)
#define FOREACH_PART(FN) \
+ FN( foot_l ) \
+ FN( foot_r ) \
+ FN( sock_l ) \
+ FN( sock_r ) \
FN( body0 ) \
FN( body1 ) \
FN( neck ) \
FN( hand_r ) \
FN( leg_l0 ) \
FN( leg_l1 ) \
- FN( foot_l ) \
FN( leg_r0 ) \
FN( leg_r1 ) \
- FN( foot_r ) \
FN( wf ) \
FN( wb ) \
FN( board ) \
v3f ground_normal; /* Feet will be aligned to this */
m4x3f mroot;
+
+ int shoes[2];
};
static void character_offset( struct character *ch, enum character_part parent,
mesh_bind( &ch->mesh );
- for( int i=0; i<PART_COUNT; i++ )
+ for( int i=4; i<PART_COUNT; i++ )
{
glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
submodel_draw( &ch->parts[i] );
}
+
+ for( int i=0; i<2; i++ )
+ {
+ if( ch->shoes[i] )
+ {
+ glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+ submodel_draw( &ch->parts[i] );
+ }
+ else
+ {
+ glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i+2] );
+ submodel_draw( &ch->parts[i] );
+ glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)ch->matrices[i] );
+ submodel_draw( &ch->parts[i+2] );
+ }
+ }
}
static void character_shader_register(void)
min, maj;
};
-static const float k_human_major = 0.9f,
- k_human_minor = 0.9f,
- k_human_major_max = 1.4f,
- k_human_minor_max = 0.4f;
+static const float k_human_major = 0.5f,
+ k_human_minor = 0.5f,
+ k_human_major_max = 0.4f,
+ k_human_minor_max = 0.1f;
#define HUMAN_VERTICAL_DEFAULT \
.min = { \
.spring = k_human_minor, .ang = k_human_minor_max \
}, \
.maj = { \
- .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
+ .va = {0.0f,0.0f,-1.0f}, .vb = {0.0f,0.0f,-1.0f}, \
.spring = k_human_major, .ang = k_human_major_max \
}
static struct rd_joint rd_joints[] =
{
+ { .ia = k_chpart_leg_l1, .ib = k_chpart_foot_l, HUMAN_VERTICAL_DEFAULT },
+ { .ia = k_chpart_leg_r1, .ib = k_chpart_foot_r, HUMAN_VERTICAL_DEFAULT },
+
{ .ia = k_chpart_body0, .ib = k_chpart_body1, HUMAN_VERTICAL_DEFAULT },
{ .ia = k_chpart_body1, .ib = k_chpart_neck, HUMAN_VERTICAL_DEFAULT },
{ .ia = k_chpart_neck, .ib = k_chpart_head, HUMAN_VERTICAL_DEFAULT },
{ .ia = k_chpart_body1, .ib = k_chpart_arm_r0, HUMAN_ARM_RIGHT },
{ .ia = k_chpart_arm_r0, .ib = k_chpart_arm_r1, HUMAN_ARM_RIGHT },
- { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT },
+ { .ia = k_chpart_arm_r1, .ib = k_chpart_hand_r, HUMAN_ARM_RIGHT }
};
+/* Ragdoll should be in rest pose when calling this function */
static void character_init_ragdoll_joints( struct character *ch )
{
for( int i=0; i<vg_list_size(rd_joints); i++ )
v3_sub( hinge, ch->ragdoll[joint->ia].co, joint->lca );
v3_sub( hinge, ch->ragdoll[joint->ib].co, joint->lcb );
}
+
+ for( int i=0; i<PART_COUNT; i++ )
+ {
+ float *pivot = ch->parts[i].pivot;
+ v3_sub( ch->ragdoll[i].co, pivot, ch->ragdoll[i].delta );
+ }
}
static void character_init_ragdoll( struct character *ch )
rbs[k_chpart_foot_r].co[1] -= foot_dims[1] * 0.5f;
rbs[k_chpart_foot_r].co[0] -= foot_dims[0] * 0.5f;
- character_init_ragdoll_joints( ch );
+ character_rd_box( ch, k_chpart_sock_l, foot_dims );
+ character_rd_box( ch, k_chpart_sock_r, foot_dims );
+ v3_copy( rbs[k_chpart_foot_l].co, rbs[k_chpart_sock_l].co );
+ v3_copy( rbs[k_chpart_foot_r].co, rbs[k_chpart_sock_r].co );
+
+ box_copy( (boxf){{-0.2f,-0.2f,-0.7f},{0.2f,0.2f,0.7f}},
+ rbs[k_chpart_board].bbx );
for( int i=0; i<PART_COUNT; i++ )
rb_init( &ch->ragdoll[i] );
+
+ character_init_ragdoll_joints( ch );
}
static void character_ragdoll_go( struct character *ch, v3f pos )
static void character_ragdoll_copypose( struct character *ch, v3f v )
{
