X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=90ea030a7bd2adab89cd6dc61a9de61155b32f93;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=4a2add1b906fdd76f069c337aebdee1629157e48;hpb=5af2a88b715579036a6c49397588ffe2e04400e1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 4a2add1..90ea030 100644 --- a/player_physics.h +++ b/player_physics.h @@ -8,7 +8,7 @@ #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 ); @@ -17,7 +17,7 @@ static void apply_gravity( v3f vel, float const timestep ) /* * Called when launching into the air to predict and adjust trajectories */ -static void player_start_air(void) +VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; @@ -114,7 +114,7 @@ static void player_start_air(void) /* * Main friction interface model */ -static void player_physics_control(void) +VG_STATIC void player_physics_control(void) { struct player_phys *phys = &player.phys; @@ -206,7 +206,7 @@ static void player_physics_control(void) /* * 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; @@ -290,7 +290,7 @@ static void player_physics_control_air(void) * Entire Walking physics model * TODO: sleep when under certain velotiy */ -static void player_walk_physics(void) +VG_STATIC void player_walk_physics(void) { struct player_phys *phys = &player.phys; rigidbody *rbf = &player.collide_front, @@ -408,7 +408,7 @@ static void player_walk_physics(void) /* * Physics collision detection, and control */ -static void player_physics(void) +VG_STATIC void player_physics(void) { struct player_phys *phys = &player.phys; /* @@ -465,7 +465,9 @@ static void player_physics(void) player_start_air(); } else + { phys->in_air = 0; + } } for( int j=0; j<5; j++ ) @@ -521,6 +523,7 @@ static void player_physics(void) if( !phys->in_air ) { +#if 0 v3f axis; float angle = v3_dot( phys->rb.up, surface_avg ); v3_cross( phys->rb.up, surface_avg, axis ); @@ -534,6 +537,34 @@ static void player_physics(void) q_axis_angle( correction, axis, acosf(angle)*18.0f*VG_TIMESTEP_FIXED ); q_mul( correction, phys->rb.q, phys->rb.q ); } +#else + + /* 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 ); + } + + +#endif float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); @@ -566,7 +597,7 @@ static void player_physics(void) 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_jumps[rand()%2] ); audio_unlock(); } } @@ -584,18 +615,18 @@ static void player_physics(void) phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } -static void player_save_frame(void) +VG_STATIC void player_save_frame(void) { player.phys_gate_frame = player.phys; } -static void player_restore_frame(void) +VG_STATIC void player_restore_frame(void) { player.phys = player.phys_gate_frame; rb_update_transform( &player.phys.rb ); } -static void player_do_motion(void) +VG_STATIC void player_do_motion(void) { struct player_phys *phys = &player.phys; @@ -653,9 +684,9 @@ 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 ) ) @@ -684,6 +715,7 @@ static void player_do_motion(void) } player.rewind_length = 0; + player.rewind_total_length = 0.0f; player.rewind_incrementer = 10000; player_save_frame(); @@ -700,9 +732,9 @@ static void player_do_motion(void) /* * Free camera movement */ -static void player_mouseview(void) +VG_STATIC void player_mouseview(void) { - if( gui_want_mouse() ) + if( ui_want_mouse() ) return; static v2f mouse_last, @@ -725,7 +757,7 @@ static void player_mouseview(void) 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(); @@ -750,7 +782,7 @@ static void player_freecam(void) v3_add( move_vel, player.camera_pos, player.camera_pos ); } -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;