X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=6a744e877a4e8107fb6aa16645e04e5e03353de2;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=80a07b2d450f54cd2d5e03c85e534d702ad8c0ad;hpb=297468e5a3cc8c7805c16fdd615f42f3876eb908;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 80a07b2..6a744e8 100644 --- a/player_physics.h +++ b/player_physics.h @@ -59,6 +59,164 @@ grind_edge *player_grind_collect_edge( v3f p0, v3f p1, return closest_edge; } +/* + * Cast a sphere from a to b and see what time it hits + */ +VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) +{ + struct player_phys *phys = &player.phys; + + bh_iter it; + bh_iter_init( 0, &it ); + + boxf region; + box_init_inf( region ); + box_addpt( region, pa ); + box_addpt( region, pb ); + + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); + + v3f dir; + v3_sub( pb, pa, dir ); + + int hit = -1; + float min_t = 1.0f; + + int idx; + while( bh_next( world.geo_bh, &it, region, &idx ) ) + { + u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + boxf box; + box_init_inf( box ); + + for( int j=0; j<3; j++ ) + { + v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } + + v3_add( (v3f){ r, r, r}, box[1], box[1] ); + v3_add( (v3f){-r,-r,-r}, box[0], box[0] ); + if( !ray_aabb( box, pa, dir, 1.0f ) ) + continue; + + float t; + v3f n1; + if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ) + { + if( t < min_t ) + { + min_t = t; + hit = idx; + v3_copy( n1, n ); + } + } + } + + *t = min_t; + return hit; +} + +/* + * Trace a path given a velocity rotation. + * Closest to 0 is best. + */ +VG_STATIC void player_predict_land( m3x3f vr, + struct land_prediction *prediction ) +{ + struct player_phys *phys = &player.phys; + + float pstep = VG_TIMESTEP_FIXED * 10.0f; + float k_bias = 0.96f; + + v3f pco, pco1, pv; + v3_copy( phys->rb.co, pco ); + v3_muls( phys->rb.v, k_bias, pv ); + + m3x3_mulv( vr, pv, pv ); + v3_muladds( pco, pv, pstep, pco ); + + struct grind_edge *best_grind = NULL; + float closest_grind = INFINITY; + + float grind_score = INFINITY, + air_score = INFINITY; + + prediction->log_length = 0; + + for( int i=0; ilog); i++ ) + { + v3_copy( pco, pco1 ); + apply_gravity( pv, pstep ); + + m3x3_mulv( vr, pv, pv ); + v3_muladds( pco, pv, pstep, pco ); + + v3f vdir; + + v3_sub( pco, pco1, vdir ); + + float l = v3_length( vdir ); + v3_muls( vdir, 1.0f/l, vdir ); + + v3f c0, c1; + struct grind_edge *ge = player_grind_collect_edge( pco, pco1, + c0, c1, 0.4f ); + + if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) + { + float d2 = v3_dist2( c0, c1 ); + if( d2 < closest_grind ) + { + closest_grind = d2; + best_grind = ge; + grind_score = closest_grind * 0.05f; + } + } + + v3f n1; + + float t1; + int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 ); + if( idx != -1 ) + { + v3_copy( n1, prediction->n ); + air_score = -v3_dot( pv, n1 ); + + u32 vert_index = world.scene_geo->arrindices[ idx*3 ]; + struct world_material *mat = world_tri_index_material( vert_index ); + + /* Bias prediction towords ramps */ + if( mat->info.flags & k_material_flag_skate_surface ) + air_score *= 0.1f; + + v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); + break; + } + + v3_copy( pco, prediction->log[ prediction->log_length ++ ] ); + } + + if( grind_score < air_score ) + { + prediction->score = grind_score; + prediction->type = k_prediction_grind; + } + else if( air_score < INFINITY ) + { + prediction->score = air_score; + prediction->type = k_prediction_land; + } + else + { + prediction->score = INFINITY; + prediction->type = k_prediction_none; + } +} + /* * Called when launching into