X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=90ea030a7bd2adab89cd6dc61a9de61155b32f93;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=baaa70e919a0328ec6760fc077101c33943c9787;hpb=2ca677a0ec9d00db46a8b97bec30dbea8280a79b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index baaa70e..90ea030 100644 --- a/player_physics.h +++ b/player_physics.h @@ -1,19 +1,14 @@ /* - * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved - * ----------------------------------------------------------------------------- - * - * Player physics and control submodule - * contains main physics models, input, and player control. - * - * ----------------------------------------------------------------------------- + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef PLAYER_PHYSICS_H #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 ); @@ -22,31 +17,33 @@ 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) { - if( player.in_air ) + struct player_phys *phys = &player.phys; + + if( phys->in_air ) return; - player.in_air = 1; + phys->in_air = 1; - float pstep = ktimestep*10.0f; + float pstep = VG_TIMESTEP_FIXED * 10.0f; float best_velocity_delta = -9999.9f; float k_bias = 0.96f; v3f axis; - v3_cross( player.rb.up, player.rb.v, axis ); + v3_cross( phys->rb.up, phys->rb.v, axis ); v3_normalize( axis ); player.land_log_count = 0; - m3x3_identity( player.vr ); + 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( player.rb.co, pco ); - v3_muls( player.rb.v, k_bias, 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 @@ -96,9 +93,9 @@ static void player_start_air(void) v3_copy( contact.pos, player.land_target ); - m3x3_copy( vr, player.vr_pstep ); + m3x3_copy( vr, phys->vr_pstep ); q_axis_angle( vr_q, axis, vmod*0.1f ); - q_m3x3( vr_q, player.vr ); + q_m3x3( vr_q, phys->vr ); } v3_copy( contact.pos, @@ -117,15 +114,17 @@ 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; + /* * Computing localized friction forces for controlling the character * Friction across X is significantly more than Z */ v3f vel; - m3x3_mulv( player.rb.to_local, player.rb.v, vel ); + m3x3_mulv( phys->rb.to_local, phys->rb.v, vel ); float slip = 0.0f; if( fabsf(vel[2]) > 0.01f ) @@ -133,75 +132,85 @@ static void player_physics_control(void) if( fabsf( slip ) > 1.2f ) slip = vg_signf( slip ) * 1.2f; - player.slip = slip; - player.reverse = -vg_signf(vel[2]); + 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; + 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 ); - 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); } - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - if( vg_get_button( "jump" ) ) { - player.jump += ktimestep * k_jump_charge_speed; + phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed; - if( !player.jump_charge ) - player.jump_dir = player.reverse > 0.0f? 1: 0; + if( !phys->jump_charge ) + phys->jump_dir = phys->reverse > 0.0f? 1: 0; - player.jump_charge = 1; + phys->jump_charge = 1; } - if( !vg_get_button("break") && vg_get_button( "push" ) ) + 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; + + push_thresh_last = push_thresh; + + if( !vg_get_button("break") && push_thresh ) { - player.pushing = 1.0f; - player.push_time = vg_time-start_push; + player.phys.pushing = 1.0f; + player.phys.push_time = vg.time - player.phys.start_push; - float cycle_time = player.push_time*k_push_cycle_rate, - amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep, + 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 * player.reverse; + vel[2] -= new_vel * phys->reverse; } /* Pumping */ static float previous = 0.0f; - float delta = previous - player.grab, - pump = delta * k_pump_force*ktimestep; - previous = player.grab; + float delta = previous - phys->grab, + pump = delta * k_pump_force * VG_TIMESTEP_FIXED; + previous = phys->grab; v3f p1; - v3_muladds( player.rb.co, player.rb.up, pump, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); + v3_muladds( phys->rb.co, phys->rb.up, pump, p1 ); + vg_line( phys->rb.co, p1, 0xff0000ff ); vel[1] += pump; - m3x3_mulv( player.rb.to_world, vel, player.rb.v ); - - float steer = vg_get_axis( "horizontal" ); - player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep; + m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); + 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; } /* * Air control, no real physics */ -static void player_physics_control_air(void) +VG_STATIC void player_physics_control_air(void) { - m3x3_mulv( player.vr, player.rb.v, player.rb.v ); + 