static int freecam = 0;
static int walk_grid_iterations = 1;
+static float fc_speed = 10.0f;
static struct gplayer
{
/* Physics */
- rigidbody rb, collide_front, collide_back;
+ rigidbody rb, collide_front, collide_back, rb_gate_frame;
v3f a, v_last, m, bob, vl;
v2_sub( vg_mouse, mouse_last, delta );
v2_copy( vg_mouse, mouse_last );
- v2_muladds( view_vel, delta, 0.005f, view_vel );
+ v2_muladds( view_vel, delta, 0.001f, view_vel );
}
v2_muladds( view_vel,
(v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
0.05f, view_vel );
- v2_muls( view_vel, 0.7f, view_vel );
+ v2_muls( view_vel, 0.93f, view_vel );
v2_add( view_vel, player.angles, player.angles );
player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
{
player_mouseview();
- float movespeed = 25.0f;
+ float movespeed = fc_speed;
v3f lookdir = { 0.0f, 0.0f, -1.0f },
sidedir = { 1.0f, 0.0f, 0.0f };
player.in_air = 1;
float pstep = ktimestep*10.0f;
-
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
+ float best_velocity_delta = -9999.9f;
float k_bias = 0.96f;
v3f axis;
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
- best_velocity_mod = vmod;
v3_copy( contact.pos, player.land_target );
len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
-#if 0
- for( int i=0; i<len; i++ )
- {
- u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-
- for( int j=0; j<3; j++ )
- v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
- vg_line(tri[0],tri[1],0xff00ff00 );
- vg_line(tri[1],tri[2],0xff00ff00 );
- vg_line(tri[2],tri[0],0xff00ff00 );
-
- v3f temp;
- v3_copy( player.rb.co, temp );
-
- for( int j=0; j<2; j++ )
- {
- if(manifold_count >= vg_list_size(manifold))
- {
- vg_error("Manifold overflow!\n");
- break;
- }
-
- rb_ct *ct = &manifold[manifold_count];
- v3_copy( poles[j], player.rb.co );
-
- manifold_count += rb_sphere_vs_triangle( &player.rb, tri, ct );
- }
-
- v3_copy( temp, player.rb.co );
- }
-#endif
-
rb_presolve_contacts( manifold, len );
v3f surface_avg = {0.0f, 0.0f, 0.0f};
else
{
for( int i=0; i<len; i++ )
+ {
v3_add( manifold[i].n, surface_avg, surface_avg );
+#if 0
+ if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
+ {
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ return;
+ }
+#endif
+ }
+
v3_normalize( surface_avg );
if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
/*
* Gate intersection, by tracing a line over the gate planes
*/
- for( int i=0; i<world.gate_count; i++ )
+ for( int i=0; i<world.routes.gate_count; i++ )
{
- teleport_gate *gate = &world.gates[i];
+ struct route_gate *rg = &world.routes.gates[i];
+ teleport_gate *gate = &rg->gate;
if( gate_intersect( gate, player.rb.co, prevco ) )
{
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player.rb.q, player.rb.q );
-
+
+ world_routes_activate_gate( i );
+ player.rb_gate_frame = player.rb;
break;
}
}
pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+#if 0
pb[0] = pa[0];
pb[1] = pa[1];
pb[2] = pa[2] + k_gridscale;
pd[0] = pa[0] + k_gridscale;
pd[1] = pa[1];
pd[2] = pa[2];
-#if 0
/* if you want to draw the current cell */
vg_line( pa, pb, 0xff00ffff );
vg_line( pb, pc, 0xff00ffff );
rb_update_transform( &player.rb );
m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
+
+ player.rb_gate_frame = player.rb;
return 1;
}
player.land_target_colours[i], 0.25f);
if( vg_get_axis("grabl")>0.0f)
- reset_player(0,NULL);
+ {
+ player.rb = player.rb_gate_frame;
+ player.is_dead = 0;
+ player.in_air = 1;
+ m3x3_identity( player.vr );
+
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
+
+ world_routes_notify_reset();
+ }
if( vg_get_button_down( "switchmode" ) )
{