--- /dev/null
+#ifndef CHARACTER_H
+#define CHARACTER_H
+
+#include "vg/vg.h"
+#include "model.h"
+#include "ik.h"
+
+#define FOREACH_PART(FN) \
+ FN( body0 ) \
+ FN( body1 ) \
+ FN( neck ) \
+ FN( head ) \
+ FN( arm_l0 ) \
+ FN( arm_l1 ) \
+ FN( hand_l ) \
+ FN( arm_r0 ) \
+ FN( arm_r1 ) \
+ FN( hand_r ) \
+ FN( leg_l0 ) \
+ FN( leg_l1 ) \
+ FN( foot_l ) \
+ FN( leg_r0 ) \
+ FN( leg_r1 ) \
+ FN( foot_r ) \
+ FN( wheels ) \
+ FN( board ) \
+
+#define MAKE_ENUM(ENUM) k_chpart_##ENUM,
+#define MAKE_STRING(STR) #STR,
+#define ADD_ONE(_) +1
+#define PART_COUNT FOREACH_PART(ADD_ONE)
+
+enum character_part
+{
+ FOREACH_PART( MAKE_ENUM )
+};
+
+static const char *character_part_strings[] =
+{
+ FOREACH_PART( MAKE_STRING )
+};
+
+
+struct character
+{
+ glmesh mesh;
+
+ submodel parts[ PART_COUNT ];
+ m4x3f matrices[ PART_COUNT ];
+
+ /* Auxillary information */
+ v3f offsets[ PART_COUNT ];
+
+ /*
+ * Controls
+ * note: - base nodes of IK structures will be filled automatically
+ * - all positions are in local space to the mroot
+ */
+ struct ik_basic ik_arm_l, ik_arm_r,
+ ik_leg_l, ik_leg_r,
+ ik_body;
+
+ v4f qhead;
+ float rhip, rcollar, /* twist of hip and collar controls,
+ these act in the local +y axis of the part */
+ rfootl, rfootr,
+ rhandl, rhandr;
+
+ v3f ground_normal; /* Feet will be aligned to this */
+ m4x3f mroot;
+};
+
+static void character_offset( struct character *ch, enum character_part parent,
+ enum character_part child )
+{
+ v3_sub( ch->parts[ child ].pivot, ch->parts[ parent ].pivot,
+ ch->offsets[ child ] );
+}
+
+static int character_load( struct character *ch, const char *name )
+{
+ char buf[64];
+
+ snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
+ model *src = vg_asset_read( buf );
+
+ if( !src )
+ {
+ vg_error( "Could not open 'models/%s.mdl'", name );
+ return 0;
+ }
+
+ int error_count = 0;
+
+ for( int i=0; i<PART_COUNT; i++ )
+ {
+ snprintf( buf, sizeof(buf)-1, "%s_%s", name, character_part_strings[i] );
+ submodel *sm = submodel_get( src, buf );
+
+ if( !sm )
+ {
+ vg_warn( "Character file does not contain an '_%s' part.\n",
+ character_part_strings[i] );
+ error_count ++;
+
+ memset( &ch->parts[i], 0, sizeof(submodel) );
+ continue;
+ }
+
+ ch->parts[i] = *sm;
+ }
+
+ model_unpack( src, &ch->mesh );
+
+ if( !error_count )
+ vg_success( "Loaded character file '%s' with no errors\n", name );
+
+ /* Create the offsets */
+ character_offset( ch, k_chpart_body0, k_chpart_body1 );
+ character_offset( ch, k_chpart_body1, k_chpart_neck );
+ character_offset( ch, k_chpart_neck, k_chpart_head );
+
+ character_offset( ch, k_chpart_body1, k_chpart_arm_l0 );
+ character_offset( ch, k_chpart_arm_l0, k_chpart_arm_l1 );
+ character_offset( ch, k_chpart_arm_l1, k_chpart_hand_l );
+
+ character_offset( ch, k_chpart_body1, k_chpart_arm_r0 );
+ character_offset( ch, k_chpart_arm_r0, k_chpart_arm_r1 );
+ character_offset( ch, k_chpart_arm_r1, k_chpart_hand_r );
+
+ character_offset( ch, k_chpart_body0, k_chpart_leg_l0 );
+ character_offset( ch, k_chpart_leg_l0, k_chpart_leg_l1 );
+ character_offset( ch, k_chpart_leg_l1, k_chpart_foot_l );
+
+ character_offset( ch, k_chpart_body0, k_chpart_leg_r0 );
+ character_offset( ch, k_chpart_leg_r0, k_chpart_leg_r1 );
+ character_offset( ch, k_chpart_leg_r1, k_chpart_foot_r );
+
+ ch->ik_arm_l.l1 = v3_length( ch->offsets[ k_chpart_arm_l1 ] );
+ ch->ik_arm_l.l2 = v3_length( ch->offsets[ k_chpart_hand_l ] );
+ ch->ik_arm_r.l1 = v3_length( ch->offsets[ k_chpart_arm_r1 ] );
+ ch->ik_arm_r.l2 = v3_length( ch->offsets[ k_chpart_hand_r ] );
+
+ ch->ik_leg_l.l1 = v3_length( ch->offsets[ k_chpart_leg_l1 ] );
+ ch->ik_leg_l.l2 = v3_length( ch->offsets[ k_chpart_foot_l ] );
