skate_animate,
166 player__dead_animate
167 };
168
169 VG_STATIC
170 void( *_player_post_animate[])( player_instance *player ) =
171 {
172 player__walk_post_animate,
173 player__skate_post_animate,
174 player__dead_post_animate
175 };
176
177 /* implementation */
178
179 #include "player.c"
180 #include "player_common.c"
181 #include "player_walk.c"
182 #include "player_skate.c"
183 #include "player_dead.c"
184
185 #endif /* PLAYER_H */
186
187
188 #if 0
189 /*
190 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
191 */
192
193 #define PLAYER_H
194 #ifndef PLAYER_H
195 #define PLAYER_H
196
197 #define PLAYER_REWIND_FRAMES 60*4
198
199 #include "conf.h"
200 #include "audio.h"
201 #include "common.h"
202 #include "world.h"
203 #include "skeleton.h"
204 #include "bvh.h"
205
206
207 /*
208 * -----------------------------------------------------------------------------
209 * Memory
210 * -----------------------------------------------------------------------------
211 */
212
213 VG_STATIC struct gplayer
214 {
215 rigidbody rb, rb_frame;
216 v3f co, angles; /* used as transfer between controllers */
217
218 enum player_controller
219 {
220 k_player_controller_walk,
221 k_player_controller_skate,
222 k_player_controller_ragdoll,
223 k_player_controller_mountain_skate,
224 k_player_controller_snowboard,
225 k_player_controller_drive
226 }
227 controller,
228 controller_frame;
229
230 m4x3f visual_transform,
231 inv_visual_transform;
232
233 int is_dead, death_tick_allowance, rewinding;
234 int rewind_sound_wait;
235
236
237 v3f handl_target, handr_target,
238 handl, handr;
239
240 /* Input */
241 struct input_binding *input_js1h,
242 *input_js1v,
243 *input_js2h,
244 *input_js2v,
245 *input_jump,
246 *input_push,
247 *input_walk,
248 *input_walkh,
249 *input_walkv,
250 *input_switch_mode,
251 *input_reset,
252 *input_grab;
253
254 /* Camera */
255 float air_time;
256 v3f camera_pos, smooth_localcam;
257
258 struct rewind_frame
259 {
260 v3f pos;
261 v3f ang;
262 }
263 *rewind_buffer;
264 u32 rewind_incrementer,
265 rewind_length;
266
267 float rewind_time, rewind_total_length, rewind_predicted_time;
268 double diag_rewind_start, diag_rewind_time;
269 float dist_accum;
270
271 /* animation */
272 double jump_time;
273 float fslide,
274 fdirz, fdirx,
275 fstand,
276 ffly,
277 fpush,
278 fairdir,
279 fsetup,
280 walk_timer,
281 fjump,
282 fonboard,
283 frun,
284 fgrind;
285
286 v3f board_offset;
287 v4f board_rotation;
288
289 float walk;
290 int step_phase;
291 enum mdl_surface_prop surface_prop;
292
293 /* player model */
294 struct player_model
295 {
296 glmesh player_meshes[3];
297
298 mdl_context meta;
299 struct skeleton sk;
300 struct skeleton_anim *anim_stand,
301 *anim_highg,
302 *anim_slide,
303 *anim_air,
304 *anim_push, *anim_push_reverse,
305 *anim_ollie, *anim_ollie_reverse,
306 *anim_grabs, *anim_stop,
307 *anim_walk, *anim_run, *anim_idle,
308 *anim_jump;
309
310 u32 id_hip,
311 id_ik_hand_l,
312 id_ik_hand_r,
313 id_ik_elbow_l,
314 id_ik_elbow_r,
315 id_head,
316 id_ik_foot_l,
317 id_ik_foot_r,
318 id_board;
319
320 v3f cam_pos;
321
322 struct ragdoll_part
323 {
324 u32 bone_id;
325 //v3f offset;
326
327 /* Collider transform relative to bone */
328 m4x3f collider_mtx,
329 inv_collider_mtx;
330
331 u32 use_limits;
332 v3f limits[2];
333
334 rigidbody rb;
335 u32 parent;
336 u32 colour;
337 }
338 ragdoll[32];
339 u32 ragdoll_count;
340
341 rb_constr_pos position_constraints[32];
342 u32 position_constraints_count;
343
344 rb_constr_swingtwist cone_constraints[32];
345 u32 cone_constraints_count;
346
347 int shoes[2];
348 }
349 mdl;
350 }
351 player__OLD
352
353 #if 0
354 =
355 {
356 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
357 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
358 }
359 #endif
360
361 ;
362
363 /*
364 * API
365 */
366 VG_STATIC float *player_get_pos(void);
367 VG_STATIC void player_kill(void);
368 VG_STATIC float *player_cam_pos(void);
369 VG_STATIC void player_save_frame(void);
370 VG_STATIC void player_restore_frame(void);
371 VG_STATIC void player_save_rewind_frame(void);
372
373 /*
374 * Submodules
375 */
376 VG_STATIC void player_mouseview(void);
377
378 #include "player_physics.h"
379 #include "player_physics_skate.h"
380 #include "player_physics_walk.h"
381 #include "player_ragdoll.h"
382 #include "player_model.h"
383 #include "player_animation.h"
384 #include "player_audio.h"
385
386 /*
387 * player_physics_<INTERFACE>_<SUB-INTERFACE>
388 *
389 *
390 *
391 */
392
393 /*
394 * -----------------------------------------------------------------------------
395 * Events
396 * -----------------------------------------------------------------------------
397 */
398 VG_STATIC int kill_player( int argc, char const *argv[] );
399 VG_STATIC int reset_player( int argc, char const *argv[] );
400 VG_STATIC void reset_player_poll( int argc, char const *argv[] );
401
402 VG_STATIC void player_init(void) /* 1 */
403 {
404 rb_init( &player.rb );
405
406 VG_VAR_F32( k_walkspeed );
407 VG_VAR_F32( k_stopspeed );
408 VG_VAR_F32( k_airspeed );
409 VG_VAR_F32( k_walk_friction );
410 VG_VAR_F32( k_walk_air_accel );
411 VG_VAR_F32( k_walk_accel );
412
413 VG_VAR_I32( freecam );
414 VG_VAR_I32( cl_thirdperson );
415 VG_VAR_F32_PERSISTENT( fc_speed );
416
417 /* TODO: NOT PERSISTENT */
418 VG_VAR_F32( k_ragdoll_limit_scale );
419 VG_VAR_I32( k_ragdoll_div );
420 VG_VAR_I32( k_ragdoll_debug_collider );
421 VG_VAR_I32( k_ragdoll_debug_constraints );
422
423 VG_VAR_F32( k_friction_lat );
424
425 VG_VAR_F32( k_cog_spring );
426 VG_VAR_F32( k_cog_damp );
427
428 VG_VAR_F32( k_cog_mass_ratio );
429 VG_VAR_F32( k_downforce );
430
431 VG_VAR_F32( k_spring_force );
432 VG_VAR_F32( k_spring_dampener );
433 VG_VAR_F32( k_spring_angular );
434
435 VG_VAR_F32( k_mmthrow_scale );
436 VG_VAR_F32( k_mmcollect_lat );
437 VG_VAR_F32( k_mmcollect_vert );
438 VG_VAR_F32( k_mmdecay );
439
440 vg_function_push( (struct vg_cmd){
441 .name = "reset",
442 .function = reset_player,
443 .poll_suggest = reset_player_poll
444 });
445
446 vg_function_push( (struct vg_cmd){
447 .name = "kill",
448 .function = kill_player
449 });
450
451 /* HACK */
452 rb_register_cvar();
453
454 player.rewind_length = 0;
455 player.rewind_buffer =
456 vg_linear_alloc( vg_mem.rtmemory,
457 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
458
459 player_model_init();
460 }
461
462 VG_STATIC void player_save_rewind_frame(void)
463 {
464 if( player.rewind_length < PLAYER_REWIND_FRAMES )
465 {
