X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=f395953932e19003e93cac528d76c538cb99531e;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=ff8d1f7a25a921848254f2a6d1725d39713a316a;hpb=a64c18c5996fd5ac9601239f91b12275f04f9cd9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index ff8d1f7..f395953 100644 --- a/player_physics.h +++ b/player_physics.h @@ -14,6 +14,51 @@ VG_STATIC void apply_gravity( v3f vel, float const timestep ) v3_muladds( vel, gravity, timestep, vel ); } +VG_STATIC struct +grind_edge *player_grind_collect_edge( v3f p0, v3f p1, + v3f c0, v3f c1, float max_dist ) +{ + struct player_phys *phys = &player.phys; + + bh_iter it; + bh_iter_init( 0, &it ); + + boxf region; + + box_init_inf( region ); + box_addpt( region, p0 ); + box_addpt( region, p1 ); + + float k_r = max_dist; + v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] ); + v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] ); + + float closest = k_r*k_r; + struct grind_edge *closest_edge = NULL; + + int idx; + while( bh_next( world.grind_bh, &it, region, &idx ) ) + { + struct grind_edge *edge = &world.grind_edges[ idx ]; + + float s,t; + v3f pa, pb; + + float d2 = + closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb ); + + if( d2 < closest ) + { + closest = d2; + closest_edge = edge; + v3_copy( pa, c0 ); + v3_copy( pb, c1 ); + } + } + + return closest_edge; +} + /* * Called when launching into the air to predict and adjust trajectories */ @@ -21,11 +66,6 @@ VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; - if( phys->in_air ) - return; - - phys->in_air = 1; - float pstep = VG_TIMESTEP_FIXED * 10.0f; float best_velocity_delta = -9999.9f; float k_bias = 0.96f; @@ -39,6 +79,10 @@ VG_STATIC void player_start_air(void) for( int m=-3;m<=12; m++ ) { + struct land_log *log = &player.land_log[ player.land_log_count ++ ]; + log->count = 0; + log->colour = 0xff000000; + float vmod = ((float)m / 15.0f)*0.09f; v3f pco, pco1, pv; @@ -60,6 +104,9 @@ VG_STATIC void player_start_air(void) m3x3_mulv( vr, pv, pv ); v3_muladds( pco, pv, pstep, pco ); + struct grind_edge *best_grind = NULL; + float closest_grind = INFINITY; + for( int i=0; i<50; i++ ) { v3_copy( pco, pco1 ); @@ -75,13 +122,28 @@ VG_STATIC void player_start_air(void) contact.dist = v3_length( vdir ); v3_divs( vdir, contact.dist, vdir); + v3f c0, c1; + struct grind_edge *ge = player_grind_collect_edge( pco, pco1, + c0, c1, 0.4f ); + + if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) + { + float d2 = v3_dist2( c0, c1 ); + if( d2 < closest_grind ) + { + closest_grind = d2; + best_grind = ge; + } + } + if( ray_world( pco1, vdir, &contact )) { float land_delta = v3_dot( pv, contact.normal ); 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; @@ -98,19 +160,59 @@ VG_STATIC void player_start_air(void) q_m3x3( vr_q, phys->vr ); } - v3_copy( contact.pos, - player.land_target_log[player.land_log_count] ); - player.land_target_colours[player.land_log_count] = - 0xff000000 | scolour; + v3_copy( contact.pos, log->positions[ log->count ++ ] ); + log->colour = 0xff000000 | scolour; + break; + } - player.land_log_count ++; + v3_copy( pco, log->positions[ log->count ++ ] ); + } - break; + if( best_grind ) + { + log->colour = 0xff0000ff; + + float score = -closest_grind * 0.05f; + + if( score > best_velocity_delta ) + { + best_velocity_delta = score; + + m3x3_copy( vr, phys->vr_pstep ); + q_axis_angle( vr_q, axis, vmod*0.1f ); + q_m3x3( vr_q, phys->vr ); } } } } + +VG_STATIC void player_physics_control_passive(void) +{ + struct player_phys *phys = &player.phys; + 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->jump_charge || phys->in_air ) + { + phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; + } + + phys->jump_charge = 0; + phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); +} + /* * Main friction interface model */ @@ -136,12 +238,7 @@ VG_STATIC void player_physics_control(void) phys->reverse = -vg_signf(vel[2]); 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++ ) { @@ -149,7 +246,7 @@ 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; @@ -160,15 +257,15 @@ 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; @@ -182,25 +279,68 @@ VG_STATIC void player_physics_control(void) vel[2] -= new_vel * phys->reverse; } - /* Pumping */ - static float previous = 0.0f; - float delta = previous - phys->grab, - pump = delta * k_pump_force * VG_TIMESTEP_FIXED; - previous = phys->grab; - - v3f p1; - 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 ); - 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; + + 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}, phys->rb.up )), + mod = 0.5f, + dir = mod + aup*(1.0f-mod); + + v3_copy( phys->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); + v3_normalize( jumpdir ); + + 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, phys->rb.co ); + audio_player_set_vol( &audio_player_extra, 20.0f ); + audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); + audio_unlock(); + } +} + +VG_STATIC