+ ch->ik_leg_r.l1 = v3_length( ch->offsets[ k_chpart_leg_r1 ] );
+ ch->ik_leg_r.l2 = v3_length( ch->offsets[ k_chpart_foot_r ] );
+
+ ch->ik_body.l1 = v3_length( ch->offsets[ k_chpart_body1 ] );
+ ch->ik_body.l2 = v3_length( ch->offsets[ k_chpart_neck ] );
+
+ free( src );
+ return 1;
+}
+
+static void character_eval( struct character *ch )
+{
+ m4x3f *mats = ch->matrices;
+ v3f *offs = ch->offsets;
+
+ ik_basic( &ch->ik_body, mats[k_chpart_body0], mats[k_chpart_body1],
+ k_ikY, k_ikX );
+
+ m3x3f temp;
+ v4f body_rotation;
+ /* TODO: Do this directly via m3x3 */
+
+ q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rhip );
+ q_m3x3( body_rotation, temp );
+ m3x3_mul( mats[k_chpart_body0], temp, mats[k_chpart_body0] );
+
+ q_axis_angle( body_rotation, (v3f){0.0f,1.0f,0.0f}, ch->rcollar );
+ q_m3x3( body_rotation, temp );
+ m3x3_mul( mats[k_chpart_body1], temp, mats[k_chpart_body1] );
+
+ /* Setup aux */
+ m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_l0], ch->ik_leg_l.base );
+ m4x3_mulv( mats[k_chpart_body0], offs[k_chpart_leg_r0], ch->ik_leg_r.base );
+ m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_l0], ch->ik_arm_l.base );
+ m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_arm_r0], ch->ik_arm_r.base );
+
+ /* IK for arms and legs */
+ ik_basic( &ch->ik_arm_l, mats[k_chpart_arm_l0], mats[k_chpart_arm_l1],
+ k_ikZ, k_ikY );
+ ik_basic( &ch->ik_arm_r, mats[k_chpart_arm_r0], mats[k_chpart_arm_r1],
+ k_iknZ, k_ikY );
+ ik_basic( &ch->ik_leg_l, mats[k_chpart_leg_l0], mats[k_chpart_leg_l1],
+ k_ikY, k_iknX );
+ ik_basic( &ch->ik_leg_r, mats[k_chpart_leg_r0], mats[k_chpart_leg_r1],
+ k_ikY, k_iknX );
+
+ /* Feet */
+ m3x3_copy( mats[k_chpart_leg_l1], mats[k_chpart_foot_l] );
+ m3x3_copy( mats[k_chpart_leg_r1], mats[k_chpart_foot_r] );
+ m4x3_mulv( mats[k_chpart_leg_l1], offs[k_chpart_foot_l],
+ mats[k_chpart_foot_l][3] );
+ m4x3_mulv( mats[k_chpart_leg_r1], offs[k_chpart_foot_r],
+ mats[k_chpart_foot_r][3] );
+
+ /* Hands */
+ m3x3_copy( mats[k_chpart_arm_l1], mats[k_chpart_hand_l] );
+ m3x3_copy( mats[k_chpart_arm_r1], mats[k_chpart_hand_r] );
+ m4x3_mulv( mats[k_chpart_arm_l1], offs[k_chpart_hand_l],
+ mats[k_chpart_hand_l][3] );
+ m4x3_mulv( mats[k_chpart_arm_r1], offs[k_chpart_hand_r],
+ mats[k_chpart_hand_r][3] );
+
+ /* Neck / Head */
+ m3x3_copy( mats[k_chpart_body1], mats[k_chpart_neck] );
+ m4x3_mulv( mats[k_chpart_body1], offs[k_chpart_neck],
+ mats[k_chpart_neck][3] );
+
+ m3x3_copy( mats[k_chpart_neck], mats[k_chpart_head] );
+ m4x3_mulv( mats[k_chpart_neck], offs[k_chpart_head], mats[k_chpart_head][3]);
+
+ for( int i=0; i<PART_COUNT; i++ )
+ m4x3_mul( ch->mroot, ch->matrices[i], ch->matrices[i] );
+}
+
+static void character_testpose( struct character *ch, float t )
+{
+ /* Body */
+ float *hips = ch->ik_body.base,
+ *collar = ch->ik_body.end,
+ *pole = ch->ik_body.pole;
+
+ hips[0] = cosf(t*1.325f)*0.25f;
+ hips[1] = (sinf(t)*0.2f+0.6f) * ch->parts[ k_chpart_body0 ].pivot[1];
+ hips[2] = 0.0f;
+
+ collar[0] = hips[0];
+ collar[1] = hips[1] + (ch->ik_body.l1+ch->ik_body.l2)*(sinf(t)*0.05f+0.94f);
+ collar[2] = hips[2] + cosf(t*0.42f)*0.01f;
+
+ v3_add( hips, collar, pole );
+ v3_muls( pole, 0.5f, pole );
+ v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
+
+ /* Legs */
+ float *footl = ch->ik_leg_l.end,
+ *footr = ch->ik_leg_r.end,
+ *polel = ch->ik_leg_l.pole,
+ *poler = ch->ik_leg_r.pole;
+
+ footl[0] = sinf(t*0.563f);
+ footl[1] = 0.0f;
+ footl[2] = 0.0f;
+
+ footr[0] = 0.0f;
+ footr[1] = 0.0f;
+ footr[2] = cosf(t*0.672f);
+
+ v3_add( hips, footl, polel );
+ v3_muls( polel, 0.4f, polel );
+ v3_add( polel, (v3f){ -1.0f,0.0f,0.0f }, polel );
+
+ v3_add( hips, footr, poler );