466 struct rewind_frame *fr =
467 &player.rewind_buffer[ player.rewind_length ++ ];
468
469 v2_copy( player.angles, fr->ang );
470 v3_copy( player.camera_pos, fr->pos );
471
472 player.rewind_incrementer = 0;
473
474 if( player.rewind_length > 1 )
475 {
476 player.rewind_total_length +=
477 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
478 player.rewind_buffer[player.rewind_length-2].pos );
479 }
480 }
481 }
482
483
484 /* disaster */
485 VG_STATIC int menu_enabled(void);
486 #include "menu.h"
487
488 VG_STATIC void player_do_motion(void);
489 /*
490 * Free camera movement
491 */
492 VG_STATIC void player_mouseview(void)
493 {
494 if( menu_enabled() )
495 return;
496
497 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
498
499 if( vg_input.controller_should_use_trackpad_look )
500 {
501 static v2f last_input;
502 static v2f vel;
503 static v2f vel_smooth;
504
505 v2f input = { player.input_js2h->axis.value,
506 player.input_js2v->axis.value };
507
508 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
509 {
510 v2_sub( input, last_input, vel );
511 v2_muls( vel, 1.0f/vg.time_delta, vel );
512 }
513 else
514 {
515 v2_zero( vel );
516 }
517
518 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
519
520 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
521 v2_copy( input, last_input );
522 }
523 else
524 {
525 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
526 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
527 }
528
529 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
530 }
531
532 /* Deal with input etc */
533 VG_STATIC void player_update_pre(void)
534 {
535
536 {
537 v3f ra, rb, rx;
538 v3_copy( main_camera.pos, ra );
539 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
540
541 float t;
542 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
543 {
544 m4x3f mtx;
545 m3x3_identity( mtx );
546 v3_lerp( ra, rb, t, mtx[3] );
547
548 debug_sphere( mtx, 0.4f, 0xff00ff00 );
549
550 v3f x1;
551 v3_muladds( mtx[3], rx, 0.4f, x1 );
552 vg_line( mtx[3], x1, 0xffffffff );
553 }
554 }
555
556 #if 0
557
558 vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
559 vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
560 vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
561 vg_line( phys->cog, phys->rb.co, 0xff000000 );
562
563 v3f spring_end;
564 v3f throw_end, p0, p1;
565 v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
566 v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
567 v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
568 v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
569 vg_line( spring_end, throw_end, VG__RED );
570 vg_line( spring_end, p0, VG__GREEN );
571 vg_line( spring_end, p1, VG__BLUE );
572 #endif
573
574 if( player.rewinding )
575 return;
576
577 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
578 {
579 double delta = world.time - world.last_use;
580
581 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
582 {
583 player.rewinding = 1;
584 player.rewind_sound_wait = 1;
585 player.rewind_time = (float)player.rewind_length - 0.0001f;
586 player_save_rewind_frame();
587 audio_lock();
588 audio_play_oneshot( &audio_rewind[0], 1.0f );
589 audio_unlock();
590
591 /* based on analytical testing. DONT CHANGE!
