X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=52e4c3080f82aa4dcae6a9e5e4d6a182942d2c86;hb=ec0918b2ef17a71418a57417689fd3042915aeeb;hp=4178e04265eea1d1125640fb97f0b8ec3c41e34d;hpb=6294ef64d948eab2365e39a2645c9843aa96fba8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 4178e04..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}; @@ -603,32 +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; @@ -653,9 +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 );