X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=41adc1e4150787e8ee13d021a54d8da3dede0e09;hb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;hp=20ce7f5d2877aca286dd45a70d0ea0fe6a836356;hpb=a1741ec4aed057cbafff2d6bc9e5cf8a15ae322b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 20ce7f5..41adc1e 100644 --- a/player_physics.h +++ b/player_physics.h @@ -137,12 +137,7 @@ VG_STATIC void player_physics_control(void) phys->reverse = -vg_signf(vel[2]); float substep = VG_TIMESTEP_FIXED * 0.2f; - -#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++ ) { @@ -183,18 +178,6 @@ VG_STATIC void player_physics_control(void) vel[2] -= new_vel * phys->reverse; } - /* Pumping */ - static float previous = 0.0f; - float delta = previous - phys->grab, - pump = delta * k_pump_force * VG_TIMESTEP_FIXED; - previous = phys->grab; - - v3f p1; - v3_muladds( phys->rb.co, phys->rb.up, pump, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); - - vel[1] += pump; - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); float input = player.input_js1h->axis.value, @@ -339,12 +322,32 @@ VG_STATIC void player_walk_physics(void) v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; + + if( v2_length2(walk) > 0.001f ) + v2_normalize_clamp( walk ); + if( phys->in_air ) { player_walk_update_collision(); rb_debug( rbf, 0xff0000ff ); rb_debug( rbb, 0xff0000ff ); + /* allow player to accelerate a bit */ + v3f walk_3d; + v3_muls( forward_dir, walk[1], walk_3d ); + v3_muladds( walk_3d, right_dir, walk[0], walk_3d ); + + float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )), + new_vel = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate, + clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ), + vel_diff = vg_maxf( 0.0f, clamped_new - current_vel ); + + v3_muladds( phys->rb.v, right_dir, walk[0] * vel_diff, phys->rb.v ); + v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v ); + + len = 0; len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); @@ -396,13 +399,6 @@ VG_STATIC void player_walk_physics(void) } 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 ); - player.walk = v2_length( walk ); if( player.input_walk->button.value ) @@ -443,6 +439,12 @@ VG_STATIC void player_walk_physics(void) } v3_add( dt, phys->rb.co, phys->rb.co ); + if( len ) + { + struct world_material *surface_mat = world_contact_material(manifold); + player.surface_prop = surface_mat->info.surface_prop; + } + /* jump */ if( player.input_jump->button.value ) { @@ -498,6 +500,43 @@ VG_STATIC void player_walk_physics(void) } } +VG_STATIC void player_grind(void) +{ + struct player_phys *phys = &player.phys; + + v3f closest; + int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY ); + if( idx == -1 ) + return; + + struct grind_edge *edge = &world.grind_edges[ idx ]; + + vg_line( phys->rb.co, closest, 0xff000000 ); + vg_line_cross( closest, 0xff000000, 0.3f ); + vg_line( edge->p0, edge->p1, 0xff000000 ); + + return; + + idx = bh_closest_point( world.geo_bh, phys->rb.co, closest, INFINITY ); + vg_line( phys->rb.co, closest, 0xff000000 ); + vg_line_cross( closest, 0xff000000, 0.3f ); + + idx = world.scene_geo->arrindices[ idx * 3 ]; + struct world_material *mat = world_tri_index_material( idx ); + + if( mat->info.flags & k_material_flag_grind_surface ) + { + v3f grind_delta; + v3_sub( closest, phys->rb.co, grind_delta ); + + float p = v3_dot( phys->rb.forward, grind_delta ); + v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta ); + + float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) ); + v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v ); + } +} + /* * Physics collision detection, and control */ @@ -532,10 +571,58 @@ VG_STATIC void player_physics(void) rb_debug( rbb, 0xffffff00 ); rb_ct manifold[64]; - int len = 0; + int len_f = 0, + len_b = 0; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold ); + rb_manifold_filter_coplanar( manifold, len_f, 0.05f ); + if( len_f > 1 ) + { + rb_manifold_filter_backface( manifold, len_f ); + rb_manifold_filter_joint_edges( manifold, len_f, 0.05f ); + rb_manifold_filter_pairs( manifold, len_f, 0.05f ); + } + len_f = rb_manifold_apply_filtered( manifold, len_f ); + + rb_ct *man_b = &manifold[len_f]; + len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b ); + rb_manifold_filter_coplanar( man_b, len_b, 0.05f ); + if( len_b > 1 ) + { + rb_manifold_filter_backface( man_b, len_b ); + rb_manifold_filter_joint_edges( man_b, len_b, 0.05f ); + rb_manifold_filter_pairs( man_b, len_b, 0.05f ); + } + len_b = rb_manifold_apply_filtered( man_b, len_b ); + + int len = len_f+len_b; + + player_grind(); + + boxf bax; + v3_sub( phys->rb.co, (v3f){2.0f,2.0f,2.0f}, bax[0] ); + v3_add( phys->rb.co, (v3f){2.0f,2.0f,2.0f}, bax[1] ); + + /* + * Preprocess collision points, and create a surface picture. + * we want contacts that are within our 'capsule's internal line to be + * clamped so that they face the line and do not oppose, to stop the + * player hanging up on stuff + */ + for( int i=0; ico, dfront ); + v3_sub( manifold[i].co, rbb->co, dback ); + + if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) && + (v3_dot( dback, phys->rb.forward ) > 0.02f)) + { + float p = v3_dot( manifold[i].n, phys->rb.forward ); + v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n ); + v3_normalize( manifold[i].n ); + } + } rb_presolve_contacts( manifold, len ); v3f surface_avg = {0.0f, 0.0f, 0.0f}; @@ -626,8 +713,6 @@ VG_STATIC void player_physics(void) if( !phys->in_air ) { - /* 20/10/22: make this only go axisways instead, may effect velocities. */ - v3f projected, axis; float d = v3_dot( phys->rb.forward, surface_avg );