the walk manifold is alive
authorhgn <hgodden00@gmail.com>
Fri, 24 Jun 2022 22:30:26 +0000 (23:30 +0100)
committerhgn <hgodden00@gmail.com>
Fri, 24 Jun 2022 22:30:26 +0000 (23:30 +0100)
main.c
player.h
scene.h
water.h
world.h

diff --git a/main.c b/main.c
index 55a8f5994581cd60eac60dfa82d8d2ace34316e1..39b9de25e14d82531fe9f771a8cbfd7fa67ab69d 100644 (file)
--- a/main.c
+++ b/main.c
@@ -100,6 +100,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_speed",
+      .data = &k_walkspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "debugcam",
       .data = &sv_debugcam,
@@ -189,7 +197,7 @@ void vg_render(void)
    m4x4f world_4x4;
    m4x3_expand( player.camera_inverse, world_4x4 );
 
-   gpipeline.fov = freecam? 60.0f: 120.0f;
+   gpipeline.fov = freecam? 60.0f: 100.0f; /* 120 */
    m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
          0.025f, 1000.0f );
index da1c337df01bab8847a439dec27391e78d502b78..ccc74dc40717c87a41f3a1b8b19236d6b51ec4e0 100644 (file)
--- a/player.h
+++ b/player.h
@@ -5,6 +5,7 @@
 #include "character.h"
 
 static int freecam = 0;
+static float k_walkspeed = 2.0f; 
 
 static struct gplayer
 {
@@ -656,77 +657,567 @@ static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
             v3f p0;
             v3_muls( v1, qa, p0 );
             v3_muladds( p0, v0, 1.0f-qa, p0 );
-
+            
             float h = v3_dot(p0,dir)/v3_dot(dir,dir);
 
             if( h >= max_dist && h <= 1.0f )
             {
                max_dist = h;
-               v3_copy( p0, clip );
+               float l = 1.0f/v3_length(dir);
+               v3_muls( p0, l, clip );
             }
          }
       }
    }
+}
+
+#define WALKGRID_SIZE 8
+struct walkgrid
+{
+   struct grid_sample
+   {
+      int valid;
+      v3f clip[2];
+      v3f pos;
+   }
+   samples[WALKGRID_SIZE][WALKGRID_SIZE];
+   u32 geo[256];
+
+   boxf region;
+
+   float move; /* Current amount of movement we have left to apply */
+   v2f dir;    /* The movement delta */
+   v2i cell_id;/* Current cell */
+   v2f pos;    /* Local position (in cell) */
+   float h;
+};
+
+static const struct conf
+{
+   struct confedge
+   {  
+      /* i: sample index
+       * d: data index
+       * a: axis index
+       * o: the 'other' point to do a A/B test with
+       *       if its -1, all AB is done.
+       *
+       *       TODO: Check the major edge against point (for the double cases)
+       */
+      int i0, i1, 
+          d0, d1,
+          a0, a1,
+          o0, o1;
+   }
+   edges[2];
+   int edge_count;
+}
+k_walkgrid_configs[16] = {
+   {{},0},
+   {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
+   {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
+   {{{ 2,3, 1,0, 0,0,  3,-1 }}, 1},
+
+   {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
+   {{{ 3,3, 3,0, 1,0, -1,-1 },
+     { 1,1, 0,1, 1,0, -1,-1 }}, 2},
+   {{{ 1,2, 0,3, 1,1,  2,-1 }}, 1},
+   {{{ 1,3, 0,0, 1,0,  2, 2 }}, 1},
+
+   {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
+   {{{ 3,0, 3,0, 1,1,  0,-1 }}, 1},
+   {{{ 2,2, 1,3, 0,1, -1,-1 },
+     { 0,0, 0,0, 0,1, -1,-1 }}, 2},
+   {{{ 2,0, 1,0, 0,1,  3, 3 }}, 1},
+
+   {{{ 0,1, 0,1, 0,0,  1,-1 }}, 1},
+   {{{ 3,1, 3,1, 1,0,  0, 0 }}, 1},
+   {{{ 0,2, 0,3, 0,1,  1, 1 }}, 1},
+   {{},0},
+};
+
+/* 
+ * Get a buffer of edges from cell location
+ */
+static const struct conf *player_walkgrid_conf( struct walkgrid *wg, 
+      v2i cell,
+      struct grid_sample *corners[4] )
+{
+   corners[0] = &wg->samples[cell[1]  ][cell[0]  ];
+   corners[1] = &wg->samples[cell[1]+1][cell[0]  ];
+   corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
+   corners[3] = &wg->samples[cell[1]  ][cell[0]+1];
+
+   u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | 
+                (corners[2]->valid<<1) | corners[3]->valid;
 
