{
int fwd = 0, right = 0, turn = 0;
- /*
- cgm_vec3 vdir = {0, 0, -1};
-
- cgm_vmul_m3v3(&vdir, player.view_xform);
-
- player.dir = (int)(2.0f * (-atan2(vdir.z, vdir.x) + M_PI) / M_PI + 0.5f) & 3;
- */
-
if(time_msec - prev_turn >= TURN_INTERVAL) {
if(input_state[INP_LTURN]) turn--;
if(input_state[INP_RTURN]) turn++;
if(press) {
turn_player(&player, -1);
prev_turn = time_msec;
- player.dir = (player.dir + 3) & 3;
}
break;
if(press) {
turn_player(&player, 1);
prev_turn = time_msec;
- player.dir = (player.dir + 1) & 3;
}
break;
}
if(!(dx | dy)) return;
if(bnstate[0]) {
- player.theta -= cgm_deg_to_rad(dx * 0.5f);
+ player.theta += cgm_deg_to_rad(dx * 0.5f);
player.phi -= cgm_deg_to_rad(dy * 0.5f);
if(player.phi < -M_PI/2) player.phi = -M_PI/2;
if(player.phi > M_PI/2) player.phi = M_PI/2;
void move_player(struct player *p, int right, int fwd)
{
static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
- int rdir = (p->dir + 1) & 3;
- p->cx += step[p->dir][0] * fwd + step[rdir][0] * right;
- p->cy += step[p->dir][1] * fwd + step[rdir][1] * right;
+ int fdir, rdir;
+ float angle;
+ cgm_vec3 vdir = {0, 0, -1};
+
+ cgm_vmul_m3v3(&vdir, p->view_xform);
+
+ angle = atan2(vdir.z, vdir.x) + 3.0 * M_PI;
+ fdir = (p->dir + (int)(2.0 * angle / M_PI)) & 3;
+
+ rdir = (fdir + 1) & 3;
+ p->cx += step[fdir][0] * fwd + step[rdir][0] * right;
+ p->cy += step[fdir][1] * fwd + step[rdir][1] * right;
}
void turn_player(struct player *p, int turn)
if(!turn) return;
turn = turn > 0 ? 1 : 3;
p->dir = (p->dir + turn) & 3;
+ p->theta = 0;
}
void upd_player_xform(struct player *p)
cgm_midentity(p->view_xform);
cgm_mprerotate_x(p->view_xform, -p->phi);
- cgm_mprerotate_y(p->view_xform, p->dir * M_PI / 2.0f);
+ cgm_mprerotate_y(p->view_xform, p->theta + p->dir * M_PI / 2.0f);
cgm_mrotate_quat(p->view_xform, &p->vrot);
cgm_mpretranslate(p->view_xform, -pos.x, -pos.y, -pos.z);
}