997b69d1b657fa696eec2ab8fac0d0c286b43ad5
[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 VG_STATIC struct
18 grind_edge *player_grind_collect_edge( v3f p0, v3f p1,
19 v3f c0, v3f c1, float max_dist )
20 {
21 struct player_phys *phys = &player.phys;
22
23 bh_iter it;
24 bh_iter_init( 0, &it );
25
26 boxf region;
27
28 box_init_inf( region );
29 box_addpt( region, p0 );
30 box_addpt( region, p1 );
31
32 float k_r = max_dist;
33 v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
34 v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
35
36 float closest = k_r*k_r;
37 struct grind_edge *closest_edge = NULL;
38
39 int idx;
40 while( bh_next( world.grind_bh, &it, region, &idx ) )
41 {
42 struct grind_edge *edge = &world.grind_edges[ idx ];
43
44 float s,t;
45 v3f pa, pb;
46
47 float d2 =
48 closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
49
50 if( d2 < closest )
51 {
52 closest = d2;
53 closest_edge = edge;
54 v3_copy( pa, c0 );
55 v3_copy( pb, c1 );
56 }
57 }
58
59 return closest_edge;
60 }
61
62 /*
63 * Called when launching into the air to predict and adjust trajectories
64 */
65 VG_STATIC void player_start_air(void)
66 {
67 struct player_phys *phys = &player.phys;
68
69 float pstep = VG_TIMESTEP_FIXED * 10.0f;
70 float best_velocity_delta = -9999.9f;
71 float k_bias = 0.96f;
72
73 v3f axis;
74 v3_cross( phys->rb.up, phys->rb.v, axis );
75 v3_normalize( axis );
76 player.land_log_count = 0;
77
78 m3x3_identity( phys->vr );
79
80 for( int m=-3;m<=12; m++ )
81 {
82 struct land_log *log = &player.land_log[ player.land_log_count ++ ];
83 log->count = 0;
84 log->colour = 0xff000000;
85
86 float vmod = ((float)m / 15.0f)*0.09f;
87
88 v3f pco, pco1, pv;
89 v3_copy( phys->rb.co, pco );
90 v3_muls( phys->rb.v, k_bias, pv );
91
92 /*
93 * Try different 'rotations' of the velocity to find the best possible
94 * landing normal. This conserves magnitude at the expense of slightly
95 * unrealistic results
96 */
97
98 m3x3f vr;
99 v4f vr_q;
100
101 q_axis_angle( vr_q, axis, vmod );
102 q_m3x3( vr_q, vr );
103
104 m3x3_mulv( vr, pv, pv );
105 v3_muladds( pco, pv, pstep, pco );
106
107 struct grind_edge *best_grind = NULL;
108 float closest_grind = INFINITY;
109
110 for( int i=0; i<50; i++ )
111 {
112 v3_copy( pco, pco1 );
113 apply_gravity( pv, pstep );
114
115 m3x3_mulv( vr, pv, pv );
116 v3_muladds( pco, pv, pstep, pco );
117
118 ray_hit contact;
119 v3f vdir;
120
121 v3_sub( pco, pco1, vdir );
122 contact.dist = v3_length( vdir );
123 v3_divs( vdir, contact.dist, vdir);
124
125 v3f c0, c1;
126 struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
127 c0, c1, 0.4f );
128
129 if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
130 {
131 float d2 = v3_dist2( c0, c1 );
132 if( d2 < closest_grind )
133 {
134 closest_grind = d2;
135 best_grind = ge;
136 }
137 }
138
139 if( ray_world( pco1, vdir, &contact ))
140 {
141 float land_delta = v3_dot( pv, contact.normal );
142 u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
143
144 /* Bias prediction towords ramps */
145 if( ray_hit_material( &contact )->info.flags
146 & k_material_flag_skate_surface )
147 {
148 land_delta *= 0.1f;
149 scolour |= 0x0000a000;
150 }
151
152 if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
153 {
154 best_velocity_delta = land_delta;
155
156 v3_copy( contact.pos, player.land_target );
157
158 m3x3_copy( vr, phys->vr_pstep );
159 q_axis_angle( vr_q, axis, vmod*0.1f );
160 q_m3x3( vr_q, phys->vr );
161 }
162
163 v3_copy( contact.pos, log->positions[ log->count ++ ] );
164 log->colour = 0xff000000 | scolour;
165 break;
166 }
167
168 v3_copy( pco, log->positions[ log->count ++ ] );
169 }
170
171 if( best_grind )
172 {
173 log->colour = 0xff0000ff;
174
175 float score = -closest_grind * 0.05f;
176
177 if( score > best_velocity_delta )
178 {
179 best_velocity_delta = score;
180
181 m3x3_copy( vr, phys->vr_pstep );
182 q_axis_angle( vr_q, axis, vmod*0.1f );
183 q_m3x3( vr_q, phys->vr );
184 }
185 }
186 }
187 }
188
189
190 VG_STATIC void player_physics_control_passive(void)
191 {
192 struct player_phys *phys = &player.phys;
193 float grabt = player.input_grab->axis.value;
194
195 if( grabt > 0.5f )
196 {
197 v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f,
198 phys->grab_mouse_delta );
