X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=6a744e877a4e8107fb6aa16645e04e5e03353de2;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=f9584a2cd3fb916d4e7c1b8305f08bc8c0dfad2d;hpb=86dbcd5796ed674ca9433cce1ace8bef322cd121;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index f9584a2..6a744e8 100644 --- a/player_physics.h +++ b/player_physics.h @@ -1,60 +1,253 @@ /* - * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved - * ----------------------------------------------------------------------------- - * - * Player physics and control submodule - * contains main physics models, input, and player control. - * - * ----------------------------------------------------------------------------- + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef PLAYER_PHYSICS_H #define PLAYER_PHYSICS_H #include "player.h" +#include "camera.h" -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void apply_gravity( v3f vel, float const timestep ) { v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( vel, gravity, timestep, vel ); } +VG_STATIC struct +grind_edge *player_grind_collect_edge( v3f p0, v3f p1, + v3f c0, v3f c1, float max_dist ) +{ + struct player_phys *phys = &player.phys; + + bh_iter it; + bh_iter_init( 0, &it ); + + boxf region; + + box_init_inf( region ); + box_addpt( region, p0 ); + box_addpt( region, p1 ); + + float k_r = max_dist; + v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] ); + v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] ); + + float closest = k_r*k_r; + struct grind_edge *closest_edge = NULL; + + int idx; + while( bh_next( world.grind_bh, &it, region, &idx ) ) + { + struct grind_edge *edge = &world.grind_edges[ idx ]; + + float s,t; + v3f pa, pb; + + float d2 = + closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb ); + + if( d2 < closest ) + { + closest = d2; + closest_edge = edge; + v3_copy( pa, c0 ); + v3_copy( pb, c1 ); + } + } + + return closest_edge; +} + /* - * Called when launching into the air to predict and adjust trajectories + * Cast a sphere from a to b and see what time it hits */ -static void player_start_air(void) +VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) { struct player_phys *phys = &player.phys; - if( phys->in_air ) - return; + bh_iter it; + bh_iter_init( 0, &it ); - phys->in_air = 1; + 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] ); - float pstep = ktimestep*10.0f; - float best_velocity_delta = -9999.9f; + 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 + */ +VG_STATIC void player_start_air(void) +{ + struct player_phys *phys = &player.phys; + + float pstep = VG_TIMESTEP_FIXED * 10.0f; + float best_velocity_delta = -9999.9f; + 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++ ) { - float vmod = ((float)m / 15.0f)*0.09f; + struct land_prediction *p = + &player.predictions[ player.prediction_count ++ ]; - 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 - */ + float vmod = ((float)m / 15.0f)*0.09f; m3x3f vr; v4f vr_q; @@ -62,64 +255,87 @@ static void player_start_air(void) q_axis_angle( vr_q, axis, vmod ); q_m3x3( vr_q, vr ); - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + 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 ); + if( p->score < min_score ) + { + min_score = p->score; + best_vmod = vmod; + } - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; + if( p->score > max_score ) + max_score = p->score; + } + } - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); + v4f vr_q; + q_axis_angle( vr_q, axis, best_vmod*0.1f ); + q_m3x3( vr_q, phys->vr ); - 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)); + q_axis_angle( vr_q, axis, best_vmod ); + q_m3x3( vr_q, phys->vr_pstep ); - /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } + /* + * Logging + */ + for( int i=0; i best_velocity_delta) ) - { - best_velocity_delta = land_delta; + float l = p->score; - 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 ); - } + if( l < 0.0f ) + { + vg_error( "negative score! (%f)\n", l ); + } - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + l -= min_score; + l /= (max_score-min_score); + l = 1.0f - l; + l *= 255.0f; - player.land_log_count ++; + p->colour = l; + p->colour <<= 8; + p->colour |= 0xff000000; + } +} - break; - } - } + +VG_STATIC void player_physics_control_passive(void) +{ + struct player_phys *phys = &player.phys; + 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 ); + + if( freecam ) + v2_zero( 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->jump_charge || phys->in_air ) + { + phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; + } + + phys->jump_charge = 0; + phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } /* * Main friction interface model */ -static void player_physics_control(void) +VG_STATIC void player_physics_control(void) { struct player_phys *phys = &player.phys; @@ -140,23 +356,18 @@ static void player_physics_control(void) phys->slip = slip; phys->reverse = -vg_signf(vel[2]); - float substep = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + float substep = VG_TIMESTEP_FIXED * 0.2f; + float fwd_resistance = k_friction_resistance; for( int i=0; i<5; i++ ) { - vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance ); - vel[0] = stable_force( vel[0], - vg_signf( vel[0] ) * -k_friction_lat*substep ); + vel[2] = stable_force( vel[2],vg_signf(vel[2]) * -fwd_resistance*substep); + vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep); } - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - - if( vg_get_button( "jump" ) ) + if( player.input_jump->button.value ) { - phys->jump += ktimestep * k_jump_charge_speed; + phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed; if( !phys->jump_charge ) phys->jump_dir = phys->reverse > 0.0f? 1: 0; @@ -164,13 +375,22 @@ static void player_physics_control(void) phys->jump_charge = 1; } - if( !vg_get_button("break") && vg_get_button( "push" ) ) + static int push_thresh_last = 0; + float push = player.input_push->button.value; + int push_thresh = push>0.15f? 1: 0; + + if( push_thresh && !push_thresh_last ) + player.phys.start_push = vg.time; + + push_thresh_last = push_thresh; + + if( !player.input_jump->button.value && push_thresh ) { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; + player.phys.pushing = 1.0f; + player.phys.push_time = vg.time - player.phys.start_push; - float cycle_time = player.push_time*k_push_cycle_rate, - amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, + float cycle_time = player.phys.push_time*k_push_cycle_rate, + amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*VG_TIMESTEP_FIXED, current = v3_length( vel ), new_vel = vg_minf( current + amt, k_max_push_speed ); @@ -178,53 +398,105 @@ 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*ktimestep; - previous = phys->grab; + m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); + + 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; - v3f p1; - v3_muladds( phys->rb.co, phys->rb.up, pump, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; - vel[1] += pump; + if( !phys->jump_charge && phys->jump > 0.2f ) + { + v3f jumpdir; + + /* Launch more up if alignment is up else improve velocity */ + float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( phys->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + float force = k_jump_force*phys->jump; + v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v ); + phys->jump = 0.0f; + player.jump_time = vg.time; + + /* TODO: Move to audio file */ + 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_jumps[rand()%2] ); + audio_unlock(); + } +} + +VG_STATIC void player_physics_control_grind(void) +{ + struct player_phys *phys = &player.phys; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; + + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); + + phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; + + float iX = steer[1] * phys->reverse * k_steer_air * VG_TIMESTEP_FIXED; + + static float siX = 0.0f; + siX = vg_lerpf( siX, iX, k_steer_air_lerp ); - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - - float steer = vg_get_axis( "horizontal" ); - phys->iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep; + v4f rotate; + q_axis_angle( rotate, phys->rb.right, siX ); + q_mul( rotate, phys->rb.q, phys->rb.q ); + + phys->slip = 0.0f; } /* * Air control, no real physics */ -static void player_physics_control_air(void) +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 = ktimestep*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 ); @@ -234,174 +506,442 @@ 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( angle < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } - vg_line_cross( contact.pos, 0xffff0000, 0.25f ); break; } time_to_impact += pstep; } - phys->iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; + if( has_target ) { - float iX = vg_get_axis( "vertical" ) * - phys->reverse * k_steer_air * limiter * ktimestep; + float angle = v3_dot( phys->rb.up, target_normal ); + v3f axis; + v3_cross( phys->rb.up, target_normal, axis ); - 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 ); + 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 }; + + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); + + phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; + + 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}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") }, phys->grab, target ); +#endif } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -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 ); +} + +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 + */ +VG_STATIC void player_walk_physics(void) +{ + struct player_phys *phys = &player.phys; + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + m3x3_identity( player.collide_front.to_world ); + m3x3_identity( player.collide_back.to_world ); - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); + v3_zero( phys->rb.w ); + q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); rb_ct manifold[64]; - int len = 0; + int len; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; - rb_presolve_contacts( manifold, len ); + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; - for( int j=0; j<5; j++ ) + if( freecam ) + v2_zero( walk ); + + 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 ); + 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 ); + } } } + + player_integrate(); } + else + { + player.walk = v2_length( walk ); - phys->in_air = len==0?1:0; - - v3_zero( phys->rb.w ); - q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + if( player.input_walk->button.value ) + v2_muls( walk, 0.5f, walk ); - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + v3f walk_apply; + v3_zero( walk_apply ); - float move_dead = 0.1f, - move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; + /* 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 ); - if( move > 0.0f ) - { - float move_norm = move * (1.0f/(1.0f-move_dead)), - speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), - amt = k_walk_accel * ktimestep, - zvel = v3_dot( phys->rb.v, forward_dir ), - new_vel = vg_minf( zvel + amt, speed ), - diff = new_vel - vg_minf( zvel, speed ); + /* Directly resolve collisions */ + player_walk_update_collision(); + rb_debug( rbf, 0xffffff00 ); + rb_debug( rbb, 0xffffff00 ); - v3_muladds( phys->rb.v, forward_dir, 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 ); + + 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 ); + + 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 ) + { + phys->rb.v[1] = 5.0f; + 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 ); - /* TODO move */ - float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, - run_norm = 30.0f/(float)player.mdl.anim_run->length ; - player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm ); + 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; + } + } + + phys->rb.co[1] -= max_dist * 0.125f; + + 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 ); + } + + /* Transitioning into air mode */ + phys->rb.co[1] = start_y; +#endif } - else +} + +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 ); + + 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 ); +} + +VG_STATIC int player_update_grind_collision( rb_ct *contact ) +{ + struct player_phys *phys = &player.phys; + + 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-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, + c0, c1, k_r ); + + + vg_line( p0, p1, 0xff0000ff ); + + if( closest_edge ) { - player.walk_timer = 0.0f; + vg_line_cross( c0, 0xff000000, 0.1f ); + vg_line_cross( c1, 0xff000000, 0.1f ); + vg_line( c0, c1, 0xff000000 ); + + v3f delta; + v3_sub( c1, c0, delta ); + + if( v3_dot( delta, phys->rb.up ) > 0.0001f ) + { + contact->p = v3_length( delta ); + contact->type = k_contact_type_edge; + contact->element_id = 0; + v3_copy( c1, contact->co ); + contact->rba = &player.phys.rb; + contact->rbb = &world.rb_geo; + + v3f edge_dir, axis_dir; + v3_sub( closest_edge->p1, closest_edge->p0, edge_dir ); + v3_normalize( edge_dir ); + 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 + return -1; } - phys->rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); - phys->rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); + return 0; } -/* - * Physics collision detection, and control - */ -static void player_physics(void) +/* Manifold must be able to hold at least 64 elements */ +VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) { struct player_phys *phys = &player.phys; - /* - * Update collision fronts - */ - + + 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; @@ -409,7 +949,7 @@ static void player_physics(void) 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] ); @@ -425,36 +965,131 @@ static void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[64]; - int 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 ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + int len_f = 0, + len_b = 0; - if( !len ) + len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold ); + rb_manifold_filter_coplanar( manifold, len_f, 0.05f ); + if( len_f > 1 ) { - player_start_air(); + 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 ); } + 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 ); + rb_manifold_filter_coplanar( man_b, len_b, 0.05f ); + if( len_b > 1 ) { - 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)) { - v3_add( manifold[i].n, surface_avg, surface_avg ); + 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 ); } + } +#endif - v3_normalize( surface_avg ); + return len_f + len_b; +} + +VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + int was_in_air = phys->in_air; - if( v3_dot( phys->rb.v, surface_avg ) > 0.5f ) + v3f surface_avg; + v3_zero( surface_avg ); + + if( len == 0 ) + { + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; + } + else + { + for( int i=0; irb.v, surface_avg ) > 0.7f ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else + { phys->in_air = 0; + phys->lift_frames = 0; + v3f projected, axis; + + float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); + + float d = v3_dot( phys->rb.forward, surface_avg ); + v3_muladds( surface_avg, phys->rb.forward, -d, projected ); + v3_normalize( projected ); + + float angle = v3_dot( phys->rb.up, projected ); + v3_cross( phys->rb.up, projected, axis ); + + v3f p0, p1; + v3_add( phys->rb.co, projected, p0 ); + v3_add( phys->rb.co, phys->rb.up, p1 ); + vg_line( phys->rb.co, p0, 0xff00ff00 ); + vg_line( phys->rb.co, p1, 0xff000fff ); + + if( fabsf(angle) < 0.999f ) + { + v4f correction; + q_axis_angle( correction, axis, + acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } + } } + if( !was_in_air && phys->in_air ) + player_start_air(); +} + +VG_STATIC void player_collision_response( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + for( int j=0; j<5; j++ ) { for( int i=0; irb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.5f; + 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 ); } } +} - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; - phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); - player.pushing = 0.0f; - - if( !phys->in_air ) - { - 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 ); +VG_STATIC void player_save_frame(void) +{ + player.phys_gate_frame = player.phys; +} - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } +VG_STATIC void player_restore_frame(void) +{ + player.phys = player.phys_gate_frame; + rb_update_transform( &player.phys.rb ); +} - v3_muladds( phys->rb.v, phys->rb.up, - -k_downforce*ktimestep, phys->rb.v ); +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 ); +} - player_physics_control(); +VG_STATIC void player_do_motion(void) +{ + struct player_phys *phys = &player.phys; - if( !phys->jump_charge && phys->jump > 0.2f ) + if( world.water.enabled ) + { + if( (phys->rb.co[1] < 0.0f) && !player.is_dead ) { - v3f jumpdir; - - /* Launch more up if alignment is up else improve velocity */ - float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, phys->rb.up )), - mod = 0.5f, - dir = mod + aup*(1.0f-mod); - - v3_copy( phys->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); - v3_normalize( jumpdir ); - - float force = k_jump_force*phys->jump; - v3_muladds( phys->rb.v, jumpdir, force, phys->rb.v ); - phys->jump = 0.0f; - - player.jump_time = vg_time; - 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_jumps[rand()%4] ); + audio_player_playclip( &audio_player_extra, &audio_splash ); audio_unlock(); + + player_kill(); } } - else - { - player_physics_control_air(); - } - if( !phys->jump_charge ) + v3f prevco; + v3_copy( phys->rb.co, prevco ); + + if( phys->on_board ) { - phys->jump -= k_jump_charge_speed * ktimestep; - } - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); -} + rb_ct manifold[72]; + int len = player_update_collision_manifold( manifold ); + int grind_col = player_update_grind_collision( &manifold[len] ); -static void player_save_frame(void) -{ - player.phys_gate_frame = player.phys; -} + static int _grind_col_pre = 0; -static void player_restore_frame(void) -{ - player.phys = player.phys_gate_frame; - rb_update_transform( &player.phys.rb ); -} + if( grind_col ) + { + phys->grind = 1; + v3f up = { 0.0f, 1.0f, 0.0f }; + float angle = v3_dot( phys->rb.up, up ); -static void player_do_motion(void) -{ - struct player_phys *phys = &player.phys; + if( fabsf(angle) < 0.99f ) + { + v3f axis; + v3_cross( phys->rb.up, up, axis ); - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + v4f correction; + q_axis_angle( correction, axis, + VG_TIMESTEP_FIXED * 10.0f * acosf(angle) ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } - if( phys->on_board ) - player_physics(); + 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) ); + + player_physics_control_passive(); + + if( grind_col ) + { + phys->in_air = 0; + player_physics_control_grind(); + } + else + { + if( phys->in_air ) + player_physics_control_air(); + else + player_physics_control(); + } + + player_integrate(); + } else player_walk_physics(); - /* Integrate velocity */ - v3f prevco; - v3_copy( phys->rb.co, prevco ); - apply_gravity( phys->rb.v, ktimestep ); - v3_muladds( phys->rb.co, phys->rb.v, ktimestep, phys->rb.co ); - /* 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; @@ -626,9 +1289,9 @@ static void player_do_motion(void) /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; if( gate_intersect( gate, phys->rb.co, prevco ) ) @@ -640,6 +1303,15 @@ 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 ); @@ -656,10 +1328,13 @@ static void player_do_motion(void) player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } + player.rewind_length = 0; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 10000; player_save_frame(); audio_lock(); - audio_play_oneshot( &audio_gate_lap, 1.0f ); + audio_play_oneshot( &audio_gate_pass, 1.0f ); audio_unlock(); break; } @@ -668,77 +1343,36 @@ static void player_do_motion(void) rb_update_transform( &phys->rb ); } -/* - * Free camera movement - */ -static void player_mouseview(void) -{ - if( gui_want_mouse() ) - return; - - static v2f mouse_last, - view_vel = { 0.0f, 0.0f }; - - 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, 0.001f, view_vel ); - } - - v2_muladds( view_vel, - (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 0.05f, view_vel ); - v2_muls( view_vel, 0.93f, 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 ); -} - -static void player_freecam(void) +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( player.camera, lookdir, lookdir ); - m3x3_mulv( player.camera, 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 }; - if( vg_get_button( "forward" ) ) - v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel ); - if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); - if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); + + 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 ); } -static void player_camera_update(void) +VG_STATIC int kill_player( int argc, char const *argv[] ) { - /* Update camera matrices */ - v4f qyaw, qpitch, qcam; - q_axis_angle( qyaw, (v3f){ 0.0f, 1.0f, 0.0f }, -player.angles[0] ); - q_axis_angle( qpitch, (v3f){ 1.0f, 0.0f, 0.0f }, -player.angles[1] ); - - q_mul( qyaw, qpitch, qcam ); - q_m3x3( qcam, player.camera ); - - v3_copy( player.camera_pos, player.camera[3] ); - m4x3_invert_affine( player.camera, player.camera_inverse ); + player_kill(); + return 0; } -static int reset_player( int argc, char const *argv[] ) +VG_STATIC int reset_player( int argc, char const *argv[] ) { struct player_phys *phys = &player.phys; struct respawn_point *rp = NULL, *r; @@ -780,6 +1414,13 @@ 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; @@ -788,10 +1429,22 @@ static int reset_player( int argc, char const *argv[] ) player.is_dead = 0; + m3x3f the_long_way; + q_m3x3( rp->q, the_long_way ); + + v3f delta = {1.0f,0.0f,0.0f}; + m3x3_mulv( the_long_way, delta, delta ); + + 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 ); v3_zero( phys->rb.v ); - + phys->vswitch = 1.0f; phys->slip_last = 0.0f; phys->in_air = 1;