X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=6c819801b01f664310d73f91144bc1be1911ab92;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=52d658dcde379a446e60d26631182457f8e9ce24;hpb=eb6573694ca9292baaefee233dedb0b79f3ddc2e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 52d658d..6c81980 100644 --- a/player.h +++ b/player.h @@ -3,6 +3,7 @@ #include "common.h" #include "character.h" +#include "bvh.h" static int freecam = 0; static float k_walkspeed = 2.0f; @@ -11,7 +12,7 @@ static int walk_grid_iterations = 1; static struct gplayer { /* Physics */ - v3f co, v, a, v_last, m, bob; + v3f co, v, a, v_last, m, bob, vl; v4f rot; float vswitch, slip, slip_last, reverse; @@ -30,7 +31,7 @@ static struct gplayer v3f land_target_log[22]; u32 land_target_colours[22]; int land_log_count; - m3x3f vr; + m3x3f vr,vr_pstep; m4x3f to_world, to_local; @@ -46,7 +47,10 @@ static struct gplayer v2f angles; m4x3f camera, camera_inverse; } -player; +player = +{ + .on_board = 1 +}; static void player_transform_update(void) { @@ -89,6 +93,7 @@ static void player_mouseview(void) if( vg_get_button_down( "primary" ) ) v2_copy( vg_mouse, mouse_last ); + else if( vg_get_button( "primary" ) ) { v2f delta; @@ -98,10 +103,12 @@ static void player_mouseview(void) v2_muladds( view_vel, delta, 0.005f, view_vel ); } + v2_muladds( view_vel, + (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + 0.05f, view_vel ); v2_muls( view_vel, 0.7f, view_vel ); v2_add( view_vel, player.angles, player.angles ); player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); - } static void player_freecam(void) @@ -135,6 +142,11 @@ static void apply_gravity( v3f vel, float const timestep ) v3_muladds( vel, gravity, timestep, vel ); } +/* + * TODO: The angle bias should become greater when launching from a steeper + * angle and skewed towords more 'downwards' angles when launching from + * shallower trajectories + */ static void player_start_air(void) { player.in_air = 1; @@ -144,6 +156,8 @@ static void player_start_air(void) float best_velocity_mod = 0.0f, best_velocity_delta = -9999.9f; + float k_bias = 0.97f; + v3f axis, vup; m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup ); v3_cross( vup, player.v, axis ); @@ -158,7 +172,7 @@ static void player_start_air(void) v3f pco, pco1, pv; v3_copy( player.co, pco ); - v3_copy( player.v, pv ); + v3_muls( player.v, k_bias, pv ); /* * Try different 'rotations' of the velocity to find the best possible @@ -173,7 +187,7 @@ static void player_start_air(void) q_m3x3( vr_q, vr ); m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, ktimestep, pco ); + v3_muladds( pco, pv, pstep, pco ); for( int i=0; i<50; i++ ) { @@ -208,7 +222,8 @@ static void player_start_air(void) best_velocity_mod = vmod; v3_copy( contact.pos, player.land_target ); - + + m3x3_copy( vr, player.vr_pstep ); q_axis_angle( vr_q, axis, vmod*0.1f ); q_m3x3( vr_q, player.vr ); } @@ -353,7 +368,9 @@ static void player_physics_ground(void) for( int i=0; i<5; i++ ) { vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep ); + + /* This used to be -7.0 */ + vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -10.0f *substep ); } static double start_push = 0.0; @@ -405,9 +422,6 @@ static void draw_cross(v3f pos,u32 colour, float scale) static void player_physics_air(void) { m3x3_mulv( player.vr, player.v, player.v ); - for( int i=0; iother->to_world, gate->to_local, transport ); - m4x3_mulv( transport, player.co, player.co ); - m3x3_mulv( transport, player.v, player.v ); - m3x3_mulv( transport, player.v_last, player.v_last ); - m3x3_mulv( transport, player.m, player.m ); - m3x3_mulv( transport, player.bob, player.bob ); - - v4f transport_rotation; - m3x3_q( transport, transport_rotation ); - q_mul( transport_rotation, player.rot, player.rot ); + teleport_gate *gate = &world.gates[i]; + + if( gate_intersect( gate, player.co, prevco ) ) + { + m4x3_mulv( gate->transport, player.co, player.co ); + m3x3_mulv( gate->transport, player.v, player.v ); + m3x3_mulv( gate->transport, player.vl, player.vl ); + m3x3_mulv( gate->transport, player.v_last, player.v_last ); + m3x3_mulv( gate->transport, player.m, player.m ); + m3x3_mulv( gate->transport, player.bob, player.bob ); + + v4f transport_rotation; + m3x3_q( gate->transport, transport_rotation ); + q_mul( transport_rotation, player.rot, player.rot ); + + break; + } } -#endif /* Camera and character */ player_transform_update(); + + v3_lerp( player.vl, player.v, 