-   v3f clippos;
-   v3_add( pos, clip, clippos );
-   draw_cross( clippos, 0xffffff00, 0.05f );
+   return &k_walkgrid_configs[ config ];
+}
+
+float const k_gridscale = 0.5f;
+
+static void player_walkgrid_floor(v3f pos)
+{
+   v3_muls( pos, 1.0f/k_gridscale, pos );
+   v3_floor( pos, pos );
+   v3_muls( pos, k_gridscale, pos );
+}
+
+/* 
+ * Computes the barycentric coordinate of location on a triangle (vertical),
+ * then sets the Y position to the interpolation of the three points
+ */
+static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
+{
+   v3f v0,v1,v2; 
+   v3_sub( b, a, v0 );
+   v3_sub( c, a, v1 );
+   v3_sub( pos, a, v2 );
+
+   float d = v0[0]*v1[2] - v1[0]*v0[2],
+         v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
+         w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
+         u = 1.0f - v - w;
+
+   vg_line( pos, a, 0xffff0000 );
+   vg_line( pos, b, 0xff00ff00 );
+   vg_line( pos, c, 0xff0000ff );
+   pos[1] = u*a[1] + v*b[1] + w*c[1];
+}
+
+/*
+ * Get the minimum time value of pos+dir until a cell edge
+ *
+ * t[0] -> t[3] are the individual time values
+ * t[5] & t[6]  are the maximum axis values
+ * t[6] is the minimum value
+ *
+ */
+static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
+{
+   v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
+
+   t[0] = 999.9f;
+   t[1] = 999.9f;
+   t[2] = 999.9f;
+   t[3] = 999.9f;
+   
+   if( fabsf(dir[0]) > 0.0001f )
+   {
+      t[0] = (0.0f-pos[0]) * frac[0];
+      t[1] = (1.0f-pos[0]) * frac[0];
+   }
+   if( fabsf(dir[1]) > 0.0001f )
+   {
+      t[2] = (0.0f-pos[1]) * frac[1];
+      t[3] = (1.0f-pos[1]) * frac[1];
+   }
+
+   t[4] = vg_maxf(t[0],t[1]);
+   t[5] = vg_maxf(t[2],t[3]);
+   t[6] = vg_minf(t[4],t[5]);
+}
+
+static void player_walkgrid_iter(struct walkgrid *wg, int iter)
+{
+
+   /*
+    * For each walkgrid iteration we are stepping through cells and determining
+    * the intersections with the grid, and any edges that are present
+    */
+
+#if 0
+   if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 ||
+       wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 )
+   {
+      /*
+       * This condition should never be reached if the grid size is big 
+       * enough
+       */
+      wg->move = -1.0f;
+      return;
+   }
+#endif
+
+   u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
+   
+   v3f pa, pb, pc, pd, pl0, pl1;
+   pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
+   pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
+   pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+   pb[0] = pa[0];
+   pb[1] = pa[1];
+   pb[2] = pa[2] + k_gridscale;
+   pc[0] = pa[0] + k_gridscale;
+   pc[1] = pa[1];
+   pc[2] = pa[2] + k_gridscale;
+   pd[0] = pa[0] + k_gridscale;
+   pd[1] = pa[1];
+   pd[2] = pa[2];
+#if 0
+   vg_line( pa, pb, 0xff00ffff );
+   vg_line( pb, pc, 0xff00ffff );
+   vg_line( pc, pd, 0xff00ffff );
+   vg_line( pd, pa, 0xff00ffff );
+#endif
+   pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
+   pl0[1] = pa[1];
+   pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
+
+   /* 
+    * If there are edges present, we need to create a 'substep' event, where
+    * we find the intersection point, find the fully resolved position,
+    * then the new pos dir is the intersection->resolution
+    *
+    * the resolution is applied in non-discretized space in order to create a 
+    * suitable vector for finding outflow, we want it to leave the cell so it 
+    * can be used by the quad
+    */
+
+   v2f pos, dir;
+   v2_copy( wg->pos, pos );
+   v2_muls( wg->dir, wg->move, dir );
+
+   struct grid_sample *corners[4];
+   v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
+   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+   
+   float t[7];
+   player_walkgrid_min_cell( t, pos, dir );
+
+   for( int i=0; i<conf->edge_count; i++ )
+   {
+      const struct confedge *edge = &conf->edges[i];
+
+      v2f e0, e1, n, r, target, res, tangent;
+      e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
+      e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
+      e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
+      e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
+      
+      v3f pe0 = { pa[0] + e0[0]*k_gridscale,
+                  pa[1],
+                  pa[2] + e0[1]*k_gridscale };
+      v3f pe1 = { pa[0] + e1[0]*k_gridscale,
