X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=6c819801b01f664310d73f91144bc1be1911ab92;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=da1c337df01bab8847a439dec27391e78d502b78;hpb=06f283ec6d2bb1b768cfa01b7ccd073d4f5a3bb3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index da1c337..6c81980 100644 --- a/player.h +++ b/player.h @@ -3,13 +3,16 @@ #include "common.h" #include "character.h" +#include "bvh.h" static int freecam = 0; +static float k_walkspeed = 2.0f; +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; @@ -28,7 +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; @@ -44,7 +47,10 @@ static struct gplayer v2f angles; m4x3f camera, camera_inverse; } -player; +player = +{ + .on_board = 1 +}; static void player_transform_update(void) { @@ -57,7 +63,7 @@ static void player_transform_update(void) static int reset_player( int argc, char const *argv[] ) { - v3_zero( player.co ); + v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co ); if( argc == 1 ) { @@ -87,6 +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; @@ -96,10 +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) @@ -133,6 +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; @@ -142,6 +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 ); @@ -156,7 +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 @@ -171,7 +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++ ) { @@ -206,7 +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 ); } @@ -351,7 +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; @@ -403,9 +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.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; +} - 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 ); +static int player_walkgrid_tri_walkable( u32 tri[3] ) +{ + return tri[0] < world.sm_road.vertex_count; } +#define WALKGRID_SIZE 16 +struct walkgrid +{ + struct grid_sample + { + enum sample_type + { + k_sample_type_air, /* Nothing was hit. */ + k_sample_type_invalid, /* The point is invalid, but there is a sample + underneath that can be used */ + k_sample_type_valid, /* This point is good */ + } + type; + + v3f clip[2]; + v3f pos; + + enum traverse_state + { + k_traverse_none = 0x00, + k_traverse_h = 0x01, + k_traverse_v = 0x02 + } + state; + } + samples[WALKGRID_SIZE][WALKGRID_SIZE]; + + boxf region; + + float move; /* Current amount of movement we have left to apply */ + v2f dir; /* The movement delta */ + v2i cell_id;/* Current cell */ + v2f pos; /* Local position (in cell) */ + float h; +}; + /* * Get a sample at this pole location, will return 1 if the sample is valid, * and pos will be updated to be the intersection location. */ -static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos ) +static void player_walkgrid_samplepole( struct grid_sample *s ) { - v3f p1; - v3_copy( pos, p1 ); - p1[1] -= 10.0f; + 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}}; - vg_line( pos, p1, 0x20ffffff ); + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, region, geo, 256 ); + + const float k_minworld_y = -2000.0f; - v3f sample_pos; - v3_copy(pos, sample_pos); + float walk_height = k_minworld_y, + block_height = k_minworld_y; - v3f vdir = {0.0f,-1.0f,0.0f}; - int count = 0; + s->type = k_sample_type_air; - ray_hit hit; - hit.dist = INFINITY; for( int i=0; ipos, sample_from ); + sample_from[1] = region[1][1]; + + float dist; + if( ray_tri( tri, sample_from, vdown, &dist )) + { + v3f p0; + v3_muladds( sample_from, vdown, dist, p0 ); + + if( player_walkgrid_tri_walkable(ptri) ) + { + if( p0[1] > walk_height ) + { + walk_height = p0[1]; + } + } + else + { + if( p0[1] > block_height ) + block_height = p0[1]; + } + } } - if( count ) + s->pos[1] = walk_height; + + if( walk_height > k_minworld_y ) + if( block_height > walk_height ) + s->type = k_sample_type_invalid; + else + s->type = k_sample_type_valid; + else + s->type = k_sample_type_air; +} + +float const k_gridscale = 0.5f; + +enum eclipdir +{ + k_eclipdir_h = 0, + k_eclipdir_v = 1 +}; + +static void player_walkgrid_clip_blocker( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, + enum eclipdir dir ) +{ + v3f clipdir, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + v3_copy( target->pos, pos ); + v3_sub( other->pos, target->pos, clipdir ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]); + + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + + float start_time = v3_length( clipdir ), + min_time = start_time; + v3_normalize( clipdir ); + v3_muls( clipdir, 0.0001f, st->clip[dir] ); + + for( int i=0; i 0.0f && dist < min_time ) + { + min_time = dist; + sb->type = k_sample_type_air; + } + } } - else - return 0; + + if( !(min_time < start_time) ) + min_time = 0.5f * k_gridscale; + + min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); + + v3_muls( clipdir, min_time, st->clip[dir] ); + + v3f p0; + v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); } -static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip) +static void player_walkgrid_clip_edge( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, /* data store */ + enum eclipdir dir ) { + v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + + v3_sub( other->pos, target->pos, clipdir ); + clipdir[1] = 0.0f; + + v3_copy( target->pos, pos ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]); + + u32 geo[256]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + float max_dist = 0.0f; v3f tri[3]; v3f perp; - v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp ); - v3_copy( pos, clip ); + v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp ); + v3_muls( clipdir, 0.001f, st->clip[dir] ); for( int i=0; i= max_dist && h <= 1.0f ) { max_dist = h; - v3_copy( p0, clip ); + float l = 1.0f/v3_length(clipdir); + v3_muls( p0, l, st->clip[dir] ); } } } } +} - v3f clippos; - v3_add( pos, clip, clippos ); - draw_cross( clippos, 0xffffff00, 0.05f ); +static const struct conf +{ + struct confedge + { + /* i: sample index + * d: data index + * a: axis index + * o: the 'other' point to do a A/B test with + * if its -1, all AB is done. + */ + int i0, i1, + d0, d1, + a0, a1, + o0, o1; + } + edges[2]; + int edge_count; +} +k_walkgrid_configs[16] = { + {{},0}, + {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1}, + {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1}, + + {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1}, + {{{ 3,3, 3,0, 1,0, -1,-1 }, + { 1,1, 0,1, 1,0, -1,-1 }}, 2}, + {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1}, + {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1}, + + {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1}, + {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }, + { 0,0, 0,0, 0,1, -1,-1 }}, 2}, + {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1}, + + {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1}, + {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1}, + {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1}, + {{},0}, +}; + +/* + * Get a buffer of edges from cell location + */ +static const struct conf *player_walkgrid_conf( struct walkgrid *wg, + v2i cell, + struct grid_sample *corners[4] ) +{ + corners[0] = &wg->samples[cell[1] ][cell[0] ]; + corners[1] = &wg->samples[cell[1]+1][cell[0] ]; + corners[2] = &wg->samples[cell[1]+1][cell[0]+1]; + corners[3] = &wg->samples[cell[1] ][cell[0]+1]; + + u32 vd0 = corners[0]->type == k_sample_type_valid, + vd1 = corners[1]->type == k_sample_type_valid, + vd2 = corners[2]->type == k_sample_type_valid, + vd3 = corners[3]->type == k_sample_type_valid, + config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3; + + return &k_walkgrid_configs[ config ]; } -static void