#define PLAYER_PHYSICS_H
#include "player.h"
+#include "camera.h"
static void apply_gravity( v3f vel, float const timestep )
{
player_start_air();
}
else
+ {
phys->in_air = 0;
+ }
}
for( int j=0; j<5; j++ )
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 );
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 );
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();
}
}
player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
}
+ player.rewind_length = 0;
+ player.rewind_total_length = 0.0f;
+ player.rewind_incrementer = 10000;
player_save_frame();
audio_lock();
v3f lookdir = { 0.0f, 0.0f, -1.0f },
sidedir = { 1.0f, 0.0f, 0.0f };
- m3x3_mulv( player.camera, lookdir, lookdir );
- m3x3_mulv( player.camera, sidedir, sidedir );
+ m3x3_mulv( camera_mtx, lookdir, lookdir );
+ m3x3_mulv( camera_mtx, sidedir, sidedir );
static v3f move_vel = { 0.0f, 0.0f, 0.0f };
if( vg_get_button( "forward" ) )
v3_add( move_vel, player.camera_pos, player.camera_pos );
}
-static void player_camera_update(void)
-{
- /* Update camera matrices */
- v4f qyaw, qpitch, qcam;
- q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] );
- q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] );
-
- q_mul( qyaw, qpitch, qcam );
- q_m3x3( qcam, player.camera );
-
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
static int reset_player( int argc, char const *argv[] )
{
struct player_phys *phys = &player.phys;