X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=73bad63d3c1c5a45d2040938a4c22115b8970035;hb=5430d708f058626a6c8fed7dd2aa8ba5f0a06c84;hp=9d58e17dfa7196147b7ead3cc944a677c4dfbe09;hpb=2a6a779a1ad3f1a781e2437732bc62055096439e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 9d58e17..73bad63 100644 --- a/player_physics.h +++ b/player_physics.h @@ -1,892 +1,91 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ +#define PLAYER_PHYSICS_H #ifndef PLAYER_PHYSICS_H #define PLAYER_PHYSICS_H #include "player.h" #include "camera.h" -VG_STATIC void apply_gravity( v3f vel, float const timestep ) -{ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( vel, gravity, timestep, vel ); -} - -/* - * Called when launching into the air to predict and adjust trajectories - */ -VG_STATIC void player_start_air(void) -{ - struct player_phys *phys = &player.phys; - - if( phys->in_air ) - return; - - phys->in_air = 1; - - 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; - - m3x3_identity( phys->vr ); - - for( int m=-3;m<=12; m++ ) - { - 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 ); - - for( int i=0; i<50; i++ ) - { - 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); - - 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)); - - /* Bias prediction towords ramps */ - if( ray_hit_material( &contact )->info.flags - & k_material_flag_skate_surface ) - { - land_delta *= 0.1f; - scolour |= 0x0000a000; - } - - if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) ) - { - best_velocity_delta = land_delta; - - 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 ); - } - - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; - - player.land_log_count ++; - - break; - } - } - } -} - -/* - * Main friction interface model - */ -VG_STATIC void player_physics_control(void) -{ - struct player_phys *phys = &player.phys; - - /* - * Computing localized friction forces for controlling the character - * Friction across X is significantly more than Z - */ - - v3f vel; - m3x3_mulv( phys->rb.to_local, phys->rb.v, vel ); - float slip = 0.0f; - - if( fabsf(vel[2]) > 0.01f ) - slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]); - - if( fabsf( slip ) > 1.2f ) - slip = vg_signf( slip ) * 1.2f; - phys->slip = slip; - phys->reverse = -vg_signf(vel[2]); - - float substep = VG_TIMESTEP_FIXED * 0.2f; - -#if 0 - float fwd_resistance = vg_get_button( "break" )? 5.0f: k_friction_resistance; -#else - float fwd_resistance = k_friction_resistance; -#endif - - 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); - } - - if( player.input_jump->button.value ) - { - phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed; - - if( !phys->jump_charge ) - phys->jump_dir = phys->reverse > 0.0f? 1: 0; - - phys->jump_charge = 1; - } - - 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.phys.pushing = 1.0f; - player.phys.push_time = vg.time - player.phys.start_push; - - 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 ); - - new_vel -= vg_minf(current, k_max_push_speed); - vel[2] -= new_vel * phys->reverse; - } - - /* Pumping */ - static float previous = 0.0f; - float delta = previous - phys->grab, - pump = delta * k_pump_force * VG_TIMESTEP_FIXED; - previous = phys->grab; - - v3f p1; - v3_muladds( phys->rb.co, phys->rb.up, pump, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); - - vel[1] += pump; - - 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; - - phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; -} - -/* - * Air control, no real physics - */ -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 ); - - ray_hit hit; - - /* - * Prediction - */ - float pstep = VG_TIMESTEP_FIXED * 10.0f; - - v3f pco, pco1, pv; - v3_copy( phys->rb.co, pco ); - v3_copy( phys->rb.v, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; - - for( int i=0; i<50; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( phys->vr_pstep, pv, pv ); - apply_gravity( pv, pstep ); - 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); - - float orig_dist = contact.dist; - 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 ); - - 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)*(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; - } - - 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("grabh"), vg_get_axis("grabv") }, - phys->grab, target ); -#endif -} - -VG_STATIC void player_walk_update_collision(void) -{ - struct player_phys *phys = &player.phys; - float h0 = 0.3f, - h1 = 0.9f; - - 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] ); - 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); -/* - * 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 ); - - 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; - - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; - v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; - - v2f walk = { player.input_walkh->axis.value, - player.input_walkv->axis.value }; - - 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; in, (v3f){0.0f,1.0f,0.0f} ) > 0.5f ) - phys->in_air = 0; - } - - for( int j=0; j<5; j++ ) - { - for( int i=0; irb.v, ct->n ); - vn += ct->bias; - - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; - - v3f impulse; - v3_muls( ct->n, vn, impulse ); - - 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 ); - } - } - } - - player_integrate(); - } - else - { - player.walk = v2_length( walk ); - - if( player.input_walk->button.value ) - v2_muls( walk, 0.5f, walk ); - - v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); - - v3f walk_apply; - v3_zero( walk_apply ); - - /* 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 ); - - /* 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 ); - - 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 ); - - /* jump */ - if( player.input_jump->button.value ) - { - phys->rb.v[1] = 5.0f; - phys->in_air = 1; - return; - } - - /* 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]; - - 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; - } -} - -/* - * Physics collision detection, and control - */ -VG_STATIC void