*/
static void player_start_air(void)
{
- if( player.in_air )
+ struct player_phys *phys = &player.phys;
+
+ if( phys->in_air )
return;
- player.in_air = 1;
+ phys->in_air = 1;
float pstep = ktimestep*10.0f;
float best_velocity_delta = -9999.9f;
float k_bias = 0.96f;
v3f axis;
- v3_cross( player.rb.up, player.rb.v, axis );
+ v3_cross( phys->rb.up, phys->rb.v, axis );
v3_normalize( axis );
player.land_log_count = 0;
- m3x3_identity( player.vr );
+ m3x3_identity( phys->vr );
for( int m=-3;m<=12; m++ )
{
float vmod = ((float)m / 15.0f)*0.09f;
v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_muls( player.rb.v, k_bias, pv );
+ v3_copy( phys->rb.co, pco );
+ v3_muls( phys->rb.v, k_bias, pv );
/*
* Try different 'rotations' of the velocity to find the best possible
v3_copy( contact.pos, player.land_target );
- m3x3_copy( vr, player.vr_pstep );
+ m3x3_copy( vr, phys->vr_pstep );
q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
+ q_m3x3( vr_q, phys->vr );
}
v3_copy( contact.pos,
*/
static void player_physics_control(void)
{
+ struct player_phys *phys = &player.phys;
+
/*
* Computing localized friction forces for controlling the character
* Friction across X is significantly more than Z
*/
v3f vel;
- m3x3_mulv( player.rb.to_local, player.rb.v, vel );
+ m3x3_mulv( phys->rb.to_local, phys->rb.v, vel );
float slip = 0.0f;
if( fabsf(vel[2]) > 0.01f )
if( fabsf( slip ) > 1.2f )
slip = vg_signf( slip ) * 1.2f;
- player.slip = slip;
- player.reverse = -vg_signf(vel[2]);
+ phys->slip = slip;
+ phys->reverse = -vg_signf(vel[2]);
float substep = ktimestep * 0.2f;
float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
if( vg_get_button( "jump" ) )
{
- player.jump += ktimestep * k_jump_charge_speed;
+ phys->jump += ktimestep * k_jump_charge_speed;
- if( !player.jump_charge )
- player.jump_dir = player.reverse > 0.0f? 1: 0;
+ if( !phys->jump_charge )
+ phys->jump_dir = phys->reverse > 0.0f? 1: 0;
- player.jump_charge = 1;
+ phys->jump_charge = 1;
}
if( !vg_get_button("break") && vg_get_button( "push" ) )
new_vel = vg_minf( current + amt, k_max_push_speed );
new_vel -= vg_minf(current, k_max_push_speed);
- vel[2] -= new_vel * player.reverse;
+ vel[2] -= new_vel * phys->reverse;
}
/* Pumping */
static float previous = 0.0f;
- float delta = previous - player.grab,
+ float delta = previous - phys->grab,
pump = delta * k_pump_force*ktimestep;
- previous = player.grab;
+ previous = phys->grab;
v3f p1;
- v3_muladds( player.rb.co, player.rb.up, pump, p1 );
- vg_line( player.rb.co, p1, 0xff0000ff );
+ v3_muladds( phys->rb.co, phys->rb.up, pump, p1 );
+ vg_line( phys->rb.co, p1, 0xff0000ff );
vel[1] += pump;
- m3x3_mulv( player.rb.to_world, vel, player.rb.v );
+ m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-
- v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
- ktimestep*5.0f, player.board_xy);
+ phys->iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
}
/*
*/
static void player_physics_control_air(void)
{
- m3x3_mulv( player.vr, player.rb.v, player.rb.v );
+ struct player_phys *phys = &player.phys;
+
+ m3x3_mulv( phys->vr, phys->rb.v, phys->rb.v );
vg_line_cross( player.land_target, 0xff0000ff, 0.25f );
ray_hit hit;
float pstep = ktimestep*10.0f;
v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_copy( player.rb.v, pv );
+ v3_copy( phys->rb.co, pco );
+ v3_copy( phys->rb.v, pv );
float time_to_impact = 0.0f;
float limiter = 1.0f;
for( int i=0; i<50; i++ )
{
v3_copy( pco, pco1 );
- m3x3_mulv( player.vr_pstep, pv, pv );
+ m3x3_mulv( phys->vr_pstep, pv, pv );
apply_gravity( pv, pstep );
v3_muladds( pco, pv, pstep, pco );
float orig_dist = contact.dist;
if( ray_world( pco1, vdir, &contact ))
{
- float angle = v3_dot( player.rb.up, contact.normal );
+ float angle = v3_dot( phys->rb.up, contact.normal );
v3f axis;
- v3_cross( player.rb.up, contact.normal, axis );
+ v3_cross( phys->rb.up, contact.normal, axis );
time_to_impact += (contact.dist/orig_dist)*pstep;
limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rb.q, player.rb.q );
+ q_mul( correction, phys->rb.q, phys->rb.q );
}
vg_line_cross( contact.pos, 0xffff0000, 0.25f );
time_to_impact += pstep;
}
