2 * Copyright (C) 2003 Robert Kooima
4 * NEVERPUTT is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
29 #include "solid_phys.h"
33 /*---------------------------------------------------------------------------*/
35 static struct s_file file;
38 static float view_a; /* Ideal view rotation about Y axis */
40 static float view_ry; /* Angular velocity about Y axis */
41 static float view_dy; /* Ideal view distance above ball */
42 static float view_dz; /* Ideal view distance behind ball */
44 static float view_c[3]; /* Current view center */
45 static float view_v[3]; /* Current view vector */
46 static float view_p[3]; /* Current view position */
47 static float view_e[3][3]; /* Current view orientation */
49 static float jump_e = 1; /* Jumping enabled flag */
50 static float jump_b = 0; /* Jump-in-progress flag */
51 static float jump_dt; /* Jump duration */
52 static float jump_p[3]; /* Jump destination */
54 /*---------------------------------------------------------------------------*/
56 static void view_init(void)
83 void game_init(const char *s)
89 sol_load_gl(&file, config_data(s), config_get_d(CONFIG_TEXTURES),
90 config_get_d(CONFIG_SHADOW));
98 /*---------------------------------------------------------------------------*/
100 static void game_draw_vect_prim(const struct s_file *fp, GLenum mode)
107 v_cpy(p, fp->uv[ball].p);
115 glColor4f(1.0f, 1.0f, 0.5f, 0.5f);
116 glVertex3f(p[0] - x[0] * r,
120 glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
121 glVertex3f(p[0] + z[0] * view_m,
122 p[1] + z[1] * view_m,
123 p[2] + z[2] * view_m);
125 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
126 glVertex3f(p[0] + x[0] * r,
133 static void game_draw_vect(const struct s_file *fp)
137 glPushAttrib(GL_TEXTURE_BIT);
138 glPushAttrib(GL_POLYGON_BIT);
139 glPushAttrib(GL_LIGHTING_BIT);
140 glPushAttrib(GL_DEPTH_BUFFER_BIT);
142 glEnable(GL_COLOR_MATERIAL);
143 glDisable(GL_LIGHTING);
144 glDisable(GL_TEXTURE_2D);
145 glDepthMask(GL_FALSE);
147 glEnable(GL_DEPTH_TEST);
148 game_draw_vect_prim(fp, GL_TRIANGLES);
150 glDisable(GL_DEPTH_TEST);
151 game_draw_vect_prim(fp, GL_LINE_STRIP);
160 static void game_draw_balls(const struct s_file *fp,
161 const float *bill_M, float t)
163 static const GLfloat color[5][4] = {
164 { 1.0f, 1.0f, 1.0f, 0.7f },
165 { 1.0f, 0.0f, 0.0f, 1.0f },
166 { 0.0f, 1.0f, 0.0f, 1.0f },
167 { 0.0f, 0.0f, 1.0f, 1.0f },
168 { 1.0f, 1.0f, 0.0f, 1.0f },
173 for (ui = curr_party(); ui > 0; ui--)
180 m_basis(ball_M, fp->uv[ui].e[0], fp->uv[ui].e[1], fp->uv[ui].e[2]);
181 m_basis(pend_M, fp->uv[ui].E[0], fp->uv[ui].E[1], fp->uv[ui].E[2]);
185 glTranslatef(fp->uv[ui].p[0],
186 fp->uv[ui].p[1] + BALL_FUDGE,
188 glScalef(fp->uv[ui].r,
192 glEnable(GL_COLOR_MATERIAL);
193 glColor4fv(color[ui]);
194 ball_draw(ball_M, pend_M, bill_M, t);
195 glDisable(GL_COLOR_MATERIAL);
203 glTranslatef(fp->uv[ui].p[0],
204 fp->uv[ui].p[1] - fp->uv[ui].r + BALL_FUDGE,
206 glScalef(fp->uv[ui].r,
210 glColor4f(color[ui][0],
219 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
222 static void game_draw_goals(const struct s_file *fp)
226 for (zi = 0; zi < fp->zc; zi++)
230 glTranslatef(fp->zv[zi].p[0],
239 static void game_draw_jumps(const struct s_file *fp)
243 for (ji = 0; ji < fp->jc; ji++)
247 glTranslatef(fp->jv[ji].p[0],
251 glScalef(fp->jv[ji].r, 1.f, fp->jv[ji].r);
258 static void game_draw_swchs(const struct s_file *fp)
262 for (xi = 0; xi < fp->xc; xi++)
269 glTranslatef(fp->xv[xi].p[0],
273 glScalef(fp->xv[xi].r, 1.f, fp->xv[xi].r);
274 swch_draw(fp->xv[xi].f, fp->xv[xi].e);
280 /*---------------------------------------------------------------------------*/
282 void game_draw(int pose, float t)
284 static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
285 static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
286 static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
287 static const float h[1] = { 0.0f };
289 const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };
291 const struct s_file *fp = &file;