592 *
593 * time taken: y = (x^(4/5)) * 74.5
594 * inverse : x = (2/149)^(4/5) * y^(4/5)
595 */
596
597 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
598 curve = powf( player.rewind_total_length, 4.0f/5.0f );
599
600 player.rewind_predicted_time = constant * curve;
601 player.diag_rewind_start = vg.time;
602 player.diag_rewind_time = player.rewind_time;
603
604 player.is_dead = 0;
605 player.death_tick_allowance = 30;
606 player_restore_frame();
607
608 if( player.controller == k_player_controller_walk )
609 {
610 player.angles[0] = atan2f( -player.rb.forward[2],
611 -player.rb.forward[0] );
612 }
613
614 player.mdl.shoes[0] = 1;
615 player.mdl.shoes[1] = 1;
616
617 world_routes_notify_reset();
618
619 /* apply 1 frame of movement */
620 player_do_motion();
621 }
622 else
623 {
624 if( player.is_dead )
625 {
626 reset_player( 0, NULL );
627 }
628 else
629 {
630 /* cant do that */
631 audio_lock();
632 audio_play_oneshot( &audio_rewind[4], 1.0f );
633 audio_unlock();
634 }
635 }
636 }
637
638 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
639 {
640 audio_lock();
641
642 #if 0
643 if( phys->controller == k_player_controller_walk )
644 {
645 phys->controller = k_player_controller_skate;
646
647 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
648 audio_play_oneshot( &audio_lands[6], 1.0f );
649 }
650 else if( phys->controller == k_player_controller_skate )
651 {
652 phys->controller = k_player_controller_walk;
653
654 audio_play_oneshot( &audio_lands[5], 1.0f );
655 }
656 #endif
657
658 audio_unlock();
659 }
660
661 if( player.controller == k_player_controller_walk )
662 player_mouseview();
663 }
664
665 VG_STATIC void player_update_fixed(void) /* 2 */
666 {
667 if( player.rewinding )
668 return;
669
670 if( player.death_tick_allowance )
671 player.death_tick_allowance --;
672
673 if( player.is_dead )
674 {
675 player_ragdoll_iter();
676 }
677 else
678 {
679 player.rewind_incrementer ++;
680
681 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
682 {
683 player_save_rewind_frame();
684 }
685
686 player_do_motion();
687 }
688 }
689
690 VG_STATIC void player_update_post(void)
691 {
692 #if 0
693 for( int i=0; i<player.prediction_count; i++ )
694 {
695 struct land_prediction *p = &player.predictions[i];
696
697 for( int j=0; j<p->log_length - 1; j ++ )
698 vg_line( p->log[j], p->log[j+1], p->colour );
699
700 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
701
702 v3f p1;
703 v3_add( p->log[p->log_length-1], p->n, p1 );
704 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
705 }
706 #endif
707
708 #if 0
709 if( player.is_dead )
710 {
711 player_debug_ragdoll();
712
713 if( !freecam )
714 player_animate_death_cam();
715 }
716 else
717 {
718 player_animate();
719
720 if( !freecam )
721 {
722 if( cl_thirdperson )
723 player_animate_camera_thirdperson();
724 else
725 player_animate_camera();
726 }
727 }
728
729 if( freecam )
730 #endif
731 player_freecam();
732
733 /* CAMERA POSITIONING: LAYER 0 */
734 v2_copy( player.angles, main_camera.angles );
735 v3_copy( player.camera_pos, main_camera.pos );
736
737 #if 0
738 if( player.rewinding )
739 {
740 if( player.rewind_time <= 0.0f )
741 {
742 double taken = vg.time - player.diag_rewind_start;
743 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
744 taken, player.diag_rewind_time,
745 player.rewind_total_length );
746
747 player.rewinding = 0;
748 player.rewind_length = 1;
749 player.rewind_total_length = 0.0f;
750 player.rewind_incrementer = 0;
751 world.sky_target_rate = 1.0;
752 }
753 else
754 {
755 world.sky_target_rate = -100.0;
756 assert( player.rewind_length > 0 );
757
758 v2f override_angles;
759 v3f override_pos;
760
761 float budget = vg.time_delta,
762 overall_length = player.rewind_length;
