keyboard
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 4a2add1b906fdd76f069c337aebdee1629157e48..0213fc7b65a18deb66d756b3d20f4b18e64ce8fb 100644 (file)
@@ -8,7 +8,7 @@
 #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 );
@@ -17,7 +17,7 @@ static void apply_gravity( v3f vel, float const timestep )
 /*
  * 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;
 
@@ -81,7 +81,8 @@ static void player_start_air(void)
             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;
@@ -114,7 +115,7 @@ static void player_start_air(void)
 /*
  * Main friction interface model
  */
-static void player_physics_control(void)
+VG_STATIC void player_physics_control(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -149,7 +150,7 @@ static void player_physics_control(void)
       vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
    }
    
-   if( vg_get_button( "jump" ) )
+   if( player.input_jump->button.value )
    {
       phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
 
@@ -160,15 +161,15 @@ static void player_physics_control(void)
    }
 
    static int push_thresh_last = 0;
-   float push_amt = vg_get_axis( "walk/push" ) * 0.5f + 0.5f;
-   int push_thresh = push_amt>0.15f? 1: 0;
+   float push = player.input_push->axis.value;
+   int push_thresh = push>0.15f? 1: 0;
    
    if( push_thresh && !push_thresh_last )
       player.phys.start_push = vg.time;
 
    push_thresh_last = push_thresh;
 
-   if( !vg_get_button("break") && push_thresh )
+   if( !player.input_jump->button.value && push_thresh )
    {
       player.phys.pushing = 1.0f;
       player.phys.push_time = vg.time - player.phys.start_push;
@@ -197,7 +198,7 @@ static void player_physics_control(void)
    
    m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
    
-   float steer = vg_get_axis( "lookh" ),
+   float steer = player.input_js1h->axis.value,
          steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
    phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
@@ -206,7 +207,7 @@ static void player_physics_control(void)
 /*
  * 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;
 
@@ -268,10 +269,14 @@ static void player_physics_control_air(void)
       time_to_impact += pstep;
    }
 
-   phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED;
+   float steerh = player.input_js1h->axis.value,
+         steerv = player.input_js1v->axis.value;
+
+   phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED;
+
    {
-      float iX = vg_get_axis( "lookv" ) * 
-         phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+      float iX = steerv * 
+                 phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
 
       static float siX = 0.0f;
       siX = vg_lerpf( siX, iX, k_steer_air_lerp );
@@ -281,16 +286,18 @@ static void player_physics_control_air(void)
       q_mul( rotate, phys->rb.q, phys->rb.q );
    }
    
+#if 0
    v2f target = {0.0f,0.0f};
    v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
                phys->grab, target );
+#endif
 }
 
 /*
  * 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,
@@ -359,14 +366,21 @@ static void player_walk_physics(void)
       }
    }
 
-   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 )
    {
       float const DOWNFORCE = -k_walk_downforce*VG_TIMESTEP_FIXED;
       v3_muladds( phys->rb.v, (v3f){0.0f,-1.0f,0.0f}, DOWNFORCE, phys->rb.v );
 
-      if( vg_get_button("jump") )
+      if( player.input_jump->button.value )
       {
          phys->rb.v[1] = 5.0f;
       }
@@ -381,7 +395,8 @@ static void player_walk_physics(void)
    v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 );
    vg_line( phys->rb.co, p1, 0xff0000ff );
 
-   player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f );
+   float walk = player.input_walk->axis.value;
+   player.walk = powf( walk, 4.0f );
 
    if( player.walk > 0.025f )
    {
@@ -408,7 +423,7 @@ static void player_walk_physics(void)
 /*
  * Physics collision detection, and control
  */
-static void player_physics(void)
+VG_STATIC void player_physics(void)
 {
    struct player_phys *phys = &player.phys;
    /*
@@ -465,7 +480,9 @@ static void player_physics(void)
          player_start_air();
       }
       else
+      {
          phys->in_air = 0;
+      }
    }
 
    for( int j=0; j<5; j++ )
@@ -515,12 +532,17 @@ static void player_physics(void)
       }
    }
 
-   float grabt = vg_get_axis( "grab" )*0.5f+0.5f;
+   float grabt = vg_maxf( player.input_grab->axis.value,
+                     vg_maxf( fabsf( player.input_emjs2h->axis.value ),
+                              fabsf( player.input_emjs2v->axis.value ) )
+                  );
+
    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 );
@@ -534,6 +556,34 @@ static void player_physics(void)
          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;
+
+      float d = v3_dot( phys->rb.forward, surface_avg );
+      v3_muladds( surface_avg, phys->rb.forward, -d, projected );
+      v3_normalize( projected );
+
+      float angle = v3_dot( phys->rb.up, projected );
+      v3_cross( phys->rb.up, projected, axis );
+
+      v3f p0, p1;
+      v3_add( phys->rb.co, projected, p0 );
+      v3_add( phys->rb.co, phys->rb.up, p1 );
+      vg_line( phys->rb.co, p0, 0xff00ff00 );
+      vg_line( phys->rb.co, p1, 0xff000fff );
+
+      if( fabsf(angle) < 0.999f )
+      {
+         v4f correction;
+         q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+         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 );
@@ -566,7 +616,7 @@ static void player_physics(void)
          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_jumps[rand()%4] );
+         audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
          audio_unlock();
       }
    }
@@ -584,34 +634,34 @@ static void player_physics(void)
    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 )
@@ -653,9 +703,9 @@ static void player_do_motion(void)
    /* 
     * 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 ) )
@@ -684,6 +734,7 @@ static void player_do_motion(void)
          }
          
          player.rewind_length = 0;
+         player.rewind_total_length = 0.0f;
          player.rewind_incrementer = 10000;
          player_save_frame();
 
@@ -700,14 +751,15 @@ static void player_do_motion(void)
 /*
  * 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,
               view_vel = { 0.0f, 0.0f };
 
+#if 0
    if( vg_get_button_down( "primary" ) )
       v2_copy( vg.mouse, mouse_last );
 
@@ -719,13 +771,14 @@ static void player_mouseview(void)
 
       v2_muladds( view_vel, delta, 0.06f*vg.time_delta, view_vel );
    }
+#endif
    
    v2_muls( view_vel, 1.0f-4.2f*vg.time_delta, view_vel );
    v2_add( view_vel, player.angles, player.angles );
    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();
 
@@ -750,7 +803,7 @@ static void player_freecam(void)
    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;
@@ -800,10 +853,20 @@ static int reset_player( int argc, char const *argv[] )
 
    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;