the air to predict and adjust trajectories */ @@ -68,121 +226,79 @@ VG_STATIC void player_start_air(void) float pstep = VG_TIMESTEP_FIXED * 10.0f; float best_velocity_delta = -9999.9f; - float k_bias = 0.96f; v3f axis; v3_cross( phys->rb.up, phys->rb.v, axis ); v3_normalize( axis ); - player.land_log_count = 0; + player.prediction_count = 0; m3x3_identity( phys->vr ); + float + best_vmod = 0.0f, + min_score = INFINITY, + max_score = -INFINITY; + + /* + * Search a broad selection of futures + */ for( int m=-3;m<=12; m++ ) { - struct land_log *log = &player.land_log[ player.land_log_count ++ ]; - log->count = 0; - log->colour = 0xff000000; + struct land_prediction *p = + &player.predictions[ player.prediction_count ++ ]; float vmod = ((float)m / 15.0f)*0.09f; - v3f pco, pco1, pv; - v3_copy( phys->rb.co, pco ); - v3_muls( phys->rb.v, k_bias, pv ); - - /* - * Try different 'rotations' of the velocity to find the best possible - * landing normal. This conserves magnitude at the expense of slightly - * unrealistic results - */ - m3x3f vr; v4f vr_q; q_axis_angle( vr_q, axis, vmod ); q_m3x3( vr_q, vr ); - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; + player_predict_land( vr, p ); - for( int i=0; i<50; i++ ) + if( p->type != k_prediction_none ) { - v3_copy( pco, pco1 ); - apply_gravity( pv, pstep ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - v3f c0, c1; - struct grind_edge *ge = player_grind_collect_edge( pco, pco1, - c0, c1, 0.4f ); - - if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) + if( p->score < min_score ) { - float d2 = v3_dist2( c0, c1 ); - if( d2 < closest_grind ) - { - closest_grind = d2; - best_grind = ge; - } + min_score = p->score; + best_vmod = vmod; } - if( ray_world( pco1, vdir, &contact )) - { - float land_delta = v3_dot( pv, contact.normal ); - u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); + if( p->score > max_score ) + max_score = p->score; + } + } - /* Bias prediction towords ramps */ - if( ray_hit_material( &contact )->info.flags - & k_material_flag_skate_surface ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } + v4f vr_q; + q_axis_angle( vr_q, axis, best_vmod*0.1f ); + q_m3x3( vr_q, phys->vr ); - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; + q_axis_angle( vr_q, axis, best_vmod ); + q_m3x3( vr_q, phys->vr_pstep ); - v3_copy( contact.pos, player.land_target ); - - m3x3_copy( vr, phys->vr_pstep ); - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, phys->vr ); - } + /* + * Logging + */ + for( int i=0; ipositions[ log->count ++ ] ); - log->colour = 0xff000000 | scolour; - break; - } + float l = p->score; - v3_copy( pco, log->positions[ log->count ++ ] ); + if( l < 0.0f ) + { + vg_error( "negative score! (%f)\n", l ); } - if( best_grind ) - { - log->colour = 0xff0000ff; - - float score = -closest_grind * 0.05f; + l -= min_score; + l /= (max_score-min_score); + l = 1.0f - l; + l *= 255.0f; - if( score > best_velocity_delta ) - { - best_velocity_delta = score; - - m3x3_copy( vr, phys->vr_pstep ); - q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, phys->vr ); - } - } + p->colour = l; + p->colour <<= 8; + p->colour |= 0xff000000; } } @@ -197,6 +313,9 @@ VG_STATIC void player_physics_control_passive(void) v2_muladds( phys->grab_mouse_delta, vg.mouse_delta, 0.02f, phys->grab_mouse_delta ); v2_normalize_clamp( phys->grab_mouse_delta ); + + if( freecam ) + v2_zero( phys->grab_mouse_delta ); } else v2_zero( phys->grab_mouse_delta ); @@ -351,26 +470,33 @@ VG_STATIC void player_physics_control_air(void) struct player_phys *phys = &player.phys; m3x3_mulv( phys->vr, phys->rb.v, phys->rb.v ); - vg_line_cross( player.land_target, 0xff0000ff, 0.25f ); + //vg_line_cross( player.land_target, 0xff0000ff, 0.25f ); ray_hit hit; /* * Prediction */ - float pstep = VG_TIMESTEP_FIXED * 10.0f; + float pstep = VG_TIMESTEP_FIXED * 1.0f; + float k_bias = 0.98f; v3f pco, pco1, pv; v3_copy( phys->rb.co, pco ); - v3_copy( phys->rb.v, pv ); + v3_muls( phys->rb.v, 1.0f, pv ); float time_to_impact = 0.0f; float limiter = 1.0f; - for( int i=0; i<50; i++ ) + struct grind_edge *best_grind = NULL; + float closest_grind = INFINITY; + + v3f target_normal = { 0.0f, 1.0f, 0.0f }; + int has_target = 0; + + for( int i=0; i<250; i++ ) { v3_copy( pco, pco1 ); - m3x3_mulv( phys->vr_pstep, pv, pv ); + m3x3_mulv( phys->vr, pv, pv ); apply_gravity( pv, pstep ); v3_muladds( pco, pv, pstep, pco ); @@ -380,34 +506,51 @@ VG_STATIC void player_physics_control_air(void) v3_sub( pco, pco1, vdir ); contact.dist = v3_length( vdir ); v3_divs( vdir, contact.dist, vdir); + + v3f c0, c1; + struct grind_edge *ge = player_grind_collect_edge( pco, pco1, + c0, c1, 0.4f ); + + if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) + { + vg_line( ge->p0, ge->p1, 0xff0000ff ); + vg_line_cross( pco, 0xff0000ff, 0.25f ); + has_target = 1; + break; + } float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact )) + if( ray_world( pco1, vdir, &contact ) ) { - float angle = v3_dot( phys->rb.up, contact.normal ); - v3f axis; - v3_cross( phys->rb.up, contact.normal, axis ); - + v3_copy( contact.normal, target_normal ); + has_target = 1; time_to_impact += (contact.dist/orig_dist)*pstep; - limiter = vg_minf( 5.0f, time_to_impact )/5.0f; - limiter = 1.0f-limiter; - limiter *= limiter; - limiter = 1.0f-limiter; - - if( fabsf(angle) < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, - acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } - vg_line_cross( contact.pos, 0xffff0000, 0.25f ); break; } time_to_impact += pstep; } + if( has_target ) + { + float angle = v3_dot( phys->rb.up, target_normal ); + v3f axis; + v3_cross( phys->rb.up, target_normal, axis ); + + limiter = vg_minf( 5.0f, time_to_impact )/5.0f; + limiter = 1.0f-limiter; + limiter *= limiter; + limiter = 1.0f-limiter; + + if( fabsf(angle) < 0.99f ) + { + v4f correction; + q_axis_angle( correction, axis, + acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } + } + v2f steer = { player.input_js1h->axis.value, player.input_js1v->axis.value }; @@ -455,6 +598,40 @@ VG_STATIC void player_walk_update_collision(void) } VG_STATIC void player_integrate(void); + +VG_STATIC int player_walk_surface_standable( v3f n ) +{ + return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f; +} + +VG_STATIC void player_walk_stepdown(void) +{ + struct player_phys *phys = &player.phys; + float max_dist = 0.4f; + + v3f pa, pb; + v3_copy( phys->rb.co, pa ); + pa[1] += 0.3f; + + v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb ); + vg_line( pa, pb, 0xff000000 ); + + /* TODO: Make #define */ + float r = 0.3f, + t; + + v3f n; + if( spherecast_world( pa, pb, r, &t, n ) != -1 ) + { + if( player_walk_surface_standable( n ) ) + { + phys->in_air = 0; + v3_lerp( pa, pb, t+0.001f, phys->rb.co ); + phys->rb.co[1] -= 0.3f; + } + } +} + /* * Entire Walking physics model * TODO: sleep when under certain velotiy @@ -479,6 +656,9 @@ VG_STATIC void player_walk_physics(void) v2f walk = { player.input_walkh->axis.value, player.input_walkv->axis.value }; + + if( freecam ) + v2_zero( walk ); if( v2_length2(walk) > 0.001f ) v2_normalize_clamp( walk ); @@ -607,12 +787,31 @@ VG_STATIC void player_walk_physics(void) phys->in_air = 1; return; } + + /* Check