+                  pa[1],
+                  pa[2] + e1[1]*k_gridscale };
+
+      v2_sub( e1, e0, tangent );
+      n[0] = -tangent[1];
+      n[1] =  tangent[0];
+      v2_normalize( n );
+
+      /*
+       * If we find ourselfs already penetrating the edge, move back out a
+       * little
+       */
+      v2_sub( e0, pos, r );
+      float p1 = v2_dot(r,n);
+
+      if( -p1 < 0.0001f )
+      {
+         v2_muladds( pos, n, p1+0.0001f, pos );
+         v2_copy( pos, wg->pos );
+         v3f p_new = { pa[0] + pos[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + pos[1]*k_gridscale };
+         v3_copy( p_new, pl0 );
+      }
+      
+      v2_add( pos, dir, target );
+
+      v2f v1, v2, v3;
+      v2_sub( e0, pos, v1 );
+      v2_sub( target, pos, v2 );
+
+      v2_copy( n, v3 );
+
+      v2_sub( e0, target, r );
+      float p = v2_dot(r,n),
+            t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
+
+      if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
+      {
+         v2_muladds( target, n, p+0.0001f, res );
+
+         v2f intersect;
+         v2_muladds( pos, dir, t1, intersect );
+         v2_copy( intersect, pos );
+         v2_sub( res, intersect, dir );
+
+         v3f p_res = { pa[0] + res[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + res[1]*k_gridscale };
+         v3f p_int = { pa[0] + intersect[0]*k_gridscale,
+                       pa[1],
+                       pa[2] + intersect[1]*k_gridscale };
+
+         vg_line( pl0, p_int, icolours[iter%3] );
+         v3_copy( p_int, pl0 );
+         v2_copy( pos, wg->pos );
+
+         player_walkgrid_min_cell( t, pos, dir );
+      }
+   }
+
+   /* 
+    * Compute intersection with grid cell moving outwards
+    */
+   t[6] = vg_minf( t[6], 1.0f );
+   
+   pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
+   pl1[1] = pl0[1];
+   pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
+   vg_line( pl0, pl1, icolours[iter%3] );
+   
+   if( t[6] < 1.0f )
+   {
+      /*
+       * To figure out what t value created the clip so we know which edge 
+       * to wrap around
+       */
+
+      if( t[4] < t[5] )
+      {
+         wg->pos[1] = pos[1] + dir[1]*t[6];
+
+         if( t[0] > t[1] ) /* left edge */
+         {
+            wg->pos[0] = 0.9999f;
+            wg->cell_id[0] --;
+
+            if( wg->cell_id[0] == 0 )
+               wg->move = -1.0f;
+         }
+         else /* Right edge */
+         {
+            wg->pos[0] = 0.0001f;
+            wg->cell_id[0] ++;
+
+            if( wg->cell_id[0] == WALKGRID_SIZE-2 )
+               wg->move = -1.0f;
+         }
+      }
+      else
+      {
+         wg->pos[0] = pos[0] + dir[0]*t[6];
+
+         if( t[2] > t[3] ) /* bottom edge */
+         {
+            wg->pos[1] = 0.9999f;
+            wg->cell_id[1] --;
+
+            if( wg->cell_id[1] == 0 )
+               wg->move = -1.0f;
+         }
+         else /* top edge */
+         {
+            wg->pos[1] = 0.0001f;
+            wg->cell_id[1] ++;
+
+            if( wg->cell_id[1] == WALKGRID_SIZE-2 )
+               wg->move = -1.0f;
+         }
+      }
+
+      wg->move -= t[6];
+   }
+   else
+   {
+      v2_muladds( wg->pos, dir, wg->move, wg->pos );
+      wg->move = 0.0f;
+   }
+}
+
+static void player_walkgrid_stand_cell(struct walkgrid *wg)
+{
+   /*
+    * NOTE: as opposed to the other function which is done in discretized space
+    *       this use a combination of both.
+    */
+
+   v3f world;
+   world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
+   world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
+
+   struct grid_sample *corners[4];
+   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
+
+   if( conf != k_walkgrid_configs )
+   {
+      if( conf->edge_count == 0 )
+      {
+         v3f v0;
+
+         /* Split the basic quad along the shortest diagonal */
+         if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < 
+             fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
+         {
+            vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
+            
+            if( wg->pos[0] > wg->pos[1] )
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[3]->pos,
+                                          corners[2]->pos, world );
+            else
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[2]->pos,
+                                          corners[1]->pos, world );