763
764 world_routes_rollback_time( player.rewind_time / overall_length );
765
766 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
767 {
768 /* Interpolate frames */
769 int i0 = floorf( player.rewind_time ),
770 i1 = VG_MIN( i0+1, player.rewind_length-1 );
771
772 struct rewind_frame *fr = &player.rewind_buffer[i0],
773 *fr1 = &player.rewind_buffer[i1];
774
775 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
776 subl = vg_fractf( player.rewind_time ) + 0.001f,
777
778 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
779 speed = sramp*28.0f + 0.5f*player.rewind_time,
780 mod = speed * (budget / dist),
781
782 advl = vg_minf( mod, subl ),
783 advt = (advl / mod) * budget;
784
785 player.dist_accum += speed * advt;
786 player.rewind_time -= advl;
787 budget -= advt;
788 }
789
790 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
791
792 float current_time = vg.time - player.diag_rewind_start,
793 remaining = player.rewind_predicted_time - current_time;
794
795 if( player.rewind_sound_wait )
796 {
797 if( player.rewind_predicted_time >= 6.5f )
798 {
799 if( remaining <= 6.5f )
800 {
801 audio_lock();
802 audio_play_oneshot( &audio_rewind[3], 1.0f );
803 audio_unlock();
804 player.rewind_sound_wait = 0;
805 }
806 }
807 else if( player.rewind_predicted_time >= 2.5f )
808 {
809 if( remaining <= 2.5f )
810 {
811 audio_lock();
812 audio_play_oneshot( &audio_rewind[2], 1.0f );
813 audio_unlock();
814 player.rewind_sound_wait = 0;
815 }
816 }
817 else if( player.rewind_predicted_time >= 1.5f )
818 {
819 if( remaining <= 1.5f )
820 {
821 audio_lock();
822 audio_play_oneshot( &audio_rewind[1], 1.0f );
823 audio_unlock();
824 player.rewind_sound_wait = 0;
825 }
826 }
827 }
828
829 int i0 = floorf( player.rewind_time ),
830 i1 = VG_MIN( i0+1, player.rewind_length-1 );
831
832 struct rewind_frame *fr = &player.rewind_buffer[i0],
833 *fr1 = &player.rewind_buffer[i1];
834
835 float sub = vg_fractf(player.rewind_time);
836
837 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
838 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
839 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
840
841 /* CAMERA POSITIONING: LAYER 1 */
842 float blend = (4.0f-player.rewind_time) * 0.25f,
843 c = vg_clampf( blend, 0.0f, 1.0f );
844
845 main_camera.angles[0] =
846 vg_alerpf(override_angles[0], player.angles[0], c);
847 main_camera.angles[1] =
848 vg_lerpf (override_angles[1], player.angles[1], c);
849 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
850 }
851 }
852 #endif
853
854 camera_update_transform( &main_camera );
855 player_audio();
856 }
857
858 VG_STATIC void draw_player( camera *cam )
859 {
860 if( player.is_dead )
861 player_model_copy_ragdoll();
862
863 shader_viewchar_use();
864 vg_tex2d_bind( &tex_characters, 0 );
865 shader_viewchar_uTexMain( 0 );
866 shader_viewchar_uCamera( cam->transform[3] );
867 shader_viewchar_uPv( cam->mtx.pv );
868 shader_link_standard_ub( _shader_viewchar.id, 2 );
869 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
870 player.mdl.sk.bone_count,
871 0,
872 (float *)player.mdl.sk.final_mtx );
873
874 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
875 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
876 }
877
878 VG_STATIC void player_do_motion(void)
879 {
880 if( world.water.enabled )
881 {
882 if( (player.rb.co[1] < 0.0f) && !player.is_dead )
883 {
884 audio_lock();
885 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
886 audio_player_set_position( &audio_player_extra, player.rb.co );
887 audio_player_set_vol( &audio_player_extra, 20.0f );
888 audio_player_playclip( &audio_player_extra, &audio_splash );
889 audio_unlock();
890
891 player_kill();
892 }
893 }
894
895 v3f prevco;
