#include "player.h"
#include "camera.h"
-static void apply_gravity( v3f vel, float const timestep )
+VG_STATIC void apply_gravity( v3f vel, float const timestep )
{
v3f gravity = { 0.0f, -9.6f, 0.0f };
v3_muladds( vel, gravity, timestep, vel );
/*
* Called when launching into the air to predict and adjust trajectories
*/
-static void player_start_air(void)
+VG_STATIC void player_start_air(void)
{
struct player_phys *phys = &player.phys;
u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
/* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
+ if( ray_hit_material( &contact )->info.flags
+ & k_material_flag_skate_surface )
{
land_delta *= 0.1f;
scolour |= 0x0000a000;
/*
* Main friction interface model
*/
-static void player_physics_control(void)
+VG_STATIC void player_physics_control(void)
{
struct player_phys *phys = &player.phys;
push_thresh_last = push_thresh;
- if( !vg_get_button("break") && push_thresh )
+ if( !vg_get_button("jump") && push_thresh )
{
player.phys.pushing = 1.0f;
player.phys.push_time = vg.time - player.phys.start_push;
/*
* Air control, no real physics
*/
-static void player_physics_control_air(void)
+VG_STATIC void player_physics_control_air(void)
{
struct player_phys *phys = &player.phys;
* Entire Walking physics model
* TODO: sleep when under certain velotiy
*/
-static void player_walk_physics(void)
+VG_STATIC void player_walk_physics(void)
{
struct player_phys *phys = &player.phys;
rigidbody *rbf = &player.collide_front,
}
}
- phys->in_air = len==0?1:0;
+ if( len == 0 )
+ phys->in_air = 1;
+ else
+ {
+ phys->in_air = 0;
+ struct world_material *surface_mat = world_contact_material( manifold );
+ player.surface_prop = surface_mat->info.surface_prop;
+ }
if( !phys->in_air )
{
/*
* Physics collision detection, and control
*/
-static void player_physics(void)
+VG_STATIC void player_physics(void)
{
struct player_phys *phys = &player.phys;
/*
phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
}
-static void player_save_frame(void)
+VG_STATIC void player_save_frame(void)
{
player.phys_gate_frame = player.phys;
}
-static void player_restore_frame(void)
+VG_STATIC void player_restore_frame(void)
{
player.phys = player.phys_gate_frame;
rb_update_transform( &player.phys.rb );
}
-static void player_do_motion(void)
+VG_STATIC void player_do_motion(void)
{
struct player_phys *phys = &player.phys;
float horizontal = vg_get_axis("horizontal"),
vertical = vg_get_axis("vertical");
- if( (phys->rb.co[1] < 0.0f) && !player.is_dead )
+ if( world.water.enabled )
{
- audio_lock();
- audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, phys->rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_splash );
- audio_unlock();
-
- player_kill();
+ if( (phys->rb.co[1] < 0.0f) && !player.is_dead )
+ {
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, phys->rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_splash );
+ audio_unlock();
+
+ player_kill();
+ }
}
if( phys->on_board )
/*
* Gate intersection, by tracing a line over the gate planes
*/
- for( int i=0; i<world.routes.gate_count; i++ )
+ for( int i=0; i<world.gate_count; i++ )
{
- struct route_gate *rg = &world.routes.gates[i];
+ struct route_gate *rg = &world.gates[i];
teleport_gate *gate = &rg->gate;
if( gate_intersect( gate, phys->rb.co, prevco ) )
/*
* Free camera movement
*/
-static void player_mouseview(void)
+VG_STATIC void player_mouseview(void)
{
- if( gui_want_mouse() )
+ if( ui_want_mouse() )
return;
static v2f mouse_last,
player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
-static void player_freecam(void)
+VG_STATIC void player_freecam(void)
{
player_mouseview();
v3_add( move_vel, player.camera_pos, player.camera_pos );
}
-static int reset_player( int argc, char const *argv[] )
+VG_STATIC int reset_player( int argc, char const *argv[] )
{
struct player_phys *phys = &player.phys;
struct respawn_point *rp = NULL, *r;
player.is_dead = 0;
+ m3x3f the_long_way;
+ q_m3x3( rp->q, the_long_way );
+
+ 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] );
+
+
v4_copy( rp->q, phys->rb.q );
v3_copy( rp->co, phys->rb.co );
v3_zero( phys->rb.v );
-
+
phys->vswitch = 1.0f;
phys->slip_last = 0.0f;
phys->in_air = 1;