vel[1] += pump;
-
m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
- float steer = player.input_js1h->axis.value,
+ float input = player.input_js1h->axis.value,
+ grab = player.input_grab->axis.value,
+ steer = input * (1.0f-(phys->jump+grab)*0.4f),
steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
time_to_impact += pstep;
}
- float steerh = player.input_js1h->axis.value,
- steerv = player.input_js1v->axis.value;
+ v2f steer = { player.input_js1h->axis.value,
+ player.input_js1v->axis.value };
- phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED;
+ float l2 = v2_length2( steer );
+ if( l2 > 1.0f )
+ v2_muls( steer, 1.0f/sqrtf(l2), steer );
- {
- float iX = steerv *
- phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+ phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-
- v4f rotate;
- q_axis_angle( rotate, phys->rb.right, siX );
- q_mul( rotate, phys->rb.q, phys->rb.q );
- }
+ float iX = steer[1] *
+ phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+
+ static float siX = 0.0f;
+ siX = vg_lerpf( siX, iX, k_steer_air_lerp );
+
+ v4f rotate;
+ q_axis_angle( rotate, phys->rb.right, siX );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
#if 0
v2f target = {0.0f,0.0f};
}
}
- float grabt = vg_maxf( player.input_grab->axis.value,
- vg_maxf( fabsf( player.input_emjs2h->axis.value ),
- fabsf( player.input_emjs2v->axis.value ) )
- );
+ float grabt = player.input_grab->axis.value;
+
+ if( grabt > 0.5f )
+ {
+ v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f,
+ phys->grab_mouse_delta );
+ v2_normalize_clamp( phys->grab_mouse_delta );
+ }
+ else
+ v2_zero( phys->grab_mouse_delta );
phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
player.phys.pushing = 0.0f;
if( !phys->in_air )
{
-#if 0
- v3f axis;
- float angle = v3_dot( phys->rb.up, surface_avg );
- v3_cross( phys->rb.up, surface_avg, axis );
-
- //float cz = v3_dot( player.rb.forward, axis );
- //v3_muls( player.rb.forward, cz, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, phys->rb.q, phys->rb.q );
- }
-#else
-
/* 20/10/22: make this only go axisways instead, may effect velocities. */
v3f projected, axis;
q_mul( correction, phys->rb.q, phys->rb.q );
}
-
-#endif
-
float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );