*.so
*.dll
*.log
+*.old
# soft links
steamworks_sdk
}
VG_STATIC main_camera;
+VG_STATIC void camera_lerp_angles( v3f a, v3f b, float t, v3f d )
+{
+ d[0] = vg_alerpf( a[0], b[0], t );
+ d[1] = vg_lerpf( a[1], b[1], t );
+ d[2] = vg_lerpf( a[2], b[2], t );
+}
+
VG_STATIC void camera_lerp( camera *a, camera *b, float t, camera *d )
{
v3_lerp( a->pos, b->pos, t, d->pos );
--- /dev/null
+#ifndef PLAYER_C
+#define PLAYER_C
+
+#include "player.h"
+#include "camera.h"
+#include "player_model.h"
+
+PLAYER_API
+void player__debugtext( int size, const char *fmt, ... )
+{
+ char buffer[ 1024 ];
+
+ va_list args;
+ va_start( args, fmt );
+ vsnprintf( buffer, 1024, fmt, args );
+ va_end( args );
+
+ ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
+ vg_uictx.cursor[1] += 14*size;
+}
+
+/*
+ * Init
+ */
+PLAYER_API
+void player__create( player_instance *inst )
+{
+ static int only_once = 0;
+ assert( only_once == 0 );
+ only_once ++;
+
+ inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
+ inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
+ inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
+ inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
+ inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
+ inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
+ inst->input_push = vg_create_named_input( "push", k_input_type_button );
+ inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
+ inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
+ inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
+ inst->input_use = vg_create_named_input( "use", k_input_type_button );
+ inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
+ inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
+
+ const char *default_cfg[] =
+ {
+ "bind steer-h gp-ls-h",
+ "bind -steer-h a",
+ "bind +steer-h d",
+
+ "bind steer-v gp-ls-v",
+ "bind -steer-v w",
+ "bind +steer-v s",
+
+ "bind grab gp-rt",
+ "bind +grab shift",
+ "bind grab-h gp-rs-h",
+ "bind grab-v gp-rs-v",
+
+ "bind jump space",
+ "bind jump gp-a",
+
+ "bind push gp-b",
+ "bind push w",
+
+ "bind walk shift",
+ "bind walk gp-ls",
+
+ "bind walk-h gp-ls-h",
+ "bind walk-v -gp-ls-v",
+ "bind +walk-h d",
+ "bind -walk-h a",
+ "bind +walk-v w",
+ "bind -walk-v s",
+
+ "bind reset gp-lb",
+ "bind reset r",
+
+ "bind use gp-y",
+ "bind use e",
+ "bind camera c"
+ };
+
+ for( int i=0; i<vg_list_size(default_cfg); i++ )
+ vg_execute_console_input(default_cfg[i]);
+
+ v3_zero( inst->rb.co );
+ v3_zero( inst->rb.w );
+ v3_zero( inst->rb.v );
+ q_identity( inst->rb.q );
+ m4x3_identity( inst->rb.to_world );
+ m4x3_identity( inst->rb.to_local );
+}
+
+/*
+ * Appearence
+ */
+PLAYER_API
+void player__use_avatar( player_instance *player, struct player_avatar *av )
+{
+ player->playeravatar = av;
+ player_setup_ragdoll_from_avatar( &player->ragdoll, av );
+}
+
+PLAYER_API
+void player__use_mesh( player_instance *player, glmesh *mesh )
+{
+ player->playermesh = mesh;
+}
+
+PLAYER_API
+void player__use_texture( player_instance *player, vg_tex2d *tex )
+{
+ player->playertex = tex;
+}
+
+PLAYER_API
+void player__bind( player_instance *player )
+{
+ player__skate_bind( player );
+ player__walk_bind( player );
+}
+
+/*
+ * Gameloop events
+ * ----------------------------------------------------------------------------
+ */
+PLAYER_API
+void player__pre_update( player_instance *player )
+{
+ if( vg_input_button_down( player->input_camera ) )
+ {
+ if( player->camera_mode == k_cam_firstperson )
+ player->camera_mode = k_cam_thirdperson;
+ else
+ player->camera_mode = k_cam_firstperson;
+ }
+
+ if( _player_pre_update[ player->subsystem ] )
+ _player_pre_update[ player->subsystem ]( player );
+}
+
+PLAYER_API
+void player__update( player_instance *player )
+{
+ if( _player_update[ player->subsystem ] )
+ _player_update[ player->subsystem ]( player );
+}
+
+PLAYER_API
+void player__post_update( player_instance *player )
+{
+ if( _player_post_update[ player->subsystem ] )
+ _player_post_update[ player->subsystem ]( player );
+}
+
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
+{
+ /* FIXME: Applies to main_camera directly! */
+
+ /* Pre-emptively edit the camera matrices so that the motion vectors
+ * are correct */
+ m4x3f transport_i;
+ m4x4f transport_4;
+ m4x3_invert_affine( transport, transport_i );
+ m4x3_expand( transport_i, transport_4 );
+ m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+ m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+}
+
+/*
+ * Applies gate transport to a player_interface
+ */
+PLAYER_API
+void player__pass_gate( player_instance *player, teleport_gate *gate )
+{
+ player->gate_waiting = gate;
+
+ /* TODO: Add back other logic thats normally here */
+}
+
+VG_STATIC void player_camera_portal_correction( player_instance *player )
+{
+ if( player->gate_waiting )
+ {
+ /* construct plane equation for reciever gate */
+ v4f plane;
+ v3_copy( player->gate_waiting->recv_to_world[2], plane );
+ plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+
+ /* check camera polarity */
+ if( v3_dot( player->cam.pos, plane ) < plane[3] )
+ {
+ vg_success( "Plane cleared\n" );
+ player_apply_transport_to_cam( player->gate_waiting->transport );
+ player->gate_waiting = NULL;
+ }
+ else
+ {
+ /* de-transform camera and player back */
+ m4x3f inverse;
+ m4x3_invert_affine( player->gate_waiting->transport, inverse );
+ m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
+
+ /* TODO: Find robust method for this */
+ v3f fwd_dir = { cosf(player->cam.angles[0]),
+ 0.0f,
+ sinf(player->cam.angles[0])};
+ m3x3_mulv( inverse, fwd_dir, fwd_dir );
+ player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_apply_transform( sk, inverse );
+ }
+ }
+}
+
+VG_STATIC void player__pre_render( player_instance *player )
+{
+ if( _player_animate[ player->subsystem ] )
+ {
+ player_animation res;
+ _player_animate[ player->subsystem ]( player, &res );
+
+ /* TODO: eventually, blending code goes here */
+
+ m4x3f transform;
+ q_m3x3( res.root_q, transform );
+ v3_copy( res.root_co, transform[3] );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ skeleton_debug( sk );
+ }
+
+ if( _player_post_animate[ player->subsystem ] )
+ _player_post_animate[ player->subsystem ]( player );
+
+ /* TODO: eventually, blending code goes here */
+
+ float camera_blend_target = 1.0f;
+ if( player->camera_mode == k_cam_firstperson )
+ camera_blend_target = 0.0f;
+
+ player->camera_type_blend = vg_lerpf( player->camera_type_blend,
+ camera_blend_target,
+ 5.0f * vg.frame_delta );
+
+ float t = player->camera_type_blend;
+ camera_lerp_angles( player->cam1.angles, player->cam3.angles,
+ t, player->cam.angles );
+ v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
+ player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
+
+ player_camera_portal_correction( player );
+}
+
+PLAYER_API void player__render( camera *cam, player_instance *player )
+{
+ shader_viewchar_use();
+ vg_tex2d_bind( player->playertex, 0 );
+ shader_viewchar_uTexMain( 0 );
+ shader_viewchar_uCamera( cam->transform[3] );
+ shader_viewchar_uPv( cam->mtx.pv );
+ shader_link_standard_ub( _shader_viewchar.id, 2 );
+ glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ player->playeravatar->sk.bone_count,
+ 0,
+ (float *)player->playeravatar->sk.final_mtx );
+
+ mesh_bind( player->playermesh );
+ mesh_draw( player->playermesh );
+}
+
+PLAYER_API void player__im_gui( player_instance *player )
+{
+ vg_uictx.cursor[0] = vg.window_x - 200;
+ vg_uictx.cursor[1] = 0;
+ vg_uictx.cursor[2] = 200;
+ vg_uictx.cursor[3] = 200;
+
+ struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
+
+ vg_uictx.cursor[0] = vg.window_x;
+
+ if( _player_im_gui[ player->subsystem ] )
+ _player_im_gui[ player->subsystem ]( player );
+
+ b[2].co[1] = vg_uictx.cursor[1];
+ b[3].co[1] = vg_uictx.cursor[1];
+}
+
+PLAYER_API void player__spawn( player_instance *player,
+ struct respawn_point *rp )
+{
+ v3_copy( rp->co, player->rb.co );
+ v3_zero( player->rb.v );
+ v3_zero( player->rb.w );
+ q_identity( player->rb.q );
+ rb_update_transform( &player->rb );
+
+ if( _player_reset[ player->subsystem ] )
+ _player_reset[ player->subsystem ]( player, rp );
+}
+
+
+PLAYER_API void player__kill( player_instance *player )
+{
+
+}
+
+#endif /* PLAYER_C */
+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+//#include "player_dead.h"
+
+struct player_instance
+{
+ /* transform definition */
+ rigidbody rb;
+ v3f angles;
+
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ camera cam; /* output final camera */
+
+ enum camera_mode
+ {
+ k_cam_firstperson = 0,
+ k_cam_thirdperson = 1
+ }
+ camera_mode;
+ float camera_type_blend;
+
+ struct
+ {
+ v3f co, angles;
+ }
+ cam1, cam3;
+
+ teleport_gate *gate_waiting;
+
+ /*
+ * Input
+ * --------------------------------
+ */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab,
+ *input_camera;
+
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
+
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
+
+ /*
+ * Subsystems
+ * -------------------------------------------------
+ */
+
+ enum player_subsystem
+ {
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2
+ }
+ subsystem;
+
+ struct player_skate _skate;
+ struct player_walk _walk;
+ //struct player_dead _dead;
+};
+
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
+
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+ player__walk_bind,
+ player__skate_bind,
+ NULL
+};
+
+VG_STATIC
+void (*_player_reset[])( player_instance *player, struct respawn_point *rp ) =
+{
+ NULL,
+ player__skate_reset,
+ NULL
+};
+
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) =
+{
+ player__walk_pre_update,
+ player__skate_pre_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
+{
+ player__walk_update,
+ player__skate_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_post_update[])( player_instance *player ) =
+{
+ player__walk_post_update,
+ player__skate_post_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
+{
+ player__walk_im_gui,
+ player__skate_im_gui,
+ NULL
+};
+
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+ player__walk_animate,
+ player__skate_animate,
+ NULL
+};
+
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
+{
+ player__walk_post_animate,
+ player__skate_post_animate,
+ NULL
+};
+
+/* implementation */
+
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+//#include "player_dead.c"
+
+#endif /* PLAYER_H */
+
+
+#if 0
/*
* Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
}
#endif /* PLAYER_H */
+#endif
--- /dev/null
+#ifndef PLAYER_API_H
+#define PLAYER_API_H
+
+#define VG_GAME
+#include "vg/vg.h"
+
+#include "player_ragdoll.h"
+#include "player_model.h"
+
+/*
+ * Defines a set of routines used to interact with the player
+ */
+
+#define PLAYER_API VG_STATIC
+typedef struct player_instance player_instance;
+typedef mdl_keyframe player_pose[32];
+typedef struct player_animation player_animation;
+
+struct player_animation
+{
+#if 0
+ camera camera_firstperson,
+ camera_thirdperson;
+#endif
+
+ player_pose pose;
+ v3f root_co;
+ v4f root_q;
+};
+
+/*
+ * Init
+ */
+PLAYER_API void player_create ( player_instance *player );
+
+/*
+ * Appearence
+ */
+PLAYER_API void player_use_avatar ( player_instance *player,
+ struct player_avatar *av );
+PLAYER_API void player_use_mesh ( player_instance *player, glmesh *mesh );
+PLAYER_API void player_use_texture ( player_instance *player, vg_tex2d *tex );
+
+
+/*
+ * Gameloop events
+ * ----------------------------------------------------------------------------
+ */
+PLAYER_API void player__bind ( player_instance *player );
+PLAYER_API void player__pre_update ( player_instance *player );
+PLAYER_API void player__update ( player_instance *player );
+PLAYER_API void player__post_update ( player_instance *player );
+PLAYER_API void player__pre_render ( player_instance *player );
+PLAYER_API void player__render ( camera *cam, player_instance *player );
+PLAYER_API void player__im_gui ( player_instance *player );
+
+/*
+ * Mechanic events
+ * ----------------------------------------------------------------------------
+ */
+PLAYER_API void player__spawn ( player_instance *player,
+ struct respawn_point *rp );
+PLAYER_API void player__kill ( player_instance *player );
+PLAYER_API void player__pass_gate ( player_instance *player,
+ teleport_gate *gate );
+
+/*
+ * Utiltiy
+ * ----------------------------------------------------------------------------
+ */
+PLAYER_API void player__debugtext( int size, const char *fmt, ... );
+
+#endif /* PLAYER_API_H */
--- /dev/null
+#ifndef PLAYER_COMMON_C
+#define PLAYER_COMMON_C
+
+#include "player.h"
+
+void player_look( player_instance *player, v3f angles )
+{
+ angles[2] = 0.0f;
+ v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
+
+ if( vg_input.controller_should_use_trackpad_look )
+ {
+ static v2f last_input;
+ static v2f vel;
+ static v2f vel_smooth;
+
+ v2f input = { player->input_js2h->axis.value,
+ player->input_js2v->axis.value };
+
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+ {
+ v2_sub( input, last_input, vel );
+ v2_muls( vel, 1.0f/vg.time_delta, vel );
+ }
+ else
+ {
+ v2_zero( vel );
+ }
+
+ v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+
+ v2_muladds( angles, vel_smooth, vg.time_delta, angles );
+ v2_copy( input, last_input );
+ }
+ else
+ {
+ angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
+ angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
+ }
+
+ angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
+#endif /* PLAYER_COMMON_C */
--- /dev/null
+#ifndef PLAYER_COMMON_H
+#define PLAYER_COMMON_H
+
+#include "player_api.h"
+
+void player_look( player_instance *player, v3f angles );
+
+#endif /* PLAYER_COMMON_H */
+++ /dev/null
-#ifndef PLAYER_DEVICE_COMMON_H
-#define PLAYER_DEVICE_COMMON_H
-
-#define VG_GAME
-#include "vg/vg.h"
-#include "common.h"
-#include "player_interface.h"
-
-struct device_transition_skateboard
-{
- v3f dir;
-};
-
-struct device_transition_walk
-{
- v3f angles;
-};
-
-#endif /* PLAYER_DEVICE_COMMON_H */
+++ /dev/null
-#ifndef PLAYER_DEVICE_DEAD_H
-#define PLAYER_DEVICE_DEAD_H
-
-#include "player_interface.h"
-#include "skeleton.h"
-#include "player_model.h"
-
-VG_STATIC
-struct player_device_dead
-{
- int _;
-}
-localplayer_device_dead;
-
-VG_STATIC int player_dead_event( player_device *dev, player_interface *player,
- enum player_device_event_type ev, void *data )
-{
- if( ev == k_player_device_event_update )
- {
- player_ragdoll_iter( &player->ragdoll );
- }
- else if( ev == k_player_device_event_custom_transition )
- {
- copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll,
- player->rb.v );
- }
- else if( ev == k_player_device_event_animate )
- {
- v3_zero( dev->pose_root_co );
- q_identity( dev->pose_root_q );
-
- for( int i=0; i<vg_list_size( dev->pose ); i ++ )
- {
- v3_zero( dev->pose[i].co );
- v3_fill( dev->pose[i].s, 1.0f );
- q_identity( dev->pose[i].q );
- }
- }
- else if( ev == k_player_device_event_post_animate )
- {
- struct player_avatar *av = player->playeravatar;
-
- v3_zero( dev->cam_1st.pos );
- v3_zero( dev->cam_1st.angles );
- dev->cam_1st.fov = 90.0f;
-
- /* FIXME: This overwrites pose blending, however, do we need to blend with
- * this device, anyway? */
- copy_ragdoll_pose_to_avatar( &player->ragdoll, player->playeravatar );
- }
- else
- return 0;
-
- return 1;
-}
-
-VG_STATIC player_device player_device_dead =
-{
- .name = "ragdoll/dead",
- .event = player_dead_event,
- .storage = &localplayer_device_dead
-};
-
-#endif /* PLAYER_DEVICE_DEAD_H */
+++ /dev/null
-#ifndef PLAYER_DEVICE_SKATE_H
-#define PLAYER_DEVICE_SKATE_H
-
-#include "player_interface.h"
-#include "skeleton.h"
-#include "player_model.h"
-#include "player_device_common.h"
-
-VG_STATIC
-struct player_device_skate
-{
- struct
- {
- enum skate_activity
- {
- k_skate_activity_air,
- k_skate_activity_ground,
- k_skate_activity_grind
- }
- activity,
- activity_prev;
-
- float steery,
- steerx,
- steery_s,
- steerx_s,
- reverse,
- slip;
-
- v3f flip_axis;
- float flip_time,
- flip_rate;
-
- m3x3f velocity_bias,
- velocity_bias_pstep;
- v3f apex;
-
- int lift_frames;
-
- v3f throw_v;
- v3f cog_v, cog;
-
- float grabbing;
- v2f grab_mouse_delta;
-
- int charging_jump, jump_dir;
- float jump_charge;
- double jump_time;
-
- double start_push,
- cur_push;
-
- v3f prev_pos;
-
- /* FIXME: Sensible names */
- v3f vl, /* 1st */
- posl, dirl; /* 3rd */
- }
- state,
- state_gate_storage;
-
- struct land_prediction
- {
- v3f log[50];
- v3f n;
- v3f apex;
- u32 log_length;
- float score,
- land_dist;
-
- enum prediction_type
- {
- k_prediction_none,
- k_prediction_land,
- k_prediction_grind
- }
- type;
-
- u32 colour;
- }
- predictions[22];
- u32 prediction_count;
- float land_dist;
- v3f land_normal;
-
- /* animation */
- 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;
- rb_sphere sphere_front, sphere_back;
- v3f board_offset;
- v4f board_rotation;
-
- float blend_slide,
- blend_z,
- blend_x,
- blend_fly,
- blend_stand,
- blend_push,
- blend_jump,
- blend_airdir;
-
- v2f wobble;
-
- float debug_normal_pressure;
- u32 device_id_walk;
-}
-localplayer_device_skate;
-
-VG_STATIC void player_skate_bind( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
-
- rb_update_transform( &player->rb );
- s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
- s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
- s->anim_air = skeleton_get_anim( sk, "pose_air" );
- s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
- s->anim_push = skeleton_get_anim( sk, "push" );
- s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
- s->anim_ollie = skeleton_get_anim( sk, "ollie" );
- s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
- s->anim_grabs = skeleton_get_anim( sk, "grabs" );
-
- s->device_id_walk = player_get_device( player, "walk" );
-}
-
-/*
- * Collision detection routines
- *
- *
- */
-
-/*
- * Does collision detection on a sphere vs world, and applies some smoothing
- * filters to the manifold afterwards
- */
-VG_STATIC int skate_collide_smooth( player_interface *player,
- m4x3f mtx, rb_sphere *sphere,
- rb_ct *man )
-{
- debug_sphere( mtx, sphere->radius, VG__BLACK );
-
- int len = 0;
- len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
-
- for( int i=0; i<len; i++ )
- {
- man[i].rba = &player->rb;
- man[i].rbb = NULL;
- }
-
- rb_manifold_filter_coplanar( man, len, 0.05f );
-
- if( len > 1 )
- {
- rb_manifold_filter_backface( man, len );
- rb_manifold_filter_joint_edges( man, len, 0.05f );
- rb_manifold_filter_pairs( man, len, 0.05f );
- }
- int new_len = rb_manifold_apply_filtered( man, len );
- if( len && !new_len )
- len = 1;
- else
- len = new_len;
-
- return len;
-}
-/*
- * Gets the closest grindable edge to the player within max_dist
- */
-VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
- v3f c0, v3f c1,
- float max_dist )
-{
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
-
- box_init_inf( region );
- box_addpt( region, p0 );
- box_addpt( region, p1 );
-
- float k_r = max_dist;
- v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
- v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
-
- float closest = k_r*k_r;
- struct grind_edge *closest_edge = NULL;
-
- int idx;
- while( bh_next( world.grind_bh, &it, region, &idx ) )
- {
- struct grind_edge *edge = &world.grind_edges[ idx ];
-
- float s,t;
- v3f pa, pb;
-
- float d2 =
- closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
- if( d2 < closest )
- {
- closest = d2;
- closest_edge = edge;
- v3_copy( pa, c0 );
- v3_copy( pb, c1 );
- }
- }
-
- return closest_edge;
-}
-
-VG_STATIC int skate_grind_collide( player_device *dev,
- player_interface *player,
- rb_ct *contact )
-{
- v3f p0, p1, c0, c1;
- v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
- v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
- v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 );
- v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 );
-
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
- c0, c1, k_r );
-
- if( closest_edge )
- {
- v3f delta;
- v3_sub( c1, c0, delta );
-
- if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- contact->type = k_contact_type_edge;
- contact->element_id = 0;
- v3_copy( c1, contact->co );
- contact->rba = NULL;
- contact->rbb = NULL;
-
- v3f edge_dir, axis_dir;
- v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
- v3_normalize( edge_dir );
- v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
- v3_cross( edge_dir, axis_dir, contact->n );
-
- return 1;
- }
- else
- return 0;
- }
-
- return 0;
-}
-
-/*
- *
- * Prediction system
- *
- *
- */
-
-/*
- * Trace a path given a velocity rotation.
- *
- * TODO: this MIGHT be worth doing RK4 on the gravity field.