- player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
+ phys->iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
{
float iX = vg_get_axis( "vertical" ) *
- player.reverse * k_steer_air * limiter * ktimestep;
+ phys->reverse * k_steer_air * limiter * ktimestep;
static float siX = 0.0f;
siX = vg_lerpf( siX, iX, k_steer_air_lerp );
v4f rotate;
- q_axis_angle( rotate, player.rb.right, siX );
- q_mul( rotate, player.rb.q, player.rb.q );
+ q_axis_angle( rotate, phys->rb.right, siX );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
}
v2f target = {0.0f,0.0f};
v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- player.grab, target );
- v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
+ phys->grab, target );
}
/*
*/
static void player_walk_physics(void)
{
+ struct player_phys *phys = &player.phys;
rigidbody *rbf = &player.collide_front,
*rbb = &player.collide_back;
- m3x3_copy( player.rb.to_world, player.collide_front.to_world );
- m3x3_copy( player.rb.to_world, player.collide_back.to_world );
+ m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
+ m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
float h0 = 0.3f,
h1 = 0.9f;
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
+ m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
v3_copy( rbf->co, rbf->to_world[3] );
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
+ m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
v3_copy( rbb->co, rbb->to_world[3] );
m4x3_invert_affine( rbf->to_world, rbf->to_local );
struct contact *ct = &manifold[i];
/*normal */
- float vn = -v3_dot( player.rb.v, ct->n );
+ float vn = -v3_dot( phys->rb.v, ct->n );
vn += ct->bias;
float temp = ct->norm_impulse;
v3f impulse;
v3_muls( ct->n, vn, impulse );
- v3_add( impulse, player.rb.v, player.rb.v );
+ v3_add( impulse, phys->rb.v, phys->rb.v );
/* friction */
for( int j=0; j<2; j++ )
{
float f = k_friction * ct->norm_impulse,
- vt = v3_dot( player.rb.v, ct->t[j] ),
+ vt = v3_dot( phys->rb.v, ct->t[j] ),
lambda = -vt;
float temp = ct->tangent_impulse[j];
ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
lambda = ct->tangent_impulse[j] - temp;
- v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
+ v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v );
}
}
}
- player.in_air = len==0?1:0;
+ phys->in_air = len==0?1:0;
- v3_zero( player.rb.w );
- q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
+ v3_zero( phys->rb.w );
+ q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
v3f p1;
- v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
- vg_line( player.rb.co, p1, 0xff0000ff );
+ v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 );
+ vg_line( phys->rb.co, p1, 0xff0000ff );
float move_dead = 0.1f,
move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
float move_norm = move * (1.0f/(1.0f-move_dead)),
speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
amt = k_walk_accel * ktimestep,
- zvel = v3_dot( player.rb.v, forward_dir ),
+ zvel = v3_dot( phys->rb.v, forward_dir ),
new_vel = vg_minf( zvel + amt, speed ),
diff = new_vel - vg_minf( zvel, speed );
- v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
+ v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v );
/* TODO move */
float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
player.walk_timer = 0.0f;
}
- player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
- player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
+ phys->rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
+ phys->rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
}
/*
*/
static void player_physics(void)
{
+ struct player_phys *phys = &player.phys;
/*
* Update collision fronts
*/
rigidbody *rbf = &player.collide_front,
*rbb = &player.collide_back;
- m3x3_copy( player.rb.to_world, player.collide_front.to_world );
- m3x3_copy( player.rb.to_world, player.collide_back.to_world );
+ m3x3_copy( phys->rb.to_world, player.collide_front.to_world );
+ m3x3_copy( phys->rb.to_world, player.collide_back.to_world );
- player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
+ player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
float h = player.air_blend*0.2f;
