rail targeting
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index e396e0031d3771cb937a5955b73c5f13bbed2de3..80a07b2d450f54cd2d5e03c85e534d702ad8c0ad 100644 (file)
@@ -14,6 +14,51 @@ VG_STATIC void apply_gravity( v3f vel, float const timestep )
    v3_muladds( vel, gravity, timestep, vel );
 }
 
+VG_STATIC struct 
+grind_edge *player_grind_collect_edge( v3f p0, v3f p1,
+                                       v3f c0, v3f c1, float max_dist )
+{
+   struct player_phys *phys = &player.phys;
+
+   bh_iter it;
+   bh_iter_init( 0, &it );
+
+   boxf region;
+
+   box_init_inf( region );
+   box_addpt( region, p0 );
+   box_addpt( region, p1 );
+   
+   float k_r = max_dist;
+   v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
+   v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+
+   float closest = k_r*k_r;
+   struct grind_edge *closest_edge = NULL;
+   
+   int idx;
+   while( bh_next( world.grind_bh, &it, region, &idx ) )
+   {
+      struct grind_edge *edge = &world.grind_edges[ idx ];
+
+      float s,t;
+      v3f pa, pb;
+
+      float d2 = 
+         closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+
+      if( d2 < closest )
+      {
+         closest = d2;
+         closest_edge = edge;
+         v3_copy( pa, c0 );
+         v3_copy( pb, c1 );
+      }
+   }
+
+   return closest_edge;
+}
+
 /*
  * Called when launching into the air to predict and adjust trajectories
  */
@@ -21,11 +66,6 @@ VG_STATIC void player_start_air(void)
 {
    struct player_phys *phys = &player.phys;
 
-   if( phys->in_air )
-      return;
-
-   phys->in_air = 1;
-
    float pstep = VG_TIMESTEP_FIXED * 10.0f;
    float best_velocity_delta = -9999.9f;
    float k_bias = 0.96f;
@@ -39,6 +79,10 @@ VG_STATIC void player_start_air(void)
 
    for( int m=-3;m<=12; m++ )
    {
+      struct land_log *log = &player.land_log[ player.land_log_count ++ ];
+      log->count = 0;
+      log->colour = 0xff000000;
+
       float vmod = ((float)m / 15.0f)*0.09f;
 
       v3f pco, pco1, pv;
@@ -60,6 +104,9 @@ VG_STATIC void player_start_air(void)
       m3x3_mulv( vr, pv, pv );
       v3_muladds( pco, pv, pstep, pco );
 
+      struct grind_edge *best_grind = NULL;
+      float closest_grind = INFINITY;
+
       for( int i=0; i<50; i++ )
       {
          v3_copy( pco, pco1 );
@@ -75,6 +122,20 @@ VG_STATIC void player_start_air(void)
          contact.dist = v3_length( vdir );
          v3_divs( vdir, contact.dist, vdir);
 
+         v3f c0, c1;
+         struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
+                                                            c0, c1, 0.4f );
+
+         if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+         {
+            float d2 = v3_dist2( c0, c1 );
+            if( d2 < closest_grind )
+            {
+               closest_grind = d2;
+               best_grind = ge;
+            }
+         }
+
          if( ray_world( pco1, vdir, &contact ))
          {
             float land_delta = v3_dot( pv, contact.normal );
@@ -99,19 +160,59 @@ VG_STATIC void player_start_air(void)
                q_m3x3( vr_q, phys->vr );
             }
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+            v3_copy( contact.pos, log->positions[ log->count ++ ] );
+            log->colour = 0xff000000 | scolour;
+            break;
+         }
 
-            player.land_log_count ++;
+         v3_copy( pco, log->positions[ log->count ++ ] );
+      }
 
-            break;
+      if( best_grind )
+      {
+         log->colour = 0xff0000ff;
+         
+         float score = -closest_grind * 0.05f;
+
+         if( score > best_velocity_delta )
+         {
+            best_velocity_delta = score;
+            
+            m3x3_copy( vr, phys->vr_pstep );
+            q_axis_angle( vr_q, axis, vmod*0.1f );
+            q_m3x3( vr_q, phys->vr );
          }
       }
    }
 }
 