- */
-VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
- struct land_prediction *prediction )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float k_bias = 0.96f;
-
- v3f pco, pco1, pv;
- v3_copy( co, pco );
- v3_muls( v, k_bias, pv );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- float grind_score = INFINITY,
- air_score = INFINITY,
- time_to_impact = 0.0f;
-
- prediction->log_length = 0;
- v3_copy( pco, prediction->apex );
-
- for( int i=0; i<vg_list_size(prediction->log); i++ )
- {
- v3_copy( pco, pco1 );
-
- pv[1] += -k_gravity * pstep;
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- if( pco[1] > prediction->apex[1] )
- v3_copy( pco, prediction->apex );
-
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
-
- float l = v3_length( vdir );
- v3_muls( vdir, 1.0f/l, vdir );
-
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
-
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- float d2 = v3_dist2( c0, c1 );
- if( d2 < closest_grind )
- {
- closest_grind = d2;
- best_grind = ge;
- grind_score = closest_grind * 0.05f;
- }
- }
-
- v3f n1;
-
- float t1;
- int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
- if( idx != -1 )
- {
- v3_copy( n1, prediction->n );
- air_score = -v3_dot( pv, n1 );
-
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
-
- /* Bias prediction towords ramps */
- if( mat->info.flags & k_material_flag_skate_surface )
- air_score *= 0.1f;
-
- v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
- time_to_impact += t1 * pstep;
- break;
- }
-
- time_to_impact += pstep;
- v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
- }
-
- if( grind_score < air_score )
- {
- prediction->score = grind_score;
- prediction->type = k_prediction_grind;
- }
- else if( air_score < INFINITY )
- {
- prediction->score = air_score;
- prediction->type = k_prediction_land;
- }
- else
- {
- prediction->score = INFINITY;
- prediction->type = k_prediction_none;
- }
-
- prediction->land_dist = time_to_impact;
-}
-
-VG_STATIC
-void player_approximate_best_trajectory( player_interface *player,
- struct player_device_skate *s )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float best_velocity_delta = -9999.9f;
-
- v3f axis;
- v3_cross( player->rb.to_world[1], player->rb.v, axis );
- v3_normalize( axis );
-
- s->prediction_count = 0;
- m3x3_identity( s->state.velocity_bias );
-
- float best_vmod = 0.0f,
- min_score = INFINITY,
- max_score = -INFINITY;
-
- v3_zero( s->state.apex );
- s->land_dist = 0.0f;
-
- /*
- * Search a broad selection of futures
- */
- for( int m=-3;m<=12; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
- float vmod = ((float)m / 15.0f)*0.09f;
-
- m3x3f bias;
- v4f bias_q;
-
- q_axis_angle( bias_q, axis, vmod );
- q_m3x3( bias_q, bias );
-
- skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
-
- if( p->type != k_prediction_none )
- {
- if( p->score < min_score )
- {
- min_score = p->score;
- best_vmod = vmod;
- s->land_dist = p->land_dist;
- v3_copy( p->apex, s->state.apex );
- }
-
- if( p->score > max_score )
- max_score = p->score;
- }
- }
-
- v4f vr_q;
- q_axis_angle( vr_q, axis, best_vmod*0.1f );
- q_m3x3( vr_q, s->state.velocity_bias );
-
- q_axis_angle( vr_q, axis, best_vmod );
- q_m3x3( vr_q, s->state.velocity_bias_pstep );
-
- /*
- * Logging
- */
- for( int i=0; i<s->prediction_count; i ++ )
- {
- struct land_prediction *p = &s->predictions[i];
-
- float l = p->score;
-
- if( l < 0.0f )
- {
- vg_error( "negative score! (%f)\n", l );
- }
-
- l -= min_score;
- l /= (max_score-min_score);
- l = 1.0f - l;
- l *= 255.0f;
-
- p->colour = l;
- p->colour <<= 8;
- p->colour |= 0xff000000;
- }
-
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
- {
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
- s->state.reverse ;
- s->state.flip_time = 0.0f;
- v3_copy( player->rb.to_world[0], s->state.flip_axis );
- }
- else
- {
- s->state.flip_rate = 0.0f;
- v3_zero( s->state.flip_axis );
- }
-}
-
-/*
- *
- * Varius physics models
- * ------------------------------------------------
- */
-
-VG_STATIC void skate_apply_grind_model( player_interface *player,
- struct player_device_skate *s,
- rb_ct *manifold, int len )
-{
- /* FIXME: Queue audio events instead */
- if( len == 0 )
- {
- if( s->state.activity == k_skate_activity_grind )
- {
-#if 0
- 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_board[6] );
- audio_unlock();
-#endif
-
- s->state.activity = k_skate_activity_air;
- }
- return;
- }
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
- s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
- s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
-
-#if 0
- v4f rotate;
- q_axis_angle( rotate, player->rb.to_world[0], siX );
- q_mul( rotate, player.rb.q, player.rb.q );
-#endif
-
- s->state.slip = 0.0f;
- s->state.activity = k_skate_activity_grind;
-
- /* TODO: Compression */
- v3f up = { 0.0f, 1.0f, 0.0f };
- float angle = v3_dot( player->rb.to_world[1], up );
-
- if( fabsf(angle) < 0.99f )
- {
- v3f axis;
- v3_cross( player->rb.to_world[1], up, axis );
-
- v4f correction;
- q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
- q_mul( correction, player->rb.q, player->rb.q );
- }
-
- float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
-
- if( s->state.activity_prev != k_skate_activity_grind )
- {
- /* FIXME: Queue audio events instead */
-#if 0
- 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_board[5] );
- audio_unlock();
-#endif
- }
-}
-
-/*
- * Air control, no real physics
- */
-VG_STATIC void skate_apply_air_model( player_interface *player,
- struct player_device_skate *s )
-{
- if( s->state.activity != k_skate_activity_air )
- return;
-
- if( s->state.activity_prev != k_skate_activity_air )
- player_approximate_best_trajectory( player, s );
-
- m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
- ray_hit hit;
-
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
-
- v3f pco, pco1, pv;
- v3_copy( player->rb.co, pco );
- v3_muls( player->rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
-
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( s->state.velocity_bias, pv, pv );
-
- pv[1] += -k_gravity * 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);
-
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
-
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- if( has_target )
- {
- float angle = v3_dot( player->rb.to_world[1], target_normal );
- v3f axis;
- v3_cross( player->rb.to_world[1], target_normal, axis );
-
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
- if( fabsf(angle) < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
- }
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
- s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
- s->state.steerx += steer[1] * s->state.reverse * k_steer_air
- * limiter * k_rb_delta;
- s->land_dist = time_to_impact;
- v3_copy( target_normal, s->land_normal );
-}
-
-VG_STATIC void skate_get_board_points( player_interface *player,
- struct player_device_skate *s,
- v3f front, v3f back )
-{
- v3f pos_front = {0.0f,0.0f,-k_board_length},
- pos_back = {0.0f,0.0f, k_board_length};
-
- m4x3_mulv( player->rb.to_world, pos_front, front );
- m4x3_mulv( player->rb.to_world, pos_back, back );
-}
-
-/*
- * Casts and pushes a sphere-spring model into the world
- */
-VG_STATIC int skate_simulate_spring( player_interface *player,
- struct player_device_skate *s,
- v3f pos )
-{
- float mod = 0.7f * player->input_grab->axis.value + 0.3f,
- spring_k = mod * k_spring_force,
- damp_k = mod * k_spring_dampener,
- disp_k = 0.4f;
-
- v3f start, end;
- v3_copy( pos, start );
- v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
-
- float t;
- v3f n;
- int hit_info = spherecast_world( start, end, 0.2f, &t, n );
-
- if( hit_info != -1 )
- {
- v3f F, delta;
- v3_sub( start, player->rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
- damp =
- vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
-
- v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
- damp*damp_k*k_rb_delta, F );
-
- v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
-
- v3_lerp( start, end, t, pos );
- return 1;
- }
- else
- {
- v3_copy( end, pos );
- return 0;
- }
-}
-
-
-/*
- * Handles connection between the player and the ground
- */
-VG_STATIC void skate_apply_interface_model( player_interface *player,
- struct player_device_skate *s,
- rb_ct *manifold, int len )
-{
- if( !((s->state.activity == k_skate_activity_ground) ||
- (s->state.activity == k_skate_activity_air )) )
- return;
-
- if( s->state.activity == k_skate_activity_air )
- s->debug_normal_pressure = 0.0f;
- else
- s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
-
- /* springs */
- v3f spring0, spring1;
-
- skate_get_board_points( player, s, spring1, spring0 );
- int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
- spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
-
- v3f animavg, animdelta;
- v3_add( spring0, spring1, animavg );
- v3_muls( animavg, 0.5f, animavg );
-
- v3_sub( spring1, spring0, animdelta );
- v3_normalize( animdelta );
-
- m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
-
- float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
- dy = v3_dot( animdelta, player->rb.to_world[1] );
-
- float angle = -atan2f( dy, dx );
- q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
-
- int lift_frames_limit = 6;
-
- /* Surface connection */
- if( len == 0 && !(spring_hit0 && spring_hit1) )
- {
- s->state.lift_frames ++;
-
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
- }
- else
- {
- v3f surface_avg;
- v3_zero( surface_avg );
-
- for( int i=0; i<len; i++ )
- v3_add( surface_avg, manifold[i].n, surface_avg );
- v3_normalize( surface_avg );
-
- if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
- {
- s->state.lift_frames ++;
-
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
- }
- else
- {
- s->state.activity = k_skate_activity_ground;
- s->state.lift_frames = 0;
- v3f projected, axis;
-
- float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, player->rb.to_world[1],
- DOWNFORCE, player->rb.v );
-
- float d = v3_dot( player->rb.to_world[2], surface_avg );
- v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
- v3_normalize( projected );
-
- float angle = v3_dot( player->rb.to_world[1], projected );
- v3_cross( player->rb.to_world[1], projected, axis );
-
- if( fabsf(angle) < 0.9999f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
- }
- }
-}
-
-VG_STATIC void skate_apply_grab_model( player_interface *player,
- struct player_device_skate *s )
-{
- float grabt = player->input_grab->axis.value;
-
- if( grabt > 0.5f )
- {
- v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
- s->state.grab_mouse_delta );
-
- v2_normalize_clamp( s->state.grab_mouse_delta );
- }
- else
- v2_zero( s->state.grab_mouse_delta );
-
- s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
-}
-
-/*
- * Computes friction and surface interface model
- */
-VG_STATIC void skate_apply_friction_model( player_interface *player,
- struct player_device_skate *s )
-{
- if( s->state.activity != k_skate_activity_ground )
- return;
-
- /*
- * 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;
-
- s->state.slip = slip;
- s->state.reverse = -vg_signf(vel[2]);
-
- vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
-
- /* Pushing additive force */
-
- if( !player->input_jump->button.value )
- {
- if( player->input_push->button.value )
- {
- if( (vg.time - s->state.cur_push) > 0.25 )
- s->state.start_push = vg.time;
-
- s->state.cur_push = vg.time;
-
- double push_time = vg.time - s->state.start_push;
-
- float cycle_time = push_time*k_push_cycle_rate,
- accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
- amt = accel * VG_TIMESTEP_FIXED,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_max_push_speed ),
- delta = new_vel - vg_minf( current, k_max_push_speed );
-
- vel[2] += delta * -s->state.reverse;
- }
- }
-
- /* Send back to velocity */
- m3x3_mulv( player->rb.to_world, vel, player->rb.v );
-
- /* Steering */
- float input = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value,
- steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
- steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
-
- s->state.steery -= steer_scaled * k_rb_delta;
-}
-
-VG_STATIC void skate_apply_jump_model( player_interface *player,
- struct player_device_skate *s )
-{
- int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
-
- /* Cannot charge this in air */
- if( s->state.activity != k_skate_activity_ground )
- s->state.charging_jump = 0;
-
- if( s->state.charging_jump )
- {
- s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
-
- if( !charging_jump_prev )
- s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
- }
- else
- {
- s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
- }
-
- s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
-
- if( s->state.activity == k_skate_activity_air )
- return;
-
- /* player let go after charging past 0.2: trigger jump */
- if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
- {
- v3f jumpdir;
-
- /* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
- mod = 0.5f,
- dir = mod + fabsf(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.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
-
- float force = k_jump_force*s->state.jump_charge;
- v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
- s->state.jump_charge = 0.0f;
-
- s->state.jump_time = vg.time;
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
- float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
- s->state.steery_s = -steer[0] * maxspin;
- s->state.steerx = s->state.steerx_s;
-
- /* FIXME audio events */
-#if 0
- 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()%2] );
- audio_unlock();
-#endif
- }
-}
-
-VG_STATIC void skate_apply_pump_model( player_interface *player,
- struct player_device_skate *s )
-{
- /* Throw / collect routine
- *
- * TODO: Max speed boost
- */
- if( player->input_grab->axis.value > 0.5f )
- {
- if( s->state.activity == k_skate_activity_ground )
- {
- /* Throw */
- v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
- }
- }
- else
- {
- /* Collect */
- float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
-
- v3f Fl, Fv;
- v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
-
- if( s->state.activity == k_skate_activity_ground )
- {
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
- v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
- }
-
- v3_muls( player->rb.to_world[1], -doty, Fv );
- v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
- v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
- }
-
- /* Decay */
- if( v3_length2( s->state.throw_v ) > 0.0001f )
- {
- v3f dir;
- v3_copy( s->state.throw_v, dir );
- v3_normalize( dir );
-
- float max = v3_dot( dir, s->state.throw_v ),
- amt = vg_minf( k_mmdecay * k_rb_delta, max );
- v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
- }
-}
-
-VG_STATIC void skate_apply_cog_model( player_interface *player,
- struct player_device_skate *s )
-{
- v3f ideal_cog, ideal_diff;
- v3_muladds( player->rb.co, player->rb.to_world[1],
- 1.0f-player->input_grab->axis.value, ideal_cog );
- v3_sub( ideal_cog, s->state.cog, ideal_diff );
-
- /* Apply velocities */
- v3f rv;
- v3_sub( player->rb.v, s->state.cog_v, rv );
-
- v3f F;
- v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
- v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
-
- float ra = k_cog_mass_ratio,
- rb = 1.0f-k_cog_mass_ratio;
-
- /* Apply forces & intergrate */
- v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
- s->state.cog_v[1] += -9.8f * k_rb_delta;
- v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
-}
-
-VG_STATIC void skate_collision_response( player_interface *player,
- struct player_device_skate *s,
- rb_ct *manifold, int len )
-{
- for( int j=0; j<10; 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.to_world[2] )) > 10.0f ||
- fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
- {
- /* FIXME */
-#if 0
- player_kill();
- return;
-#endif
- }
-
- 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.to_world[1], impulse ) * 0.8f,
- wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
-
- v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
- v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
- }
- }
-}
-
-VG_STATIC void skate_integrate( player_interface *player,
- struct player_device_skate *s )
-{
- /* integrate rigidbody velocities */
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-
- float decay_rate = 0.5f*0.125f;
-
- if( s->state.activity == k_skate_activity_air )
- {
- float dist = 1.0f-(s->land_dist/4.0f);
- decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
- }
-
- v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, 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 );
- }
-
- /* integrate steering velocities */
- v4f rotate;
- float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
-
- s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
- s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
-
- q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
- q_mul( rotate, player->rb.q, player->rb.q );
-
- q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
- q_mul( rotate, player->rb.q, player->rb.q );
-
- s->state.steerx = 0.0f;
- s->state.steery = 0.0f;
-
-#if 0
- v3_sub( player.rb.v, s->phys.v_prev, s->phys.a );
- v3_muls( s->phys.a, 1.0f/VG_TIMESTEP_FIXED, s->phys.a );
- v3_copy( player.rb.v, s->phys.v_prev );
-#endif
-
- s->state.flip_time += s->state.flip_rate * k_rb_delta;
- rb_update_transform( &player->rb );
-}
-
-VG_STATIC void player_skate_update( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- v3_copy( player->rb.co, s->state.prev_pos );
- s->state.activity_prev = s->state.activity;
-
- /* Setup colliders */
- m4x3f mtx_front, mtx_back;
- m3x3_identity( mtx_front );
- m3x3_identity( mtx_back );
-
- skate_get_board_points( player, s, mtx_front[3], mtx_back[3] );
-
- s->sphere_back.radius = 0.3f;
- s->sphere_front.radius = 0.3f;
-
- /* create manifold(s) */
- rb_ct manifold[72],
- *interface_manifold = NULL,
- *grind_manifold = NULL;
-
- int
- len_front = skate_collide_smooth( player, mtx_front,
- &s->sphere_front, manifold ),
- len_back = skate_collide_smooth( player, mtx_back,
- &s->sphere_back, &manifold[len_front] ),
- interface_len = len_front + len_back;
-
- /* try to slap both wheels onto the ground when landing to prevent mega
- * angular velocities being added */
- if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
- {
- v3f trace_from, trace_dir;
- v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
-
- if( len_front )
- v3_copy( mtx_back[3], trace_from );
- else
- v3_copy( mtx_front[3], trace_from );
-
- ray_hit ray;
- ray.dist = 0.6f;
-
- if( ray_world( trace_from, trace_dir, &ray ) )
- {
- rb_ct *ct = &manifold[ interface_len ];
-
- v3_copy( ray.pos, ct->co );
- v3_copy( ray.normal, ct->n );
- ct->p = 0.0f;
-
- interface_len ++;
- }
- }
-
- interface_manifold = manifold;
- grind_manifold = manifold + interface_len;
-
- int grind_len = skate_grind_collide( dev, player, grind_manifold );
-
- for( int i=0; i<interface_len+grind_len; i ++ )
- {
- rb_prepare_contact( &manifold[i] );
- rb_debug_contact( &manifold[i] );
- }
-
- skate_apply_grind_model( player, s, grind_manifold, grind_len );
- skate_apply_interface_model( player, s, manifold, interface_len );
-
- skate_apply_pump_model( player, s );
- skate_apply_cog_model( player, s );
- skate_collision_response( player, s, manifold, interface_len + grind_len );
-
- skate_apply_grab_model( player, s );
- skate_apply_friction_model( player, s );
- skate_apply_jump_model( player, s );
- skate_apply_air_model( player, s );
-
- skate_integrate( player, s );
-
- vg_line_pt3( s->state.cog, 0.1f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
-
- vg_line( player->rb.co, s->state.cog, VG__RED );
-
-
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
- {
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
- m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
- m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
- m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
-
- /*camera */
- m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
- m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
- m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
-
-#if 0
- mixedcam_transport( &s->state.cam, gate );
-#endif
-
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player->rb.q, player->rb.q );
- rb_update_transform( &player->rb );
-
- s->state_gate_storage = s->state;
- player_pass_gate( player, gate );
- }
-}
-
-VG_STATIC void player_skate_ui( player_device *dev, player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
-
- /* FIXME: Compression */
- player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
- player->rb.v[1],
- player->rb.v[2] );
- player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
- player->rb.co[1],
- player->rb.co[2] );
- player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
- player->rb.w[1],
- player->rb.w[2] );
-
- player_debugtext( 1, "activity: %s\n",
- (const char *[]){ "k_skate_activity_air",
- "k_skate_activity_ground",
- "k_skate_activity_grind }" }
- [s->state.activity] );
- player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
- s->state.steerx_s, s->state.steery_s,
- k_steer_ground, k_steer_air );
- player_debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate,
- s->state.flip_time );
-}
-
-VG_STATIC void player_skate_animate( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
-
- /* Camera position */
- /* TODO split up */
- /* FIXME */
-
-#if 0
- v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m );
- v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m );
-
- phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f );
- phys->m[1] = vg_clampf( phys->m[1], -2.0f, 2.0f );
- phys->m[2] = vg_clampf( phys->m[2], -2.0f, 2.0f );
- v3_lerp( phys->bob, phys->m, 0.2f, phys->bob );
-#endif
-
- /* Head */
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
-
- m4x3_mulv( player->rb.to_local, s->state.cog, offset );
- v3_muls( offset, -4.0f, offset );
-
-#if 0
- m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
-#endif
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float curspeed = v3_length( player->rb.v ),
- kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
- sign = vg_signf( kicks );
-
- s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
-
- 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)*(1.0f-fabsf(s->blend_slide)*0.9f);
- offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
-
- /*
- * Animation blending
- * ===========================================
- */
-
- /* sliding */
- {
- float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
- s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
- }
-
- /* movement information */
- {
- int iair = (s->state.activity == k_skate_activity_air) ||
- (s->state.activity == k_skate_activity_grind );
-
- float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
- dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f;
-
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
- }
-
- 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( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
-
- /* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
-
- v3f local_cog;
- m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
-
- stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
-
- skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
- /* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
-
- /* pushing */
- double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
- (vg.time - s->state.cur_push) < 0.125,
- 6.0f*vg.time_delta );
-
- float pt = push_time + vg.accumulator;
- if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
-
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
-
- float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
-
- float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
-
- float jump_frame = (vg.time - s->state.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 = s->state.jump_dir?
