refactor player
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
1 /*
2 * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
3 * -----------------------------------------------------------------------------
4 *
5 * Player physics and control submodule
6 * contains main physics models, input, and player control.
7 *
8 * -----------------------------------------------------------------------------
9 */
10
11 #ifndef PLAYER_PHYSICS_H
12 #define PLAYER_PHYSICS_H
13
14 #include "player.h"
15
16 static void apply_gravity( v3f vel, float const timestep )
17 {
18 v3f gravity = { 0.0f, -9.6f, 0.0f };
19 v3_muladds( vel, gravity, timestep, vel );
20 }
21
22 /*
23 * Called when launching into the air to predict and adjust trajectories
24 */
25 static void player_start_air(void)
26 {
27 if( player.in_air )
28 return;
29
30 player.in_air = 1;
31
32 float pstep = ktimestep*10.0f;
33 float best_velocity_delta = -9999.9f;
34 float k_bias = 0.96f;
35
36 v3f axis;
37 v3_cross( player.rb.up, player.rb.v, axis );
38 v3_normalize( axis );
39 player.land_log_count = 0;
40
41 m3x3_identity( player.vr );
42
43 for( int m=-3;m<=12; m++ )
44 {
45 float vmod = ((float)m / 15.0f)*0.09f;
46
47 v3f pco, pco1, pv;
48 v3_copy( player.rb.co, pco );
49 v3_muls( player.rb.v, k_bias, pv );
50
51 /*
52 * Try different 'rotations' of the velocity to find the best possible
53 * landing normal. This conserves magnitude at the expense of slightly
54 * unrealistic results
55 */
56
57 m3x3f vr;
58 v4f vr_q;
59
60 q_axis_angle( vr_q, axis, vmod );
61 q_m3x3( vr_q, vr );
62
63 m3x3_mulv( vr, pv, pv );
64 v3_muladds( pco, pv, pstep, pco );
65
66 for( int i=0; i<50; i++ )
67 {
68 v3_copy( pco, pco1 );
69 apply_gravity( pv, pstep );
70
71 m3x3_mulv( vr, pv, pv );
72 v3_muladds( pco, pv, pstep, pco );
73
74 ray_hit contact;
75 v3f vdir;
76
77 v3_sub( pco, pco1, vdir );
78 contact.dist = v3_length( vdir );
79 v3_divs( vdir, contact.dist, vdir);
80
81 if( ray_world( pco1, vdir, &contact ))
82 {
83 float land_delta = v3_dot( pv, contact.normal );
84 u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
85
86 /* Bias prediction towords ramps */
87 if( ray_hit_is_ramp( &contact ) )
88 {
89 land_delta *= 0.1f;
90 scolour |= 0x0000a000;
91 }
92
93 if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
94 {
95 best_velocity_delta = land_delta;
96
97 v3_copy( contact.pos, player.land_target );
98
99 m3x3_copy( vr, player.vr_pstep );
100 q_axis_angle( vr_q, axis, vmod*0.1f );
101 q_m3x3( vr_q, player.vr );
102 }
103
104 v3_copy( contact.pos,
105 player.land_target_log[player.land_log_count] );
106 player.land_target_colours[player.land_log_count] =
107 0xff000000 | scolour;
108
109 player.land_log_count ++;
110
111 break;
112 }
113 }
114 }
115 }
116
117 /*
118 * Main friction interface model
119 */
120 static void player_physics_control(void)
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( player.rb.to_local, player.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 player.slip = slip;
137 player.reverse = -vg_signf(vel[2]);
138
139 float substep = ktimestep * 0.2f;
140 float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
141
142 for( int i=0; i<5; i++ )
143 {
144 vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
145 vel[0] = stable_force( vel[0],
146 vg_signf( vel[0] ) * -k_friction_lat*substep );
147 }
148
149 static double start_push = 0.0;
150 if( vg_get_button_down( "push" ) )
151 start_push = vg_time;
152
153 if( vg_get_button( "jump" ) )
154 {
155 player.jump += ktimestep * k_jump_charge_speed;
156
157 if( !player.jump_charge )
158 player.jump_dir = player.reverse > 0.0f? 1: 0;
159
160 player.jump_charge = 1;
161 }
162
163 if( !vg_get_button("break") && vg_get_button( "push" ) )
164 {
165 player.pushing = 1.0f;
166 player.push_time = vg_time-start_push;
167
168 float cycle_time = player.push_time*k_push_cycle_rate,
169 amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
170 current = v3_length( vel ),
171 new_vel = vg_minf( current + amt, k_max_push_speed );
172
173 new_vel -= vg_minf(current, k_max_push_speed);
174 vel[2] -= new_vel * player.reverse;
175 }
176