199 v2_normalize_clamp( phys->grab_mouse_delta );
200 }
201 else
202 v2_zero( phys->grab_mouse_delta );
203
204 phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
205 player.phys.pushing = 0.0f;
206
207 if( !phys->jump_charge || phys->in_air )
208 {
209 phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
210 }
211
212 phys->jump_charge = 0;
213 phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
214 }
215
216 /*
217 * Main friction interface model
218 */
219 VG_STATIC void player_physics_control(void)
220 {
221 struct player_phys *phys = &player.phys;
222
223 /*
224 * Computing localized friction forces for controlling the character
225 * Friction across X is significantly more than Z
226 */
227
228 v3f vel;
229 m3x3_mulv( phys->rb.to_local, phys->rb.v, vel );
230 float slip = 0.0f;
231
232 if( fabsf(vel[2]) > 0.01f )
233 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
234
235 if( fabsf( slip ) > 1.2f )
236 slip = vg_signf( slip ) * 1.2f;
237 phys->slip = slip;
238 phys->reverse = -vg_signf(vel[2]);
239
240 float substep = VG_TIMESTEP_FIXED * 0.2f;
241 float fwd_resistance = k_friction_resistance;
242
243 for( int i=0; i<5; i++ )
244 {
245 vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
246 vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
247 }
248
249 if( player.input_jump->button.value )
250 {
251 phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
252
253 if( !phys->jump_charge )
254 phys->jump_dir = phys->reverse > 0.0f? 1: 0;
255
256 phys->jump_charge = 1;
257 }
258
259 static int push_thresh_last = 0;
260 float push = player.input_push->button.value;
261 int push_thresh = push>0.15f? 1: 0;
262
263 if( push_thresh && !push_thresh_last )
264 player.phys.start_push = vg.time;
265
266 push_thresh_last = push_thresh;
267
268 if( !player.input_jump->button.value && push_thresh )
269 {
270 player.phys.pushing = 1.0f;
271 player.phys.push_time = vg.time - player.phys.start_push;
272
273 float cycle_time = player.phys.push_time*k_push_cycle_rate,
274 amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*VG_TIMESTEP_FIXED,
275 current = v3_length( vel ),
276 new_vel = vg_minf( current + amt, k_max_push_speed );
277
278 new_vel -= vg_minf(current, k_max_push_speed);
279 vel[2] -= new_vel * phys->reverse;
280 }
281
282 m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
283
284 float input = player.input_js1h->axis.value,
285 grab = player.input_grab->axis.value,
286 steer = input * (1.0f-(phys->jump+grab)*0.4f),
287 steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
288
289 phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
290
291 if( !phys->jump_charge && phys->jump > 0.2f )
292 {
293 v3f jumpdir;
294
295 /* Launch more up if alignment is up else improve velocity */
296 float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
297 mod = 0.5f,
298 dir = mod + aup*(1.0f-mod);
299
300 v3_copy( phys->rb.v, jumpdir );
301 v3_normalize( jumpdir );
302 v3_muls( jumpdir, 1.0f-dir, jumpdir );
303 v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
304 v3_normalize( jumpdir );
305
306 float force = k_jump_force*phys->jump;
307 v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
308 phys->jump = 0.0f;
309
310 player.jump_time = vg.time;
311
312 /* TODO: Move to audio file */
313 audio_lock();
314 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
315 audio_player_set_position( &audio_player_extra, phys->rb.co );
316 audio_player_set_vol( &audio_player_extra, 20.0f );
317 audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
318 audio_unlock();
319 }
320 }
321
322 VG_STATIC void player_physics_control_grind(void)
323 {
324 struct player_phys *phys = &player.phys;
325 v2f steer = { player.input_js1h->axis.value,
326 player.input_js1v->axis.value };
327
328 float l2 = v2_length2( steer );
329 if( l2 > 1.0f )
330 v2_muls( steer, 1.0f/sqrtf(l2), steer );
331
332 phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
333
334 float iX = steer[1] * phys->reverse * k_steer_air * VG_TIMESTEP_FIXED;
335
336 static float siX = 0.0f;
337 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
338
339 v4f rotate;
340 q_axis_angle( rotate, phys->rb.right, siX );
341 q_mul( rotate, phys->rb.q, phys->rb.q );
342
343 phys->slip = 0.0f;