0.05f, player.vl ); - player.angles[0] = atan2f( player.v[0], -player.v[2] ); - player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+ - player.v[2]*player.v[2]) ) * 0.3f; - - player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f ); - v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, - player.camera_pos ); + player.angles[0] = atan2f( player.vl[0], -player.vl[2] ); + player.angles[1] = atan2f( -player.vl[1], sqrtf(player.vl[0]*player.vl[0]+ + player.vl[2]*player.vl[2]) ) * 0.3f; } static int player_walkgrid_tri_walkable( u32 tri[3] ) @@ -608,10 +625,6 @@ struct walkgrid } samples[WALKGRID_SIZE][WALKGRID_SIZE]; -#if 0 - u32 geo[256]; -#endif - boxf region; float move; /* Current amount of movement we have left to apply */ @@ -630,13 +643,9 @@ static void player_walkgrid_samplepole( struct grid_sample *s ) boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f}, { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}}; -#if 0 - vg_line( region[0],region[1], 0x20ffffff ); -#endif - u32 geo[256]; v3f tri[3]; - int len = bvh_select_triangles( &world.geo, region, geo, 256 ); + int len = bh_select( &world.geo.bhtris, region, geo, 256 ); const float k_minworld_y = -2000.0f; @@ -647,7 +656,7 @@ static void player_walkgrid_samplepole( struct grid_sample *s ) for( int i=0; i block_height ) block_height = p0[1]; -#if 0 - draw_cross( p0, 0xff0000ff, 0.05f ); -#endif } } } @@ -694,39 +696,6 @@ static void player_walkgrid_samplepole( struct grid_sample *s ) s->type = k_sample_type_valid; else s->type = k_sample_type_air; - -#if 0 - if( s->type == k_sample_type_valid ) - { - vg_line_pt3( s->pos, 0.01f, 0xff00ff00 ); - } -#endif - -#if 0 - int count = 0; - - ray_hit hit; - hit.dist = 10.0f; - count = bvh_raycast( &world.geo, sample_pos, vdir, &hit ); - - if( count ) - { - v3_copy( hit.pos, s->pos ); - - if( !player_walkgrid_tri_walkable( hit.tri ) ) - { - draw_cross( pos, 0xff0000ff, 0.05f ); - return 0; - } - else - { - draw_cross( pos, 0xff00ff00, 0.05f ); - return count; - } - } - else - return 0; -#endif } float const k_gridscale = 0.5f; @@ -756,8 +725,7 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa, u32 geo[256]; v3f tri[3]; - int len = bvh_select_triangles( &world.geo, cell_region, geo, 256 ); - + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); float start_time = v3_length( clipdir ), min_time = start_time; @@ -766,7 +734,7 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa, for( int i=0; itype, sb->type ), - maxtype = VG_MAX( sa->type, sb->type ); - - if( maxtype == k_sample_type_valid ) - { - if( mintype == k_sample_type_air || mintype == k_sample_type_invalid ) - { - player_walkgrid_clip_edge( sa, sb, sa, dir ); - } - -#if 0 - else if( mintype == k_sample_type_invalid ) - { - player_walkgrid_clip_blocker( sa, sb, dir ); - } -#endif - } -} - static const struct conf { struct confedge @@ -1024,19 +969,6 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter) * the intersections with the grid, and any edges that are present */ -#if 0 - if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 || - wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 ) - { - /* - * This condition should never be reached if the grid size is big - * enough - */ - wg->move = -1.0f; - return; - } -#endif - u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 }; v3f pa, pb, pc, pd, pl0, pl1; @@ -1053,6 +985,7 @@ static void player_walkgrid_iter(struct walkgrid *wg, int iter) pd[1] = pa[1]; pd[2] = pa[2]; #if 0 + /* if you want to draw the current cell */ vg_line( pa, pb, 0xff00ffff ); vg_line( pb, pc, 0xff00ffff ); vg_line( pc, pd, 0xff00ffff ); @@ -1411,6 +1344,11 @@ static void player_walkgrid_getsurface(void) v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); if( glfwGetKey( vg_window, GLFW_KEY_D ) ) v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); + + v3_muladds( delta, fwd, + vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta ); + v3_muladds( delta, side, + vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta ); } /* @@ -1432,73 +1370,6 @@ static void player_walkgrid_getsurface(void) wg.cell_id[0] = region_cell_pos[0]; wg.cell_id[1] = region_cell_pos[1]; - -#if 0 - /* Get surface samples - * - * TODO: Replace this with a spiral starting from the player position - */ - for( int y=0; ypos ); - s->pos[1] = cell[1]; - player_walkgrid_samplepole( s ); - } - } - - /* - * Calculate h+v clipping distances. - * Distances are stored in A always, so