- s->anim_ollie:
- s->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 = -player->input_js1h->axis.value;
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
-
- static v2f grab_choice;
-
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
- v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
- if( v2_length2( grab_input ) <= 0.001f )
- grab_input[0] = -1.0f;
- else
- v2_normalize_clamp( grab_input );
- v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, 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, s->anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dev->pose );
-
- float add_grab_mod = 1.0f - s->blend_fly;
-
- /* additive effects */
- {
- u32 apply_to[] = { av->id_hip,
- av->id_ik_hand_l,
- av->id_ik_hand_r,
- av->id_ik_elbow_l,
- av->id_ik_elbow_r };
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
- dev->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
- dev->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
- }
-
- mdl_keyframe *kf_board = &dev->pose[av->id_board-1],
- *kf_foot_l = &dev->pose[av->id_ik_foot_l-1],
- *kf_foot_r = &dev->pose[av->id_ik_foot_r-1];
-
- v3f bo;
- v3_muls( s->board_offset, add_grab_mod, bo );
-
- v3_add( bo, kf_board->co, kf_board->co );
- v3_add( bo, kf_foot_l->co, kf_foot_l->co );
- v3_add( bo, kf_foot_r->co, kf_foot_r->co );
-
- m3x3f c;
- q_m3x3( s->board_rotation, c );
-
- v3f d;
- v3_sub( kf_foot_l->co, bo, d );
- m3x3_mulv( c, d, d );
- v3_add( bo, d, kf_foot_l->co );
-
- v3_sub( kf_foot_r->co, bo, d );
- m3x3_mulv( c, d, d );
- v3_add( bo, d, kf_foot_r->co );
-
- q_mul( s->board_rotation, kf_board->q, kf_board->q );
- q_normalize( kf_board->q );
- }
-
- /* transform */
- rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
-
- v3_muladds( dev->pose_root_co, player->rb.to_world[1], -0.28f,
- dev->pose_root_co );
-
- v4f qresy, qresx, qresidual;
- m3x3f mtx_residual;
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
- q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
- q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
-
- q_mul( qresy, qresx, qresidual );
- q_normalize( qresidual );
- q_mul( dev->pose_root_q, qresidual, dev->pose_root_q );
- q_normalize( dev->pose_root_q );
-
- v4f qflip;
- if( (s->state.activity == k_skate_activity_air) &&
- (fabsf(s->state.flip_rate) > 0.01f) )
- {
- float angle = vg_clampf( s->state.flip_time, -1.0f, 1.0f ) * VG_TAUf,
- distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
- blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
-
- angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
-
- q_axis_angle( qflip, s->state.flip_axis, angle );
- q_mul( qflip, dev->pose_root_q, dev->pose_root_q );
- q_normalize( dev->pose_root_q );
-
- v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
- v3_sub( dev->pose_root_co, rotation_point, rco );
-
- /* FIXME: q_mul v3 */
- m3x3f TEMP;
- q_m3x3( qflip, TEMP );
- m3x3_mulv( TEMP, rco, rco );
- v3_add( rco, rotation_point, dev->pose_root_co );
- }
-
-#if 0
- if( cl_thirdperson )
- {
- if( !followcam_will_hit_gate( player, &s->state.cam ) )
- {
- m4x3f inverse;
- m4x3_invert_affine( s->state.cam.gate->transport, inverse );
- m4x3_mul( inverse, transform, transform );
- }
- }
-#endif
-}
-
-VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
-{
- float yaw = atan2f( v[0], -v[2] ),
- pitch = atan2f
- (
- -v[1],
- sqrtf
- (
- v[0]*v[0] + v[2]*v[2]
- )
- ) * C + k;
-
- cam->angles[0] = yaw;
- cam->angles[1] = pitch;
-}
-
-VG_STATIC void skate_camera_firstperson( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- struct player_avatar *av = player->playeravatar;
-
- /* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
-
- v3_zero( dev->cam_1st.angles );
- dev->cam_1st.fov = 119.0f;
-
- v3f flat_dir,
- vel_dir,
- look_dir;
-
- v3_copy( player->rb.v, vel_dir );
- //v3_normalize( vel_dir );
-
- float tti = s->land_dist;
- v3f norm;
- v3_copy( s->land_normal, norm );
-
- if( s->state.activity == k_skate_activity_ground )
- {
- tti = 0.0f;
- v3_copy( player->rb.to_world[1], norm );
- }
-
- v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
- //v3_normalize( flat_dir );
-
- v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
- v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-
- skate_camera_vector_look( &dev->cam_1st, s->state.vl, 1.0f, 0.25f );
-}
-
-VG_STATIC void skate_camera_thirdperson( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- struct player_avatar *av = player->playeravatar;
-
- v3f origin, dir, target;
- v3_copy( player->rb.co, origin );
- v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
- v3_sub( origin, s->state.posl, dir );
-
- if( v3_length2( dir ) < 0.1f*0.1f )
- v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
- else
- v3_normalize( dir );
-
- if( s->state.activity == k_skate_activity_air )
- dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
- dir[1] *= 0.0f;
-
- v3_muladds( origin, dir, -2.0f, target );
-
- v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
- v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
-
- v3_copy( s->state.posl, dev->cam_3rd.pos );
- skate_camera_vector_look( &dev->cam_3rd, s->state.dirl, 1.0f, 0.2f );
-}
-
-VG_STATIC void player_skate_post_animate( player_device *dev,
- player_interface *player )
-{
- struct player_device_skate *s = dev->storage;
- struct player_avatar *av = player->playeravatar;
-
- v3_zero( dev->cam_1st.pos );
- v3_zero( dev->cam_1st.angles );
- dev->cam_1st.fov = 90.0f;
-
- skate_camera_thirdperson( dev, player );
- skate_camera_firstperson( dev, player );
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
-}
-
-VG_STATIC void player_skate_reset( player_device *dev,
- player_interface *player,
- struct respawn_point *rp )
-{
- struct player_device_skate *s = dev->storage;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-
-#if 0
- mixedcam_reset( player, &s->state.cam );
-#endif
-}
-
-VG_STATIC int player_skate_event( player_device *dev, player_interface *player,
- enum player_device_event_type ev,
- void *data )
-{
- struct player_device_skate *s = dev->storage;
-
- if( ev == k_player_device_event_bind )
- player_skate_bind( dev, player );
- else if( ev == k_player_device_event_respawn )
- player_skate_reset( dev, player, data );
- else if( ev == k_player_device_event_pre_update )
- {
- if( vg_input_button_down( player->input_use ) )
- {
- struct device_transition_walk inf;
- v3_copy( player->cam.angles, inf.angles );
- inf.angles[2] = 0.0f;
-
- player_transition_to_device( player, s->device_id_walk, &inf );
- return 1;
- }
- }
- else if( ev == k_player_device_event_custom_transition )
- {
- /* transition coming in from walking */
- struct device_transition_skateboard *inf = data;
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( inf->dir[0], inf->dir[2] ) );
- v3_copy( player->cam.pos, s->state.posl );
-
- m3x3f temp;
- euler_m3x3( player->cam.angles, temp );
- v3_muls( temp[2], -1.0f, s->state.dirl );
-
- rb_update_transform( &player->rb );
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( player->rb.v, s->state.cog_v );
- }
- else if( ev == k_player_device_event_update )
- {
- player_skate_update( dev, player );
- }
- else if( ev == k_player_device_event_post_update )
- {
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
-
- for( int j=0; j<p->log_length - 1; j ++ )
- vg_line( p->log[j], p->log[j+1], p->colour );
-
- vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
-
- v3f p1;
- v3_add( p->log[p->log_length-1], p->n, p1 );
- vg_line( p->log[p->log_length-1], p1, 0xffffffff );
-
- vg_line_pt3( p->apex, 0.02f, 0xffffffff );
- }
-
- vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
- vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
- }
- else if( ev == k_player_device_event_animate )
- {
- player_skate_animate( dev, player );
- }
- else if( ev == k_player_device_event_post_animate )
- {
- player_skate_post_animate( dev, player );
- }
- else if( ev == k_player_device_event_debug_ui )
- {
- player_skate_ui( dev, player );
- }
- else
- return 0;
-
- return 1;
-}
-
-VG_STATIC player_device player_device_skate =
-{
- .name = "skateboard",
- .event = player_skate_event,
- .storage = &localplayer_device_skate
-};
-
-#endif /* PLAYER_DEVICE_SKATE_H */
+++ /dev/null
-#ifndef PLAYER_DEVICE_WALK_H
-#define PLAYER_DEVICE_WALK_H
-
-#include "player_interface.h"
-#include "player_device_common.h"
-#include "skeleton.h"
-#include "player_model.h"
-
-VG_STATIC
-struct player_device_walk
-{
- rb_capsule collider;
-
- struct
- {
- v3f angles;
- v3f prev_pos;
-
- enum walk_activity
- {
- k_walk_activity_air,
- k_walk_activity_ground,
- k_walk_activity_sleep
- }
- activity;
- }
- state,
- state_gate_storage;
-
- enum mdl_surface_prop surface;
- struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
-
- float blend_fly,
- blend_run,
- blend_walk,
-
- move_speed,
- walk_timer;
-
- u32 device_id_skate;
-}
-localplayer_device_walk;
-
-VG_STATIC void player_walk_pre_update( player_device *dev,
- player_interface *player )
-{
- struct player_device_walk *w = dev->storage;
- player_look( player, w->state.angles );
-
- if( vg_input_button_down( player->input_use ) )
- {
- struct device_transition_skateboard inf;
-
- v3f xy_speed;
- v3_copy( player->rb.v, xy_speed );
- xy_speed[1] = 0.0f;
-
- if( v3_length2( xy_speed ) > 0.1f * 0.1f )
- {
- v3_copy( player->rb.v, inf.dir );
- }
- else
- {
- inf.dir[0] = -sinf( -w->state.angles[0] );
- inf.dir[1] = 0.0f;
- inf.dir[2] = -cosf( -w->state.angles[0] );
- v3_muls( inf.dir, 1.6f, player->rb.v );
- }
-
- player_transition_to_device( player, w->device_id_skate, &inf );
- return;
- }
-
-#if 0
- v3f walk = { player->input_walkh->axis.value,
- 0.0f,
- -player->input_walkv->axis.value };
-
- v3_muls( walk, 10.0f * vg.time_delta, walk );
-
- m3x3f m;
- euler_m3x3( w->angles, m );
- v3_muladds( player->rb.co, m[0], walk[0], player->rb.co );
- v3_muladds( player->rb.co, m[1], walk[1], player->rb.co );
- v3_muladds( player->rb.co, m[2], walk[2], player->rb.co );
-#endif
-}
-
-VG_STATIC int player_walk_normal_standable( v3f n )
-{
- return n[1] > 0.70710678118f;
-}
-
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
- float currentspeed = v3_dot( v, movedir ),
- addspeed = speed - currentspeed;
-
- if( addspeed <= 0 )
- return;
-
- float accelspeed = accel * k_rb_delta * speed;
-
- if( accelspeed > addspeed )
- accelspeed = addspeed;
-
- v3_muladds( v, movedir, accelspeed, v );
-}
-
-VG_STATIC void player_friction( v3f v )
-{
- float speed = v3_length( v ),
- drop = 0.0f,
- control = vg_maxf( speed, k_stopspeed );
-
- if( speed < 0.04f )
- return;
-
- drop += control * k_walk_friction * k_rb_delta;
-
- float newspeed = vg_maxf( 0.0f, speed - drop );
- newspeed /= speed;
-
- v3_muls( v, newspeed, v );
-}
-
-VG_STATIC void player_walk_update( player_device *dev,
- player_interface *player )
-{
- struct player_device_walk *w = dev->storage;
- v3_copy( player->rb.co, w->state.prev_pos );
-
- w->collider.height = 2.0f;
- w->collider.radius = 0.3f;
-
- m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
-
- rb_ct manifold[64];
- int len;
-
- float yaw = w->state.angles[0];
-
- v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
- v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
-
- v2f walk = { player->input_walkh->axis.value,
- player->input_walkv->axis.value };
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- w->move_speed = v2_length( walk );
-
- /*
- * Collision detection
- */
- len = rb_capsule__scene( mtx, &w->collider, NULL,
- &world.rb_geo.inf.scene, manifold );
- rb_manifold_filter_coplanar( manifold, len, 0.01f );
- len = rb_manifold_apply_filtered( manifold, len );
-
- v3f surface_avg = { 0.0f, 0.0f, 0.0f };
- w->state.activity = k_walk_activity_air;
-
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
- rb_debug_contact( ct );
-
- if( player_walk_normal_standable( ct->n ) )
- {
- w->state.activity = k_walk_activity_ground;
- v3_add( surface_avg, ct->n, surface_avg );
- }
-
- rb_prepare_contact( ct );
- }
-
-
- /*
- * Move & Friction
- */
- float accel_speed = 0.0f, nominal_speed = 0.0f;
- v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
- v3_muladds( movedir, forward_dir, walk[1], movedir );
-
- if( w->state.activity == k_walk_activity_ground )
- {
- v3_normalize( surface_avg );
-
- v3f tx, ty;
- rb_tangent_basis( surface_avg, tx, ty );
-
- if( v2_length2(walk) > 0.001f )
- {
- /* clip movement to the surface */
- float d = v3_dot(surface_avg,movedir);
- v3_muladds( movedir, surface_avg, -d, movedir );
- }
-
- accel_speed = k_walk_accel;
- nominal_speed = k_walkspeed;
-
- /* jump */
- if( player->input_jump->button.value )
- {
- player->rb.v[1] = 5.0f;
- w->state.activity = k_walk_activity_air;
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
- }
- else
- {
- player_friction( player->rb.v );
-
- struct world_material *surface_mat = world_contact_material(manifold);
- w->surface = surface_mat->info.surface_prop;
- }
- }
- else
- {
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
- }
-
- if( v2_length2(walk) > 0.001f )
- {
- player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
- v3_normalize( movedir );
- }
-
- /*
- * Resolve velocity constraints
- */
- 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 );
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
- }
- }
-
- /*
- * Depenetrate
- */
- v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
- }
- }
- v3_add( dt, player->rb.co, player->rb.co );
-
- /* TODO: Stepping......
- *
- * ideas; walkgrid style steps
- */
-#if 0
- if( w->state.activity == k_walk_activity_ground )
- {
- /* step */
- float max_dist = 0.4f;
-
- v3f pa, pb;
- v3_copy( player->rb.co, pa );
- pa[1] += w->collider.radius + max_dist;
-
- v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
- vg_line( pa, pb, 0xff000000 );
-
- v3f n;
- float t;
- if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
- {
- if( player_walk_normal_standable( n ) )
- {
- v3_lerp( pa, pb, t, player->rb.co );
- player->rb.co[1] -= w->collider.radius;
- }
- }
- }
-#endif
-
-
- /* integrate */
- if( w->state.activity == k_walk_activity_air )
- player->rb.v[1] += -k_gravity * k_rb_delta;
-
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-
-
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
-
- /*
- * CCD routine
- * ---------------------------------------------------
- *
- */
- v3f lwr_prev,
- lwr_now,
- lwr_offs = { 0.0f, w->collider.radius, 0.0f };
-
- v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
- v3_add( lwr_offs, player->rb.co, lwr_now );
-
- v3f movedelta;
- v3_sub( player->rb.co, w->state.prev_pos, movedelta );
-
- float movedist = v3_length( movedelta );
-
- if( movedist > 0.3f )
- {
- float t, sr = w->collider.radius-0.04f;
- v3f n;
-
- if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
- {
- v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
- player->rb.co[1] -= w->collider.radius;
- rb_update_transform( &player->rb );
-
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
- }
- }
-
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
- {
- struct player_device_walk *w = dev->storage;
-
- m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
- m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
- rb_update_transform( &player->rb );
-
- /* analytical rotation of yaw */
- v3f fwd_dir = { cosf(w->state.angles[0]),
- 0.0f,
- sinf(w->state.angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
- w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
- w->state_gate_storage = w->state;
- player_pass_gate( player, gate );
- }
-}
-
-VG_STATIC void player_walk_post_update( player_device *dev,
- player_interface *player )
-{
- struct player_device_walk *w = dev->storage;
-
- m4x3f mtx;
- m3x3_identity( mtx );
- v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
-
- float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
- v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
- debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
-
-#if 0
- player_apply_transport_to_cam( gate->transport );
-#endif
-
-}
-
-VG_STATIC void player_walk_animate( player_device *dev,
- player_interface *player )
-{
- struct player_device_walk *w = dev->storage;
- struct skeleton *sk = &player->playeravatar->sk;
-
- {
- float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
-
- if( w->state.activity == k_walk_activity_air )
- rate = 2.4f;
- else
- rate = 9.0f;
-
- w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
- w->blend_run = vg_lerpf( w->blend_run,
- w->move_speed *
- (1.0f + player->input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
- }
-
- player_pose apose, bpose;
-
- if( w->move_speed > 0.025f )
- {
- /* TODO move */
- float walk_norm = 30.0f/(float)w->anim_walk->length,
- run_norm = 30.0f/(float)w->anim_run->length,
- walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
-
- w->walk_timer += walk_adv * vg.time_delta;
- }
- else
- {
- w->walk_timer = 0.0f;
- }
-
- float walk_norm = (float)w->anim_walk->length/30.0f,
- run_norm = (float)w->anim_run->length/30.0f,
- t = w->walk_timer,
- l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
- /* walk/run */
- skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- /* idle */
- skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- /* air */
- skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dev->pose );
-
- /* Create transform */
- rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
- q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f},
- -w->state.angles[0]-VG_PIf*0.5f );
-}
-
-VG_STATIC void player_walk_post_animate( player_device *dev,
- player_interface *player )
-{
- /*
- * Camera
- */
- struct player_device_walk *w = dev->storage;
- struct player_avatar *av = player->playeravatar;
-
- /* 3RD */
- m3x3f angles;
- euler_m3x3( w->state.angles, angles );
-
- v3f cast_dir, origin;
-
- v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
-
- v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos );
- v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos );
-
- float t;
- v3f n;
- if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 )
- v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos );
- v3_copy( w->state.angles, dev->cam_3rd.angles );
- dev->cam_3rd.fov = 90.0f;
-
-
- /* 1ST */
- /* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
- v3_copy( w->state.angles, dev->cam_1st.angles );
- dev->cam_1st.fov = 90.0f;
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
-}
-
-
-VG_STATIC void player_walk_ui( player_device *dev, player_interface *player )
-{
- player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
- player->rb.v[1],
- player->rb.v[2] );
- player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
- player->rb.co[1],
- player->rb.co[2] );
-}
-
-VG_STATIC void player_walk_bind( player_device *dev, player_interface *player )
-{
- struct player_device_walk *w = dev->storage;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
-
- w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
- w->anim_walk = skeleton_get_anim( sk, "walk" );
- w->anim_run = skeleton_get_anim( sk, "run" );
- w->anim_jump = skeleton_get_anim( sk, "jump" );
-
- w->device_id_skate = player_get_device( player, "skateboard" );
-}
-
-VG_STATIC int player_walk_event( player_device *dev, player_interface *player,
- enum player_device_event_type ev, void *data )
-{
- struct player_device_walk *w = dev->storage;
-
- if( ev == k_player_device_event_bind )
- {
- player_walk_bind( dev, player );
- }
- else if( ev == k_player_device_event_custom_transition )
- {
- struct device_transition_walk *inf = data;
- v3_copy( inf->angles, w->state.angles );
- }
- else if( ev == k_player_device_event_pre_update )
- {
- player_walk_pre_update( dev, player );
- }
- else if( ev == k_player_device_event_update )
- {
- player_walk_update( dev, player );
- }
- else if( ev == k_player_device_event_post_update )
- {
- player_walk_post_update( dev, player );
- }
- else if( ev == k_player_device_event_animate )
- {
- player_walk_animate( dev, player );
- }
- else if( ev == k_player_device_event_post_animate )
- {
- player_walk_post_animate( dev, player );
- }
- else if( ev == k_player_device_event_debug_ui )
- {
- player_walk_ui( dev, player );
- }
- else
- return 0;
-
- return 1;
-}
-
-VG_STATIC player_device player_device_walk =
-{
- .name = "walk",
- .event = player_walk_event,
- .storage = &localplayer_device_walk
-};
-
-#endif /* PLAYER_DEVICE_WALK_H */
+#if 0
#ifndef PLAYER_INTERFACE_H
#define PLAYER_INTERFACE_H
}
#endif /* PLAYER_INTERFACE_H */
+#endif
#define VG_GAME
#include "vg/vg.h"
-#if 0
-#include "player.h"
-#endif
-
#include "model.h"
#include "skeleton.h"
#include "player_ragdoll.h"
mdl_context meta;
struct skeleton sk;
- v3f cam_pos; /* FIXME ? */
-
-#if 0
- 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,
- *anim_jump;
-#endif
-
u32 id_hip,
id_ik_hand_l,
id_ik_hand_r,
+++ /dev/null
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#define PLAYER_PHYSICS_H
-#ifndef PLAYER_PHYSICS_H
-#define PLAYER_PHYSICS_H
-
-#include "player.h"
-#include "camera.h"
-
-VG_STATIC void player_integrate(void);
-
-VG_STATIC int player_collide_sphere( rigidbody *rb, rb_ct *manifold )
-{
-#if 0
- int len = 0;
-
- len = rb_sphere_scene( rb, &world.rb_geo, manifold );
- rb_manifold_filter_coplanar( manifold, len, 0.05f );
- if( len > 1 )
- {
- rb_manifold_filter_backface( manifold, len );
- rb_manifold_filter_joint_edges( manifold, len, 0.05f );
- rb_manifold_filter_pairs( manifold, len, 0.05f );
- }
- int new_len = rb_manifold_apply_filtered( manifold, len );
- if( len && !new_len )
- len = 1;
- else
- len = new_len;
-
- return len;
-#endif
-
- return 0;
-}
-
-#if 0
-VG_STATIC void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-VG_STATIC void player_integrate(void)
-{
- struct player_phys *phys = &player.phys;
- v3_sub( phys->rb.v, phys->v_last, phys->a );
- v3_muls( phys->a, 1.0f/VG_TIMESTEP_FIXED, phys->a );
- v3_copy( phys->rb.v, phys->v_last );
-
- apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
- v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
-}
-#endif
-
-VG_STATIC void player_freecam(void)
-{
- player_mouseview();
-
- float movespeed = fc_speed * VG_TIMESTEP_FIXED;
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m3x3_mulv( main_camera.transform, lookdir, lookdir );
- m3x3_mulv( main_camera.transform, sidedir, sidedir );
-
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
- v2f steer = { player.input_js1h->axis.value,
- player.input_js1v->axis.value };
-
- v3_muladds( move_vel, sidedir, movespeed*steer[0], move_vel );
- v3_muladds( move_vel, lookdir, -movespeed*steer[1], move_vel );
-
- v3_muls( move_vel, 0.7f, move_vel );
- v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-VG_STATIC int kill_player( int argc, char const *argv[] )
-{
- player_kill();
- return 0;
-}
-
-VG_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.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" );
- vg_info( "Player position: %f %f %f\n", player.co[0],
- player.co[1],
- player.co[2] );
-
- if( !world.spawn_count )
- return 0;
-
- rp = &world.spawns[0];
- }
-
- player.is_dead = 0;
-
- m3x3f the_long_way;
- q_m3x3( rp->q, the_long_way );
-
- v3f delta = {1.0f,0.0f,0.0f};
- m3x3_mulv( the_long_way, delta, delta );
-
- if( !freecam )
- {
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
- }
-
- player.controller = k_player_controller_walk;
- /* TODO: trigger controller slurp */
-
- player_save_frame();
- return 1;
-}
-
-VG_STATIC void reset_player_poll( int argc, char const *argv[] )
-{
- if( argc == 1 )
- {
- for( int i=0; i<world.spawn_count; i++ )
- {
- struct respawn_point *r = &world.spawns[i];
- console_suggest_score_text( r->name, argv[argc-1], 0 );
- }
- }
-}
-
-#endif /* PLAYER_PHYSICS_H */
+++ /dev/null
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#ifndef PLAYER_PHYSICS_SKATE_H
-#define PLAYER_PHYSICS_SKATE_H
-
-#include "player.h"
-#include "camera.h"
-
-VG_STATIC struct player_skate
-{
- struct skate_phys
- {
- enum skate_activity
- {
- k_skate_activity_air,
- k_skate_activity_ground,
- k_skate_activity_grind
- }
- activity,
- activity_prev;
-
- v3f v_prev, a, m, bob, vl; /* TODO: please clarify */
-
- float iY, siY; /* Yaw inertia */
-
- float vswitch, slip, slip_last, reverse;
- float grab, jump;
- v2f grab_mouse_delta;
-
- v3f throw_v;
- v3f cog,
- cog_v;
-
- int lift_frames;
-
- double start_push,
- cur_push;
-
- int charging_jump, jump_dir;
-
- m3x3f vr,vr_pstep;
- }
- phys,
- phys_frame;
-
- float normal_pressure;
- v3f debug_mmcollect_lat,
- debug_mmcollect_vert;
-
- struct land_prediction
- {
- v3f log[50];
- v3f n;
- u32 log_length;
- float score;
-
- enum prediction_type
- {
- k_prediction_none,
- k_prediction_land,
- k_prediction_grind
- }
- type;
-
- u32 colour;
- }
- predictions[22];
- u32 prediction_count;
-
- rigidbody rbf, rbb;
-}
-player_skater;
-
-/*
- * Gets the closest grindable edge to the player within max_dist
- */
-VG_STATIC struct grind_edge *player_collect_grind_edge( v3f p0, v3f p1,
- v3f c0, v3f c1,
- float max_dist )
-{
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
-
- box_init_inf( region );
- box_addpt( region, p0 );
- box_addpt( region, p1 );
-
- float k_r = max_dist;
- v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
- v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
-
- float closest = k_r*k_r;
- struct grind_edge *closest_edge = NULL;
-
- int idx;
- while( bh_next( world.grind_bh, &it, region, &idx ) )
- {
- struct grind_edge *edge = &world.grind_edges[ idx ];
-
- float s,t;
- v3f pa, pb;
-
- float d2 =
- closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
- if( d2 < closest )
- {
- closest = d2;
- closest_edge = edge;
- v3_copy( pa, c0 );
- v3_copy( pb, c1 );
- }
- }
-
- return closest_edge;
-}
-
-/*
- * Trace a path given a velocity rotation.