+
+VG_STATIC void player_physics_control_passive(void)
+{
+   struct player_phys *phys = &player.phys;
+   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->jump_charge || phys->in_air )
+   {
+      phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+   }
+
+   phys->jump_charge = 0;
+   phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
+}
+
 /*
  * Main friction interface model
  */
@@ -137,12 +238,7 @@ VG_STATIC void player_physics_control(void)
    phys->reverse = -vg_signf(vel[2]);
 
    float substep = VG_TIMESTEP_FIXED * 0.2f;
-
-#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++ )
    {
@@ -183,18 +279,6 @@ VG_STATIC void player_physics_control(void)
       vel[2] -= new_vel * phys->reverse;
    }
 
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - phys->grab,
-          pump = delta * k_pump_force * VG_TIMESTEP_FIXED;
-   previous = phys->grab;
-
-   v3f p1;
-   v3_muladds( phys->rb.co, phys->rb.up, pump, p1 );
-   vg_line( phys->rb.co, p1, 0xff0000ff );
-
-   vel[1] += pump;
-
    m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
    
    float input = player.input_js1h->axis.value,
@@ -203,6 +287,60 @@ VG_STATIC void player_physics_control(void)
          steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
    phys->iY -= steer_scaled * VG_TIMESTEP_FIXED;
+
+   if( !phys->jump_charge && phys->jump > 0.2f )
+   {
+      v3f jumpdir;
+      
+      /* Launch more up if alignment is up else improve velocity */
+      float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
+            mod = 0.5f,
+            dir = mod + aup*(1.0f-mod);
+
+      v3_copy( phys->rb.v, jumpdir );
+      v3_normalize( jumpdir );
+      v3_muls( jumpdir, 1.0f-dir, jumpdir );
+      v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
+      v3_normalize( jumpdir );
+      
+      float force = k_jump_force*phys->jump;
+      v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
+      phys->jump = 0.0f;
+
+      player.jump_time = vg.time;
+      
+      /* TODO: Move to audio file */
+      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_jumps[rand()%2] );
+      audio_unlock();
+   }
+}
+
+VG_STATIC void player_physics_control_grind(void)
+{
+   struct player_phys *phys = &player.phys;
+   v2f steer = { player.input_js1h->axis.value,
+                 player.input_js1v->axis.value };
+
+   float l2 = v2_length2( steer );
+   if( l2 > 1.0f )
+      v2_muls( steer, 1.0f/sqrtf(l2), steer );
+
+   phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+
+   float iX = steer[1] * phys->reverse * 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 );
+
+   phys->slip = 0.0f;
 }
 
 /*
@@ -256,7 +394,7 @@ VG_STATIC void player_physics_control_air(void)
          limiter *= limiter;
          limiter = 1.0f-limiter;
 
-         if( angle < 0.99f )
+         if( fabsf(angle) < 0.99f )
          {
             v4f correction;
             q_axis_angle( correction, axis, 
@@ -517,16 +655,89 @@ VG_STATIC void player_walk_physics(void)
    }
 }
 
-/*
- * Physics collision detection, and control
- */
-VG_STATIC void player_physics(void)
+VG_STATIC void player_grind(void)
 {
    struct player_phys *phys = &player.phys;
-   /*
-    * Update collision fronts
-    */
+
+   v3f closest;
+   int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY );
+   if( idx == -1 )
+      return;
+
+   struct grind_edge *edge = &world.grind_edges[ idx ];
+
+   vg_line( phys->rb.co, closest, 0xff000000 );
+   vg_line_cross( closest, 0xff000000, 0.3f );
+   vg_line( edge->p0, edge->p1, 0xff000000 );
+
+   v3f grind_delta;
+   v3_sub( closest, phys->rb.co, grind_delta );
    
