0213fc7b65a18deb66d756b3d20f4b18e64ce8fb
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_PHYSICS_H
6 #define PLAYER_PHYSICS_H
7
8 #include "player.h"
9 #include "camera.h"
10
11 VG_STATIC void apply_gravity( v3f vel, float const timestep )
12 {
13 v3f gravity = { 0.0f, -9.6f, 0.0f };
14 v3_muladds( vel, gravity, timestep, vel );
15 }
16
17 /*
18 * Called when launching into the air to predict and adjust trajectories
19 */
20 VG_STATIC void player_start_air(void)
21 {
22 struct player_phys *phys = &player.phys;
23
24 if( phys->in_air )
25 return;
26
27 phys->in_air = 1;
28
29 float pstep = VG_TIMESTEP_FIXED * 10.0f;
30 float best_velocity_delta = -9999.9f;
31 float k_bias = 0.96f;
32
33 v3f axis;
34 v3_cross( phys->rb.up, phys->rb.v, axis );
35 v3_normalize( axis );
36 player.land_log_count = 0;
37
38 m3x3_identity( phys->vr );
39
40 for( int m=-3;m<=12; m++ )
41 {
42 float vmod = ((float)m / 15.0f)*0.09f;
43
44 v3f pco, pco1, pv;
45 v3_copy( phys->rb.co, pco );
46 v3_muls( phys->rb.v, k_bias, pv );
47
48 /*
49 * Try different 'rotations' of the velocity to find the best possible
50 * landing normal. This conserves magnitude at the expense of slightly
51 * unrealistic results
52 */
53
54 m3x3f vr;
55 v4f vr_q;
56
57 q_axis_angle( vr_q, axis, vmod );
58 q_m3x3( vr_q, vr );
59
60 m3x3_mulv( vr, pv, pv );
61 v3_muladds( pco, pv, pstep, pco );
62
63 for( int i=0; i<50; i++ )
64 {
65 v3_copy( pco, pco1 );
66 apply_gravity( pv, pstep );
67
68 m3x3_mulv( vr, pv, pv );
69 v3_muladds( pco, pv, pstep, pco );
70
71 ray_hit contact;
72 v3f vdir;
73
74 v3_sub( pco, pco1, vdir );
75 contact.dist = v3_length( vdir );
76 v3_divs( vdir, contact.dist, vdir);
77
78 if( ray_world( pco1, vdir, &contact ))
79 {
80 float land_delta = v3_dot( pv, contact.normal );
81 u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
82
83 /* Bias prediction towords ramps */
84 if( ray_hit_material( &contact )->info.flags
85 & k_material_flag_skate_surface )
86 {
87 land_delta *= 0.1f;
88 scolour |= 0x0000a000;
89 }
90
91 if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
92 {
93 best_velocity_delta = land_delta;
94
95 v3_copy( contact.pos, player.land_target );
96
97 m3x3_copy( vr, phys->vr_pstep );
98 q_axis_angle( vr_q, axis, vmod*0.1f );
99 q_m3x3( vr_q, phys->vr );
100 }
101
102 v3_copy( contact.pos,
103 player.land_target_log[player.land_log_count] );
104 player.land_target_colours[player.land_log_count] =
105 0xff000000 | scolour;
106
107 player.land_log_count ++;
108
109 break;
110 }
111 }
112 }
113 }
114
115 /*
116 * Main friction interface model
117 */
118 VG_STATIC void player_physics_control(void)
119 {
120 struct player_phys *phys = &player.phys;
121
122 /*
123 * Computing localized friction forces for controlling the character
124 * Friction across X is significantly more than Z
125 */
126
127 v3f vel;
128 m3x3_mulv( phys->rb.to_local, phys->rb.v, vel );
129 float slip = 0.0f;
130
131 if( fabsf(vel[2]) > 0.01f )
132 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
133
134 if( fabsf( slip ) > 1.2f )
135 slip = vg_signf( slip ) * 1.2f;
136 phys->slip = slip;
137 phys->reverse = -vg_signf(vel[2]);
138
139 float substep = VG_TIMESTEP_FIXED * 0.2f;
140
141 #if 0
142 float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance;
143 #else
144 float fwd_resistance = k_friction_resistance;
145 #endif
146
147 for( int i=0; i<5; i++ )
148 {
149 vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
150 vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
151 }
152
153 if( player.input_jump->button.value )
154 {
155 phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
156
157 if( !phys->jump_charge )
158 phys->jump_dir = phys->reverse > 0.0f? 1: 0;
159
160 phys->jump_charge = 1;
161 }
