X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=73bad63d3c1c5a45d2040938a4c22115b8970035;hb=5430d708f058626a6c8fed7dd2aa8ba5f0a06c84;hp=f71568bb0fa242848fa3348f755beb21e9e1ac5f;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index f71568b..73bad63 100644 --- a/player_physics.h +++ b/player_physics.h @@ -1,753 +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" -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 - */ -static void player_start_air(void) -{ - struct player_phys *phys = &player.phys; - - if( phys->in_air ) - return; - - phys->in_air = 1; - - float pstep = ktimestep*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_is_ramp( &contact ) ) - { - 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 - */ -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 = ktimestep * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; - - 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 ); - } - - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - - if( vg_get_button( "jump" ) ) - { - phys->jump += ktimestep * k_jump_charge_speed; - - if( !phys->jump_charge ) - phys->jump_dir = phys->reverse > 0.0f? 1: 0; - - phys->jump_charge = 1; - } - - if( !vg_get_button("break") && vg_get_button( "push" ) ) - { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; - - float cycle_time = player.push_time*k_push_cycle_rate, - amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, - 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*ktimestep; - 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; +VG_STATIC void player_integrate(void); - - 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; -} - -/* - * Air control, no real physics - */ -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 = ktimestep*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)*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; - { - float iX = vg_get_axis( "vertical" ) * - phys->reverse * k_steer_air * limiter * ktimestep; - - 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 ); - } - - v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - phys->grab, target ); -} - -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -static void player_walk_physics(void) +VG_STATIC int player_collide_sphere( rigidbody *rb, rb_ct *manifold ) { - 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 ); - 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 ); - - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); - - 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 ); - - rb_presolve_contacts( manifold, len ); - - 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; 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 ); - } - } - } - - 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] ); - - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; - - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); - - float move_dead = 0.1f, - move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; - - 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 ); - - v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); - - /* 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 ); + 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.walk_timer = 0.0f; - } + len = new_len; - phys->rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); - phys->rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); -} + return len; +#endif -/* - * Physics collision detection, and control - */ -static void player_physics(void) -{ - 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]; - 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}; - - 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++ ) - { - 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 = 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 ); - - if( angle < 0.999f ) - { - v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, phys->rb.q, phys->rb.q ); - } - - v3_muladds( phys->rb.v, phys->rb.up, - -k_downforce*ktimestep, 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()%4] ); - audio_unlock(); - } - } - else - { - player_physics_control_air(); - } - - if( !phys->jump_charge ) - { - phys->jump -= k_jump_charge_speed * ktimestep; - } - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); + return 0; } -static void player_save_frame(void) +#if 0 +VG_STATIC void apply_gravity( v3f vel, float const timestep ) { - player.phys_gate_frame = player.phys; -} - -static void player_restore_frame(void) -{ - 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 ); } -static void player_do_motion(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 ); - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); - - 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(); - } - - if( phys->on_board ) - player_physics(); - 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 ); - 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_save_frame(); - - audio_lock(); - audio_play_oneshot( &audio_gate_pass, 1.0f ); - audio_unlock(); - break; - } - } - - 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 ); + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); + v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); } +#endif -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; if( argc == 1 ) @@ -773,7 +111,7 @@ 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 ) @@ -787,6 +125,10 @@ 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; @@ -795,22 +137,35 @@ static int reset_player( int argc, char const *argv[] ) player.is_dead = 0; - v4_copy( rp->q, phys->rb.q ); - v3_copy( rp->co, phys->rb.co ); - v3_zero( phys->rb.v ); + m3x3f the_long_way; + q_m3x3( rp->q, the_long_way ); - phys->vswitch = 1.0f; - phys->slip_last = 0.0f; - phys->in_air = 1; - phys->on_board = 0; - m3x3_identity( phys->vr ); - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; + v3f delta = {1.0f,0.0f,0.0f}; + m3x3_mulv( the_long_way, delta, delta ); - rb_update_transform( &phys->rb ); + 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_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 */