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; @@ -209,11 +218,11 @@ static void player_physics_control_air(void) /* * Prediction */ - float pstep = ktimestep*10.0f; + float pstep = VG_TIMESTEP_FIXED * 10.0f; v3f pco, pco1, pv; - v3_copy( player.rb.co, pco ); - v3_copy( player.rb.v, pv ); + v3_copy( phys->rb.co, pco ); + v3_copy( phys->rb.v, pv ); float time_to_impact = 0.0f; float limiter = 1.0f; @@ -221,7 +230,7 @@ static void player_physics_control_air(void) for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); - m3x3_mulv( player.vr_pstep, pv, pv ); + m3x3_mulv( phys->vr_pstep, pv, pv ); apply_gravity( pv, pstep ); v3_muladds( pco, pv, pstep, pco ); @@ -235,9 +244,9 @@ static void player_physics_control_air(void) float orig_dist = contact.dist; if( ray_world( pco1, vdir, &contact )) { - float angle = v3_dot( player.rb.up, contact.normal ); + float angle = v3_dot( phys->rb.up, contact.normal ); v3f axis; - v3_cross( player.rb.up, contact.normal, 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; @@ -248,8 +257,9 @@ 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_mul( correction, player.rb.q, player.rb.q ); + 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 ); @@ -258,43 +268,43 @@ static void player_physics_control_air(void) time_to_impact += pstep; } - player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; + phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED; { - float iX = vg_get_axis( "vertical" ) * - player.reverse * k_steer_air * limiter * ktimestep; + float iX = vg_get_axis( "lookv" ) * + 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, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.rb.q ); + 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") }, - player.grab, target ); - v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy ); + v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") }, + phys->grab, target ); } /* * 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, *rbb = &player.collide_back; - m3x3_copy( player.rb.to_world, player.collide_front.to_world ); - m3x3_copy( player.rb.to_world, player.collide_back.to_world ); + 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( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); + m4x3_mulv( phys->rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co ); v3_copy( rbf->co, rbf->to_world[3] ); - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co ); + 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 ); @@ -321,7 +331,7 @@ static void player_walk_physics(void) struct contact *ct = &manifold[i]; /*normal */ - float vn = -v3_dot( player.rb.v, ct->n ); + float vn = -v3_dot( phys->rb.v, ct->n ); vn += ct->bias; float temp = ct->norm_impulse; @@ -331,69 +341,76 @@ static void player_walk_physics(void) v3f impulse; v3_muls( ct->n, vn, impulse ); - v3_add( impulse, player.rb.v, player.rb.v ); + 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( player.rb.v, ct->t[j] ), + 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( player.rb.v, ct->t[j], lambda, player.rb.v ); + v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v ); } } } - player.in_air = len==0?1:0; + phys->in_air = len==0?1:0; + + if( !phys->in_air ) + { + float const DOWNFORCE = -k_walk_downforce*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, (v3f){0.0f,-1.0f,0.0f}, DOWNFORCE, phys->rb.v ); + + if( vg_get_button("jump") ) + { + phys->rb.v[1] = 5.0f; + } + } - v3_zero( player.rb.w ); - q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[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( player.rb.co, forward_dir, 2.0f, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); + 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; + 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 ), - amt = k_walk_accel * ktimestep, - zvel = v3_dot( player.rb.v, forward_dir ), + 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 ), diff = new_vel - vg_minf( zvel, speed ); - v3_muladds( player.rb.v, forward_dir, diff, player.