X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=9d58e17dfa7196147b7ead3cc944a677c4dfbe09;hb=2a6a779a1ad3f1a781e2437732bc62055096439e;hp=438441ec1aa264bb680c9935968c89c977496daf;hpb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index 438441e..9d58e17 100644 --- a/player_physics.h +++ b/player_physics.h @@ -150,7 +150,7 @@ VG_STATIC void player_physics_control(void) vel[0] = stable_force( vel[0],vg_signf(vel[0]) * -k_friction_lat*substep); } - if( vg_get_button( "jump" ) ) + if( player.input_jump->button.value ) { phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed; @@ -161,15 +161,15 @@ VG_STATIC void player_physics_control(void) } 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; + float push = player.input_push->button.value; + int push_thresh = push>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 ) + if( !player.input_jump->button.value && push_thresh ) { player.phys.pushing = 1.0f; player.phys.push_time = vg.time - player.phys.start_push; @@ -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 = vg_get_axis( "lookh" ), + 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; @@ -269,147 +270,244 @@ VG_STATIC void player_physics_control_air(void) time_to_impact += pstep; } - phys->iY -= vg_get_axis( "lookh" ) * k_steer_air * VG_TIMESTEP_FIXED; - { - float iX = vg_get_axis( "lookv" ) * - phys->reverse * k_steer_air * limiter * VG_TIMESTEP_FIXED; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; - 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 l2 = v2_length2( steer ); + if( l2 > 1.0f ) + v2_muls( steer, 1.0f/sqrtf(l2), steer ); + + phys->iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; + + 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}; v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") }, phys->grab, target ); +#endif } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -VG_STATIC void player_walk_physics(void) +VG_STATIC void player_walk_update_collision(void) { 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 ); + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; + + v3_add( phys->rb.co, (v3f){0.0f,h0,0.0f}, rbf->co ); + v3_add( phys->rb.co, (v3f){0.0f,h1,0.0f}, rbb->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 ); +} + +VG_STATIC void player_integrate(void); +/* + * Entire Walking physics model + * TODO: sleep when under certain velotiy + */ +VG_STATIC void player_walk_physics(void) +{ + struct player_phys *phys = &player.phys; + rigidbody *rbf = &player.collide_front, + *rbb = &player.collide_back; - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); + m3x3_identity( player.collide_front.to_world ); + m3x3_identity( player.collide_back.to_world ); + + v3_zero( phys->rb.w ); + q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); rb_ct manifold[64]; - int len = 0; + int len; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] }; - rb_presolve_contacts( manifold, len ); + v2f walk = { player.input_walkh->axis.value, + player.input_walkv->axis.value }; + + if( v2_length2(walk) > 0.001f ) + v2_normalize_clamp( walk ); - for( int j=0; j<5; j++ ) + 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 ); + rb_presolve_contacts( manifold, len ); + for( int i=0; irb.v, ct->n ); - vn += ct->bias; + if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f ) + phys->in_air = 0; + } - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + for( int j=0; j<5; j++ ) + { + for( int i=0; irb.v, ct->n ); + vn += ct->bias; - v3f impulse; - v3_muls( ct->n, vn, impulse ); + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); + vn = ct->norm_impulse - temp; - v3_add( impulse, phys->rb.v, phys->rb.v ); + v3f impulse; + v3_muls( ct->n, vn, impulse ); - /* 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_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 ); + v3_muladds( phys->rb.v, ct->t[j], lambda, phys->rb.v ); + } } } - } - if( len == 0 ) - phys->in_air = 1; + player_integrate(); + } else { - phys->in_air = 0; - struct world_material *surface_mat = world_contact_material( manifold ); - player.surface_prop = surface_mat->info.surface_prop; - } + player.walk = v2_length( walk ); - 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( player.input_walk->button.value ) + v2_muls( walk, 0.5f, walk ); - if( vg_get_button("jump") ) + v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); + + v3f walk_apply; + v3_zero( walk_apply ); + + /* Do XY translation */ + v3_muladds( walk_apply, right_dir, walk[0], walk_apply ); + v3_muladds( walk_apply, forward_dir, walk[1], walk_apply ); + v3_add( walk_apply, phys->rb.co, phys->rb.co ); + v3_divs( walk_apply, VG_TIMESTEP_FIXED, phys->rb.v ); + + /* Directly resolve collisions */ + player_walk_update_collision(); + rb_debug( rbf, 0xffffff00 ); + rb_debug( rbb, 0xffffff00 ); + + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + + v3f dt; + v3_zero( dt ); + for( int j=0; j<3; j++ ) { - phys->rb.v[1] = 5.0f; + for( int i=0; ip - 0.00f ), + cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p ); + v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt ); + } } - } - - v3_zero( phys->rb.w ); - q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + v3_add( dt, phys->rb.co, phys->rb.co ); - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + /* jump */ + if( player.input_jump->button.value ) + { + phys->rb.v[1] = 5.0f; + phys->in_air = 1; + return; + } + + /* if we've put us in the air, step down slowly */ + phys->in_air = 1; + float max_dist = 0.3f, + start_y = phys->rb.co[1]; - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + for( int j=0; j<8; j++ ) + { + for( int i=0; in, (v3f){0.0f,1.0f,0.0f} ) > 0.5f ) + { + phys->in_air = 0; + if( j == 0 ) + return; + + v3f dt; + v3_zero( dt ); + for( int j=0; j<3; j++ ) + { + for( int i=0; ip - 0.0025f ), + cur = vg_clampf( v3_dot( ct->n, dt ), 0.0f, p ); + v3_muladds( dt, ct->n, (p - cur) * 0.333333333f, dt ); + } + } + v3_add( dt, phys->rb.co, phys->rb.co ); + return; + } + } - player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f ); + phys->rb.co[1] -= max_dist * 0.125f; - if( player.walk > 0.025f ) - { - 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 ); - - if( !phys->in_air ) - { - v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); + player_walk_update_collision(); + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); } - } - - if( !phys->in_air ) - { - phys->rb.v[0] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); - phys->rb.v[2] *= 1.0f - (VG_TIMESTEP_FIXED * k_walk_friction); + + /* Transitioning into air mode */ + phys->rb.co[1] = start_y; } } @@ -452,6 +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}; @@ -525,28 +644,22 @@ VG_STATIC void player_physics(void) } } - float grabt = vg_get_axis( "grab" )*0.5f+0.5f; + 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; @@ -571,9 +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 ); @@ -634,12 +744,16 @@ VG_STATIC void player_restore_frame(void) rb_update_transform( &player.phys.rb ); } -VG_STATIC void player_do_motion(void) +VG_STATIC void player_integrate(void) { struct player_phys *phys = &player.phys; + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); + v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); +} - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); +VG_STATIC void player_do_motion(void) +{ + struct player_phys *phys = &player.phys; if( world.water.enabled ) { @@ -656,18 +770,19 @@ VG_STATIC void player_do_motion(void) } } + + v3f prevco; + v3_copy( phys->rb.co, prevco ); + if( phys->on_board ) + { player_physics(); + player_integrate(); + } else player_walk_physics(); - /* Integrate velocity */ - v3f prevco; - v3_copy( phys->rb.co, prevco ); - 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( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, phys->rb.w ); if( v3_length2( phys->rb.w ) > 0.0f ) @@ -740,34 +855,6 @@ VG_STATIC void player_do_motion(void) rb_update_transform( &phys->rb ); } -/* - * Free camera movement - */ -VG_STATIC void player_mouseview(void) -{ - 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 ); - - 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, 0.06f*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 ); -} - VG_STATIC void player_freecam(void) { player_mouseview(); @@ -780,6 +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" ) ) @@ -788,6 +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 ); @@ -843,10 +934,20 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) player.is_dead = 0; + m3x3f the_long_way; + q_m3x3( rp->q, the_long_way ); + + v3f delta = {1.0f,0.0f,0.0f}; + m3x3_mulv( the_long_way, delta, delta ); + + player.angles[0] = atan2f( delta[0], -delta[2] ); + player.angles[1] = -asinf( delta[1] ); + + 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;