+         }
+         else
+         {
+            vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
+
+            if( wg->pos[0] < 1.0f-wg->pos[1] )
+               player_walkgrid_stand_tri( corners[0]->pos,
+                                          corners[3]->pos,
+                                          corners[1]->pos, world );
+            else
+               player_walkgrid_stand_tri( corners[3]->pos,
+                                          corners[2]->pos,
+                                          corners[1]->pos, world );
+         }
+      }
+      else
+      {
+         for( int i=0; i<conf->edge_count; i++ )
+         {
+            const struct confedge *edge = &conf->edges[i];
+
+            v3f p0, p1;
+            v3_muladds( corners[edge->i0]->pos, 
+                        corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
+            v3_muladds( corners[edge->i1]->pos, 
+                        corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
+
+            /* 
+             * Find penetration distance between player position and the edge
+             */
+
+            v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
+                   rel = { world[0]-p0[0], world[2]-p0[2] };
+
+            if( edge->o0 == -1 )
+            {
+               /* No subregions (default case), just use triangle created by
+                * i0, e0, e1 */
+               player_walkgrid_stand_tri( corners[edge->i0]->pos,
+                                          p0,
+                                          p1, world );
+            }
+            else
+            {
+               /* 
+                * Test if we are in the first region, which is
+                * edge.i0, edge.e0, edge.o0,
+                */
+               v3f v0, ref;
+               v3_sub( p0, corners[edge->o0]->pos, ref );
+               v3_sub( world, corners[edge->o0]->pos, v0 );
+
+               vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
+               vg_line( corners[edge->o0]->pos, world, 0xff000000 );
+               
+               if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
+               {
+                  player_walkgrid_stand_tri( corners[edge->i0]->pos,
+                                             p0,
+                                             corners[edge->o0]->pos, world );
+               }
+               else
+               {
+                  if( edge->o1 == -1 )
+                  {
+                     /*
+                      * No other edges mean we just need to use the opposite
+                      *
+                      * e0, e1, o0 (in our case, also i1)
+                      */
+                     player_walkgrid_stand_tri( p0,
+                                                p1,
+                                                corners[edge->o0]->pos, world );
+                  }
+                  else
+                  {
+                     /*
+                      * Note: this v0 calculation can be ommited with the 
+                      *       current tileset.
+                      *
+                      *       the last two triangles we have are:
+                      *         e0, e1, o1
+                      *       and
+                      *         e1, i1, o1
+                      */
+                     v3_sub( p1, corners[edge->o1]->pos, ref );
+                     v3_sub( world, corners[edge->o1]->pos, v0 );
+                     vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
+
+                     if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
+                     {
+                        player_walkgrid_stand_tri( p0,
+                                                   p1,
+                                                   corners[edge->o1]->pos,
+                                                   world );
+                     }
+                     else
+                     {
+                        player_walkgrid_stand_tri( p1,
+                                                   corners[edge->i1]->pos,
+                                                   corners[edge->o1]->pos,
+                                                   world );
+                     }
+                  }
+               }
+            }
+         }
+      }
+   }
+
+   v3_copy( world, player.co );
 }
 