+ v3_muls( poler, 0.4f, poler );
+ v3_add( poler, (v3f){ -1.0f,0.0f,0.0f }, poler );
+
+ /* Arms */
+ float *arml = ch->ik_arm_l.end,
+ *armr = ch->ik_arm_r.end;
+ polel = ch->ik_arm_l.pole;
+ poler = ch->ik_arm_r.pole;
+
+ v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, arml );
+ v3_copy( (v3f){ 0.0f, 0.0f,-1.0f }, armr );
+ v3_copy( (v3f){ 1.0f, 1.0f, 0.5f }, polel );
+ v3_copy( (v3f){ 1.0f, 1.0f,-0.5f }, poler );
+
+ /* Other */
+ ch->rhip = sinf(t*0.2f);
+ ch->rcollar = sinf(t*0.35325f);
+ q_identity( ch->qhead );
+
+ m4x3_identity( ch->matrices[k_chpart_board] );
+ m4x3_identity( ch->matrices[k_chpart_wheels] );
+}
+
+static void character_draw( struct character *ch, int temp )
+{
+ mesh_bind( &ch->mesh );
+
+ glEnable( GL_CULL_FACE );
+ glCullFace( GL_BACK );
+
+ for( int i=0; i<PART_COUNT; i++ )
+ {
+ glUniformMatrix4x3fv( temp, 1, GL_FALSE, (float *)ch->matrices[i] );
+ submodel_draw( &ch->parts[i] );
+ }
+}
+
+#undef FOREACH_PART
+#undef MAKE_ENUM
+#undef MAKE_STRING
+#undef ADD_ONE
+#endif
vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
.flags = VG_TEXTURE_CLAMP };
vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
vg_tex2d *texture_list[] =
{
&tex_gradients,
&tex_grid,
&tex_sky,
- &tex_cement
+ &tex_cement,
+ &tex_pallet
};
/* Convars */
static int sv_debugcam = 0;
static int sv_phys = 0;
static int thirdperson = 0;
+static int clock_divider = 1;
/* Components */
#include "road.h"
#include "scene.h"
#include "ik.h"
+#include "character.h"
int main( int argc, char *argv[] )
{
float grab;
float pitch;
+ v3f land_target;
+ v3f land_target_log[12];
+ int land_log_count;
+ m3x3f vr;
+
m4x3f to_world, to_local;
+ struct character mdl;
+
/* Opengl */
+#if 0
glmesh mesh;
submodel legl,
legu,
m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
mfoot_l, mfoot_r;
+#endif
v3f handl_target, handr_target,
handl, handr;
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "div",
+ .data = &clock_divider,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=0 },
+ .persistent = 1
+ });
+
vg_function_push( (struct vg_cmd){
.name = "reset",
.function = reset_player
v3f lightDir = { 0.1f, 0.8f, 0.2f };
v3_normalize( lightDir );
-
- /* Unpack player */
- model *char_dev = vg_asset_read( "models/char_dev.mdl" );
- model_unpack( char_dev, &player.mesh );
- player.legl = *submodel_get( char_dev, "legl" );
- player.legu = *submodel_get( char_dev, "legu" );
- player.board = *submodel_get( char_dev, "skateboard" );
- player.torso = *submodel_get( char_dev, "torso" );
- player.wheels = *submodel_get( char_dev, "wheels" );
- player.foot = *submodel_get( char_dev, "foot" );
-
- /* new model */
- player.leg_r0 = *submodel_get( char_dev, "leg_r0" );
- player.leg_r1 = *submodel_get( char_dev, "leg_r1" );
- player.foot_r = *submodel_get( char_dev, "foot_r" );
- player.leg_l0 = *submodel_get( char_dev, "leg_l0" );
- player.leg_l1 = *submodel_get( char_dev, "leg_l1" );
- player.foot_l = *submodel_get( char_dev, "foot_l" );
- player.arm_r0 = *submodel_get( char_dev, "arm_r0" );
- player.arm_r1 = *submodel_get( char_dev, "arm_r1" );
- player.hand_r = *submodel_get( char_dev, "hand_r" );
- player.arm_l0 = *submodel_get( char_dev, "arm_l0" );
- player.arm_l1 = *submodel_get( char_dev, "arm_l1" );
- player.hand_l = *submodel_get( char_dev, "hand_l" );
- player.body = *submodel_get( char_dev, "body" );
- player.head = *submodel_get( char_dev, "head" );
- free(char_dev);
+ character_load( &player.mdl, "ch_default" );
+
/* temp */
model *cement_model = vg_asset_read("models/cement_r1.mdl" );
model_unpack( cement_model, &world.cement );
v3_muladds( vel, gravity, timestep, vel );
}
+static void player_start_air(void)
+{
+ player.in_air = 1;
