2023-08-04 19:39:36 +00:00
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// actor controller demo: anims, anim blending, input, math
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\04-actor.c` (windows)
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// `sh MAKE.bat demos/04-actor.c` (linux, osx)
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2023-08-10 22:14:08 +00:00
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#include "v4k.h"
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2023-08-04 19:39:36 +00:00
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int main() {
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// create window (75% sized, MSAAx4)
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window_create(75, WINDOW_MSAA4);
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window_title(__FILE__);
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// set up our players
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struct player_t {
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const char *name;
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model_t mdl;
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anim_t idle, run; // anim clips
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float keys[4], scale; // up,down,left,right
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vec2 inertia; // [forward,yaw]
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vec3 pivot, speed; // [pitch,yaw,roll] [turn speed,forward speed,anim speed fps]
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vec3 pos, dir, pad; // [position] [facing dir] [gamepad accumulator]
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bool notified;
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float brain[4]; // AI
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} player[3] = {
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{ "PLAYER-1", model("kgirls01.fbx", 0), loop(0,60,0.25,0), loop(66,85,0.25,0), // idle anim [0..60], run anim [66..85]
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{KEY_UP,KEY_DOWN,KEY_LEFT,KEY_RIGHT}, 2, {0.90,0.80}, {-100}, {3, 0.30, 30}, {0}, {1} },
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{ "PLAYER-2", model("george.fbx", 0), loop(0,100,0.25,0), loop(372,396,0.25,0), // idle anim [0..100], run anim [372..396]
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{KEY_I,KEY_K,KEY_J,KEY_L}, 1, {0.95,0.90}, {-90,-90}, {1.75, 0.25, 24}, {-5}, {1} },
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{ "PLAYER-3", model("alien.fbx", 0), loop(110,208,0.25,0), loop(360,380,0.25,0), // idle anim [110..208], run anim [360..380]
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{KEY_W,KEY_S,KEY_A,KEY_D}, 0.85, {0.85,0.75}, {-90,-90}, {3.5, 0.35, 60}, {5}, {1} }
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};
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// camera that points to origin, skybox, and a background tune
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camera_t cam = camera();
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skybox_t sky = skybox("cubemaps/stardust", 0);
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audio_play( audio_stream("waterworld-map.fur"), 0 );
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// game loop
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while( window_swap() ) {
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// world: skybox, position markers and ground grid
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skybox_render(&sky, cam.proj, cam.view);
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for( int i = 0; i < countof(player); ++i )
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ddraw_position_dir(player[i].pos, player[i].dir, 1.0f);
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ddraw_grid(0);
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ddraw_flush();
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// move and render players
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for( int i = 0; i < countof(player); ++i ) {
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struct player_t *p = &player[i];
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// capture inputs
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p->brain[0] = input(p->keys[0]);
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p->brain[1] = input(p->keys[1]);
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p->brain[2] = input(p->keys[2]);
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p->brain[3] = input(p->keys[3]);
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// setup waypoints for PLAYER-1
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static array(vec3) points;
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if( input_down(MOUSE_L) && !ui_hover() ) {
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vec3 pt = editor_pick(input(MOUSE_X), input(MOUSE_Y));
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hit *h = ray_hit_plane(ray(cam.position, pt), plane(vec3(0,0,0),vec3(0,1,0)));
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if(h) array_push(points, h->p);
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}
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// ddraw waypoints
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ddraw_color(YELLOW);
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for( int i = 1; i < array_count(points); ++i) ddraw_line(points[i-1],points[i]);
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for( int i = 0; i < array_count(points); ++i) ddraw_circle(points[i], vec3(0,1,0), 1); // prism(points[i], 1, 0, vec3(0,1,0), 4);
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ddraw_color(RED);
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for( int i = 0; i < array_count(points); ++i) ddraw_point(points[i]);
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ddraw_color(WHITE);
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// move thru waypoints (PLAYER-1 only)
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if( i == 0 && array_count(points) ) {
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struct player_t *p = &player[i];
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vec3 dst = points[0];
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vec3 vector1 = norm3(vec3(p->dir.x,0,p->dir.z));
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vec3 vector2 = norm3(sub3(dst,p->pos));
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float angle = atan2(vector2.z, vector2.x) - atan2(vector1.z, vector1.x);
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angle *= 180 / C_PI;
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// range [0, 360)
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// if (angle < 0) { angle += 2 * 180; }
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// range (-180, 180]
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if (angle > 180) { angle -= 2 * 180; }
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else if (angle <= -180) { angle += 2 * 180; }
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float dist = len3(sub3(p->pos, dst));
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if(dist < 1) {
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// goal
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array_pop_front(points);
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}
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else {
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if( dist < 10 && abs(angle) > 10 ) {
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// spin only
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p->brain[ angle < 0 ? 2 : 3 ] = 1;
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}
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else {
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// spin
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p->brain[ angle < 0 ? 2 : 3 ] = 1;
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// move forward
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p->brain[ 0 ] = 1;
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}
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}
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}
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// accumulate movement
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float yaw = p->brain[2] - p->brain[3];
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float fwd = p->brain[0] - p->brain[1]; if(fwd<0) fwd = 0;
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p->pad.x = p->pad.x * p->inertia.y + yaw * (1-p->inertia.y);
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p->pad.y = p->pad.y * p->inertia.x + fwd * (1-p->inertia.x);
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// rotate yaw dir, then apply into position
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p->dir = rotatey3(p->dir, p->speed.x * p->pad.x);
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p->pos = add3(p->pos, scale3(p->dir, p->speed.y * p->pad.y));
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// animate clips and blend
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anim_t *primary = fwd ? &p->run : &p->idle;
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anim_t *secondary = fwd ? &p->idle : &p->run;
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model_animate_blends(p->mdl, primary, secondary, window_delta() * p->speed.z);
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// render model. transforms on top of initial pivot and scale
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mat44 M; compose44(M, p->pos, eulerq(add3(p->pivot,vec3(atan2(p->dir.z,p->dir.x)*180/C_PI,0,0))),vec3(p->scale,p->scale,p->scale));
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model_render(p->mdl, cam.proj, cam.view, M, 0);
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// ui
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if( yaw||fwd ) if( !p->notified ) p->notified = 1, ui_notify(0, va(ICON_MD_GAMEPAD " %s joined the game.", p->name));
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ddraw_text(p->pos, 0.01, va("%s: %6.3f", fwd?"run":"idle", (fwd ? p->run : p->idle).timer ));
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}
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// look at the players that are moving; center of their triangle otherwise.
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float A = len3(player[0].pad); if(A<0.01) A=0;
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float B = len3(player[1].pad); if(B<0.01) B=0;
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float C = len3(player[2].pad); if(C<0.01) C=0;
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float weight = A + B + C;
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if( weight ) A /= weight, B /= weight, C /= weight; else A = B = C = 0.33333;
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vec3 target = add3(add3(scale3(player[0].pos,A), scale3(player[1].pos,B)), scale3(player[2].pos,C));
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// smooth target before sending to camera
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static vec3 smooth; camera_lookat(&cam, smooth = mix3(target,smooth,!weight ? 0.98 : 0.95));
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// ui
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if( ui_panel("Controls", 0) ) {
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ui_label2("Girl", ICON_MD_MOUSE " Set Waypoint");
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ui_label2("Girl", ICON_MD_GAMEPAD " CURSOR keys");
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ui_label2("Alien", ICON_MD_GAMEPAD " W,A,S,D keys");
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ui_label2("Robot", ICON_MD_GAMEPAD " I,J,K,L keys");
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ui_panel_end();
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}
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}
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}
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