refactor player
authorhgn <hgodden00@gmail.com>
Tue, 4 Oct 2022 03:42:12 +0000 (04:42 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 4 Oct 2022 03:42:12 +0000 (04:42 +0100)
main.c
player.h
player_animation.h [new file with mode: 0644]
player_audio.h [new file with mode: 0644]
player_model.h
player_physics.h [new file with mode: 0644]
player_ragdoll.h [new file with mode: 0644]
skeleton.h

diff --git a/main.c b/main.c
index 1b106250da54ba3e0359a97bcc2ec158ef0fdd63..0732057dab95eb68745b26280e5e15670240c13f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -63,8 +63,8 @@ void vg_register(void)
    shader_vblend_register();
    shader_unlit_register();
 
+   player_register();
    world_register();
-   character_register();
    water_register();
    gate_register();
 }
@@ -75,7 +75,6 @@ static void init_other(void)
    render_init();
    gate_init();
    world_init();
-   character_init();
    audio_init();
 }
 
@@ -102,7 +101,7 @@ static int playermodel( int argc, char const *argv[] )
    
    glmesh old_mesh = player.mdl.mesh;
 
-   if( character_load( &player.mdl, argv[0] ) )
+   if( player_load_model( argv[0] ) )
       mesh_free( &old_mesh );
 
    return 1;
@@ -233,8 +232,7 @@ void vg_start(void)
 
    if( sv_scene == 0 )
    {
-      character_load( &player.mdl, "ch_new" );
-      character_init_ragdoll( &player.mdl );
+      player_load_model( "ch_new" );
 
       world_load();
 
index 6fb74dcf6427c5c6ce6a709399f77edb9a9dadec..92db1fbca3ddf564550b47614405116719bfa04e 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,5 +1,10 @@
 /*
  * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * -----------------------------------------------------------------------------
+ *
+ * Player head module
+ *
+ * -----------------------------------------------------------------------------
  */
 
 #ifndef PLAYER_H
@@ -8,14 +13,9 @@
 #include "audio.h"
 #include "common.h"
 #include "world.h"
-//#include "character.h"
-#include "player_model.h"
+#include "skeleton.h"
 #include "bvh.h"
 
-/* 
- * Constants 
- */
-
 static float 
    k_walkspeed             = 7.0f,  /* no longer used */
    k_runspeed              = 14.0f,
@@ -43,6 +43,12 @@ static int freecam = 0;
 static int walk_grid_iterations = 1;
 static float fc_speed = 10.0f;
 
+/* 
+ * -----------------------------------------------------------------------------
+ *                                  Memory
+ * -----------------------------------------------------------------------------
+ */
+
 static struct gplayer
 {
    /* Physics */
@@ -73,8 +79,6 @@ static struct gplayer
    u32 land_target_colours[22];
    int land_log_count;
    m3x3f vr,vr_pstep;
-   
-   struct character mdl;
 
    v3f handl_target, handr_target,
        handl, handr;
@@ -97,9 +101,48 @@ static struct gplayer
          fsetup,
          walk_timer,
          fonboard;
-
-v3f last_step_pos;
    int step_phase;
+
+   /* player model */
+   struct player_model
+   {
+      glmesh mesh;
+      struct skeleton sk;
+      struct skeleton_anim *anim_stand,
+                           *anim_highg,
+                           *anim_slide,
+                           *anim_air,
+                           *anim_push, *anim_push_reverse,
+                           *anim_ollie, *anim_ollie_reverse,
+                           *anim_grabs, *anim_stop,
+                           *anim_walk, *anim_run, *anim_idle;
+
+      u32 id_hip,
+          id_ik_hand_l,
+          id_ik_hand_r,
+          id_ik_elbow_l,
+          id_ik_elbow_r,
+          id_head;
+
+      v3f cam_pos;
+
+      struct ragdoll_part
+      {
+         u32 bone_id;
+         v3f offset;
+
+         u32 use_limits;
+         v3f limits[2];
+
+         rigidbody  rb;
+         u32 parent;
+      }
+      *ragdoll;
+      u32 ragdoll_count;
+
+      int shoes[2];
+   }
+   mdl;
 }
 player = 
 {
@@ -110,1303 +153,44 @@ player =
 };
 
 /* 
- * Player API
- */
-
-static float *player_get_pos(void)
-{
-   return player.rb.co;
-}
-
-
-/*
- * Free camera movement
+ * API 
  */
+static float *player_get_pos(void);
+static void player_kill(void);
+static float *player_cam_pos(void);
 
-static void player_mouseview(void)
-{
-   if( gui_want_mouse() )
-      return;
-
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.001f, view_vel );
-   }
-   
-   v2_muladds( view_vel, 
-         (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 
-         0.05f, view_vel );
-   v2_muls( view_vel, 0.93f, view_vel );
-   v2_add( view_vel, player.angles, player.angles );
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-static void player_freecam(void)
-{
-   player_mouseview();
-
-   float movespeed = fc_speed;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-/*
- * Player Physics Implementation
+/* 
+ * Submodules
  */
+#include "player_physics.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_animation.h"
+#include "player_audio.h"
 
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-/*
- * TODO: The angle bias should become greater when launching from a steeper 
- *       angle and skewed towords more 'downwards' angles when launching from
- *       shallower trajectories
- *
- *       it should also be tweaked by the controller left stick being pushed
- *       up or down
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    Events
+ * -----------------------------------------------------------------------------
  */
-static void player_start_air(void)
-{
-   if( player.in_air )
-      return;
-
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-   float best_velocity_delta = -9999.9f;
-   float k_bias = 0.96f;
 
-   v3f axis;
-   v3_cross( player.rb.up, player.rb.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.rb.co, pco );
-      v3_muls( player.rb.v, k_bias, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-
-               v3_copy( contact.pos, player.land_target );
-               
-               m3x3_copy( vr, player.vr_pstep );
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-}
-
-static void draw_cross(v3f pos,u32 colour, float scale)
+static void player_register(void)                                        /* 0 */
 {
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
-
-static void player_physics_control(void)
-{
-   /*
-    * Computing localized friction forces for controlling the character
-    * Friction across X is significantly more than Z
-    */
-
-   v3f vel;
-   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
-   float slip = 0.0f;
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], 
-            vg_signf( vel[0] ) * -k_friction_lat*substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
-
-   if( vg_get_button( "jump" ) )
-   {
-      player.jump += ktimestep * k_jump_charge_speed;
-
-      if( !player.jump_charge )
-         player.jump_dir = player.reverse > 0.0f? 1: 0;
-
-      player.jump_charge = 1;
-   }
-
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      player.pushing = 1.0f;
-      player.push_time = vg_time-start_push;
-
-      float cycle_time = player.push_time*k_push_cycle_rate,
-            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_max_push_speed );
-
-      new_vel -= vg_minf(current, k_max_push_speed);
-      vel[2] -= new_vel * player.reverse;
-   }
-
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - player.grab,
-          pump = delta * k_pump_force*ktimestep;
-   previous = player.grab;
-
-   v3f p1;
-   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
-   vg_line( player.rb.co, p1, 0xff0000ff );
-
-   vel[1] += pump;
-
-   
-   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-   
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
+   player_model_register();
 }
 
-static void player_physics_control_air(void)
+static void player_init(void)                                            /* 1 */
 {
-   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
-   draw_cross( player.land_target, 0xff0000ff, 0.25f );
-
-   ray_hit hit;
-
-   /* 
-    * Prediction 
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.rb.co, pco );
-   v3_copy( player.rb.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      m3x3_mulv( player.vr_pstep, pv, pv );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
-      {
-         float angle = v3_dot( player.rb.up, contact.normal );
-         v3f axis; 
-         v3_cross( player.rb.up, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rb.q, player.rb.q );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 0.25f );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
-   {
-      float iX = vg_get_axis( "vertical" ) * 
-         player.reverse * k_steer_air * limiter * ktimestep;
-
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-      
-      v4f rotate;
-      q_axis_angle( rotate, player.rb.right, siX );
-      q_mul( rotate, player.rb.q, player.rb.q );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
+   player_model_init();
 