344 }
345
346 /*
347 * Air control, no real physics
348 */
349 VG_STATIC void player_physics_control_air(void)
350 {
351 struct player_phys *phys = &player.phys;
352
353 m3x3_mulv( phys->vr, phys->rb.v, phys->rb.v );
354 vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
355
356 ray_hit hit;
357
358 /*
359 * Prediction
360 */
361 float pstep = VG_TIMESTEP_FIXED * 10.0f;
362
363 v3f pco, pco1, pv;
364 v3_copy( phys->rb.co, pco );
365 v3_copy( phys->rb.v, pv );
366
367 float time_to_impact = 0.0f;
368 float limiter = 1.0f;
369
370 struct grind_edge *best_grind = NULL;
371 float closest_grind = INFINITY;
372
373 v3f target_normal = { 0.0f, 1.0f, 0.0f };
374 int has_target = 0;
375
376 for( int i=0; i<50; i++ )
377 {
378 v3_copy( pco, pco1 );
379 m3x3_mulv( phys->vr_pstep, pv, pv );
380 apply_gravity( pv, pstep );
381 v3_muladds( pco, pv, pstep, pco );
382
383 ray_hit contact;
384 v3f vdir;
385
386 v3_sub( pco, pco1, vdir );
387 contact.dist = v3_length( vdir );
388 v3_divs( vdir, contact.dist, vdir);
389
390 v3f c0, c1;
391 struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
392 c0, c1, 0.4f );
393
394 if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
395 {
396 vg_line( ge->p0, ge->p1, 0xff0000ff );
397 vg_line_cross( pco, 0xff0000ff, 0.25f );
398 has_target = 1;
399 break;
400 }
401
402 float orig_dist = contact.dist;
403 if( ray_world( pco1, vdir, &contact ) )
404 {
405 v3_copy( contact.normal, target_normal );
406 has_target = 1;
407 time_to_impact += (contact.dist/orig_dist)*pstep;
408 vg_line_cross( contact.pos, 0xffff0000, 0.25f );
409 break;
410 }
411 time_to_impact += pstep;
412 }
413
414 if( has_target )
415 {
416 float angle = v3_dot( phys->rb.up, target_normal );
417 v3f axis;
418 v3_cross( phys->rb.up, target_normal, axis );
419
420 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
421 limiter = 1.0f-limiter;
422 limiter *= limiter;
423 limiter = 1.0f-limiter;
424
425 if( fabsf(angle) < 0.99f )
426 {
427 v4f correction;
428 q_axis_angle( correction, axis,
429 acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
430 q_mul( correction, phys->rb.q, phys->rb.q );
431 }
432 }
433
434 v2f steer = { player.input_js1h->axis.value,
435 player.input_js1v->axis.value };
436
437 float l2 = v2_length2( steer );
438 if( l2 > 1.0f )
439 v2_muls( steer, 1.0f/sqrtf(l2), steer );
440
441 phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
442
443 float iX = steer[1] *
444 phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
445
446 static float siX = 0.0f;
447 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
448
449 v4f rotate;
450 q_axis_angle( rotate, phys->rb.right, siX );
451 q_mul( rotate, phys->rb.q, phys->rb.q );
452
453 #if 0
454 v2f target = {0.0f,0.0f};
455 v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
456 phys->grab, target );
457 #endif
458 }
459
460 VG_STATIC void player_walk_update_collision(void)
461 {
462 struct player_phys *phys = &player.phys;
463 float h0 = 0.3f,
464 h1 = 0.9f;
465
466 rigidbody *rbf = &player.collide_front,
467 *rbb = &player.collide_back;
468
469 v3_add( phys->rb.co, (v3f){0.0f,h0,0.0f}, rbf->co );
470 v3_add( phys->rb.co, (v3f){0.0f,h1,0.0f}, rbb->co );
471 v3_copy( rbf->co, rbf->to_world[3] );
472 v3_copy( rbb->co, rbb->to_world[3] );
473 m4x3_invert_affine( rbf->to_world, rbf->to_local );
474 m4x3_invert_affine( rbb->to_world, rbb->to_local );
475
476 rb_update_bounds( rbf );
477 rb_update_bounds( rbb );
478 }
479
480 VG_STATIC void player_integrate(void);
481 /*
482 * Entire Walking physics model
483 * TODO: sleep when under certain velotiy
484 */
485 VG_STATIC void player_walk_physics(void)
486 {
487 struct player_phys *phys = &player.phys;
488 rigidbody *rbf = &player.collide_front,
489 *rbb = &player.collide_back;
490
491 m3x3_identity( player.collide_front.to_world );
492 m3x3_identity( player.collide_back.to_world );
493
494 v3_zero( phys->rb.w );
495 q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
496
497 rb_ct manifold[64];
498 int len;
499
500 v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
501 v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
502
503 v2f walk = { player.input_walkh->axis.value,
504 player.input_walkv->axis.value };
505
506 if( v2_length2(walk) > 0.001f )