177 /* Pumping */
178 static float previous = 0.0f;
179 float delta = previous - player.grab,
180 pump = delta * k_pump_force*ktimestep;
181 previous = player.grab;
182
183 v3f p1;
184 v3_muladds( player.rb.co, player.rb.up, pump, p1 );
185 vg_line( player.rb.co, p1, 0xff0000ff );
186
187 vel[1] += pump;
188
189
190 m3x3_mulv( player.rb.to_world, vel, player.rb.v );
191
192 float steer = vg_get_axis( "horizontal" );
193 player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
194
195 v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
196 ktimestep*5.0f, player.board_xy);
197 }
198
199 /*
200 * Air control, no real physics
201 */
202 static void player_physics_control_air(void)
203 {
204 m3x3_mulv( player.vr, player.rb.v, player.rb.v );
205 vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
206
207 ray_hit hit;
208
209 /*
210 * Prediction
211 */
212 float pstep = ktimestep*10.0f;
213
214 v3f pco, pco1, pv;
215 v3_copy( player.rb.co, pco );
216 v3_copy( player.rb.v, pv );
217
218 float time_to_impact = 0.0f;
219 float limiter = 1.0f;
220
221 for( int i=0; i<50; i++ )
222 {
223 v3_copy( pco, pco1 );
224 m3x3_mulv( player.vr_pstep, pv, pv );
225 apply_gravity( pv, pstep );
226 v3_muladds( pco, pv, pstep, pco );
227
228 ray_hit contact;
229 v3f vdir;
230
231 v3_sub( pco, pco1, vdir );
232 contact.dist = v3_length( vdir );
233 v3_divs( vdir, contact.dist, vdir);
234
235 float orig_dist = contact.dist;
236 if( ray_world( pco1, vdir, &contact ))
237 {
238 float angle = v3_dot( player.rb.up, contact.normal );
239 v3f axis;
240 v3_cross( player.rb.up, contact.normal, axis );
241
242 time_to_impact += (contact.dist/orig_dist)*pstep;
243 limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
244 limiter = 1.0f-limiter;
245 limiter *= limiter;
246 limiter = 1.0f-limiter;
247
248 if( angle < 0.99f )
249 {
250 v4f correction;
251 q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
252 q_mul( correction, player.rb.q, player.rb.q );
253 }
254
255 vg_line_cross( contact.pos, 0xffff0000, 0.25f );
256 break;
257 }
258 time_to_impact += pstep;
259 }
260
261 player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
262 {
263 float iX = vg_get_axis( "vertical" ) *
264 player.reverse * k_steer_air * limiter * ktimestep;
265
266 static float siX = 0.0f;
267 siX = vg_lerpf( siX, iX, k_steer_air_lerp );
268
269 v4f rotate;
270 q_axis_angle( rotate, player.rb.right, siX );
271 q_mul( rotate, player.rb.q, player.rb.q );
272 }
273
274 v2f target = {0.0f,0.0f};
275 v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
276 player.grab, target );
277 v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
278 }
279
280 /*
281 * Entire Walking physics model
282 * TODO: sleep when under certain velotiy
283 */
284 static void player_walk_physics(void)
285 {
286 rigidbody *rbf = &player.collide_front,
287 *rbb = &player.collide_back;
288
289 m3x3_copy( player.rb.to_world, player.collide_front.to_world );
290 m3x3_copy( player.rb.to_world, player.collide_back.to_world );
291
292 float h0 = 0.3f,
293 h1 = 0.9f;
294
295 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
296 v3_copy( rbf->co, rbf->to_world[3] );
297 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
298 v3_copy( rbb->co, rbb->to_world[3] );
299
300 m4x3_invert_affine( rbf->to_world, rbf->to_local );
301 m4x3_invert_affine( rbb->to_world, rbb->to_local );
302
303 rb_update_bounds( rbf );
304 rb_update_bounds( rbb );
305
306 rb_debug( rbf, 0xff0000ff );
307 rb_debug( rbb, 0xff0000ff );
308
309 rb_ct manifold[64];
310 int len = 0;
311
312 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
313 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
314
315 rb_presolve_contacts( manifold, len );
316
317 for( int j=0; j<5; j++ )
318 {
319 for( int i=0; i<len; i++ )
320 {
321 struct contact *ct = &manifold[i];
322
323 /*normal */
324 float vn = -v3_dot( player.rb.v, ct->n );
325 vn += ct->bias;
326
327 float temp = ct->norm_impulse;
328 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
329 vn = ct->norm_impulse - temp;
330
331 v3f impulse;
332 v3_muls( ct->n, vn, impulse );
333
334 v3_add( impulse, player.rb.v, player.rb.v );