-static void player_init(void)
-{
    rb_init( &player.collide_front );
    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; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( player.rb.v, ct->n );
-         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 );
-         }
-      }
-   }
-
-   player.in_air = len==0?1:0;
-   
-   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 = 30.0f/(float)player.mdl.anim_walk->length,
-            run_norm  = 30.0f/(float)player.mdl.anim_run->length ;
-
-      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)
-{
-   /*
-    * Update collision fronts
-    */
-   
-   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 );
-   
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
-   float h = player.air_blend*0.2f;
-
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
-   v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, 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, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
-
-   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 );
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
-
-   if( !len )
-   {
-      player_start_air();
-   }
-   else
-   {
-      for( int i=0; i<len; i++ )
-      {
-         v3_add( manifold[i].n, surface_avg, surface_avg );
-
-#if 0
-         if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-#endif
-      }
-
-      v3_normalize( surface_avg );
-
-      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
-      {
-         player_start_air();
-      }
-      else
-         player.in_air = 0;
-   }
-
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         v3f dv, delta;
-         v3_sub( ct->co, player.rb.co, delta ); 
-         v3_cross( player.rb.w, delta, dv );
-         v3_add( player.rb.v, dv, dv );
-
-         float vn = -v3_dot( dv, ct->n );
-         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 );
-
-         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
-             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-
-         v3_add( impulse, player.rb.v, player.rb.v );
-         v3_cross( delta, impulse, impulse );
-
-         /*
-          * W Impulses are limited to the Y and X axises, we don't really want
-          * roll angular velocities being included.
-          *
-          * Can also tweak the resistance of each axis here by scaling the wx,wy
-          * components.
-          */
-         
-         float wy = v3_dot( player.rb.up, impulse ),
-               wx = v3_dot( player.rb.right, impulse )*1.5f;
-
-         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
-         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
-      }
-   }
-
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
-   player.pushing = 0.0f;
-
-   if( !player.in_air )
-   {
-      v3f axis;
-      float angle = v3_dot( player.rb.up, surface_avg );
-      v3_cross( player.rb.up, surface_avg, axis );
-
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*0.3f );
-         q_mul( correction, player.rb.q, player.rb.q );
-      }
-
-      v3_muladds( player.rb.v, player.rb.up, 
-            -k_downforce*ktimestep, player.rb.v );
-
-      player_physics_control();
-
-      if( !player.jump_charge && player.jump > 0.2f )
-      {
-         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;
-
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
-         audio_unlock();
-      }
-   }
-   else
-   {
-      player_physics_control_air();
-   }
-
-   if( !player.jump_charge )
-   {
-      player.jump -= k_jump_charge_speed * ktimestep;
-   }
-   player.jump_charge = 0;
-   player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
-}
-
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   if( player.on_board )
-      player_physics();
-   else
-      player_walk_physics();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.rb.co, prevco );
-   
-   apply_gravity( player.rb.v, ktimestep );
-   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
-
-   /* Real angular velocity integration */
-   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
-   if( v3_length2( player.rb.w ) > 0.0f )
-   {
-      v4f rotation;
-      v3f axis;
-      v3_copy( player.rb.w, axis );
-      
-      float mag = v3_length( axis );
-      v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, player.rb.q, player.rb.q );
-   }
-
-   /* Faux angular velocity */
-   v4f rotate; 
-
-   static float siY = 0.0f;
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, player.rb.up, siY );
-   q_mul( rotate, player.rb.q, player.rb.q );
-   player.iY = 0.0f;
-
-   /* 
-    * Gate intersection, by tracing a line over the gate planes 
-    */
-   for( int i=0; i<world.routes.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.routes.gates[i];
-      teleport_gate *gate = &rg->gate;
-
-      if( gate_intersect( gate, player.rb.co, prevco ) )
-      {
-         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
-         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
-         m3x3_mulv( gate->transport, player.vl, player.vl );
-         m3x3_mulv( gate->transport, player.v_last, player.v_last );
-         m3x3_mulv( gate->transport, player.m, player.m );
-         m3x3_mulv( gate->transport, player.bob, player.bob );
-
-         v4f transport_rotation;
-         m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, player.rb.q, player.rb.q );
-         
-         world_routes_activate_gate( i );
-         player.rb_gate_frame = player.rb;
-         player.in_air_frame = player.in_air;
-         player.on_board_frame = player.on_board;
-
-         if( !player.on_board )
-         {
-            v3f fwd_dir = {cosf(player.angles[0]),
-                           0.0f,
-                           sinf(player.angles[0])};
-            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
-            player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-         }
-         
-         m3x3_copy( player.vr, player.gate_vr_frame );
-         m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
-
-         audio_lock();
-         audio_play_oneshot( &audio_gate_lap, 1.0f );
-         audio_unlock();
-         break;
-      }
-   }
-   
-   rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate_offboard(void)
-{
-   mdl_keyframe apose[32], bpose[32];
-   struct skeleton *sk = &player.mdl.sk;
-
-   float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
-         run_norm  = (float)player.mdl.anim_run->length/30.0f,
-         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 );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip);
-
-   float kheight = 2.0f,
-         kleg = 0.6f;
-
-   v3f offset;
-   v3_zero( offset );
-   m3x3_mulv( player.rb.to_local, player.bob, offset );
-
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-   
-   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
-   float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
-   float sign = vg_signf( kicks );
-   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
-   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
-   offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
-
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
-
-   offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
-   offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
-
-   /* scalar blending information */
-   float speed = v3_length( player.rb.v );
-   
-   /* sliding */
-   {
-      float desired = vg_clampf( lslip, 0.0f, 1.0f );
-      player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
-   }
-   
-   /* movement information */
-   {
-      float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
-            dirx = player.slip < 0.0f?    0.0f: 1.0f,
-            fly  = player.in_air?         1.0f: 0.0f;
-
-      player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
-      player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
-      player.ffly  = vg_lerpf( player.ffly, fly, 0.04f );
-   }
-   
-   struct skeleton *sk = &player.mdl.sk;
-
-   mdl_keyframe apose[32], bpose[32];
-   mdl_keyframe ground_pose[32];
-   {
-      /* when the player is moving fast he will crouch down a little bit */
-      float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
-      player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
-
-      /* stand/crouch */
-      float dir_frame   = player.fdirz * (15.0f/30.0f),
-            stand_blend = offset[1]*-2.0f;
-      
-      skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
-      skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
-      /* sliding */