507 v2_normalize_clamp( walk );
508
509 if( phys->in_air )
510 {
511 player_walk_update_collision();
512 rb_debug( rbf, 0xff0000ff );
513 rb_debug( rbb, 0xff0000ff );
514
515 /* allow player to accelerate a bit */
516 v3f walk_3d;
517 v3_muls( forward_dir, walk[1], walk_3d );
518 v3_muladds( walk_3d, right_dir, walk[0], walk_3d );
519
520 float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )),
521 new_vel = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate,
522 clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ),
523 vel_diff = vg_maxf( 0.0f, clamped_new - current_vel );
524
525 v3_muladds( phys->rb.v, right_dir, walk[0] * vel_diff, phys->rb.v );
526 v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v );
527
528
529 len = 0;
530 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
531 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
532 rb_presolve_contacts( manifold, len );
533
534 for( int i=0; i<len; i++ )
535 {
536 struct contact *ct = &manifold[i];
537 if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
538 phys->in_air = 0;
539 }
540
541 for( int j=0; j<5; j++ )
542 {
543 for( int i=0; i<len; i++ )
544 {
545 struct contact *ct = &manifold[i];
546
547 /*normal */
548 float vn = -v3_dot( phys->rb.v, ct->n );
549 vn += ct->bias;
550
551 float temp = ct->norm_impulse;
552 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
553 vn = ct->norm_impulse - temp;
554
555 v3f impulse;
556 v3_muls( ct->n, vn, impulse );
557
558 v3_add( impulse, phys->rb.v, phys->rb.v );
559
560 /* friction */
561 for( int j=0; j<2; j++ )
562 {
563 float f = k_friction * ct->norm_impulse,
564 vt = v3_dot( phys->rb.v, ct->t[j] ),
565 lambda = -vt;
566
567 float temp = ct->tangent_impulse[j];
568 ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
569 lambda = ct->tangent_impulse[j] - temp;
570
571 v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v );
572 }
573 }
574 }
575
576 player_integrate();
577 }
578 else
579 {
580 player.walk = v2_length( walk );
581
582 if( player.input_walk->button.value )
583 v2_muls( walk, 0.5f, walk );
584
585 v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
586
587 v3f walk_apply;
588 v3_zero( walk_apply );
589
590 /* Do XY translation */
591 v3_muladds( walk_apply, right_dir, walk[0], walk_apply );
592 v3_muladds( walk_apply, forward_dir, walk[1], walk_apply );
593 v3_add( walk_apply, phys->rb.co, phys->rb.co );
594 v3_divs( walk_apply, VG_TIMESTEP_FIXED, phys->rb.v );
595
596 /* Directly resolve collisions */
597 player_walk_update_collision();
598 rb_debug( rbf, 0xffffff00 );
599 rb_debug( rbb, 0xffffff00 );
600
601 len = 0;
602 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
603 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
604
605 v3f dt;
606 v3_zero( dt );
607 for( int j=0; j<3; j++ )
608 {
609 for( int i=0; i<len; i++ )
610 {
611 struct contact *ct = &manifold[i];
612
613 float p = vg_maxf( 0.0f, ct->p - 0.00f ),
614 cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p );
615 v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt );
616 }
617 }
618 v3_add( dt, phys->rb.co, phys->rb.co );
619
620 if( len )
621 {
622 struct world_material *surface_mat = world_contact_material(manifold);
623 player.surface_prop = surface_mat->info.surface_prop;
624 }
625
626 /* jump */
627 if( player.input_jump->button.value )
628 {
629 phys->rb.v[1] = 5.0f;
630 phys->in_air = 1;
631 return;
632 }
633
634 /* if we've put us in the air, step down slowly */
635 phys->in_air = 1;
636 float max_dist = 0.3f,
637 start_y = phys->rb.co[1];
638
639 for( int j=0; j<8; j++ )
640 {
641 for( int i=0; i<len; i++ )
642 {
643 struct contact *ct = &manifold[i];
644 if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
645 {
646 phys->in_air = 0;
647 if( j == 0 )
648 return;
649
650 v3f dt;
651 v3_zero( dt );
652 for( int j=0; j<3; j++ )
653 {
654 for( int i=0; i<len; i++ )
655 {
656 struct contact *ct = &manifold[i];
657
658 float p = vg_maxf( 0.0f, ct->p - 0.0025f ),
659 cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p );
660 v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt );
661 }
662 }
663 v3_add( dt, phys->rb.co, phys->rb.co );
664 return;
665 }
666 }
667
668 phys->rb.co[1] -= max_dist * 0.125f;
669
