sat
[carveJwlIkooP6JGAAIwe30JlM.git] / vehicle.h
1 #ifndef VEHICLE_H
2 #define VEHICLE_H
3
4 #define VG_GAME
5 #include "vg/vg.h"
6 #include "rigidbody.h"
7 #include "world.h"
8 #include "player.h"
9
10 VG_STATIC float k_car_spring = 1.0f,
11 k_car_spring_damp = 0.001f,
12 k_car_spring_length = 0.5f,
13 k_car_wheel_radius = 0.2f,
14 k_car_friction_lat = 0.6f,
15 k_car_friction_roll = 0.01f,
16 k_car_drive_force = 1.0f,
17 k_car_air_resistance = 0.1f,
18 k_car_downforce = 0.5f;
19
20 typedef struct drivable_vehicle drivable_vehicle;
21 VG_STATIC struct drivable_vehicle
22 {
23 int alive, inside;
24 rb_object obj;
25
26 v3f wheels[4];
27
28 float tangent_mass[4][2],
29 normal_forces[4],
30 tangent_forces[4][2];
31
32 float steer, drive;
33 v3f steerv;
34
35 v3f tangent_vectors[4][2];
36 v3f wheels_local[4];
37 }
38 gzoomer =
39 {
40 .obj = { .type = k_rb_shape_sphere, .inf.sphere.radius = 1.0f }
41 };
42
43 VG_STATIC int spawn_car( int argc, const char *argv[] )
44 {
45 v3f ra, rb, rx;
46 v3_copy( main_camera.pos, ra );
47 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
48
49 float t;
50 if( spherecast_world( get_active_world(), ra, rb,
51 gzoomer.obj.inf.sphere.radius, &t, rx ) != -1 )
52 {
53 v3_lerp( ra, rb, t, gzoomer.obj.rb.co );
54 gzoomer.obj.rb.co[1] += 4.0f;
55 q_axis_angle( gzoomer.obj.rb.q, (v3f){1.0f,0.0f,0.0f}, 0.001f );
56 v3_zero( gzoomer.obj.rb.v );
57 v3_zero( gzoomer.obj.rb.w );
58
59 rb_update_transform( &gzoomer.obj.rb );
60 gzoomer.alive = 1;
61
62 vg_success( "Spawned car\n" );
63 }
64 else{
65 vg_error( "Can't spawn here\n" );
66 }
67
68 return 0;
69 }
70
71 VG_STATIC void vehicle_init(void)
72 {
73 q_identity( gzoomer.obj.rb.q );
74 v3_zero( gzoomer.obj.rb.w );
75 v3_zero( gzoomer.obj.rb.v );
76 v3_zero( gzoomer.obj.rb.co );
77 rb_init_object( &gzoomer.obj );
78
79 VG_VAR_F32_PERSISTENT( k_car_spring );
80 VG_VAR_F32_PERSISTENT( k_car_spring_damp );
81 VG_VAR_F32_PERSISTENT( k_car_spring_length );
82 VG_VAR_F32_PERSISTENT( k_car_wheel_radius );
83 VG_VAR_F32_PERSISTENT( k_car_friction_lat );
84 VG_VAR_F32_PERSISTENT( k_car_friction_roll );
85 VG_VAR_F32_PERSISTENT( k_car_drive_force );
86 VG_VAR_F32_PERSISTENT( k_car_air_resistance );
87 VG_VAR_F32_PERSISTENT( k_car_downforce );
88
89 VG_VAR_I32( gzoomer.inside );
90
91 vg_function_push( (struct vg_cmd){
92 .name = "spawn_car",
93 .function = spawn_car
94 });
95
96 v3_copy((v3f){ -1.0f, -0.25f, -1.5f }, gzoomer.wheels_local[0] );
97 v3_copy((v3f){ 1.0f, -0.25f, -1.5f }, gzoomer.wheels_local[1] );
98 v3_copy((v3f){ -1.0f, -0.25f, 1.5f }, gzoomer.wheels_local[2] );
99 v3_copy((v3f){ 1.0f, -0.25f, 1.5f }, gzoomer.wheels_local[3] );
100 }
101
102 VG_STATIC void vehicle_wheel_force( int index )
103 {
104 v3f pa, pb, n;
105 m4x3_mulv( gzoomer.obj.rb.to_world, gzoomer.wheels_local[index], pa );
106 v3_muladds( pa, gzoomer.obj.rb.to_world[1], -k_car_spring_length, pb );
107
108
109 #if 1
110 float t;
111 if( spherecast_world( get_active_world(), pa, pb,