-      float slide_frame = player.fdirx * (15.0f/30.0f);
-      skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
-      /* pushing */
-      player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
-
-      float pt = player.push_time;
-      if( player.reverse > 0.0f )
-         skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
-      else
-         skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
-
-      skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
-
-      /* trick setup */
-      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) + jump_start_frame;
-      if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
-         setup_frame = jump_frame;
-
-      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 );
-   }
-   
-   mdl_keyframe air_pose[32];
-   {
-      float target = -vg_get_axis("horizontal");
-      player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-      
-      float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-      
-      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 = 1.0f - player.ffly*player.grab;
-
-   /* additive effects */
-   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 );
-   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 );
-   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
-   skeleton_debug( &player.mdl.sk );
-}
-
-static void player_camera_update(void)
-{
-   /* Update camera matrices */
-   v4f qyaw, qpitch, qcam;
-   q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] ); 
-   q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] ); 
-
-   q_mul( qyaw, qpitch, qcam );
-   q_m3x3( qcam, player.camera );
-
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void player_animate_death_cam(void)
-{
-   v3f delta;
-   v3f head_pos;
-   v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
-
-   v3_sub( head_pos, player.camera_pos, delta );
-   v3_normalize( delta );
-
-   v3f follow_pos;
-   v3_muladds( head_pos, delta, -2.5f, follow_pos );
-   v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
-   /* 
-    * Make sure the camera stays above the ground
-    */
-   v3f min_height = {0.0f,1.0f,0.0f};
-
-   v3f sample;
-   v3_add( player.camera_pos, min_height, sample );
-   ray_hit hit;
-   hit.dist = min_height[1]*2.0f;
-
-   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      v3_add( hit.pos, min_height, player.camera_pos );
-
-   player.camera_pos[1] = 
-      vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
-   player.angles[0] = atan2f( delta[0], -delta[2] ); 
-   player.angles[1] = -asinf( delta[1] );
-}
-
-static void player_animate_camera(void)
-{
-   static v3f lerp_cam = {0.0f,0.0f,0.0f};
-   v3f cam_pos;
-
-   player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
-
-   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 };
-
-      
-      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 );
-   }
-}
-
-/* 
- * Audio
- */
-static void player_audio(void)
-{
-   static int _ding = 0;
-   
-   int last = _ding;
-   _ding = glfwGetKey(vg_window, GLFW_KEY_C);
-
-   int trigger_ding = 0;
-   if( _ding && !last )
-      trigger_ding = 1;
-
-   static int _air = 0;
-
-   int l2 = _air;
-   _air = player.in_air;
-
-   static double last_revert = -2000.0;
-
-
-
-
-   audio_lock();
-   
-   double revert_delta = vg_time - last_revert;
-   if( player.on_board && (!_air && l2) && (fabsf(player.slip) > 0.5f) && 
-         (revert_delta > 0.7) )
-   {
-      audio_player_set_position( &audio_player_extra, player.rb.co );
-      audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-      audio_player_set_vol( &audio_player_extra, 2.0f );
-      audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
-
-      last_revert = vg_time;
-   }
-
-   static float air = 0.0f;
-   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
-
-   /* Spacial info */
-   v3f ears = { 1.0f,0.0f,0.0f };
-   v3f delta;
-
-   float *cam = player.camera[3],
-         *pos = player.rb.co;
-   
-   if( trigger_ding )
-      audio_player_playclip( &audio_player_extra, &audio_ding );
-
-   audio_player_set_position( &audio_player0, player.rb.co );
-   audio_player_set_position( &audio_player1, player.rb.co );
-   audio_player_set_position( &audio_player2, player.rb.co );
-   audio_player_set_position( &audio_player_gate, world.render_gate_pos );
-
-   v3_sub( player.rb.co, player.camera[3], delta );
-   v3_normalize( delta );
-   m3x3_mulv( player.camera, ears, ears );
-
-   /* TODO, Make function */
-   v3_copy( ears, vg_audio.listener_ears );
-   v3_copy( player.camera[3], vg_audio.listener_pos );
-
-   /* Tunnel / occlusion */
-   audio_sample_occlusion( player.camera[3] );
-
-   int sprite_avail = -1;
-   for( int i=0; i<vg_list_size(ambient_sprites); i++ )
-   {
-      if( !audio_player_is_playing( &ambient_sprites[i] ) )
-      {
-         sprite_avail = i;
-         break;
-      }
-   }
-   
-   if( sprite_avail != -1 )
-   {
-      v3f waterpos;
-      enum audio_sprite_type sprite_type = 
-         audio_sample_sprite_random( player.rb.co, waterpos );
-
-      if( sprite_type != k_audio_sprite_type_none )
-      {
-         audio_player *avail = &ambient_sprites[ sprite_avail ];
-
-         audio_player_set_vol( avail, 20.0f );
-         audio_player_set_flags( avail, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( avail, waterpos );
-
-         if( sprite_type == k_audio_sprite_type_grass )
-         {
-            audio_player_playclip( avail, &audio_grass[rand()%4] );
-         }
-         else if( sprite_type == k_audio_sprite_type_water )
-         {
-            audio_player_playclip( avail, &audio_water[rand()%6] );
-         }
-      }
-   }
-   
-   if( freecam || player.is_dead || !player.on_board )
-   {
-      audio_player_set_vol( &audio_player0, 0.0f );
-      audio_player_set_vol( &audio_player1, 0.0f );
-      audio_player_set_vol( &audio_player2, 0.0f );
-
-      int walk_phase = 0;
-      if( vg_fractf(player.walk_timer) > 0.5f )
-         walk_phase = 1;
-      else
-         walk_phase = 0;
-
-      if( (player.step_phase != walk_phase) && !player.in_air )
-      {
-         v3_copy( player.rb.co, player.last_step_pos );
-
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 6.0f );
-         audio_player_playclip( &audio_player_extra, 
-                                          &audio_footsteps[rand()%4] );
-      }
-
-      player.step_phase = walk_phase;
-   }
-   else
-   {
-      /* Composite */
-      float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
-            attn  = speed,
-            slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ),
-            vol0  = (1.0f-air)*attn*(1.0f-slide),
-            vol1  =       air *attn,
-            vol2  = (1.0f-air)*attn*slide;
-      
-      audio_player_set_vol( &audio_player0, vol0 );
-      audio_player_set_vol( &audio_player1, vol1 );
-      audio_player_set_vol( &audio_player2, vol2 );
-
-      float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
-      audio_player_set_pan( &audio_player3, 0.0f );
-      audio_player_set_vol( &audio_player3, reverb_amt );
-   }
-   
-#if 0
-   world_audio_update( cam, ears );
-#endif
-   audio_unlock();
-}
-
-/*
- * Public Endpoints
- */
-static float *player_cam_pos(void)
-{
-   return player.camera_pos;
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
-   struct respawn_point *rp = NULL, *r;
-
-   if( argc == 1 )
-   {
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
-            rp = r;
-            break;
-         }
-      }
-
-      if( !rp )
-         vg_warn( "No spawn named '%s'\n", argv[0] );
-   }
-
-   if( !rp )
-   {
-      float min_dist = INFINITY;
-
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         float d = v3_dist2( r->co, player.rb.co );
-         
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
-         {
-            min_dist = d;
-            rp = r;
-         }
-      }
-   }
-
-   if( !rp )
-   {
-      vg_error( "No spawn found\n" );
-      if( !world.spawn_count )
-         return 0;
-
-      rp = &world.spawns[0];
-   }
-
-   v4_copy( rp->q, player.rb.q );
-   v3_copy( rp->co, player.rb.co );
-
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-   
-   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;
-   player.on_board_frame = player.on_board;
-   player.in_air_frame = player.in_air;
-   return 1;
-}
-
-static void player_update(void)
+static void player_update(void)                                          /* 2 */
 {
    for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 
+      vg_line_cross( player.land_target_log[i], 
             player.land_target_colours[i], 0.25f);
 