player_walkgrid_getsurface(void) +static void player_walkgrid_floor(v3f pos) { - float const k_gridscale = 0.5f; - float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - int const k_gridamt = 8; - float const k_region_size = (float)k_gridamt/2.0f * k_gridscale; + v3_muls( pos, 1.0f/k_gridscale, pos ); + v3_floor( pos, pos ); + v3_muls( pos, k_gridscale, pos ); +} - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); +/* + * Computes the barycentric coordinate of location on a triangle (vertical), + * then sets the Y position to the interpolation of the three points + */ +static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos ) +{ + v3f v0,v1,v2; + v3_sub( b, a, v0 ); + v3_sub( c, a, v1 ); + v3_sub( pos, a, v2 ); + + float d = v0[0]*v1[2] - v1[0]*v0[2], + v = (v2[0]*v1[2] - v1[0]*v2[2]) / d, + w = (v0[0]*v2[2] - v2[0]*v0[2]) / d, + u = 1.0f - v - w; + + vg_line( pos, a, 0xffff0000 ); + vg_line( pos, b, 0xff00ff00 ); + vg_line( pos, c, 0xff0000ff ); + pos[1] = u*a[1] + v*b[1] + w*c[1]; +} + +/* + * Get the minimum time value of pos+dir until a cell edge + * + * t[0] -> t[3] are the individual time values + * t[5] & t[6] are the maximum axis values + * t[6] is the minimum value + * + */ +static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir ) +{ + v2f frac = { 1.0f/dir[0], 1.0f/dir[1] }; - u32 geo[128]; + t[0] = 999.9f; + t[1] = 999.9f; + t[2] = 999.9f; + t[3] = 999.9f; + + if( fabsf(dir[0]) > 0.0001f ) + { + t[0] = (0.0f-pos[0]) * frac[0]; + t[1] = (1.0f-pos[0]) * frac[0]; + } + if( fabsf(dir[1]) > 0.0001f ) + { + t[2] = (0.0f-pos[1]) * frac[1]; + t[3] = (1.0f-pos[1]) * frac[1]; + } - boxf region; - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] ); + t[4] = vg_maxf(t[0],t[1]); + t[5] = vg_maxf(t[2],t[3]); + t[6] = vg_minf(t[4],t[5]); +} - int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 ); +static void player_walkgrid_iter(struct walkgrid *wg, int iter) +{ - v3f tri[3]; - for( int i=0; iregion[0][0] + (float)wg->cell_id[0] *k_gridscale; + pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale; + pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale; + pb[0] = pa[0]; + pb[1] = pa[1]; + pb[2] = pa[2] + k_gridscale; + pc[0] = pa[0] + k_gridscale; + pc[1] = pa[1]; + pc[2] = pa[2] + k_gridscale; + pd[0] = pa[0] + k_gridscale; + pd[1] = pa[1]; + pd[2] = pa[2]; #if 0 - vg_line( tri[0], tri[1], 0xffa2ff30 ); - vg_line( tri[1], tri[2], 0xffa2ff30 ); - vg_line( tri[2], tri[0], 0xffa2ff30 ); -#endif - } + /* if you want to draw the current cell */ + vg_line( pa, pb, 0xff00ffff ); + vg_line( pb, pc, 0xff00ffff ); + vg_line( pc, pd, 0xff00ffff ); + vg_line( pd, pa, 0xff00ffff ); +#endif + pl0[0] = pa[0] + wg->pos[0]*k_gridscale; + pl0[1] = pa[1]; + pl0[2] = pa[2] + wg->pos[1]*k_gridscale; - struct grid_sample - { - int valid; - v3f clip[2]; - v3f pos; - } - samples[ k_gridamt ][ k_gridamt ]; + /* + * If there are edges present, we need to create a 'substep' event, where + * we find the intersection point, find the fully resolved position, + * then the new pos dir is the intersection->resolution + * + * the resolution is applied in non-discretized space in order to create a + * suitable vector for finding outflow, we want it to leave the cell so it + * can be used by the quad + */ + + v2f pos, dir; + v2_copy( wg->pos, pos ); + v2_muls( wg->dir, wg->move, dir ); + + struct grid_sample *corners[4]; + v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}}; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); - /* Get surface samples */ - for( int y=0; yedge_count; i++ ) { - for( int x=0; xedges[i]; + + v2f e0, e1, n, r, target, res, tangent; + e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0]; + e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2]; + e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0]; + e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2]; + + v3f