112 k_car_wheel_radius, &t, n ) == -1 )
113 { t = 1.0f;
114 }
115
116 #else
117
118 v3f dir;
119 v3_muls( gzoomer.rb.up, -1.0f, dir );
120
121 ray_hit hit;
122 hit.dist = k_car_spring_length;
123 ray_world( pa, dir, &hit );
124
125 float t = hit.dist / k_car_spring_length;
126
127 #endif
128
129 v3f pc;
130 v3_lerp( pa, pb, t, pc );
131
132 m4x3f mtx;
133 m3x3_copy( gzoomer.obj.rb.to_world, mtx );
134 v3_copy( pc, mtx[3] );
135 debug_sphere( mtx, k_car_wheel_radius, VG__BLACK );
136 vg_line( pa, pc, VG__WHITE );
137 v3_copy( pc, gzoomer.wheels[index] );
138
139 if( t < 1.0f ){
140 /* spring force */
141 float Fv = (1.0f-t) * k_car_spring*k_rb_delta;
142
143 v3f delta;
144 v3_sub( pa, gzoomer.obj.rb.co, delta );
145
146 v3f rv;
147 v3_cross( gzoomer.obj.rb.w, delta, rv );
148 v3_add( gzoomer.obj.rb.v, rv, rv );
149
150 Fv += v3_dot( rv, gzoomer.obj.rb.to_world[1] )
151 * -k_car_spring_damp*k_rb_delta;
152
153 /* scale by normal incident */
154 Fv *= v3_dot( n, gzoomer.obj.rb.to_world[1] );
155
156 v3f F;
157 v3_muls( gzoomer.obj.rb.to_world[1], Fv, F );
158
159 rb_linear_impulse( &gzoomer.obj.rb, delta, F );
160
161 /* friction vectors
162 * -------------------------------------------------------------*/
163 v3f tx, ty;
164
165 if( index <= 1 )
166 v3_cross( gzoomer.steerv, n, tx );
167 else
168 v3_cross( n, gzoomer.obj.rb.to_world[2], tx );
169 v3_cross( tx, n, ty );
170
171 v3_copy( tx, gzoomer.tangent_vectors[ index ][0] );
172 v3_copy( ty, gzoomer.tangent_vectors[ index ][1] );
173
174 gzoomer.normal_forces[ index ] = Fv;
175 gzoomer.tangent_forces[ index ][0] = 0.0f;
176 gzoomer.tangent_forces[ index ][1] = 0.0f;
177
178 /* orient inverse inertia tensors */
179 v3f raW;
180 m3x3_mulv( gzoomer.obj.rb.to_world, gzoomer.wheels_local[index], raW );
181
182 v3f raCtx, raCtxI, raCty, raCtyI;
183 v3_cross( tx, raW, raCtx );
184 v3_cross( ty, raW, raCty );
185 m3x3_mulv( gzoomer.obj.rb.iIw, raCtx, raCtxI );
186 m3x3_mulv( gzoomer.obj.rb.iIw, raCty, raCtyI );
187
188 gzoomer.tangent_mass[index][0] = gzoomer.obj.rb.inv_mass;
189 gzoomer.tangent_mass[index][0] += v3_dot( raCtx, raCtxI );
190 gzoomer.tangent_mass[index][0] = 1.0f/gzoomer.tangent_mass[index][0];
191
192 gzoomer.tangent_mass[index][1] = gzoomer.obj.rb.inv_mass;
193 gzoomer.tangent_mass[index][1] += v3_dot( raCty, raCtyI );
194 gzoomer.tangent_mass[index][1] = 1.0f/gzoomer.tangent_mass[index][1];
195
196 /* apply drive force */
197 if( index >= 2 ){
198 v3_muls( ty, -gzoomer.drive * k_car_drive_force * k_rb_delta, F );
199 rb_linear_impulse( &gzoomer.obj.rb, raW, F );
200 }
201 }
202 else{
203 gzoomer.normal_forces[ index ] = 0.0f;
204 gzoomer.tangent_forces[ index ][0] = 0.0f;
205 gzoomer.tangent_forces[ index ][1] = 0.0f;
206 }
207 }
208
209 VG_STATIC void vehicle_solve_friction(void)
210 {
211 rigidbody *rb = &gzoomer.obj.rb;
212 for( int i=0; i<4; i++ ){
213 v3f raW;
214 m3x3_mulv( rb->to_world, gzoomer.wheels_local[i], raW );
215
216 v3f rv;
217 v3_cross( rb->w, raW, rv );