    if( vg_get_axis("grabl")>0.0f)
@@ -1442,14 +226,14 @@ static void player_update(void)
    if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) &&
        !player.is_dead)
    {
-      character_ragdoll_copypose( &player.mdl, player.rb.v );
+      player_ragdoll_copy_model( player.rb.v );
       player.is_dead = 1;
    }
 
    if( player.is_dead )
    {
-      character_ragdoll_iter( &player.mdl );
-      character_debug_ragdoll( &player.mdl );
+      player_ragdoll_iter();
+      player_debug_ragdoll();
 
       if( !freecam )
          player_animate_death_cam();
@@ -1470,10 +254,10 @@ static void player_update(void)
    player_audio();
 }
 
-static void draw_player(void)
+static void draw_player(void)                                            /* 3 */
 {
    if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
+      player_model_copy_ragdoll();
 
    shader_viewchar_use();
    vg_tex2d_bind( &tex_characters, 0 );
@@ -1490,4 +274,27 @@ static void draw_player(void)
    mesh_draw( &player.mdl.mesh );
 }
 
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+static float *player_get_pos(void)
+{
+   return player.rb.co;
+}
+
+static void player_kill(void)
+{
+   player.is_dead = 1;
+   player_ragdoll_copy_model( player.rb.v );
+}
+
+static float *player_cam_pos(void)
+{
+   return player.camera_pos;
+}
+
+
 #endif /* PLAYER_H */
diff --git a/player_animation.h b/player_animation.h
new file mode 100644 (file)
index 0000000..101bd22
--- /dev/null
@@ -0,0 +1,314 @@
+#ifndef PLAYER_ANIMATION_H
+#define PLAYER_ANIMATION_H
+
+#include "player.h"
+
+static void player_animate_offboard(void)
+{
+   mdl_keyframe apose[32], bpose[32];
+   struct skeleton *sk = &player.mdl.sk;
+
+   float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
+         run_norm  = (float)player.mdl.anim_run->length/30.0f,
+         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 );
+
+   v3_add( player.m, player.a, player.m );
+   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
+
+   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+   player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
+   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+   v3_lerp( player.bob, player.m, 0.2f, player.bob );
+
+   /* Head */
+   float lslip = fabsf(player.slip);
+
+   float kheight = 2.0f,
+         kleg = 0.6f;
+
+   v3f offset;
+   v3_zero( offset );
+   m3x3_mulv( player.rb.to_local, player.bob, offset );
+
+   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+   
+   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
+   float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
+   float sign = vg_signf( kicks );
+   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
+   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
+
+   offset[0] *= 0.26f;
+   offset[0] += speed_wobble_2*3.0f;
+
+   offset[1] *= -0.3f;
+   offset[2] *= 0.01f;
+
+   offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
+   offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
+
+   /* 
+    * Animation blending
+    * ===========================================
+    */
+
+   /* scalar blending information */
+   float speed = v3_length( player.rb.v );
+   
+   /* sliding */
+   {
+      float desired = vg_clampf( lslip, 0.0f, 1.0f );
+      player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
+   }
+   
+   /* movement information */
+   {
+      float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
+            dirx = player.slip < 0.0f?    0.0f: 1.0f,
+            fly  = player.in_air?         1.0f: 0.0f;
+
+      player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
+      player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
+      player.ffly  = vg_lerpf( player.ffly, fly, 0.04f );
+   }
+   
+   struct skeleton *sk = &player.mdl.sk;
+
+   mdl_keyframe apose[32], bpose[32];
+   mdl_keyframe ground_pose[32];
+   {
+      /* when the player is moving fast he will crouch down a little bit */
+      float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
+      player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
+
+      /* stand/crouch */
+      float dir_frame   = player.fdirz * (15.0f/30.0f),
+            stand_blend = offset[1]*-2.0f;
+      
+      skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
+      skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+
+      /* sliding */
+      float slide_frame = player.fdirx * (15.0f/30.0f);
+      skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
+
+      /* pushing */
+      player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
+
+      float pt = player.push_time;
+      if( player.reverse > 0.0f )
+         skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
+      else
+         skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
+
+      skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
+
+      /* trick setup */
+      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) + jump_start_frame;
+      if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+         setup_frame = jump_frame;
+
+      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 );
+   }
+   
+   mdl_keyframe air_pose[32];
+   {
+      float target = -vg_get_axis("horizontal");
+      player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
+      
+      float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
+      
+      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 = 1.0f - player.ffly*player.grab;
+
+   /* additive effects */
+   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 );
+   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 );
+   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
+
+   skeleton_debug( &player.mdl.sk );
+}
+
+static void player_animate_death_cam(void)
+{
+   v3f delta;
+   v3f head_pos;
+   v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
+
+   v3_sub( head_pos, player.camera_pos, delta );
+   v3_normalize( delta );
+
+   v3f follow_pos;
+   v3_muladds( head_pos, delta, -2.5f, follow_pos );
+   v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
+
+   /* 
+    * Make sure the camera stays above the ground
+    */
+   v3f min_height = {0.0f,1.0f,0.0f};
+
+   v3f sample;
+   v3_add( player.camera_pos, min_height, sample );
+   ray_hit hit;
+   hit.dist = min_height[1]*2.0f;
+
+   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      v3_add( hit.pos, min_height, player.camera_pos );
+
+   player.camera_pos[1] = 
+      vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+
+   player.angles[0] = atan2f( delta[0], -delta[2] ); 
+   player.angles[1] = -asinf( delta[1] );
+}
+
+static void player_animate_camera(void)
+{
+   static v3f lerp_cam = {0.0f,0.0f,0.0f};
+   v3f cam_pos;
+
+   player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
+
+   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 };
+
+      
+      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 );
+   }
+}
+
+#endif /* PLAYER_ANIMATION_H */
diff --git a/player_audio.h b/player_audio.h
new file mode 100644 (file)
index 0000000..01c13fc
--- /dev/null
@@ -0,0 +1,156 @@
+#ifndef PLAYER_AUDIO_H
+#define PLAYER_AUDIO_H
+
+#include "player.h"
+
+/* 
+ * Audio
+ */
+static void player_audio(void)
+{
+   static int _ding = 0;
+   
+   int last = _ding;
+   _ding = glfwGetKey(vg_window, GLFW_KEY_C);
+
+   int trigger_ding = 0;
+   if( _ding && !last )
+      trigger_ding = 1;
+
+   static int _air = 0;
+
+   int l2 = _air;
+   _air = player.in_air;
+
+   static double last_revert = -2000.0;
+
+
+
+
+   audio_lock();
+   
+   double revert_delta = vg_time - last_revert;
+   if( player.on_board && (!_air && l2) && (fabsf(player.slip) > 0.5f) && 
+         (revert_delta > 0.7) )
+   {
+      audio_player_set_position( &audio_player_extra, player.rb.co );
+      audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+      audio_player_set_vol( &audio_player_extra, 2.0f );
+      audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
+
+      last_revert = vg_time;
+   }
+
+   static float air = 0.0f;
+   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
+
+   /* Spacial info */
+   v3f ears = { 1.0f,0.0f,0.0f };
+   v3f delta;
+
+   float *cam = player.camera[3],
+         *pos = player.rb.co;
+   
+   if( trigger_ding )
+      audio_player_playclip( &audio_player_extra, &audio_ding );
+
+   audio_player_set_position( &audio_player0, player.rb.co );
+   audio_player_set_position( &audio_player1, player.rb.co );
+   audio_player_set_position( &audio_player2, player.rb.co );
+   audio_player_set_position( &audio_player_gate, world.render_gate_pos );
+
+   v3_sub( player.rb.co, player.camera[3], delta );
+   v3_normalize( delta );
+   m3x3_mulv( player.camera, ears, ears );
+
+   /* TODO, Make function */
+   v3_copy( ears, vg_audio.listener_ears );
+   v3_copy( player.camera[3], vg_audio.listener_pos );
+
+   /* Tunnel / occlusion */
+   audio_sample_occlusion( player.camera[3] );
+
+   int sprite_avail = -1;
+   for( int i=0; i<vg_list_size(ambient_sprites); i++ )
+   {
+      if( !audio_player_is_playing( &ambient_sprites[i] ) )
+      {
+         sprite_avail = i;
+         break;
+      }
+   }
+   
+   if( sprite_avail != -1 )
+   {
+      v3f waterpos;
+      enum audio_sprite_type sprite_type = 
+         audio_sample_sprite_random( player.rb.co, waterpos );
+
+      if( sprite_type != k_audio_sprite_type_none )
+      {
+         audio_player *avail = &ambient_sprites[ sprite_avail ];
+
+         audio_player_set_vol( avail, 20.0f );
+         audio_player_set_flags( avail, AUDIO_FLAG_SPACIAL_3D );
+         audio_player_set_position( avail, waterpos );
+
+         if( sprite_type == k_audio_sprite_type_grass )
+         {
+            audio_player_playclip( avail, &audio_grass[rand()%4] );
+         }
+         else if( sprite_type == k_audio_sprite_type_water )
+         {
+            audio_player_playclip( avail, &audio_water[rand()%6] );
+         }
+      }
+   }
+   
+   if( freecam || player.is_dead || !player.on_board )
+   {
+      audio_player_set_vol( &audio_player0, 0.0f );
+      audio_player_set_vol( &audio_player1, 0.0f );
+      audio_player_set_vol( &audio_player2, 0.0f );
+
+      int walk_phase = 0;
+      if( vg_fractf(player.walk_timer) > 0.5f )
+         walk_phase = 1;
+      else
+         walk_phase = 0;
+
+      if( (player.step_phase != walk_phase) && !player.in_air )
+      {
+         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+         audio_player_set_position( &audio_player_extra, player.rb.co );
+         audio_player_set_vol( &audio_player_extra, 6.0f );
+         audio_player_playclip( &audio_player_extra, 
+                                          &audio_footsteps[rand()%4] );
+      }
+
+      player.step_phase = walk_phase;
+   }
+   else
+   {
+      /* Composite */
+      float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
+            attn  = speed,
+            slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ),
+            vol0  = (1.0f-air)*attn*(1.0f-slide),
+            vol1  =       air *attn,
+            vol2  = (1.0f-air)*attn*slide;
+      
+      audio_player_set_vol( &audio_player0, vol0 );
+      audio_player_set_vol( &audio_player1, vol1 );
+      audio_player_set_vol( &audio_player2, vol2 );
+
+      float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
+      audio_player_set_pan( &audio_player3, 0.0f );
+      audio_player_set_vol( &audio_player3, reverb_amt );
+   }
+   
+#if 0
+   world_audio_update( cam, ears );
+#endif
+   audio_unlock();
+}
+
+#endif /* PLAYER_AUDIO_H */
index 1673581a98aedb719d7c9dcc455328281d9202bb..a2379fca6e3db158655a83e2bd53de5663afd2b5 100644 (file)
@@ -5,70 +5,27 @@
 #ifndef CHARACTER_H 
 #define CHARACTER_H
 
-#include "common.h"
-#include "model.h"
-#include "rigidbody.h"
-#include "render.h"
-#include "skeleton.h"
-#include "world.h"
-#include "skeleton_animator.h"
+#include "player.h"
+#include "player_ragdoll.h"
 #include "shaders/viewchar.h"
 
-static float k_ragdoll_floatyiness = 10.0f,
-             k_ragdoll_floatydrag  = 1.0f;
-
 vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
 
-static void character_register(void)
+static void player_model_register(void)
 {
    shader_viewchar_register();
 }
 
-static void character_init(void)
+static void player_model_init(void)
 {
    vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
 }
 
-struct character
-{
-   glmesh mesh;
-   struct skeleton sk;
-   struct skeleton_anim *anim_stand,
-                        *anim_highg,
-                        *anim_slide,
-                        *anim_air,
-                        *anim_push, *anim_push_reverse,
-                        *anim_ollie, *anim_ollie_reverse,
-                        *anim_grabs, *anim_stop,
-                        *anim_walk, *anim_run, *anim_idle;
-
-   u32 id_hip,
-       id_ik_hand_l,
-       id_ik_hand_r,
-       id_ik_elbow_l,
-       id_ik_elbow_r,
-       id_head;
-
-   v3f cam_pos;
-
-   struct ragdoll_part
-   {
-      u32 bone_id;
-      v3f offset;
-
-      u32 use_limits;
-      v3f limits[2];
-
-      rigidbody  rb;
-      u32 parent;
-   }
-   *ragdoll;
-   u32 ragdoll_count;
 