 static void player_walkgrid_getsurface(void)
 {
-   float const k_gridscale = 0.5f;
    float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
    float const k_miny = 0.6f;
    float const k_height = 1.78f;
-   int const k_gridamt = 8;
-   float const k_region_size = (float)k_gridamt/2.0f * k_gridscale;
+   float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
 
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
+   struct walkgrid wg;
 
-   u32 geo[128];
+   v3f cell;
+   v3_copy( player.co, cell );
+   player_walkgrid_floor( cell );
 
-   boxf region;
-   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] );
-   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] );
+   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
+   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
 
-   int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 );
+   int tri_count = bvh_select_triangles( &world.geo, wg.region, wg.geo, 256 );
 
    v3f tri[3];
    for( int i=0; i<tri_count; i++ )
    {
       for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ world.geo.indices[geo[i]+j] ].co, tri[j] );
+         v3_copy( world.geo.verts[ world.geo.indices[wg.geo[i]+j]].co, tri[j] );
 
-#if 0
       vg_line( tri[0], tri[1], 0xffa2ff30 );
       vg_line( tri[1], tri[2], 0xffa2ff30 );
       vg_line( tri[2], tri[0], 0xffa2ff30 );
-#endif 
    }
 
-   struct grid_sample
-   {
-      int valid;
-      v3f clip[2];
-      v3f pos;
-   }
-   samples[ k_gridamt ][ k_gridamt ];
-   
-   /* Get surface samples */
-   for( int y=0; y<k_gridamt; y++ )
+   /* Get surface samples
+    *
+    * TODO: Replace this with a spiral starting from the player position
+    */
+   for( int y=0; y<WALKGRID_SIZE; y++ )
    {
-      for( int x=0; x<k_gridamt; x++ )
+      for( int x=0; x<WALKGRID_SIZE; x++ )
       {
-         struct grid_sample *s = &samples[y][x];
-         v3_muladds( region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
+         struct grid_sample *s = &wg.samples[y][x];
+         v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
          s->pos[1] = player.co[1] + k_height;
 
-         s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0;
+         s->valid = player_walkgrid_samplepole( wg.geo,tri_count,s->pos )? 1: 0;
       }
    }
    
@@ -738,28 +1229,28 @@ static void player_walkgrid_getsurface(void)
     */
    for( int i=0; i<2; i++ )
    {
-      for( int x=0; x<k_gridamt; x++ )
+      for( int x=0; x<WALKGRID_SIZE; x++ )
       {
-         for( int z=0; z<k_gridamt-1; z++ )
+         for( int z=0; z<WALKGRID_SIZE-1; z++ )
          {
             v3f clipdir = { 0.0f, 0.0f, 0.0f };
             
             struct grid_sample *sa, *sb;
             if( i == 1 )
             {
-               sa = &samples[z][x];
-               sb = &samples[z+1][x];
+               sa = &wg.samples[z][x];
+               sb = &wg.samples[z+1][x];
             }
             else
             {
-               sa = &samples[x][z];
-               sb = &samples[x][z+1];
+               sa = &wg.samples[x][z];
+               sb = &wg.samples[x][z+1];
             }
 
             if( sa->valid != sb->valid )
             {
-               clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale;
-               player_walkgrid_clip( geo, tri_count, 
+               clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale;
+               player_walkgrid_clip( wg.geo, tri_count, 
                      sa->valid? sa->pos: sb->pos,
                      clipdir, sa->clip[i] );
             }
@@ -775,71 +1266,23 @@ static void player_walkgrid_getsurface(void)
    }
 