162
163 static int push_thresh_last = 0;
164 float push = player.input_push->axis.value;
165 int push_thresh = push>0.15f? 1: 0;
166
167 if( push_thresh && !push_thresh_last )
168 player.phys.start_push = vg.time;
169
170 push_thresh_last = push_thresh;
171
172 if( !player.input_jump->button.value && push_thresh )
173 {
174 player.phys.pushing = 1.0f;
175 player.phys.push_time = vg.time - player.phys.start_push;
176
177 float cycle_time = player.phys.push_time*k_push_cycle_rate,
178 amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*VG_TIMESTEP_FIXED,
179 current = v3_length( vel ),
180 new_vel = vg_minf( current + amt, k_max_push_speed );
181
182 new_vel -= vg_minf(current, k_max_push_speed);
183 vel[2] -= new_vel * phys->reverse;
184 }
185
186 /* Pumping */
187 static float previous = 0.0f;
188 float delta = previous - phys->grab,
189 pump = delta * k_pump_force * VG_TIMESTEP_FIXED;
190 previous = phys->grab;
191
192 v3f p1;
193 v3_muladds( phys->rb.co, phys->rb.up, pump, p1 );
194 vg_line( phys->rb.co, p1, 0xff0000ff );
195
196 vel[1] += pump;
197
198
199 m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
200
201 float steer = player.input_js1h->axis.value,
202 steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
203
204 phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
205 }
206
207 /*
208 * Air control, no real physics
209 */
210 VG_STATIC void player_physics_control_air(void)
211 {
212 struct player_phys *phys = &player.phys;
213
214 m3x3_mulv( phys->vr, phys->rb.v, phys->rb.v );
215 vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
216
217 ray_hit hit;
218
219 /*
220 * Prediction
221 */
222 float pstep = VG_TIMESTEP_FIXED * 10.0f;
223
224 v3f pco, pco1, pv;
225 v3_copy( phys->rb.co, pco );
226 v3_copy( phys->rb.v, pv );
227
228 float time_to_impact = 0.0f;
229 float limiter = 1.0f;
230
231 for( int i=0; i<50; i++ )
232 {
233 v3_copy( pco, pco1 );
234 m3x3_mulv( phys->vr_pstep, pv, pv );
235 apply_gravity( pv, pstep );
236 v3_muladds( pco, pv, pstep, pco );
237
238 ray_hit contact;
239 v3f vdir;
240
241 v3_sub( pco, pco1, vdir );
242 contact.dist = v3_length( vdir );
243 v3_divs( vdir, contact.dist, vdir);
244
245 float orig_dist = contact.dist;
246 if( ray_world( pco1, vdir, &contact ))
247 {
248 float angle = v3_dot( phys->rb.up, contact.normal );
249 v3f axis;
250 v3_cross( phys->rb.up, contact.normal, axis );
251
252 time_to_impact += (contact.dist/orig_dist)*pstep;
253 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
254 limiter = 1.0f-limiter;
255 limiter *= limiter;
256 limiter = 1.0f-limiter;
257
258 if( angle < 0.99f )
259 {
260 v4f correction;
261 q_axis_angle( correction, axis,
262 acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
263 q_mul( correction, phys->rb.q, phys->rb.q );
264 }
265
266 vg_line_cross( contact.pos, 0xffff0000, 0.25f );
267 break;
268 }
269 time_to_impact += pstep;
270 }
271
272 float steerh = player.input_js1h->axis.value,
273 steerv = player.input_js1v->axis.value;
274
275 phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED;
276
277 {
278 float iX = steerv *
279 phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
280
281 static float siX = 0.0f;
282 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
283
284 v4f rotate;
285 q_axis_angle( rotate, phys->rb.right, siX );
286 q_mul( rotate, phys->rb.q, phys->rb.q );
287 }
288
289 #if 0
290 v2f target = {0.0f,0.0f};
291 v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
292 phys->grab, target );
293 #endif
294 }
295
296 /*
297 * Entire Walking physics model
298 * TODO: sleep when under certain velotiy
299 */
300 VG_STATIC void player_walk_physics(void)
301 {
302 struct player_phys *phys = &player.phys;
303 rigidbody *rbf = &player.collide_front,
