X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=6afc1b2c43b0f3e1cf560e83ca1baceb9836a05b;hb=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;hp=e49c4d83434edf3a512982014a9dc8410df6259e;hpb=ac4a2a0176bd9261b114003ee2c5a66bcf2676f3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index e49c4d8..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 ) { @@ -860,13 +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 ); @@ -959,7 +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 ++; @@ -995,11 +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 ) { @@ -1019,7 +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) @@ -1081,6 +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 ); } @@ -1228,6 +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 ); @@ -1386,6 +1652,10 @@ 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; } @@ -1403,4 +1673,43 @@ VG_STATIC void reset_player_poll( int argc, char const *argv[] ) } } +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 */