- character_init_ragdoll(ch);
-
for( int i=0; i<PART_COUNT; i++ )
{
- v3f offset;
rigidbody *rb = &ch->ragdoll[i];
- v3_sub( rb->co, ch->parts[i].pivot, offset );
-
- m4x3_mulv( ch->matrices[i], offset, rb->co );
+ m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
m3x3_q( ch->matrices[i], rb->q );
v3_copy( v, rb->v );
v3_zero( rb->I );
rb_update_transform( rb );
}
+
+ float vel = v3_length(v);
+
+ ch->shoes[0] = 1;
+ ch->shoes[1] = 1;
+}
+
+static void character_mimic_ragdoll( struct character *ch )
+{
+ for( int i=0; i<PART_COUNT; i++ )
+ {
+ rigidbody *rb = &ch->ragdoll[i];
+ v3f *mat = ch->matrices[i];
+
+ m3x3_copy( rb->to_world, mat );
+ v3f inv_delta;
+ v3_negate( rb->delta, inv_delta );
+ m4x3_mulv( rb->to_world, inv_delta, mat[3] );
+ }
+
+ /* Attach wheels to board */
+ m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wb] );
+ m3x3_copy( ch->matrices[k_chpart_board], ch->matrices[k_chpart_wf] );
+ m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wb],
+ ch->matrices[k_chpart_wb][3] );
+ m4x3_mulv( ch->matrices[k_chpart_board], ch->offsets[k_chpart_wf],
+ ch->matrices[k_chpart_wf][3] );
}
static void character_debug_ragdoll( struct character *ch )
rb_build_manifold( &ch->ragdoll[i], sc );
}
+ v3f rv;
+
+ float shoe_vel[2];
+ for( int i=0; i<2; i++ )
+ if( ch->shoes[i] )
+ shoe_vel[i] = v3_length( ch->ragdoll[i].v );
+
for( int i=0; i<20; i++ )
{
float const k_springfactor = 1.0f/20.0f;
}
}
+ for( int j=0; j<vg_list_size(rd_joints); j++ )
+ {
+ struct rd_joint *joint = &rd_joints[j];
+ rigidbody *rba = &ch->ragdoll[joint->ia],
+ *rbb = &ch->ragdoll[joint->ib];
+ rb_angle_limit_force( rba, joint->min.va, rbb, joint->min.vb,
+ joint->min.ang );
+ rb_angle_limit_force( rba, joint->maj.va, rbb, joint->maj.vb,
+ joint->maj.ang );
+ }
+
for( int i=0; i<PART_COUNT; i++ )
rb_iter( &ch->ragdoll[i] );
+
+ for( int i=0; i<2; i++ )
+ {
+ if( ch->shoes[i] )
+ {
+ float a = v3_length( ch->ragdoll[i].v ) - shoe_vel[i];
+
+ if( a > 2.0f )
+ {
+ ch->shoes[i] = 0;
+
+ rigidbody *src = &ch->ragdoll[k_chpart_foot_l];
+ rigidbody *dst = &ch->ragdoll[k_chpart_sock_l];
+
+ v3_copy( src->co, dst->co );
+ v3_copy( src->v, dst->v );
+ v3_copy( src->q, dst->q );
+ v3_copy( src->I, dst->I );
+ }
+ }
+ }
for( int i=0; i<PART_COUNT; i++ )
rb_update_transform( &ch->ragdoll[i] );
--- /dev/null
+#ifndef GATE_H
+#define GATE_H
+
+#endif
reverse;
float iY; /* Yaw inertia */
- int in_air;
+ int in_air, is_dead;
/* Input */
v2f joy_l;
v3f view;
+ v3f follow;
v2f look_dir; /* TEMP */
v2f board_xy;
float grab;
v3f land_target;
v3f land_target_log[22];
+ u32 land_target_colours[22];
int land_log_count;
m3x3f vr;
static struct gworld
{
scene geo;
- submodel terrain,
- terrain_rocks,
- terrain_road;
+ submodel sm_road, sm_terrain;
+
+ v3f tutorial;
}
world;
static int reset_player( int argc, char const *argv[] )
{
v3_zero( player.co );
+
+ if( argc == 1 )
+ {
+ if( !strcmp( argv[0], "tutorial" ))
+ v3_copy( world.tutorial, player.co );
+ }
+
v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
q_identity( player.rot );
player.vswitch = 1.0f;
player.slip_last = 0.0f;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
+
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
player_transform_update();
return 0;
scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ scene_copy_slice( &world.geo, &world.sm_road );
scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
(v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