670 player_walk_update_collision();
671 len = 0;
672 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
673 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
674 }
675
676 /* Transitioning into air mode */
677 phys->rb.co[1] = start_y;
678 }
679 }
680
681 VG_STATIC void player_grind(void)
682 {
683 struct player_phys *phys = &player.phys;
684
685 v3f closest;
686 int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY );
687 if( idx == -1 )
688 return;
689
690 struct grind_edge *edge = &world.grind_edges[ idx ];
691
692 vg_line( phys->rb.co, closest, 0xff000000 );
693 vg_line_cross( closest, 0xff000000, 0.3f );
694 vg_line( edge->p0, edge->p1, 0xff000000 );
695
696 v3f grind_delta;
697 v3_sub( closest, phys->rb.co, grind_delta );
698
699 float p = v3_dot( phys->rb.forward, grind_delta );
700 v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta );
701
702 float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) );
703 v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v );
704 }
705
706 VG_STATIC int player_update_grind_collision( rb_ct *contact )
707 {
708 struct player_phys *phys = &player.phys;
709
710 v3f p0, p1, c0, c1;
711 v3_muladds( phys->rb.co, phys->rb.forward, 0.5f, p0 );
712 v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 );
713 v3_muladds( p0, phys->rb.up, 0.125f, p0 );
714 v3_muladds( p1, phys->rb.up, 0.125f, p1 );
715
716 float const k_r = 0.25f;
717 struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1,
718 c0, c1, k_r );
719
720
721 vg_line( p0, p1, 0xff0000ff );
722
723 if( closest_edge )
724 {
725 vg_line_cross( c0, 0xff000000, 0.1f );
726 vg_line_cross( c1, 0xff000000, 0.1f );
727 vg_line( c0, c1, 0xff000000 );
728
729 v3f delta;
730 v3_sub( c1, c0, delta );
731
732 if( v3_dot( delta, phys->rb.up ) > 0.0001f )
733 {
734 contact->p = v3_length( delta );
735 contact->type = k_contact_type_edge;
736 contact->element_id = 0;
737 v3_copy( c1, contact->co );
738 contact->rba = &player.phys.rb;
739 contact->rbb = &world.rb_geo;
740
741 v3f edge_dir, axis_dir;
742 v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
743 v3_normalize( edge_dir );
744 v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
745 v3_cross( edge_dir, axis_dir, contact->n );
746
747 vg_info( "%f %f\n", v3_length( contact->n ), contact->p );
748
749 return 1;
750 }
751 else
752 return -1;
753 }
754
755 return 0;
756 }
757
758 /* Manifold must be able to hold at least 64 elements */
759 VG_STATIC int player_update_collision_manifold( rb_ct *manifold )
760 {
761 struct player_phys *phys = &player.phys;
762
763 rigidbody *rbf = &player.collide_front,
764 *rbb = &player.collide_back;
765
766 m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
767 m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
768
769 player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
770 float h = player.air_blend*0.2f;
771
772 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
773 v3_copy( rbf->co, rbf->to_world[3] );
774 m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
775 v3_copy( rbb->co, rbb->to_world[3] );
776
777 m4x3_invert_affine( rbf->to_world, rbf->to_local );
778 m4x3_invert_affine( rbb->to_world, rbb->to_local );
779
780 rb_update_bounds( rbf );
781 rb_update_bounds( rbb );
782
783 rb_debug( rbf, 0xff00ffff );
784 rb_debug( rbb, 0xffffff00 );
785
786 int len_f = 0,
787 len_b = 0;
788
789 len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold );
790 rb_manifold_filter_coplanar( manifold, len_f, 0.05f );
791 if( len_f > 1 )
792 {
793 rb_manifold_filter_backface( manifold, len_f );
794 rb_manifold_filter_joint_edges( manifold, len_f, 0.05f );
795 rb_manifold_filter_pairs( manifold, len_f, 0.05f );
796 }
797 len_f = rb_manifold_apply_filtered( manifold, len_f );
798
799 rb_ct *man_b = &manifold[len_f];
800 len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b );
801 rb_manifold_filter_coplanar( man_b, len_b, 0.05f );
802 if( len_b > 1 )
803 {
804 rb_manifold_filter_backface( man_b, len_b );
805 rb_manifold_filter_joint_edges( man_b, len_b, 0.05f );
806 rb_manifold_filter_pairs( man_b, len_b, 0.05f );
807 }
808 len_b = rb_manifold_apply_filtered( man_b, len_b );
809
810 #if 0
811 /*
812 * Preprocess collision points, and create a surface picture.