if grounded by current manifold */ + phys->in_air = 1; + for( int i=0; in ) ) + phys->in_air = 0; + } + + /* otherwise... */ + if( phys->in_air ) + player_walk_stepdown(); +#if 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 pa, pb; + v3_copy( phys->rb.co, pa ); + v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist, pb ); + + for( int j=0; j<8; j++ ) { for( int i=0; irb.co[1] = start_y; +#endif } } @@ -687,8 +887,8 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact ) v3f p0, p1, c0, c1; v3_muladds( phys->rb.co, phys->rb.forward, 0.5f, p0 ); v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 ); - v3_muladds( p0, phys->rb.up, 0.125f, p0 ); - v3_muladds( p1, phys->rb.up, 0.125f, p1 ); + v3_muladds( p0, phys->rb.up, 0.125f-0.15f, p0 ); + v3_muladds( p1, phys->rb.up, 0.125f-0.15f, p1 ); float const k_r = 0.25f; struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, @@ -706,12 +906,9 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact ) v3f delta; v3_sub( c1, c0, delta ); - if( v3_dot( delta, phys->rb.up ) > 0.0f ) + if( v3_dot( delta, phys->rb.up ) > 0.0001f ) { - v3_copy( delta, contact->n ); - float l = v3_length( contact->n ); - v3_muls( contact->n, 1.0f/l, contact->n ); - contact->p = l; + contact->p = v3_length( delta ); contact->type = k_contact_type_edge; contact->element_id = 0; v3_copy( c1, contact->co ); @@ -724,6 +921,10 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact ) v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir ); v3_cross( edge_dir, axis_dir, contact->n ); +#if 0 + vg_info( "%f %f\n", v3_length( contact->n ), contact->p ); +#endif + return 1; } else @@ -738,6 +939,9 @@ VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) { struct player_phys *phys = &player.phys; + phys->rise = vg_lerpf( phys->rise, phys->in_air? -0.25f: 0.0f, + VG_TIMESTEP_FIXED ); + rigidbody *rbf = &player.collide_front, *rbb = &player.collide_back; @@ -745,7 +949,7 @@ VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) m3x3_copy( phys->rb.to_world, player.collide_back.to_world ); player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f ); - float h = player.air_blend*0.2f; + float h = player.air_blend*0.0f; m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co ); v3_copy( rbf->co, rbf->to_world[3] ); @@ -772,7 +976,11 @@ VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) 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 ); + int new_len_f = rb_manifold_apply_filtered( manifold, len_f ); + if( len_f && !new_len_f ) + len_f = 1; + else + len_f = new_len_f; rb_ct *man_b = &manifold[len_f]; len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b ); @@ -783,8 +991,11 @@ VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) 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 new_len_b = rb_manifold_apply_filtered( man_b, len_b ); + if( len_b && !new_len_b ) + len_b = 1; + else + len_b = new_len_b; #if 0 /* * Preprocess collision points, and create a surface picture. @@ -918,8 +1129,8 @@ VG_STATIC void player_collision_response( rb_ct *manifold, int len ) * components. */ - float wy = v3_dot( phys->rb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.8f; + float wy = v3_dot( phys->rb.up, impulse ) * 0.8f, + wx = v3_dot( phys->rb.right, impulse )*1.0f; v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w ); v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w ); @@ -973,33 +1184,60 @@ VG_STATIC void player_do_motion(void) int len = player_update_collision_manifold( manifold ); int grind_col = player_update_grind_collision( &manifold[len] ); + static int _grind_col_pre = 0; + if( grind_col ) { phys->grind = 1; v3f up = { 0.0f, 1.0f, 0.0f }; float angle = v3_dot( phys->rb.up, up ); - v3f axis; - v3_cross( phys->rb.up, up, axis ); if( fabsf(angle) < 0.99f ) { + v3f axis; + v3_cross( phys->rb.up, up, axis ); + v4f correction; q_axis_angle( correction, axis, VG_TIMESTEP_FIXED * 10.0f * acosf(angle) ); q_mul( correction, phys->rb.q, phys->rb.q ); } - float const DOWNFORCE = -k_downforce*2.0f*VG_TIMESTEP_FIXED; - v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); + float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v ); m3x3_identity( phys->vr ); m3x3_identity( phys->vr_pstep ); + + if( !_grind_col_pre ) + { + 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_board[5] ); + audio_unlock(); + } } else { phys->grind = 0; player_adhere_ground( manifold, len ); + + if( _grind_col_pre ) + { + 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_board[6] ); + audio_unlock(); + } } + _grind_col_pre = grind_col; + rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) ); player_collision_response( manifold, len+ VG_MAX(0,grind_col) ); @@ -1025,7 +1263,7 @@ VG_STATIC void player_do_motion(void) /* Real angular velocity integration */ - v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w ); + v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w ); if( v3_length2( phys->rb.w ) > 0.0f ) { v4f rotation; @@ -1065,6 +1303,15 @@ VG_STATIC void player_do_motion(void) m3x3_mulv( gate->transport, phys->m, phys->m ); m3x3_mulv( gate->transport, phys->bob, phys->bob ); + /* Pre-emptively edit the camera matrices so that the motion vectors + * are correct */ + m4x3f transport_i; + m4x4f transport_4; + m4x3_invert_affine( gate->transport, transport_i ); + m4x3_expand( transport_i, transport_4 ); + m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv ); + m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); + v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, phys->rb.q, phys->rb.q ); @@ -1100,31 +1347,31 @@ VG_STATIC void player_freecam(void) { player_mouseview(); - float movespeed = fc_speed; + float movespeed = fc_speed * VG_TIMESTEP_FIXED; v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; - m3x3_mulv( camera_mtx, lookdir, lookdir ); - m3x3_mulv( camera_mtx, sidedir, sidedir ); + m3x3_mulv( main_camera.transform, lookdir, lookdir ); + m3x3_mulv( main_camera.transform, 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" ) ) - v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - 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 + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; + + v3_muladds( move_vel, sidedir, movespeed*steer[0], move_vel ); + v3_muladds( move_vel, lookdir, -movespeed*steer[1], move_vel ); v3_muls( move_vel, 0.7f, move_vel ); v3_add( move_vel, player.camera_pos, player.camera_pos ); } +VG_STATIC int kill_player( int argc, char const *argv[] ) +{ + player_kill(); + return 0; +} + VG_STATIC int reset_player( int argc, char const *argv[] ) { struct player_phys *phys = &player.phys; @@ -1167,6 +1414,13 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) if( !rp ) { vg_error( "No spawn found\n" ); + vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0], + player.phys.rb.co[1], + player.phys.rb.co[2] ); + vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0], + player.phys.rb.v[1], + player.phys.rb.v[2] ); + if( !world.spawn_count ) return 0; @@ -1180,10 +1434,12 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) 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] ); - + + if( !freecam ) + { + 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 );