X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=9d58e17dfa7196147b7ead3cc944a677c4dfbe09;hb=2a6a779a1ad3f1a781e2437732bc62055096439e;hp=4178e04265eea1d1125640fb97f0b8ec3c41e34d;hpb=6294ef64d948eab2365e39a2645c9843aa96fba8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 4178e04..9d58e17 100644 --- a/player_physics.h +++ b/player_physics.h @@ -161,7 +161,7 @@ VG_STATIC void player_physics_control(void) } static int push_thresh_last = 0; - float push = player.input_push->axis.value; + float push = player.input_push->button.value; int push_thresh = push>0.15f? 1: 0; if( push_thresh && !push_thresh_last ) @@ -195,10 +195,11 @@ VG_STATIC void player_physics_control(void) vel[1] += pump; - m3x3_mulv( phys->rb.to_world, vel, phys->rb.v ); - float steer = player.input_js1h->axis.value, + 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; @@ -269,22 +270,24 @@ VG_STATIC void player_physics_control_air(void) time_to_impact += pstep; } - float steerh = player.input_js1h->axis.value, - steerv = player.input_js1v->axis.value; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; - phys->iY -= steerh * k_steer_air * VG_TIMESTEP_FIXED; + float l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); - { - float iX = steerv * - phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; + phys->iY -= steer[0] * k_steer_air * 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 ); - } + 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}; @@ -336,12 +339,32 @@ VG_STATIC void player_walk_physics(void) 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 ); @@ -393,15 +416,12 @@ VG_STATIC void player_walk_physics(void) } else { - /* translate player */ - v2f walk = { player.input_walkh->axis.value, - player.input_walkv->axis.value }; - - if( v2_length2(walk) > 0.001f ) - v2_normalize( walk ); + player.walk = v2_length( walk ); - v2_muls( walk, vg_maxf( player.input_push->axis.value, 0.5f ) * - k_walkspeed * VG_TIMESTEP_FIXED, 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 ); @@ -530,6 +550,27 @@ VG_STATIC void player_physics(void) 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}; @@ -603,32 +644,22 @@ VG_STATIC void player_physics(void) } } - float grabt = vg_maxf( player.input_grab->axis.value, - vg_maxf( fabsf( player.input_emjs2h->axis.value ), - fabsf( player.input_emjs2v->axis.value ) ) - ); + 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 ) { -#if 0 - 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)*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; @@ -653,9 +684,6 @@ VG_STATIC void player_physics(void) 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 ); @@ -839,6 +867,9 @@ VG_STATIC void player_freecam(void) m3x3_mulv( camera_mtx, 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" ) ) @@ -847,6 +878,7 @@ VG_STATIC void player_freecam(void) 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 v3_muls( move_vel, 0.7f, move_vel ); v3_add( move_vel, player.camera_pos, player.camera_pos );