X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=6afc1b2c43b0f3e1cf560e83ca1baceb9836a05b;hb=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;hp=a2aabff741f946f4ddd37d1471bde817f60e78a3;hpb=02e138a27fd43ed09bc1869691a8a3a4224d0132;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index a2aabff..6afc1b2 100644 --- a/player_physics.h +++ b/player_physics.h @@ -356,14 +356,11 @@ VG_STATIC void player_physics_control(void) phys->slip = slip; phys->reverse = -vg_signf(vel[2]); - float substep = VG_TIMESTEP_FIXED * 0.2f; + float substep = VG_TIMESTEP_FIXED; 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*substep); - 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); if( player.input_jump->button.value ) { @@ -406,6 +403,59 @@ VG_STATIC void player_physics_control(void) steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; + + + /* + * EXPERIMENTAL + * =============================================== + */ +#if 0 + v3f cog_ideal, diff; + + v3_muladds( phys->rb.co, phys->rb.up, 1.0f-grab, cog_ideal ); + v3_sub( cog_ideal, phys->cog, diff ); + + /* temp */ + if( v3_length2( diff ) > 20.0f*20.0f ) + v3_copy( cog_ideal, phys->cog ); + else + { + float rate_lat = k_cog_spring_lat * VG_TIMESTEP_FIXED, + rate_vert = k_cog_spring_vert * VG_TIMESTEP_FIXED, + vert_amt = v3_dot( diff, phys->rb.up ); + + /* Split into vert/lat springs */ + v3f diff_vert, diff_lat; + v3_muladds( diff, phys->rb.up, -vert_amt, diff_lat ); + v3_muls( phys->rb.up, vert_amt, diff_vert ); + + + if( diff[1] > 0.0f ) + rate_vert *= k_cog_boost_multiplier; + + float ap_a = k_cog_mass_ratio, + ap_b = -(1.0f-k_cog_mass_ratio); + + v3_muladds( phys->cog_v, diff_lat, rate_lat * ap_a, phys->cog_v ); + v3_muladds( phys->cog_v, diff_vert, rate_vert * ap_a, phys->cog_v ); + + //v3_muladds( phys->rb.v, diff_lat, rate_lat * ap_b, phys->rb.v ); + v3_muladds( phys->rb.v, diff_vert, rate_vert * ap_b, phys->rb.v ); + + /* dampen */ + v3_muls( phys->cog_v, 1.0f-(VG_TIMESTEP_FIXED*k_cog_damp), phys->cog_v ); + + /* integrate */ + v3_muladds( phys->cog, phys->cog_v, VG_TIMESTEP_FIXED, phys->cog ); + } + + + /* + * EXPERIMENTAL + * =============================================== + */ +#endif + if( !phys->jump_charge && phys->jump > 0.2f ) { @@ -577,7 +627,7 @@ VG_STATIC void player_physics_control_air(void) #endif } -VG_STATIC void player_walk_update_collision(void) +VG_STATIC void player_walk_collider_configuration(void) { struct player_phys *phys = &player.phys; float h0 = 0.3f, @@ -597,6 +647,32 @@ VG_STATIC void player_walk_update_collision(void) rb_update_bounds( rbb ); } +VG_STATIC void player_regular_collider_configuration(void) +{ + struct player_phys *phys = &player.phys; + + /* Standard ground configuration */ + 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 ); + + player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f ); + 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] ); + m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, 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 ) @@ -632,10 +708,7 @@ VG_STATIC void player_walk_stepdown(void) } } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ +VG_STATIC int player_update_collision_manifold( rb_ct *manifold ); VG_STATIC void player_walk_physics(void) { struct player_phys *phys = &player.phys; @@ -665,9 +738,7 @@ VG_STATIC void player_walk_physics(void) if( phys->in_air ) { - player_walk_update_collision(); - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); + player_walk_collider_configuration(); /* allow player to accelerate a bit */ v3f walk_3d; @@ -683,9 +754,7 @@ VG_STATIC void player_walk_physics(void) 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 ); + len = player_update_collision_manifold( manifold ); rb_presolve_contacts( manifold, len ); for( int i=0; irb.