phys->reverse = -vg_signf(vel[2]);
float substep = VG_TIMESTEP_FIXED * 0.2f;
- float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
+#if 0
+ float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance;
+#else
+ float fwd_resistance = k_friction_resistance;
+#endif
for( int i=0; i<5; i++ )
{
- vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
- vel[0] = stable_force( vel[0],
- vg_signf( vel[0] ) * -k_friction_lat*substep );
+ vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep);
+ vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep);
}
if( vg_get_button( "jump" ) )
phys->jump_charge = 1;
}
- static int push_button_last = 0;
- int push_button = vg_get_button( "push" );
- push_button_last = push_button;
-
- if( push_button && !push_button_last )
+ 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;
+
+ if( push_thresh && !push_thresh_last )
player.phys.start_push = vg.time;
- if( !vg_get_button("break") && vg_get_button( "push" ) )
+ push_thresh_last = push_thresh;
+
+ if( !vg_get_button("break") && push_thresh )
{
player.phys.pushing = 1.0f;
player.phys.push_time = vg.time - player.phys.start_push;
m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
- float steer = vg_get_axis( "horizontal" ),
+ float steer = vg_get_axis( "lookh" ),
steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
if( angle < 0.99f )
{
v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
+ q_axis_angle( correction, axis,
+ acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
q_mul( correction, phys->rb.q, phys->rb.q );
}
time_to_impact += pstep;
}
- phys->iY -= vg_get_axis( "horizontal" ) * k_steer_air * VG_TIMESTEP_FIXED;
+ phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED;
{
- float iX = vg_get_axis( "vertical" ) *
+ float iX = vg_get_axis( "lookv" ) *
phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED;
static float siX = 0.0f;
}
v2f target = {0.0f,0.0f};
- v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
phys->grab, target );
}
}
phys->in_air = len==0?1:0;
+
+ 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") )
+ {
+ phys->rb.v[1] = 5.0f;
+ }
+ }
v3_zero( phys->rb.w );
q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
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;
+ player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f );
- if( move > 0.0f )
+ if( player.walk > 0.025f )
{
- float move_norm = move * (1.0f/(1.0f-move_dead)),
- speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
+ float
+ speed = vg_lerpf( 0.025f*k_runspeed, k_runspeed, player.walk ),
amt = k_walk_accel * VG_TIMESTEP_FIXED,
zvel = v3_dot( phys->rb.v, forward_dir ),
new_vel = vg_minf( zvel + amt, speed ),
diff = new_vel - vg_minf( zvel, speed );
- v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v );
-
- /* TODO move */
- float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
- run_norm = 30.0f/(float)player.mdl.anim_run->length,
- walk_adv = vg_lerpf( walk_norm,run_norm,move_norm );
-
- player.walk_timer += walk_adv * VG_TIMESTEP_FIXED;
+ if( !phys->in_air )
+ {
+ v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v );
+ }
}
- else
+
+ if( !phys->in_air )
{
- player.walk_timer = 0.0f;
+ phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
+ phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
}
-
- phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
- phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction);
}
/*
}
}
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+ float grabt = vg_get_axis( "grab" )*0.5f+0.5f;
phys->grab = vg_lerpf( phys->grab, grabt, 0.14f );
player.phys.pushing = 0.0f;
if( angle < 0.999f )
{
v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.3f );
+ q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED );
q_mul( correction, phys->rb.q, phys->rb.q );
}