813 * we want contacts that are within our 'capsule's internal line to be
814 * clamped so that they face the line and do not oppose, to stop the
815 * player hanging up on stuff
816 */
817 for( int i=0; i<len; i++ )
818 {
819 v3f dfront, dback;
820 v3_sub( manifold[i].co, rbf->co, dfront );
821 v3_sub( manifold[i].co, rbb->co, dback );
822
823 if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) &&
824 (v3_dot( dback, phys->rb.forward ) > 0.02f))
825 {
826 float p = v3_dot( manifold[i].n, phys->rb.forward );
827 v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n );
828 v3_normalize( manifold[i].n );
829 }
830 }
831 #endif
832
833 return len_f + len_b;
834 }
835
836 VG_STATIC void player_adhere_ground( rb_ct *manifold, int len )
837 {
838 struct player_phys *phys = &player.phys;
839 int was_in_air = phys->in_air;
840
841 v3f surface_avg;
842 v3_zero( surface_avg );
843
844 if( len == 0 )
845 {
846 phys->lift_frames ++;
847
848 if( phys->lift_frames >= 8 )
849 phys->in_air = 1;
850 }
851 else
852 {
853 for( int i=0; i<len; i++ )
854 v3_add( surface_avg, manifold[i].n, surface_avg );
855 v3_normalize( surface_avg );
856
857 if( v3_dot( phys->rb.v, surface_avg ) > 0.7f )
858 {
859 phys->lift_frames ++;
860
861 if( phys->lift_frames >= 8 )
862 phys->in_air = 1;
863 }
864 else
865 {
866 phys->in_air = 0;
867 phys->lift_frames = 0;
868 v3f projected, axis;
869
870 float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
871 v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
872
873 float d = v3_dot( phys->rb.forward, surface_avg );
874 v3_muladds( surface_avg, phys->rb.forward, -d, projected );
875 v3_normalize( projected );
876
877 float angle = v3_dot( phys->rb.up, projected );
878 v3_cross( phys->rb.up, projected, axis );
879
880 v3f p0, p1;
881 v3_add( phys->rb.co, projected, p0 );
882 v3_add( phys->rb.co, phys->rb.up, p1 );
883 vg_line( phys->rb.co, p0, 0xff00ff00 );
884 vg_line( phys->rb.co, p1, 0xff000fff );
885
886 if( fabsf(angle) < 0.999f )
887 {
888 v4f correction;
889 q_axis_angle( correction, axis,
890 acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
891 q_mul( correction, phys->rb.q, phys->rb.q );
892 }
893 }
894 }
895
896 if( !was_in_air && phys->in_air )
897 player_start_air();
898 }
899
900 VG_STATIC void player_collision_response( rb_ct *manifold, int len )
901 {
902 struct player_phys *phys = &player.phys;
903
904 for( int j=0; j<5; j++ )
905 {
906 for( int i=0; i<len; i++ )
907 {
908 struct contact *ct = &manifold[i];
909
910 v3f dv, delta;
911 v3_sub( ct->co, phys->rb.co, delta );
912 v3_cross( phys->rb.w, delta, dv );
913 v3_add( phys->rb.v, dv, dv );
914
915 float vn = -v3_dot( dv, ct->n );
916 vn += ct->bias;
917
918 float temp = ct->norm_impulse;
919 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
920 vn = ct->norm_impulse - temp;
921
922 v3f impulse;
923 v3_muls( ct->n, vn, impulse );
924
925 if( fabsf(v3_dot( impulse, phys->rb.forward )) > 10.0f ||
926 fabsf(v3_dot( impulse, phys->rb.up )) > 50.0f )
927 {
928 player_kill();
929 return;
930 }
931
932 v3_add( impulse, phys->rb.v, phys->rb.v );
933 v3_cross( delta, impulse, impulse );
934
935 /*
936 * W Impulses are limited to the Y and X axises, we don't really want
937 * roll angular velocities being included.
938 *
939 * Can also tweak the resistance of each axis here by scaling the wx,wy
940 * components.