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
+ m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
v3_copy( rbf->co, rbf->to_world[3] );
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
+ m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
v3_copy( rbb->co, rbb->to_world[3] );
m4x3_invert_affine( rbf->to_world, rbf->to_local );
v3_normalize( surface_avg );
- if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+ if( v3_dot( phys->rb.v, surface_avg ) > 0.5f )
{
player_start_air();
}
else
- player.in_air = 0;
+ phys->in_air = 0;
}
for( int j=0; j<5; j++ )
struct contact *ct = &manifold[i];
v3f dv, delta;
- v3_sub( ct->co, player.rb.co, delta );
- v3_cross( player.rb.w, delta, dv );
- v3_add( player.rb.v, dv, dv );
+ v3_sub( ct->co, phys->rb.co, delta );
+ v3_cross( phys->rb.w, delta, dv );
+ v3_add( phys->rb.v, dv, dv );
float vn = -v3_dot( dv, ct->n );
vn += ct->bias;
v3f impulse;
v3_muls( ct->n, vn, impulse );
- if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
- fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+ if( fabsf(v3_dot( impulse, phys->rb.forward )) > 10.0f ||
+ fabsf(v3_dot( impulse, phys->rb.up )) > 50.0f )
{
player_kill();
return;
}
- v3_add( impulse, player.rb.v, player.rb.v );
+ v3_add( impulse, phys->rb.v, phys->rb.v );
v3_cross( delta, impulse, impulse );
/*
* components.
*/
- float wy = v3_dot( player.rb.up, impulse ),
- wx = v3_dot( player.rb.right, impulse )*1.5f;
+ float wy = v3_dot( phys->rb.up, impulse ),
+ wx = v3_dot( phys->rb.right, impulse )*1.5f;
- v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
- v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
+ v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
+ v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
}
}
float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.14f );
+ phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
player.pushing = 0.0f;
- if( !player.in_air )
+ if( !phys->in_air )
{
v3f axis;
- float angle = v3_dot( player.rb.up, surface_avg );
- v3_cross( player.rb.up, surface_avg, 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 );
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.3f );
- q_mul( correction, player.rb.q, player.rb.q );
+ q_mul( correction, phys->rb.q, phys->rb.q );
}
- v3_muladds( player.rb.v, player.rb.up,
- -k_downforce*ktimestep, player.rb.v );
+ v3_muladds( phys->rb.v, phys->rb.up,
+ -k_downforce*ktimestep, phys->rb.v );
player_physics_control();
- if( !player.jump_charge && player.jump > 0.2f )
+ if( !phys->jump_charge && phys->jump > 0.2f )
{
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
+ float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
mod = 0.5f,
dir = mod + aup*(1.0f-mod);
- v3_copy( player.rb.v, jumpdir );
+ v3_copy( phys->rb.v, jumpdir );
v3_normalize( jumpdir );
v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
+ v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
v3_normalize( jumpdir );
- float force = k_jump_force*player.jump;
- v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
- player.jump = 0.0f;
+ float force = k_jump_force*phys->jump;
+ v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
+ phys->jump = 0.0f;
player.jump_time = vg_time;
-
+
+ /* TODO: Move to audio file */
audio_lock();
audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
+ 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_jumps[rand()%4] );
audio_unlock();
player_physics_control_air();
}
- if( !player.jump_charge )
+ if( !phys->jump_charge )
{
- player.jump -= k_jump_charge_speed * ktimestep;
+ phys->jump -= k_jump_charge_speed * ktimestep;
}
- player.jump_charge = 0;
- player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
+ phys->jump_charge = 0;
+ phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
+}
+
+static void player_save_frame(void)
+{
+ player.phys_gate_frame = player.phys;
+}
+
+static void player_restore_frame(void)
+{
+ player.phys = player.phys_gate_frame;
+ rb_update_transform( &player.phys.rb );
}
static void player_do_motion(void)
{
+ struct player_phys *phys = &player.phys;
+
float horizontal = vg_get_axis("horizontal"),
vertical = vg_get_axis("vertical");
- if( player.on_board )