pe0 = { pa[0] + e0[0]*k_gridscale, + pa[1], + pa[2] + e0[1]*k_gridscale }; + v3f pe1 = { pa[0] + e1[0]*k_gridscale, + pa[1], + pa[2] + e1[1]*k_gridscale }; + + v2_sub( e1, e0, tangent ); + n[0] = -tangent[1]; + n[1] = tangent[0]; + v2_normalize( n ); + + /* + * If we find ourselfs already penetrating the edge, move back out a + * little + */ + v2_sub( e0, pos, r ); + float p1 = v2_dot(r,n); + + if( -p1 < 0.0001f ) { - struct grid_sample *s = &samples[y][x]; - v3_muladds( region[0], (v3f){ x, 0, y }, k_gridscale, s->pos ); - s->pos[1] = player.co[1] + k_height; + v2_muladds( pos, n, p1+0.0001f, pos ); + v2_copy( pos, wg->pos ); + v3f p_new = { pa[0] + pos[0]*k_gridscale, + pa[1], + pa[2] + pos[1]*k_gridscale }; + v3_copy( p_new, pl0 ); + } + + v2_add( pos, dir, target ); + + v2f v1, v2, v3; + v2_sub( e0, pos, v1 ); + v2_sub( target, pos, v2 ); + + v2_copy( n, v3 ); + + v2_sub( e0, target, r ); + float p = v2_dot(r,n), + t1 = v2_dot(v1,v3)/v2_dot(v2,v3); - s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0; + if( t1 < t[6] && t1 > 0.0f && -p < 0.001f ) + { + v2_muladds( target, n, p+0.0001f, res ); + + v2f intersect; + v2_muladds( pos, dir, t1, intersect ); + v2_copy( intersect, pos ); + v2_sub( res, intersect, dir ); + + v3f p_res = { pa[0] + res[0]*k_gridscale, + pa[1], + pa[2] + res[1]*k_gridscale }; + v3f p_int = { pa[0] + intersect[0]*k_gridscale, + pa[1], + pa[2] + intersect[1]*k_gridscale }; + + vg_line( pl0, p_int, icolours[iter%3] ); + v3_copy( p_int, pl0 ); + v2_copy( pos, wg->pos ); + + player_walkgrid_min_cell( t, pos, dir ); } } - + /* - * 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. + * Compute intersection with grid cell moving outwards */ - for( int i=0; i<2; i++ ) + t[6] = vg_minf( t[6], 1.0f ); + + pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6]; + pl1[1] = pl0[1]; + pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6]; + vg_line( pl0, pl1, icolours[iter%3] ); + + if( t[6] < 1.0f ) { - for( int x=0; xpos[1] = pos[1] + dir[1]*t[6]; + + if( t[0] > t[1] ) /* left edge */ { - v3f clipdir = { 0.0f, 0.0f, 0.0f }; - - struct grid_sample *sa, *sb; - if( i == 1 ) - { - sa = &samples[z][x]; - sb = &samples[z+1][x]; - } - else - { - sa = &samples[x][z]; - sb = &samples[x][z+1]; - } + wg->pos[0] = 0.9999f; + wg->cell_id[0] --; - if( sa->valid != sb->valid ) - { - clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale; - player_walkgrid_clip( geo, tri_count, - sa->valid? sa->pos: sb->pos, - clipdir, sa->clip[i] ); - } - else - { - if( sa->valid ) - { - vg_line( sa->pos, sb->pos, 0xffffffff ); - } - } + if( wg->cell_id[0] == 0 ) + wg->move = -1.0f; + } + else /* Right edge */ + { + wg->pos[0] = 0.0001f; + wg->cell_id[0] ++; + + if( wg->cell_id[0] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; } } + else + { + wg->pos[0] = pos[0] + dir[0]*t[6]; + + if( t[2] > t[3] ) /* bottom edge */ + { + wg->pos[1] = 0.9999f; + wg->cell_id[1] --; + + if( wg->cell_id[1] == 0 ) + wg->move = -1.0f; + } + else /* top edge */ + { + wg->pos[1] = 0.0001f; + wg->cell_id[1] ++; + + if( wg->cell_id[1] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; + } + } + + wg->move -= t[6]; } + else + { + v2_muladds( wg->pos, dir, wg->move, wg->pos ); + wg->move = 0.0f; + } +} - /* Draw connections */ - for( int x=0; xregion[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale; + world[1] = player.co[1]; + world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale; + + struct grid_sample *corners[4]; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + + if( conf != k_walkgrid_configs ) { - for( int z=0; zedge_count == 0 ) { - static const struct conf + v3f v0; + + /* Split the basic quad along the shortest diagonal */ + if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < + fabsf(corners[3]->pos[1] - corners[1]->pos[1]) ) { - struct