    /* Draw connections */
-   for( int x=0; x<k_gridamt-1; x++ )
+   struct grid_sample *corners[4];
+   for( int x=0; x<WALKGRID_SIZE-1; x++ )
    {
-      for( int z=0; z<k_gridamt-1; z++ )
+      for( int z=0; z<WALKGRID_SIZE-1; z++ )
       {
-         static const struct conf
-         {
-            struct confedge
-            {  
-               /* i: sample index
-                * d: data index
-                * a: axis index
-                */
-               int i0, i1, 
-                   d0, d1,
-                   a0, a1;
-            }
-            edges[2];
-            int edge_count;
-         }
-         k_configs[16] = {
-            {{},0},
-            {{{ 3, 3, 3, 0, 1,0 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 }}, 1},
-            {{{ 2, 3, 1, 0, 0,0 }}, 1},
-
-            {{{ 1, 1, 0, 1, 1,0 }}, 1},
-            {{{ 3, 3, 3, 0, 1,0 },
-              { 1, 1, 0, 1, 1,0 }}, 2},
-            {{{ 1, 2, 0, 3, 1,1 }}, 1},
-            {{{ 1, 3, 0, 0, 1,0 }}, 1},
-
-            {{{ 0, 0, 0, 0, 0,1 }}, 1},
-            {{{ 3, 0, 3, 0, 1,1 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 },
-              { 0, 0, 0, 0, 0,1 }}, 2},
-            {{{ 2, 0, 1, 0, 0,1 }}, 1},
-
-            {{{ 0, 1, 0, 1, 0,0 }}, 1},
-            {{{ 3, 1, 3, 1, 1,0 }}, 1},
-            {{{ 0, 2, 0, 3, 0,1 }}, 1},
-            {{},0},
-         };
-         
-         struct grid_sample *corners[4] =
-         {
-            &samples[z][x],
-            &samples[z+1][x],
-            &samples[z+1][x+1],
-            &samples[z][x+1]
-         };
-
-         u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | 
-                      (corners[2]->valid<<1) | corners[3]->valid;
-
-         const struct conf *conf = &k_configs[ config ];
+         const struct conf *conf = 
+            player_walkgrid_conf( &wg, (v2i){x,z}, corners );
 
          for( int i=0; i<conf->edge_count; i++ )
          {
             const struct confedge *edge = &conf->edges[i];
 
             v3f p0, p1;
-            v3_add( corners[edge->i0]->pos, 
-                    corners[edge->d0]->clip[edge->a0], p0 );
-            v3_add( corners[edge->i1]->pos, 
-                    corners[edge->d1]->clip[edge->a1], p1 );
+            v3_muladds( corners[edge->i0]->pos, 
+                    corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
+            v3_muladds( corners[edge->i1]->pos, 
+                    corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
             vg_line( p0, p1, 0xff0000ff );
 
             vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
@@ -847,158 +1290,61 @@ static void player_walkgrid_getsurface(void)
          }
       }
    }
-}
-
-static void player_walkgrid(void)
-{
-   player_walkgrid_getsurface();
-
-   float const k_gridscale = 0.5f;
-   float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   int const k_gridamt = 8;
 
-#if 0
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
+   /*
+    * Commit player movement into the grid 
+    */
    
-   struct grid_sample
+   v3f delta = {0.0f,0.0f,0.0f};
+   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
+       side = { -fwd[2], 0.0f, fwd[0] };
+
+   /* Temp */
+   if( !vg_console_enabled() )
    {
-      ray_hit hit;
-      int valid;
+      if( glfwGetKey( vg_window, GLFW_KEY_W ) )
+         v3_muladds( delta, fwd,  ktimestep*k_walkspeed, delta );
+      if( glfwGetKey( vg_window, GLFW_KEY_S ) )
+         v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
+
+      if( glfwGetKey( vg_window, GLFW_KEY_A ) )
+         v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
+      if( glfwGetKey( vg_window, GLFW_KEY_D ) )
+         v3_muladds( delta, side,  ktimestep*k_walkspeed, delta );
    }
-   samples[ k_gridamt ][ k_gridamt ];
-
-   v3f grid_origin;
-   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
-         (float)(k_gridamt/2) * k_gridscale, grid_origin );
 