+ 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 )
player_physics();
else
player_walk_physics();
/* Integrate velocity */
v3f prevco;
- v3_copy( player.rb.co, prevco );
+ v3_copy( phys->rb.co, prevco );
- apply_gravity( player.rb.v, ktimestep );
- v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
+ apply_gravity( phys->rb.v, ktimestep );
+ v3_muladds( phys->rb.co, phys->rb.v, ktimestep, phys->rb.co );
/* Real angular velocity integration */
- v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
- if( v3_length2( player.rb.w ) > 0.0f )
+ v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w );
+ if( v3_length2( phys->rb.w ) > 0.0f )
{
v4f rotation;
v3f axis;
- v3_copy( player.rb.w, axis );
+ v3_copy( phys->rb.w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
q_axis_angle( rotation, axis, mag*k_rb_delta );
- q_mul( rotation, player.rb.q, player.rb.q );
+ q_mul( rotation, phys->rb.q, phys->rb.q );
}
/* Faux angular velocity */
v4f rotate;
- static float siY = 0.0f;
- float lerpq = player.in_air? 0.04f: 0.3f;
- siY = vg_lerpf( siY, player.iY, lerpq );
+ float lerpq = phys->in_air? 0.04f: 0.3f;
+ phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
- q_axis_angle( rotate, player.rb.up, siY );
- q_mul( rotate, player.rb.q, player.rb.q );
- player.iY = 0.0f;
+ q_axis_angle( rotate, phys->rb.up, phys->siY );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
+ phys->iY = 0.0f;
/*
* Gate intersection, by tracing a line over the gate planes
struct route_gate *rg = &world.routes.gates[i];
teleport_gate *gate = &rg->gate;
- if( gate_intersect( gate, player.rb.co, prevco ) )
+ if( gate_intersect( gate, phys->rb.co, prevco ) )
{
- m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
- m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
- m3x3_mulv( gate->transport, player.vl, player.vl );
- m3x3_mulv( gate->transport, player.v_last, player.v_last );
- m3x3_mulv( gate->transport, player.m, player.m );
- m3x3_mulv( gate->transport, player.bob, player.bob );
+ m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+ m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
+ m3x3_mulv( gate->transport, phys->vl, phys->vl );
+ m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
+ m3x3_mulv( gate->transport, phys->m, phys->m );
+ m3x3_mulv( gate->transport, phys->bob, phys->bob );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player.rb.q, player.rb.q );
+ q_mul( transport_rotation, phys->rb.q, phys->rb.q );
world_routes_activate_gate( i );
- player.rb_gate_frame = player.rb;
- player.in_air_frame = player.in_air;
- player.on_board_frame = player.on_board;
- if( !player.on_board )
+ if( !phys->on_board )
{
v3f fwd_dir = {cosf(player.angles[0]),
0.0f,
player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
}
- m3x3_copy( player.vr, player.gate_vr_frame );
- m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
+ player_save_frame();
audio_lock();
- audio_play_oneshot( &audio_gate_lap, 1.0f );
+ audio_play_oneshot( &audio_gate_pass, 1.0f );
audio_unlock();
break;
}
}
- rb_update_transform( &player.rb );
+ rb_update_transform( &phys->rb );
}
/*
static int reset_player( int argc, char const *argv[] )
{
+ struct player_phys *phys = &player.phys;
struct respawn_point *rp = NULL, *r;
if( argc == 1 )
for( int i=0; i<world.spawn_count; i++ )
{
r = &world.spawns[i];
- float d = v3_dist2( r->co, player.rb.co );
+ float d = v3_dist2( r->co, phys->rb.co );
vg_info( "Dist %s : %f\n", r->name, d );
if( d < min_dist )
rp = &world.spawns[0];
}
- v4_copy( rp->q, player.rb.q );
- v3_copy( rp->co, player.rb.co );
-
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
+
+ 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;
+ phys->on_board = 0;
+ m3x3_identity( phys->vr );
player.mdl.shoes[0] = 1;
player.mdl.shoes[1] = 1;
- rb_update_transform( &player.rb );
- m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
- m3x3_identity( player.gate_vr_frame );
- m3x3_identity( player.gate_vr_pstep_frame );
-
- player.rb_gate_frame = player.rb;
- player.on_board_frame = player.on_board;
- player.in_air_frame = player.in_air;
+ rb_update_transform( &phys->rb );
+ player_save_frame();
return 1;
}