confedge - { - /* i: sample index - * d: data index - * a: axis index - */ - int i0, i1, - d0, d1, - a0, a1; - } - edges[2]; - int edge_count; + vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa ); + + if( wg->pos[0] > wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[2]->pos, world ); + else + player_walkgrid_stand_tri( corners[0]->pos, + corners[2]->pos, + corners[1]->pos, world ); } - k_configs[16] = { - {{},0}, - {{{ 3, 3, 3, 0, 1,0 }}, 1}, - {{{ 2, 2, 1, 3, 0,1 }}, 1}, - {{{ 2, 3, 1, 0, 0,0 }}, 1}, - - {{{ 1, 1, 0, 1, 1,0 }}, 1}, - {{{ 3, 3, 3, 0, 1,0 }, - { 1, 1, 0, 1, 1,0 }}, 2}, - {{{ 1, 2, 0, 3, 1,1 }}, 1}, - {{{ 1, 3, 0, 0, 1,0 }}, 1}, - - {{{ 0, 0, 0, 0, 0,1 }}, 1}, - {{{ 3, 0, 3, 0, 1,1 }}, 1}, - {{{ 2, 2, 1, 3, 0,1 }, - { 0, 0, 0, 0, 0,1 }}, 2}, - {{{ 2, 0, 1, 0, 0,1 }}, 1}, - - {{{ 0, 1, 0, 1, 0,0 }}, 1}, - {{{ 3, 1, 3, 1, 1,0 }}, 1}, - {{{ 0, 2, 0, 3, 0,1 }}, 1}, - {{},0}, - }; - - struct grid_sample *corners[4] = + else { - &samples[z][x], - &samples[z+1][x], - &samples[z+1][x+1], - &samples[z][x+1] - }; - - u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | - (corners[2]->valid<<1) | corners[3]->valid; - - const struct conf *conf = &k_configs[ config ]; + vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa ); + if( wg->pos[0] < 1.0f-wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[1]->pos, world ); + else + player_walkgrid_stand_tri( corners[3]->pos, + corners[2]->pos, + corners[1]->pos, world ); + } + } + else + { for( int i=0; iedge_count; i++ ) { const struct confedge *edge = &conf->edges[i]; v3f p0, p1; - v3_add( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], p0 ); - v3_add( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], p1 ); - vg_line( p0, p1, 0xff0000ff ); + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); - vg_line( corners[edge->i0]->pos, p0, 0xffffffff ); - vg_line( corners[edge->i1]->pos, p1, 0xffffffff ); + /* + * Find penetration distance between player position and the edge + */ + + v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] }, + rel = { world[0]-p0[0], world[2]-p0[2] }; + + if( edge->o0 == -1 ) + { + /* No subregions (default case), just use triangle created by + * i0, e0, e1 */ + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + p1, world ); + } + else + { + /* + * Test if we are in the first region, which is + * edge.i0, edge.e0, edge.o0, + */ + v3f v0, ref; + v3_sub( p0, corners[edge->o0]->pos, ref ); + v3_sub( world, corners[edge->o0]->pos, v0 ); + + vg_line( corners[edge->o0]->pos, p0, 0xffffff00 ); + vg_line( corners[edge->o0]->pos, world, 0xff000000 ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + corners[edge->o0]->pos, world ); + } + else + { + if( edge->o1 == -1 ) + { + /* + * No other edges mean we just need to use the opposite + * + * e0, e1, o0 (in our case, also i1) + */ + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o0]->pos, world ); + } + else + { + /* + * Note: this v0 calculation can be ommited with the + * current tileset. + * + * the last two triangles we have are: + * e0, e1, o1 + * and + * e1, i1, o1 + */ + v3_sub( p1, corners[edge->o1]->pos, ref ); + v3_sub( world, corners[edge->o1]->pos, v0 ); + vg_line( corners[edge->o1]->pos, p1, 0xff00ffff ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o1]->pos, + world ); + } + else + { + player_walkgrid_stand_tri( p1, + corners[edge->i1]->pos, + corners[edge->o1]->pos, + world ); + } + } + } + } } } } + + v3_copy( world, player.co ); } -static void player_walkgrid(void) +static void player_walkgrid_getsurface(void) { - player_walkgrid_getsurface(); - - float const k_gridscale = 0.5f; float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; float const k_miny = 0.6f; float const k_height = 1.78f; - int const k_gridamt = 