-   int shoes[2];
-};
-
-static int character_load( struct character *ch, const char *name )
+/*
+ * Load model from file (.mdl)
+ */
+static int player_load_model( const char *name )
 {
    char buf[64];
 
@@ -77,216 +34,83 @@ static int character_load( struct character *ch, const char *name )
 
    if( !src )
       return 0;
-   
-   mdl_unpack_glmesh( src, &ch->mesh );
 
-   skeleton_setup( &ch->sk, src );
-   ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
-   ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
-   ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
-   ch->anim_air   = skeleton_get_anim( &ch->sk, "pose_air" );
-   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" );
-   ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
-   ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
-   ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
-   ch->id_head = skeleton_bone_id( &ch->sk, "head" );
-
-   /* setup ragdoll */
+   struct player_model *mdl = &player.mdl;
    
-   if( ch->sk.collider_count )
-   {
-      vg_info( "Alloc: %d\n", ch->sk.collider_count );
-      ch->ragdoll = malloc(sizeof(struct ragdoll_part) * ch->sk.collider_count);
-      ch->ragdoll_count = 0;
-
-      for( u32 i=0; i<ch->sk.bone_count; i ++ )
-      {
-         struct skeleton_bone *bone = &ch->sk.bones[i];
-         
-         if( bone->collider )
-         {
-            struct ragdoll_part *rp = &ch->ragdoll[ ch->ragdoll_count ++ ];
-            rp->bone_id = i;
-            
-            v3f delta;
-            v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
-            v3_muls( delta, 0.5f, delta );
-
-            v3_add( bone->hitbox[0], delta, rp->offset );
-
-            v3_copy( delta, rp->rb.bbx[1] );
-            v3_muls( delta, -1.0f, rp->rb.bbx[0] );
-
-            q_identity( rp->rb.q );
-            v3_add( bone->co, rp->offset, rp->rb.co );
-            rp->rb.type = k_rb_shape_box;
-            rp->rb.is_world = 0;
-            rp->parent = 0xffffffff;
-
-            if( bone->parent )
-            {
-               for( u32 j=0; j<ch->ragdoll_count; j++ )
-               {
-                  if( ch->ragdoll[ j ].bone_id == bone->parent )
-                  {
-                     rp->parent = j;
-                     break;
-                  }
-               }
-            }
-            
-            /* TODO: refactor to use this style elswhere */
-            struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
-            struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
-
-            rp->use_limits = bone_inf->use_limits;
-            v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
-            v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
-
-            rb_init( &rp->rb );
-         }
-      }
-   }
+   mdl_unpack_glmesh( src, &mdl->mesh );
+   skeleton_setup( &mdl->sk, src );
 
-   free( src );
-   return 1;
-}
-
-static void character_eval( struct character *ch ){}
-static void character_draw( struct character *ch, float temp, m4x3f camera ){}
-static void character_init_ragdoll_joints( struct character *ch ){}
-static void character_init_ragdoll( struct character *ch ){}
-static void character_ragdoll_go( struct character *ch, v3f pos ){}
-
-static void character_mimic_ragdoll( struct character *ch )
-{
-   for( int i=0; i<ch->ragdoll_count; i++ )
+   /* 
+    * Link animations
+    */
+   struct _load_anim
    {
-      struct ragdoll_part *part = &ch->ragdoll[i];
-      m4x3f offset;
-      m3x3_identity(offset);
-      v3_negate( part->offset, offset[3] );
-      m4x3_mul( part->rb.to_world, offset, ch->sk.final_mtx[part->bone_id] );
+      const char *name;
+      struct skeleton_anim **anim;
    }
-
-   skeleton_apply_inverses( &ch->sk );
-}
-
-static void character_ragdoll_copypose( struct character *ch, v3f v )
-{
-   for( int i=0; i<ch->ragdoll_count; i++ )
-   {
-      struct ragdoll_part *part = &ch->ragdoll[i];
-
-      v3f pos, offset;
-      u32 bone = part->bone_id;
-      
-      m4x3_mulv( ch->sk.final_mtx[bone], ch->sk.bones[bone].co, pos );
-      m3x3_mulv( ch->sk.final_mtx[bone], part->offset, offset );
-      v3_add( pos, offset, part->rb.co );
-      m3x3_q( ch->sk.final_mtx[bone], part->rb.q );
-      v3_copy( v, part->rb.v );
-      v3_zero( part->rb.w );
-      
-      rb_update_transform( &part->rb );
-   }
-}
-
-static void character_debug_ragdoll( struct character *ch )
-{
-   for( u32 i=0; i<ch->ragdoll_count; i ++ )
-      rb_debug( &ch->ragdoll[i].rb, 0xff00ff00 );
-}
-
-static void character_ragdoll_iter( struct character *ch )
-{
-   rb_solver_reset();
-
-   for( int i=0; i<ch->ragdoll_count; i ++ )
-      rb_collide( &ch->ragdoll[i].rb, &world.rb_geo );
-
-   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
-
-   v3f rv;
-
-   float shoe_vel[2] = {0.0f,0.0f};
-   for( int i=0; i<2; i++ )
-      if( ch->shoes[i] )
-         shoe_vel[i] = v3_length( ch->ragdoll[i].rb.v );
+   anims[] = {
+      { "pose_stand",   &mdl->anim_stand },
+      { "pose_highg",   &mdl->anim_highg },
+      { "pose_slide",   &mdl->anim_slide },
+      { "pose_air",     &mdl->anim_air   },
+      { "push",         &mdl->anim_push  },
+      { "push_reverse", &mdl->anim_push_reverse },
+      { "ollie",        &mdl->anim_ollie },
+      { "ollie_reverse",&mdl->anim_ollie_reverse },
+      { "grabs",        &mdl->anim_grabs },
+      { "walk",         &mdl->anim_walk  },
+      { "run",          &mdl->anim_run   },
+      { "idle_cycle",   &mdl->anim_idle  }
+   };
    
-   for( int j=0; j<ch->ragdoll_count; j++ )
+   for( int i=0; i<vg_list_size(anims); i++ )
    {
-      struct ragdoll_part *pj = &ch->ragdoll[j];
-      struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
-
-      if( pj->parent != 0xffffffff )
+      *anims[i].anim = skeleton_get_anim( &mdl->sk, anims[i].name );
+      
+      if( !(*anims[i].anim) )
       {
-         struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
-         struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
-
-         v3f lca, lcb;
-         v3_negate( pj->offset, lca );
-         v3_add( bp->co, pp->offset, lcb );
-         v3_sub( bj->co, lcb, lcb );
-
-         rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
-
-         if( pj->use_limits )
-         {
-            rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
-         }
+         vg_error( "Animation '%s' is missing from character '%s'\n",
+                     anims[i].name, name );
+         goto il_free_err;
       }
-
-      v4f plane = {0.0f,1.0f,0.0f,0.0f};
-      rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
-                                                 k_ragdoll_floatydrag );
    }
 
-   /* CONSTRAINTS */
-   for( int i=0; i<10; i++ )
+   /* 
+    * Link bones
+    */
+   struct _load_bone
+   {
+      const char *name;
+      u32 *bone_id;
+   }
+   bones[] = {
+      { "hips",      &mdl->id_hip },
+      { "hand.IK.L", &mdl->id_ik_hand_l },
+      { "hand.IK.R", &mdl->id_ik_hand_r },
+      { "elbow.L",   &mdl->id_ik_elbow_l },
+      { "elbow.R",   &mdl->id_ik_elbow_r },
+      { "head",      &mdl->id_head }
+   };
+
+   for( int i=0; i<vg_list_size(bones); i++ )
    {
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+      *bones[i].bone_id = skeleton_bone_id( &mdl->sk, bones[i].name );
 
-      for( int j=0; j<ch->ragdoll_count; j++ )
+      if( !(*bones[i].bone_id) )
       {
-         struct ragdoll_part *pj = &ch->ragdoll[j];
-         struct skeleton_bone *bj = &ch->sk.bones[pj->bone_id];
-
-         if( pj->parent != 0xffffffff && pj->use_limits )
-         {
-            struct ragdoll_part *pp = &ch->ragdoll[pj->parent];
-            struct skeleton_bone *bp = &ch->sk.bones[pp->bone_id];
-
-            v3f lca, lcb;
-            v3_negate( pj->offset, lca );
-            v3_add( bp->co, pp->offset, lcb );
-            v3_sub( bj->co, lcb, lcb );
-
-            rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
-
-            rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
-         }
+         vg_error( "Required bone '%s' is missing from character '%s'\n",
+                     bones[i].name, name );
+         goto il_free_err;
       }
    }
 