- *
- * TODO: this MIGHT be worth doing RK4 on the gravity field.
- */
-VG_STATIC void player_score_vr_path( v3f co, v3f v, m3x3f vr,
- struct land_prediction *prediction )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float k_bias = 0.96f;
-
- v3f pco, pco1, pv;
- v3_copy( co, pco );
- v3_muls( v, k_bias, pv );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- float grind_score = INFINITY,
- air_score = INFINITY;
-
- prediction->log_length = 0;
-
- for( int i=0; i<vg_list_size(prediction->log); i++ )
- {
- v3_copy( pco, pco1 );
-
- pv[1] += -k_gravity * pstep;
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
-
- float l = v3_length( vdir );
- v3_muls( vdir, 1.0f/l, vdir );
-
- v3f c0, c1;
- struct grind_edge *ge = player_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
-
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- float d2 = v3_dist2( c0, c1 );
- if( d2 < closest_grind )
- {
- closest_grind = d2;
- best_grind = ge;
- grind_score = closest_grind * 0.05f;
- }
- }
-
- v3f n1;
-
- float t1;
- int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
- if( idx != -1 )
- {
- v3_copy( n1, prediction->n );
- air_score = -v3_dot( pv, n1 );
-
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
-
- /* Bias prediction towords ramps */
- if( mat->info.flags & k_material_flag_skate_surface )
- air_score *= 0.1f;
-
- v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
- break;
- }
-
- v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
- }
-
- if( grind_score < air_score )
- {
- prediction->score = grind_score;
- prediction->type = k_prediction_grind;
- }
- else if( air_score < INFINITY )
- {
- prediction->score = air_score;
- prediction->type = k_prediction_land;
- }
- else
- {
- prediction->score = INFINITY;
- prediction->type = k_prediction_none;
- }
-}
-
-/*
- * Calculate best launch trajectory
- */
-VG_STATIC void player_approximate_best_trajectory( struct player_skate *s )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float best_velocity_delta = -9999.9f;
-
- v3f axis;
- v3_cross( player.rb.to_world[1], player.rb.v, axis );
- v3_normalize( axis );
-
- s->prediction_count = 0;
- m3x3_identity( s->phys.vr );
-
- float
- best_vmod = 0.0f,
- min_score = INFINITY,
- max_score = -INFINITY;
-
- /*
- * Search a broad selection of futures
- */
- for( int m=-3;m<=12; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
- float vmod = ((float)m / 15.0f)*0.09f;
-
- m3x3f vr;
- v4f vr_q;
-
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
-
- player_score_vr_path( player.rb.co, player.rb.v, vr, p );
-
- if( p->type != k_prediction_none )
- {
- if( p->score < min_score )
- {
- min_score = p->score;
- best_vmod = vmod;
- }
-
- if( p->score > max_score )
- max_score = p->score;
- }
- }
-
- v4f vr_q;
- q_axis_angle( vr_q, axis, best_vmod*0.1f );
- q_m3x3( vr_q, s->phys.vr );
-
- q_axis_angle( vr_q, axis, best_vmod );
- q_m3x3( vr_q, s->phys.vr_pstep );
-
- /*
- * Logging
- */
- for( int i=0; i<s->prediction_count; i ++ )
- {
- struct land_prediction *p = &s->predictions[i];
-
- float l = p->score;
-
- if( l < 0.0f )
- {
- vg_error( "negative score! (%f)\n", l );
- }
-
- l -= min_score;
- l /= (max_score-min_score);
- l = 1.0f - l;
- l *= 255.0f;
-
- p->colour = l;
- p->colour <<= 8;
- p->colour |= 0xff000000;
- }
-}
-
-VG_STATIC void player_skate_apply_grab_model( struct player_skate *s )
-{
- float grabt = player.input_grab->axis.value;
-
- if( grabt > 0.5f )
- {
- v2_muladds( s->phys.grab_mouse_delta, vg.mouse_delta, 0.02f,
- s->phys.grab_mouse_delta );
-
- v2_normalize_clamp( s->phys.grab_mouse_delta );
- }
- else
- v2_zero( s->phys.grab_mouse_delta );
-
- s->phys.grab = vg_lerpf( s->phys.grab, grabt, 8.4f * VG_TIMESTEP_FIXED );
-}
-
-/*
- * Computes friction and surface interface model
- */
-VG_STATIC void player_skate_apply_friction_model( struct player_skate *s )
-{
- if( s->phys.activity != k_skate_activity_ground )
- return;
-
- /*
- * 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;
-
- s->phys.slip = slip;
- s->phys.reverse = -vg_signf(vel[2]);
-
- float substep = VG_TIMESTEP_FIXED;
- float fwd_resistance = k_friction_resistance;
-
- vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
- vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
-
- /* Pushing additive force */
-
- if( !player.input_jump->button.value )
- {
- if( player.input_push->button.value )
- {
- if( (vg.time - s->phys.cur_push) > 0.25 )
- {
- s->phys.start_push = vg.time;
- }
-
- s->phys.cur_push = vg.time;
-
- double push_time = vg.time - s->phys.start_push;
-
- float cycle_time = push_time*k_push_cycle_rate,
- accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
- amt = accel * VG_TIMESTEP_FIXED,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_max_push_speed ),
- delta = new_vel - vg_minf( current, k_max_push_speed );
-
- vel[2] += delta * -s->phys.reverse;
- }
- }
-
- /* Send back to velocity */
- m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-
- /* Steering */
- float input = player.input_js1h->axis.value,
- grab = player.input_grab->axis.value,
- steer = input * (1.0f-(s->phys.jump+grab)*0.4f),
- steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
-
- s->phys.iY -= steer_scaled * VG_TIMESTEP_FIXED;
-}
-
-VG_STATIC void player_skate_apply_jump_model( struct player_skate *s )
-{
- int charging_jump_prev = s->phys.charging_jump;
- s->phys.charging_jump = player.input_jump->button.value;
-
- /* Cannot charge this in air */
- if( s->phys.activity != k_skate_activity_ground )
- s->phys.charging_jump = 0;
-
- if( s->phys.charging_jump )
- {
- s->phys.jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
-
- if( !charging_jump_prev )
- s->phys.jump_dir = s->phys.reverse > 0.0f? 1: 0;
- }
- else
- {
- s->phys.jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
- }
-
- s->phys.jump = vg_clampf( s->phys.jump, 0.0f, 1.0f );
-
- if( s->phys.activity == k_skate_activity_air )
- return;
-
- /* player let go after charging past 0.2: trigger jump */
- if( !s->phys.charging_jump && s->phys.jump > 0.2f )
- {
- v3f jumpdir;
-
- /* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.to_world[1] ),
- mod = 0.5f,
- dir = mod + fabsf(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.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
-
- float force = k_jump_force*s->phys.jump;
- v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
- s->phys.jump = 0.0f;
-
- player.jump_time = vg.time;
-
- /* TODO: Move to audio file */
- 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()%2] );
- audio_unlock();
- }
-}
-
-VG_STATIC void player_skate_apply_grind_model( struct player_skate *s,
- rb_ct *manifold, int len )
-{
- if( len == 0 )
- {
- if( s->phys.activity == k_skate_activity_grind )
- {
- 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_board[6] );
- audio_unlock();
-
- s->phys.activity = k_skate_activity_air;
- }
- return;
- }
-
- v2f steer = { player.input_js1h->axis.value,
- player.input_js1v->axis.value };
-
- float l2 = v2_length2( steer );
- if( l2 > 1.0f )
- v2_muls( steer, 1.0f/sqrtf(l2), steer );
-
- s->phys.iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
-
- float iX = steer[1] * s->phys.reverse
- * k_steer_air * VG_TIMESTEP_FIXED;
-
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-
- v4f rotate;
- q_axis_angle( rotate, player.rb.to_world[0], siX );
- q_mul( rotate, player.rb.q, player.rb.q );
-
- s->phys.slip = 0.0f;
- s->phys.activity = k_skate_activity_grind;
-
- v3f up = { 0.0f, 1.0f, 0.0f };
- float angle = v3_dot( player.rb.to_world[1], up );
-
- if( fabsf(angle) < 0.99f )
- {
- v3f axis;
- v3_cross( player.rb.to_world[1], up, axis );
-
- v4f correction;
- q_axis_angle( correction, axis,
- VG_TIMESTEP_FIXED * 10.0f * acosf(angle) );
- q_mul( correction, player.rb.q, player.rb.q );
- }
-
- float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
- v3_muladds( player.rb.v, manifold->n, DOWNFORCE, player.rb.v );
- m3x3_identity( s->phys.vr );
- m3x3_identity( s->phys.vr_pstep );
-
- if( s->phys.activity_prev != k_skate_activity_grind )
- {
- 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_board[5] );
- audio_unlock();
- }
-}
-
-/*
- * Air control, no real physics
- */
-VG_STATIC void player_skate_apply_air_model( struct player_skate *s )
-{
- if( s->phys.activity != k_skate_activity_air )
- return;
-
- if( s->phys.activity_prev != k_skate_activity_air )
- player_approximate_best_trajectory( s );
-
- m3x3_mulv( s->phys.vr, player.rb.v, player.rb.v );
- ray_hit hit;
-
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
-
- v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_muls( player.rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
-
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( s->phys.vr, pv, pv );
-
- pv[1] += -k_gravity * 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);
-
- v3f c0, c1;
- struct grind_edge *ge = player_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
-
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- if( has_target )
- {
- float angle = v3_dot( player.rb.to_world[1], target_normal );
- v3f axis;
- v3_cross( player.rb.to_world[1], target_normal, axis );
-
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
- if( fabsf(angle) < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player.rb.q, player.rb.q );
- }
- }
-
- v2f steer = { player.input_js1h->axis.value,
- player.input_js1v->axis.value };
-
- float l2 = v2_length2( steer );
- if( l2 > 1.0f )
- v2_muls( steer, 1.0f/sqrtf(l2), steer );
-
- s->phys.iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
-
- float iX = steer[1] *
- s->phys.reverse * k_steer_air
- * limiter * VG_TIMESTEP_FIXED;
-
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-
- v4f rotate;
- q_axis_angle( rotate, player.rb.to_world[0], siX );
- q_mul( rotate, player.rb.q, player.rb.q );
-
-#if 0
- v2f target = {0.0f,0.0f};
- v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
- player_skate.phys.grab, target );
-#endif
-}
-
-VG_STATIC void player_regular_collider_configuration( struct player_skate *s )
-{
- /* Standard ground configuration */
- m3x3_copy( player.rb.to_world, s->rbf.to_world );
- m3x3_copy( player.rb.to_world, s->rbb.to_world );
-
- v3f front = {0.0f,0.0f,-k_board_length},
- back = {0.0f,0.0f, k_board_length};
-
- m4x3_mulv( player.rb.to_world, front, s->rbf.co );
- m4x3_mulv( player.rb.to_world, back, s->rbb.co );
- v3_copy( s->rbf.co, s->rbf.to_world[3] );
- v3_copy( s->rbb.co, s->rbb.to_world[3] );
-
- m4x3_invert_affine( s->rbf.to_world, s->rbf.to_local );
- m4x3_invert_affine( s->rbb.to_world, s->rbb.to_local );
-
- rb_update_bounds( &s->rbf );
- rb_update_bounds( &s->rbb );
-}
-
-VG_STATIC void player_grind( struct player_skate *s )
-{
- v3f closest;
- int idx = bh_closest_point( world.grind_bh, player.rb.co,
- closest, INFINITY );
- if( idx == -1 )
- return;
-
- struct grind_edge *edge = &world.grind_edges[ idx ];
-
- vg_line( player.rb.co, closest, 0xff000000 );
- vg_line_cross( closest, 0xff000000, 0.3f );
- vg_line( edge->p0, edge->p1, 0xff000000 );
-
- v3f grind_delta;
- v3_sub( closest, player.rb.co, grind_delta );
-
- float p = v3_dot( player.rb.to_world[2], grind_delta );
- v3_muladds( grind_delta, player.rb.to_world[2], -p, grind_delta );
-
- float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, player.rb.co ) );
- v3_muladds( player.rb.v, grind_delta, a*0.2f, player.rb.v );
-}
-
-VG_STATIC int player_update_grind_collision( struct player_skate *s,
- rb_ct *contact )
-{
- v3f p0, p1, c0, c1;
- v3_muladds( player.rb.co, player.rb.to_world[2], 0.5f, p0 );
- v3_muladds( player.rb.co, player.rb.to_world[2], -0.5f, p1 );
- v3_muladds( p0, player.rb.to_world[1], 0.125f-0.15f, p0 );
- v3_muladds( p1, player.rb.to_world[1], 0.125f-0.15f, p1 );
-
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = player_collect_grind_edge( p0, p1,
- c0, c1, k_r );
-
-
- if( closest_edge )
- {
- v3f delta;
- v3_sub( c1, c0, delta );
-
- if( v3_dot( delta, player.rb.to_world[1] ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- contact->type = k_contact_type_edge;
- contact->element_id = 0;
- v3_copy( c1, contact->co );
- contact->rba = NULL;
- contact->rbb = NULL;
-
- v3f edge_dir, axis_dir;
- v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
- v3_normalize( edge_dir );
- v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
- v3_cross( edge_dir, axis_dir, contact->n );
-
- return 1;
- }
- else
- return 0;
- }
-
- return 0;
-}
-
-/*
- * Handles connection between the player and the ground
- */
-VG_STATIC void player_skate_apply_interface_model( struct player_skate *s,
- rb_ct *manifold, int len )
-{
- if( !((s->phys.activity == k_skate_activity_ground) ||
- (s->phys.activity == k_skate_activity_air )) )
- return;
-
- v3f surface_avg;
- v3_zero( surface_avg );
-
- /*
- *
- * EXPERIMENTAL
- * ================================================================
- */
- if( s->phys.activity == k_skate_activity_air )
- s->normal_pressure = 0.0f;
- else
- s->normal_pressure = v3_dot( player.rb.to_world[1], player.rb.v );
-
- v3f p0_0, p0_1,
- p1_0, p1_1,
- n0, n1;
-
- float t0, t1;
-
- float mod = 0.7f * player.input_grab->axis.value + 0.3f,
- spring_k = mod * k_spring_force,
- damp_K = mod * k_spring_dampener,
- disp_k = 0.4f;
-
- v3_copy( s->rbf.co, p0_0 );
- v3_copy( s->rbb.co, p1_0 );
-
- v3_muladds( p0_0, player.rb.to_world[1], -disp_k, p0_1 );
- v3_muladds( p1_0, player.rb.to_world[1], -disp_k, p1_1 );
-
- int cast0 = spherecast_world( p0_0, p0_1, 0.2f, &t0, n0 ),
- cast1 = spherecast_world( p1_0, p1_1, 0.2f, &t1, n1 );
-
- v3f animp0, animp1;
-
- m4x3f temp;
- m3x3_copy( player.rb.to_world, temp );
- if( cast0 != -1 )
- {
- v3_lerp( p0_0, p0_1, t0, temp[3] );
- v3_copy( temp[3], animp0 );
- debug_sphere( temp, 0.2f, VG__PINK );
-
- v3f F, delta;
- v3_sub( p0_0, player.rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t0, 0.0f, 1.0f ),
- damp =
- vg_maxf( 0.0f, v3_dot( player.rb.to_world[1], player.rb.v ) );
-
- v3_muls( player.rb.to_world[1], displacement*spring_k*k_rb_delta -
- damp*damp_K*k_rb_delta, F );
-
- v3_muladds( player.rb.v, F, 1.0f, player.rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( player.rb.w, wa, k_spring_angular, player.rb.w );
- }
- else
- v3_copy( p0_1, animp0 );
-
- if( cast1 != -1 )
- {
- v3_lerp( p1_0, p1_1, t1, temp[3] );
- v3_copy( temp[3], animp1 );
- debug_sphere( temp, 0.2f, VG__PINK );
-
- v3f F, delta;
- v3_sub( p1_0, player.rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t1, 0.0f, 1.0f ),
- damp =
- vg_maxf( 0.0f, v3_dot( player.rb.to_world[1], player.rb.v ) );
- v3_muls( player.rb.to_world[1], displacement*spring_k*k_rb_delta -
- damp*damp_K*k_rb_delta, F );
-
- v3_muladds( player.rb.v, F, 1.0f, player.rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( player.rb.w, wa, k_spring_angular, player.rb.w );
- }
- else
- v3_copy( p1_1, animp1 );
-
- v3f animavg, animdelta;
- v3_add( animp0, animp1, animavg );
- v3_muls( animavg, 0.5f, animavg );
-
- v3_sub( animp1, animp0, animdelta );
- v3_normalize( animdelta );
-
- m4x3_mulv( player.rb.to_local, animavg, player.board_offset );
-
- float dx = -v3_dot( animdelta, player.rb.to_world[2] ),
- dy = v3_dot( animdelta, player.rb.to_world[1] );
-
- float angle = -atan2f( dy, dx );
- q_axis_angle( player.board_rotation, (v3f){ 1.0f, 0.0f, 0.0f }, angle );
-
- /*
- * ================================================================
- * EXPERIMENTAL
- */
-
- if( len == 0 && !((cast0 !=-1)&&(cast1!=-1)) )
- {
- s->phys.lift_frames ++;
-
- if( s->phys.lift_frames >= 8 )
- s->phys.activity = k_skate_activity_air;
- }
- else
- {
- for( int i=0; i<len; i++ )
- v3_add( surface_avg, manifold[i].n, surface_avg );
- v3_normalize( surface_avg );
-
- if( v3_dot( player.rb.v, surface_avg ) > 0.7f )
- {