941 */
942
943 float wy = v3_dot( phys->rb.up, impulse ),
944 wx = v3_dot( phys->rb.right, impulse )*1.8f;
945
946 v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
947 v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
948 }
949 }
950 }
951
952 VG_STATIC void player_save_frame(void)
953 {
954 player.phys_gate_frame = player.phys;
955 }
956
957 VG_STATIC void player_restore_frame(void)
958 {
959 player.phys = player.phys_gate_frame;
960 rb_update_transform( &player.phys.rb );
961 }
962
963 VG_STATIC void player_integrate(void)
964 {
965 struct player_phys *phys = &player.phys;
966 apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
967 v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
968 }
969
970 VG_STATIC void player_do_motion(void)
971 {
972 struct player_phys *phys = &player.phys;
973
974 if( world.water.enabled )
975 {
976 if( (phys->rb.co[1] < 0.0f) && !player.is_dead )
977 {
978 audio_lock();
979 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
980 audio_player_set_position( &audio_player_extra, phys->rb.co );
981 audio_player_set_vol( &audio_player_extra, 20.0f );
982 audio_player_playclip( &audio_player_extra, &audio_splash );
983 audio_unlock();
984
985 player_kill();
986 }
987 }
988
989 v3f prevco;
990 v3_copy( phys->rb.co, prevco );
991
992 if( phys->on_board )
993 {
994 rb_ct manifold[72];
995 int len = player_update_collision_manifold( manifold );
996 int grind_col = player_update_grind_collision( &manifold[len] );
997
998 static int _grind_col_pre = 0;
999
1000 if( grind_col )
1001 {
1002 phys->grind = 1;
1003 v3f up = { 0.0f, 1.0f, 0.0f };
1004 float angle = v3_dot( phys->rb.up, up );
1005
1006 if( fabsf(angle) < 0.99f )
1007 {
1008 v3f axis;
1009 v3_cross( phys->rb.up, up, axis );
1010
1011 v4f correction;
1012 q_axis_angle( correction, axis,
1013 VG_TIMESTEP_FIXED * 10.0f * acosf(angle) );
1014 q_mul( correction, phys->rb.q, phys->rb.q );
1015 }
1016
1017 float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
1018 v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v );
1019 m3x3_identity( phys->vr );
1020 m3x3_identity( phys->vr_pstep );
1021
1022 if( !_grind_col_pre )
1023 {
1024 audio_lock();
1025 audio_player_set_flags( &audio_player_extra,
1026 AUDIO_FLAG_SPACIAL_3D );
1027 audio_player_set_position( &audio_player_extra, phys->rb.co );
1028 audio_player_set_vol( &audio_player_extra, 20.0f );
1029 audio_player_playclip( &audio_player_extra, &audio_board[5] );
1030 audio_unlock();
1031 }
1032 }
1033 else
1034 {
1035 phys->grind = 0;
1036 player_adhere_ground( manifold, len );
1037
1038 if( _grind_col_pre )
1039 {
1040 audio_lock();
1041 audio_player_set_flags( &audio_player_extra,
1042 AUDIO_FLAG_SPACIAL_3D );
1043 audio_player_set_position( &audio_player_extra, phys->rb.co );
1044 audio_player_set_vol( &audio_player_extra, 20.0f );
1045 audio_player_playclip( &audio_player_extra, &audio_board[6] );
1046 audio_unlock();
1047 }
1048 }
1049
1050 _grind_col_pre = grind_col;
1051
1052 rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) );
1053 player_collision_response( manifold, len+ VG_MAX(0,grind_col) );
1054
1055 player_physics_control_passive();
1056
1057 if( grind_col )
1058 {
1059 phys->in_air = 0;
1060 player_physics_control_grind();
1061 }
1062 else
1063 {
1064 if( phys->in_air )
1065 player_physics_control_air();
1066 else
1067 player_physics_control();
1068 }
1069
1070 player_integrate();
1071 }
1072 else
1073 player_walk_physics();
1074
1075
1076 /* Real angular velocity integration */
1077 v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w );
1078 if( v3_length2( phys->rb.w ) > 0.0f )
1079 {
1080 v4f rotation;
1081 v3f axis;
1082 v3_copy( phys->rb.w, axis );
1083
1084 float mag = v3_length( axis );
1085 v3_divs( axis, mag, axis );
1086 q_axis_angle( rotation, axis, mag*k_rb_delta );
1087 q_mul( rotation, phys->rb.q, phys->rb.q );
1088 }
1089
1090 /* Faux angular velocity */
1091 v4f rotate;
1092
1093 float lerpq = phys->in_air? 0.04f: 0.3f;
1094 phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
1095
1096 q_axis_angle( rotate, phys->rb.up, phys->siY );
1097 q_mul( rotate, phys->rb.q, phys->rb.q );
1098 phys->iY = 0.0f;
1099
1100 /*
1101 * Gate intersection, by tracing a line over the gate planes
1102 */
1103 for( int i=0; i<world.gate_count; i++ )
1104 {
1105 struct route_gate *rg = &world.gates[i];
1106 teleport_gate *gate = &rg->gate;
