X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=character.h;h=94b181e053343ab7ef0f960719aa0cf0ba527271;hb=84a7ae83a25966e0004a1a4b409dbb3d49fae286;hp=5ce456f24a1648493bd2056aa57156c4efac401b;hpb=9c85e110fa8b965195438d96625ff9753af362a6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/character.h b/character.h index 5ce456f..94b181e 100644 --- a/character.h +++ b/character.h @@ -441,11 +441,14 @@ void character_final_pose( struct character *ch, v3f cog, tilt = vg_clampf(cog[2], -1.0f, 1.0f) * 0.3f; v4f rz; m4x3f tr; - q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.6f ); + q_axis_angle( rz, (v3f){0.0f,0.0f,1.0f}, -cog[0]*0.3f ); q_m3x3( rz, tr ); - v3_copy( (v3f){0.0f,dip,tilt}, tr[3] ); + m3x3_identity( tr ); + //v3_copy( (v3f){0.0f,dip,tilt}, tr[3] ); + v3_copy( cog, tr[3] ); - m4x3_mulv( tr, pose->b0, npose.b0 ); + v3_muladd( pose->b0, tr[3], (v3f){0.85f,1.0f,1.0f}, npose.b0 ); + //m4x3_mulv( tr, pose->b0, npose.b0 ); m4x3_mulv( tr, pose->b1, npose.b1 ); m4x3_mulv( tr, pose->p, npose.p ); m4x3_mulv( tr, pose->pl, npose.pl ); @@ -553,8 +556,7 @@ static void character_testpose( struct character *ch, float t ) m4x3_identity( ch->matrices[k_chpart_wf] ); } -static float *player_cam_pos(void); -static void character_draw( struct character *ch, float temp ) +static void character_draw( struct character *ch, float temp, m4x3f camera ) { shader_character_use(); shader_character_uPv( vg_pv ); @@ -562,7 +564,7 @@ static void character_draw( struct character *ch, float temp ) vg_tex2d_bind( &tex_pallet, 0 ); shader_character_uTexMain( 0 ); shader_character_uOpacity( temp ); - shader_character_uCamera( player_cam_pos() ); + shader_character_uCamera( camera[3] ); shader_link_standard_ub( _shader_character.id, 2 ); glEnable( GL_CULL_FACE ); @@ -822,8 +824,7 @@ static void character_ragdoll_copypose( struct character *ch, v3f v ) m4x3_mulv( ch->matrices[i], rb->delta, rb->co ); m3x3_q( ch->matrices[i], rb->q ); v3_copy( v, rb->v ); - v3_zero( rb->I ); - rb->manifold_count = 0; /* ? */ + v3_zero( rb->w ); rb_update_transform( rb ); } @@ -881,11 +882,14 @@ static void character_debug_ragdoll( struct character *ch ) static void character_ragdoll_iter( struct character *ch ) { + rb_solver_reset(); + for( int i=0; iragdoll[i] ); rb_build_manifold_terrain( &ch->ragdoll[i] ); + /* TODO: Cars */ +#if 0 u32 colliders[16]; int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world, colliders, 16 ); @@ -893,6 +897,7 @@ static void character_ragdoll_iter( struct character *ch ) for( int j=0; jragdoll[i], &world.temp_rbs[colliders[j]] ); +#endif } v3f rv; @@ -901,14 +906,14 @@ static void character_ragdoll_iter( struct character *ch ) for( int i=0; i<2; i++ ) if( ch->shoes[i] ) shoe_vel[i] = v3_length( ch->ragdoll[i].v ); - - for( int i=0; i<20; i++ ) + + /* This used to be 20 iterations */ + for( int i=0; i<5; i++ ) { float const k_springfactor = 1.0f/20.0f; - - for( int j=0; jragdoll[j] ); - + + rb_solve_contacts(); + for( int j=0; jco, dst->co ); v3_copy( src->v, dst->v ); v3_copy( src->q, dst->q ); - v3_copy( src->I, dst->I ); + v3_copy( src->w, dst->w ); } } }