+ v3_copy( submodel_get( mworld, "tutorial" )->pivot, world.tutorial );
free( mworld );
scene_upload( &world.geo );
bvh_create( &world.geo );
-
reset_player( 0, NULL );
player_transform_update();
v3_muladds( vel, gravity, timestep, vel );
}
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+ return hit->tri[0] < world.sm_road.vertex_count;
+}
+
static void player_start_air(void)
{
player.in_air = 1;
if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
float land_delta = v3_dot( pv, contact.normal );
+ u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+ /* Bias prediction towords ramps */
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ land_delta *= 0.1f;
+ scolour |= 0x0000a000;
+ }
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
}
v3_copy( contact.pos,
- player.land_target_log[player.land_log_count ++] );
+ player.land_target_log[player.land_log_count] );
+ player.land_target_colours[player.land_log_count] =
+ 0xff000000 | scolour;
+
+ player.land_log_count ++;
+
break;
}
}
static int sample_if_resistant( v3f pos )
{
- v3f ground, norm;
+ v3f ground;
v3_copy( pos, ground );
-
- if( bvh_scene_sample( &world.geo, ground, norm ) )
+
+ ray_hit hit;
+ if( bvh_scene_sample( &world.geo, ground, &hit ) )
{
v3f angle;
v3_copy( player.v, angle );
v3_normalize( angle );
- float resistance = v3_dot( norm, angle );
+ float resistance = v3_dot( hit.normal, angle );
if( resistance < 0.25f )
{
player.reverse = -vg_signf(vel[2]);
float substep = ktimestep * 0.2f;
+ float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
for( int i=0; i<5; i++ )
{
- vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * -0.02f*substep );
+ vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
}
+ static double start_push = 0.0;
+ if( vg_get_button_down( "push" ) )
+ start_push = vg_time;
+
+ if( !vg_get_button("break") && vg_get_button( "push" ) )
+ {
+ float const k_maxpush = 16.0f,
+ k_pushaccel = 5.0f;
+
+ float cycle_time = vg_time-start_push,
+ amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_maxpush );
+ new_vel -= vg_minf(current, k_maxpush);
+ vel[2] -= new_vel * player.reverse;
+ }
+
m3x3_mulv( player.to_world, vel, player.v );
if( vg_get_button( "yawl" ) )
m3x3_mulv( player.vr, player.v, player.v );
for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i], 0xff00ffff );
+ draw_cross( player.land_target_log[i],
+ player.land_target_colours[i] );
draw_cross( player.land_target, 0xff0000ff );
- v3f ground_pos, ground_norm;
+ v3f ground_pos;
v3_copy( player.co, ground_pos );
-
- if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
+
+ ray_hit hit;
+ if( bvh_scene_sample( &world.geo, ground_pos, &hit ) )
{
if( ground_pos[1] > player.co[1] )
{
player.in_air = 0;
+
+ if( !ray_hit_is_ramp( &hit ) )
+ {
+ player.is_dead = 1;
+ m4x3_mulv( player.to_world, player.view, player.follow );
+ character_ragdoll_copypose( &player.mdl, player.v );
+ }
+
return;
}
}
v3f pco, pco1, pv;
v3_copy( player.co, pco );
v3_copy( player.v, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
for( int i=0; i<50; i++ )
{
v3_sub( pco, pco1, vdir );
contact.dist = v3_length( vdir );
v3_divs( vdir, contact.dist, vdir);
-
+
+ float orig_dist = contact.dist;
if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
{
v3f localup;
float angle = v3_dot( localup, contact.normal );
v3f axis;
v3_cross( localup, contact.normal, axis );
-
+
+ time_to_impact += (contact.dist/orig_dist)*pstep;
+ limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+ limiter = 1.0f-limiter;