-   /* INTEGRATION */
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_iter( &ch->ragdoll[i].rb );
-   
-   /* SHOES */
+   player_init_ragdoll( src );
+   free( src );
+   return 1;
 
-   for( int i=0; i<ch->ragdoll_count; i++ )
-      rb_update_transform( &ch->ragdoll[i].rb );
+il_free_err:
+   free( src );
+   return 0;
 }
 
 #endif
diff --git a/player_physics.h b/player_physics.h
new file mode 100644 (file)
index 0000000..baaa70e
--- /dev/null
@@ -0,0 +1,799 @@
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * -----------------------------------------------------------------------------
+ *
+ * Player physics and control submodule
+ *   contains main physics models, input, and player control.
+ *
+ * -----------------------------------------------------------------------------
+ */
+
+#ifndef PLAYER_PHYSICS_H
+#define PLAYER_PHYSICS_H
+
+#include "player.h"
+
+static void apply_gravity( v3f vel, float const timestep )
+{
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( vel, gravity, timestep, vel );
+}
+
+/*
+ * Called when launching into the air to predict and adjust trajectories
+ */
+static void player_start_air(void)
+{
+   if( player.in_air )
+      return;
+
+   player.in_air = 1;
+
+   float pstep = ktimestep*10.0f;
+   float best_velocity_delta = -9999.9f;
+   float k_bias = 0.96f;
+
+   v3f axis;
+   v3_cross( player.rb.up, player.rb.v, axis );
+   v3_normalize( axis );
+   player.land_log_count = 0;
+   
+   m3x3_identity( player.vr );
+
+   for( int m=-3;m<=12; m++ )
+   {
+      float vmod = ((float)m / 15.0f)*0.09f;
+
+      v3f pco, pco1, pv;
+      v3_copy( player.rb.co, pco );
+      v3_muls( player.rb.v, k_bias, pv );
+
+      /* 
+       * Try different 'rotations' of the velocity to find the best possible
+       * landing normal. This conserves magnitude at the expense of slightly
+       * unrealistic results
+       */
+
+      m3x3f vr;
+      v4f vr_q;
+
+      q_axis_angle( vr_q, axis, vmod );
+      q_m3x3( vr_q, vr );
+
+      m3x3_mulv( vr, pv, pv );
+      v3_muladds( pco, pv, pstep, pco );
+
+      for( int i=0; i<50; i++ )
+      {
+         v3_copy( pco, pco1 );
+         apply_gravity( pv, pstep );
+
+         m3x3_mulv( vr, pv, pv );
+         v3_muladds( pco, pv, pstep, pco );
+         
+         ray_hit contact;
+         v3f vdir;
+
+         v3_sub( pco, pco1, vdir );
+         contact.dist = v3_length( vdir );
+         v3_divs( vdir, contact.dist, vdir);
+
+         if( ray_world( pco1, vdir, &contact ))
+         {
+            float land_delta = v3_dot( pv, contact.normal );
+            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+            /* Bias prediction towords ramps */
+            if( ray_hit_is_ramp( &contact ) )
+            {
+               land_delta *= 0.1f;
+               scolour |= 0x0000a000;
+            }
+
+            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+            {
+               best_velocity_delta = land_delta;
+
+               v3_copy( contact.pos, player.land_target );
+               
+               m3x3_copy( vr, player.vr_pstep );
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+
+            v3_copy( contact.pos, 
+                  player.land_target_log[player.land_log_count] );
+            player.land_target_colours[player.land_log_count] = 
+               0xff000000 | scolour;
+
+            player.land_log_count ++;
+
+            break;
+         }
+      }
+   }
+}
+
+/*
+ * Main friction interface model
+ */
+static void player_physics_control(void)
+{
+   /*
+    * Computing localized friction forces for controlling the character
+    * Friction across X is significantly more than Z
+    */
+
+   v3f vel;
+   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
+   float slip = 0.0f;
+   
+   if( fabsf(vel[2]) > 0.01f )
+      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+
+   if( fabsf( slip ) > 1.2f )
+      slip = vg_signf( slip ) * 1.2f;
+   player.slip = slip;
+   player.reverse = -vg_signf(vel[2]);
+
+   float substep = ktimestep * 0.2f;
+   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
+   for( int i=0; i<5; i++ )
+   {
+      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
+      vel[0] = stable_force( vel[0], 
+            vg_signf( vel[0] ) * -k_friction_lat*substep );
+   }
+   
+   static double start_push = 0.0;
+   if( vg_get_button_down( "push" ) )
+      start_push = vg_time;
+
+   if( vg_get_button( "jump" ) )
+   {
+      player.jump += ktimestep * k_jump_charge_speed;
+
+      if( !player.jump_charge )
+         player.jump_dir = player.reverse > 0.0f? 1: 0;
+
+      player.jump_charge = 1;
+   }
+
+   if( !vg_get_button("break") && vg_get_button( "push" ) )
+   {
+      player.pushing = 1.0f;
+      player.push_time = vg_time-start_push;
+
+      float cycle_time = player.push_time*k_push_cycle_rate,
+            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
+            current = v3_length( vel ),
+            new_vel = vg_minf( current + amt, k_max_push_speed );
+
+      new_vel -= vg_minf(current, k_max_push_speed);
+      vel[2] -= new_vel * player.reverse;
+   }
+
+   /* Pumping */
+   static float previous = 0.0f;
+   float delta = previous - player.grab,
+          pump = delta * k_pump_force*ktimestep;
+   previous = player.grab;
+
+   v3f p1;
+   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
+   vg_line( player.rb.co, p1, 0xff0000ff );
+
+   vel[1] += pump;
+
+   
+   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
+   
+   float steer = vg_get_axis( "horizontal" );
+   player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
+   
+   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
+         ktimestep*5.0f, player.board_xy);
+}
+
+/*
+ * Air control, no real physics
+ */
+static void player_physics_control_air(void)
+{
+   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+   vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
+
+   ray_hit hit;
+
+   /* 
+    * Prediction 
+    */
+   float pstep = ktimestep*10.0f;
+
+   v3f pco, pco1, pv;
+   v3_copy( player.rb.co, pco );
+   v3_copy( player.rb.v, pv );
+   
+   float time_to_impact = 0.0f;
+   float limiter = 1.0f;
+
+   for( int i=0; i<50; i++ )
+   {
+      v3_copy( pco, pco1 );
+      m3x3_mulv( player.vr_pstep, pv, pv );
+      apply_gravity( pv, pstep );
+      v3_muladds( pco, pv, pstep, pco );
+      
+      ray_hit contact;
+      v3f vdir;
+
+      v3_sub( pco, pco1, vdir );
+      contact.dist = v3_length( vdir );
+      v3_divs( vdir, contact.dist, vdir);
+      
+      float orig_dist = contact.dist;
+      if( ray_world( pco1, vdir, &contact ))
+      {
+         float angle = v3_dot( player.rb.up, contact.normal );
+         v3f axis; 
+         v3_cross( player.rb.up, contact.normal, axis );
+
+         time_to_impact += (contact.dist/orig_dist)*pstep;
+         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+         limiter = 1.0f-limiter;
+         limiter *= limiter;
+         limiter = 1.0f-limiter;
+
+         if( angle < 0.99f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
+            q_mul( correction, player.rb.q, player.rb.q );
+         }
+
+         vg_line_cross( contact.pos, 0xffff0000, 0.25f );
+         break;
+      }
+      time_to_impact += pstep;
+   }
+
+   player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
+   {
+      float iX = vg_get_axis( "vertical" ) * 
+         player.reverse * k_steer_air * limiter * ktimestep;
+
+      static float siX = 0.0f;
+      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
+      
+      v4f rotate;
+      q_axis_angle( rotate, player.rb.right, siX );
+      q_mul( rotate, player.rb.q, player.rb.q );
+   }
+   
+   v2f target = {0.0f,0.0f};
+   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+               player.grab, target );
+   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
+}
+
+/*
+ * Entire Walking physics model
+ * TODO: sleep when under certain velotiy
+ */
+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; i<len; i++ )
+      {
+         struct contact *ct = &manifold[i];
+         
+         /*normal */
+         float vn = -v3_dot( player.rb.v, ct->n );
