X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=41adc1e4150787e8ee13d021a54d8da3dede0e09;hb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;hp=85f3744be2a274f7f585a0ad3343466c90888c39;hpb=6d98c1e42c1617a8a426f9f0c0df99b75725b486;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 85f3744..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, @@ -517,6 +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 */ @@ -556,22 +576,33 @@ VG_STATIC void player_physics(void) len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold ); rb_manifold_filter_coplanar( manifold, len_f, 0.05f ); - rb_manifold_filter_pairs( 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 ); - rb_manifold_filter_pairs( 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; -#if 0 + 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 @@ -592,7 +623,6 @@ VG_STATIC void player_physics(void) v3_normalize( manifold[i].n ); } } -#endif rb_presolve_contacts( manifold, len ); v3f surface_avg = {0.0f, 0.0f, 0.0f}; @@ -683,8 +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 );