Make character run

- new, less blocky character model with a run animation
- remove .obj support in favor of .glb/.gltf
- character faces camera direction and turns head
- press Tab to rotate camera freely around the character
This commit is contained in:
var
2026-04-26 22:21:58 -05:00
parent 839a9dd5c2
commit 0f38e9b4a2
10 changed files with 71 additions and 561 deletions

2
.gitignore vendored
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@@ -2,3 +2,5 @@ obj/*
Game Game
Release Release
*.xcf *.xcf
*.blend
*.blend1

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@@ -1,396 +0,0 @@
# Blender 5.1.0
# www.blender.org
o Cube
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@@ -61,8 +61,8 @@ void Game_Update(GameState *gs)
ShapeInstance *target = &(gs->testModel.instance); ShapeInstance *target = &(gs->testModel.instance);
vec3 displacement; vec3 displacement;
glm_vec3_scale(gs->camera.front, -20.0f, displacement); glm_vec3_scale(gs->camera.front, -30.0f, displacement);
displacement[1] += 8.0f; displacement[1] += 10.0f;
glm_vec3_add(target->position, move, target->position); glm_vec3_add(target->position, move, target->position);
glm_vec3_add(target->position, displacement, gs->camera.position); glm_vec3_add(target->position, displacement, gs->camera.position);

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@@ -16,6 +16,7 @@ typedef struct
bool d; bool d;
bool q; bool q;
bool e; bool e;
bool freeLook;
} InputState; } InputState;
typedef struct typedef struct

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@@ -29,6 +29,7 @@ static void HandleKeyDown(GameState *gs, SDL_KeyCode sym)
case SDLK_d: gs->input.d = true; break; case SDLK_d: gs->input.d = true; break;
case SDLK_q: gs->input.q = true; break; case SDLK_q: gs->input.q = true; break;
case SDLK_e: gs->input.e = true; break; case SDLK_e: gs->input.e = true; break;
case SDLK_TAB: gs->input.freeLook = !gs->input.freeLook; break;
} }
} }