+ limiter *= limiter;
+ limiter = 1.0f-limiter;
+
if( angle < 0.99f )
{
v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f );
+ q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
q_mul( correction, player.rot, player.rot );
}
draw_cross( contact.pos, 0xffff0000 );
-
break;
}
+ time_to_impact += pstep;
}
+
player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+ {
+
+ float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+ static float siX = 0.0f;
+ siX = vg_lerpf( siX, iX, 0.3f );
+
+ v4f rotate;
+ v3f vside;
+
+ m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+
+ q_axis_angle( rotate, vside, siX );
+ q_mul( rotate, player.rot, player.rot );
+ }
v2f target = {0.0f,0.0f};
v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
static void player_animate(void);
static void player_update(void)
{
+
+ if( vg_get_axis("grabl")>0.0f)
+ reset_player(0,NULL);
+ if( player.is_dead )
+ return;
+
static int clock = 0;
/* temp */
clock = 0;
else
return;
-
- if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
- if( vg_get_button( "push" ) )
- {
- v3f dir = { 0.0f, 0.0f, -1.0f };
-
- m3x3_mulv( player.to_world, dir, dir );
- v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
- }
-
float horizontal = vg_get_axis("horizontal"),
vertical = vg_get_axis("vertical");
character_ragdoll_go( &player.mdl, player.view );
if( glfwGetKey( vg_window, GLFW_KEY_G ) )
+ {
+ player.is_dead = 1;
+ m4x3_mulv( player.to_world, player.view, player.follow );
character_ragdoll_copypose( &player.mdl, player.v );
+ }
static int clock = 0;
if( clock >= clock_divider )
{
character_debug_ragdoll( &player.mdl );
- character_ragdoll_iter( &player.mdl, &world.geo );
+ if( player.is_dead )
+ character_ragdoll_iter( &player.mdl, &world.geo );
rb_build_manifold( &mr_box, &world.geo );
rb_build_manifold( &mrs_box, &world.geo );
vg_tex2d_bind( &tex_pallet, 0 );
m4x3_copy( player.to_world, player.mdl.mroot );
- character_eval( &player.mdl );
- character_draw( &player.mdl, 1.0f );
+
+ if( player.is_dead )
+ character_mimic_ragdoll( &player.mdl );
+ else
+ character_eval( &player.mdl );
+
+ character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
}
static void vg_framebuffer_resize( int w, int h )
v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
if( !freecam )
+ {
m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+
+ static float air_blend = 0.0f;
+
+ air_blend = vg_lerpf( air_blend, player.in_air, 0.04f );
+ v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv );
+ }
else
v3_add( player.co, player.view, pos_inv );
v3_negate( pos_inv, pos_inv );
static v2f cam_lerped_dir;
- v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
-
m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam?
- cam_lerped_dir[1]:
- 0.6f+shake[1]*0.04f+player.look_dir[1] );
-
- m4x3_rotate_y( world_matrix,
- freecam?
- cam_lerped_dir[0]:
- player.look_dir[0]+shake[0]*0.02f );
+ if( player.is_dead )
+ {
+ v3f delta;
+ v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
+ v3_normalize(delta);
+
+ v3f follow_pos;
+ v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta,
+ -1.5f, follow_pos );
+ v3_lerp( player.follow, follow_pos, 0.1f, player.follow );
+ v3_negate( player.follow, final );
+
+
+ float yaw = atan2f( delta[0], -delta[2] );
+ float pitch = asinf( delta[1] );
+ m4x3_rotate_x( world_matrix, -pitch );
+ m4x3_rotate_y( world_matrix, yaw );
+ }
+ else
+ {
+ v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
+ m4x3_rotate_x( world_matrix,
+ freecam?