- s->phys.lift_frames ++;
-
- if( s->phys.lift_frames >= 8 )
- s->phys.activity = k_skate_activity_air;
- }
- else
- {
- s->phys.activity = k_skate_activity_ground;
- s->phys.lift_frames = 0;
- v3f projected, axis;
-
- float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
- v3_muladds( player.rb.v, player.rb.to_world[1],
- DOWNFORCE, player.rb.v );
-
- float d = v3_dot( player.rb.to_world[2], surface_avg );
- v3_muladds( surface_avg, player.rb.to_world[2], -d, projected );
- v3_normalize( projected );
-
- float angle = v3_dot( player.rb.to_world[1], projected );
- v3_cross( player.rb.to_world[1], projected, axis );
-
-#if 0
- v3f p0, p1;
- v3_add( phys->rb.co, projected, p0 );
- v3_add( phys->rb.co, player_skate.phys.up, p1 );
- vg_line( phys->rb.co, p0, 0xff00ff00 );
- vg_line( phys->rb.co, p1, 0xff000fff );
-#endif
-
- if( fabsf(angle) < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player.rb.q, player.rb.q );
- }
- }
- }
-}
-
-
-VG_STATIC void player_collision_response( struct player_skate *s,
- rb_ct *manifold, int len )
-{
- /* TODO: RElocate */
- /* Throw / collect routine
- *
- * TODO: Max speed boost
- */
- if( player.input_grab->axis.value > 0.5f )
- {
- if( s->phys.activity == k_skate_activity_ground )
- {
- /* Throw */
- v3_muls( player.rb.to_world[1], k_mmthrow_scale, s->phys.throw_v );
- }
- }
- else
- {
- /* Collect */
- float doty = v3_dot( player.rb.to_world[1], s->phys.throw_v );
-
- v3f Fl, Fv;
- v3_muladds( s->phys.throw_v, player.rb.to_world[1], -doty, Fl);
-
- if( s->phys.activity == k_skate_activity_ground )
- {
- v3_muladds( player.rb.v, Fl, k_mmcollect_lat, player.rb.v );
- v3_muladds( s->phys.throw_v, Fl, -k_mmcollect_lat, s->phys.throw_v );
- }
-
- v3_muls( player.rb.to_world[1], -doty, Fv );
- v3_muladds( player.rb.v, Fv, k_mmcollect_vert, player.rb.v );
- v3_muladds( s->phys.throw_v, Fv, k_mmcollect_vert, s->phys.throw_v );
-
- v3_copy( Fl, s->debug_mmcollect_lat );
- v3_copy( Fv, s->debug_mmcollect_vert );
- }
-
- /* Decay */
- if( v3_length2( s->phys.throw_v ) > 0.0001f )
- {
- v3f dir;
- v3_copy( s->phys.throw_v, dir );
- v3_normalize( dir );
-
- float max = v3_dot( dir, s->phys.throw_v ),
- amt = vg_minf( k_mmdecay * k_rb_delta, max );
-
- v3_muladds( s->phys.throw_v, dir, -amt, s->phys.throw_v );
- }
-
-
- /* TODO: RElocate */
- {
-
- v3f ideal_cog, ideal_diff;
- v3_muladds( player.rb.co, player.rb.to_world[1],
- 1.0f-player.input_grab->axis.value, ideal_cog );
- v3_sub( ideal_cog, s->phys.cog, ideal_diff );
-
- /* Apply velocities */
- v3f rv;
- v3_sub( player.rb.v, s->phys.cog_v, rv );
-
- v3f F;
- v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
- v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
-
- float ra = k_cog_mass_ratio,
- rb = 1.0f-k_cog_mass_ratio;
-
- v3_muladds( s->phys.cog_v, F, -rb, s->phys.cog_v );
- }
-
- /* stripped down presolve */
- for( int i=0; i<len; i++ )
- {
- rb_ct *ct = &manifold[i];
- ct->bias = -0.2f * k_rb_rate * vg_minf( 0.0f, -ct->p+k_penetration_slop );
-
- rb_debug_contact( ct );
- }
-
- for( int j=0; j<10; 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.to_world[2] )) > 10.0f ||
- fabsf(v3_dot( impulse, player.rb.to_world[1] )) > 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.to_world[1], impulse ) * 0.8f,
- wx = v3_dot( player.rb.to_world[0], impulse ) * 1.0f;
-
- v3_muladds( player.rb.w, player.rb.to_world[1], wy, player.rb.w );
- v3_muladds( player.rb.w, player.rb.to_world[0], wx, player.rb.w );
- }
- }
-
- /* early integrate this */
- s->phys.cog_v[1] += -9.8f * k_rb_delta;
- v3_muladds( s->phys.cog, s->phys.cog_v, k_rb_delta, s->phys.cog );
-}
-
-VG_STATIC void player_skate_update( struct player_skate *s )
-{
- s->phys.activity_prev = s->phys.activity;
-
- rb_ct manifold[72],
- *interface_manifold = NULL,
- *grind_manifold = NULL;
-
- player_regular_collider_configuration( s );
-
- int nfront = player_collide_sphere( &s->rbf, manifold ),
- nback = player_collide_sphere( &s->rbb, manifold + nfront ),
- interface_len = nfront + nback;
-
- interface_manifold = manifold;
- grind_manifold = manifold + interface_len;
-
- int grind_len = player_update_grind_collision( s, grind_manifold );
-
- player_skate_apply_grind_model( s, grind_manifold, grind_len );
- player_skate_apply_interface_model( s, manifold, interface_len );
-
- rb_presolve_contacts( manifold, interface_len + grind_len );
- player_collision_response( s, manifold, interface_len + grind_len );
-
- player_skate_apply_grab_model( s );
- player_skate_apply_friction_model( s );
- player_skate_apply_jump_model( s );
- player_skate_apply_air_model( s );
-
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player.rb.v, gravity, k_rb_delta, player.rb.v );
-
- v3_sub( player.rb.v, s->phys.v_prev, s->phys.a );
- v3_muls( s->phys.a, 1.0f/VG_TIMESTEP_FIXED, s->phys.a );
- v3_copy( player.rb.v, s->phys.v_prev );
-
- player.rb.v[1] += -9.6f * VG_TIMESTEP_FIXED;
-
- v3_muladds( player.rb.co, player.rb.v, VG_TIMESTEP_FIXED, player.rb.co );
-}
-
-VG_STATIC void player_physics_gui(void)
-{
-#if 0
- return;
-
- vg_uictx.cursor[0] = 0;
- vg_uictx.cursor[1] = vg.window_y - 128;
- vg_uictx.cursor[3] = 14;
- ui_fill_x();
-
- char buf[128];
-
- snprintf( buf, 127, "v: %6.3f %6.3f %6.3f\n", player.phys.rb.v[0],
- player.phys.rb.v[1],
- player.phys.rb.v[2] );
-
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
-
- snprintf( buf, 127, "a: %6.3f %6.3f %6.3f (%6.3f)\n", player.phys.a[0],
- player.phys.a[1],
- player.phys.a[2],
- v3_length(player.phys.a));
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
- float normal_acceleration = v3_dot( player.phys.a, player.phys.rb.up );
- snprintf( buf, 127, "Normal acceleration: %6.3f\n", normal_acceleration );
-
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
- snprintf( buf, 127, "Normal Pressure: %6.3f\n", player.normal_pressure );
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-#endif
-}
-
-#endif /* PLAYER_PHYSICS_SKATE_H */
+++ /dev/null
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#define PLAYER_PHYSICS_WALK_H
-#ifndef PLAYER_PHYSICS_WALK_H
-#define PLAYER_PHYSICS_WALK_H
-
-#include "player.h"
-#include "camera.h"
-
-VG_STATIC struct player_walk
-{
- struct
- {
- enum walk_activityaaaaaa
- {
- k_walk_activity_airaaaa,
- k_walk_activity_groundaaaaaa
- }
- activity;
- }
- state;
-
- rigidbody capsule; /* TODO: rigidbody::collider_capsule */
-}
-player_walky =
-{
- .capsule = { .inf.capsule.height = 2.0f, .inf.capsule.radius = 0.3f }
-};
-
-VG_STATIC void player_walk_collider_configuration(void)
-{
- v3_add( player.rb.co, (v3f){0.0f,1.0f,0.0f}, player_walky.capsule.co );
- rb_update_transform( &player_walky.capsule );
-
-#if 0
- float h0 = 0.3f,
- h1 = 0.9f;
-
- rigidbody *rbf = &player.collide_front,
- *rbb = &player.collide_back;
-
- v3_add( phys->rb.co, (v3f){0.0f,h0,0.0f}, rbf->co );
- v3_add( phys->rb.co, (v3f){0.0f,h1,0.0f}, rbb->co );
- v3_copy( rbf->co, rbf->to_world[3] );
- 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 );
-#endif
-}
-
-__attribute__ ((deprecated))
-VG_STATIC int player_walk_surface_standable( v3f n )
-{
- return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f;
-}
-
-__attribute__ ((deprecated))
-VG_STATIC void player_walk_stepdown( struct player_walk *w )
-{
- float max_dist = 0.4f;
-
- v3f pa, pb;
- v3_copy( player.rb.co, pa );
- pa[1] += 0.3f;
-
- v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb );
- vg_line( pa, pb, 0xff000000 );
-
- /* TODO: Make #define */
- float r = 0.3f,
- t;
-
- v3f n;
- if( spherecast_world( pa, pb, r, &t, n ) != -1 )
- {
- if( player_walk_surface_standable( n ) )
- {
- w->state.activity = k_walk_activity_ground;
- v3_lerp( pa, pb, t+0.001f, player.rb.co );
- player.rb.co[1] -= 0.3f;
- }
- }
-}
-
-__attribute__ ((deprecated))
-VG_STATIC void player_walk_physics( struct player_walk *w )
-{
- v3_zero( player.rb.w );
- q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
-
- rb_ct manifold[64];
- int len;
-
- v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
- v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
-
- v2f walk = { player.input_walkh->axis.value,
- player.input_walkv->axis.value };
-
- if( freecam )
- v2_zero( walk );
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- if( w->state.activity == k_walk_activity_air )
- {
- player_walk_collider_configuration();
-
- /* allow player to accelerate a bit */
- v3f walk_3d;
- v3_muls( forward_dir, walk[1], walk_3d );
- v3_muladds( walk_3d, right_dir, walk[0], walk_3d );
-
- float current_vel = fabsf(v3_dot( walk_3d, player.rb.v )),
- new_vel = current_vel + VG_TIMESTEP_FIXED*999999.0f,
- clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ),
- vel_diff = vg_maxf( 0.0f, clamped_new - current_vel );
-
- v3_muladds( player.rb.v, right_dir, walk[0] * vel_diff, player.rb.v );
- v3_muladds( player.rb.v, forward_dir, walk[1] * vel_diff, player.rb.v );
-
- len = rb_capsule_scene( &w->capsule, &world.rb_geo, manifold );
- rb_presolve_contacts( manifold, len );
-
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
- if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
- w->state.activity = k_walk_activity_ground;
- }
-
- /*
- * TODO: Compression
- */
- 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.rb.v[1] += -k_gravity * k_rb_delta;
- v3_muladds( player.rb.co, player.rb.v, k_rb_delta, player.rb.co );
- }
- else
- {
- player.walk = v2_length( walk );
-
- if( player.input_walk->button.value )
- v2_muls( walk, 0.5f, walk );
-
- v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
-
- /* Do XY translation */
- v3f walk_apply, walk_measured;
- v3_zero( walk_apply );
- v3_muladds( walk_apply, right_dir, walk[0], walk_apply );
- v3_muladds( walk_apply, forward_dir, walk[1], walk_apply );
- v3_add( walk_apply, player.rb.co, player.rb.co );
-
- /* Directly resolve collisions */
- player_walk_collider_configuration();
- len = rb_capsule_scene( &w->capsule, &world.rb_geo, manifold );
-
- v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
- }
- }
- v3_add( dt, player.rb.co, player.rb.co );
-
- v3_add( dt, walk_apply, walk_measured );
- v3_divs( walk_measured, VG_TIMESTEP_FIXED, player.rb.v );
-
- if( len )
- {
- struct world_material *surface_mat = world_contact_material(manifold);
- player.surface_prop = surface_mat->info.surface_prop;
- }
-
- w->state.activity = k_walk_activity_air;
-
- /* jump */
- if( player.input_jump->button.value )
- {
- player.rb.v[1] = 5.0f;
- return;
- }
-
- /* Check if grounded by current manifold */
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
- if( player_walk_surface_standable( ct->n ) )
- w->state.activity = k_walk_activity_ground;
- }
-
- /* otherwise... */
- if( w->state.activity == k_walk_activity_air )
- player_walk_stepdown( w );
- }
-}
-
-__attribute__ ((deprecated))
-VG_STATIC void player_walk_animate( void *_w,
- struct skeleton *sk, player_pose pose )
-{
- struct player_walk *w = _w;
-
- {
- float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
- rate;
-
- if( w->state.activity == k_walk_activity_air )
- rate = 2.4f;
- else
- rate = 9.0f;
-
- player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
- player.frun = vg_lerpf( player.frun,
- player.walk *
- (1.0f + player.input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
- }
-
- player_pose apose, bpose;
-
- if( player.walk > 0.025f )
- {
- /* TODO move */
- float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
- run_norm = 30.0f/(float)player.mdl.anim_run->length,
- walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
-
- player.walk_timer += walk_adv * vg.time_delta;
- }
- else
- {
- player.walk_timer = 0.0f;
- }
-
- 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_clampf( player.frun*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
- /* walk/run */
- 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 );
-
- /* idle */
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- /* air */
- skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.ffly, 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.visual_transform[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
-}
-
-#endif /* PLAYER_PHYSICS_WALK_H */
--- /dev/null
+#ifndef PLAYER_SKATE_C
+#define PLAYER_SKATE_C
+
+#include "player.h"
+
+VG_STATIC void player__skate_bind( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ rb_update_transform( &player->rb );
+ s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
+ s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
+ s->anim_air = skeleton_get_anim( sk, "pose_air" );
+ s->anim_slide = skeleton_get_anim( sk, "pose_slide" );
+ s->anim_push = skeleton_get_anim( sk, "push" );
+ s->anim_push_reverse = skeleton_get_anim( sk, "push_reverse" );
+ s->anim_ollie = skeleton_get_anim( sk, "ollie" );
+ s->anim_ollie_reverse = skeleton_get_anim( sk, "ollie_reverse" );
+ s->anim_grabs = skeleton_get_anim( sk, "grabs" );
+}
+
+/*
+ * Collision detection routines
+ *
+ *
+ */
+
+/*
+ * Does collision detection on a sphere vs world, and applies some smoothing
+ * filters to the manifold afterwards
+ */
+VG_STATIC int skate_collide_smooth( player_instance *player,
+ m4x3f mtx, rb_sphere *sphere,
+ rb_ct *man )
+{
+ debug_sphere( mtx, sphere->radius, VG__BLACK );
+
+ int len = 0;
+ len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
+
+ for( int i=0; i<len; i++ )
+ {
+ man[i].rba = &player->rb;
+ man[i].rbb = NULL;
+ }
+
+ rb_manifold_filter_coplanar( man, len, 0.05f );
+
+ if( len > 1 )
+ {
+ rb_manifold_filter_backface( man, len );
+ rb_manifold_filter_joint_edges( man, len, 0.05f );
+ rb_manifold_filter_pairs( man, len, 0.05f );
+ }
+ int new_len = rb_manifold_apply_filtered( man, len );
+ if( len && !new_len )
+ len = 1;
+ else
+ len = new_len;
+
+ return len;
+}
+/*
+ * Gets the closest grindable edge to the player within max_dist
+ */
+VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
+ v3f c0, v3f c1,
+ float max_dist )
+{
+ bh_iter it;
+ bh_iter_init( 0, &it );
+
+ boxf region;
+
+ box_init_inf( region );
+ box_addpt( region, p0 );
+ box_addpt( region, p1 );
+
+ float k_r = max_dist;
+ v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
+ v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+
+ float closest = k_r*k_r;
+ struct grind_edge *closest_edge = NULL;
+
+ int idx;
+ while( bh_next( world.grind_bh, &it, region, &idx ) )
+ {
+ struct grind_edge *edge = &world.grind_edges[ idx ];
+
+ float s,t;
+ v3f pa, pb;
+
+ float d2 =
+ closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+
+ if( d2 < closest )
+ {
+ closest = d2;
+ closest_edge = edge;
+ v3_copy( pa, c0 );
+ v3_copy( pb, c1 );
+ }
+ }
+
+ return closest_edge;
+}
+
+VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
+{
+ v3f p0, p1, c0, c1;
+ v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
+ v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
+ v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 );
+ v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 );
+
+ float const k_r = 0.25f;
+ struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
+ c0, c1, k_r );
+
+ if( closest_edge )
+ {
+ v3f delta;
+ v3_sub( c1, c0, delta );
+
+ if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
+ {
+ contact->p = v3_length( delta );
+ contact->type = k_contact_type_edge;
+ contact->element_id = 0;
+ v3_copy( c1, contact->co );
+ contact->rba = NULL;
+ contact->rbb = NULL;
+
+ v3f edge_dir, axis_dir;
+ v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
+ v3_normalize( edge_dir );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
+ v3_cross( edge_dir, axis_dir, contact->n );
+
+ return 1;
+ }
+ else
+ return 0;
+ }
+
+ return 0;
+}
+
+/*
+ *
+ * Prediction system
+ *
+ *
+ */
+
+/*
+ * Trace a path given a velocity rotation.
+ *
+ * TODO: this MIGHT be worth doing RK4 on the gravity field.