+
+ float pstep = ktimestep*10.0f;
+
+ float best_velocity_mod = 0.0f,
+ best_velocity_delta = -9999.9f;
+
+ v3f targetn;
+
+ v3f axis, vup;
+ m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+ v3_cross( vup, player.v, axis );
+ v3_normalize( axis );
+ player.land_log_count = 0;
+
+ m3x3_identity( player.vr );
+
+ for( int m=0;m<=5; m++ )
+ {
+ float vmod = ((float)m / 5.0f)*0.15f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player.co, pco );
+ v3_copy( player.v, 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 );
+
+ 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 );
+
+ vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+
+ v3f sh;
+ v3_copy( pco, sh );
+ int hit = sample_scene_height( &world.geo, sh, targetn );
+
+ if( sh[1] >= pco[1] && hit )
+ {
+ float land_delta = v3_dot( pv, targetn );
+
+ if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+ {
+ best_velocity_delta = land_delta;
+ best_velocity_mod = vmod;
+
+ v3_copy( sh, player.land_target );
+
+ q_axis_angle( vr_q, axis, vmod*0.1f );
+ q_m3x3( vr_q, player.vr );
+ }
+ v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+ break;
+ }
+ }
+ }
+
+ //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+
+ return;
+ v3_muls( player.v, best_velocity_mod, player.v );
+}
+
+static int sample_if_resistant( v3f pos )
+{
+ v3f ground, norm;
+ v3_copy( pos, ground );
+
+ if( sample_scene_height( &world.geo, ground, norm ) )
+ {
+ v3f angle;
+ v3_copy( player.v, angle );
+ v3_normalize( angle );
+ float resistance = v3_dot( norm, angle );
+
+ if( resistance < 0.25f )
+ {
+ v3_copy( ground, pos );
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
static void player_physics_ground(void)
{
/*
v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
axis;
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-1.0f}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, contact_back );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+ m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+ m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
+ m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
+ m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back );
+ m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
+ m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
+
+ v3f cn0, cn1, cn2;
- int all_contacting =
- sample_scene_height( &world.geo, contact_front, NULL ) &&
- sample_scene_height( &world.geo, contact_back, NULL ) &&
- sample_scene_height( &world.geo, contact_norm, NULL );
+ int contact_count =
+ sample_if_resistant( contact_front ) +
+ sample_if_resistant( contact_back ) +
+ sample_if_resistant( contact_norm );
- if( !all_contacting )
+ if( contact_count < 3 )
{
- player.in_air = 1;
+ player_start_air();
return;
}
if( resistance >= 0.0f )
{
- player.in_air = 1;
+ player_start_air();
return;
}
else
player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
}
+static void draw_cross(v3f pos,u32 colour)
+{
+ v3f p0, p1;
+ v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+ v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
+ v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
+ vg_line( p0, p1, colour );
+}
+
static void player_physics_air(void)
{
+ /* Debug prediciton */
+
+ m3x3_mulv( player.vr, player.v, player.v );
+ for( int i=0; i<player.land_log_count; i++ )
+ draw_cross( player.land_target_log[i], 0xff00ffff );
+
+ draw_cross( player.land_target, 0xff0000ff );
+
v3f ground_pos, ground_norm;
v3_copy( player.co, ground_pos );
float angle = v3_dot( localup, targetn );
v3f axis;
v3_cross( localup, targetn, axis );
-
+
if( angle < 0.99f )
{
v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.01f );