295 if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);
297 config_push_persp(fov, 0.1f, FAR_DIST);
298 glPushAttrib(GL_LIGHTING_BIT);
301 float T[16], M[16], v[3], rx, ry;
303 m_view(T, view_c, view_p, view_e[1]);
306 v_sub(v, view_c, view_p);
308 rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
309 ry = V_DEG(fatan2f(+v[0], -v[2]));
311 glTranslatef(0.f, 0.f, -v_len(v));
313 glTranslatef(-view_c[0], -view_c[1], -view_c[2]);
315 /* Center the skybox about the position of the camera. */
319 glTranslatef(view_p[0], view_p[1], view_p[2]);
325 glLightfv(GL_LIGHT0, GL_POSITION, light_p);
327 /* Draw the floor. */
331 if (config_get_d(CONFIG_SHADOW) && !pose)
333 shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
338 /* Draw the game elements. */
341 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
345 game_draw_balls(fp, T, t);
349 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
350 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
351 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
352 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
356 glEnable(GL_COLOR_MATERIAL);
357 glDisable(GL_LIGHTING);
358 glDisable(GL_TEXTURE_2D);
359 glDepthMask(GL_FALSE);
364 glDepthMask(GL_TRUE);
365 glEnable(GL_TEXTURE_2D);
366 glEnable(GL_LIGHTING);
367 glDisable(GL_COLOR_MATERIAL);
374 /*---------------------------------------------------------------------------*/
376 void game_update_view(float dt)
378 const float y[3] = { 0.f, 1.f, 0.f };
387 /* Center the view about the ball. */
389 v_cpy(view_c, file.uv[ball].p);
390 v_inv(view_v, file.uv[ball].v);
392 switch (config_get_d(CONFIG_CAMERA))
395 /* Camera 2: View vector is given by view angle. */
397 view_e[2][0] = fsinf(V_RAD(view_a));
399 view_e[2][2] = fcosf(V_RAD(view_a));
405 /* View vector approaches the ball velocity vector. */
407 v_mad(e, view_v, y, v_dot(view_v, y));
410 k = v_dot(view_v, view_v);
412 v_sub(view_e[2], view_p, view_c);
413 v_mad(view_e[2], view_e[2], view_v, k * dt * 0.1f);
416 /* Orthonormalize the basis of the view in its new position. */
418 v_crs(view_e[0], view_e[1], view_e[2]);
419 v_crs(view_e[2], view_e[0], view_e[1]);
420 v_nrm(view_e[0], view_e[0]);
421 v_nrm(view_e[2], view_e[2]);
423 /* The current view (dy, dz) approaches the ideal (view_dy, view_dz). */
425 v_sub(d, view_p, view_c);
427 dy = v_dot(view_e[1], d);
428 dz = v_dot(view_e[2], d);
430 dy += (view_dy - dy) * s;
431 dz += (view_dz - dz) * s;
433 /* Compute the new view position. */
435 view_p[0] = view_p[1] = view_p[2] = 0.f;
437 v_mad(view_p, view_c, view_e[1], dy);
438 v_mad(view_p, view_p, view_e[2], dz);
440 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
443 static int game_update_state(float dt)
445 static float t = 0.f;
447 struct s_file *fp = &file;
455 /* Test for a switch. */
457 if (sol_swch_test(fp, ball))
458 audio_play(AUD_SWITCH, 1.f);
460 /* Test for a jump. */
462 if (jump_e == 1 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 1)
468 audio_play(AUD_JUMP, 1.f);
470 if (jump_e == 0 && jump_b == 0 && sol_jump_test(fp, jump_p, ball) == 0)
473 /* Test for fall-out. */
475 if (fp->uv[ball].p[1] < -10.f)
478 /* Test for a goal or stop. */
484 if (sol_goal_test(fp, p, ball))
494 * On most hardware, rendering requires much more computing power than
495 * physics. Since physics takes less time than graphics, it make sense to
496 * detach the physics update time step from the graphics frame rate. By
497 * performing multiple physics updates for each graphics update, we get away
498 * with higher quality physics with little impact on overall performance.
500 * Toward this end, we establish a baseline maximum physics time step. If
501 * the measured frame time exceeds this maximum, we cut the time step in
502 * half, and do two updates. If THIS time step exceeds the maximum, we do
503 * four updates. And so on. In this way, the physics system is allowed to
504 * seek an optimal update rate independent of, yet in integral sync with, the
505 * graphics frame rate.