+ cam_lerped_dir[1]:
+ 0.6f+shake[1]*0.04f+player.look_dir[1] );
+
+ m4x3_rotate_y( world_matrix,
+ freecam?
+ cam_lerped_dir[0]:
+ player.look_dir[0]+shake[0]*0.02f );
+ }
+
+
m4x3_translate( world_matrix, final );
m4x4f world_4x4;
scene_bind( &world.geo );
scene_draw( &world.geo );
+#if 0
if( !replay_record )
{
m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
character_draw( &player.mdl, 0.0f );
player_animate();
}
+#endif
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
-#if 0
- glClear( GL_COLOR_BUFFER_BIT );
-#else
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-#endif
+ if( !player.is_dead )
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+ else
+ glClear( GL_COLOR_BUFFER_BIT );
draw_player();
glViewport( 0,0, vg_window_x, vg_window_y );
-
+#if 0
if( replay_record )
{
m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
if( replay_buffer_frame == REPLAY_LENGTH )
replay_buffer_frame = 0;
}
+#endif
}
void vg_ui(void)
-/* SHite fphysics */
+/*
+ * Resources: Box2D - Erin Catto
+ * qu3e - Randy Gaul
+ */
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
+#define RB_DEPR
+
#include "vg/vg.h"
#include "scene.h"
v3f co, v, I;
v4f q;
boxf bbx;
+ float inv_mass;
struct contact
{
manifold[4];
int manifold_count;
+ v3f delta; /* where is the origin of this in relation to a parent body */
m4x3f to_world, to_local;
};
v3_zero( rb->v );
v3_zero( rb->I );
+ v3f dims;
+ v3_sub( rb->bbx[1], rb->bbx[0], dims );
+
+ rb->inv_mass = 1.0f/(8.0f*dims[0]*dims[1]*dims[2]);
+
rb_update_transform( rb );
}
v3f surface;
v3_copy( point, surface );
- bvh_scene_sample( sc, surface, ct->n );
+
+ ray_hit hit;
+ bvh_scene_sample( sc, surface, &hit );
+ v3_copy( hit.normal, ct->n );
float p = vg_minf( surface[1] - point[1], 1.0f );
static void rb_constraint_manifold( rigidbody *rb )
{
- float k_friction = 0.07f;
+ float k_friction = 0.1f;
/* Friction Impulse */
for( int i=0; i<rb->manifold_count; i++ )
}
}
+struct rb_angle_limit
+{
+ rigidbody *rba, *rbb;
+ v3f axis;
+ float impulse, bias;
+};
+
+static int rb_angle_limit_force(
+ rigidbody *rba, v3f va,
+ rigidbody *rbb, v3f vb,
+ float max )
+{
+ v3f wva, wvb;
+ m3x3_mulv( rba->to_world, va, wva );
+ m3x3_mulv( rbb->to_world, vb, wvb );
+
+ float dt = v3_dot(wva,wvb)*0.999f,
+ ang = fabsf(dt);
+ ang = acosf( dt );
+ if( ang > max )
+ {
+ float correction = max-ang;
+
+ v3f axis;
+ v3_cross( wva, wvb, axis );
+
+ v4f rotation;
+ q_axis_angle( rotation, axis, -correction*0.25f );
+ q_mul( rotation, rba->q, rba->q );
+
+ q_axis_angle( rotation, axis, correction*0.25f );
+ q_mul( rotation, rbb->q, rbb->q );
+
+ return 1;
+ }
+
+ return 0;
+}
+
+static void rb_constraint_angle_limit( struct rb_angle_limit *limit )
+{
+
+}
+
+
+RB_DEPR
static void rb_constraint_angle( rigidbody *rba, v3f va,
rigidbody *rbb, v3f vb,
float max, float spring )
}
}
+static void rb_relative_velocity( rigidbody *ra, v3f lca,
