X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=52e4c3080f82aa4dcae6a9e5e4d6a182942d2c86;hb=ec0918b2ef17a71418a57417689fd3042915aeeb;hp=0213fc7b65a18deb66d756b3d20f4b18e64ce8fb;hpb=045332768cda11d98bcd74a1d803f823d095b94b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 0213fc7..52e4c30 100644 --- a/player_physics.h +++ b/player_physics.h @@ -195,10 +195,11 @@ VG_STATIC void player_physics_control(void) vel[1] += pump; - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - float steer = player.input_js1h->axis.value, + 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; @@ -269,22 +270,24 @@ VG_STATIC void player_physics_control_air(void) time_to_impact += pstep; } - float steerh = player.input_js1h->axis.value, - steerv = player.input_js1v->axis.value; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; - phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED; + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); - { - float iX = steerv * - phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; + phys->iY -= steer[0] * k_steer_air * 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 ); - } + 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}; @@ -293,130 +296,201 @@ VG_STATIC void player_physics_control_air(void) #endif } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -VG_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 ); + } } } - } - if( len == 0 ) - phys->in_air = 1; + player_integrate(); + } else { - phys->in_air = 0; - struct world_material *surface_mat = world_contact_material( manifold ); - player.surface_prop = surface_mat->info.surface_prop; - } + /* translate player */ + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; + + if( v2_length2(walk) > 0.001f ) + v2_normalize( walk ); - if( !phys->in_air ) - { - float const DOWNFORCE = -k_walk_downforce*VG_TIMESTEP_FIXED; - v3_muladds( phys->rb.v, (v3f){0.0f,-1.0f,0.0f}, DOWNFORCE, phys->rb.v ); + v2_muls( walk, vg_maxf( player.input_push->axis.value, 0.5f ) * + k_walkspeed * VG_TIMESTEP_FIXED, walk ); + + v3f walk_apply; + v3_zero( walk_apply ); + + /* 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 ); + + /* Directly resolve collisions */ + player_walk_update_collision(); + rb_debug( rbf, 0xffffff00 ); + rb_debug( rbb, 0xffffff00 ); + + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + + 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 ); + /* jump */ if( player.input_jump->button.value ) { phys->rb.v[1] = 5.0f; + phys->in_air = 1; + return; } - } - - v3_zero( phys->rb.w ); - q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); - - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + + /* 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]; - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + 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; + } + } - float walk = player.input_walk->axis.value; - player.walk = powf( walk, 4.0f ); + phys->rb.co[1] -= max_dist * 0.125f; - if( player.walk > 0.025f ) - { - float - speed = vg_lerpf( 0.025f*k_runspeed, k_runspeed, player.walk ), - 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 ); - - if( !phys->in_air ) - { - v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); + 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 ); } - } - - if( !phys->in_air ) - { - phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); - phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); + + /* Transitioning into air mode */ + phys->rb.co[1] = start_y; } } @@ -532,32 +606,22 @@ VG_STATIC void player_physics(void) } } - float grabt = vg_maxf( player.input_grab->axis.value, - vg_maxf( fabsf( player.input_emjs2h->axis.value ), - fabsf( player.input_emjs2v->axis.value ) ) - ); + 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 ) { -#if 0 - v3f axis; - float angle = v3_dot( phys->rb.up, surface_avg ); - v3_cross( phys->rb.up, surface_avg, axis ); - - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, axis ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } -#else - /* 20/10/22: make this only go axisways instead, may effect velocities. */ v3f projected, axis; @@ -582,9 +646,6 @@ VG_STATIC void player_physics(void) q_mul( correction, phys->rb.q, phys->rb.q ); } - -#endif - float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); @@ -645,6 +706,13 @@ VG_STATIC void player_restore_frame(void) rb_update_transform( &player.phys.rb ); } +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 ); +} + VG_STATIC void player_do_motion(void) { struct player_phys *phys = &player.phys; @@ -664,18 +732,19 @@ VG_STATIC void player_do_motion(void) } } + + 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 ) @@ -748,36 +817,6 @@ VG_STATIC void player_do_motion(void) rb_update_transform( &phys->rb ); } -/* - * Free camera movement - */ -VG_STATIC void player_mouseview(void) -{ - if( ui_want_mouse() ) - return; - - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - -#if 0 - 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 ); - } -#endif - - 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 ); -} - VG_STATIC void player_freecam(void) { player_mouseview();