+ */
+VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
+ struct land_prediction *prediction )
+{
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float k_bias = 0.96f;
+
+ v3f pco, pco1, pv;
+ v3_copy( co, pco );
+ v3_muls( v, k_bias, pv );
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ float grind_score = INFINITY,
+ air_score = INFINITY,
+ time_to_impact = 0.0f;
+
+ prediction->log_length = 0;
+ v3_copy( pco, prediction->apex );
+
+ for( int i=0; i<vg_list_size(prediction->log); i++ )
+ {
+ v3_copy( pco, pco1 );
+
+ pv[1] += -k_gravity * pstep;
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ if( pco[1] > prediction->apex[1] )
+ v3_copy( pco, prediction->apex );
+
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+
+ float l = v3_length( vdir );
+ v3_muls( vdir, 1.0f/l, vdir );
+
+ v3f c0, c1;
+ struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
+ c0, c1, 0.4f );
+
+ if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+ {
+ float d2 = v3_dist2( c0, c1 );
+ if( d2 < closest_grind )
+ {
+ closest_grind = d2;
+ best_grind = ge;
+ grind_score = closest_grind * 0.05f;
+ }
+ }
+
+ v3f n1;
+
+ float t1;
+ int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
+ if( idx != -1 )
+ {
+ v3_copy( n1, prediction->n );
+ air_score = -v3_dot( pv, n1 );
+
+ u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
+ struct world_material *mat = world_tri_index_material( vert_index );
+
+ /* Bias prediction towords ramps */
+ if( mat->info.flags & k_material_flag_skate_surface )
+ air_score *= 0.1f;
+
+ v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
+ time_to_impact += t1 * pstep;
+ break;
+ }
+
+ time_to_impact += pstep;
+ v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
+ }
+
+ if( grind_score < air_score )
+ {
+ prediction->score = grind_score;
+ prediction->type = k_prediction_grind;
+ }
+ else if( air_score < INFINITY )
+ {
+ prediction->score = air_score;
+ prediction->type = k_prediction_land;
+ }
+ else
+ {
+ prediction->score = INFINITY;
+ prediction->type = k_prediction_none;
+ }
+
+ prediction->land_dist = time_to_impact;
+}
+
+VG_STATIC
+void player_approximate_best_trajectory( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float best_velocity_delta = -9999.9f;
+
+ v3f axis;
+ v3_cross( player->rb.to_world[1], player->rb.v, axis );
+ v3_normalize( axis );
+
+ s->prediction_count = 0;
+ m3x3_identity( s->state.velocity_bias );
+
+ float best_vmod = 0.0f,
+ min_score = INFINITY,
+ max_score = -INFINITY;
+
+ v3_zero( s->state.apex );
+ s->land_dist = 0.0f;
+
+ /*
+ * Search a broad selection of futures
+ */
+ for( int m=-3;m<=12; m++ )
+ {
+ struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
+
+ float vmod = ((float)m / 15.0f)*0.09f;
+
+ m3x3f bias;
+ v4f bias_q;
+
+ q_axis_angle( bias_q, axis, vmod );
+ q_m3x3( bias_q, bias );
+
+ skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
+
+ if( p->type != k_prediction_none )
+ {
+ if( p->score < min_score )
+ {
+ min_score = p->score;
+ best_vmod = vmod;
+ s->land_dist = p->land_dist;
+ v3_copy( p->apex, s->state.apex );
+ }
+
+ if( p->score > max_score )
+ max_score = p->score;
+ }
+ }
+
+ v4f vr_q;
+ q_axis_angle( vr_q, axis, best_vmod*0.1f );
+ q_m3x3( vr_q, s->state.velocity_bias );
+
+ q_axis_angle( vr_q, axis, best_vmod );
+ q_m3x3( vr_q, s->state.velocity_bias_pstep );
+
+ /*
+ * Logging
+ */
+ for( int i=0; i<s->prediction_count; i ++ )
+ {
+ struct land_prediction *p = &s->predictions[i];
+
+ float l = p->score;
+
+ if( l < 0.0f )
+ {
+ vg_error( "negative score! (%f)\n", l );
+ }
+
+ l -= min_score;
+ l /= (max_score-min_score);
+ l = 1.0f - l;
+ l *= 255.0f;
+
+ p->colour = l;
+ p->colour <<= 8;
+ p->colour |= 0xff000000;
+ }
+
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
+ {
+ s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+ s->state.reverse ;
+ s->state.flip_time = 0.0f;
+ v3_copy( player->rb.to_world[0], s->state.flip_axis );
+ }
+ else
+ {
+ s->state.flip_rate = 0.0f;
+ v3_zero( s->state.flip_axis );
+ }
+}
+
+/*
+ *
+ * Varius physics models
+ * ------------------------------------------------
+ */
+
+VG_STATIC void skate_apply_grind_model( player_instance *player,
+ rb_ct *manifold, int len )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* FIXME: Queue audio events instead */
+ if( len == 0 )
+ {
+ if( s->state.activity == k_skate_activity_grind )
+ {
+#if 0
+ 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_board[6] );
+ audio_unlock();
+#endif
+
+ s->state.activity = k_skate_activity_air;
+ }
+ return;
+ }
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
+ s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
+
+#if 0
+ v4f rotate;
+ q_axis_angle( rotate, player->rb.to_world[0], siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
+#endif
+
+ s->state.slip = 0.0f;
+ s->state.activity = k_skate_activity_grind;
+
+ /* TODO: Compression */
+ v3f up = { 0.0f, 1.0f, 0.0f };
+ float angle = v3_dot( player->rb.to_world[1], up );
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v3f axis;
+ v3_cross( player->rb.to_world[1], up, axis );
+
+ v4f correction;
+ q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+
+ float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
+ v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
+ m3x3_identity( s->state.velocity_bias );
+ m3x3_identity( s->state.velocity_bias_pstep );
+
+ if( s->state.activity_prev != k_skate_activity_grind )
+ {
+ /* FIXME: Queue audio events instead */
+#if 0
+ 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_board[5] );
+ audio_unlock();
+#endif
+ }
+}
+
+/*
+ * Air control, no real physics
+ */
+VG_STATIC void skate_apply_air_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( s->state.activity != k_skate_activity_air )
+ return;
+
+ if( s->state.activity_prev != k_skate_activity_air )
+ player_approximate_best_trajectory( player );
+
+ m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
+ ray_hit hit;
+
+ /*
+ * Prediction
+ */
+ float pstep = VG_TIMESTEP_FIXED * 1.0f;
+ float k_bias = 0.98f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player->rb.co, pco );
+ v3_muls( player->rb.v, 1.0f, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ v3f target_normal = { 0.0f, 1.0f, 0.0f };
+ int has_target = 0;
+
+ for( int i=0; i<250; i++ )
+ {
+ v3_copy( pco, pco1 );
+ m3x3_mulv( s->state.velocity_bias, pv, pv );
+
+ pv[1] += -k_gravity * 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);
+
+ v3f c0, c1;
+ struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
+ c0, c1, 0.4f );
+
+ if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+ {
+ vg_line( ge->p0, ge->p1, 0xff0000ff );
+ vg_line_cross( pco, 0xff0000ff, 0.25f );
+ has_target = 1;
+ break;
+ }
+
+ float orig_dist = contact.dist;
+ if( ray_world( pco1, vdir, &contact ) )
+ {
+ v3_copy( contact.normal, target_normal );
+ has_target = 1;
+ time_to_impact += (contact.dist/orig_dist)*pstep;
+ vg_line_cross( contact.pos, 0xffff0000, 0.25f );
+ break;
+ }
+ time_to_impact += pstep;
+ }
+
+ if( has_target )
+ {
+ float angle = v3_dot( player->rb.to_world[1], target_normal );
+ v3f axis;
+ v3_cross( player->rb.to_world[1], target_normal, axis );
+
+ limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+ limiter = 1.0f-limiter;
+ limiter *= limiter;
+ limiter = 1.0f-limiter;
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+ }
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+ s->state.steerx += steer[1] * s->state.reverse * k_steer_air
+ * limiter * k_rb_delta;
+ s->land_dist = time_to_impact;
+ v3_copy( target_normal, s->land_normal );
+}
+
+VG_STATIC void skate_get_board_points( player_instance *player,
+ v3f front, v3f back )
+{
+ v3f pos_front = {0.0f,0.0f,-k_board_length},
+ pos_back = {0.0f,0.0f, k_board_length};
+
+ m4x3_mulv( player->rb.to_world, pos_front, front );
+ m4x3_mulv( player->rb.to_world, pos_back, back );
+}
+
+/*
+ * Casts and pushes a sphere-spring model into the world
+ */
+VG_STATIC int skate_simulate_spring( player_instance *player,
+ v3f pos )
+{
+ struct player_skate *s = &player->_skate;
+
+ float mod = 0.7f * player->input_grab->axis.value + 0.3f,
+ spring_k = mod * k_spring_force,
+ damp_k = mod * k_spring_dampener,
+ disp_k = 0.4f;
+
+ v3f start, end;
+ v3_copy( pos, start );
+ v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
+
+ float t;
+ v3f n;
+ int hit_info = spherecast_world( start, end, 0.2f, &t, n );
+
+ if( hit_info != -1 )
+ {
+ v3f F, delta;
+ v3_sub( start, player->rb.co, delta );
+
+ float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
+ damp =
+ vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
+
+ v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
+ damp*damp_k*k_rb_delta, F );
+
+ v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
+
+ /* Angular velocity */
+ v3f wa;
+ v3_cross( delta, F, wa );
+ v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
+
+ v3_lerp( start, end, t, pos );
+ return 1;
+ }
+ else
+ {
+ v3_copy( end, pos );
+ return 0;
+ }
+}
+
+
+/*
+ * Handles connection between the player and the ground
+ */
+VG_STATIC void skate_apply_interface_model( player_instance *player,
+ rb_ct *manifold, int len )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( !((s->state.activity == k_skate_activity_ground) ||
+ (s->state.activity == k_skate_activity_air )) )
+ return;
+
+ if( s->state.activity == k_skate_activity_air )
+ s->debug_normal_pressure = 0.0f;
+ else
+ s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
+
+ /* springs */
+ v3f spring0, spring1;
+
+ skate_get_board_points( player, spring1, spring0 );
+ int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
+ spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
+
+ v3f animavg, animdelta;
+ v3_add( spring0, spring1, animavg );
+ v3_muls( animavg, 0.5f, animavg );
+
+ v3_sub( spring1, spring0, animdelta );
+ v3_normalize( animdelta );
+
+ m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
+
+ float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
+ dy = v3_dot( animdelta, player->rb.to_world[1] );
+
+ float angle = -atan2f( dy, dx );
+ q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
+
+ int lift_frames_limit = 6;
+
+ /* Surface connection */
+ if( len == 0 && !(spring_hit0 && spring_hit1) )
+ {
+ s->state.lift_frames ++;
+
+ if( s->state.lift_frames >= lift_frames_limit )
+ s->state.activity = k_skate_activity_air;
+ }
+ else
+ {
+ v3f surface_avg;
+ v3_zero( surface_avg );
+
+ for( int i=0; i<len; i++ )
+ v3_add( surface_avg, manifold[i].n, surface_avg );
+ v3_normalize( surface_avg );
+
+ if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
+ {
+ s->state.lift_frames ++;
+
+ if( s->state.lift_frames >= lift_frames_limit )
+ s->state.activity = k_skate_activity_air;
+ }
+ else
+ {
+ s->state.activity = k_skate_activity_ground;
+ s->state.lift_frames = 0;
+ v3f projected, axis;
+
+ float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
+ v3_muladds( player->rb.v, player->rb.to_world[1],
+ DOWNFORCE, player->rb.v );
+
+ float d = v3_dot( player->rb.to_world[2], surface_avg );
+ v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
+ v3_normalize( projected );
+
+ float angle = v3_dot( player->rb.to_world[1], projected );
+ v3_cross( player->rb.to_world[1], projected, axis );
+
+ if( fabsf(angle) < 0.9999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player->rb.q, player->rb.q );
+ }
+ }
+ }
+}
+
+VG_STATIC void skate_apply_grab_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ float grabt = player->input_grab->axis.value;
+
+ if( grabt > 0.5f )
+ {
+ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
+ s->state.grab_mouse_delta );
+
+ v2_normalize_clamp( s->state.grab_mouse_delta );
+ }
+ else
+ v2_zero( s->state.grab_mouse_delta );
+
+ s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
+}
+
+/*
+ * Computes friction and surface interface model
+ */
+VG_STATIC void skate_apply_friction_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( s->state.activity != k_skate_activity_ground )
+ return;
+
+ /*
+ * 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;
+
+ s->state.slip = slip;
+ s->state.reverse = -vg_signf(vel[2]);
+
+ vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
+ vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+
+ /* Pushing additive force */
+
+ if( !player->input_jump->button.value )
+ {
+ if( player->input_push->button.value )
+ {
+ if( (vg.time - s->state.cur_push) > 0.25 )
+ s->state.start_push = vg.time;
+
+ s->state.cur_push = vg.time;
+
+ double push_time = vg.time - s->state.start_push;
+
+ float cycle_time = push_time*k_push_cycle_rate,
+ accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
+ amt = accel * VG_TIMESTEP_FIXED,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_max_push_speed ),
+ delta = new_vel - vg_minf( current, k_max_push_speed );
+
+ vel[2] += delta * -s->state.reverse;
+ }
+ }
+
+ /* Send back to velocity */
+ m3x3_mulv( player->rb.to_world, vel, player->rb.v );
+
+ /* Steering */
+ float input = player->input_js1h->axis.value,
+ grab = player->input_grab->axis.value,
+ steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
+ steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
+
+ s->state.steery -= steer_scaled * k_rb_delta;
+}
+
+VG_STATIC void skate_apply_jump_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ int charging_jump_prev = s->state.charging_jump;
+ s->state.charging_jump = player->input_jump->button.value;
+
+ /* Cannot charge this in air */
+ if( s->state.activity != k_skate_activity_ground )
+ s->state.charging_jump = 0;
+
+ if( s->state.charging_jump )
+ {
+ s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
+
+ if( !charging_jump_prev )
+ s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
+ }
+ else
+ {
+ s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+ }
+
+ s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
+
+ if( s->state.activity == k_skate_activity_air )
+ return;
+
+ /* player let go after charging past 0.2: trigger jump */
+ if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
+ {
+ v3f jumpdir;
+
+ /* Launch more up if alignment is up else improve velocity */
+ float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+ mod = 0.5f,
+ dir = mod + fabsf(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.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+
+ float force = k_jump_force*s->state.jump_charge;
+ v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
+ s->state.jump_charge = 0.0f;
+
+ s->state.jump_time = vg.time;
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+
+ float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
+ s->state.steery_s = -steer[0] * maxspin;
+ s->state.steerx = s->state.steerx_s;
+
+ /* FIXME audio events */
+#if 0
+ 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()%2] );
+ audio_unlock();
+#endif
+ }
+}
+
+VG_STATIC void skate_apply_pump_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* Throw / collect routine
+ *
+ * TODO: Max speed boost
+ */
+ if( player->input_grab->axis.value > 0.5f )
+ {
+ if( s->state.activity == k_skate_activity_ground )
+ {
+ /* Throw */
+ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
+ }
+ }
+ else
+ {
+ /* Collect */
+ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
+
+ v3f Fl, Fv;
+ v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
+
+ if( s->state.activity == k_skate_activity_ground )
+ {
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
+ }
+
+ v3_muls( player->rb.to_world[1], -doty, Fv );
+ v3_muladds( player->rb.v, Fv, k_mmcollect_vert, player->rb.v );
+ v3_muladds( s->state.throw_v, Fv, k_mmcollect_vert, s->state.throw_v );
+ }
+
+ /* Decay */
+ if( v3_length2( s->state.throw_v ) > 0.0001f )
+ {
+ v3f dir;
+ v3_copy( s->state.throw_v, dir );
+ v3_normalize( dir );
+
+ float max = v3_dot( dir, s->state.throw_v ),
+ amt = vg_minf( k_mmdecay * k_rb_delta, max );
+ v3_muladds( s->state.throw_v, dir, -amt, s->state.throw_v );
+ }
+}
+
+VG_STATIC void skate_apply_cog_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f ideal_cog, ideal_diff;
+ v3_muladds( player->rb.co, player->rb.to_world[1],
+ 1.0f-player->input_grab->axis.value, ideal_cog );
+ v3_sub( ideal_cog, s->state.cog, ideal_diff );
+
+ /* Apply velocities */
+ v3f rv;
+ v3_sub( player->rb.v, s->state.cog_v, rv );
+
+ v3f F;
+ v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
+ v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+
+ float ra = k_cog_mass_ratio,
+ rb = 1.0f-k_cog_mass_ratio;
+
+ /* Apply forces & intergrate */
+ v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
+ s->state.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
+}
+
+VG_STATIC void skate_collision_response( player_instance *player,
+ rb_ct *manifold, int len )
+{
+ struct player_skate *s = &player->_skate;
+
+ for( int j=0; j<10; 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.to_world[2] )) > 10.0f ||
+ fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
+ {
+ /* FIXME */
+#if 0
+ player_kill();
+ return;
+#endif
+ }
+
+ 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.to_world[1], impulse ) * 0.8f,
+ wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
+
+ v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
+ }
+ }
+}
+
+VG_STATIC void skate_integrate( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* integrate rigidbody velocities */
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
+ v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+
+ float decay_rate = 0.5f*0.125f;
+
+ if( s->state.activity == k_skate_activity_air )
+ {
+ float dist = 1.0f-(s->land_dist/4.0f);
+ decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
+ }
+
+ v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, 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 );
+ }
+
+ /* integrate steering velocities */
+ v4f rotate;
+ float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
+
+ s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
+ s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
+
+ q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
+ q_mul( rotate, player->rb.q, player->rb.q );
+
+ q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
+ q_mul( rotate, player->rb.q, player->rb.q );
+
+ s->state.steerx = 0.0f;
+ s->state.steery = 0.0f;
+
+ s->state.flip_time += s->state.flip_rate * k_rb_delta;
+ rb_update_transform( &player->rb );
+}
+
+VG_STATIC void player__skate_pre_update( player_instance *player )
+{
+ if( vg_input_button_down( player->input_use ) )
+ {
+ player->subsystem = k_player_subsystem_walk;
+
+ v3f angles;
+ v3_copy( player->cam.angles, angles );
+ angles[2] = 0.0f;
+
+ player__walk_transition( player, angles );
+ return;
+ }
+}
+
+VG_STATIC void player__skate_post_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ for( int i=0; i<s->prediction_count; i++ )
+ {
+ struct land_prediction *p = &s->predictions[i];
+
+ for( int j=0; j<p->log_length - 1; j ++ )
+ vg_line( p->log[j], p->log[j+1], p->colour );
+
+ vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+
+ v3f p1;
+ v3_add( p->log[p->log_length-1], p->n, p1 );
+ vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+
+ vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+ }
+
+ vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
+ vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
+}
+
+VG_STATIC void player__skate_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ v3_copy( player->rb.co, s->state.prev_pos );
+ s->state.activity_prev = s->state.activity;
+
+ /* Setup colliders */
+ m4x3f mtx_front, mtx_back;
+ m3x3_identity( mtx_front );
+ m3x3_identity( mtx_back );
+
+ skate_get_board_points( player, mtx_front[3], mtx_back[3] );
+
+ s->sphere_back.radius = 0.3f;
+ s->sphere_front.radius = 0.3f;
+
+ /* create manifold(s) */
+ rb_ct manifold[72],
+ *interface_manifold = NULL,
+ *grind_manifold = NULL;
+
+ int
+ len_front = skate_collide_smooth( player, mtx_front,
+ &s->sphere_front, manifold ),
+ len_back = skate_collide_smooth( player, mtx_back,
+ &s->sphere_back, &manifold[len_front] ),
+ interface_len = len_front + len_back;
+
+ /* try to slap both wheels onto the ground when landing to prevent mega
+ * angular velocities being added */
+ if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
+ {
+ v3f trace_from, trace_dir;
+ v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+
+ if( len_front )
+ v3_copy( mtx_back[3], trace_from );
+ else
+ v3_copy( mtx_front[3], trace_from );
+
+ ray_hit ray;
+ ray.dist = 0.6f;
+
+ if( ray_world( trace_from, trace_dir, &ray ) )
+ {
+ rb_ct *ct = &manifold[ interface_len ];
+
+ v3_copy( ray.pos, ct->co );
+ v3_copy( ray.normal, ct->n );
+ ct->p = 0.0f;
+
+ interface_len ++;
+ }
+ }
+
+ interface_manifold = manifold;
+ grind_manifold = manifold + interface_len;
+
+ int grind_len = skate_grind_collide( player, grind_manifold );
+
+ for( int i=0; i<interface_len+grind_len; i ++ )
+ {
+ rb_prepare_contact( &manifold[i] );
+ rb_debug_contact( &manifold[i] );
+ }
+
+ skate_apply_grind_model( player, grind_manifold, grind_len );
+ skate_apply_interface_model( player, manifold, interface_len );
+
+ skate_apply_pump_model( player );
+ skate_apply_cog_model( player );
+ skate_collision_response( player, manifold, interface_len + grind_len );
+
+ skate_apply_grab_model( player );
+ skate_apply_friction_model( player );
+ skate_apply_jump_model( player );
+ skate_apply_air_model( player );
+
+ skate_integrate( player );
+
+ vg_line_pt3( s->state.cog, 0.1f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
+
+ vg_line( player->rb.co, s->state.cog, VG__RED );
+
+
+ teleport_gate *gate;
+ if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+ {
+ m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+ m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+ m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
+ m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+ m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+
+ /*camera */
+ m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
+ m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
+ m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
+
+#if 0
+ mixedcam_transport( &s->state.cam, gate );
+#endif
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, player->rb.q, player->rb.q );
+ rb_update_transform( &player->rb );
+
+ s->state_gate_storage = s->state;
+ player__pass_gate( player, gate );
+ }
+}
+
+VG_STATIC void player__skate_im_gui( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* FIXME: Compression */
+ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
+ player->rb.v[1],
+ player->rb.v[2] );
+ player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+ player->rb.co[1],
+ player->rb.co[2] );
+ player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
+ player->rb.w[1],
+ player->rb.w[2] );
+
+ player__debugtext( 1, "activity: %s\n",
+ (const char *[]){ "k_skate_activity_air",
+ "k_skate_activity_ground",
+ "k_skate_activity_grind }" }
+ [s->state.activity] );
+ player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
+ s->state.steerx_s, s->state.steery_s,
+ k_steer_ground, k_steer_air );
+ player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate,
+ s->state.flip_time );
+}
+
+VG_STATIC void player__skate_animate( player_instance *player,
+ player_animation *dest )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ /* Head */
+ float kheight = 2.0f,
+ kleg = 0.6f;
+
+ v3f offset;
+ v3_zero( offset );
+
+ m4x3_mulv( player->rb.to_local, s->state.cog, offset );
+ v3_muls( offset, -4.0f, offset );
+
+ static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
+
+ float curspeed = v3_length( player->rb.v ),
+ kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
+ kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ sign = vg_signf( kicks );
+
+ s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
+ s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
+
+ 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)*(1.0f-fabsf(s->blend_slide)*0.9f);
+ offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+
+ /*
+ * Animation blending
+ * ===========================================
+ */
+
+ /* sliding */
+ {
+ float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+ }
+
+ /* movement information */
+ {
+ int iair = (s->state.activity == k_skate_activity_air) ||
+ (s->state.activity == k_skate_activity_grind );
+
+ float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
+ dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
+ fly = iair? 1.0f: 0.0f;
+
+ s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
+ s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
+ s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ }
+
+ 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( curspeed * 0.03f, 0.0f, 1.0f );
+ s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+
+ /* stand/crouch */
+ float dir_frame = s->blend_z * (15.0f/30.0f),
+ stand_blend = offset[1]*-2.0f;
+
+ v3f local_cog;
+ m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
+
+ stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+
+ skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
+ skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+
+ /* sliding */
+ float slide_frame = s->blend_x * (15.0f/30.0f);
+ skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+
+ /* pushing */
+ double push_time = vg.time - s->state.start_push;
+ s->blend_push = vg_lerpf( s->blend_push,
+ (vg.time - s->state.cur_push) < 0.125,
+ 6.0f*vg.time_delta );
+
+ float pt = push_time + vg.accumulator;
+ if( s->state.reverse > 0.0f )
+ skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+ else
+ skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+
+ /* trick setup */
+ float jump_start_frame = 14.0f/30.0f;
+
+ float charge = s->state.jump_charge;
+ s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+
+ float setup_frame = charge * jump_start_frame,
+ setup_blend = vg_minf( s->blend_jump, 1.0f );
+
+ float jump_frame = (vg.time - s->state.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 = s->state.jump_dir?