+ q_axis_angle( correction, axis, acosf(angle)*0.05f );
q_mul( correction, player.rot, player.rot );
}
+ draw_cross( sh, 0xffff0000 );
+
break;
}
}
static void player_animate(void);
static void player_update(void)
{
+ static int clock = 0;
+
+ clock ++;
+ if( clock >= clock_divider )
+ clock = 0;
+ else
+ return;
+
/* temp */
if( freecam )
{
if( vg_get_axis("grabl")>0.0f)
reset_player(0,NULL);
- if( vg_get_button( "forward" ) )
+ if( vg_get_button( "push" ) )
{
v3f dir = { 0.0f, 0.0f, -1.0f };
float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
player.grab = vg_lerpf( player.grab, grabt, 0.04f );
- float kheight = 1.8f,
+ float kheight = 2.0f,
kleg = 0.6f;
v3f head;
v3_muladds( head, offset, 0.7f, head );
head[1] = vg_clampf( head[1], 0.3f, kheight );
- m4x3_mulv( player.to_world, head, head );
-
v3_copy( head, player.view );
/* New board transformation */
q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
q_mul( rx, rz, board_rotation );
-
- q_m3x3( board_rotation, player.mboard );
- m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+
+ v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
+ q_m3x3( board_rotation, mboard );
+ m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-
- m3x3_mul( player.to_world, player.mboard, player.mboard );
- m4x3_mulv( player.to_world, board_location, player.mboard[3] );
-
+ v3_copy( board_location, mboard[3] );
/* In the air, the dude should grab with the side thats highest,
* while also sliding the same foot downwards a bit */
player.handr_target[0] = 0.0f;
player.handr_target[1] = 0.0f;
player.handr_target[2] = -0.6f;
+
if( 1||player.in_air )
{
float tuck = player.board_xy[1],
if( player.grab > 0.1f )
{
- m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f},
+ m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f},
player.handl_target );
- m4x3_mulv( player.to_local,
- player.handl_target, player.handl_target );
}
}
else
if( player.grab > 0.1f )
{
- m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f},
+ m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f},
player.handr_target );
- m4x3_mulv( player.to_local,
- player.handr_target, player.handr_target );
}
}
}
{
}
- m3x3_copy( player.mboard, player.mfoot_l );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
-
- m3x3_copy( player.mboard, player.mfoot_r );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
-
- float const kleg_upper = 0.53f,
- kleg_lower = 0.5f,
- karm_ratio = 0.75f,
- karm_upper = kleg_upper*karm_ratio,
- karm_lower = kleg_lower*karm_ratio;
-
- /* Create IK targets */
- struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
- ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
- ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
- v3f butt, fwd;
- v4f hip_rotation;
-
- /* create hip rotation */
- q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
- q_m3x3( hip_rotation, player.mbutt );
- m3x3_mul( player.to_world, player.mbutt, player.mbutt );
+ v3f fwd;
/* offset */
- m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
- v3_add( butt, player.view, butt );
- v3_copy( butt, player.mbutt[3] );
+ float *hips = player.mdl.ik_body.base,
+ *collar = player.mdl.ik_body.end,
+ *pole = player.mdl.ik_body.pole;
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
- m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
+ v3_add( hips, collar, pole );
+ v3_muls( pole, 0.5f, pole );
+ v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r.end );
- m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l.end );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
- m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
+ v3_copy( player.view, collar );
+ v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