304 *rbb = &player.collide_back;
305
306 m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
307 m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
308
309 float h0 = 0.3f,
310 h1 = 0.9f;
311
312 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
313 v3_copy( rbf->co, rbf->to_world[3] );
314 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
315 v3_copy( rbb->co, rbb->to_world[3] );
316
317 m4x3_invert_affine( rbf->to_world, rbf->to_local );
318 m4x3_invert_affine( rbb->to_world, rbb->to_local );
319
320 rb_update_bounds( rbf );
321 rb_update_bounds( rbb );
322
323 rb_debug( rbf, 0xff0000ff );
324 rb_debug( rbb, 0xff0000ff );
325
326 rb_ct manifold[64];
327 int len = 0;
328
329 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
330 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
331
332 rb_presolve_contacts( manifold, len );
333
334 for( int j=0; j<5; j++ )
335 {
336 for( int i=0; i<len; i++ )
337 {
338 struct contact *ct = &manifold[i];
339
340 /*normal */
341 float vn = -v3_dot( phys->rb.v, ct->n );
342 vn += ct->bias;
343
344 float temp = ct->norm_impulse;
345 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
346 vn = ct->norm_impulse - temp;
347
348 v3f impulse;
349 v3_muls( ct->n, vn, impulse );
350
351 v3_add( impulse, phys->rb.v, phys->rb.v );
352
353 /* friction */
354 for( int j=0; j<2; j++ )
355 {
356 float f = k_friction * ct->norm_impulse,
357 vt = v3_dot( phys->rb.v, ct->t[j] ),
358 lambda = -vt;
359
360 float temp = ct->tangent_impulse[j];
361 ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
362 lambda = ct->tangent_impulse[j] - temp;
363
364 v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v );
365 }
366 }
367 }
368
369 if( len == 0 )
370 phys->in_air = 1;
371 else
372 {
373 phys->in_air = 0;
374 struct world_material *surface_mat = world_contact_material( manifold );
375 player.surface_prop = surface_mat->info.surface_prop;
376 }
377
378 if( !phys->in_air )
379 {
380 float const DOWNFORCE = -k_walk_downforce*VG_TIMESTEP_FIXED;
381 v3_muladds( phys->rb.v, (v3f){0.0f,-1.0f,0.0f}, DOWNFORCE, phys->rb.v );
382
383 if( player.input_jump->button.value )
384 {
385 phys->rb.v[1] = 5.0f;
386 }
387 }
388
389 v3_zero( phys->rb.w );
390 q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
391
392 v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
393
394 v3f p1;
395 v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 );
396 vg_line( phys->rb.co, p1, 0xff0000ff );
397
398 float walk = player.input_walk->axis.value;
399 player.walk = powf( walk, 4.0f );
400
401 if( player.walk > 0.025f )
402 {
403 float
404 speed = vg_lerpf( 0.025f*k_runspeed, k_runspeed, player.walk ),
405 amt = k_walk_accel * VG_TIMESTEP_FIXED,
406 zvel = v3_dot( phys->rb.v, forward_dir ),
407 new_vel = vg_minf( zvel + amt, speed ),
408 diff = new_vel - vg_minf( zvel, speed );
409
410 if( !phys->in_air )
411 {
412 v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v );
413 }
414 }
415
416 if( !phys->in_air )
417 {
418 phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
419 phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
420 }
421 }
422
423 /*
424 * Physics collision detection, and control
425 */
426 VG_STATIC void player_physics(void)
427 {
428 struct player_phys *phys = &player.phys;
429 /*
430 * Update collision fronts
431 */
432
433 rigidbody *rbf = &player.collide_front,
434 *rbb = &player.collide_back;
435
436 m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
437 m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
438
439 player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
440 float h = player.air_blend*0.2f;
441
442 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
443 v3_copy( rbf->co, rbf->to_world[3] );
