well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 8d0b5b88ad3262f61da46b71804c3eaa9f616ec2..90ea030a7bd2adab89cd6dc61a9de61155b32f93 100644 (file)
@@ -6,8 +6,9 @@
 #define PLAYER_PHYSICS_H
 
 #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 );
@@ -16,7 +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;
 
@@ -113,7 +114,7 @@ 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;
 
@@ -205,7 +206,7 @@ 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;
 
@@ -289,7 +290,7 @@ static void player_physics_control_air(void)
  * 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,
@@ -407,7 +408,7 @@ 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;
    /*
@@ -464,7 +465,9 @@ static void player_physics(void)
          player_start_air();
       }
       else
+      {
          phys->in_air = 0;
+      }
    }
 
    for( int j=0; j<5; j++ )
@@ -520,6 +523,7 @@ static void player_physics(void)
 
    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 );
@@ -533,6 +537,34 @@ 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 );
@@ -565,7 +597,7 @@ 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();
       }
    }
@@ -583,18 +615,18 @@ 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;
 
@@ -652,9 +684,9 @@ 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 ) )
@@ -682,6 +714,9 @@ static void player_do_motion(void)
             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();
@@ -697,9 +732,9 @@ 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,
@@ -722,7 +757,7 @@ static void player_mouseview(void)
    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();
 
@@ -730,8 +765,8 @@ static void player_freecam(void)
    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" ) )
@@ -747,21 +782,7 @@ static void player_freecam(void)
    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[] )
+VG_STATIC int reset_player( int argc, char const *argv[] )
 {
    struct player_phys *phys = &player.phys;
    struct respawn_point *rp = NULL, *r;