+   if( v3_length2(delta) <= 0.00001f )
+      return;
+   
    /* 
-    * Get sample 'poles'
+    * Create our move in grid space
     */
-   for( int y=0; y<k_gridamt; y++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         v3f sample_coord;
-         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
-         sample_coord[1] += k_height;
+   wg.dir[0] = delta[0] * (1.0f/k_gridscale);
+   wg.dir[1] = delta[2] * (1.0f/k_gridscale);
+   wg.move = 1.0f;
 
-         struct grid_sample *sample = &samples[y][x];
-         sample->valid = 0;
-         sample->hit.dist = k_stepheight+k_height;
-
-         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
-         {
-            if( sample->hit.normal[1] >= k_miny &&
-                ray_hit_is_ramp( &sample->hit ))
-            {
-               sample->valid = 1;
-               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
-            }
-            else
-               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
-         }
-      }
-   }
-
-   /*
-    * Clip grid intersections with triangle edges
-    */
-   for( int dir=0; dir<2; dir++ )
+   v2f region_pos = 
    {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         for( int y=0; y<k_gridamt-1; y++ )
-         {
-            struct grid_sample *sa, *sb;
-
-            if( dir == 0 )
-            {
-               sa = &samples[y][x];
-               sb = &samples[y+1][x];
-            }
-            else
-            {
-               sa = &samples[x][y];
-               sb = &samples[x][y+1];
-            }
-
-            if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
-            {
-               int line = dir==0? 0:2,
-                   axis = dir==0? 2:0;
-
-               v3f tri[3];
-               ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
-
-               v3f other = {0,0,0};
-               other[axis] = sa->valid? k_gridscale: -k_gridscale;
-               v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other );
-               vg_line( sa->valid? sa->hit.pos: sb->hit.pos, 
-                     other, 0xffffffff );
-
-               v3f sample;
-               if( dir == 0 )
-               v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample);
-               else
-               v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample);
-               
-               /* Clip triangles until we find an edge inside the cell */
-               float offset = sample[line],
-                      basis = sample[axis];
-
-               for( int i=0; i<3; i++ )
-               {
-                  int ia = i,
-                      ib = (i+1)%3;
-                  float pa = tri[ia][line],
-                        pb = tri[ib][line];
-
-                  vg_line( tri[ia],tri[ib],0xffaaaaaa );
-
-                  if( (pa-offset)*(pb-offset) > 0.0f )
-                     continue;
-
-                  float d = pb-pa,
-                       qa = (offset-pa)/d,
-                        h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis],
-                        q = (h-basis)/k_gridscale;
+      (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
+      (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
+   };
+   v2f region_cell_pos;
+   v2_floor( region_pos, region_cell_pos );
+   v2_sub( region_pos, region_cell_pos, wg.pos );
+
+   wg.cell_id[0] = region_cell_pos[0];
+   wg.cell_id[1] = region_cell_pos[1];
+   
+   int i=0;
+   for(; i<8 && wg.move > 0.001f; i++ )
+      player_walkgrid_iter( &wg, i );
 
-                  if( q >= 0.0f && q <= 1.0f )
-                  {
-                     float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-                     v3f intersection;
-                     if( dir == 0 )
-                        v3_copy( (v3f){ offset, height, h }, intersection );
-                     else
-                        v3_copy( (v3f){ h, height, offset }, intersection );
-                     draw_cross( intersection, 0xffff0000, 0.06f );
-                     break;
-                  }
-               }
-            }
-         }
-      }
-   }
-#endif
-   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
-       side = { -fwd[2], 0.0f, fwd[0] };
+   player_walkgrid_stand_cell( &wg );
+}
 