444 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
445 v3_copy( rbb->co, rbb->to_world[3] );
446
447 m4x3_invert_affine( rbf->to_world, rbf->to_local );
448 m4x3_invert_affine( rbb->to_world, rbb->to_local );
449
450 rb_update_bounds( rbf );
451 rb_update_bounds( rbb );
452
453 rb_debug( rbf, 0xff00ffff );
454 rb_debug( rbb, 0xffffff00 );
455
456 rb_ct manifold[64];
457 int len = 0;
458
459 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
460 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
461
462 rb_presolve_contacts( manifold, len );
463 v3f surface_avg = {0.0f, 0.0f, 0.0f};
464
465 if( !len )
466 {
467 player_start_air();
468 }
469 else
470 {
471 for( int i=0; i<len; i++ )
472 {
473 v3_add( manifold[i].n, surface_avg, surface_avg );
474 }
475
476 v3_normalize( surface_avg );
477
478 if( v3_dot( phys->rb.v, surface_avg ) > 0.5f )
479 {
480 player_start_air();
481 }
482 else
483 {
484 phys->in_air = 0;
485 }
486 }
487
488 for( int j=0; j<5; j++ )
489 {
490 for( int i=0; i<len; i++ )
491 {
492 struct contact *ct = &manifold[i];
493
494 v3f dv, delta;
495 v3_sub( ct->co, phys->rb.co, delta );
496 v3_cross( phys->rb.w, delta, dv );
497 v3_add( phys->rb.v, dv, dv );
498
499 float vn = -v3_dot( dv, ct->n );
500 vn += ct->bias;
501
502 float temp = ct->norm_impulse;
503 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
504 vn = ct->norm_impulse - temp;
505
506 v3f impulse;
507 v3_muls( ct->n, vn, impulse );
508
509 if( fabsf(v3_dot( impulse, phys->rb.forward )) > 10.0f ||
510 fabsf(v3_dot( impulse, phys->rb.up )) > 50.0f )
511 {
512 player_kill();
513 return;
514 }
515
516 v3_add( impulse, phys->rb.v, phys->rb.v );
517 v3_cross( delta, impulse, impulse );
518
519 /*
520 * W Impulses are limited to the Y and X axises, we don't really want
521 * roll angular velocities being included.
522 *
523 * Can also tweak the resistance of each axis here by scaling the wx,wy
524 * components.
525 */
526
527 float wy = v3_dot( phys->rb.up, impulse ),
528 wx = v3_dot( phys->rb.right, impulse )*1.5f;
529
530 v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
531 v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
532 }
533 }
534
535 float grabt = vg_maxf( player.input_grab->axis.value,
536 vg_maxf( fabsf( player.input_emjs2h->axis.value ),
537 fabsf( player.input_emjs2v->axis.value ) )
538 );
539
540 phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
541 player.phys.pushing = 0.0f;
542
543 if( !phys->in_air )
544 {
545 #if 0
546 v3f axis;
547 float angle = v3_dot( phys->rb.up, surface_avg );
548 v3_cross( phys->rb.up, surface_avg, axis );
549
550 //float cz = v3_dot( player.rb.forward, axis );
551 //v3_muls( player.rb.forward, cz, axis );
552
553 if( angle < 0.999f )
554 {
555 v4f correction;
556 q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED );
557 q_mul( correction, phys->rb.q, phys->rb.q );
558 }
559 #else
560
561 /* 20/10/22: make this only go axisways instead, may effect velocities. */
562
563 v3f projected, axis;
564
565 float d = v3_dot( phys->rb.forward, surface_avg );
566 v3_muladds( surface_avg, phys->rb.forward, -d, projected );
567 v3_normalize( projected );
568
569 float angle = v3_dot( phys->rb.up, projected );
570 v3_cross( phys->rb.up, projected, axis );
571
572 v3f p0, p1;
573 v3_add( phys->rb.co, projected, p0 );
574 v3_add( phys->rb.co, phys->rb.up, p1 );
575 vg_line( phys->rb.co, p0, 0xff00ff00 );
576 vg_line( phys->rb.co, p1, 0xff000fff );
577
578 if( fabsf(angle) < 0.999f )
579 {
580 v4f correction;
581 q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
582 q_mul( correction, phys->rb.q, phys->rb.q );
583 }
584
585
586 #endif
587
588 float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