896 v3_copy( player.rb.co, prevco );
897
898 if( player.controller == k_player_controller_skate )
899 {
900 #if 0
901 player_skate_update();
902 #endif
903 }
904 else
905 player_walk_physics( &player_walky );
906
907
908 /* Real angular velocity integration */
909 #if 0
910 v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
911 if( v3_length2( phys->rb.w ) > 0.0f )
912 {
913 v4f rotation;
914 v3f axis;
915 v3_copy( phys->rb.w, axis );
916
917 float mag = v3_length( axis );
918 v3_divs( axis, mag, axis );
919 q_axis_angle( rotation, axis, mag*k_rb_delta );
920 q_mul( rotation, phys->rb.q, phys->rb.q );
921 }
922
923 /* Faux angular velocity */
924 v4f rotate;
925
926 float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
927 phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
928
929 q_axis_angle( rotate, phys->rb.up, phys->siY );
930 q_mul( rotate, phys->rb.q, phys->rb.q );
931 phys->iY = 0.0f;
932 #endif
933
934 /*
935 * Gate intersection, by tracing a line over the gate planes
936 */
937 #if 0
938 for( int i=0; i<world.gate_count; i++ )
939 {
940 struct route_gate *rg = &world.gates[i];
941 teleport_gate *gate = &rg->gate;
942
943 if( gate_intersect( gate, phys->rb.co, prevco ) )
944 {
945 m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
946 m4x3_mulv( gate->transport, phys->cog, phys->cog );
947 m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
948 m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
949 m3x3_mulv( gate->transport, phys->vl, phys->vl );
950 m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
951 m3x3_mulv( gate->transport, phys->m, phys->m );
952 m3x3_mulv( gate->transport, phys->bob, phys->bob );
953
954 /* Pre-emptively edit the camera matrices so that the motion vectors
955 * are correct */
956 m4x3f transport_i;
957 m4x4f transport_4;
958 m4x3_invert_affine( gate->transport, transport_i );
959 m4x3_expand( transport_i, transport_4 );
960 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
961 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
962
963 v4f transport_rotation;
964 m3x3_q( gate->transport, transport_rotation );
965 q_mul( transport_rotation, phys->rb.q, phys->rb.q );
966
967 world_routes_activate_gate( i );
968
969 if( phys->controller == k_player_controller_walk )
970 {
971 v3f fwd_dir = {cosf(player.angles[0]),
972 0.0f,
973 sinf(player.angles[0])};
974 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
975
976 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
977 }
978
979 player.rewind_length = 0;
980 player.rewind_total_length = 0.0f;
981 player.rewind_incrementer = 10000;
982 player_save_frame();
983
984 audio_lock();
985 audio_play_oneshot( &audio_gate_pass, 1.0f );
986 audio_unlock();
987 break;
988 }
989 }
990 #endif
991
992 rb_update_transform( &player.rb );
993 }
994
995 /*
996 * -----------------------------------------------------------------------------
997 * API implementation
998 * -----------------------------------------------------------------------------
999 */
1000
1001 VG_STATIC float *player_get_pos(void)
1002 {
1003 return player.rb.co;
1004 }
1005
1006 VG_STATIC void player_kill(void)
1007 {
1008 if( player.death_tick_allowance == 0 )
1009 {
1010 player.is_dead = 1;
1011 player_ragdoll_copy_model( player.rb.v );
1012 }
1013 }
1014
1015 VG_STATIC float *player_cam_pos(void)
1016 {
1017 return player.camera_pos;
1018 }
1019
1020
1021 VG_STATIC void player_save_frame(void)
1022 {
1023 player.controller_frame = player.controller;
1024
1025 /* TODO <interface>->save() */
1026 }
1027
1028 VG_STATIC void player_restore_frame(void)
1029 {
1030 player.controller = player.controller_frame;
1031
1032 /* TODO <interface>->load() */
1033 }
1034
1035 #endif /* PLAYER_H */
1036 #endif