-   /* Temp */
-   if( glfwGetKey( vg_window, GLFW_KEY_W ) )
-      v3_muladds( player.co, fwd,  ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_S ) )
-      v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
-
-   if( glfwGetKey( vg_window, GLFW_KEY_A ) )
-      v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_D ) )
-      v3_muladds( player.co, side,  ktimestep*k_walkspeed, player.co );
+static void player_walkgrid(void)
+{
+   player_walkgrid_getsurface();
    
    m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
    player_mouseview();
diff --git a/scene.h b/scene.h
index 42ca838cc7e28ca3a5e1468f3c9997374ba06e95..92fe6a16e4ecc027081d59b355a11842747ab2bc 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -946,48 +946,22 @@ int ray_aabb( boxf box, v3f co, v3f dir, float dist )
 
 static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit )
 {
-   float const kEpsilon = 0.00001f;
-
-   v3f v0, v1, h, s, q, n;
-   float a,f,u,v,t;
-
-   float *pa = sc->verts[tri[0]].co,
-         *pb = sc->verts[tri[1]].co,
-         *pc = sc->verts[tri[2]].co;
-
-   v3_sub( pb, pa, v0 );
-   v3_sub( pc, pa, v1 );
-   v3_cross( dir, v1, h );
-   v3_cross( v0, v1, n );
-
-   if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
-      return 0;
-   
-   /* Parralel */
-   a = v3_dot( v0, h );
-   if( a > -kEpsilon && a < kEpsilon )
-      return 0;
-
-   f = 1.0f/a;
-   v3_sub( co, pa, s );
-
-   u = f * v3_dot(s, h);
-   if( u < 0.0f || u > 1.0f )
-      return 0;
+   v3f positions[3];
+   for( int i=0; i<3; i++ )
+      v3_copy( sc->verts[tri[i]].co, positions[i] );
    
-   v3_cross( s, v0, q );
-   v = f * v3_dot( dir, q );
-   if( v < 0.0f || u+v > 1.0f )
-      return 0;
-
-   t = f * v3_dot(v1, q);
-   if( t > kEpsilon && t < hit->dist )
+   float t;
+   if(ray_tri( positions, co, dir, &t ))
    {
-      hit->dist = t;
-      hit->tri = tri;
-      return 1;
+      if( t < hit->dist )
+      {
+         hit->dist = t;
+         hit->tri = tri;
+         return 1;
+      }
    }
-   else return 0;
+
+   return 0;
 }
 
 static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit )
@@ -1054,7 +1028,7 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len )
    /* TODO: use this stack system on the raycast function */
    int count = 0;
    u32 stack[100];
-   u32 depth = 1;
+   u32 depth = 2;
 
    stack[0] = 0;
    stack[1] = s->bvh.nodes[0].il;
@@ -1068,7 +1042,10 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len )
          if( inode->count )
          {
             if( count + inode->count >= len )
+            {
+               vg_error( "Maximum buffer reached!\n" );
                return count;
+            }
 
             for( u32 i=0; i<inode->count; i++ )
                triangles[ count ++ ] = (inode->start+i)*3;
@@ -1079,7 +1056,7 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len )
          {
             if( depth+1 >= vg_list_size(stack) )
             {
-               vg_error( "Maximum stack reached!" );
+               vg_error( "Maximum stack reached!\n" );
                return count;
             }
 
diff --git a/water.h b/water.h
index 297240b1a3494467aa8a66effc4f1b7cd662e997..81d709e47956e56e992110f2eb8c945c51ee601a 100644 (file)
--- a/water.h
+++ b/water.h
@@ -35,10 +35,6 @@ static void water_init(void)
 }
 
 static int ray_world( v3f pos, v3f dir, ray_hit *hit );
-
-#ifndef VG_RELEASE
-__attribute__((minsize))
-#endif
 static void water_compute_depth( boxf bounds )
 {
 #ifdef VG_RELEASE
diff --git a/world.h b/world.h
index 9d419a6ee5a5f485c039716f5ef536d20639ba77..2ca8725bfa602eb06c229e7d6d9a693eeb651214 100644 (file)
--- a/world.h
+++ b/world.h
@@ -44,7 +44,6 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
       v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
 }
 
-__attribute__((always_inline))
 static int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
    return bvh_raycast( &world.geo, pos, dir, hit );