+         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 );
+         }
+      }
+   }
+
+   player.in_air = len==0?1:0;
+   
+   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 = 30.0f/(float)player.mdl.anim_walk->length,
+            run_norm  = 30.0f/(float)player.mdl.anim_run->length ;
+
+      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);
+}
+
+/*
+ * Physics collision detection, and control
+ */
+static void player_physics(void)
+{
+   /*
+    * Update collision fronts
+    */
+   
+   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 );
+   
+   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+   float h = player.air_blend*0.2f;
+
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
+   v3_copy( rbf->co, rbf->to_world[3] );
+   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, 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, 0xff00ffff );
+   rb_debug( rbb, 0xffffff00 );
+
+   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 );
+   v3f surface_avg = {0.0f, 0.0f, 0.0f};
+
+   if( !len )
+   {
+      player_start_air();
+   }
+   else
+   {
+      for( int i=0; i<len; i++ )
+      {
+         v3_add( manifold[i].n, surface_avg, surface_avg );
+      }
+
+      v3_normalize( surface_avg );
+
+      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+      {
+         player_start_air();
+      }
+      else
+         player.in_air = 0;
+   }
+
+   for( int j=0; j<5; j++ )
+   {
+      for( int i=0; i<len; i++ )
+      {
+         struct contact *ct = &manifold[i];
+         
+         v3f dv, delta;
+         v3_sub( ct->co, player.rb.co, delta ); 
+         v3_cross( player.rb.w, delta, dv );
+         v3_add( player.rb.v, dv, dv );
+
+         float vn = -v3_dot( dv, ct->n );
+         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 );
+
+         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+         {
+            player_kill();
+            return;
+         }
+
+         v3_add( impulse, player.rb.v, player.rb.v );
+         v3_cross( delta, impulse, impulse );
+
+         /*
+          * W Impulses are limited to the Y and X axises, we don't really want
+          * roll angular velocities being included.
+          *
+          * Can also tweak the resistance of each axis here by scaling the wx,wy
+          * components.
+          */
+         
+         float wy = v3_dot( player.rb.up, impulse ),
+               wx = v3_dot( player.rb.right, impulse )*1.5f;
+
+         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
+         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
+      }
+   }
+
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+   player.pushing = 0.0f;
+
+   if( !player.in_air )
+   {
+      v3f axis;
+      float angle = v3_dot( player.rb.up, surface_avg );
+      v3_cross( player.rb.up, surface_avg, axis );
+
+      //float cz = v3_dot( player.rb.forward, axis );
+      //v3_muls( player.rb.forward, cz, axis );
+
+      if( angle < 0.999f )
+      {
+         v4f correction;
+         q_axis_angle( correction, axis, acosf(angle)*0.3f );
+         q_mul( correction, player.rb.q, player.rb.q );
+      }
+
+      v3_muladds( player.rb.v, player.rb.up, 
+            -k_downforce*ktimestep, player.rb.v );
+
+      player_physics_control();
+
+      if( !player.jump_charge && player.jump > 0.2f )
+      {
+         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;
+
+         audio_lock();
+         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+         audio_player_set_position( &audio_player_extra, player.rb.co );
+         audio_player_set_vol( &audio_player_extra, 20.0f );
+         audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
+         audio_unlock();
+      }
+   }
+   else
+   {
+      player_physics_control_air();
+   }
+
+   if( !player.jump_charge )
+   {
+      player.jump -= k_jump_charge_speed * ktimestep;
+   }
+   player.jump_charge = 0;
+   player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
+}
+
+static void player_do_motion(void)
+{
+   float horizontal = vg_get_axis("horizontal"),
+         vertical = vg_get_axis("vertical");
+
+   if( player.on_board )
+      player_physics();
+   else
+      player_walk_physics();
+   
+   /* Integrate velocity */
+   v3f prevco;
+   v3_copy( player.rb.co, prevco );
+   
+   apply_gravity( player.rb.v, ktimestep );
+   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
+
+   /* Real angular velocity integration */
+   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
+   if( v3_length2( player.rb.w ) > 0.0f )
+   {
+      v4f rotation;
+      v3f axis;
+      v3_copy( player.rb.w, axis );
+      
+      float mag = v3_length( axis );
+      v3_divs( axis, mag, axis );
+      q_axis_angle( rotation, axis, mag*k_rb_delta );
+      q_mul( rotation, player.rb.q, player.rb.q );
+   }
+
+   /* Faux angular velocity */
+   v4f rotate; 
+
+   static float siY = 0.0f;
+   float lerpq = player.in_air? 0.04f: 0.3f;
+   siY = vg_lerpf( siY, player.iY, lerpq );
+
+   q_axis_angle( rotate, player.rb.up, siY );
+   q_mul( rotate, player.rb.q, player.rb.q );
+   player.iY = 0.0f;
+
+   /* 
+    * Gate intersection, by tracing a line over the gate planes 
+    */
+   for( int i=0; i<world.routes.gate_count; i++ )
+   {
+      struct route_gate *rg = &world.routes.gates[i];
+      teleport_gate *gate = &rg->gate;
+
+      if( gate_intersect( gate, player.rb.co, prevco ) )
+      {
+         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
+         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
+         m3x3_mulv( gate->transport, player.vl, player.vl );
+         m3x3_mulv( gate->transport, player.v_last, player.v_last );
+         m3x3_mulv( gate->transport, player.m, player.m );
+         m3x3_mulv( gate->transport, player.bob, player.bob );
+
+         v4f transport_rotation;
+         m3x3_q( gate->transport, transport_rotation );
+         q_mul( transport_rotation, player.rb.q, player.rb.q );
+         
+         world_routes_activate_gate( i );
+         player.rb_gate_frame = player.rb;
+         player.in_air_frame = player.in_air;
+         player.on_board_frame = player.on_board;
+
+         if( !player.on_board )
+         {
+            v3f fwd_dir = {cosf(player.angles[0]),
+                           0.0f,
+                           sinf(player.angles[0])};
+            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+            player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+         }
+         
+         m3x3_copy( player.vr, player.gate_vr_frame );
+         m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
+
+         audio_lock();
+         audio_play_oneshot( &audio_gate_lap, 1.0f );
+         audio_unlock();
+         break;
+      }
+   }
+   
+   rb_update_transform( &player.rb );
+}
+
+/*
+ * Free camera movement
+ */
+static void player_mouseview(void)
+{
+   if( gui_want_mouse() )
+      return;
+
+   static v2f mouse_last,
+              view_vel = { 0.0f, 0.0f };
+
+   if( vg_get_button_down( "primary" ) )
+      v2_copy( vg_mouse, mouse_last );
+
+   else if( vg_get_button( "primary" ) )
+   {
+      v2f delta;
+      v2_sub( vg_mouse, mouse_last, delta );
+      v2_copy( vg_mouse, mouse_last );
+
+      v2_muladds( view_vel, delta, 0.001f, view_vel );
+   }
+   
+   v2_muladds( view_vel, 
+         (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 
+         0.05f, view_vel );
+   v2_muls( view_vel, 0.93f, view_vel );
+   v2_add( view_vel, player.angles, player.angles );
+   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
+static void player_freecam(void)
+{
+   player_mouseview();
+
+   float movespeed = fc_speed;
+   v3f lookdir = { 0.0f, 0.0f, -1.0f },
+       sidedir = { 1.0f, 0.0f,  0.0f };
+   
+   m3x3_mulv( player.camera, lookdir, lookdir );
+   m3x3_mulv( player.camera, sidedir, sidedir );
+   
+   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+   if( vg_get_button( "forward" ) )
+      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
+   if( vg_get_button( "back" ) )
+      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "left" ) )
+      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "right" ) )