you know that if the sample is - * invalid, this signifies the start of the manifold as opposed to the - * extent or bounds of it. - */ - for( int i=0; i<2; i++ ) - { - for( int x=0; xtype == k_sample_type_valid && - sb->type == k_sample_type_valid ) - vg_line( sa->pos, sb->pos, 0xffffffff ); -#if 0 - if( sa->valid != sb->valid ) - { - clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale; - - player_walkgrid_clip( sa->valid? sa->pos: sb->pos, - clipdir, sa->clip[i] ); - } - else - { - if( sa->valid ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - } - } -#endif - } - } - } -#endif - for(int y=0; y= len ) + { + vg_error ("MANIFOLD ERR (%d)\n", count ); + return 0; + } + output[ count ++ ] = p; + + q = (p+1)%len; + + for( int i=0; i 0.0001f ) + { + q = i; + } + } + p = q; + } + while( p != l ); + + return count; +} + +static void player_do_collision( rigidbody *rb ) +{ + /* + * If point is inside box + * find normal (theres 8 simple pyramid regions for this, x>y/dim .. etc) + * find distance (same sorta thing) + * + * apply normal impulse to rotation + * correct position based on new penetration amount if needed + * apply normal impulse to velocity + */ + + v3f pfront, pback; + m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f,-1.0f }, pfront ); + m4x3_mulv( player.to_world, (v3f){ 0.0f,0.0f, 1.0f }, pback ); + + float const kheight = 2.0f; + + v3f verts[8]; + + v3f a, b; + v3_copy( rb->bbx[0], a ); + v3_copy( rb->bbx[1], b ); + + m4x3f compound; + m4x3_mul( player.to_local, rb->to_world, compound ); + + m4x3_mulv( compound, (v3f){ a[0], a[1], a[2] }, verts[0] ); + m4x3_mulv( compound, (v3f){ a[0], b[1], a[2] }, verts[1] ); + m4x3_mulv( compound, (v3f){ b[0], b[1], a[2] }, verts[2] ); + m4x3_mulv( compound, (v3f){ b[0], a[1], a[2] }, verts[3] ); + m4x3_mulv( compound, (v3f){ a[0], a[1], b[2] }, verts[4] ); + m4x3_mulv( compound, (v3f){ a[0], b[1], b[2] }, verts[5] ); + m4x3_mulv( compound, (v3f){ b[0], b[1], b[2] }, verts[6] ); + m4x3_mulv( compound, (v3f){ b[0], a[1], b[2] }, verts[7] ); + + int const indices[12][2] = { + {0,1},{1,2},{2,3},{3,0},{4,5},{5,6},{6,7},{7,4}, + {0,4},{1,5},{2,6},{3,7} + }; + + v3f hull[12*2 + 8]; + int hull_indices[12*2 + 8]; + int hull_len = 0; + + for( int i=0; i<8; i++ ) + { + int ia = indices[i][0]; + float ya = verts[ia][1]; + + if( ya > 0.2f && ya < kheight ) + { + int add_point = 1; + for( int j=0; j 14.0f ) + { + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.v ); + return; + } + + if( vn > 0.0f ) + { + v2_muls( normal, min_dist, impulse ); + float rotation = v2_cross( point, impulse )*0.08f; + v4f rot; + v3f up = {0.0f,1.0f,0.0f}; + m3x3_mulv( player.to_world, up, up ); + q_axis_angle( rot, up, -rotation ); + q_mul( rot, player.rot, player.rot ); + } + + v2_muls( normal, vn*0.03f, impulse ); + v3f impulse_world = { impulse[0], 0.0f, impulse[1] }; + + m3x3_mulv( player.to_world, impulse_world, impulse_world ); + v3_add( impulse_world, player.v, player.v ); + } + } +} + static void player_update(void) { + for( int i=0; i0.0f) reset_player(0,NULL); + if( vg_get_button_down( "switchmode" ) ) + { + player.on_board ^= 0x1; + } + if( freecam ) { player_freecam(); @@ -1887,13 +2029,58 @@ static void player_update(void) { if( player.is_dead ) { + /* + * Follow camera + */ character_ragdoll_iter( &player.mdl ); character_debug_ragdoll( &player.mdl ); + + v3f delta; + v3f head_pos; + v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos ); + + v3_sub( head_pos, player.camera_pos, delta ); + v3_normalize( delta ); + + v3f follow_pos; + v3_muladds( head_pos, delta, -2.5f, follow_pos ); + v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos ); + + /* + * Make sure the camera stays above the ground + */ + v3f min_height = {0.0f,1.0f,0.0f}; + + v3f sample; + v3_add( player.camera_pos, min_height, sample ); + ray_hit hit; + hit.dist = min_height[1]*2.0f; + + if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit )) + v3_add( hit.pos, min_height, player.camera_pos ); + + player.camera_pos[1] = + vg_maxf( wrender.height + 2.0f, player.camera_pos[1] ); + + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); } else { if( player.on_board ) { + bh_debug_node(&world.bhcubes, 0, + player.camera_pos, 0xff80ff00 ); + + u32 colliders[16]; + boxf wbox = {{ -2.0f, -2.0f, -2.0f }, + { 2.0f, 2.0f, 2.0f }}; + m4x3_transform_aabb( player.to_world, wbox ); + int len = bh_select( &world.bhcubes, wbox, colliders, 32 ); + + for( int i=0; i