1107
1108 if( gate_intersect( gate, phys->rb.co, prevco ) )
1109 {
1110 m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
1111 m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
1112 m3x3_mulv( gate->transport, phys->vl, phys->vl );
1113 m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
1114 m3x3_mulv( gate->transport, phys->m, phys->m );
1115 m3x3_mulv( gate->transport, phys->bob, phys->bob );
1116
1117 /* Pre-emptively edit the camera matrices so that the motion vectors
1118 * are correct */
1119 m4x3f transport_i;
1120 m4x4f transport_4;
1121 m4x3_invert_affine( gate->transport, transport_i );
1122 m4x3_expand( transport_i, transport_4 );
1123 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
1124 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
1125
1126 v4f transport_rotation;
1127 m3x3_q( gate->transport, transport_rotation );
1128 q_mul( transport_rotation, phys->rb.q, phys->rb.q );
1129
1130 world_routes_activate_gate( i );
1131
1132 if( !phys->on_board )
1133 {
1134 v3f fwd_dir = {cosf(player.angles[0]),
1135 0.0f,
1136 sinf(player.angles[0])};
1137 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
1138
1139 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
1140 }
1141
1142 player.rewind_length = 0;
1143 player.rewind_total_length = 0.0f;
1144 player.rewind_incrementer = 10000;
1145 player_save_frame();
1146
1147 audio_lock();
1148 audio_play_oneshot( &audio_gate_pass, 1.0f );
1149 audio_unlock();
1150 break;
1151 }
1152 }
1153
1154 rb_update_transform( &phys->rb );
1155 }
1156
1157 VG_STATIC void player_freecam(void)
1158 {
1159 player_mouseview();
1160
1161 float movespeed = fc_speed;
1162 v3f lookdir = { 0.0f, 0.0f, -1.0f },
1163 sidedir = { 1.0f, 0.0f, 0.0f };
1164
1165 m3x3_mulv( main_camera.transform, lookdir, lookdir );
1166 m3x3_mulv( main_camera.transform, sidedir, sidedir );
1167
1168 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
1169
1170 /* TODO */
1171 #if 0
1172 if( vg_get_button( "forward" ) )
1173 v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel );
1174 if( vg_get_button( "back" ) )
1175 v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
1176 if( vg_get_button( "left" ) )
1177 v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
1178 if( vg_get_button( "right" ) )
1179 v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel );
1180 #endif
1181
1182 v3_muls( move_vel, 0.7f, move_vel );
1183 v3_add( move_vel, player.camera_pos, player.camera_pos );
1184 }
1185
1186 VG_STATIC int reset_player( int argc, char const *argv[] )
1187 {
1188 struct player_phys *phys = &player.phys;
1189 struct respawn_point *rp = NULL, *r;
1190
1191 if( argc == 1 )
1192 {
1193 for( int i=0; i<world.spawn_count; i++ )
1194 {
1195 r = &world.spawns[i];
1196 if( !strcmp( r->name, argv[0] ) )
1197 {
1198 rp = r;
1199 break;
1200 }
1201 }
1202
1203 if( !rp )
1204 vg_warn( "No spawn named '%s'\n", argv[0] );
1205 }
1206
1207 if( !rp )
1208 {
1209 float min_dist = INFINITY;
1210
1211 for( int i=0; i<world.spawn_count; i++ )
1212 {
1213 r = &world.spawns[i];
1214 float d = v3_dist2( r->co, phys->rb.co );
1215
1216 vg_info( "Dist %s : %f\n", r->name, d );
1217 if( d < min_dist )
1218 {
1219 min_dist = d;
1220 rp = r;
1221 }
1222 }
1223 }
1224
1225 if( !rp )
1226 {
1227 vg_error( "No spawn found\n" );
1228 vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0],
1229 player.phys.rb.co[1],
1230 player.phys.rb.co[2] );
1231 vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0],
1232 player.phys.rb.v[1],
1233 player.phys.rb.v[2] );
1234
1235 if( !world.spawn_count )
1236 return 0;
1237
1238 rp = &world.spawns[0];
1239 }
1240
1241 player.is_dead = 0;
1242
1243 m3x3f the_long_way;
1244 q_m3x3( rp->q, the_long_way );
1245
1246 v3f delta = {1.0f,0.0f,0.0f};
1247 m3x3_mulv( the_long_way, delta, delta );
1248
1249 player.angles[0] = atan2f( delta[0], -delta[2] );
1250 player.angles[1] = -asinf( delta[1] );
1251
1252
1253 v4_copy( rp->q, phys->rb.q );
1254 v3_copy( rp->co, phys->rb.co );
1255 v3_zero( phys->rb.v );
1256
1257 phys->vswitch = 1.0f;
1258 phys->slip_last = 0.0f;
1259 phys->in_air = 1;
1260 phys->on_board = 0;
1261 m3x3_identity( phys->vr );
1262
1263 player.mdl.shoes[0] = 1;
1264 player.mdl.shoes[1] = 1;
1265
1266 rb_update_transform( &phys->rb );
1267 player_save_frame();
1268 return 1;
1269 }
1270
1271 #endif /* PLAYER_PHYSICS_H */