physics adjustments
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 4178e04265eea1d1125640fb97f0b8ec3c41e34d..9d58e17dfa7196147b7ead3cc944a677c4dfbe09 100644 (file)
@@ -161,7 +161,7 @@ VG_STATIC void player_physics_control(void)
    }
 
    static int push_thresh_last = 0;
-   float push = player.input_push->axis.value;
+   float push = player.input_push->button.value;
    int push_thresh = push>0.15f? 1: 0;
    
    if( push_thresh && !push_thresh_last )
@@ -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};
@@ -336,12 +339,32 @@ VG_STATIC void player_walk_physics(void)
    v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
    v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
 
+   v2f walk = { player.input_walkh->axis.value,
+                player.input_walkv->axis.value };
+   
+   if( v2_length2(walk) > 0.001f )
+      v2_normalize_clamp( walk );
+
    if( phys->in_air )
    {
       player_walk_update_collision();
       rb_debug( rbf, 0xff0000ff );
       rb_debug( rbb, 0xff0000ff );
 
+      /* allow player to accelerate a bit */
+      v3f walk_3d;
+      v3_muls( forward_dir, walk[1], walk_3d );
+      v3_muladds( walk_3d, right_dir, walk[0], walk_3d );
+
+      float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )),
+            new_vel     = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate,
+            clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ),
+            vel_diff    = vg_maxf( 0.0f, clamped_new - current_vel );
+
+      v3_muladds( phys->rb.v, right_dir,   walk[0] * vel_diff, phys->rb.v );
+      v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v );
+
+
       len = 0;
       len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
       len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
@@ -393,15 +416,12 @@ VG_STATIC void player_walk_physics(void)
    }
    else
    {
-      /* translate player */
-      v2f walk = { player.input_walkh->axis.value,
-                   player.input_walkv->axis.value };
-      
-      if( v2_length2(walk) > 0.001f )
-         v2_normalize( walk );
+      player.walk = v2_length( walk );
 
-      v2_muls( walk, vg_maxf( player.input_push->axis.value, 0.5f ) *
-                        k_walkspeed * VG_TIMESTEP_FIXED, walk );
+      if( player.input_walk->button.value )
+         v2_muls( walk, 0.5f, walk );
+
+      v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
 
       v3f walk_apply;
       v3_zero( walk_apply );
@@ -530,6 +550,27 @@ VG_STATIC void player_physics(void)
    len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
    len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
 
+   /* 
+    * Preprocess collision points, and create a surface picture.
+    * we want contacts that are within our 'capsule's internal line to be 
+    * clamped so that they face the line and do not oppose, to stop the
+    * player hanging up on stuff
+    */
+   for( int i=0; i<len; i++ )
+   {
+      v3f dfront, dback;
+      v3_sub( manifold[i].co, rbf->co, dfront );
+      v3_sub( manifold[i].co, rbb->co, dback );
+
+      if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) &&
+          (v3_dot( dback,  phys->rb.forward ) > 0.02f))
+      {
+         float p = v3_dot( manifold[i].n, phys->rb.forward );
+         v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n );
+         v3_normalize( manifold[i].n );
+      }
+   }
+
    rb_presolve_contacts( manifold, len );
    v3f surface_avg = {0.0f, 0.0f, 0.0f};
 
@@ -603,32 +644,22 @@ 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 +684,6 @@ 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 );
 
@@ -839,6 +867,9 @@ VG_STATIC void player_freecam(void)
    m3x3_mulv( camera_mtx, sidedir, sidedir );
    
    static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+
+   /* TODO */
+#if 0
    if( vg_get_button( "forward" ) )
       v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel );
    if( vg_get_button( "back" ) )
@@ -847,6 +878,7 @@ VG_STATIC void player_freecam(void)
       v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel );
    if( vg_get_button( "right" ) )
       v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel );
+#endif
 
    v3_muls( move_vel, 0.7f, move_vel );
    v3_add( move_vel, player.camera_pos, player.camera_pos );