+ rigidbody *rb, v3f lcb, v3f rcv )
+{
+ v3f wca, wcb;
+ m3x3_mulv( ra->to_world, lca, wca );
+ m3x3_mulv( rb->to_world, lcb, wcb );
+
+ v3_sub( ra->v, rb->v, rcv );
+
+ v3f rcv_Ra, rcv_Rb;
+ v3_cross( ra->I, wca, rcv_Ra );
+ v3_cross( rb->I, wcb, rcv_Rb );
+ v3_add( rcv_Ra, rcv, rcv );
+ v3_sub( rcv, rcv_Rb, rcv );
+}
+
static void rb_constraint_position( rigidbody *ra, v3f lca,
rigidbody *rb, v3f lcb )
{
/* C = (COa + Ra*LCa) - (COb + Rb*LCb) = 0 */
-
v3f wca, wcb;
m3x3_mulv( ra->to_world, lca, wca );
m3x3_mulv( rb->to_world, lcb, wcb );
v3_cross( rb->I, wcb, rcv_Rb );
v3_add( rcv_Ra, rcv, rcv );
v3_sub( rcv, rcv_Rb, rcv );
+
+ float nm = 0.5f/(rb->inv_mass + ra->inv_mass);
+
+ float mass_a = 1.0f/ra->inv_mass,
+ mass_b = 1.0f/rb->inv_mass,
+ total_mass = mass_a+mass_b;
v3f impulse;
- v3_muls( rcv, 0.5f, impulse );
- v3_add( impulse, rb->v, rb->v );
+ v3_muls( rcv, 1.0f, impulse );
+ v3_muladds( rb->v, impulse, mass_b/total_mass, rb->v );
v3_cross( wcb, impulse, impulse );
v3_add( impulse, rb->I, rb->I );
- v3_muls( rcv, -0.5f, impulse );
- v3_add( impulse, ra->v, ra->v );
+ v3_muls( rcv, -1.0f, impulse );
+ v3_muladds( ra->v, impulse, mass_a/total_mass, ra->v );
v3_cross( wca, impulse, impulse );
v3_add( impulse, ra->I, ra->I );
-
#if 0
v3f impulse;
v3_muls( delta, 0.5f*spring, impulse );
{
sm->indice_start = pscene->submesh.indice_start;
sm->indice_count = pscene->indice_count - sm->indice_start;
+
+ sm->vertex_start = pscene->submesh.vertex_start;
+ sm->vertex_count = pscene->vertex_count - sm->vertex_start;
pscene->submesh.indice_start = pscene->indice_count;
+ pscene->submesh.vertex_start = pscene->vertex_count;
}
static void scene_shadow_sphere( scene *pscene, v3f sphere,
return bvh_scene_sample_node_h( s, 0, pos, norm );
}
-static int bvh_scene_sample( scene *s, v3f pos, v3f norm )
+static int bvh_scene_sample( scene *s, v3f pos, ray_hit *hit )
{
- ray_hit hit;
- hit.dist = INFINITY;
+ hit->dist = INFINITY;
v3f ray_pos;
- v3_add( pos, (v3f){0.0f,16000.0f,0.0f}, ray_pos );
+ v3_add( pos, (v3f){0.0f,4.0f,0.0f}, ray_pos );
- if( bvh_raycast( s, ray_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ if( bvh_raycast( s, ray_pos, (v3f){0.0f,-1.0f,0.0f}, hit ))
{
- pos[1] = hit.pos[1];
-
- if( norm )
- v3_copy( hit.normal, norm );
-
+ pos[1] = hit->pos[1];
return 1;
}
// Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
#define VG_CONFIG
+#include "vg/vg.h"
static struct button_binding vg_button_binds[] =
{
{ .name = "down", .bind = GLFW_KEY_F },
{ .name = "yawl", .bind = GLFW_KEY_Q },
{ .name = "yawr", .bind = GLFW_KEY_E },
- { .name = "push", .controller = GLFW_GAMEPAD_BUTTON_B }
+ { .name = "push", .bind = GLFW_KEY_T }
+};
+
+static struct button_binding vg_controller_binds[] =
+{
+ { "push", GLFW_GAMEPAD_BUTTON_A },
+ { "break", GLFW_GAMEPAD_BUTTON_B }
};
static struct axis_binding vg_axis_binds[] =