589 v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
590
591 player_physics_control();
592
593 if( !phys->jump_charge && phys->jump > 0.2f )
594 {
595 v3f jumpdir;
596
597 /* Launch more up if alignment is up else improve velocity */
598 float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
599 mod = 0.5f,
600 dir = mod + aup*(1.0f-mod);
601
602 v3_copy( phys->rb.v, jumpdir );
603 v3_normalize( jumpdir );
604 v3_muls( jumpdir, 1.0f-dir, jumpdir );
605 v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
606 v3_normalize( jumpdir );
607
608 float force = k_jump_force*phys->jump;
609 v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
610 phys->jump = 0.0f;
611
612 player.jump_time = vg.time;
613
614 /* TODO: Move to audio file */
615 audio_lock();
616 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
617 audio_player_set_position( &audio_player_extra, phys->rb.co );
618 audio_player_set_vol( &audio_player_extra, 20.0f );
619 audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
620 audio_unlock();
621 }
622 }
623 else
624 {
625 player_physics_control_air();
626 }
627
628 if( !phys->jump_charge )
629 {
630 phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
631 }
632
633 phys->jump_charge = 0;
634 phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
635 }
636
637 VG_STATIC void player_save_frame(void)
638 {
639 player.phys_gate_frame = player.phys;
640 }
641
642 VG_STATIC void player_restore_frame(void)
643 {
644 player.phys = player.phys_gate_frame;
645 rb_update_transform( &player.phys.rb );
646 }
647
648 VG_STATIC void player_do_motion(void)
649 {
650 struct player_phys *phys = &player.phys;
651
652 if( world.water.enabled )
653 {
654 if( (phys->rb.co[1] < 0.0f) && !player.is_dead )
655 {
656 audio_lock();
657 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
658 audio_player_set_position( &audio_player_extra, phys->rb.co );
659 audio_player_set_vol( &audio_player_extra, 20.0f );
660 audio_player_playclip( &audio_player_extra, &audio_splash );
661 audio_unlock();
662
663 player_kill();
664 }
665 }
666
667 if( phys->on_board )
668 player_physics();
669 else
670 player_walk_physics();
671
672 /* Integrate velocity */
673 v3f prevco;
674 v3_copy( phys->rb.co, prevco );
675
676 apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
677 v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
678
679 /* Real angular velocity integration */
680 v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w );
681 if( v3_length2( phys->rb.w ) > 0.0f )
682 {
683 v4f rotation;
684 v3f axis;
685 v3_copy( phys->rb.w, axis );
686
687 float mag = v3_length( axis );
688 v3_divs( axis, mag, axis );
689 q_axis_angle( rotation, axis, mag*k_rb_delta );
690 q_mul( rotation, phys->rb.q, phys->rb.q );
691 }
692
693 /* Faux angular velocity */
694 v4f rotate;
695
696 float lerpq = phys->in_air? 0.04f: 0.3f;
697 phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
698
699 q_axis_angle( rotate, phys->rb.up, phys->siY );
700 q_mul( rotate, phys->rb.q, phys->rb.q );
701 phys->iY = 0.0f;
702
703 /*
704 * Gate intersection, by tracing a line over the gate planes
705 */
706 for( int i=0; i<world.gate_count; i++ )
707 {
708 struct route_gate *rg = &world.gates[i];
709 teleport_gate *gate = &rg->gate;
710
711 if( gate_intersect( gate, phys->rb.co, prevco ) )
712 {
713 m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
714 m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
715 m3x3_mulv( gate->transport, phys->vl, phys->vl );
716 m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
717 m3x3_mulv( gate->transport, phys->m, phys->m );
718 m3x3_mulv( gate->transport, phys->bob, phys->bob );
719
720 v4f transport_rotation;
721 m3x3_q( gate->transport, transport_rotation );
