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