framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index 52c51da75257e6a4f92b41d4f48879d53bf4b67b..f395953932e19003e93cac528d76c538cb99531e 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
  */
@@ -34,6 +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;
@@ -55,6 +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 );
@@ -70,6 +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 );
@@ -94,14 +160,27 @@ 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 );
          }
       }
    }
@@ -605,50 +684,18 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact )
 {
    struct player_phys *phys = &player.phys;
 
-   bh_iter it;
-   bh_iter_init( 0, &it );
-
-   boxf region;
-
    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 );
 
-   box_init_inf( region );
-   box_addpt( region, p0 );
-   box_addpt( region, p1 );
-   
    float const k_r = 0.25f;
-   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] );
-
-   vg_line( p0, p1, 0xff0000ff );
-   vg_line_boxf( region, 0xff0000ff );
+   struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, 
+                                                                c0, c1, k_r );
 
-   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 );
-      }
-   }
+   vg_line( p0, p1, 0xff0000ff );
 
    if( closest_edge )
    {
@@ -684,37 +731,6 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact )
    }
 
    return 0;
-
-#if 0
-   v3f closest;
-   int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY );
-   if( idx != -1 )
-   {
-      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 delta;
-      v3_sub( closest, phys->rb.co, delta );
-
-      if( v3_length2(delta) < 0.5f*0.5f )
-      {
-         v3_copy( closest, phys->rb.co );
-
-         v3f line_dir;
-         v3_sub( edge->p1, edge->p0, line_dir );
-         v3_normalize( line_dir );
-
-         float p = v3_dot( phys->rb.v, line_dir );
-         v3_muls( line_dir, p, phys->rb.v );
-         phys->grind = 1;
-      }
-      else
-         phys->grind = 0;
-   }
-#endif
 }
 
 /* Manifold must be able to hold at least 64 elements */
@@ -957,38 +973,70 @@ VG_STATIC void player_do_motion(void)
       int len = player_update_collision_manifold( manifold );
       int grind_col = player_update_grind_collision( &manifold[len] );
 
+      static int _grind_col_pre = 0;
+
       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 )
          {
+            v3f axis; 
+            v3_cross( phys->rb.up, up, axis );
+
             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 );
+         float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
+         v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v );
+         m3x3_identity( phys->vr );
+         m3x3_identity( phys->vr_pstep );
+
+         if( !_grind_col_pre )
+         {
+            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_board[5] );
+            audio_unlock();
+         }
       }
       else
       {
          phys->grind = 0;
          player_adhere_ground( manifold, len );
+
+         if( _grind_col_pre )
+         {
+            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_board[6] );
+            audio_unlock();
+         }
       }
 
+      _grind_col_pre = grind_col;
+
       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 )
@@ -1083,8 +1131,8 @@ VG_STATIC void player_freecam(void)
    v3f lookdir = { 0.0f, 0.0f, -1.0f },
        sidedir = { 1.0f, 0.0f,  0.0f };
    
-   m3x3_mulv( camera_mtx, lookdir, lookdir );
-   m3x3_mulv( camera_mtx, sidedir, sidedir );
+   m3x3_mulv( main_camera.transform, lookdir, lookdir );
+   m3x3_mulv( main_camera.transform, sidedir, sidedir );
    
    static v3f move_vel = { 0.0f, 0.0f, 0.0f };
 
@@ -1146,6 +1194,13 @@ VG_STATIC int reset_player( int argc, char const *argv[] )
    if( !rp )
    {
       vg_error( "No spawn found\n" );
+      vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0],
+                                              player.phys.rb.co[1],
+                                              player.phys.rb.co[2] );
+      vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0],
+                                              player.phys.rb.v[1],
+                                              player.phys.rb.v[2] );
+
       if( !world.spawn_count )
          return 0;