struct player_walk *w = &player->_walk;
v3_copy( player->rb.co, w->state.prev_pos );
+ enum walk_activity prev_state = w->state.activity;
+
if( w->state.activity == k_walk_activity_immobile )
return;
v2_normalize_clamp( walk );
w->move_speed = v2_length( walk );
+ world_instance *world = get_active_world();
/*
* Collision detection
*/
- world_instance *world = get_active_world();
len = rb_capsule__scene( mtx, &w->collider, NULL,
&world->rb_geo.inf.scene, manifold );
w->surface = k_surface_prop_concrete;
- for( int i=0; i<len; i++ )
- {
+ for( int i=0; i<len; i++ ){
struct contact *ct = &manifold[i];
rb_debug_contact( ct );
- if( player_walk_normal_standable( player, ct->n ) )
- {
+ if( player_walk_normal_standable( player, ct->n ) ){
if( w->state.activity != k_walk_activity_lockedmove )
w->state.activity = k_walk_activity_ground;
/* jump */
if( player->input_jump->button.value ){
+ float d = v3_dot( player->basis[1], player->rb.v );
+ v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
w->state.activity = k_walk_activity_air;
+ prev_state = k_walk_activity_air;
accel_speed = k_walk_air_accel;
nominal_speed = k_airspeed;
}
}
}
- /*
- * Depenetrate
- */
- v3f dt;
- rb_depenetrate( manifold, len, dt );
- v3_add( dt, player->rb.co, player->rb.co );
-
- /* TODO: Stepping......
- *
- * ideas; walkgrid style steps
- */
-#if 0
- if( w->state.activity == k_walk_activity_ground )
- {
- /* step */
+ /* stepping */
+ if( w->state.activity == k_walk_activity_ground||
+ prev_state == k_walk_activity_ground ){
float max_dist = 0.4f;
v3f pa, pb;
v3_copy( player->rb.co, pa );
- pa[1] += w->collider.radius + max_dist;
-
- v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+ v3_muladds( pa, player->basis[1], w->collider.radius + max_dist, pa );
+ v3_muladds( pa, player->basis[1], -max_dist * 2.0f, pb );
vg_line( pa, pb, 0xff000000 );
v3f n;
float t;
- if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
- {
- if( player_walk_normal_standable( n ) )
- {
+ if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){
+ if( player_walk_normal_standable( player, n ) ){
v3_lerp( pa, pb, t, player->rb.co );
- player->rb.co[1] -= w->collider.radius;
+ v3_muladds( player->rb.co, player->basis[1],
+ -w->collider.radius - k_penetration_slop,
+ player->rb.co );
+ w->state.activity = k_walk_activity_ground;
+
+ float d = -v3_dot(n,player->rb.v),
+ g = -k_gravity * k_rb_delta;
+ v3_muladds( player->rb.v, n, d, player->rb.v );
+ v3_muladds( player->rb.v, player->basis[1], g, player->rb.v );
}
}
}
-#endif
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ rb_depenetrate( manifold, len, dt );
+ v3_add( dt, player->rb.co, player->rb.co );
/* integrate */
- if( w->state.activity == k_walk_activity_air )
- {
+ if( w->state.activity == k_walk_activity_air ){
v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta,
player->rb.v );
}
float movedist = v3_length( movedelta );
- if( movedist > 0.3f )
- {
+ if( movedist > 0.3f ){
float t, sr = w->collider.radius-0.04f;
v3f n;
- if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 )
- {
+ if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){
v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
player->rb.co[1] -= w->collider.radius;
rb_update_transform( &player->rb );