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@@ -217,6 +217,17 @@ Model Model_LoadGltf(char *path)
printf("skin: %s, joints: %d\n", skin->name, skin->joints_count); printf("skin: %s, joints: %d\n", skin->name, skin->joints_count);
model.jointMatrices = calloc(skin->joints_count, sizeof(mat4)); model.jointMatrices = calloc(skin->joints_count, sizeof(mat4));
for (int i = 0; i < skin->joints_count; i++)
{
cgltf_node *joint = skin->joints[i];
if (0 == strncmp(joint->name, "DEF-spine.004", 13))
{
printf("head joint: %s\n", joint->name);
model.head = joint;
}
}
printf("Finished loading glTF model file.\n"); printf("Finished loading glTF model file.\n");
return model; return model;
} }
@@ -228,154 +239,3 @@ void Model_Free(Model model)
cgltf_data *data = model.data; cgltf_data *data = model.data;
cgltf_free(data); cgltf_free(data);
} }
static enum
{
OBJ_MAX_LINE_LENGTH = 256,
OBJ_MAX_ELEMENTS = 1024,
SHAPE_MAX_COORDS = 4096,
SHAPE_MAX_INDICES = 1024,
};
static struct VertRef
{
uint16_t xyzIndex; // refers to a vertex in the obj file
uint16_t uvIndex; // refers to a UV texture coord in the obj file
uint16_t outIndex; // index of the combined vertex (xyzuv) in the output array
};
static int VertRef_Compare(const void *itemA, const void *itemB, void *udata)
{
const struct VertRef *a = itemA;
const struct VertRef *b = itemB;
if (a->xyzIndex < b->xyzIndex) return -1;
else if (a->xyzIndex > b->xyzIndex) return 1;
else return a->uvIndex < b->uvIndex ? -1
: a->uvIndex > b->uvIndex ? 1
: 0;
}
static uint64_t VertRef_Hash(const void *item, uint64_t seed0, uint64_t seed1)
{
const struct VertRef *vr = item;
uint64_t data = (uint64_t)vr->xyzIndex << 32;
data |= (uint64_t)vr->uvIndex;
return hashmap_sip(&data, sizeof(uint64_t), seed0, seed1);
}
static void ReadCoords(const char *str, float *coords, int n)
{
char *end = NULL;
for (int i = 0; i < n; i++)
{
coords[i] = strtof(str, &end);
if (end == str) break;
str = end;
}
}
static int ReadIndex(const char **str)
{
const int maxLen = 15;
char buffer[maxLen + 1];
int i;
buffer[maxLen] = '\0';
for (i = 0; i < maxLen; i++)
{
char c = str[0][i];
if (c == '/' || c == '\0' || c == EOF || isspace(c))
{
buffer[i++] = '\0';
break;
}
buffer[i] = c;
}
*str += i;
return atoi(buffer);
}
Shape *Model_ReadObjFile(const char *path)
{
struct hashmap *map = hashmap_new(sizeof(struct VertRef), 256, 0, 0, VertRef_Hash, VertRef_Compare, NULL, NULL);
FILE *file = fopen(path, "r");
char line[OBJ_MAX_LINE_LENGTH];
vec3 xyzVertices[OBJ_MAX_ELEMENTS];
vec2 uvVertices[OBJ_MAX_ELEMENTS];
int xyzNum = 0;
int uvNum = 0;
GLfloat outVertices[SHAPE_MAX_COORDS];
GLushort outIndices[SHAPE_MAX_INDICES];
int numVertices = 0;
int numIndices = 0;
int numTriangles = 0;
while (fgets(&(line[0]), OBJ_MAX_LINE_LENGTH, file) != NULL)
{
switch (line[0])
{
case '#': // comment
break;
case 'o': // named object
xyzNum = 0;
uvNum = 0;
break;
case 'v': // vertex or texture coord
if (line[1] == 't')
ReadCoords(&(line[3]), (void*)&(uvVertices[uvNum++]), 2);
else
ReadCoords(&(line[2]), (void*)&(xyzVertices[xyzNum++]), 3);
break;
case 's': // smooth shading option
break;
case 'f': // face (assume it's a triangle)
{
const char *str = &(line[2]);
for (int i = 0; i < 3; i++)
{
struct VertRef vertRef;
vertRef.xyzIndex = ReadIndex(&str) - 1;
vertRef.uvIndex = ReadIndex(&str) - 1;
struct VertRef *existing = hashmap_get(map, &vertRef);
if (existing == NULL)
{
vertRef.outIndex = numVertices++;
outIndices[numIndices++] = vertRef.outIndex;
GLfloat *vOut = &(outVertices[vertRef.outIndex * 5]);
vOut[0] = xyzVertices[vertRef.xyzIndex][0];
vOut[1] = xyzVertices[vertRef.xyzIndex][1];
vOut[2] = xyzVertices[vertRef.xyzIndex][2];
vOut[3] = 1.0f - uvVertices[vertRef.uvIndex][0];
vOut[4] = uvVertices[vertRef.uvIndex][1];
hashmap_set(map, &vertRef);
}
else
{
outIndices[numIndices++] = existing->outIndex;
}
}
numTriangles++;
}
break;
default:
break;
}
}
fclose(file);
hashmap_free(map);
printf("Imported model with %d triangles.\n", numTriangles);
return Shape_New(outVertices, numVertices * 5, outIndices, numIndices, 1);
}

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@@ -8,6 +8,7 @@ typedef struct
{ {
void *data; void *data;
void *skin; void *skin;
void *head;
mat4 *jointMatrices; mat4 *jointMatrices;
GLuint *vbos; GLuint *vbos;
GLuint vao; GLuint vao;

