X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=20ce7f5d2877aca286dd45a70d0ea0fe6a836356;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=7594f13a50efe078ec2dc439fe5e4b124d9b1bde;hpb=8bc80dc83f08a7016f1057f82d00727a2e417fa3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 7594f13..20ce7f5 100644 --- a/player_physics.h +++ b/player_physics.h @@ -6,8 +6,9 @@ #define PLAYER_PHYSICS_H #include "player.h" +#include "camera.h" -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void apply_gravity( v3f vel, float const timestep ) { v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( vel, gravity, timestep, vel ); @@ -16,7 +17,7 @@ static void apply_gravity( v3f vel, float const timestep ) /* * Called when launching into the air to predict and adjust trajectories */ -static void player_start_air(void) +VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; @@ -80,7 +81,8 @@ static void player_start_air(void) u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) + if( ray_hit_material( &contact )->info.flags + & k_material_flag_skate_surface ) { land_delta *= 0.1f; scolour |= 0x0000a000; @@ -113,7 +115,7 @@ static void player_start_air(void) /* * Main friction interface model */ -static void player_physics_control(void) +VG_STATIC void player_physics_control(void) { struct player_phys *phys = &player.phys; @@ -135,16 +137,20 @@ static void player_physics_control(void) phys->reverse = -vg_signf(vel[2]); float substep = VG_TIMESTEP_FIXED * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + +#if 0 + float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance; +#else + float fwd_resistance = k_friction_resistance; +#endif 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] ) * -k_friction_lat*substep ); + vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep); + vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep); } - if( vg_get_button( "jump" ) ) + if( player.input_jump->button.value ) { phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed; @@ -154,14 +160,16 @@ static void player_physics_control(void) phys->jump_charge = 1; } - static int push_button_last = 0; - int push_button = vg_get_button( "push" ); - push_button_last = push_button; - - if( push_button && !push_button_last ) + static int push_thresh_last = 0; + float push = player.input_push->button.value; + int push_thresh = push>0.15f? 1: 0; + + if( push_thresh && !push_thresh_last ) player.phys.start_push = vg.time; - if( !vg_get_button("break") && vg_get_button( "push" ) ) + push_thresh_last = push_thresh; + + if( !player.input_jump->button.value && push_thresh ) { player.phys.pushing = 1.0f; player.phys.push_time = vg.time - player.phys.start_push; @@ -187,10 +195,11 @@ static void player_physics_control(void) vel[1] += pump; - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - float steer = vg_get_axis( "horizontal" ), + float input = player.input_js1h->axis.value, + grab = player.input_grab->axis.value, + steer = input * (1.0f-(phys->jump+grab)*0.4f), steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; @@ -199,7 +208,7 @@ static void player_physics_control(void) /* * Air control, no real physics */ -static void player_physics_control_air(void) +VG_STATIC void player_physics_control_air(void) { struct player_phys *phys = &player.phys; @@ -250,7 +259,8 @@ static void player_physics_control_air(void) if( angle < 0.99f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); + q_axis_angle( correction, axis, + acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED ); q_mul( correction, phys->rb.q, phys->rb.q ); } @@ -260,142 +270,238 @@ static void player_physics_control_air(void) time_to_impact += pstep; } - phys->iY -= vg_get_axis( "horizontal" ) * k_steer_air * VG_TIMESTEP_FIXED; - { - float iX = vg_get_axis( "vertical" ) * - phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; - static float siX = 0.0f; - siX = vg_lerpf( siX, iX, k_steer_air_lerp ); - - v4f rotate; - q_axis_angle( rotate, phys->rb.right, siX ); - q_mul( rotate, phys->rb.q, phys->rb.q ); - } + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); + + phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; + + float iX = steer[1] * + phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; + + static float siX = 0.0f; + siX = vg_lerpf( siX, iX, k_steer_air_lerp ); + v4f rotate; + q_axis_angle( rotate, phys->rb.right, siX ); + q_mul( rotate, phys->rb.q, phys->rb.q ); + +#if 0 v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") }, phys->grab, target ); +#endif } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -static void player_walk_physics(void) +VG_STATIC void player_walk_update_collision(void) { struct player_phys *phys = &player.phys; - rigidbody *rbf = &player.collide_front, - *rbb = &player.collide_back; - - m3x3_copy( phys->rb.to_world, player.collide_front.to_world ); - m3x3_copy( phys->rb.to_world, player.collide_back.to_world ); - float h0 = 0.3f, h1 = 0.9f; - m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + v3_add( phys->rb.co, (v3f){0.0f,h0,0.0f}, rbf->co ); + v3_add( phys->rb.co, (v3f){0.0f,h1,0.0f}, rbb->co ); v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co ); v3_copy( rbb->co, rbb->to_world[3] ); - m4x3_invert_affine( rbf->to_world, rbf->to_local ); m4x3_invert_affine( rbb->to_world, rbb->to_local ); rb_update_bounds( rbf ); rb_update_bounds( rbb ); +} - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); +VG_STATIC void player_integrate(void); +/* + * Entire Walking physics model + * TODO: sleep when under certain velotiy + */ +VG_STATIC void player_walk_physics(void) +{ + struct player_phys *phys = &player.phys; + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; - rb_ct manifold[64]; - int len = 0; + m3x3_identity( player.collide_front.to_world ); + m3x3_identity( player.collide_back.to_world ); - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + v3_zero( phys->rb.w ); + q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); - rb_presolve_contacts( manifold, len ); + rb_ct manifold[64]; + int len; - for( int j=0; j<5; j++ ) + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; + + if( phys->in_air ) { + player_walk_update_collision(); + rb_debug( rbf, 0xff0000ff ); + rb_debug( rbb, 0xff0000ff ); + + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + rb_presolve_contacts( manifold, len ); + for( int i=0; irb.v, ct->n ); - vn += ct->bias; + if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f ) + phys->in_air = 0; + } - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + for( int j=0; j<5; j++ ) + { + for( int i=0; irb.v, ct->n ); + vn += ct->bias; - v3f impulse; - v3_muls( ct->n, vn, impulse ); + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; - v3_add( impulse, phys->rb.v, phys->rb.v ); + v3f impulse; + v3_muls( ct->n, vn, impulse ); - /* friction */ - for( int j=0; j<2; j++ ) - { - float f = k_friction * ct->norm_impulse, - vt = v3_dot( phys->rb.v, ct->t[j] ), - lambda = -vt; - - float temp = ct->tangent_impulse[j]; - ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); - lambda = ct->tangent_impulse[j] - temp; + v3_add( impulse, phys->rb.v, phys->rb.v ); + + /* friction */ + for( int j=0; j<2; j++ ) + { + float f = k_friction * ct->norm_impulse, + vt = v3_dot( phys->rb.v, ct->t[j] ), + lambda = -vt; + + float temp = ct->tangent_impulse[j]; + ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f ); + lambda = ct->tangent_impulse[j] - temp; - v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v ); + v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v ); + } } } + + player_integrate(); } + else + { + /* translate player */ + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; + + if( v2_length2(walk) > 0.001f ) + v2_normalize_clamp( walk ); - phys->in_air = len==0?1:0; - - v3_zero( phys->rb.w ); - q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + player.walk = v2_length( walk ); - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + if( player.input_walk->button.value ) + v2_muls( walk, 0.5f, walk ); - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); - float move_dead = 0.1f, - move = vg_get_axis("grabl")*0.5f + 0.5f - move_dead; + v3f walk_apply; + v3_zero( walk_apply ); - if( move > 0.0f ) - { - float move_norm = move * (1.0f/(1.0f-move_dead)), - speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), - amt = k_walk_accel * VG_TIMESTEP_FIXED, - zvel = v3_dot( phys->rb.v, forward_dir ), - new_vel = vg_minf( zvel + amt, speed ), - diff = new_vel - vg_minf( zvel, speed ); + /* Do XY translation */ + v3_muladds( walk_apply, right_dir, walk[0], walk_apply ); + v3_muladds( walk_apply, forward_dir, walk[1], walk_apply ); + v3_add( walk_apply, phys->rb.co, phys->rb.co ); + v3_divs( walk_apply, VG_TIMESTEP_FIXED, phys->rb.v ); - v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); + /* Directly resolve collisions */ + player_walk_update_collision(); + rb_debug( rbf, 0xffffff00 ); + rb_debug( rbb, 0xffffff00 ); - /* TODO move */ - float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, - run_norm = 30.0f/(float)player.mdl.anim_run->length, - walk_adv = vg_lerpf( walk_norm,run_norm,move_norm ); + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); - player.walk_timer += walk_adv * VG_TIMESTEP_FIXED; - } - else - { - player.walk_timer = 0.0f; - } + v3f dt; + v3_zero( dt ); + for( int j=0; j<3; j++ ) + { + for( int i=0; ip - 0.00f ), + cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p ); + v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt ); + } + } + v3_add( dt, phys->rb.co, phys->rb.co ); - phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); - phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); + /* jump */ + if( player.input_jump->button.value ) + { + phys->rb.v[1] = 5.0f; + phys->in_air = 1; + return; + } + + /* if we've put us in the air, step down slowly */ + phys->in_air = 1; + float max_dist = 0.3f, + start_y = phys->rb.co[1]; + + for( int j=0; j<8; j++ ) + { + for( int i=0; in, (v3f){0.0f,1.0f,0.0f} ) > 0.5f ) + { + phys->in_air = 0; + if( j == 0 ) + return; + + v3f dt; + v3_zero( dt ); + for( int j=0; j<3; j++ ) + { + for( int i=0; ip - 0.0025f ), + cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p ); + v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt ); + } + } + v3_add( dt, phys->rb.co, phys->rb.co ); + return; + } + } + + phys->rb.co[1] -= max_dist * 0.125f; + + player_walk_update_collision(); + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + } + + /* Transitioning into air mode */ + phys->rb.co[1] = start_y; + } } /* * Physics collision detection, and control */ -static void player_physics(void) +VG_STATIC void player_physics(void) { struct player_phys *phys = &player.phys; /* @@ -452,7 +558,9 @@ static void player_physics(void) player_start_air(); } else + { phys->in_air = 0; + } } for( int j=0; j<5; j++ ) @@ -502,23 +610,43 @@ static void player_physics(void) } } - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + float grabt = player.input_grab->axis.value; + + if( grabt > 0.5f ) + { + v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, + phys->grab_mouse_delta ); + v2_normalize_clamp( phys->grab_mouse_delta ); + } + else + v2_zero( phys->grab_mouse_delta ); + phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); player.phys.pushing = 0.0f; if( !phys->in_air ) { - v3f axis; - float angle = v3_dot( phys->rb.up, surface_avg ); - v3_cross( phys->rb.up, surface_avg, axis ); + /* 20/10/22: make this only go axisways instead, may effect velocities. */ + + v3f projected, axis; + + float d = v3_dot( phys->rb.forward, surface_avg ); + v3_muladds( surface_avg, phys->rb.forward, -d, projected ); + v3_normalize( projected ); + + float angle = v3_dot( phys->rb.up, projected ); + v3_cross( phys->rb.up, projected, axis ); - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); + v3f p0, p1; + v3_add( phys->rb.co, projected, p0 ); + v3_add( phys->rb.co, phys->rb.up, p1 ); + vg_line( phys->rb.co, p0, 0xff00ff00 ); + vg_line( phys->rb.co, p1, 0xff000fff ); - if( angle < 0.999f ) + if( fabsf(angle) < 0.999f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); + q_axis_angle( correction, axis, acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); q_mul( correction, phys->rb.q, phys->rb.q ); } @@ -553,7 +681,7 @@ static void player_physics(void) audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); audio_player_set_position( &audio_player_extra, phys->rb.co ); audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] ); + audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); audio_unlock(); } } @@ -571,48 +699,56 @@ static void player_physics(void) phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } -static void player_save_frame(void) +VG_STATIC void player_save_frame(void) { player.phys_gate_frame = player.phys; } -static void player_restore_frame(void) +VG_STATIC void player_restore_frame(void) { player.phys = player.phys_gate_frame; rb_update_transform( &player.phys.rb ); } -static void player_do_motion(void) +VG_STATIC void player_integrate(void) { struct player_phys *phys = &player.phys; + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); + v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); +} - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); +VG_STATIC void player_do_motion(void) +{ + struct player_phys *phys = &player.phys; - if( (phys->rb.co[1] < 0.0f) && !player.is_dead ) + if( world.water.enabled ) { - audio_lock(); - audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, phys->rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_splash ); - audio_unlock(); - - player_kill(); + if( (phys->rb.co[1] < 0.0f) && !player.is_dead ) + { + audio_lock(); + audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); + audio_player_set_position( &audio_player_extra, phys->rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_splash ); + audio_unlock(); + + player_kill(); + } } + + v3f prevco; + v3_copy( phys->rb.co, prevco ); + if( phys->on_board ) + { player_physics(); + player_integrate(); + } else player_walk_physics(); - /* Integrate velocity */ - v3f prevco; - v3_copy( phys->rb.co, prevco ); - apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); - v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); - /* Real angular velocity integration */ v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w ); if( v3_length2( phys->rb.w ) > 0.0f ) @@ -640,9 +776,9 @@ static void player_do_motion(void) /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; if( gate_intersect( gate, phys->rb.co, prevco ) ) @@ -670,6 +806,9 @@ static void player_do_motion(void) player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } + player.rewind_length = 0; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 10000; player_save_frame(); audio_lock(); @@ -682,38 +821,7 @@ static void player_do_motion(void) rb_update_transform( &phys->rb ); } -/* - * Free camera movement - */ -static void player_mouseview(void) -{ - if( gui_want_mouse() ) - return; - - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - - if( vg_get_button_down( "primary" ) ) - v2_copy( vg.mouse, mouse_last ); - - else if( vg_get_button( "primary" ) ) - { - v2f delta; - v2_sub( vg.mouse, mouse_last, delta ); - v2_copy( vg.mouse, mouse_last ); - - v2_muladds( view_vel, delta, 0.06f*vg.time_delta, view_vel ); - } - - v2_muladds( view_vel, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 3.0f * vg.time_delta, view_vel ); - - v2_muls( view_vel, 1.0f-4.2f*vg.time_delta, 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) +VG_STATIC void player_freecam(void) { player_mouseview(); @@ -721,10 +829,13 @@ static void player_freecam(void) v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; - m3x3_mulv( player.camera, lookdir, lookdir ); - m3x3_mulv( player.camera, sidedir, sidedir ); + m3x3_mulv( camera_mtx, lookdir, lookdir ); + m3x3_mulv( camera_mtx, sidedir, sidedir ); static v3f move_vel = { 0.0f, 0.0f, 0.0f }; + + /* TODO */ +#if 0 if( vg_get_button( "forward" ) ) v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel ); if( vg_get_button( "back" ) ) @@ -733,26 +844,13 @@ static void player_freecam(void) v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel ); if( vg_get_button( "right" ) ) v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, move_vel ); +#endif v3_muls( move_vel, 0.7f, move_vel ); v3_add( move_vel, player.camera_pos, player.camera_pos ); } -static void player_camera_update(void) -{ - /* Update camera matrices */ - v4f qyaw, qpitch, qcam; - q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] ); - q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] ); - - q_mul( qyaw, qpitch, qcam ); - q_m3x3( qcam, player.camera ); - - v3_copy( player.camera_pos, player.camera[3] ); - m4x3_invert_affine( player.camera, player.camera_inverse ); -} - -static int reset_player( int argc, char const *argv[] ) +VG_STATIC int reset_player( int argc, char const *argv[] ) { struct player_phys *phys = &player.phys; struct respawn_point *rp = NULL, *r; @@ -802,10 +900,20 @@ static int reset_player( int argc, char const *argv[] ) player.is_dead = 0; + m3x3f the_long_way; + q_m3x3( rp->q, the_long_way ); + + v3f delta = {1.0f,0.0f,0.0f}; + m3x3_mulv( the_long_way, delta, delta ); + + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); + + v4_copy( rp->q, phys->rb.q ); v3_copy( rp->co, phys->rb.co ); v3_zero( phys->rb.v ); - + phys->vswitch = 1.0f; phys->slip_last = 0.0f; phys->in_air = 1;