player_physics(void) +VG_STATIC int player_collide_sphere( rigidbody *rb, rb_ct *manifold ) { - struct player_phys *phys = &player.phys; - /* - * Update collision fronts - */ - - 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*0.2f; - - 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 ); - - rb_ct manifold[64]; +#if 0 int len = 0; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); - - /* - * 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 ); - } - } - - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; - - if( !len ) - { - player_start_air(); - } - else - { - for( int i=0; irb.v, surface_avg ) > 0.5f ) - { - player_start_air(); - } - else - { - phys->in_air = 0; - } - } - - for( int j=0; j<5; j++ ) + len = rb_sphere_scene( rb, &world.rb_geo, manifold ); + rb_manifold_filter_coplanar( manifold, len, 0.05f ); + if( len > 1 ) { - for( int i=0; ico, phys->rb.co, delta ); - v3_cross( phys->rb.w, delta, dv ); - v3_add( phys->rb.v, dv, dv ); - - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; - - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; - - v3f impulse; - v3_muls( ct->n, vn, impulse ); - - if( fabsf(v3_dot( impulse, phys->rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, phys->rb.up )) > 50.0f ) - { - player_kill(); - return; - } - - v3_add( impulse, phys->rb.v, phys->rb.v ); - v3_cross( delta, impulse, impulse ); - - /* - * W Impulses are limited to the Y and X axises, we don't really want - * roll angular velocities being included. - * - * Can also tweak the resistance of each axis here by scaling the wx,wy - * components. - */ - - float wy = v3_dot( phys->rb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.5f; - - 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 = 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 ) - { - /* 20/10/22: make this only go axisways instead, may effect velocities. */ - - v3f projected, axis; - - 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 ); - } - - float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; - v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); - - player_physics_control(); - - 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(); - } + rb_manifold_filter_backface( manifold, len ); + rb_manifold_filter_joint_edges( manifold, len, 0.05f ); + rb_manifold_filter_pairs( manifold, len, 0.05f ); } + int new_len = rb_manifold_apply_filtered( manifold, len ); + if( len && !new_len ) + len = 1; else - { - player_physics_control_air(); - } + len = new_len; - if( !phys->jump_charge ) - { - phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; - } + return len; +#endif - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); + return 0; } -VG_STATIC void player_save_frame(void) -{ - player.phys_gate_frame = player.phys; -} - -VG_STATIC void player_restore_frame(void) +#if 0 +VG_STATIC void apply_gravity( v3f vel, float const timestep ) { - player.phys = player.phys_gate_frame; - rb_update_transform( &player.phys.rb ); + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( vel, gravity, timestep, vel ); } 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 ); } - -VG_STATIC void player_do_motion(void) -{ - struct player_phys *phys = &player.phys; - - if( world.water.enabled ) - { - if( (phys->rb.co[1] < 0.0f) && !player.is_dead ) - { - 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_splash ); - audio_unlock(); - - player_kill(); - } - } - - - v3f prevco; - v3_copy( phys->rb.co, prevco ); - - if( phys->on_board ) - { - player_physics(); - player_integrate(); - } - else - player_walk_physics(); - - - /* Real angular velocity integration */ - v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w ); - if( v3_length2( phys->rb.w ) > 0.0f ) - { - v4f rotation; - v3f axis; - v3_copy( phys->rb.w, axis ); - - float mag = v3_length( axis ); - v3_divs( axis, mag, axis ); - q_axis_angle( rotation, axis, mag*k_rb_delta ); - q_mul( rotation, phys->rb.q, phys->rb.q ); - } - - /* Faux angular velocity */ - v4f rotate; - - float lerpq = phys->in_air? 0.04f: 0.3f; - phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq ); - - q_axis_angle( rotate, phys->rb.up, phys->siY ); - q_mul( rotate, phys->rb.q, phys->rb.q ); - phys->iY = 0.0f; - - /* - * Gate intersection, by tracing a line over the gate planes - */ - for( int i=0; igate; - - if( gate_intersect( gate, phys->rb.co, prevco ) ) - { - m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co ); - 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 ); - m3x3_mulv( gate->transport, phys->m, phys->m ); - m3x3_mulv( gate->transport, phys->bob, phys->bob ); - - v4f transport_rotation; - m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, phys->rb.q, phys->rb.q ); - - world_routes_activate_gate( i ); - - if( !phys->on_board ) - { - v3f fwd_dir = {cosf(player.angles[0]), - 0.0f, - sinf(player.angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - - 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_pass, 1.0f ); - audio_unlock(); - break; - } - } - - rb_update_transform( &phys->rb ); -} +#endif 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; struct respawn_point *rp = NULL, *r; if( argc == 1 ) @@ -912,7 +111,7 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) for( int i=0; ico, phys->rb.co ); + float d = v3_dist2( r->co, player.co ); vg_info( "Dist %s : %f\n", r->name, d ); if( d < min_dist ) @@ -926,6 +125,10 @@ 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.co[0], + player.co[1], + player.co[2] ); + if( !world.spawn_count ) return 0; @@ -939,27 +142,30 @@ 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] ); - - - 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; - phys->on_board = 0; - m3x3_identity( phys->vr ); + if( !freecam ) + { + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); + } + + player.controller = k_player_controller_walk; + /* TODO: trigger controller slurp */ - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - rb_update_transform( &phys->rb ); 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 ); + } + } +} + #endif /* PLAYER_PHYSICS_H */