722 q_mul( transport_rotation, phys->rb.q, phys->rb.q );
723
724 world_routes_activate_gate( i );
725
726 if( !phys->on_board )
727 {
728 v3f fwd_dir = {cosf(player.angles[0]),
729 0.0f,
730 sinf(player.angles[0])};
731 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
732
733 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
734 }
735
736 player.rewind_length = 0;
737 player.rewind_total_length = 0.0f;
738 player.rewind_incrementer = 10000;
739 player_save_frame();
740
741 audio_lock();
742 audio_play_oneshot( &audio_gate_pass, 1.0f );
743 audio_unlock();
744 break;
745 }
746 }
747
748 rb_update_transform( &phys->rb );
749 }
750
751 /*
752 * Free camera movement
753 */
754 VG_STATIC void player_mouseview(void)
755 {
756 if( ui_want_mouse() )
757 return;
758
759 static v2f mouse_last,
760 view_vel = { 0.0f, 0.0f };
761
762 #if 0
763 if( vg_get_button_down( "primary" ) )
764 v2_copy( vg.mouse, mouse_last );
765
766 else if( vg_get_button( "primary" ) )
767 {
768 v2f delta;
769 v2_sub( vg.mouse, mouse_last, delta );
770 v2_copy( vg.mouse, mouse_last );
771
772 v2_muladds( view_vel, delta, 0.06f*vg.time_delta, view_vel );
773 }
774 #endif
775
776 v2_muls( view_vel, 1.0f-4.2f*vg.time_delta, view_vel );
777 v2_add( view_vel, player.angles, player.angles );
778 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
779 }
780
781 VG_STATIC void player_freecam(void)
782 {
783 player_mouseview();
784
785 float movespeed = fc_speed;
786 v3f lookdir = { 0.0f, 0.0f, -1.0f },
787 sidedir = { 1.0f, 0.0f, 0.0f };
788
789 m3x3_mulv( camera_mtx, lookdir, lookdir );
790 m3x3_mulv( camera_mtx, sidedir, sidedir );
791
792 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
793 if( vg_get_button( "forward" ) )
794 v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel );
795 if( vg_get_button( "back" ) )
796 v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
797 if( vg_get_button( "left" ) )
798 v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
799 if( vg_get_button( "right" ) )
800 v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel );
801
802 v3_muls( move_vel, 0.7f, move_vel );
803 v3_add( move_vel, player.camera_pos, player.camera_pos );
804 }
805
806 VG_STATIC int reset_player( int argc, char const *argv[] )
807 {
808 struct player_phys *phys = &player.phys;
809 struct respawn_point *rp = NULL, *r;
810
811 if( argc == 1 )
812 {
813 for( int i=0; i<world.spawn_count; i++ )
814 {
815 r = &world.spawns[i];
816 if( !strcmp( r->name, argv[0] ) )
817 {
818 rp = r;
819 break;
820 }
821 }
822
823 if( !rp )
824 vg_warn( "No spawn named '%s'\n", argv[0] );
825 }
826
827 if( !rp )
828 {
829 float min_dist = INFINITY;
830
831 for( int i=0; i<world.spawn_count; i++ )
832 {
833 r = &world.spawns[i];
834 float d = v3_dist2( r->co, phys->rb.co );
835
836 vg_info( "Dist %s : %f\n", r->name, d );
837 if( d < min_dist )
838 {
839 min_dist = d;
840 rp = r;
841 }
842 }
843 }
844
845 if( !rp )
846 {
847 vg_error( "No spawn found\n" );
848 if( !world.spawn_count )
849 return 0;
850
851 rp = &world.spawns[0];
852 }
853
854 player.is_dead = 0;
855
856 m3x3f the_long_way;
857 q_m3x3( rp->q, the_long_way );
858
859 v3f delta = {1.0f,0.0f,0.0f};
860 m3x3_mulv( the_long_way, delta, delta );
861
862 player.angles[0] = atan2f( delta[0], -delta[2] );
863 player.angles[1] = -asinf( delta[1] );
864
865
866 v4_copy( rp->q, phys->rb.q );
867 v3_copy( rp->co, phys->rb.co );
868 v3_zero( phys->rb.v );
869
870 phys->vswitch = 1.0f;
871 phys->slip_last = 0.0f;
872 phys->in_air = 1;
873 phys->on_board = 0;
874 m3x3_identity( phys->vr );
875
876 player.mdl.shoes[0] = 1;
877 player.mdl.shoes[1] = 1;
878
879 rb_update_transform( &phys->rb );
880 player_save_frame();
881 return 1;
882 }
883
884 #endif /* PLAYER_PHYSICS_H */