+ s->anim_ollie:
+ s->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 = -player->input_js1h->axis.value;
+ s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+
+ float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+ skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
+
+ static v2f grab_choice;
+
+ v2f grab_input = { player->input_js2h->axis.value,
+ player->input_js2v->axis.value };
+ v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+ if( v2_length2( grab_input ) <= 0.001f )
+ grab_input[0] = -1.0f;
+ else
+ v2_normalize_clamp( grab_input );
+ v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, 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, s->anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
+ }
+
+ skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+
+ float add_grab_mod = 1.0f - s->blend_fly;
+
+ /* additive effects */
+ {
+ u32 apply_to[] = { av->id_hip,
+ av->id_ik_hand_l,
+ av->id_ik_hand_r,
+ av->id_ik_elbow_l,
+ av->id_ik_elbow_r };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ )
+ {
+ dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+ dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+ }
+
+ mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
+ *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
+ *kf_foot_r = &dest->pose[av->id_ik_foot_r-1];
+
+ v3f bo;
+ v3_muls( s->board_offset, add_grab_mod, bo );
+
+ v3_add( bo, kf_board->co, kf_board->co );
+ v3_add( bo, kf_foot_l->co, kf_foot_l->co );
+ v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+
+ m3x3f c;
+ q_m3x3( s->board_rotation, c );
+
+ v3f d;
+ v3_sub( kf_foot_l->co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, kf_foot_l->co );
+
+ v3_sub( kf_foot_r->co, bo, d );
+ m3x3_mulv( c, d, d );
+ v3_add( bo, d, kf_foot_r->co );
+
+ q_mul( s->board_rotation, kf_board->q, kf_board->q );
+ q_normalize( kf_board->q );
+ }
+
+ /* transform */
+ rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+
+ v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
+
+ v4f qresy, qresx, qresidual;
+ m3x3f mtx_residual;
+ float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
+ q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
+
+ q_mul( qresy, qresx, qresidual );
+ q_normalize( qresidual );
+ q_mul( dest->root_q, qresidual, dest->root_q );
+ q_normalize( dest->root_q );
+
+ v4f qflip;
+ if( (s->state.activity == k_skate_activity_air) &&
+ (fabsf(s->state.flip_rate) > 0.01f) )
+ {
+ float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta,
+ angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+ distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
+ blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+
+ angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+
+ q_axis_angle( qflip, s->state.flip_axis, angle );
+ q_mul( qflip, dest->root_q, dest->root_q );
+ q_normalize( dest->root_q );
+
+ v3f rotation_point, rco;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+ v3_sub( dest->root_co, rotation_point, rco );
+
+ /* FIXME: q_mul v3 */
+ m3x3f TEMP;
+ q_m3x3( qflip, TEMP );
+ m3x3_mulv( TEMP, rco, rco );
+ v3_add( rco, rotation_point, dest->root_co );
+ }
+}
+
+VG_STATIC void skate_camera_vector_look( v3f angles, v3f v, float C, float k )
+{
+ float yaw = atan2f( v[0], -v[2] ),
+ pitch = atan2f
+ (
+ -v[1],
+ sqrtf
+ (
+ v[0]*v[0] + v[2]*v[2]
+ )
+ ) * C + k;
+
+ angles[0] = yaw;
+ angles[1] = pitch;
+}
+
+VG_STATIC void skate_camera_firstperson( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+
+ /* FIXME: viewpoint entity */
+ v3f vp = {-0.1f,1.8f,0.0f};
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
+ v3_zero( player->cam1.angles );
+
+ v3f flat_dir,
+ vel_dir,
+ look_dir;
+
+ v3_copy( player->rb.v, vel_dir );
+ //v3_normalize( vel_dir );
+
+ float tti = s->land_dist;
+ v3f norm;
+ v3_copy( s->land_normal, norm );
+
+ if( s->state.activity == k_skate_activity_ground )
+ {
+ tti = 0.0f;
+ v3_copy( player->rb.to_world[1], norm );
+ }
+
+ v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
+ //v3_normalize( flat_dir );
+
+ v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
+ v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
+
+ skate_camera_vector_look( player->cam1.angles, s->state.vl, 1.0f, 0.25f );
+}
+
+VG_STATIC void skate_camera_thirdperson( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+
+ v3f origin, dir, target;
+ v3_copy( player->rb.co, origin );
+ v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+ v3_sub( origin, s->state.posl, dir );
+
+ if( v3_length2( dir ) < 0.1f*0.1f )
+ v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */
+ else
+ v3_normalize( dir );
+
+ if( s->state.activity == k_skate_activity_air )
+ dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
+ dir[1] *= 0.0f;
+
+ v3_muladds( origin, dir, -2.0f, target );
+
+ v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
+ v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
+
+ v3_copy( s->state.posl, player->cam3.co );
+ skate_camera_vector_look( player->cam3.angles, s->state.dirl, 1.0f, 0.2f );
+}
+
+VG_STATIC void player__skate_post_animate( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+
+ v3_zero( player->cam1.co );
+ v3_zero( player->cam1.angles );
+
+ skate_camera_thirdperson( player );
+ skate_camera_firstperson( player );
+
+ /* FIXME: Organize this. Its int wrong fucking place */
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+}
+
+VG_STATIC void player__skate_reset( player_instance *player,
+ struct respawn_point *rp )
+{
+ struct player_skate *s = &player->_skate;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+
+#if 0
+ mixedcam_reset( player, &s->state.cam );
+#endif
+}
+
+VG_STATIC void player__skate_transition( player_instance *player,
+ v3f init_velocity )
+{
+ struct player_skate *s = &player->_skate;
+ s->state.activity_prev = k_skate_activity_ground;
+ s->state.activity = k_skate_activity_air;
+
+ v3f dir;
+ v3_copy( init_velocity, dir );
+ v3_normalize( dir );
+
+ q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
+ atan2f( dir[0], dir[2] ) );
+ v3_copy( player->cam.pos, s->state.posl );
+
+ m3x3f temp;
+ euler_m3x3( player->cam.angles, temp );
+ v3_muls( temp[2], -1.0f, s->state.dirl );
+
+ v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_copy( init_velocity, s->state.cog_v );
+ v3_copy( init_velocity, player->rb.v );
+
+ rb_update_transform( &player->rb );
+}
+
+
+#endif /* PLAYER_SKATE_C */
--- /dev/null
+#ifndef PLAYER_SKATE_H
+#define PLAYER_SKATE_H
+
+#include "player_api.h"
+
+struct player_skate
+{
+ struct
+ {
+ enum skate_activity
+ {
+ k_skate_activity_air,
+ k_skate_activity_ground,
+ k_skate_activity_grind
+ }
+ activity,
+ activity_prev;
+
+ float steery,
+ steerx,
+ steery_s,
+ steerx_s,
+ reverse,
+ slip;
+
+ v3f flip_axis;
+ float flip_time,
+ flip_rate;
+
+ m3x3f velocity_bias,
+ velocity_bias_pstep;
+ v3f apex;
+
+ int lift_frames;
+
+ v3f throw_v;
+ v3f cog_v, cog;
+
+ float grabbing;
+ v2f grab_mouse_delta;
+
+ int charging_jump, jump_dir;
+ float jump_charge;
+ double jump_time;
+
+ double start_push,
+ cur_push;
+
+ v3f prev_pos;
+
+ /* FIXME: Sensible names */
+ v3f vl, /* 1st */
+ posl, dirl; /* 3rd */
+ }
+ state,
+ state_gate_storage;
+
+ struct land_prediction
+ {
+ v3f log[50];
+ v3f n;
+ v3f apex;
+ u32 log_length;
+ float score,
+ land_dist;
+
+ enum prediction_type
+ {
+ k_prediction_none,
+ k_prediction_land,
+ k_prediction_grind
+ }
+ type;
+
+ u32 colour;
+ }
+ predictions[22];
+ u32 prediction_count;
+ float land_dist;
+ v3f land_normal;
+
+ /* animation */
+ 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;
+ rb_sphere sphere_front, sphere_back;
+ v3f board_offset;
+ v4f board_rotation;
+
+ float blend_slide,
+ blend_z,
+ blend_x,
+ blend_fly,
+ blend_stand,
+ blend_push,
+ blend_jump,
+ blend_airdir;
+
+ v2f wobble;
+
+ float debug_normal_pressure;
+ u32 device_id_walk;
+};
+
+VG_STATIC void player__skate_bind ( player_instance *player );
+VG_STATIC void player__skate_pre_update ( player_instance *player );
+VG_STATIC void player__skate_update ( player_instance *player );
+VG_STATIC void player__skate_post_update ( player_instance *player );
+VG_STATIC void player__skate_im_gui ( player_instance *player );
+VG_STATIC void player__skate_animate ( player_instance *player,
+ player_animation *anim );
+VG_STATIC void player__skate_post_animate ( player_instance *player );
+VG_STATIC void player__skate_reset ( player_instance *player,
+ struct respawn_point *rp );
+
+VG_STATIC void player__skate_transition ( player_instance *player,
+ v3f init_velocity );
+
+#endif /* PLAYER_SKATE_H */
--- /dev/null
+#ifndef PLAYER_WALK_C
+#define PLAYER_WALK_C
+
+#include "player.h"
+
+VG_STATIC void player__walk_pre_update( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+ player_look( player, w->state.angles );
+
+ if( vg_input_button_down( player->input_use ) )
+ {
+ v3f xy_speed, v;
+ v3_copy( player->rb.v, v );
+ v3_copy( v, xy_speed );
+ xy_speed[1] = 0.0f;
+
+ if( v3_length2( xy_speed ) < 0.1f * 0.1f )
+ {
+ v[0] = -sinf( -w->state.angles[0] );
+ v[1] = 0.0f;
+ v[2] = -cosf( -w->state.angles[0] );
+ v3_muls( v, 1.6f, v );
+ }
+
+ player->subsystem = k_player_subsystem_skate;
+ player__skate_transition( player, v );
+ return;
+ }
+}
+
+VG_STATIC int player_walk_normal_standable( v3f n )
+{
+ return n[1] > 0.70710678118f;
+}
+
+VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
+{
+ float currentspeed = v3_dot( v, movedir ),
+ addspeed = speed - currentspeed;
+
+ if( addspeed <= 0 )
+ return;
+
+ float accelspeed = accel * k_rb_delta * speed;
+
+ if( accelspeed > addspeed )
+ accelspeed = addspeed;
+
+ v3_muladds( v, movedir, accelspeed, v );
+}
+
+VG_STATIC void player_friction( v3f v )
+{
+ float speed = v3_length( v ),
+ drop = 0.0f,
+ control = vg_maxf( speed, k_stopspeed );
+
+ if( speed < 0.04f )
+ return;
+
+ drop += control * k_walk_friction * k_rb_delta;
+
+ float newspeed = vg_maxf( 0.0f, speed - drop );
+ newspeed /= speed;
+
+ v3_muls( v, newspeed, v );
+}
+
+VG_STATIC void player__walk_update( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+ v3_copy( player->rb.co, w->state.prev_pos );
+
+ w->collider.height = 2.0f;
+ w->collider.radius = 0.3f;
+
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+
+ rb_ct manifold[64];
+ int len;
+
+ float yaw = w->state.angles[0];
+
+ v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
+ v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
+
+ v2f walk = { player->input_walkh->axis.value,
+ player->input_walkv->axis.value };
+
+ if( v2_length2(walk) > 0.001f )
+ v2_normalize_clamp( walk );
+
+ w->move_speed = v2_length( walk );
+
+ /*
+ * Collision detection
+ */
+ len = rb_capsule__scene( mtx, &w->collider, NULL,
+ &world.rb_geo.inf.scene, manifold );
+ rb_manifold_filter_coplanar( manifold, len, 0.01f );
+ len = rb_manifold_apply_filtered( manifold, len );
+
+ v3f surface_avg = { 0.0f, 0.0f, 0.0f };
+ w->state.activity = k_walk_activity_air;
+
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+ rb_debug_contact( ct );
+
+ if( player_walk_normal_standable( ct->n ) )
+ {
+ w->state.activity = k_walk_activity_ground;
+ v3_add( surface_avg, ct->n, surface_avg );
+ }
+
+ rb_prepare_contact( ct );
+ }
+
+
+ /*
+ * Move & Friction
+ */
+ float accel_speed = 0.0f, nominal_speed = 0.0f;
+ v3f movedir;
+ v3_muls( right_dir, walk[0], movedir );
+ v3_muladds( movedir, forward_dir, walk[1], movedir );
+
+ if( w->state.activity == k_walk_activity_ground )
+ {
+ v3_normalize( surface_avg );
+
+ v3f tx, ty;
+ rb_tangent_basis( surface_avg, tx, ty );
+
+ if( v2_length2(walk) > 0.001f )
+ {
+ /* clip movement to the surface */
+ float d = v3_dot(surface_avg,movedir);
+ v3_muladds( movedir, surface_avg, -d, movedir );
+ }
+
+ accel_speed = k_walk_accel;
+ nominal_speed = k_walkspeed;
+
+ /* jump */
+ if( player->input_jump->button.value )
+ {
+ player->rb.v[1] = 5.0f;
+ w->state.activity = k_walk_activity_air;
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
+ else
+ {
+ player_friction( player->rb.v );
+
+ struct world_material *surface_mat = world_contact_material(manifold);
+ w->surface = surface_mat->info.surface_prop;
+ }
+ }
+ else
+ {
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
+
+ if( v2_length2(walk) > 0.001f )
+ {
+ player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+ v3_normalize( movedir );
+ }
+
+ /*
+ * Resolve velocity constraints
+ */
+ 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 );
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
+ }
+ }
+
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ v3_zero( dt );
+ for( int j=0; j<8; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ float resolved_amt = v3_dot( ct->n, dt ),
+ remaining = (ct->p-k_penetration_slop) - resolved_amt,
+ apply = vg_maxf( remaining, 0.0f ) * 0.3f;
+
+ v3_muladds( dt, ct->n, apply, dt );
+ }
+ }
+ v3_add( dt, player->rb.co, player->rb.co );
+
+ /* TODO: Stepping......
+ *
+ * ideas; walkgrid style steps
+ */
+#if 0
+ if( w->state.activity == k_walk_activity_ground )
+ {
+ /* step */
+ float max_dist = 0.4f;
+
+ v3f pa, pb;
+ v3_copy( player->rb.co, pa );
+ pa[1] += w->collider.radius + max_dist;
+
+ v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+ vg_line( pa, pb, 0xff000000 );
+
+ v3f n;
+ float t;
+ if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
+ {
+ if( player_walk_normal_standable( n ) )
+ {
+ v3_lerp( pa, pb, t, player->rb.co );
+ player->rb.co[1] -= w->collider.radius;
+ }
+ }
+ }
+#endif
+
+
+ /* integrate */
+ if( w->state.activity == k_walk_activity_air )
+ player->rb.v[1] += -k_gravity * k_rb_delta;
+
+ v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+
+
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+
+ /*
+ * CCD routine
+ * ---------------------------------------------------
+ *
+ */
+ v3f lwr_prev,
+ lwr_now,
+ lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+
+ v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
+ v3_add( lwr_offs, player->rb.co, lwr_now );
+
+ v3f movedelta;
+ v3_sub( player->rb.co, w->state.prev_pos, movedelta );
+
+ float movedist = v3_length( movedelta );
+
+ if( movedist > 0.3f )
+ {
+ float t, sr = w->collider.radius-0.04f;
+ v3f n;
+
+ if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
+ {
+ v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
+ player->rb.co[1] -= w->collider.radius;
+ rb_update_transform( &player->rb );
+
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+ }
+ }
+
+ teleport_gate *gate;
+ if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
+ {
+ m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+ m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
+ rb_update_transform( &player->rb );
+
+ /* analytical rotation of yaw */
+ v3f fwd_dir = { cosf(w->state.angles[0]),
+ 0.0f,
+ sinf(w->state.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+ w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+ w->state_gate_storage = w->state;
+ player__pass_gate( player, gate );
+ }
+}
+
+VG_STATIC void player__walk_post_update( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
+ float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+ v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+}
+
+VG_STATIC void player__walk_animate( player_instance *player,
+ player_animation *dest )
+{
+ struct player_walk *w = &player->_walk;
+ struct skeleton *sk = &player->playeravatar->sk;
+
+ {
+ float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
+ rate;
+
+ if( w->state.activity == k_walk_activity_air )
+ rate = 2.4f;
+ else
+ rate = 9.0f;
+
+ w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
+ w->blend_run = vg_lerpf( w->blend_run,
+ w->move_speed *
+ (1.0f + player->input_walk->button.value*0.5f),
+ 2.0f*vg.time_delta );
+ }
+
+ player_pose apose, bpose;
+
+ if( w->move_speed > 0.025f )
+ {
+ /* TODO move */
+ float walk_norm = 30.0f/(float)w->anim_walk->length,
+ run_norm = 30.0f/(float)w->anim_run->length,
+ walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
+
+ w->walk_timer += walk_adv * vg.time_delta;
+ }
+ else
+ {
+ w->walk_timer = 0.0f;
+ }
+
+ float walk_norm = (float)w->anim_walk->length/30.0f,
+ run_norm = (float)w->anim_run->length/30.0f,
+ t = w->walk_timer,
+ l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
+ idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+ /* walk/run */
+ skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+ /* idle */
+ skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+ /* air */
+ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose );
+
+ /* Create transform */
+ rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+ q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f},
+ -w->state.angles[0]-VG_PIf*0.5f );
+}
+
+VG_STATIC void player__walk_post_animate( player_instance *player )
+{
+ /*
+ * Camera
+ */
+ struct player_walk *w = &player->_walk;
+ struct player_avatar *av = player->playeravatar;
+
+ /* 3RD */
+ m3x3f angles;
+ euler_m3x3( w->state.angles, angles );
+
+ v3f cast_dir, origin;
+
+ v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
+
+ v3_muladds( origin, angles[2], 2.0f, player->cam3.co );
+ v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co );
+
+ float t;
+ v3f n;
+ if( spherecast_world( origin, player->cam3.co, 0.1f, &t, n ) != -1 )
+ v3_lerp( origin, player->cam3.co, t, player->cam3.co );
+ v3_copy( w->state.angles, player->cam3.angles );
+
+ /* 1ST */
+ /* FIXME: viewpoint entity */
+ v3f vp = {-0.1f,1.8f,0.0f};
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
+ v3_copy( w->state.angles, player->cam1.angles );
+
+ /* FIXME: Organize this. Its int wrong fucking place */
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+}
+
+
+VG_STATIC void player__walk_im_gui( player_instance *player )
+{
+ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
+ player->rb.v[1],
+ player->rb.v[2] );
+ player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+ player->rb.co[1],
+ player->rb.co[2] );
+}
+
+VG_STATIC void player__walk_bind( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+
+ w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
+ w->anim_walk = skeleton_get_anim( sk, "walk" );
+ w->anim_run = skeleton_get_anim( sk, "run" );
+ w->anim_jump = skeleton_get_anim( sk, "jump" );
+}
+
+VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
+{
+ struct player_walk *w = &player->_walk;
+ v3_copy( angles, w->state.angles );
+}
+
+#endif /* PLAYER_DEVICE_WALK_H */
--- /dev/null
+#ifndef PLAYER_WALK_H
+#define PLAYER_WALK_H
+
+#include "player_api.h"
+
+struct player_walk
+{
+ rb_capsule collider;
+
+ struct
+ {
+ v3f angles;
+ v3f prev_pos;
+
+ enum walk_activity
+ {
+ k_walk_activity_air,
+ k_walk_activity_ground,
+ k_walk_activity_sleep
+ }
+ activity;
+ }
+ state,
+ state_gate_storage;
+
+ enum mdl_surface_prop surface;
+ struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
+
+ float blend_fly,
+ blend_run,
+ blend_walk,
+
+ move_speed,
+ walk_timer;
+};
+
+VG_STATIC void player__walk_pre_update ( player_instance *player );
+VG_STATIC void player__walk_update ( player_instance *player );
+VG_STATIC void player__walk_post_update ( player_instance *player );
+VG_STATIC void player__walk_animate ( player_instance *player,
+ player_animation *anim );
+VG_STATIC void player__walk_post_animate( player_instance *player );
+VG_STATIC void player__walk_im_gui ( player_instance *player );
+VG_STATIC void player__walk_bind ( player_instance *player );
+VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
+
+#endif /* PLAYER_WALK_H */
+++ /dev/null
-/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#ifndef PLAYER_WALKGRID_H
-#define PLAYER_WALKGRID_H
-
-#include "common.h"
-#include "player.h"
-
-/*
- * Walkgrid implementation,
- * loosely based of cmuratoris youtube video 'Killing the Walkmonster'
- */
-
-#define WALKGRID_SIZE 16
-struct walkgrid
-{
- struct grid_sample
- {
- enum sample_type
- {
- k_sample_type_air, /* Nothing was hit. */
- k_sample_type_invalid, /* The point is invalid, but there is a sample
- underneath that can be used */
- k_sample_type_valid, /* This point is good */
- }
- type;
-
- v3f clip[2];
- v3f pos;
-
- enum traverse_state
- {
- k_traverse_none = 0x00,
- k_traverse_h = 0x01,
- k_traverse_v = 0x02
- }
- state;
- }
- samples[WALKGRID_SIZE][WALKGRID_SIZE];
-
- boxf region;
-
- float move; /* Current amount of movement we have left to apply */
- v2f dir; /* The movement delta */
- v2i cell_id;/* Current cell */
- v2f pos; /* Local position (in cell) */
- float h;
-};
-
-static int player_walkgrid_tri_walkable( u32 tri[3] )
-{
- return tri[0] > world.sm_geo_std_oob.vertex_count;
-}
-
-/*
- * Get a sample at this pole location, will return 1 if the sample is valid,
- * and pos will be updated to be the intersection location.