335
336 /* friction */
337 for( int j=0; j<2; j++ )
338 {
339 float f = k_friction * ct->norm_impulse,
340 vt = v3_dot( player.rb.v, ct->t[j] ),
341 lambda = -vt;
342
343 float temp = ct->tangent_impulse[j];
344 ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
345 lambda = ct->tangent_impulse[j] - temp;
346
347 v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
348 }
349 }
350 }
351
352 player.in_air = len==0?1:0;
353
354 v3_zero( player.rb.w );
355 q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
356
357 v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
358
359 v3f p1;
360 v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
361 vg_line( player.rb.co, p1, 0xff0000ff );
362
363 float move_dead = 0.1f,
364 move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
365
366 if( move > 0.0f )
367 {
368 float move_norm = move * (1.0f/(1.0f-move_dead)),
369 speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
370 amt = k_walk_accel * ktimestep,
371 zvel = v3_dot( player.rb.v, forward_dir ),
372 new_vel = vg_minf( zvel + amt, speed ),
373 diff = new_vel - vg_minf( zvel, speed );
374
375 v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
376
377 /* TODO move */
378 float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
379 run_norm = 30.0f/(float)player.mdl.anim_run->length ;
380
381 player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
382 }
383 else
384 {
385 player.walk_timer = 0.0f;
386 }
387
388 player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
389 player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
390 }
391
392 /*
393 * Physics collision detection, and control
394 */
395 static void player_physics(void)
396 {
397 /*
398 * Update collision fronts
399 */
400
401 rigidbody *rbf = &player.collide_front,
402 *rbb = &player.collide_back;
403
404 m3x3_copy( player.rb.to_world, player.collide_front.to_world );
405 m3x3_copy( player.rb.to_world, player.collide_back.to_world );
406
407 player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
408 float h = player.air_blend*0.2f;
409
410 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
411 v3_copy( rbf->co, rbf->to_world[3] );
412 m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
413 v3_copy( rbb->co, rbb->to_world[3] );
414
415 m4x3_invert_affine( rbf->to_world, rbf->to_local );
416 m4x3_invert_affine( rbb->to_world, rbb->to_local );
417
418 rb_update_bounds( rbf );
419 rb_update_bounds( rbb );
420
421 rb_debug( rbf, 0xff00ffff );
422 rb_debug( rbb, 0xffffff00 );
423
424 rb_ct manifold[64];
425 int len = 0;
426
427 len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
428 len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
429
430 rb_presolve_contacts( manifold, len );
431 v3f surface_avg = {0.0f, 0.0f, 0.0f};
432
433 if( !len )
434 {
435 player_start_air();
436 }
437 else
438 {
439 for( int i=0; i<len; i++ )
440 {
441 v3_add( manifold[i].n, surface_avg, surface_avg );
442 }
443
444 v3_normalize( surface_avg );
445
446 if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
447 {
448 player_start_air();
449 }
450 else
451 player.in_air = 0;
452 }
453
454 for( int j=0; j<5; j++ )
455 {
456 for( int i=0; i<len; i++ )
457 {
458 struct contact *ct = &manifold[i];
459
460 v3f dv, delta;
461 v3_sub( ct->co, player.rb.co, delta );
462 v3_cross( player.rb.w, delta, dv );
463 v3_add( player.rb.v, dv, dv );
464
465 float vn = -v3_dot( dv, ct->n );
466 vn += ct->bias;
467
468 float temp = ct->norm_impulse;
469 ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
470 vn = ct->norm_impulse - temp;
471
472 v3f impulse;
473 v3_muls( ct->n, vn, impulse );
474
475 if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
476 fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
477 {
478 player_kill();
479 return;
480 }
481
482 v3_add( impulse, player.rb.v, player.rb.v );
483 v3_cross( delta, impulse, impulse );
484
485 /*
486 * W Impulses are limited to the Y and X axises, we don't really want
487 * roll angular velocities being included.
488 *
489 * Can also tweak the resistance of each axis here by scaling the wx,wy
490 * components.
