X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=e396e0031d3771cb937a5955b73c5f13bbed2de3;hb=e591be4b2ed26bbaaea79eff64e7b6070362a6ef;hp=baaa70e919a0328ec6760fc077101c33943c9787;hpb=2ca677a0ec9d00db46a8b97bec30dbea8280a79b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index baaa70e..e396e00 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 @@ -84,7 +81,8 @@ static void player_start_air(void) u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f)); /* Bias prediction towords ramps */ - if( ray_hit_is_ramp( &contact ) ) + if( ray_hit_material( &contact )->info.flags + & k_material_flag_skate_surface ) { land_delta *= 0.1f; scolour |= 0x0000a000; @@ -96,9 +94,9 @@ 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 +115,17 @@ 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 +133,86 @@ 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 = VG_TIMESTEP_FIXED * 0.2f; - float substep = ktimestep * 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); } - static double start_push = 0.0; - if( vg_get_button_down( "push" ) ) - start_push = vg_time; - - if( vg_get_button( "jump" ) ) + if( player.input_jump->button.value ) { - 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 = 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( !player.input_jump->button.value && 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( phys->rb.to_world, vel, phys->rb.v ); - 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; - - v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, - ktimestep*5.0f, player.board_xy); + 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; } /* * 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 +220,11 @@ 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 +232,7 @@ 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 +246,9 @@ 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 +259,9 @@ 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 ); @@ -258,142 +270,259 @@ static void player_physics_control_air(void) time_to_impact += pstep; } - player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep; - { - float iX = vg_get_axis( "vertical" ) * - player.reverse * k_steer_air * limiter * ktimestep; + 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, player.rb.right, siX ); - q_mul( rotate, player.rb.q, player.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("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 ); +#endif } -/* - * Entire Walking physics model - * TODO: sleep when under certain velotiy - */ -static void player_walk_physics(void) +VG_STATIC void player_walk_update_collision(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 ); - + struct player_phys *phys = &player.phys; float h0 = 0.3f, h1 = 0.9f; - m4x3_mulv( player.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( player.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; in ); - 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, player.rb.v, player.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( player.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 ); - v3_muladds( player.rb.v, ct->t[j], lambda, player.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 ); + } } } + + player_integrate(); } + else + { + player.walk = v2_length( walk ); - player.in_air = len==0?1:0; - - v3_zero( player.rb.w ); - q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + if( player.input_walk->button.value ) + v2_muls( walk, 0.5f, walk ); - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; + v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk ); - v3f p1; - v3_muladds( player.rb.co, forward_dir, 2.0f, p1 ); - vg_line( player.rb.co, p1, 0xff0000ff ); + v3f walk_apply; + v3_zero( walk_apply ); - float move_dead = 0.1f, - move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead; + /* 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 ); - if( move > 0.0f ) - { - 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 ), - new_vel = vg_minf( zvel + amt, speed ), - diff = new_vel - vg_minf( zvel, speed ); + /* Directly resolve collisions */ + player_walk_update_collision(); + rb_debug( rbf, 0xffffff00 ); + rb_debug( rbb, 0xffffff00 ); - v3_muladds( player.rb.v, forward_dir, diff, player.rb.v ); + len = 0; + len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); + len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); - /* TODO move */ - float walk_norm = 30.0f/(float)player.mdl.anim_walk->length, - run_norm = 30.0f/(float)player.mdl.anim_run->length ; + v3f dt; + v3_zero( dt ); + for( int j=0; j<3; j++ ) + { + 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_add( dt, phys->rb.co, phys->rb.co ); + + if( len ) + { + struct world_material *surface_mat = world_contact_material(manifold); + player.surface_prop = surface_mat->info.surface_prop; + } - player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction); - player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction); + /* 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]; + + 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; + } + } + + phys->rb.co[1] -= max_dist * 0.125f; + + 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 ); + } + + /* Transitioning into air mode */ + phys->rb.co[1] = start_y; + } } /* * 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 +530,15 @@ 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 ); @@ -427,6 +556,27 @@ 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}; @@ -443,12 +593,14 @@ 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 +610,9 @@ 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 +624,14 @@ 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 ); /* @@ -490,65 +642,86 @@ 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 = player.input_grab->axis.value; - if( !player.in_air ) + if( grabt > 0.5f ) { - v3f axis; - float angle = v3_dot( player.rb.up, surface_avg ); - v3_cross( player.rb.up, surface_avg, axis ); + 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 ) + { + /* 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 ); - //float cz = v3_dot( player.rb.forward, axis ); - //v3_muls( player.rb.forward, cz, 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( angle < 0.999f ) + if( fabsf(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)*4.0f*VG_TIMESTEP_FIXED ); + q_mul( correction, phys->rb.q, phys->rb.q ); } - v3_muladds( player.rb.v, player.rb.up, - -k_downforce*ktimestep, player.rb.v ); + 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 +730,113 @@ 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 ); +} + +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 ); } -static void player_do_motion(void) +VG_STATIC void player_do_motion(void) { - float horizontal = vg_get_axis("horizontal"), - vertical = vg_get_axis("vertical"); + struct player_phys *phys = &player.phys; + + if( world.water.enabled ) + { + 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( player.on_board ) + + 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( player.rb.co, prevco ); - apply_gravity( player.rb.v, ktimestep ); - v3_muladds( player.rb.co, player.rb.v, ktimestep, player.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 +846,22 @@ 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 ); -} - -/* - * Free camera movement - */ -static void player_mouseview(void) -{ - if( gui_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, 0.001f, 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_add( view_vel, player.angles, player.angles ); - player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); + rb_update_transform( &phys->rb ); } -static void player_freecam(void) +VG_STATIC void player_freecam(void) { player_mouseview(); @@ -695,39 +869,30 @@ 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 }; + + /* TODO */ +#if 0 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 ); +#endif 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 +918,7 @@ 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 +938,33 @@ 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 ); + + 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; + 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; }