Esempio n. 1
0
void update_key_frame( player_data_t *plyr, scalar_t dt )
{
    int idx;
    scalar_t frac;
    point_t pos;
    scalar_t v;
    matrixgl_t cob_mat, rot_mat;

    char *root;
    char *lsh;
    char *rsh;
    char *lhp;
    char *rhp;
    char *lkn;
    char *rkn;
    char *lank;
    char *rank;
    char *head;
    char *neck;
    char *tail;

    root = get_tux_root_node();
    lsh  = get_tux_left_shoulder_joint();
    rsh  = get_tux_right_shoulder_joint();
    lhp  = get_tux_left_hip_joint();
    rhp  = get_tux_right_hip_joint();
    lkn  = get_tux_left_knee_joint();
    rkn  = get_tux_right_knee_joint();
    lank = get_tux_left_ankle_joint();
    rank = get_tux_right_ankle_joint();
    head = get_tux_head();
    neck = get_tux_neck();
    tail = get_tux_tail_joint();

    keyTime += dt;

    for (idx = 1; idx < numFrames; idx ++) {
        if ( keyTime < frames[idx].time )
            break;
    } 

    if ( idx == numFrames || numFrames == 0 ) {
        set_game_mode( RACING );
        return;
    } 

    reset_scene_node( root );
    reset_scene_node( lsh );
    reset_scene_node( rsh );
    reset_scene_node( lhp );
    reset_scene_node( rhp );
    reset_scene_node( lkn );
    reset_scene_node( rkn );
    reset_scene_node( lank );
    reset_scene_node( rank );
    reset_scene_node( head );
    reset_scene_node( neck );
    reset_scene_node( tail );

    check_assertion( idx > 0, "invalid keyframe index" );

    if ( fabs( frames[idx-1].time - frames[idx].time ) < EPS ) {
	frac = 1.;
    } else {
	frac = (keyTime - frames[idx].time) 
	    / ( frames[idx-1].time - frames[idx].time );
    }

    pos.x = interp( frac, frames[idx-1].pos.x, frames[idx].pos.x );
    pos.z = interp( frac, frames[idx-1].pos.z, frames[idx].pos.z );
    pos.y = interp( frac, frames[idx-1].pos.y, frames[idx].pos.y );
    pos.y += find_y_coord( pos.x, pos.z );

    set_tux_pos( plyr, pos );

    make_identity_matrix( cob_mat );

    v = interp( frac, frames[idx-1].yaw, frames[idx].yaw );
    rotate_scene_node( root, 'y', v );
    make_rotation_matrix( rot_mat, v, 'y' );
    multiply_matrices( cob_mat, cob_mat, rot_mat );

    v = interp( frac, frames[idx-1].pitch, frames[idx].pitch );
    rotate_scene_node( root, 'x', v );
    make_rotation_matrix( rot_mat, v, 'x' );
    multiply_matrices( cob_mat, cob_mat, rot_mat );

    v = interp( frac, frames[idx-1].l_shldr, frames[idx].l_shldr );
    rotate_scene_node( lsh, 'z', v );

    v = interp( frac, frames[idx-1].r_shldr, frames[idx].r_shldr );
    rotate_scene_node( rsh, 'z', v );

    v = interp( frac, frames[idx-1].l_hip, frames[idx].l_hip );
    rotate_scene_node( lhp, 'z', v );

    v = interp( frac, frames[idx-1].r_hip, frames[idx].r_hip );
    rotate_scene_node( rhp, 'z', v );

    /* Set orientation */
    plyr->orientation = make_quaternion_from_matrix( cob_mat );
    plyr->orientation_initialized = True;
} 
Esempio n. 2
0
/**
 * Updates Tux's position taking into account gravity, friction, tree 
 * collisions, etc.  This is the main physics function.
 */
void
update_player_pos(float timestep)
{
    ppogl::Vec3d surf_nml;   // normal vector of terrain
    ppogl::Vec3d tmp_vel;
    float speed;
    float paddling_factor; 
    ppogl::Vec3d local_force;
    float flap_factor;
    pp::Plane surf_plane;
    float dist_from_surface;

    if(timestep > 2.0*EPS){
		for(int i=0; i<GameMgr::getInstance().numPlayers; i++){
			solve_ode_system(players[i], timestep);
		}
    }
	
	for(int i=0; i<GameMgr::getInstance().numPlayers; i++){
		Player& plyr=players[i];
		
		tmp_vel = plyr.vel;
	
		//Set position, orientation, generate particles
    	surf_plane = get_local_course_plane( plyr.pos );
    	surf_nml = surf_plane.nml;
		dist_from_surface = surf_plane.distance( plyr.pos );
		adjust_velocity( &plyr.vel, surf_plane );
		adjust_position( &plyr.pos, surf_plane, dist_from_surface );

		speed = tmp_vel.normalize();

		set_tux_pos( plyr, plyr.pos );
		adjust_orientation( plyr, timestep, plyr.vel, 
				dist_from_surface, surf_nml );

    	flap_factor = 0;

		if(plyr.control.is_paddling){
			double factor;
			factor = (GameMgr::getInstance().time - plyr.control.paddle_time) / PADDLING_DURATION;
			if(plyr.airborne){
	    		paddling_factor = 0;
	    		flap_factor = factor;
			}else{
	   			paddling_factor = factor;
	    		flap_factor = 0;
			}
    	}else{
			paddling_factor = 0.0;
    	}

		// calculate force in Tux's local coordinate system
    	local_force = plyr.orientation.conjugate().rotate(plyr.net_force);

    	if(plyr.control.jumping){
			flap_factor = (GameMgr::getInstance().time - plyr.control.jump_start_time) / JUMP_FORCE_DURATION;
    	} 

		tux[i].adjustJoints( plyr.control.turn_animation, plyr.control.is_braking,
		       	paddling_factor, speed, local_force, flap_factor );
	}
}