X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=1f706c2ad3f875d108dd14c405fb8f32e704f34d;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=815e4b4a70f81ade5c718023fa6ec1cd82b719a5;hpb=da1a0abc0c32b4283746949ba9a135a7d3c0b82c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 815e4b4..1f706c2 100644 --- a/player_walk.c +++ b/player_walk.c @@ -146,8 +146,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) ray_hit *ray = &samples[ sample_count ]; ray->dist = 2.0f; - if( ray_world( world, pos, ray_dir, ray ) ) - { + if( ray_world( world, pos, ray_dir, ray, 0 ) ){ vg_line( pos, ray->pos, VG__RED ); vg_line_point( ray->pos, 0.025f, VG__BLACK ); @@ -219,8 +218,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) ray_hit ray; ray.dist = k_board_length*2.0f + 0.6f; - if( ray_world( world, va, v0, &ray ) ) - { + if( ray_world( world, va, v0, &ray, 0 ) ){ vg_line( va, vb, VG__RED ); vg_line_point( ray.pos, 0.1f, VG__RED ); vg_error( "invalidated\n" ); @@ -228,8 +226,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) } v3_muls( v0, -1.0f, v0 ); - if( ray_world( world, vb, v0, &ray ) ) - { + if( ray_world( world, vb, v0, &ray, 0 ) ){ vg_line( va, vb, VG__RED ); vg_line_point( ray.pos, 0.1f, VG__RED ); vg_error( "invalidated\n" ); @@ -370,6 +367,43 @@ VG_STATIC void player_friction( v3f v ){ v3_muls( v, newspeed, v ); } +VG_STATIC void player_walk_custom_filter( world_instance *world, + rb_ct *man, int len, f32 w ){ + for( int i=0; itype == k_contact_type_disabled || + ci->type == k_contact_type_edge ) + continue; + + + float d1 = v3_dot( ci->co, ci->n ); + + for( int j=0; jtype == k_contact_type_disabled ) + continue; + + struct world_surface *si = world_contact_surface( world, ci ), + *sj = world_contact_surface( world, cj ); + + if( (sj->info.flags & k_material_flag_walking) && + !(si->info.flags & k_material_flag_walking)){ + continue; + } + + float d2 = v3_dot( cj->co, ci->n ), + d = d2-d1; + + if( fabsf( d ) <= w ){ + cj->type = k_contact_type_disabled; + } + } + } +} + VG_STATIC void player__walk_update( player_instance *player ){ struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); @@ -420,8 +454,8 @@ VG_STATIC void player__walk_update( player_instance *player ){ */ len = rb_capsule__scene( mtx, &w->collider, NULL, - &world->rb_geo.inf.scene, manifold ); - rb_manifold_filter_coplanar( manifold, len, 0.01f ); + &world->rb_geo.inf.scene, manifold, 0 ); + player_walk_custom_filter( world, manifold, len, 0.01f ); len = rb_manifold_apply_filtered( manifold, len ); v3f surface_avg = { 0.0f, 0.0f, 0.0f }; @@ -533,7 +567,8 @@ VG_STATIC void player__walk_update( player_instance *player ){ v3f n; float t; - if( spherecast_world( world, pa, pb, w->collider.radius, &t, n ) != -1 ){ + if( spherecast_world( world, pa, pb, + w->collider.radius, &t, n, 0 ) != -1 ){ if( player_walk_normal_standable( player, n ) ){ v3_lerp( pa, pb, t, player->rb.co ); v3_muladds( player->rb.co, player->basis[1], @@ -587,13 +622,13 @@ VG_STATIC void player__walk_update( player_instance *player ){ float t, sr = w->collider.radius-0.04f; v3f n; - if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 ){ + if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){ v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co ); player->rb.co[1] -= w->collider.radius; rb_update_transform( &player->rb ); v3_add( player->rb.co, player->basis[1], mtx[3] ); - vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED); } } @@ -918,6 +953,12 @@ VG_STATIC void player__walk_bind( player_instance *player ){ VG_STATIC void player__walk_transition( player_instance *player ){ struct player_walk *w = &player->_walk; w->state.activity = k_walk_activity_air; + w->state.outro_type = k_walk_outro_none; + w->state.outro_start_time = 0.0; + w->state.jump_queued = 0; + w->state.jump_input_time = 0.0; + w->state.walk_timer = 0.0f; + w->state.step_phase = 0; v3f fwd = { 0.0f, 0.0f, 1.0f }; q_mulv( player->rb.q, fwd, fwd );