}
VG_STATIC void player_integrate(void);
+
+VG_STATIC int player_walk_surface_standable( v3f n )
+{
+ return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f;
+}
+
+VG_STATIC void player_walk_stepdown(void)
+{
+ struct player_phys *phys = &player.phys;
+ float max_dist = 0.4f;
+
+ v3f pa, pb;
+ v3_copy( phys->rb.co, pa );
+ pa[1] += 0.3f;
+
+ v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb );
+ vg_line( pa, pb, 0xff000000 );
+
+ /* TODO: Make #define */
+ float r = 0.3f,
+ t;
+
+ v3f n;
+ if( spherecast_world( pa, pb, r, &t, n ) != -1 )
+ {
+ if( player_walk_surface_standable( n ) )
+ {
+ phys->in_air = 0;
+ v3_lerp( pa, pb, t+0.001f, phys->rb.co );
+ phys->rb.co[1] -= 0.3f;
+ }
+ }
+}
+
/*
* Entire Walking physics model
* TODO: sleep when under certain velotiy
phys->in_air = 1;
return;
}
+
+ /* Check if grounded by current manifold */
+ phys->in_air = 1;
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+ if( player_walk_surface_standable( ct->n ) )
+ phys->in_air = 0;
+ }
+
+ /* otherwise... */
+ if( phys->in_air )
+ player_walk_stepdown();
+#if 0
/* if we've put us in the air, step down slowly */
phys->in_air = 1;
float max_dist = 0.3f,
start_y = phys->rb.co[1];
+ v3f pa, pb;
+ v3_copy( phys->rb.co, pa );
+ v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist, pb );
+
+
for( int j=0; j<8; j++ )
{
for( int i=0; i<len; i++ )
/* Transitioning into air mode */
phys->rb.co[1] = start_y;
+#endif
}
}
v3f p0, p1, c0, c1;
v3_muladds( phys->rb.co, phys->rb.forward, 0.5f, p0 );
v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 );
- v3_muladds( p0, phys->rb.up, 0.125f, p0 );
- v3_muladds( p1, phys->rb.up, 0.125f, p1 );
+ v3_muladds( p0, phys->rb.up, 0.125f-0.15f, p0 );
+ v3_muladds( p1, phys->rb.up, 0.125f-0.15f, p1 );
float const k_r = 0.25f;
struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1,
v3_add( move_vel, player.camera_pos, player.camera_pos );
}
+VG_STATIC int kill_player( int argc, char const *argv[] )
+{
+ player_kill();
+ return 0;
+}
+
VG_STATIC int reset_player( int argc, char const *argv[] )
{
struct player_phys *phys = &player.phys;
v3f delta = {1.0f,0.0f,0.0f};
m3x3_mulv( the_long_way, delta, delta );
-
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
-
+
+ if( !freecam )
+ {
+ player.angles[0] = atan2f( delta[0], -delta[2] );
+ player.angles[1] = -asinf( delta[1] );
+ }
v4_copy( rp->q, phys->rb.q );
v3_copy( rp->co, phys->rb.co );