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@@ -334,18 +334,39 @@ static void Transform(ShapeInstance *instance, mat4 *matrix)
static void DrawModel(GameState *gs) static void DrawModel(GameState *gs)
{ {
Model model = gs->testModel; Model *model = &gs->testModel;
ShapeInstance instance = model.instance; ShapeInstance instance = model->instance;
cgltf_data *data = model.data; cgltf_data *data = model->data;
cgltf_skin *skin = model.skin; cgltf_skin *skin = model->skin;
cgltf_animation *anim = data->animations; cgltf_animation *anim = data->animations;
mat4 modelMatrix; mat4 modelMatrix;
glm_mat4_identity(modelMatrix); glm_mat4_identity(modelMatrix);
Transform(&model.instance, &modelMatrix);
uint64_t ticks = SDL_GetTicks(); if (!gs->input.freeLook)
{
// rotate the whole model to stay within this angle relative to the camera yaw
const float turnThreshold = 1.047197f; // 60 degrees
const float deg180 = 3.14159f;
const float deg360 = 6.28318f;
// convert camera yaw (rotation around Y axis) to radians and add 90 degrees so it aligns with the gltf model
float camYawRadsGltf = (gs->camera.rotation[0] / -57.295828f) + 1.570795f;
if (camYawRadsGltf > deg180) camYawRadsGltf = camYawRadsGltf - deg360;
float *modelYaw = model->instance.rotation + 1;
float diff = camYawRadsGltf - *modelYaw;
if (diff > deg180) diff -= deg360;
else if (diff < -deg180) diff += deg360;
if (turnThreshold < diff)
*modelYaw = camYawRadsGltf - turnThreshold;
else if (diff < -turnThreshold)
*modelYaw = camYawRadsGltf + turnThreshold;
}
Transform(&model->instance, &modelMatrix);
uint64_t ticks = SDL_GetTicks64();
float t = ticks / 1000.0f; float t = ticks / 1000.0f;
while (t > 2.0f) t -= 2.0f; while (t > 1.0f) t -= 1.0f;
// apply local transformations for each bone for the current animation frame // apply local transformations for each bone for the current animation frame
for (int i = 0; i < anim->channels_count; i++) for (int i = 0; i < anim->channels_count; i++)
@@ -415,14 +436,34 @@ static void DrawModel(GameState *gs)
} }
} }
if (!gs->input.freeLook)
{
// make head look where camera is looking
cgltf_node *head = model->head;
vec3 a, b, yAxis;
glm_vec3_zero(a);
glm_vec3_zero(b);
glm_vec3_zero(yAxis);
yAxis[1] = 1.0f;
a[2] = 1.0f;
glm_vec3_rotate(a, model->instance.rotation[1], yAxis);
b[0] = gs->camera.front[0];
b[2] = gs->camera.front[2];
versor desiredRotation, temp;
glm_quat_from_vecs(a, b, desiredRotation);
for (int i = 0; i < 4; i++) temp[i] = head->rotation[i];
glm_quat_mul(temp, desiredRotation, temp);
for (int i = 0; i < 4; i++) head->rotation[i] = temp[i];
}
// recalculate the joint matrices // recalculate the joint matrices
for (int i = 0; i < skin->joints_count; i++) for (int i = 0; i < skin->joints_count; i++)
{ {
cgltf_node *joint = skin->joints[i]; cgltf_node *joint = skin->joints[i];
cgltf_node_transform_world(joint, (float*)model.jointMatrices[i]); cgltf_node_transform_world(joint, (float*)model->jointMatrices[i]);
mat4 inverseBind; mat4 inverseBind;
cgltf_accessor_read_float(skin->inverse_bind_matrices, i, (float*)inverseBind, 16); cgltf_accessor_read_float(skin->inverse_bind_matrices, i, (float*)inverseBind, 16);
glm_mat4_mul(model.jointMatrices[i], inverseBind, model.jointMatrices[i]); glm_mat4_mul(model->jointMatrices[i], inverseBind, model->jointMatrices[i]);
} }
int shaderId = gs->modelShaderProgramId; int shaderId = gs->modelShaderProgramId;
@@ -430,12 +471,12 @@ static void DrawModel(GameState *gs)
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theModelMatrix"), 1, GL_FALSE, (void*)(modelMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theModelMatrix"), 1, GL_FALSE, (void*)(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theViewMatrix"), 1, GL_FALSE, (void*)(gs->viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theViewMatrix"), 1, GL_FALSE, (void*)(gs->viewMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theProjMatrix"), 1, GL_FALSE, (void*)(gs->projMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theProjMatrix"), 1, GL_FALSE, (void*)(gs->projMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderId, "theJointMatrices"), 64, GL_FALSE, (void*)(model.jointMatrices)); glUniformMatrix4fv(glGetUniformLocation(shaderId, "theJointMatrices"), 64, GL_FALSE, (void*)(model->jointMatrices));
glUniform1f(glGetUniformLocation(shaderId, "texIndex"), 6.0f); glUniform1f(glGetUniformLocation(shaderId, "texIndex"), 6.0f);
glBindTexture(GL_TEXTURE_2D, gs->textureId); glBindTexture(GL_TEXTURE_2D, gs->textureId);
glBindVertexArray(model.vao); glBindVertexArray(model->vao);
glDrawElements(GL_TRIANGLES, model.indexCount, GL_UNSIGNED_SHORT, 0); glDrawElements(GL_TRIANGLES, model->indexCount, GL_UNSIGNED_SHORT, 0);
} }
void Render_Draw(GameState *gs) void Render_Draw(GameState *gs)