8; + float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; + + static struct walkgrid wg; -#if 0 v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + v3_copy( player.co, cell ); + player_walkgrid_floor( cell ); + + v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] ); + v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] ); + - struct grid_sample + /* + * Create player input vector + */ + v3f delta = {0.0f,0.0f,0.0f}; + v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, + side = { -fwd[2], 0.0f, fwd[0] }; + + /* Temp */ + if( !vg_console_enabled() ) { - ray_hit hit; - int valid; + if( glfwGetKey( vg_window, GLFW_KEY_W ) ) + v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_S ) ) + v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); + + if( glfwGetKey( vg_window, GLFW_KEY_A ) ) + 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 ); } - samples[ k_gridamt ][ k_gridamt ]; - - v3f grid_origin; - v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, - (float)(k_gridamt/2) * k_gridscale, grid_origin ); /* - * Get sample 'poles' + * Create our move in grid space */ - for( int y=0; yvalid = 0; - sample->hit.dist = k_stepheight+k_height; + wg.cell_id[0] = region_cell_pos[0]; + wg.cell_id[1] = region_cell_pos[1]; - if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit )) - { - if( sample->hit.normal[1] >= k_miny && - ray_hit_is_ramp( &sample->hit )) - { - sample->valid = 1; - draw_cross( sample->hit.pos, 0xff00ff00, 0.1f ); - } - else - draw_cross( sample->hit.pos, 0xff0000ff, 0.1f ); - } + for(int y=0; ypos ); + s->state = k_traverse_none; + s->type = k_sample_type_air; + v3_zero( s->clip[0] ); + v3_zero( s->clip[1] ); } } - /* - * Clip grid intersections with triangle edges - */ - for( int dir=0; dir<2; dir++ ) + v2i border[WALKGRID_SIZE*WALKGRID_SIZE]; + v2i *cborder = border; + u32 border_length = 1; + + struct grid_sample *base = NULL; + + v2i starters[] = {{0,0},{1,1},{0,1},{1,0}}; + + for( int i=0;i<4;i++ ) { - for( int x=0; xpos[1] = cell[1]; + player_walkgrid_samplepole( base ); - if( (sa->valid != sb->valid) && (sa->valid||sb->valid) ) - { - int line = dir==0? 0:2, - axis = dir==0? 2:0; + if( base->type == k_sample_type_valid ) + break; + else + base->type = k_sample_type_air; + } + + vg_line_pt3( base->pos, 0.1f, 0xffffffff ); - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); + int iter = 0; - v3f other = {0,0,0}; - other[axis] = sa->valid? k_gridscale: -k_gridscale; - v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other ); - vg_line( sa->valid? sa->hit.pos: sb->hit.pos, - other, 0xffffffff ); + while( border_length ) + { + v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}}; - v3f sample; - if( dir == 0 ) - v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample); - else - v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample); - - /* Clip triangles until we find an edge inside the cell */ - float offset = sample[line], - basis = sample[axis]; + v2i *old_border = cborder; + int len = border_length; - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][line], - pb = tri[ib][line]; + border_length = 0; + cborder = old_border+len; + + for( int i=0; i 0.0f ) - continue; + if( newp[0] < 0 || newp[1] < 0 || + newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE ) + continue; + + struct grid_sample *sb = &wg.samples[newp[1]][newp[0]]; + enum traverse_state thismove = j%2==0? 