X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=87777631ae3e2b42d6477a682f82d2026a7c33cc;hb=185ff7755bb44b98fe502b1b1c54d3870c45dfa1;hp=be356676872b52024c1c0002979749b6304f73c1;hpb=c4c762ce6f3bbdcb770bbc42e349aebbc3390d9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index be35667..8777763 100644 --- a/player_skate.c +++ b/player_skate.c @@ -35,8 +35,6 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { - debug_sphere( mtx, sphere->radius, VG__BLACK ); - int len = 0; len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man ); @@ -113,8 +111,8 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) v3f p0, p1, c0, c1; v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 ); v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 ); - v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 ); - v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 ); + v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 ); + v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 ); float const k_r = 0.25f; struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, @@ -149,6 +147,196 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) return 0; } +VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) +{ + v3f pos; + m4x3_mulv( player->rb.to_world, ra, pos ); + + v4f plane; + v3_copy( player->rb.to_world[2], plane ); + v3_normalize( plane ); + plane[3] = v3_dot( plane, pos ); + + boxf box; + float r = 0.3f; + v3_add( pos, (v3f){ r, r, r }, box[1] ); + v3_sub( pos, (v3f){ r, r, r }, box[0] ); + +#if 0 + vg_line_boxf( box, VG__BLUE ); +#endif + + m4x3f mtx; + m3x3_copy( player->rb.to_world, mtx ); + v3_copy( pos, mtx[3] ); + + debug_sphere( mtx, r, VG__CYAN ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + + struct grind_sample + { + v2f co; + v2f normal; + v3f normal3; + } + samples[48]; + + int sample_count = 0; + + v2f support_min, + support_max; + + v3f support_axis; + v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis ); + v3_normalize( support_axis ); + + while( bh_next( world.geo_bh, &it, box, &idx ) ) + { + u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + for( int j=0; j<3; j++ ) + v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + + for( int j=0; j<3; j++ ) + { + int i0 = j, + i1 = (j+1) % 3; + + struct grind_sample *sample = &samples[ sample_count ]; + v3f co; + + if( plane_segment( plane, tri[i0], tri[i1], co ) ) + { + v3f d; + v3_sub( co, pos, d ); + if( v3_length2( d ) > r*r ) + continue; + + v3f va, vb, normal; + v3_sub( tri[1], tri[0], va ); + v3_sub( tri[2], tri[0], vb ); + v3_cross( va, vb, normal ); + + sample->normal[0] = v3_dot( support_axis, normal ); + sample->normal[1] = normal[1]; + sample->co[0] = v3_dot( support_axis, d ); + sample->co[1] = d[1]; + + v3_copy( normal, sample->normal3 ); /* normalize later + if we want to us it */ + + v2_normalize( sample->normal ); + sample_count ++; + + if( sample_count == vg_list_size( samples ) ) + { + break; + } + } + } + } + + if( sample_count < 2 ) + return 0; + + v3f average_position, + average_direction; + + v3_zero( average_position ); + v3_zero( average_direction ); + + int passed_samples = 0; + + for( int i=0; ico, sj->co ) <= (0.01f*0.01f) && + v2_dot( si->normal, sj->normal ) < 0.7f ) + { + /* TODO: Filter concave */ + + v3f p0; + v3_muls( support_axis, sj->co[0], p0 ); + p0[1] += sj->co[1]; + + v3_add( average_position, p0, average_position ); + + v3f n0, n1, dir; + v3_copy( si->normal3, n0 ); + v3_copy( sj->normal3, n1 ); + v3_cross( n0, n1, dir ); + v3_normalize( dir ); + + /* make sure the directions all face a common hemisphere */ + v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); + + v3_add( average_direction, dir, average_direction ); + passed_samples ++; + } + } + } + + if( !passed_samples ) + return 0; + + float div = 1.0f/(float)passed_samples; + v3_muls( average_position, div, average_position ); + v3_muls( average_direction, div, average_direction ); /* !! not normed */ + + v3_add( pos, average_position, average_position ); + vg_line_pt3( average_position, 0.02f, VG__GREEN ); + + v3f p0, p1; + v3_muladds( average_position, average_direction, 0.35f, p0 ); + v3_muladds( average_position, average_direction, -0.35f, p1 ); + vg_line( p0, p1, VG__PINK ); + + if( passed_samples ) + { + v3f displacement, dir; + v3_sub( pos, average_position, displacement ); + v3_copy( displacement, dir ); + v3_normalize( dir ); + + v3f rv, raW; + q_mulv( player->rb.q, ra, raW ); + + v3_cross( player->rb.w, raW, rv ); + v3_add( player->rb.v, rv, rv ); + + v3_muladds( rv, player->rb.to_world[2], + -v3_dot( rv, player->rb.to_world[2] ), rv ); + + v3f Fd, Fs, F; + v3_muls( displacement, -k_grind_spring, Fs ); + v3_muls( rv, -k_grind_dampener, Fd ); + + v3_add( Fd, Fs, F ); + v3_muls( F, k_rb_delta, F ); + + v3_add( player->rb.v, F, player->rb.v ); + v3f wa; + v3_cross( raW, F, wa ); + v3_add( player->rb.w, wa, player->rb.w ); + + /* Constraint based */ + } +} + /* * * Prediction system @@ -615,6 +803,8 @@ VG_STATIC int skate_simulate_spring( player_instance *player, /* * Handles connection between the player and the ground + * + * TODO: Must save original velocity to use here */ VG_STATIC void skate_apply_interface_model( player_instance *player, rb_ct *manifold, int len ) @@ -701,6 +891,7 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, float angle = v3_dot( player->rb.to_world[1], projected ); v3_cross( player->rb.to_world[1], projected, axis ); +#if 0 if( fabsf(angle) < 0.9999f ) { v4f correction; @@ -708,6 +899,7 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); q_mul( correction, player->rb.q, player->rb.q ); } +#endif } } } @@ -1061,10 +1253,12 @@ VG_STATIC void skate_collision_response( player_instance *player, */ float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f, - wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f; + wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f, + wz = v3_dot( player->rb.to_world[2], impulse ) * 2.0f; v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w ); v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w ); + v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w ); } } } @@ -1074,9 +1268,11 @@ VG_STATIC void skate_integrate( player_instance *player ) struct player_skate *s = &player->_skate; /* integrate rigidbody velocities */ +#ifndef SKATE_CCD v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v ); v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); +#endif float decay_rate = 0.5f*0.125f; @@ -1088,6 +1284,7 @@ VG_STATIC void skate_integrate( player_instance *player ) v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w ); +#ifndef SKATE_CCD if( v3_length2( player->rb.w ) > 0.0f ) { v4f rotation; @@ -1099,6 +1296,7 @@ VG_STATIC void skate_integrate( player_instance *player ) q_axis_angle( rotation, axis, mag*k_rb_delta ); q_mul( rotation, player->rb.q, player->rb.q ); } +#endif /* integrate steering velocities */ v4f rotate; @@ -1203,72 +1401,218 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; - /* Setup colliders */ - m4x3f mtx_front, mtx_back; - m3x3_identity( mtx_front ); - m3x3_identity( mtx_back ); + float l = k_board_length, + w = 0.13f; + + v3f wheel_positions[] = + { + { -w, 0.0f, -l }, + { w, 0.0f, -l }, + { -w, 0.0f, l }, + { w, 0.0f, l }, + }; + + int wheel_states[] = + { + 1, 1, 1, 1 + }; + + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) ) + { + wheel_states[0] = 0; + wheel_states[1] = 0; + } + + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, l } ) ) + { + wheel_states[2] = 0; + wheel_states[3] = 0; + } + + rb_sphere collider; + collider.radius = 0.07f; + + s->substep = k_rb_delta; + + for( int i=0; i<4; i++ ) + { + m4x3f mtx; + m3x3_copy( player->rb.to_world, mtx ); + m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); + debug_sphere( mtx, collider.radius, wheel_states[i]? VG__WHITE: + VG__BLACK ); + } + + +begin_collision:; + +#ifdef SKATE_CCD - skate_get_board_points( player, mtx_front[3], mtx_back[3] ); + /* calculate transform one step into future */ + v3f future_co; + v4f future_q; + v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); + + if( v3_length2( player->rb.w ) > 0.0f ) + { + v4f rotation; + v3f axis; + v3_copy( player->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*s->substep ); + q_mul( rotation, player->rb.q, future_q ); + q_normalize( future_q ); + } + + /* calculate the minimum time we can move */ + float max_time = s->substep, + cast_radius = collider.radius - 0.05f; + + for( int i=0; i<4; i++ ) + { + if( !wheel_states[i] ) + continue; + + v3f current, future; + q_mulv( future_q, wheel_positions[i], future ); + v3_add( future, future_co, future ); + + q_mulv( player->rb.q, wheel_positions[i], current ); + v3_add( current, player->rb.co, current ); + + float t; /* TODO: ignore lightly grazing normals? */ + v3f n; + if( spherecast_world( current, future, cast_radius, &t, n ) != -1) + { + max_time = vg_minf( max_time, t * s->substep ); + } + } + + /* clamp to a fraction of delta, to prevent locking */ + max_time = vg_minf( vg_maxf( max_time, k_rb_delta*0.025f ), s->substep ); + s->substep_delta = max_time; + + /* integrate */ + v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co ); + if( v3_length2( player->rb.w ) > 0.0f ) + { + v4f rotation; + v3f axis; + v3_copy( player->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*s->substep_delta ); + q_mul( rotation, player->rb.q, player->rb.q ); + } + + rb_update_transform( &player->rb ); + + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v ); + +#else + + s->substep_delta = k_rb_delta; + +#endif + + s->substep -= s->substep_delta; - s->sphere_back.radius = 0.3f; - s->sphere_front.radius = 0.3f; /* create manifold(s) */ - rb_ct manifold[72], - *interface_manifold = NULL, - *grind_manifold = NULL; + rb_ct manifold[128]; + + int manifold_len = 0, + manifold_front = 0, + manifold_back = 0, + manifold_interface = 0; + + rb_ct *cmanifold = manifold; + + for( int i=0; i<4; i++ ) + { + if( !wheel_states[i] ) + continue; + + m4x3f mtx; + m3x3_identity( mtx ); - int - len_front = skate_collide_smooth( player, mtx_front, - &s->sphere_front, manifold ), - len_back = skate_collide_smooth( player, mtx_back, - &s->sphere_back, &manifold[len_front] ), - interface_len = len_front + len_back; + m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); + + int l = skate_collide_smooth( player, mtx, &collider, cmanifold ); + + cmanifold += l; + manifold_len += l; + manifold_interface += l; + + if( i<=1 ) + manifold_front ++; + else + manifold_back ++; + } /* try to slap both wheels onto the ground when landing to prevent mega * angular velocities being added */ - if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) ) + if( (s->state.activity == k_skate_activity_air) && + (manifold_front != manifold_back ) ) { v3f trace_from, trace_dir; v3_muls( player->rb.to_world[1], -1.0f, trace_dir ); - if( len_front ) - v3_copy( mtx_back[3], trace_from ); + if( manifold_front ) + v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from ); else - v3_copy( mtx_front[3], trace_from ); + v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from ); + m4x3_mulv( player->rb.to_world, trace_from, trace_from ); ray_hit ray; ray.dist = 0.6f; if( ray_world( trace_from, trace_dir, &ray ) ) { - rb_ct *ct = &manifold[ interface_len ]; + rb_ct *ct = cmanifold; v3_copy( ray.pos, ct->co ); v3_copy( ray.normal, ct->n ); ct->p = 0.0f; - interface_len ++; + manifold_len ++; + manifold_interface ++; } } - interface_manifold = manifold; - grind_manifold = manifold + interface_len; + int grind_len = skate_grind_collide( player, cmanifold ); + manifold_len += grind_len; - int grind_len = skate_grind_collide( player, grind_manifold ); - - for( int i=0; ibias = -0.2f * + (s->substep_delta * 3600.0f) + * vg_minf( 0.0f, -ct->p+k_penetration_slop ); + rb_tangent_basis( ct->n, ct->t[0], ct->t[1] ); + ct->norm_impulse = 0.0f; + ct->tangent_impulse[0] = 0.0f; + ct->tangent_impulse[1] = 0.0f; +#else rb_prepare_contact( &manifold[i] ); - rb_debug_contact( &manifold[i] ); +#endif } - skate_apply_grind_model( player, grind_manifold, grind_len ); - skate_apply_interface_model( player, manifold, interface_len ); + skate_collision_response( player, manifold, manifold_len ); + + if( s->substep >= 0.0001f ) + goto begin_collision; + + skate_apply_grind_model( player, &manifold[manifold_interface], grind_len ); + skate_apply_interface_model( player, manifold, manifold_interface ); skate_apply_pump_model( player ); skate_apply_cog_model( player ); - skate_collision_response( player, manifold, interface_len + grind_len ); skate_apply_grab_model( player ); skate_apply_friction_model( player );