numerous input and physics
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 4178e04265eea1d1125640fb97f0b8ec3c41e34d..52e4c3080f82aa4dcae6a9e5e4d6a182942d2c86 100644 (file)
@@ -195,10 +195,11 @@ VG_STATIC void player_physics_control(void)
 
    vel[1] += pump;
 
-   
    m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
    
-   float steer = player.input_js1h->axis.value,
+   float input = player.input_js1h->axis.value,
+         grab  = player.input_grab->axis.value,
+         steer = input * (1.0f-(phys->jump+grab)*0.4f),
          steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
    phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
@@ -269,22 +270,24 @@ VG_STATIC void player_physics_control_air(void)
       time_to_impact += pstep;
    }
 
-   float steerh = player.input_js1h->axis.value,
-         steerv = player.input_js1v->axis.value;
+   v2f steer = { player.input_js1h->axis.value,
+                 player.input_js1v->axis.value };
 
-   phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED;
+   float l2 = v2_length2( steer );
+   if( l2 > 1.0f )
+      v2_muls( steer, 1.0f/sqrtf(l2), steer );
 
-   {
-      float iX = steerv * 
-                 phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+   phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
 
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-      
-      v4f rotate;
-      q_axis_angle( rotate, phys->rb.right, siX );
-      q_mul( rotate, phys->rb.q, phys->rb.q );
-   }
+   float iX = steer[1] * 
+              phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
+
+   static float siX = 0.0f;
+   siX = vg_lerpf( siX, iX, k_steer_air_lerp );
+   
+   v4f rotate;
+   q_axis_angle( rotate, phys->rb.right, siX );
+   q_mul( rotate, phys->rb.q, phys->rb.q );
    
 #if 0
    v2f target = {0.0f,0.0f};
@@ -603,32 +606,22 @@ VG_STATIC void player_physics(void)
       }
    }
 
-   float grabt = vg_maxf( player.input_grab->axis.value,
-                     vg_maxf( fabsf( player.input_emjs2h->axis.value ),
-                              fabsf( player.input_emjs2v->axis.value ) )
-                  );
+   float grabt = player.input_grab->axis.value;
+
+   if( grabt > 0.5f )
+   {
+      v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, 
+                  phys->grab_mouse_delta );
+      v2_normalize_clamp( phys->grab_mouse_delta );
+   }
+   else
+      v2_zero( phys->grab_mouse_delta );
 
    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 );
-
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
-      {
-         v4f correction;
-         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;
@@ -653,9 +646,6 @@ VG_STATIC void player_physics(void)
          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 );