+
+ player.mdl.rhip = sinf(vg_time);
+ player.mdl.rcollar = sinf(vg_time)*0.5f;
+
+ struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
+ *ik_leg_r = &player.mdl.ik_leg_r,
+ *ik_arm_l = &player.mdl.ik_arm_l,
+ *ik_arm_r = &player.mdl.ik_arm_r;
+
+ m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_r }, ik_leg_r->end );
+ m4x3_mulv( mboard, (v3f){ 0.0f,0.16f, foot_l }, ik_leg_l->end );
- /* Compute IK */
- ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
- ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
+ m4x3f tomp;
+ m4x3_identity(tomp);
+ m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f }, ik_leg_r->pole );
+ m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f }, ik_leg_l->pole );
/* Arms */
v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
neckr = {0.0f, 0.5f,-0.2f};
- m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
- m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
-
v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
- m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
- m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l.pole );
- m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
+ v3_copy( player.handl, ik_arm_l->end );
+ v3_copy( player.handr, ik_arm_r->end );
+ v3_copy( (v3f){ 0.6f,0.7f, 0.4f }, ik_arm_l->pole );
+ v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
- ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
- ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
-
if( thirdperson )
{
v3f nv;
v3_normalize( nv );
v3_muladds( player.view, nv, -3.0f, player.view );
}
+
+ v3f camoffs = {-0.3f,0.0f,0.3f};
+ v3_add( player.view, camoffs, player.view );
+
+ m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
}
static void draw_player(void)
{
- mesh_bind( &player.mesh );
-
/* Draw */
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- mesh_bind( &player.mesh );
- m4x4f mat;
-
SHADER_USE(shader_standard_lit);
glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
1, GL_FALSE, (float *)vg_pv );
glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_grid, 0 );
GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
+#if 0
float kscale = 0.7f;
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glDisable( GL_DEPTH_TEST );
+#endif
+#if 0
glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
glDisable(GL_BLEND);
glEnable( GL_DEPTH_TEST );
+#endif
+
+ vg_tex2d_bind( &tex_pallet, 0 );
+ //m4x3_identity( player.mdl.mroot );
+ //character_testpose( &player.mdl, vg_time );
+ m4x3_copy( player.to_world, player.mdl.mroot );
+ character_eval( &player.mdl );
+ character_draw( &player.mdl, kuMdl );
}
void vg_render(void)
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
v3f pos_inv;
- v3_negate( player.view, pos_inv );
+ m4x3_mulv( player.to_world, player.view, pos_inv );
+ v3_negate( pos_inv, pos_inv );
float speed = v3_length( player.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
- static v2f look_lerped = {0.0f,0.0f};
- v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
-
m4x3_identity( world_matrix );
m4x3_rotate_x( world_matrix,
- freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
+ freecam?
+ player.look_dir[1]:
+ 0.6f+shake[1]*0.04f+player.look_dir[1] );
- m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
+ m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
m4x3_translate( world_matrix, pos_inv );
m4x4f world_4x4;
SHADER_USE(shader_unlit);
m4x3f temp2;
m4x3_identity(temp2);
- //m4x4_translate( temp2, player.co );
+ m4x3_translate( temp2, player.co );
glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
1, GL_FALSE, (float *)temp2 );
glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),