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 ); + player_walk_collider_configuration(); + len = player_update_collision_manifold( manifold ); v3f dt; v3_zero( dt ); - for( int j=0; j<3; j++ ) + for( int j=0; j<8; 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 ); + float resolved_amt = v3_dot( ct->n, dt ), + remaining = (ct->p-k_penetration_slop) - resolved_amt, + apply = vg_maxf( remaining, 0.0f ) * 0.3f; + + v3_muladds( dt, ct->n, apply, dt ); } } v3_add( dt, phys->rb.co, phys->rb.co ); + v3_add( dt, walk_apply, walk_measured ); + v3_divs( walk_measured, VG_TIMESTEP_FIXED, phys->rb.v ); + if( len ) { struct world_material *surface_mat = world_contact_material(manifold); @@ -800,58 +867,6 @@ VG_STATIC void player_walk_physics(void) /* 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; 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 } } @@ -895,13 +910,17 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact ) c0, c1, k_r ); +#if 0 vg_line( p0, p1, 0xff0000ff ); +#endif if( closest_edge ) { +#if 0 vg_line_cross( c0, 0xff000000, 0.1f ); vg_line_cross( c1, 0xff000000, 0.1f ); vg_line( c0, c1, 0xff000000 ); +#endif v3f delta; v3_sub( c1, c0, delta ); @@ -939,32 +958,18 @@ 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; - m3x3_copy( phys->rb.to_world, player.collide_front.to_world ); - 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*0.0f; - - m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co ); - v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h, k_board_length}, 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, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); + +#if 0 + phys->rise = vg_lerpf( phys->rise, phys->in_air? -0.25f: 0.0f, + VG_TIMESTEP_FIXED ); +#endif + int len_f = 0, len_b = 0; @@ -996,28 +1001,6 @@ VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) len_b = 1; else len_b = new_len_b; -#if 0 - /* - * Preprocess collision points, and create a surface picture. - * we want contacts that are within our 'capsule's internal line to be - * clamped so that they face the line and do not oppose, to stop the - * player hanging up on stuff - */ - 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)) - { - 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 return len_f + len_b; } @@ -1030,7 +1013,108 @@ VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) v3f surface_avg; v3_zero( surface_avg ); - if( len == 0 ) + /* + * + * EXPERIMENTAL + * ================================================================ + */ + if( phys->in_air ) + player.normal_pressure = 0.0f; + else + player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v ); + + v3f p0_0, p0_1, + p1_0, p1_1, + n0, n1; + float t0, t1; + + float mod = 0.7f * player.input_grab->axis.value + 0.3f, + spring_k = mod * k_spring_force, + damp_K = mod * k_spring_dampener, + disp_k = 0.4f; + + v3_copy( player.collide_front.co, p0_0 ); + v3_copy( player.collide_back.co, p1_0 ); + + v3_muladds( p0_0, phys->rb.up, -disp_k, p0_1 ); + v3_muladds( p1_0, phys->rb.up, -disp_k, p1_1 ); + + int cast0 = spherecast_world( p0_0, p0_1, 0.2f, &t0, n0 ), + cast1 = spherecast_world( p1_0, p1_1, 0.2f, &t1, n1 ); + + v3f animp0, animp1; + + m4x3f temp; + m3x3_copy( phys->rb.to_world, temp ); + if( cast0 != -1 ) + { + v3_lerp( p0_0, p0_1, t0, temp[3] ); + v3_copy( temp[3], animp0 ); + debug_sphere( temp, 0.2f, VG__PINK ); + + v3f F, delta; + v3_sub( p0_0, phys->rb.co, delta ); + + float displacement = vg_clampf( 1.0f-t0, 0.0f, 1.0f ), + damp = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) ); + v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta - + damp*damp_K*k_rb_delta, F ); + + v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v ); + + /* Angular velocity */ + v3f wa; + v3_cross( delta, F, wa ); + v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w ); + } + else + v3_copy( p0_1, animp0 ); + + if( cast1 != -1 ) + { + v3_lerp( p1_0, p1_1, t1, temp[3] ); + v3_copy( temp[3], animp1 ); + debug_sphere( temp, 0.2f, VG__PINK ); + + v3f F, delta; + v3_sub( p1_0, phys->rb.co, delta ); + + float displacement = vg_clampf( 1.0f-t1, 0.0f, 1.0f ), + damp = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) ); + v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta - + damp*damp_K*k_rb_delta, F ); + + v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v ); + + /* Angular velocity */ + v3f wa; + v3_cross( delta, F, wa ); + v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w ); + } + else + v3_copy( p1_1, animp1 ); + + v3f animavg, animdelta; + v3_add( animp0, animp1, animavg ); + v3_muls( animavg, 0.5f, animavg ); + + v3_sub( animp1, animp0, animdelta ); + v3_normalize( animdelta ); + + m4x3_mulv( phys->rb.to_local, animavg, player.board_offset ); + + float dx = -v3_dot( animdelta, phys->rb.forward ), + dy = v3_dot( animdelta, phys->rb.up ); + + float angle = -atan2f( dy, dx ); + q_axis_angle( player.board_rotation, (v3f){ 1.0f, 0.0f, 0.0f }, angle ); + + /* + * ================================================================ + * EXPERIMENTAL + */ + + if( len == 0 && !((cast0 !=-1)&&(cast1!=-1)) ) { phys->lift_frames ++; @@ -1066,11 +1150,13 @@ VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) float angle = v3_dot( phys->rb.up, projected ); v3_cross( phys->rb.up, projected, axis ); +#if 0 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 ); +#endif if( fabsf(angle) < 0.999f ) { @@ -1090,7 +1176,106 @@ VG_STATIC void player_collision_response( rb_ct *manifold, int len ) { struct player_phys *phys = &player.phys; - for( int j=0; j<5; j++ ) + /* + * EXPERIMENTAL + * =============================================== + */ + +#if 0 + player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v ); + + { + float ideal = 1.0f-player.input_grab->axis.value, + diff = phys->spring - ideal, + Fspring = -k_cog_spring_lat * diff, + Fdamp = -k_cog_damp * phys->springv, + F = (Fspring + Fdamp) * k_rb_delta; + + phys->springv += F; + phys->spring += phys->springv * k_rb_delta; + + if( phys->springv > 0.0f ) + v3_muladds( phys->rb.v, phys->rb.up, F*k_cog_spring_vert, phys->rb.v ); + + if( phys->in_air ) + player.normal_pressure = 0.0f; + else + player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v ); + } +#endif + + if( player.input_grab->axis.value > 0.5f ) + { + if( !phys->in_air ) + { + /* Throw */ + v3_muls( phys->rb.up, k_mmthrow_scale, phys->throw_v ); + } + } + else + { + /* Collect */ + float doty = v3_dot( phys->rb.up, phys->throw_v ); + + v3f Fl, Fv; + v3_muladds( phys->throw_v, phys->rb.up, -doty, Fl ); + + if( !phys->in_air ) + { + v3_muladds( phys->rb.v, Fl, k_mmcollect_lat, phys->rb.v ); + v3_muladds( phys->throw_v, Fl, -k_mmcollect_lat, phys->throw_v ); + } + + v3_muls( phys->rb.up, -doty, Fv ); + v3_muladds( phys->rb.v, Fv, k_mmcollect_vert, phys->rb.v ); + v3_muladds( phys->throw_v, Fv, k_mmcollect_vert, phys->throw_v ); + + v3_copy( Fl, player.debug_mmcollect_lat ); + v3_copy( Fv, player.debug_mmcollect_vert ); + } + + /* Decay */ + if( v3_length2( phys->throw_v ) > 0.0001f ) + { + v3f dir; + v3_copy( phys->throw_v, dir ); + v3_normalize( dir ); + + float max = v3_dot( dir, phys->throw_v ), + amt = vg_minf( k_mmdecay * k_rb_delta, max ); + + v3_muladds( phys->throw_v, dir, -amt, phys->throw_v ); + } + + + /* TODO: RElocate */ + { + + v3f ideal_cog, ideal_diff; + v3_muladds( phys->rb.co, phys->rb.up, + 1.0f-player.input_grab->axis.value, ideal_cog ); + v3_sub( ideal_cog, phys->cog, ideal_diff ); + + /* Apply velocities */ + v3f rv; + v3_sub( phys->rb.v, phys->cog_v, rv ); + + v3f F; + v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F ); + v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); + + float ra = k_cog_mass_ratio, + rb = 1.0f-k_cog_mass_ratio; + + v3_muladds( phys->cog_v, F, -rb, phys->cog_v ); + } + + /* + * EXPERIMENTAL + * =============================================== + */ + + for( int j=0; j<10; j++ ) { for( int i=0; irb.w, phys->rb.right, wx, phys->rb.w ); } } + + /* early integrate this */ + phys->cog_v[1] += -9.8f * k_rb_delta; + v3_muladds( phys->cog, phys->cog_v, k_rb_delta, phys->cog ); } VG_STATIC void player_save_frame(void) @@ -1152,6 +1341,10 @@ VG_STATIC void player_restore_frame(void) VG_STATIC void player_integrate(void) { struct player_phys *phys = &player.phys; + v3_sub( phys->rb.v, phys->v_last, phys->a ); + v3_muls( phys->a, 1.0f/VG_TIMESTEP_FIXED, phys->a ); + v3_copy( phys->rb.v, phys->v_last ); + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); } @@ -1181,6 +1374,8 @@ VG_STATIC void player_do_motion(void) if( phys->on_board ) { rb_ct manifold[72]; + + player_regular_collider_configuration(); int len = player_update_collision_manifold( manifold ); int grind_col = player_update_grind_collision( &manifold[len] ); @@ -1297,6 +1492,8 @@ VG_STATIC void player_do_motion(void) if( gate_intersect( gate, phys->rb.co, prevco ) ) { m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co ); + m4x3_mulv( gate->transport, phys->cog, phys->cog ); + m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v ); m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v ); m3x3_mulv( gate->transport, phys->vl, phys->vl ); m3x3_mulv( gate->transport, phys->v_last, phys->v_last ); @@ -1366,6 +1563,12 @@ VG_STATIC void player_freecam(void) 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; @@ -1428,10 +1631,12 @@ 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 ); @@ -1447,8 +1652,64 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) player.mdl.shoes[1] = 1; rb_update_transform( &phys->rb ); + + v3_add( phys->rb.up, phys->rb.co, phys->cog ); + v3_zero( phys->cog_v ); + player_save_frame(); return 1; } +VG_STATIC void reset_player_poll( int argc, char const *argv[] ) +{ + if( argc == 1 ) + { + for( int i=0; iname, argv[argc-1], 0 ); + } + } +} + +VG_STATIC void player_physics_gui(void) +{ + return; + + vg_uictx.cursor[0] = 0; + vg_uictx.cursor[1] = vg.window_y - 128; + vg_uictx.cursor[3] = 14; + ui_fill_x(); + + char buf[128]; + + snprintf( buf, 127, "v: %6.3f %6.3f %6.3f\n", player.phys.rb.v[0], + player.phys.rb.v[1], + player.phys.rb.v[2] ); + + ui_text( vg_uictx.cursor, buf, 1, 0 ); + vg_uictx.cursor[1] += 14; + + + snprintf( buf, 127, "a: %6.3f %6.3f %6.3f (%6.3f)\n", player.phys.a[0], + player.phys.a[1], + player.phys.a[2], + v3_length(player.phys.a)); + ui_text( vg_uictx.cursor, buf, 1, 0 ); + vg_uictx.cursor[1] += 14; + + float normal_acceleration = v3_dot( player.phys.a, player.phys.rb.up ); + snprintf( buf, 127, "Normal acceleration: %6.3f\n", normal_acceleration ); + + ui_text( vg_uictx.cursor, buf, 1, 0 ); + vg_uictx.cursor[1] += 14; + + snprintf( buf, 127, "Normal Pressure: %6.3f\n", player.normal_pressure ); + ui_text( vg_uictx.cursor, buf, 1, 0 ); + vg_uictx.cursor[1] += 14; + + +} + #endif /* PLAYER_PHYSICS_H */