491 */
492
493 float wy = v3_dot( player.rb.up, impulse ),
494 wx = v3_dot( player.rb.right, impulse )*1.5f;
495
496 v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
497 v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
498 }
499 }
500
501 float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
502 player.grab = vg_lerpf( player.grab, grabt, 0.14f );
503 player.pushing = 0.0f;
504
505 if( !player.in_air )
506 {
507 v3f axis;
508 float angle = v3_dot( player.rb.up, surface_avg );
509 v3_cross( player.rb.up, surface_avg, axis );
510
511 //float cz = v3_dot( player.rb.forward, axis );
512 //v3_muls( player.rb.forward, cz, axis );
513
514 if( angle < 0.999f )
515 {
516 v4f correction;
517 q_axis_angle( correction, axis, acosf(angle)*0.3f );
518 q_mul( correction, player.rb.q, player.rb.q );
519 }
520
521 v3_muladds( player.rb.v, player.rb.up,
522 -k_downforce*ktimestep, player.rb.v );
523
524 player_physics_control();
525
526 if( !player.jump_charge && player.jump > 0.2f )
527 {
528 v3f jumpdir;
529
530 /* Launch more up if alignment is up else improve velocity */
531 float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
532 mod = 0.5f,
533 dir = mod + aup*(1.0f-mod);
534
535 v3_copy( player.rb.v, jumpdir );
536 v3_normalize( jumpdir );
537 v3_muls( jumpdir, 1.0f-dir, jumpdir );
538 v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
539 v3_normalize( jumpdir );
540
541 float force = k_jump_force*player.jump;
542 v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
543 player.jump = 0.0f;
544
545 player.jump_time = vg_time;
546
547 audio_lock();
548 audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
549 audio_player_set_position( &audio_player_extra, player.rb.co );
550 audio_player_set_vol( &audio_player_extra, 20.0f );
551 audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
552 audio_unlock();
553 }
554 }
555 else
556 {
557 player_physics_control_air();
558 }
559
560 if( !player.jump_charge )
561 {
562 player.jump -= k_jump_charge_speed * ktimestep;
563 }
564 player.jump_charge = 0;
565 player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
566 }
567
568 static void player_do_motion(void)
569 {
570 float horizontal = vg_get_axis("horizontal"),
571 vertical = vg_get_axis("vertical");
572
573 if( player.on_board )
574 player_physics();
575 else
576 player_walk_physics();
577
578 /* Integrate velocity */
579 v3f prevco;
580 v3_copy( player.rb.co, prevco );
581
582 apply_gravity( player.rb.v, ktimestep );
583 v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
584
585 /* Real angular velocity integration */
586 v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
587 if( v3_length2( player.rb.w ) > 0.0f )
588 {
589 v4f rotation;
590 v3f axis;
591 v3_copy( player.rb.w, axis );
592
593 float mag = v3_length( axis );
594 v3_divs( axis, mag, axis );
595 q_axis_angle( rotation, axis, mag*k_rb_delta );
596 q_mul( rotation, player.rb.q, player.rb.q );
597 }
598
599 /* Faux angular velocity */
600 v4f rotate;
601
602 static float siY = 0.0f;
603 float lerpq = player.in_air? 0.04f: 0.3f;
604 siY = vg_lerpf( siY, player.iY, lerpq );
605
606 q_axis_angle( rotate, player.rb.up, siY );
607 q_mul( rotate, player.rb.q, player.rb.q );
608 player.iY = 0.0f;
609
610 /*
611 * Gate intersection, by tracing a line over the gate planes
612 */
613 for( int i=0; i<world.routes.gate_count; i++ )
614 {
615 struct route_gate *rg = &world.routes.gates[i];
616 teleport_gate *gate = &rg->gate;
617
618 if( gate_intersect( gate, player.rb.co, prevco ) )
619 {
620 m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
621 m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
622 m3x3_mulv( gate->transport, player.vl, player.vl );
623 m3x3_mulv( gate->transport, player.v_last, player.v_last );
624 m3x3_mulv( gate->transport, player.m, player.m );
625 m3x3_mulv( gate->transport, player.bob, player.bob );
626
627 v4f transport_rotation;
628 m3x3_q( gate->transport, transport_rotation );
629 q_mul( transport_rotation, player.rb.q, player.rb.q );
630
631 world_routes_activate_gate( i );
632 player.rb_gate_frame = player.rb;