- */
-static void player_walkgrid_samplepole( struct grid_sample *s )
-{
- boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
- { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
-
- u32 geo[256];
- v3f tri[3];
- int len = bh_select( &world.geo.bhtris, region, geo, 256 );
-
- const float k_minworld_y = -2000.0f;
-
- float walk_height = k_minworld_y,
- block_height = k_minworld_y;
-
- s->type = k_sample_type_air;
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- v3f vdown = {0.0f,-1.0f,0.0f};
- v3f sample_from;
- v3_copy( s->pos, sample_from );
- sample_from[1] = region[1][1];
-
- float dist;
- if( ray_tri( tri, sample_from, vdown, &dist ))
- {
- v3f p0;
- v3_muladds( sample_from, vdown, dist, p0 );
-
- if( player_walkgrid_tri_walkable(ptri) )
- {
- if( p0[1] > walk_height )
- {
- walk_height = p0[1];
- }
- }
- else
- {
- if( p0[1] > block_height )
- block_height = p0[1];
- }
- }
- }
-
- s->pos[1] = walk_height;
-
- if( walk_height > k_minworld_y )
- if( block_height > walk_height )
- s->type = k_sample_type_invalid;
- else
- s->type = k_sample_type_valid;
- else
- s->type = k_sample_type_air;
-}
-
-float const k_gridscale = 0.5f;
-
-enum eclipdir
-{
- k_eclipdir_h = 0,
- k_eclipdir_v = 1
-};
-
-static void player_walkgrid_clip_blocker( struct grid_sample *sa,
- struct grid_sample *sb,
- struct grid_sample *st,
- enum eclipdir dir )
-{
- v3f clipdir, pos;
- int valid_a = sa->type == k_sample_type_valid,
- valid_b = sb->type == k_sample_type_valid;
- struct grid_sample *target = valid_a? sa: sb,
- *other = valid_a? sb: sa;
- v3_copy( target->pos, pos );
- v3_sub( other->pos, target->pos, clipdir );
-
- boxf cell_region;
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]);
-
- u32 geo[256];
- v3f tri[3];
- int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-
- float start_time = v3_length( clipdir ),
- min_time = start_time;
- v3_normalize( clipdir );
- v3_muls( clipdir, 0.0001f, st->clip[dir] );
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- if( player_walkgrid_tri_walkable(ptri) )
- continue;
-
- float dist;
- if(ray_tri( tri, pos, clipdir, &dist ))
- {
- if( dist > 0.0f && dist < min_time )
- {
- min_time = dist;
- sb->type = k_sample_type_air;
- }
- }
- }
-
- if( !(min_time < start_time) )
- min_time = 0.5f * k_gridscale;
-
- min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
-
- v3_muls( clipdir, min_time, st->clip[dir] );
-
- v3f p0;
- v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
-}
-
-static void player_walkgrid_clip_edge( struct grid_sample *sa,
- struct grid_sample *sb,
- struct grid_sample *st, /* data store */
- enum eclipdir dir )
-{
- v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
- int valid_a = sa->type == k_sample_type_valid,
- valid_b = sb->type == k_sample_type_valid;
-
- struct grid_sample *target = valid_a? sa: sb,
- *other = valid_a? sb: sa;
-
- v3_sub( other->pos, target->pos, clipdir );
- clipdir[1] = 0.0f;
-
- v3_copy( target->pos, pos );
-
- boxf cell_region;
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
- v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]);
-
- u32 geo[256];
- int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-
- float max_dist = 0.0f;
- v3f tri[3];
- v3f perp;
- v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
- v3_muls( clipdir, 0.001f, st->clip[dir] );
-
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- if( !player_walkgrid_tri_walkable(ptri) )
- continue;
-
- for( int k=0; k<3; k++ )
- {
- int ia = k,
- ib = (k+1)%3;
-
- v3f v0, v1;
- v3_sub( tri[ia], pos, v0 );
- v3_sub( tri[ib], pos, v1 );
-
- if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
- (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
- {
- float da = v3_dot(v0,perp),
- db = v3_dot(v1,perp),
- d = da-db,
- qa = da/d;
-
- v3f p0;
- v3_muls( v1, qa, p0 );
- v3_muladds( p0, v0, 1.0f-qa, p0 );
-
- float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
-
- if( h >= max_dist && h <= 1.0f )
- {
- max_dist = h;
- float l = 1.0f/v3_length(clipdir);
- v3_muls( p0, l, st->clip[dir] );
- }
- }
- }
- }
-}
-
-static const struct conf
-{
- struct confedge
- {
- /* i: sample index
- * d: data index
- * a: axis index
- * o: the 'other' point to do a A/B test with
- * if its -1, all AB is done.
- */
- int i0, i1,
- d0, d1,
- a0, a1,
- o0, o1;
- }
- edges[2];
- int edge_count;
-}
-k_walkgrid_configs[16] = {
- {{},0},
- {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
- {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
- {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1},
-
- {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
- {{{ 3,3, 3,0, 1,0, -1,-1 },
- { 1,1, 0,1, 1,0, -1,-1 }}, 2},
- {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1},
- {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1},
-
- {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
- {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1},
- {{{ 2,2, 1,3, 0,1, -1,-1 },
- { 0,0, 0,0, 0,1, -1,-1 }}, 2},
- {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1},
-
- {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1},
- {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1},
- {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1},
- {{},0},
-};
-
-/*
- * Get a buffer of edges from cell location
- */
-static const struct conf *player_walkgrid_conf( struct walkgrid *wg,
- v2i cell,
- struct grid_sample *corners[4] )
-{
- corners[0] = &wg->samples[cell[1] ][cell[0] ];
- corners[1] = &wg->samples[cell[1]+1][cell[0] ];
- corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
- corners[3] = &wg->samples[cell[1] ][cell[0]+1];
-
- u32 vd0 = corners[0]->type == k_sample_type_valid,
- vd1 = corners[1]->type == k_sample_type_valid,
- vd2 = corners[2]->type == k_sample_type_valid,
- vd3 = corners[3]->type == k_sample_type_valid,
- config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
-
- return &k_walkgrid_configs[ config ];
-}
-
-static void player_walkgrid_floor(v3f pos)
-{
- v3_muls( pos, 1.0f/k_gridscale, pos );
- v3_floor( pos, pos );
- v3_muls( pos, k_gridscale, pos );
-}
-
-/*
- * Computes the barycentric coordinate of location on a triangle (vertical),
- * then sets the Y position to the interpolation of the three points
- */
-static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
-{
- v3f v0,v1,v2;
- v3_sub( b, a, v0 );
- v3_sub( c, a, v1 );
- v3_sub( pos, a, v2 );
-
- float d = v0[0]*v1[2] - v1[0]*v0[2],
- v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
- w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
- u = 1.0f - v - w;
-
- vg_line( pos, a, 0xffff0000 );
- vg_line( pos, b, 0xff00ff00 );
- vg_line( pos, c, 0xff0000ff );
- pos[1] = u*a[1] + v*b[1] + w*c[1];
-}
-
-/*
- * Get the minimum time value of pos+dir until a cell edge
- *
- * t[0] -> t[3] are the individual time values
- * t[5] & t[6] are the maximum axis values
- * t[6] is the minimum value
- *
- */
-static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
-{
- v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
-
- t[0] = 999.9f;
- t[1] = 999.9f;
- t[2] = 999.9f;
- t[3] = 999.9f;
-
- if( fabsf(dir[0]) > 0.0001f )
- {
- t[0] = (0.0f-pos[0]) * frac[0];
- t[1] = (1.0f-pos[0]) * frac[0];
- }
- if( fabsf(dir[1]) > 0.0001f )
- {
- t[2] = (0.0f-pos[1]) * frac[1];
- t[3] = (1.0f-pos[1]) * frac[1];
- }
-
- t[4] = vg_maxf(t[0],t[1]);
- t[5] = vg_maxf(t[2],t[3]);
- t[6] = vg_minf(t[4],t[5]);
-}
-
-static void player_walkgrid_iter(struct walkgrid *wg, int iter)
-{
-
- /*
- * For each walkgrid iteration we are stepping through cells and determining
- * the intersections with the grid, and any edges that are present
- */
-
- u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
-
- v3f pa, pb, pc, pd, pl0, pl1;
- pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
- pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
- pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
-#if 0
- pb[0] = pa[0];
- pb[1] = pa[1];
- pb[2] = pa[2] + k_gridscale;
- pc[0] = pa[0] + k_gridscale;
- pc[1] = pa[1];
- pc[2] = pa[2] + k_gridscale;
- pd[0] = pa[0] + k_gridscale;
- pd[1] = pa[1];
- pd[2] = pa[2];
- /* if you want to draw the current cell */
- vg_line( pa, pb, 0xff00ffff );
- vg_line( pb, pc, 0xff00ffff );
- vg_line( pc, pd, 0xff00ffff );
- vg_line( pd, pa, 0xff00ffff );
-#endif
- pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
- pl0[1] = pa[1];
- pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
-
- /*
- * If there are edges present, we need to create a 'substep' event, where
- * we find the intersection point, find the fully resolved position,
- * then the new pos dir is the intersection->resolution
- *
- * the resolution is applied in non-discretized space in order to create a
- * suitable vector for finding outflow, we want it to leave the cell so it
- * can be used by the quad
- */
-
- v2f pos, dir;
- v2_copy( wg->pos, pos );
- v2_muls( wg->dir, wg->move, dir );
-
- struct grid_sample *corners[4];
- v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- float t[7];
- player_walkgrid_min_cell( t, pos, dir );
-
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v2f e0, e1, n, r, target, res, tangent;
- e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
- e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
- e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
- e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
-
- v3f pe0 = { pa[0] + e0[0]*k_gridscale,
- pa[1],
- pa[2] + e0[1]*k_gridscale };
- v3f pe1 = { pa[0] + e1[0]*k_gridscale,
- pa[1],
- pa[2] + e1[1]*k_gridscale };
-
- v2_sub( e1, e0, tangent );
- n[0] = -tangent[1];
- n[1] = tangent[0];
- v2_normalize( n );
-
- /*
- * If we find ourselfs already penetrating the edge, move back out a
- * little
- */
- v2_sub( e0, pos, r );
- float p1 = v2_dot(r,n);
-
- if( -p1 < 0.0001f )
- {
- v2_muladds( pos, n, p1+0.0001f, pos );
- v2_copy( pos, wg->pos );
- v3f p_new = { pa[0] + pos[0]*k_gridscale,
- pa[1],
- pa[2] + pos[1]*k_gridscale };
- v3_copy( p_new, pl0 );
- }
-
- v2_add( pos, dir, target );
-
- v2f v1, v2, v3;
- v2_sub( e0, pos, v1 );
- v2_sub( target, pos, v2 );
-
- v2_copy( n, v3 );
-
- v2_sub( e0, target, r );
- float p = v2_dot(r,n),
- t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
-
- if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
- {
- v2_muladds( target, n, p+0.0001f, res );
-
- v2f intersect;
- v2_muladds( pos, dir, t1, intersect );
- v2_copy( intersect, pos );
- v2_sub( res, intersect, dir );
-
- v3f p_res = { pa[0] + res[0]*k_gridscale,
- pa[1],
- pa[2] + res[1]*k_gridscale };
- v3f p_int = { pa[0] + intersect[0]*k_gridscale,
- pa[1],
- pa[2] + intersect[1]*k_gridscale };
-
- vg_line( pl0, p_int, icolours[iter%3] );
- v3_copy( p_int, pl0 );
- v2_copy( pos, wg->pos );
-
- player_walkgrid_min_cell( t, pos, dir );
- }
- }
-
- /*
- * Compute intersection with grid cell moving outwards
- */
- t[6] = vg_minf( t[6], 1.0f );
-
- pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
- pl1[1] = pl0[1];
- pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
- vg_line( pl0, pl1, icolours[iter%3] );
-
- if( t[6] < 1.0f )
- {
- /*
- * To figure out what t value created the clip so we know which edge
- * to wrap around
- */
-
- if( t[4] < t[5] )
- {
- wg->pos[1] = pos[1] + dir[1]*t[6];
-
- if( t[0] > t[1] ) /* left edge */
- {
- wg->pos[0] = 0.9999f;
- wg->cell_id[0] --;
-
- if( wg->cell_id[0] == 0 )
- wg->move = -1.0f;
- }
- else /* Right edge */
- {
- wg->pos[0] = 0.0001f;
- wg->cell_id[0] ++;
-
- if( wg->cell_id[0] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
- else
- {
- wg->pos[0] = pos[0] + dir[0]*t[6];
-
- if( t[2] > t[3] ) /* bottom edge */
- {
- wg->pos[1] = 0.9999f;
- wg->cell_id[1] --;
-
- if( wg->cell_id[1] == 0 )
- wg->move = -1.0f;
- }
- else /* top edge */
- {
- wg->pos[1] = 0.0001f;
- wg->cell_id[1] ++;
-
- if( wg->cell_id[1] == WALKGRID_SIZE-2 )
- wg->move = -1.0f;
- }
- }
-
- wg->move -= t[6];
- }
- else
- {
- v2_muladds( wg->pos, dir, wg->move, wg->pos );
- wg->move = 0.0f;
- }
-}
-
-static void player_walkgrid_stand_cell(struct walkgrid *wg)
-{
- /*
- * NOTE: as opposed to the other function which is done in discretized space
- * this use a combination of both.
- */
-
- v3f world;
- world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[1] = player.phys.rb.co[1];
- world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
-
- struct grid_sample *corners[4];
- const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
- if( conf != k_walkgrid_configs )
- {
- if( conf->edge_count == 0 )
- {
- v3f v0;
-
- /* Split the basic quad along the shortest diagonal */
- if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) <
- fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
- {
- vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] > wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[2]->pos, world );
- else
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- else
- {
- vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
-
- if( wg->pos[0] < 1.0f-wg->pos[1] )
- player_walkgrid_stand_tri( corners[0]->pos,
- corners[3]->pos,
- corners[1]->pos, world );
- else
- player_walkgrid_stand_tri( corners[3]->pos,
- corners[2]->pos,
- corners[1]->pos, world );
- }
- }
- else
- {
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v3f p0, p1;
- v3_muladds( corners[edge->i0]->pos,
- corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
- v3_muladds( corners[edge->i1]->pos,
- corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
- /*
- * Find penetration distance between player position and the edge
- */
-
- v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
- rel = { world[0]-p0[0], world[2]-p0[2] };
-
- if( edge->o0 == -1 )
- {
- /* No subregions (default case), just use triangle created by
- * i0, e0, e1 */
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- p1, world );
- }
- else
- {
- /*
- * Test if we are in the first region, which is
- * edge.i0, edge.e0, edge.o0,
- */
- v3f v0, ref;
- v3_sub( p0, corners[edge->o0]->pos, ref );
- v3_sub( world, corners[edge->o0]->pos, v0 );
-
- vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
- vg_line( corners[edge->o0]->pos, world, 0xff000000 );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( corners[edge->i0]->pos,
- p0,
- corners[edge->o0]->pos, world );
- }
- else
- {
- if( edge->o1 == -1 )
- {
- /*
- * No other edges mean we just need to use the opposite
- *
- * e0, e1, o0 (in our case, also i1)
- */
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o0]->pos, world );
- }
- else
- {
- /*
- * Note: this v0 calculation can be ommited with the
- * current tileset.
- *
- * the last two triangles we have are:
- * e0, e1, o1
- * and
- * e1, i1, o1
- */
- v3_sub( p1, corners[edge->o1]->pos, ref );
- v3_sub( world, corners[edge->o1]->pos, v0 );
- vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
-
- if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
- {
- player_walkgrid_stand_tri( p0,
- p1,
- corners[edge->o1]->pos,
- world );
- }
- else
- {
- player_walkgrid_stand_tri( p1,
- corners[edge->i1]->pos,
- corners[edge->o1]->pos,
- world );
- }
- }
- }
- }
- }
- }
- }
-
- v3_copy( world, player.phys.rb.co );
-}
-
-static void player_walkgrid_getsurface(void)
-{
- float const k_stepheight = 0.5f;
- float const k_miny = 0.6f;
- float const k_height = 1.78f;
- float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
-
- static struct walkgrid wg;
-
- v3f cell;
- v3_copy( player.phys.rb.co, cell );
- player_walkgrid_floor( cell );
-
- v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
- v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
-
-
- /*
- * Create player input vector
- */
- v3f delta = {0.0f,0.0f,0.0f};
- v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
- side = { -fwd[2], 0.0f, fwd[0] };
-
- /* Temp */
- if( !vg_console_enabled() )
- {
- if( glfwGetKey( vg.window, GLFW_KEY_W ) )
- v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg.window, GLFW_KEY_S ) )
- v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
-
- if( glfwGetKey( vg.window, GLFW_KEY_A ) )
- v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
- if( glfwGetKey( vg.window, GLFW_KEY_D ) )
- v3_muladds( delta, side, ktimestep*k_walkspeed, delta );
-
- v3_muladds( delta, fwd,
- vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
- v3_muladds( delta, side,
- vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
- }
-
- /*
- * Create our move in grid space
- */
- wg.dir[0] = delta[0] * (1.0f/k_gridscale);
- wg.dir[1] = delta[2] * (1.0f/k_gridscale);
- wg.move = 1.0f;
-
- v2f region_pos =
- {
- (player.phys.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
- (player.phys.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
- };
- v2f region_cell_pos;
- v2_floor( region_pos, region_cell_pos );
- v2_sub( region_pos, region_cell_pos, wg.pos );
-
- wg.cell_id[0] = region_cell_pos[0];
- wg.cell_id[1] = region_cell_pos[1];
-
- for(int y=0; y<WALKGRID_SIZE; y++ )
- {
- for(int x=0; x<WALKGRID_SIZE; x++ )
- {
- struct grid_sample *s = &wg.samples[y][x];
- v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
- s->state = k_traverse_none;
- s->type = k_sample_type_air;
- v3_zero( s->clip[0] );
- v3_zero( s->clip[1] );
- }
- }
-
- v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
- v2i *cborder = border;
- u32 border_length = 1;
-
- struct grid_sample *base = NULL;
-
- v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
-
- for( int i=0;i<4;i++ )
- {
- v2i test;
- v2i_add( wg.cell_id, starters[i], test );
- v2i_copy( test, border[0] );
- base = &wg.samples[test[1]][test[0]];
-
- base->pos[1] = cell[1];
- player_walkgrid_samplepole( base );
-
- if( base->type == k_sample_type_valid )
- break;
- else
- base->type = k_sample_type_air;
- }
-
- vg_line_pt3( base->pos, 0.1f, 0xffffffff );
-
- int iter = 0;
-
- while( border_length )
- {
- v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
-
- v2i *old_border = cborder;
- int len = border_length;
-
- border_length = 0;
- cborder = old_border+len;
-
- for( int i=0; i<len; i++ )
- {
- v2i co;
- v2i_copy( old_border[i], co );
- struct grid_sample *sa = &wg.samples[co[1]][co[0]];
-
- for( int j=0; j<4; j++ )
- {
- v2i newp;
- v2i_add( co, directions[j], newp );
-
- if( newp[0] < 0 || newp[1] < 0 ||
- newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
- continue;
-
- struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
- enum traverse_state thismove = j%2==0? 1: 2;
-
- if( (sb->state & thismove) == 0x00 ||
- sb->type == k_sample_type_air )
- {
- sb->pos[1] = sa->pos[1];
-
- player_walkgrid_samplepole( sb );
-
- if( sb->type != k_sample_type_air )
- {
- /*
- * Need to do a blocker pass
- */
-
- struct grid_sample *store = (j>>1 == 0)? sa: sb;
- player_walkgrid_clip_blocker( sa, sb, store, j%2 );
-
-
- if( sb->type != k_sample_type_air )
- {
- vg_line( sa->pos, sb->pos, 0xffffffff );
-
- if( sb->state == k_traverse_none )
- v2i_copy( newp, cborder[ border_length ++ ] );
- }
- else
- {
- v3f p1;
- v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
- vg_line( sa->pos, p1, 0xffffffff );
- }
- }
- else
- {
- /*
- * A clipping pass is now done on the edge of the walkable
- * surface
- */
-
- struct grid_sample *store = (j>>1 == 0)? sa: sb;
- player_walkgrid_clip_edge( sa, sb, store, j%2 );
-
- v3f p1;
- v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
- vg_line( sa->pos, p1, 0xffffffff );
- }
-
- sb->state |= thismove;
- }
- }
-
- sa->state = k_traverse_h|k_traverse_v;
- }
-
- iter ++;
- if( iter == walk_grid_iterations )
- break;
- }
-
- /* Draw connections */
- struct grid_sample *corners[4];
- for( int x=0; x<WALKGRID_SIZE-1; x++ )
- {
- for( int z=0; z<WALKGRID_SIZE-1; z++ )
- {
- const struct conf *conf =
- player_walkgrid_conf( &wg, (v2i){x,z}, corners );
-
- for( int i=0; i<conf->edge_count; i++ )
- {
- const struct confedge *edge = &conf->edges[i];
-
- v3f p0, p1;
- v3_muladds( corners[edge->i0]->pos,
- corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
- v3_muladds( corners[edge->i1]->pos,
- corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
- vg_line( p0, p1, 0xff0000ff );
- }
- }
- }
-
- /*
- * Commit player movement into the grid
- */
-
- if( v3_length2(delta) <= 0.00001f )
- return;
-
- int i=0;
- for(; i<8 && wg.move > 0.001f; i++ )
- player_walkgrid_iter( &wg, i );
-
- player_walkgrid_stand_cell( &wg );
-}
-
-static void player_walkgrid(void)
-{
- player_walkgrid_getsurface();
-
- m4x3_mulv(player.phys.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos);
- player_mouseview();
- rb_update_transform( &player.phys.rb );
-}
-
-#endif /* PLAYER_WALKGRID_H */
#if 0
#include "player.h"
#else
+
+#include "player.h"
+VG_STATIC player_instance localplayer;
+
+#if 0
+
#include "player_interface.h"
#include "player_device_walk.h"
#include "player_device_skate.h"
#include "player_device_dead.h"
#include "player_model.h"
+
/* temp */
VG_STATIC player_interface localplayer;
+#endif
+
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
#endif
rp = &world.spawns[0];
}
- player_spawn( &localplayer, rp );
+ player__spawn( &localplayer, rp );
return 1;
}
shader_viewchar_register();
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
}
vg_release_thread_sync();
}
vg_loader_step( load_playermodels, NULL );
/* player setup */
- player_interface_create_player( &localplayer );
-
+ player__create( &localplayer );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
- player_use_avatar( &localplayer, &localplayer_avatar );
- player_use_mesh( &localplayer, &localplayer_meshes[0] );
-
- player_add_device( &localplayer, &player_device_walk );
- player_add_device( &localplayer, &player_device_skate );
- player_add_device( &localplayer, &player_device_dead );
- player_bind( &localplayer );
+ player__use_avatar( &localplayer, &localplayer_avatar );
+ player__use_mesh( &localplayer, &localplayer_meshes[0] );
+ player__use_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
/* --------------------- */
player_update_pre();
#endif
- player_pre_update( &localplayer );
+ player__pre_update( &localplayer );
world_update( localplayer.rb.co );
}
}
vehicle_update_fixed();
#endif
- player_update( &localplayer );
+ player__update( &localplayer );
}
}
}
#endif
- player_post_update( &localplayer );
+ player__post_update( &localplayer );
#if 0
menu_update();
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- player_render( &small_cam, &localplayer );
+ player__render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void)
player_draw = 1;
if( !player_transparent && player_draw )
- player_render( &main_camera, &localplayer );
+ player__render( &main_camera, &localplayer );
render_water_texture( &main_camera );
render_fb_bind( gpipeline.fb_main );
* TODO: blend with camera from menu */
/* FIXME: TEMP!! */
- player_pre_render( &localplayer );
+ player__pre_render( &localplayer );
v3_copy( localplayer.cam.pos, main_camera.pos );
v3_copy( localplayer.cam.angles, main_camera.angles );
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
- player_ui( &localplayer );
+ player__im_gui( &localplayer );
#if 0
menu_crap_ui();