508 int game_step(const float g[3], float dt)
510 struct s_file *fp = &file;
512 static float s = 0.f;
513 static float t = 0.f;
520 s = (7.f * s + dt) / 8.f;
531 fp->uv[ball].p[0] = jump_p[0];
532 fp->uv[ball].p[1] = jump_p[1];
533 fp->uv[ball].p[2] = jump_p[2];
542 while (t > MAX_DT && n < MAX_DN)
548 for (i = 0; i < n; i++)
550 d = sol_step(fp, g, t, ball, &m);
558 /* Mix the sound of a ball bounce. */
561 audio_play(AUD_BUMP, (float) (b - 0.5) * 2.0f);
564 game_update_view(dt);
565 return game_update_state(st);
571 * HACK: The BALL_FUDGE here guarantees that a putt doesn't drive
572 * the ball too directly down toward a lump, triggering rolling
573 * friction too early and stopping the ball prematurely.
576 file.uv[ball].v[0] = -4.f * view_e[2][0] * view_m;
577 file.uv[ball].v[1] = -4.f * view_e[2][1] * view_m + BALL_FUDGE;
578 file.uv[ball].v[2] = -4.f * view_e[2][2] * view_m;
583 /*---------------------------------------------------------------------------*/
585 void game_set_rot(int d)
587 view_a += (float) (30.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
590 void game_clr_mag(void)
595 void game_set_mag(int d)
597 view_m -= (float) (1.f * d) / config_get_d(CONFIG_MOUSE_SENSE);
603 void game_set_fly(float k)
605 struct s_file *fp = &file;
607 float x[3] = { 1.f, 0.f, 0.f };
608 float y[3] = { 0.f, 1.f, 0.f };
609 float z[3] = { 0.f, 0.f, 1.f };
610 float c0[3] = { 0.f, 0.f, 0.f };
611 float p0[3] = { 0.f, 0.f, 0.f };
612 float c1[3] = { 0.f, 0.f, 0.f };
613 float p1[3] = { 0.f, 0.f, 0.f };
618 v_sub(view_e[2], fp->uv[ball].p, fp->zv[0].p);
620 if (fabs(v_dot(view_e[1], view_e[2])) > 0.999)
623 v_crs(view_e[0], view_e[1], view_e[2]);
624 v_crs(view_e[2], view_e[0], view_e[1]);
626 v_nrm(view_e[0], view_e[0]);
627 v_nrm(view_e[2], view_e[2]);
629 /* k = 0.0 view is at the ball. */
633 v_cpy(c0, fp->uv[ball].p);
634 v_cpy(p0, fp->uv[ball].p);
637 v_mad(p0, p0, view_e[1], view_dy);
638 v_mad(p0, p0, view_e[2], view_dz);
640 /* k = +1.0 view is s_view 0 */
642 if (k >= 0 && fp->wc > 0)
644 v_cpy(p1, fp->wv[0].p);
645 v_cpy(c1, fp->wv[0].q);
648 /* k = -1.0 view is s_view 1 */
650 if (k <= 0 && fp->wc > 1)
652 v_cpy(p1, fp->wv[1].p);
653 v_cpy(c1, fp->wv[1].q);
656 /* Interpolate the views. */
659 v_mad(view_p, p0, v, k * k);
662 v_mad(view_c, c0, v, k * k);
664 /* Orthonormalize the view basis. */
666 v_sub(view_e[2], view_p, view_c);
667 v_crs(view_e[0], view_e[1], view_e[2]);
668 v_crs(view_e[2], view_e[0], view_e[1]);
669 v_nrm(view_e[0], view_e[0]);
670 v_nrm(view_e[2], view_e[2]);
672 view_a = V_DEG(fatan2f(view_e[2][0], view_e[2][2]));
675 void game_ball(int i)
684 for (ui = 0; ui < file.uc; ui++)
686 file.uv[ui].v[0] = 0.f;
687 file.uv[ui].v[1] = 0.f;
688 file.uv[ui].v[2] = 0.f;
690 file.uv[ui].w[0] = 0.f;
691 file.uv[ui].w[1] = 0.f;
692 file.uv[ui].w[2] = 0.f;
696 void game_get_pos(float p[3], float e[3][3])
698 v_cpy(p, file.uv[ball].p);
699 v_cpy(e[0], file.uv[ball].e[0]);
700 v_cpy(e[1], file.uv[ball].e[1]);
701 v_cpy(e[2], file.uv[ball].e[2]);
704 void game_set_pos(float p[3], float e[3][3])
706 v_cpy(file.uv[ball].p, p);
707 v_cpy(file.uv[ball].e[0], e[0]);
708 v_cpy(file.uv[ball].e[1], e[1]);
709 v_cpy(file.uv[ball].e[2], e[2]);
712 /*---------------------------------------------------------------------------*/