custom walk filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 87c2246fe6960a662852f3210d95abfc8e1c062d..3cefc295068cf8ff5b4cd666663ee2e4b7ad5ba4 100644 (file)
@@ -370,6 +370,43 @@ VG_STATIC void player_friction( v3f v ){
    v3_muls( v, newspeed, v );
 }
 
+VG_STATIC void player_walk_custom_filter( world_instance *world,
+                                          rb_ct *man, int len, f32 w ){
+   for( int i=0; i<len; i++ ){
+      rb_ct *ci = &man[i];
+      if( ci->type == k_contact_type_disabled ||
+          ci->type == k_contact_type_edge ) 
+         continue;
+
+
+      float d1 = v3_dot( ci->co, ci->n );
+
+      for( int j=0; j<len; j++ ){
+         if( j == i )
+            continue;
+
+         rb_ct *cj = &man[j];
+         if( cj->type == k_contact_type_disabled ) 
+            continue;
+
+         struct world_surface *si = world_contact_surface( world, ci ),
+                              *sj = world_contact_surface( world, cj );
+
+         if(  (sj->info.flags & k_material_flag_walking) &&
+             !(si->info.flags & k_material_flag_walking)){
+            continue;
+         }
+         
+         float d2 = v3_dot( cj->co, ci->n ),
+               d  = d2-d1;
+
+         if( fabsf( d ) <= w ){
+            cj->type = k_contact_type_disabled;
+         }
+      }
+   }
+}
+
 VG_STATIC void player__walk_update( player_instance *player ){
    struct player_walk *w = &player->_walk;
    v3_copy( player->rb.co, w->state.prev_pos );
@@ -421,7 +458,7 @@ VG_STATIC void player__walk_update( player_instance *player ){
 
    len = rb_capsule__scene( mtx, &w->collider, NULL, 
                             &world->rb_geo.inf.scene, manifold );
-   rb_manifold_filter_coplanar( manifold, len, 0.01f );
+   player_walk_custom_filter( world, manifold, len, 0.01f );
    len = rb_manifold_apply_filtered( manifold, len );
 
    v3f surface_avg = { 0.0f, 0.0f, 0.0f };