X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=90ea030a7bd2adab89cd6dc61a9de61155b32f93;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=b3cd9d5832699d675a617c2e3e679212a3bf3f1a;hpb=da929c58442de91be106438ebf2f2daabf7f2430;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index b3cd9d5..90ea030 100644 --- a/player_physics.h +++ b/player_physics.h @@ -6,8 +6,9 @@ #define PLAYER_PHYSICS_H #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 ); @@ -16,7 +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; @@ -113,7 +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; @@ -135,13 +136,17 @@ static void player_physics_control(void) phys->reverse = -vg_signf(vel[2]); float substep = VG_TIMESTEP_FIXED * 0.2f; - float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep; + +#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 ); - 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( vg_get_button( "jump" ) ) @@ -154,14 +159,16 @@ static void player_physics_control(void) phys->jump_charge = 1; } - static int push_button_last = 0; - int push_button = vg_get_button( "push" ); - push_button_last = push_button; - - if( push_button && !push_button_last ) + static int push_thresh_last = 0; + float push_amt = vg_get_axis( "walk/push" ) * 0.5f + 0.5f; + int push_thresh = push_amt>0.15f? 1: 0; + + if( push_thresh && !push_thresh_last ) player.phys.start_push = vg.time; - if( !vg_get_button("break") && vg_get_button( "push" ) ) + push_thresh_last = push_thresh; + + if( !vg_get_button("break") && push_thresh ) { player.phys.pushing = 1.0f; player.phys.push_time = vg.time - player.phys.start_push; @@ -190,7 +197,7 @@ static void player_physics_control(void) m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - float steer = vg_get_axis( "horizontal" ), + float steer = vg_get_axis( "lookh" ), steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; phys->iY -= steer_scaled * VG_TIMESTEP_FIXED; @@ -199,7 +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; @@ -250,7 +257,8 @@ static void player_physics_control_air(void) if( angle < 0.99f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) ); + q_axis_angle( correction, axis, + acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED ); q_mul( correction, phys->rb.q, phys->rb.q ); } @@ -260,9 +268,9 @@ static void player_physics_control_air(void) time_to_impact += pstep; } - phys->iY -= vg_get_axis( "horizontal" ) * k_steer_air * VG_TIMESTEP_FIXED; + phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED; { - float iX = vg_get_axis( "vertical" ) * + float iX = vg_get_axis( "lookv" ) * phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; static float siX = 0.0f; @@ -274,7 +282,7 @@ static void player_physics_control_air(void) } v2f target = {0.0f,0.0f}; - v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, + v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") }, phys->grab, target ); } @@ -282,7 +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, @@ -373,13 +381,12 @@ static void player_walk_physics(void) 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("grabl")*0.5f + 0.5f - move_dead; + player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f ); - if( move > 0.0f ) + if( player.walk > 0.025f ) { - float move_norm = move * (1.0f/(1.0f-move_dead)), - speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ), + float + speed = vg_lerpf( 0.025f*k_runspeed, k_runspeed, player.walk ), amt = k_walk_accel * VG_TIMESTEP_FIXED, zvel = v3_dot( phys->rb.v, forward_dir ), new_vel = vg_minf( zvel + amt, speed ), @@ -389,17 +396,6 @@ static void player_walk_physics(void) { 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, - walk_adv = vg_lerpf( walk_norm,run_norm,move_norm ); - - player.walk_timer += walk_adv * VG_TIMESTEP_FIXED; - } - else - { - player.walk_timer = 0.0f; } if( !phys->in_air ) @@ -412,7 +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; /* @@ -469,7 +465,9 @@ static void player_physics(void) player_start_air(); } else + { phys->in_air = 0; + } } for( int j=0; j<5; j++ ) @@ -519,12 +517,13 @@ static void player_physics(void) } } - float grabt = vg_get_axis( "grabr" )*0.5f+0.5f; + float grabt = vg_get_axis( "grab" )*0.5f+0.5f; phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); player.phys.pushing = 0.0f; 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 ); @@ -535,9 +534,37 @@ static void player_physics(void) if( angle < 0.999f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); + 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 ); @@ -570,7 +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(); } } @@ -588,18 +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; @@ -657,9 +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 ) ) @@ -687,6 +714,9 @@ static void player_do_motion(void) 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(); @@ -702,9 +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, @@ -722,15 +752,12 @@ static void player_mouseview(void) v2_muladds( view_vel, delta, 0.06f*vg.time_delta, view_vel ); } - v2_muladds( view_vel, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, - 3.0f * vg.time_delta, view_vel ); - v2_muls( view_vel, 1.0f-4.2f*vg.time_delta, 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 ); } -static void player_freecam(void) +VG_STATIC void player_freecam(void) { player_mouseview(); @@ -738,8 +765,8 @@ static void player_freecam(void) 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( camera_mtx, lookdir, lookdir ); + m3x3_mulv( camera_mtx, sidedir, sidedir ); static v3f move_vel = { 0.0f, 0.0f, 0.0f }; if( vg_get_button( "forward" ) ) @@ -755,21 +782,7 @@ static void player_freecam(void) v3_add( move_vel, player.camera_pos, player.camera_pos ); } -static void player_camera_update(void) -{ - /* 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 ); -} - -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;