X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=6c819801b01f664310d73f91144bc1be1911ab92;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=790d71c147351f1524dffce51c0aff6b2a904f6f;hpb=e36cb7e44611855d39ba84710a7007ca659e9cd5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 790d71c..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; @@ -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; @@ -92,6 +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; @@ -101,10 +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) @@ -152,6 +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 ); @@ -166,7 +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 @@ -181,7 +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++ ) { @@ -216,7 +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 ); } @@ -361,7 +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; @@ -413,9 +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; ipos[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; @@ -660,7 +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 } } } @@ -707,39 +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; @@ -769,8 +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; @@ -779,7 +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 @@ -1037,19 +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; @@ -1066,6 +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 ); @@ -1424,6 +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 ); } /* @@ -1445,73 +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 0.0001f ) + float orient = + (points[i][2]-points[p][2])*(points[q][0]-points[i][0]) - + (points[i][0]-points[p][0])*(points[q][2]-points[i][2]); + + if( orient > 0.0001f ) { q = i; } @@ -1959,7 +1811,6 @@ static void player_do_collision( rigidbody *rb ) 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] ); @@ -1974,6 +1825,31 @@ static void player_do_collision( rigidbody *rb ) 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 0.2f && ya < kheight ) - { - v3_copy( verts[ia], hull[hull_len] ); - hull[hull_len ++][1] = 0.2f; + m4x3_mulv( player.to_world, p0, p0 ); + vg_line_pt3( p0, 0.1f, 0xffffff00 ); + } } } @@ -2031,6 +1902,8 @@ static void player_do_collision( rigidbody *rb ) v3f p0, p1, p2, p3; v3_copy( hull[hull_indices[i]], p0 ); v3_copy( hull[hull_indices[(i+1)%len]], p1 ); + p0[1] = 0.2f; + p1[1] = 0.2f; v3_add( p0, (v3f){0,kheight-0.2f,0}, p2 ); v3_add( p1, (v3f){0,kheight-0.2f,0}, p3 ); @@ -2044,85 +1917,110 @@ static void player_do_collision( rigidbody *rb ) vg_line( p0, p2, 0xff00ffa0 ); } - int collide = 1; - float min_dist = 99999.9f; - v2f normal; - for( int i=0; i 14.0f ) + { + player.is_dead = 1; + character_ragdoll_copypose( &player.mdl, player.v ); + return; + } - float vn = vg_maxf( -v2_dot( vel, normal ), 0.0f ); - vn += -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -min_dist+0.04f ); + 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] }; + 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 ); - - 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 ); + 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(); @@ -2131,15 +2029,57 @@ 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 ) { - for( int i=0; i