a simple CCD algortihm for walking
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_walk.h
index fbbe895286e756ef6fbb7f9e5a8540e7e1dee182..94f436821cdbad67bf3e9f328b5dd15d3dc3eef8 100644 (file)
@@ -296,8 +296,36 @@ VG_STATIC void player_walk_post_update( player_interface *player,
 
    float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
    v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-
    debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+
+   v3f lwr_prev,
+       lwr_now,
+       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+
+   v3_add( lwr_offs, player->prev_position, lwr_prev );
+   v3_add( lwr_offs, player->rb.co, lwr_now );
+
+   v3f movedelta;
+   v3_sub( player->rb.co, player->prev_position, movedelta );
+
+   float movedist = v3_length( movedelta );
+
+   if( movedist > 0.3f )
+   {
+      float t, sr = w->collider.radius-0.04f;
+      v3f n;
+
+      if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
+      {
+         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
+         player->rb.co[1] -= w->collider.radius;
+         rb_update_transform( &player->rb );
+
+         v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+         debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+      }
+   }
 }
 
 VG_STATIC void player_walk_ui( player_interface *player,