void player_physics_control_grind(void) +{ + struct player_phys *phys = &player.phys; + v2f steer = { player.input_js1h->axis.value, + player.input_js1v->axis.value }; + + 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 * 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 ); + + phys->slip = 0.0f; } /* @@ -254,7 +394,7 @@ VG_STATIC void player_physics_control_air(void) limiter *= limiter; limiter = 1.0f-limiter; - if( angle < 0.99f ) + if( fabsf(angle) < 0.99f ) { v4f correction; q_axis_angle( correction, axis, @@ -268,153 +408,336 @@ 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 ); +} - rb_debug( rbf, 0xff0000ff ); - rb_debug( rbb, 0xff0000ff ); +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; + + 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 ); - v3_muladds( phys->rb.v, ct->t[j], lambda, 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 ); + } } } + + player_integrate(); } + else + { + player.walk = v2_length( walk ); - phys->in_air = len==0?1:0; + if( player.input_walk->button.value ) + v2_muls( walk, 0.5f, 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 ); + 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++ ) + { + 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; + } - if( vg_get_button("jump") ) + /* 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; } +} + +VG_STATIC void player_grind(void) +{ + struct player_phys *phys = &player.phys; + + v3f closest; + int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY ); + if( idx == -1 ) + return; + + struct grind_edge *edge = &world.grind_edges[ idx ]; + + vg_line( phys->rb.co, closest, 0xff000000 ); + vg_line_cross( closest, 0xff000000, 0.3f ); + vg_line( edge->p0, edge->p1, 0xff000000 ); + + v3f grind_delta; + v3_sub( closest, phys->rb.co, grind_delta ); - v3_zero( phys->rb.w ); - q_axis_angle( phys->rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] ); + float p = v3_dot( phys->rb.forward, grind_delta ); + v3_muladds( grind_delta, phys->rb.forward, -p, grind_delta ); + + float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, phys->rb.co ) ); + v3_muladds( phys->rb.v, grind_delta, a*0.2f, phys->rb.v ); +} - v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) }; +VG_STATIC int player_update_grind_collision( rb_ct *contact ) +{ + struct player_phys *phys = &player.phys; + + v3f p0, p1, c0, c1; + v3_muladds( phys->rb.co, phys->rb.forward, 0.5f, p0 ); + v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 ); + v3_muladds( p0, phys->rb.up, 0.125f, p0 ); + v3_muladds( p1, phys->rb.up, 0.125f, p1 ); - v3f p1; - v3_muladds( phys->rb.co, forward_dir, 2.0f, p1 ); - vg_line( phys->rb.co, p1, 0xff0000ff ); + float const k_r = 0.25f; + struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, + c0, c1, k_r ); - player.walk = powf( vg_get_axis("walk/push")*0.5f + 0.5f, 4.0f ); + + vg_line( p0, p1, 0xff0000ff ); - if( player.walk > 0.025f ) + if( closest_edge ) { - 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 ) + vg_line_cross( c0, 0xff000000, 0.1f ); + vg_line_cross( c1, 0xff000000, 0.1f ); + vg_line( c0, c1, 0xff000000 ); + + v3f delta; + v3_sub( c1, c0, delta ); + + if( v3_dot( delta, phys->rb.up ) > 0.0f ) { - v3_muladds( phys->rb.v, forward_dir, diff, phys->rb.v ); + v3_copy( delta, contact->n ); + float l = v3_length( contact->n ); + v3_muls( contact->n, 1.0f/l, contact->n ); + contact->p = l; + contact->type = k_contact_type_edge; + contact->element_id = 0; + v3_copy( c1, contact->co ); + contact->rba = &player.phys.rb; + contact->rbb = &world.rb_geo; + + v3f edge_dir, axis_dir; + v3_sub( closest_edge->p1, closest_edge->p0, edge_dir ); + v3_normalize( edge_dir ); + v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir ); + v3_cross( edge_dir, axis_dir, contact->n ); + + return 1; } + else + return -1; } - - 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); - } + + return 0; } -/* - * Physics collision detection, and control - */ -VG_STATIC void player_physics(void) +/* Manifold must be able to hold at least 64 elements */ +VG_STATIC int player_update_collision_manifold( rb_ct *manifold ) { struct player_phys *phys = &player.phys; - /* - * Update collision fronts - */ - + rigidbody *rbf = &player.collide_front, *rbb = &player.collide_back; @@ -438,38 +761,124 @@ VG_STATIC void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[64]; - int len = 0; + int len_f = 0, + len_b = 0; - len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); - len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + len_f = rb_sphere_scene( rbf, &world.rb_geo, manifold ); + rb_manifold_filter_coplanar( manifold, len_f, 0.05f ); + if( len_f > 1 ) + { + rb_manifold_filter_backface( manifold, len_f ); + rb_manifold_filter_joint_edges( manifold, len_f, 0.05f ); + rb_manifold_filter_pairs( manifold, len_f, 0.05f ); + } + len_f = rb_manifold_apply_filtered( manifold, len_f ); + + rb_ct *man_b = &manifold[len_f]; + len_b = rb_sphere_scene( rbb, &world.rb_geo, man_b ); + rb_manifold_filter_coplanar( man_b, len_b, 0.05f ); + if( len_b > 1 ) + { + rb_manifold_filter_backface( man_b, len_b ); + rb_manifold_filter_joint_edges( man_b, len_b, 0.05f ); + rb_manifold_filter_pairs( man_b, len_b, 0.05f ); + } + len_b = rb_manifold_apply_filtered( man_b, len_b ); - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; +#if 0 + /* + * 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( !len ) + 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 ); + } + } +#endif + + return len_f + len_b; +} + +VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + int was_in_air = phys->in_air; + + v3f surface_avg; + v3_zero( surface_avg ); + + if( len == 0 ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { for( int i=0; irb.v, surface_avg ) > 0.5f ) + + if( v3_dot( phys->rb.v, surface_avg ) > 0.7f ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { phys->in_air = 0; + phys->lift_frames = 0; + v3f projected, axis; + + float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); + + 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 ); + } } } + if( !was_in_air && phys->in_air ) + player_start_air(); +} + +VG_STATIC void player_collision_response( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + for( int j=0; j<5; j++ ) { for( int i=0; irb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.5f; + wx = v3_dot( phys->rb.right, impulse )*1.8f; 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( "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 ); - - //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; - - 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 ); - - player_physics_control(); - - 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}, phys->rb.up )), - mod = 0.5f, - dir = mod + aup*(1.0f-mod); - - v3_copy( phys->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, phys->rb.up, dir, jumpdir ); - v3_normalize( jumpdir ); - - 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, phys->rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); - audio_unlock(); - } - } - else - { - player_physics_control_air(); - } - - if( !phys->jump_charge ) - { - phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; - } - - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } VG_STATIC void player_save_frame(void) @@ -626,12 +938,16 @@ 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 ) { @@ -648,18 +964,93 @@ VG_STATIC void player_do_motion(void) } } + v3f prevco; + v3_copy( phys->rb.co, prevco ); + if( phys->on_board ) - player_physics(); + { + rb_ct manifold[72]; + int len = player_update_collision_manifold( manifold ); + int grind_col = player_update_grind_collision( &manifold[len] ); + + static int _grind_col_pre = 0; + + if( grind_col ) + { + phys->grind = 1; + v3f up = { 0.0f, 1.0f, 0.0f }; + float angle = v3_dot( phys->rb.up, up ); + + if( fabsf(angle) < 0.99f ) + { + v3f axis; + v3_cross( phys->rb.up, up, axis ); + + v4f correction; + q_axis_angle( correction, axis, + VG_TIMESTEP_FIXED * 10.0f * acosf(angle) ); + q_mul( correction, phys->rb.q, phys->rb.q ); + } + + float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, manifold[len].n, DOWNFORCE, phys->rb.v ); + m3x3_identity( phys->vr ); + m3x3_identity( phys->vr_pstep ); + + if( !_grind_col_pre ) + { + 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_board[5] ); + audio_unlock(); + } + } + else + { + phys->grind = 0; + player_adhere_ground( manifold, len ); + + if( _grind_col_pre ) + { + 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_board[6] ); + audio_unlock(); + } + } + + _grind_col_pre = grind_col; + + rb_presolve_contacts( manifold, len+ VG_MAX(0,grind_col) ); + player_collision_response( manifold, len+ VG_MAX(0,grind_col) ); + + player_physics_control_passive(); + + if( grind_col ) + { + phys->in_air = 0; + player_physics_control_grind(); + } + else + { + if( phys->in_air ) + player_physics_control_air(); + else + player_physics_control(); + } + + 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 ) @@ -732,34 +1123,6 @@ 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(); @@ -768,10 +1131,13 @@ VG_STATIC void player_freecam(void) v3f lookdir = { 0.0f, 0.0f, -1.0f }, sidedir = { 1.0f, 0.0f, 0.0f }; - m3x3_mulv( camera_mtx, lookdir, lookdir ); - m3x3_mulv( camera_mtx, sidedir, sidedir ); + m3x3_mulv( main_camera.transform, lookdir, lookdir ); + m3x3_mulv( main_camera.transform, 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" ) ) @@ -780,6 +1146,7 @@ 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 ); @@ -827,6 +1194,13 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) if( !rp ) { vg_error( "No spawn found\n" ); + vg_info( "Player position: %f %f %f\n", player.phys.rb.co[0], + player.phys.rb.co[1], + player.phys.rb.co[2] ); + vg_info( "Player velocity: %f %f %f\n", player.phys.rb.v[0], + player.phys.rb.v[1], + player.phys.rb.v[2] ); + if( !world.spawn_count ) return 0; @@ -835,10 +1209,20 @@ 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;