633 player.in_air_frame = player.in_air;
634 player.on_board_frame = player.on_board;
635
636 if( !player.on_board )
637 {
638 v3f fwd_dir = {cosf(player.angles[0]),
639 0.0f,
640 sinf(player.angles[0])};
641 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
642
643 player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
644 }
645
646 m3x3_copy( player.vr, player.gate_vr_frame );
647 m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
648
649 audio_lock();
650 audio_play_oneshot( &audio_gate_lap, 1.0f );
651 audio_unlock();
652 break;
653 }
654 }
655
656 rb_update_transform( &player.rb );
657 }
658
659 /*
660 * Free camera movement
661 */
662 static void player_mouseview(void)
663 {
664 if( gui_want_mouse() )
665 return;
666
667 static v2f mouse_last,
668 view_vel = { 0.0f, 0.0f };
669
670 if( vg_get_button_down( "primary" ) )
671 v2_copy( vg_mouse, mouse_last );
672
673 else if( vg_get_button( "primary" ) )
674 {
675 v2f delta;
676 v2_sub( vg_mouse, mouse_last, delta );
677 v2_copy( vg_mouse, mouse_last );
678
679 v2_muladds( view_vel, delta, 0.001f, view_vel );
680 }
681
682 v2_muladds( view_vel,
683 (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
684 0.05f, view_vel );
685 v2_muls( view_vel, 0.93f, view_vel );
686 v2_add( view_vel, player.angles, player.angles );
687 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
688 }
689
690 static void player_freecam(void)
691 {
692 player_mouseview();
693
694 float movespeed = fc_speed;
695 v3f lookdir = { 0.0f, 0.0f, -1.0f },
696 sidedir = { 1.0f, 0.0f, 0.0f };
697
698 m3x3_mulv( player.camera, lookdir, lookdir );
699 m3x3_mulv( player.camera, sidedir, sidedir );
700
701 static v3f move_vel = { 0.0f, 0.0f, 0.0f };
702 if( vg_get_button( "forward" ) )
703 v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
704 if( vg_get_button( "back" ) )
705 v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
706 if( vg_get_button( "left" ) )
707 v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
708 if( vg_get_button( "right" ) )
709 v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
710
711 v3_muls( move_vel, 0.7f, move_vel );
712 v3_add( move_vel, player.camera_pos, player.camera_pos );
713 }
714
715 static void player_camera_update(void)
716 {
717 /* Update camera matrices */
718 v4f qyaw, qpitch, qcam;
719 q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] );
720 q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] );
721
722 q_mul( qyaw, qpitch, qcam );
723 q_m3x3( qcam, player.camera );
724
725 v3_copy( player.camera_pos, player.camera[3] );
726 m4x3_invert_affine( player.camera, player.camera_inverse );
727 }
728
729 static int reset_player( int argc, char const *argv[] )
730 {
731 struct respawn_point *rp = NULL, *r;
732
733 if( argc == 1 )
734 {
735 for( int i=0; i<world.spawn_count; i++ )
736 {
737 r = &world.spawns[i];
738 if( !strcmp( r->name, argv[0] ) )
739 {
740 rp = r;
741 break;
742 }
743 }
744
745 if( !rp )
746 vg_warn( "No spawn named '%s'\n", argv[0] );
747 }
748
749 if( !rp )
750 {
751 float min_dist = INFINITY;
752
753 for( int i=0; i<world.spawn_count; i++ )
754 {
755 r = &world.spawns[i];
756 float d = v3_dist2( r->co, player.rb.co );
757
758 vg_info( "Dist %s : %f\n", r->name, d );
759 if( d < min_dist )
760 {
761 min_dist = d;
762 rp = r;
763 }
764 }
765 }
766
767 if( !rp )
768 {
769 vg_error( "No spawn found\n" );
770 if( !world.spawn_count )
771 return 0;
772
773 rp = &world.spawns[0];
774 }
775
776 v4_copy( rp->q, player.rb.q );
777 v3_copy( rp->co, player.rb.co );
778
779 player.vswitch = 1.0f;
780 player.slip_last = 0.0f;
781 player.is_dead = 0;
782 player.in_air = 1;
783 m3x3_identity( player.vr );
784
785 player.mdl.shoes[0] = 1;
786 player.mdl.shoes[1] = 1;
787
788 rb_update_transform( &player.rb );
789 m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
790 m3x3_identity( player.gate_vr_frame );
791 m3x3_identity( player.gate_vr_pstep_frame );
792
793 player.rb_gate_frame = player.rb;
794 player.on_board_frame = player.on_board;
795 player.in_air_frame = player.in_air;
796 return 1;
797 }
798
799 #endif /* PLAYER_PHYSICS_H */