1: 2; + + if( (sb->state & thismove) == 0x00 || + sb->type == k_sample_type_air ) + { + sb->pos[1] = sa->pos[1]; - float d = pb-pa, - qa = (offset-pa)/d, - h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis], - q = (h-basis)/k_gridscale; + player_walkgrid_samplepole( sb ); - if( q >= 0.0f && q <= 1.0f ) + if( sb->type != k_sample_type_air ) + { + /* + * Need to do a blocker pass + */ + + struct grid_sample *store = (j>>1 == 0)? sa: sb; + player_walkgrid_clip_blocker( sa, sb, store, j%2 ); + + + if( sb->type != k_sample_type_air ) { - float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; - v3f intersection; - if( dir == 0 ) - v3_copy( (v3f){ offset, height, h }, intersection ); - else - v3_copy( (v3f){ h, height, offset }, intersection ); - draw_cross( intersection, 0xffff0000, 0.06f ); - break; + vg_line( sa->pos, sb->pos, 0xffffffff ); + + if( sb->state == k_traverse_none ) + v2i_copy( newp, cborder[ border_length ++ ] ); + } + else + { + v3f p1; + v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); + vg_line( sa->pos, p1, 0xffffffff ); } } + else + { + /* + * A clipping pass is now done on the edge of the walkable + * surface + */ + + struct grid_sample *store = (j>>1 == 0)? sa: sb; + player_walkgrid_clip_edge( sa, sb, store, j%2 ); + + v3f p1; + v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); + vg_line( sa->pos, p1, 0xffffffff ); + } + + sb->state |= thismove; } } + + sa->state = k_traverse_h|k_traverse_v; } + + iter ++; + if( iter == walk_grid_iterations ) + break; } -#endif - v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, - side = { -fwd[2], 0.0f, fwd[0] }; - /* Temp */ - if( glfwGetKey( vg_window, GLFW_KEY_W ) ) - v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_S ) ) - v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co ); - - if( glfwGetKey( vg_window, GLFW_KEY_A ) ) - v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_D ) ) - v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co ); + /* Draw connections */ + struct grid_sample *corners[4]; + for( int x=0; xedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v3f p0, p1; + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + + vg_line( p0, p1, 0xff0000ff ); + } + } + } + + /* + * Commit player movement into the grid + */ + + if( v3_length2(delta) <= 0.00001f ) + return; + + int i=0; + for(; i<8 && wg.move > 0.001f; i++ ) + player_walkgrid_iter( &wg, i ); + + player_walkgrid_stand_cell( &wg ); +} + +static void player_walkgrid(void) +{ + player_walkgrid_getsurface(); m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); player_mouseview(); @@ -1044,15 +1583,6 @@ static void player_animate(void) v3_muladds( head, offset, 0.7f, head ); head[1] = vg_clampf( head[1], 0.3f, kheight ); -#if 0 - if( !freecam ) - { - v3_copy( head, player.view ); - v3f camoffs = {-0.2f,-0.6f,0.00f}; - v3_add( player.view, camoffs, player.view ); - } -#endif - /* * Animation blending * =========================================== @@ -1082,10 +1612,14 @@ static void player_animate(void) amt_aero = amt_std * (1.0f-fstand), amt_slide = amt_ground * fslide; - character_final_pose( &player.mdl, offset, &pose_stand, amt_stand ); + character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz ); + character_final_pose( &player.mdl, offset, + &pose_stand_reverse, amt_stand * (1.0f-fdirz) ); + character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz ); character_final_pose( &player.mdl, offset, &pose_aero_reverse, amt_aero * (1.0f-fdirz) ); + character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx ); character_final_pose( &player.mdl, offset, &pose_slide1, amt_slide*(1.0f-fdirx) ); @@ -1100,6 +1634,10 @@ static void player_animate(void) player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight ); m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos ); + 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 ); + /* * Additive effects * ========================== @@ -1199,11 +1737,290 @@ static void player_animate(void) player.mdl.rhead = rhead; } +static int giftwrapXZ( v3f *points, int *output, int len ) +{ + int l, p, q, count; + + if( len < 3 ) + return 0; + + l = 0; + for( int i=1; i= 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(); @@ -1212,13 +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