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 ); + if( !phys->in_air ) + { + v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); + } } - else + + if( !phys->in_air ) { - player.walk_timer = 0.0f; + phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); + phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); } - - player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); - player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); } /* * Physics collision detection, and control */ -static void player_physics(void) +VG_STATIC void player_physics(void) { + struct player_phys *phys = &player.phys; /* * Update collision fronts */ @@ -401,15 +418,15 @@ static void player_physics(void) rigidbody *rbf = &player.collide_front, *rbb = &player.collide_back; - m3x3_copy( player.rb.to_world, player.collide_front.to_world ); - m3x3_copy( player.rb.to_world, player.collide_back.to_world ); + 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, player.in_air, 0.1f ); + player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f ); float h = player.air_blend*0.2f; - m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co ); + 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( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co ); + 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 ); @@ -443,12 +460,14 @@ static void player_physics(void) v3_normalize( surface_avg ); - if( v3_dot( player.rb.v, surface_avg ) > 0.5f ) + if( v3_dot( phys->rb.v, surface_avg ) > 0.5f ) { player_start_air(); } else - player.in_air = 0; + { + phys->in_air = 0; + } } for( int j=0; j<5; j++ ) @@ -458,9 +477,9 @@ static void player_physics(void) struct contact *ct = &manifold[i]; v3f dv, delta; - v3_sub( ct->co, player.rb.co, delta ); - v3_cross( player.rb.w, delta, dv ); - v3_add( player.rb.v, dv, dv ); + v3_sub( ct->co, 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; @@ -472,14 +491,14 @@ static void player_physics(void) v3f impulse; v3_muls( ct->n, vn, impulse ); - if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f || - fabsf(v3_dot( impulse, player.rb.up )) > 50.0f ) + 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, player.rb.v, player.rb.v ); + v3_add( impulse, phys->rb.v, phys->rb.v ); v3_cross( delta, impulse, impulse ); /* @@ -490,23 +509,24 @@ static void player_physics(void) * components. */ - float wy = v3_dot( player.rb.up, impulse ), - wx = v3_dot( player.rb.right, impulse )*1.5f; + float wy = v3_dot( phys->rb.up, impulse ), + wx = v3_dot( phys->rb.right, impulse )*1.5f; - v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w ); - v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w ); + 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; - player.grab = vg_lerpf( player.grab, grabt, 0.14f ); - player.pushing = 0.0f; + 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( !player.in_air ) + if( !phys->in_air ) { +#if 0 v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, 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 ); @@ -514,41 +534,70 @@ static void player_physics(void) if( angle < 0.999f ) { v4f correction; - q_axis_angle( correction, axis, acosf(angle)*0.3f ); - q_mul( correction, player.rb.q, player.rb.q ); + 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 ); - v3_muladds( player.rb.v, player.rb.up, - -k_downforce*ktimestep, player.rb.v ); + 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 ); player_physics_control(); - if( !player.jump_charge && player.jump > 0.2f ) + 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}, player.rb.up )), + 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( player.rb.v, jumpdir ); + v3_copy( phys->rb.v, jumpdir ); v3_normalize( jumpdir ); v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player.rb.up, dir, jumpdir ); + v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); v3_normalize( jumpdir ); - float force = k_jump_force*player.jump; - v3_muladds( player.rb.v, jumpdir, force, player.rb.v ); - player.jump = 0.0f; - - player.jump_time = vg_time; + 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, player.rb.co ); + 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(); } } @@ -557,83 +606,105 @@ static void player_physics(void) player_physics_control_air(); } - if( !player.jump_charge ) + if( !phys->jump_charge ) { - player.jump -= k_jump_charge_speed * ktimestep; + phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; } - player.jump_charge = 0; - player.jump = vg_clampf( player.jump, 0.0f, 1.0f ); + + phys->jump_charge = 0; + phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); +} + +VG_STATIC void player_save_frame(void) +{ + player.phys_gate_frame = player.phys; +} + +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; + float horizontal = vg_get_axis("horizontal"), vertical = vg_get_axis("vertical"); - if( player.on_board ) + 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( player.rb.co, prevco ); + v3_copy( phys->rb.co, prevco ); - apply_gravity( player.rb.v, ktimestep ); - v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co ); + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); + v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); /* Real angular velocity integration */ - v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w ); - if( v3_length2( player.rb.w ) > 0.0f ) + 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( player.rb.w, 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, player.rb.q, player.rb.q ); + q_mul( rotation, phys->rb.q, phys->rb.q ); } /* Faux angular velocity */ v4f rotate; - static float siY = 0.0f; - float lerpq = player.in_air? 0.04f: 0.3f; - siY = vg_lerpf( siY, player.iY, lerpq ); + float lerpq = phys->in_air? 0.04f: 0.3f; + phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq ); - q_axis_angle( rotate, player.rb.up, siY ); - q_mul( rotate, player.rb.q, player.rb.q ); - player.iY = 0.0f; + 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, player.rb.co, prevco ) ) + if( gate_intersect( gate, phys->rb.co, prevco ) ) { - m4x3_mulv( gate->transport, player.rb.co, player.rb.co ); - m3x3_mulv( gate->transport, player.rb.v, player.rb.v ); - m3x3_mulv( gate->transport, player.vl, player.vl ); - m3x3_mulv( gate->transport, player.v_last, player.v_last ); - m3x3_mulv( gate->transport, player.m, player.m ); - m3x3_mulv( gate->transport, player.bob, player.bob ); + 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, player.rb.q, player.rb.q ); + q_mul( transport_rotation, phys->rb.q, phys->rb.q ); world_routes_activate_gate( i ); - player.rb_gate_frame = player.rb; - player.in_air_frame = player.in_air; - player.on_board_frame = player.on_board; - if( !player.on_board ) + if( !phys->on_board ) { v3f fwd_dir = {cosf(player.angles[0]), 0.0f, @@ -643,51 +714,50 @@ static void player_do_motion(void) player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } - m3x3_copy( player.vr, player.gate_vr_frame ); - m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame ); + player.rewind_length = 0; + player.rewind_total_length = 0.0f; + player.rewind_incrementer = 10000; + player_save_frame(); audio_lock(); - audio_play_oneshot( &audio_gate_lap, 1.0f ); + audio_play_oneshot( &audio_gate_pass, 1.0f ); audio_unlock(); break; } } - rb_update_transform( &player.rb ); + rb_update_transform( &phys->rb ); } /* * 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, view_vel = { 0.0f, 0.0f }; if( vg_get_button_down( "primary" ) ) - v2_copy( vg_mouse, mouse_last ); + 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_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, delta, 0.06f*vg.time_delta, 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_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(); @@ -695,39 +765,26 @@ 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" ) ) - v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel ); + v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED * movespeed, move_vel ); if( vg_get_button( "back" ) ) - v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel ); + v3_muladds( move_vel, lookdir, VG_TIMESTEP_FIXED *-movespeed, move_vel ); if( vg_get_button( "left" ) ) - v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel ); + v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED *-movespeed, move_vel ); if( vg_get_button( "right" ) ) - v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel ); + v3_muladds( move_vel, sidedir, VG_TIMESTEP_FIXED * movespeed, 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) -{ - /* 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; if( argc == 1 ) @@ -753,7 +810,7 @@ static int reset_player( int argc, char const *argv[] ) for( int i=0; ico, player.rb.co ); + float d = v3_dist2( r->co, phys->rb.co ); vg_info( "Dist %s : %f\n", r->name, d ); if( d < min_dist ) @@ -773,26 +830,23 @@ static int reset_player( int argc, char const *argv[] ) rp = &world.spawns[0]; } - v4_copy( rp->q, player.rb.q ); - v3_copy( rp->co, player.rb.co ); - - player.vswitch = 1.0f; - player.slip_last = 0.0f; player.is_dead = 0; - player.in_air = 1; - m3x3_identity( player.vr ); + + 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 ); player.mdl.shoes[0] = 1; player.mdl.shoes[1] = 1; - rb_update_transform( &player.rb ); - m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v ); - m3x3_identity( player.gate_vr_frame ); - m3x3_identity( player.gate_vr_pstep_frame ); - - player.rb_gate_frame = player.rb; - player.on_board_frame = player.on_board; - player.in_air_frame = player.in_air; + rb_update_transform( &phys->rb ); + player_save_frame(); return 1; }