stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index e39c8196b1159e24ffb59dc7814fa6ca8ecfedb1..959ed4be31cef7b4271439a57804475bfe3299e5 100644 (file)
@@ -361,6 +361,8 @@ VG_STATIC void player__walk_update( player_instance *player )
    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;
 
@@ -392,11 +394,11 @@ VG_STATIC void player__walk_update( player_instance *player )
       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 );
@@ -410,13 +412,11 @@ VG_STATIC void player__walk_update( player_instance *player )
 
    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;
 
@@ -455,8 +455,11 @@ VG_STATIC void player__walk_update( player_instance *player )
 
       /* 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;
       }
@@ -492,47 +495,44 @@ VG_STATIC void player__walk_update( player_instance *player )
       }
    }
 
-   /* 
-    * 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 );
    }
@@ -558,13 +558,11 @@ VG_STATIC void player__walk_update( player_instance *player )
 
    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 );