+   float p = v3_dot( phys->rb.forward, grind_delta );
+   v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta );
+   
+   float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) );
+   v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v );
+}
+
+VG_STATIC int player_update_grind_collision( rb_ct *contact )
+{
+   struct player_phys *phys = &player.phys;
+
+   v3f p0, p1, c0, c1;
+   v3_muladds( phys->rb.co, phys->rb.forward,  0.5f, p0 );
+   v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 );
+   v3_muladds( p0, phys->rb.up, 0.125f, p0 );
+   v3_muladds( p1, phys->rb.up, 0.125f, p1 );
+
+   float const k_r = 0.25f;
+   struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, 
+                                                                c0, c1, k_r );
+
+   
+   vg_line( p0, p1, 0xff0000ff );
+
+   if( closest_edge )
+   {
+      vg_line_cross( c0, 0xff000000, 0.1f );
+      vg_line_cross( c1, 0xff000000, 0.1f );
+      vg_line( c0, c1, 0xff000000 );
+
+      v3f delta;
+      v3_sub( c1, c0, delta );
+
+      if( v3_dot( delta, phys->rb.up ) > 0.0f )
+      {
+         v3_copy( delta, contact->n );
+         float l = v3_length( contact->n );
+         v3_muls( contact->n, 1.0f/l, contact->n );
+         contact->p = l;
+         contact->type = k_contact_type_edge;
+         contact->element_id = 0;
+         v3_copy( c1, contact->co );
+         contact->rba = &player.phys.rb;
+         contact->rbb = &world.rb_geo;
+
+         v3f edge_dir, axis_dir;
+         v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
+         v3_normalize( edge_dir );
+         v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
+         v3_cross( edge_dir, axis_dir, contact->n );
+
+         return 1;
+      }
+      else
+         return -1;
+   }
+
+   return 0;
+}
+
+/* Manifold must be able to hold at least 64 elements */
+VG_STATIC int player_update_collision_manifold( rb_ct *manifold )
+{
+   struct player_phys *phys = &player.phys;
+
    rigidbody *rbf = &player.collide_front,
              *rbb = &player.collide_back;
 
@@ -550,12 +761,31 @@ VG_STATIC void player_physics(void)
    rb_debug( rbf, 0xff00ffff );
    rb_debug( rbb, 0xffffff00 );
 
-   rb_ct manifold[64];
-   int len = 0;
+   int len_f = 0,
+       len_b = 0; 
 
-   len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-   len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
+   len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold );
+   rb_manifold_filter_coplanar( manifold, len_f, 0.05f );
+   if( len_f > 1 )
+   {
+      rb_manifold_filter_backface( manifold, len_f );
+      rb_manifold_filter_joint_edges( manifold, len_f, 0.05f );
+      rb_manifold_filter_pairs( manifold, len_f, 0.05f );
+   }
+   len_f = rb_manifold_apply_filtered( manifold, len_f );
+   
+   rb_ct *man_b = &manifold[len_f];
+   len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b );
+   rb_manifold_filter_coplanar( man_b, len_b, 0.05f );
+   if( len_b > 1 )
+   {
+      rb_manifold_filter_backface( man_b, len_b );
+      rb_manifold_filter_joint_edges( man_b, len_b, 0.05f );
+      rb_manifold_filter_pairs( man_b, len_b, 0.05f );
+   }
+   len_b = rb_manifold_apply_filtered( man_b, len_b );
 
+#if 0
    /* 
     * Preprocess collision points, and create a surface picture.
     * we want contacts that are within our 'capsule's internal line to be 
@@ -576,33 +806,79 @@ VG_STATIC void player_physics(void)
          v3_normalize( manifold[i].n );
       }
    }
+#endif
+
+   return len_f + len_b;
+}
 
-   rb_presolve_contacts( manifold, len );
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
+VG_STATIC void player_adhere_ground( rb_ct *manifold, int len )
+{
+   struct player_phys *phys = &player.phys;
+   int was_in_air = phys->in_air;
 