+      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
+
+   v3_muls( move_vel, 0.7f, move_vel );
+   v3_add( move_vel, player.camera_pos, player.camera_pos );
+}
+
+static void player_camera_update(void)
+{
+   /* Update camera matrices */
+   v4f qyaw, qpitch, qcam;
+   q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] ); 
+   q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] ); 
+
+   q_mul( qyaw, qpitch, qcam );
+   q_m3x3( qcam, player.camera );
+
+   v3_copy( player.camera_pos, player.camera[3] );
+   m4x3_invert_affine( player.camera, player.camera_inverse );
+}
+
+static int reset_player( int argc, char const *argv[] )
+{
+   struct respawn_point *rp = NULL, *r;
+
+   if( argc == 1 )
+   {
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         if( !strcmp( r->name, argv[0] ) )
+         {
+            rp = r;
+            break;
+         }
+      }
+
+      if( !rp )
+         vg_warn( "No spawn named '%s'\n", argv[0] );
+   }
+
+   if( !rp )
+   {
+      float min_dist = INFINITY;
+
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         float d = v3_dist2( r->co, player.rb.co );
+         
+         vg_info( "Dist %s : %f\n", r->name, d );
+         if( d < min_dist )
+         {
+            min_dist = d;
+            rp = r;
+         }
+      }
+   }
+
+   if( !rp )
+   {
+      vg_error( "No spawn found\n" );
+      if( !world.spawn_count )
+         return 0;
+
+      rp = &world.spawns[0];
+   }
+
+   v4_copy( rp->q, player.rb.q );
+   v3_copy( rp->co, player.rb.co );
+
+   player.vswitch = 1.0f;
+   player.slip_last = 0.0f;
+   player.is_dead = 0;
+   player.in_air = 1;
+   m3x3_identity( player.vr );
+
+   player.mdl.shoes[0] = 1;
+   player.mdl.shoes[1] = 1;
+   
+   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;
+   player.on_board_frame = player.on_board;
+   player.in_air_frame = player.in_air;
+   return 1;
+}
+
+#endif /* PLAYER_PHYSICS_H */
diff --git a/player_ragdoll.h b/player_ragdoll.h
new file mode 100644 (file)
index 0000000..9079bbc
--- /dev/null
@@ -0,0 +1,215 @@
+#ifndef PLAYER_RAGDOLL_H
+#define PLAYER_RAGDOLL_H
+
+#include "player.h"
+
+static float k_ragdoll_floatyiness = 10.0f,
+             k_ragdoll_floatydrag  = 1.0f;
+
+/*
+ * Setup ragdoll colliders 
+ */
+static void player_init_ragdoll( mdl_header *src )
+{
+   struct player_model *mdl = &player.mdl;
+
+   if( !mdl->sk.collider_count )
+   {
+      mdl->ragdoll_count = 0;
+      return;
+   }
+
+   mdl->ragdoll = malloc(sizeof(struct ragdoll_part) * mdl->sk.collider_count);
+   mdl->ragdoll_count = 0;
+
+   for( u32 i=0; i<mdl->sk.bone_count; i ++ )
+   {
+      struct skeleton_bone *bone = &mdl->sk.bones[i];
+      
+      if( bone->collider )
+      {
+         struct ragdoll_part *rp = &mdl->ragdoll[ mdl->ragdoll_count ++ ];
+         rp->bone_id = i;
+         
+         v3f delta;
+         v3_sub( bone->hitbox[1], bone->hitbox[0], delta );
+         v3_muls( delta, 0.5f, delta );
+
+         v3_add( bone->hitbox[0], delta, rp->offset );
+
+         v3_copy( delta, rp->rb.bbx[1] );
+         v3_muls( delta, -1.0f, rp->rb.bbx[0] );
+
+         q_identity( rp->rb.q );
+         v3_add( bone->co, rp->offset, rp->rb.co );
+         rp->rb.type = k_rb_shape_box;
+         rp->rb.is_world = 0;
+         rp->parent = 0xffffffff;
+
+         if( bone->parent )
+         {
+            for( u32 j=0; j<mdl->ragdoll_count; j++ )
+            {
+               if( mdl->ragdoll[ j ].bone_id == bone->parent )
+               {
+                  rp->parent = j;
+                  break;
+               }
+            }
+         }
+         
+         /* TODO: refactor to use this style elswhere */
+         struct mdl_node *pnode = mdl_node_from_id( src, bone->orig_node );
+         struct classtype_bone *bone_inf = mdl_get_entdata( src, pnode );
+
+         rp->use_limits = bone_inf->use_limits;
+         v3_copy( bone_inf->angle_limits[0], rp->limits[0] );
+         v3_copy( bone_inf->angle_limits[1], rp->limits[1] );
+
+         rb_init( &rp->rb );
+      }
+   }
+}
+
+/*
+ * Make the player model copy the ragdoll
+ */
+static void player_model_copy_ragdoll(void)
+{
+   struct player_model *mdl = &player.mdl;
+
+   for( int i=0; i<mdl->ragdoll_count; i++ )
+   {
+      struct ragdoll_part *part = &mdl->ragdoll[i];
+      m4x3f offset;
+      m3x3_identity(offset);
+      v3_negate( part->offset, offset[3] );
+      m4x3_mul( part->rb.to_world, offset, mdl->sk.final_mtx[part->bone_id] );
+   }
+
+   skeleton_apply_inverses( &mdl->sk );
+}
+
+/*
+ * Make the ragdoll copy the player model
+ */
+static void player_ragdoll_copy_model( v3f v )
+{
+   struct player_model *mdl = &player.mdl;
+
+   for( int i=0; i<mdl->ragdoll_count; i++ )
+   {
+      struct ragdoll_part *part = &mdl->ragdoll[i];
+
+      v3f pos, offset;
+      u32 bone = part->bone_id;
+      
+      m4x3_mulv( mdl->sk.final_mtx[bone], mdl->sk.bones[bone].co, pos );
+      m3x3_mulv( mdl->sk.final_mtx[bone], part->offset, offset );
+      v3_add( pos, offset, part->rb.co );
+      m3x3_q( mdl->sk.final_mtx[bone], part->rb.q );
+      v3_copy( v, part->rb.v );
+      v3_zero( part->rb.w );
+      
+      rb_update_transform( &part->rb );
+   }
+}
+
+/*
+ * Draw rigidbody colliders for ragdoll
+ */
+static void player_debug_ragdoll(void)
+{
+   struct player_model *mdl = &player.mdl;
+
+   for( u32 i=0; i<mdl->ragdoll_count; i ++ )
+      rb_debug( &mdl->ragdoll[i].rb, 0xff00ff00 );
+}
+
+/*
+ * Ragdoll physics step
+ */
+static void player_ragdoll_iter(void)
+{
+   struct player_model *mdl = &player.mdl;
+   rb_solver_reset();
+
+   for( int i=0; i<mdl->ragdoll_count; i ++ )
+      rb_collide( &mdl->ragdoll[i].rb, &world.rb_geo );
+
+   rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
+   v3f rv;
+
+#if 0
+   float shoe_vel[2] = {0.0f,0.0f};
+   for( int i=0; i<2; i++ )
+      if( mdl->shoes[i] )
+         shoe_vel[i] = v3_length( mdl->ragdoll[i].rb.v );
+#endif
+   
+   for( int j=0; j<mdl->ragdoll_count; j++ )
+   {
+      struct ragdoll_part *pj = &mdl->ragdoll[j];
+      struct skeleton_bone *bj = &mdl->sk.bones[pj->bone_id];
+
+      if( pj->parent != 0xffffffff )
+      {
+         struct ragdoll_part *pp = &mdl->ragdoll[pj->parent];
+         struct skeleton_bone *bp = &mdl->sk.bones[pp->bone_id];
+
+         v3f lca, lcb;
+         v3_negate( pj->offset, lca );
+         v3_add( bp->co, pp->offset, lcb );
+         v3_sub( bj->co, lcb, lcb );
+
+         rb_debug_constraint_position( &pj->rb, lca, &pp->rb, lcb );
+
+         if( pj->use_limits )
+         {
+            rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
+         }
+      }
+
+      v4f plane = {0.0f,1.0f,0.0f,0.0f};
+      rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
+                                                 k_ragdoll_floatydrag );
+   }
+
+   /* CONSTRAINTS */
+   for( int i=0; i<10; i++ )
+   {
+      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+
+      for( int j=0; j<mdl->ragdoll_count; j++ )
+      {
+         struct ragdoll_part *pj = &mdl->ragdoll[j];
+         struct skeleton_bone *bj = &mdl->sk.bones[pj->bone_id];
+
+         if( (pj->parent != 0xffffffff) && pj->use_limits )
+         {
+            struct ragdoll_part *pp = &mdl->ragdoll[pj->parent];
+            struct skeleton_bone *bp = &mdl->sk.bones[pp->bone_id];
+
+            v3f lca, lcb;
+            v3_negate( pj->offset, lca );
+            v3_add( bp->co, pp->offset, lcb );
+            v3_sub( bj->co, lcb, lcb );
+
+            rb_constraint_position( &pj->rb, lca, &pp->rb, lcb );
+
+            rb_constraint_limits( &pj->rb, lca, &pp->rb, lcb, pj->limits );
+         }
+      }
+   }
+
+   /* INTEGRATION */
+   for( int i=0; i<mdl->ragdoll_count; i++ )
+      rb_iter( &mdl->ragdoll[i].rb );
+   
+   /* SHOES */
+   for( int i=0; i<mdl->ragdoll_count; i++ )
+      rb_update_transform( &mdl->ragdoll[i].rb );
+}
+
+#endif /* PLAYER_RAGDOLL_H */
index dc8342b9637c5078c2a9b6ee09d1f9ea27935ce5..d74e6608d0129f796f0eaf0a5a23021046d9dc38 100644 (file)
@@ -61,6 +61,7 @@ static u32 skeleton_bone_id( struct skeleton *skele, const char *name )
       if( !strcmp( skele->bones[i].name, name ))
          return i;
    }
+
    return 0;
 }