218 v3_add( rb->v, rv, rv );
219
220 float fx = k_car_friction_lat * gzoomer.normal_forces[i],
221 fy = k_car_friction_roll * gzoomer.normal_forces[i],
222 vtx = v3_dot( rv, gzoomer.tangent_vectors[i][0] ),
223 vty = v3_dot( rv, gzoomer.tangent_vectors[i][1] ),
224 lambdax = gzoomer.tangent_mass[i][0] * -vtx,
225 lambday = gzoomer.tangent_mass[i][1] * -vty;
226
227 float tempx = gzoomer.tangent_forces[i][0],
228 tempy = gzoomer.tangent_forces[i][1];
229 gzoomer.tangent_forces[i][0] = vg_clampf( tempx + lambdax, -fx, fx );
230 gzoomer.tangent_forces[i][1] = vg_clampf( tempy + lambday, -fy, fy );
231 lambdax = gzoomer.tangent_forces[i][0] - tempx;
232 lambday = gzoomer.tangent_forces[i][1] - tempy;
233
234 v3f impulsex, impulsey;
235 v3_muls( gzoomer.tangent_vectors[i][0], lambdax, impulsex );
236 v3_muls( gzoomer.tangent_vectors[i][1], lambday, impulsey );
237 rb_linear_impulse( rb, raW, impulsex );
238 rb_linear_impulse( rb, raW, impulsey );
239 }
240 }
241
242 player_instance *tmp_localplayer(void);
243 VG_STATIC void vehicle_update_fixed(void)
244 {
245 if( !gzoomer.alive )
246 return;
247
248 rigidbody *rb = &gzoomer.obj.rb;
249
250 v3_muls( rb->to_world[2], -cosf(gzoomer.steer), gzoomer.steerv );
251 v3_muladds( gzoomer.steerv, rb->to_world[0],
252 sinf(gzoomer.steer), gzoomer.steerv );
253
254 /* apply air resistance */
255 v3f Fair, Fdown;
256
257 v3_muls( rb->v, -k_car_air_resistance, Fair );
258 v3_muls( rb->to_world[1], -fabsf(v3_dot( rb->v, rb->to_world[2] )) *
259 k_car_downforce, Fdown );
260
261 v3_muladds( rb->v, Fair, k_rb_delta, rb->v );
262 v3_muladds( rb->v, Fdown, k_rb_delta, rb->v );
263
264 for( int i=0; i<4; i++ )
265 vehicle_wheel_force( i );
266
267 rb_ct manifold[64];
268 int len = rb_sphere__scene( rb->to_world, &gzoomer.obj.inf.sphere,
269 NULL, &get_active_world()->rb_geo.inf.scene,
270 manifold );
271 for( int j=0; j<len; j++ ){
272 manifold[j].rba = rb;
273 manifold[j].rbb = &get_active_world()->rb_geo.rb;
274 }
275 rb_manifold_filter_coplanar( manifold, len, 0.05f );
276
277 if( len > 1 ){
278 rb_manifold_filter_backface( manifold, len );
279 rb_manifold_filter_joint_edges( manifold, len, 0.05f );
280 rb_manifold_filter_pairs( manifold, len, 0.05f );
281 }
282 len = rb_manifold_apply_filtered( manifold, len );
283
284 rb_presolve_contacts( manifold, len );
285 for( int i=0; i<8; i++ ){
286 rb_solve_contacts( manifold, len );
287 vehicle_solve_friction();
288 }
289
290 rb_iter( rb );
291 rb_update_transform( rb );
292 }
293
294 VG_STATIC void vehicle_update_post(void)
295 {
296 if( !gzoomer.alive )
297 return;
298
299 rb_object_debug( &gzoomer.obj, VG__WHITE );
300
301 /* draw friction vectors */
302 v3f p0, px, py;
303
304 for( int i=0; i<4; i++ ){
305 v3_copy( gzoomer.wheels[i], p0 );
306 v3_muladds( p0, gzoomer.tangent_vectors[i][0], 0.5f, px );
307 v3_muladds( p0, gzoomer.tangent_vectors[i][1], 0.5f, py );
308
309 vg_line( p0, px, VG__RED );
310 vg_line( p0, py, VG__GREEN );
311 }
312 }
313
314 #endif /* VEHICLE_H */