-   if( !len )
+   v3f surface_avg;
+   v3_zero( surface_avg );
+
+   if( len == 0 )
    {
-      player_start_air();
+      phys->lift_frames ++;
+
+      if( phys->lift_frames >= 8 )
+         phys->in_air = 1;
    }
    else
    {
       for( int i=0; i<len; i++ )
-      {
-         v3_add( manifold[i].n, surface_avg, surface_avg );
-      }
-
+         v3_add( surface_avg, manifold[i].n, surface_avg );
       v3_normalize( surface_avg );
-
-      if( v3_dot( phys->rb.v, surface_avg ) > 0.5f )
+      
+      if( v3_dot( phys->rb.v, surface_avg ) > 0.7f )
       {
-         player_start_air();
+         phys->lift_frames ++;
+
+         if( phys->lift_frames >= 8 )
+            phys->in_air = 1;
       }
       else
       {
          phys->in_air = 0;
+         phys->lift_frames = 0;
+         v3f projected, axis;
+
+         float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
+         v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
+
+         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 );
+         }
       }
    }
 
+   if( !was_in_air && phys->in_air )
+      player_start_air();
+}
+
+VG_STATIC void player_collision_response( rb_ct *manifold, int len )
+{
+   struct player_phys *phys = &player.phys;
+
    for( int j=0; j<5; j++ )
    {
       for( int i=0; i<len; i++ )
@@ -643,100 +919,12 @@ VG_STATIC void player_physics(void)
           */
          
          float wy = v3_dot( phys->rb.up, impulse ),
-               wx = v3_dot( phys->rb.right, impulse )*1.5f;
+               wx = v3_dot( phys->rb.right, impulse )*1.8f;
 
          v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
          v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
       }
    }
-
-   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 )
-   {
-      /* 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 );
-      }
-
-      float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
-      v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
-
-      player_physics_control();
-
-      if( !phys->jump_charge && phys->jump > 0.2f )
-      {
-         v3f jumpdir;
-         
-         /* Launch more up if alignment is up else improve velocity */
-         float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )),
-               mod = 0.5f,
-               dir = mod + aup*(1.0f-mod);
-
-         v3_copy( phys->rb.v, jumpdir );
-         v3_normalize( jumpdir );
-         v3_muls( jumpdir, 1.0f-dir, jumpdir );
-         v3_muladds( jumpdir, phys->rb.up, dir, jumpdir );
-         v3_normalize( jumpdir );
-         
-         float force = k_jump_force*phys->jump;
-         v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v );
-         phys->jump = 0.0f;
-
-         player.jump_time = vg.time;
-         
-         /* TODO: Move to audio file */
-         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_jumps[rand()%2] );
-         audio_unlock();
-      }
-   }
-   else
-   {
-      player_physics_control_air();
-   }
-
-   if( !phys->jump_charge )
-   {
-      phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
-   }
-
-   phys->jump_charge = 0;
-   phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
 }
 
 VG_STATIC void player_save_frame(void)
@@ -776,13 +964,60 @@ VG_STATIC void player_do_motion(void)
       }
    }
 
-
    v3f prevco;
    v3_copy( phys->rb.co, prevco );
 
    if( phys->on_board )
    {
-      player_physics();
+      rb_ct manifold[72];
+      int len = player_update_collision_manifold( manifold );
+      int grind_col = player_update_grind_collision( &manifold[len] );
+
+      if( grind_col )
+      {
+         phys->grind = 1;
+         v3f up = { 0.0f, 1.0f, 0.0f };
+         float angle = v3_dot( phys->rb.up, up );
+         v3f axis; 
+         v3_cross( phys->rb.up, up, axis );
+
+         if( fabsf(angle) < 0.99f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, 
+                  VG_TIMESTEP_FIXED * 10.0f * acosf(angle) );
+            q_mul( correction, phys->rb.q, phys->rb.q );
+         }
+
+         float const DOWNFORCE = -k_downforce*2.0f*VG_TIMESTEP_FIXED;
+         v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
+         m3x3_identity( phys->vr );
+         m3x3_identity( phys->vr_pstep );
+      }
+      else
+      {
+         phys->grind = 0;
+         player_adhere_ground( manifold, len );
+      }
+
+      rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) );
+      player_collision_response( manifold, len+ VG_MAX(0,grind_col) );
+
+      player_physics_control_passive();
+
+      if( grind_col )
+      {
+         phys->in_air = 0;
+         player_physics_control_grind();
+      }
+      else
+      {
+         if( phys->in_air )
+            player_physics_control_air();
+         else
+            player_physics_control();
+      }
+
       player_integrate();
    }
    else