X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walkgrid.h;fp=player_walkgrid.h;h=937c30558cb7bb95dc742390f54d24d3bf189cae;hb=b0a4fb814d794157c55212191df200915ab99515;hp=0000000000000000000000000000000000000000;hpb=46643f969b12c2144a5f15ac5509610f18b467e4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walkgrid.h b/player_walkgrid.h new file mode 100644 index 0000000..937c305 --- /dev/null +++ b/player_walkgrid.h @@ -0,0 +1,963 @@ +#ifndef PLAYER_WALKGRID_H +#define PLAYER_WALKGRID_H + +#include "common.h" +#include "player.h" + +/* + * Walkgrid implementation, + * loosely based of cmuratoris youtube video 'Killing the Walkmonster' + */ + +#define WALKGRID_SIZE 16 +struct walkgrid +{ + struct grid_sample + { + enum sample_type + { + k_sample_type_air, /* Nothing was hit. */ + k_sample_type_invalid, /* The point is invalid, but there is a sample + underneath that can be used */ + k_sample_type_valid, /* This point is good */ + } + type; + + v3f clip[2]; + v3f pos; + + enum traverse_state + { + k_traverse_none = 0x00, + k_traverse_h = 0x01, + k_traverse_v = 0x02 + } + state; + } + samples[WALKGRID_SIZE][WALKGRID_SIZE]; + + boxf region; + + float move; /* Current amount of movement we have left to apply */ + v2f dir; /* The movement delta */ + v2i cell_id;/* Current cell */ + v2f pos; /* Local position (in cell) */ + float h; +}; + +static int player_walkgrid_tri_walkable( u32 tri[3] ) +{ + return tri[0] > world.sm_geo_std_oob.vertex_count; +} + +/* + * Get a sample at this pole location, will return 1 if the sample is valid, + * and pos will be updated to be the intersection location. + */ +static void player_walkgrid_samplepole( struct grid_sample *s ) +{ + boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f}, + { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}}; + + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, region, geo, 256 ); + + const float k_minworld_y = -2000.0f; + + float walk_height = k_minworld_y, + block_height = k_minworld_y; + + s->type = k_sample_type_air; + + for( int i=0; ipos, sample_from ); + sample_from[1] = region[1][1]; + + float dist; + if( ray_tri( tri, sample_from, vdown, &dist )) + { + v3f p0; + v3_muladds( sample_from, vdown, dist, p0 ); + + if( player_walkgrid_tri_walkable(ptri) ) + { + if( p0[1] > walk_height ) + { + walk_height = p0[1]; + } + } + else + { + if( p0[1] > block_height ) + block_height = p0[1]; + } + } + } + + s->pos[1] = walk_height; + + if( walk_height > k_minworld_y ) + if( block_height > walk_height ) + s->type = k_sample_type_invalid; + else + s->type = k_sample_type_valid; + else + s->type = k_sample_type_air; +} + +float const k_gridscale = 0.5f; + +enum eclipdir +{ + k_eclipdir_h = 0, + k_eclipdir_v = 1 +}; + +static void player_walkgrid_clip_blocker( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, + enum eclipdir dir ) +{ + v3f clipdir, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + v3_copy( target->pos, pos ); + v3_sub( other->pos, target->pos, clipdir ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*2.1f, cell_region[1]); + + u32 geo[256]; + v3f tri[3]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + + float start_time = v3_length( clipdir ), + min_time = start_time; + v3_normalize( clipdir ); + v3_muls( clipdir, 0.0001f, st->clip[dir] ); + + for( int i=0; i 0.0f && dist < min_time ) + { + min_time = dist; + sb->type = k_sample_type_air; + } + } + } + + if( !(min_time < start_time) ) + min_time = 0.5f * k_gridscale; + + min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f ); + + v3_muls( clipdir, min_time, st->clip[dir] ); + + v3f p0; + v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 ); +} + +static void player_walkgrid_clip_edge( struct grid_sample *sa, + struct grid_sample *sb, + struct grid_sample *st, /* data store */ + enum eclipdir dir ) +{ + v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos; + int valid_a = sa->type == k_sample_type_valid, + valid_b = sb->type == k_sample_type_valid; + + struct grid_sample *target = valid_a? sa: sb, + *other = valid_a? sb: sa; + + v3_sub( other->pos, target->pos, clipdir ); + clipdir[1] = 0.0f; + + v3_copy( target->pos, pos ); + + boxf cell_region; + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]); + v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, k_gridscale*1.1f, cell_region[1]); + + u32 geo[256]; + int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 ); + + float max_dist = 0.0f; + v3f tri[3]; + v3f perp; + v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp ); + v3_muls( clipdir, 0.001f, st->clip[dir] ); + + for( int i=0; i= max_dist && h <= 1.0f ) + { + max_dist = h; + float l = 1.0f/v3_length(clipdir); + v3_muls( p0, l, st->clip[dir] ); + } + } + } + } +} + +static const struct conf +{ + struct confedge + { + /* i: sample index + * d: data index + * a: axis index + * o: the 'other' point to do a A/B test with + * if its -1, all AB is done. + */ + int i0, i1, + d0, d1, + a0, a1, + o0, o1; + } + edges[2]; + int edge_count; +} +k_walkgrid_configs[16] = { + {{},0}, + {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1}, + {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1}, + + {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1}, + {{{ 3,3, 3,0, 1,0, -1,-1 }, + { 1,1, 0,1, 1,0, -1,-1 }}, 2}, + {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1}, + {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1}, + + {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1}, + {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }, + { 0,0, 0,0, 0,1, -1,-1 }}, 2}, + {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1}, + + {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1}, + {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1}, + {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1}, + {{},0}, +}; + +/* + * Get a buffer of edges from cell location + */ +static const struct conf *player_walkgrid_conf( struct walkgrid *wg, + v2i cell, + struct grid_sample *corners[4] ) +{ + corners[0] = &wg->samples[cell[1] ][cell[0] ]; + corners[1] = &wg->samples[cell[1]+1][cell[0] ]; + corners[2] = &wg->samples[cell[1]+1][cell[0]+1]; + corners[3] = &wg->samples[cell[1] ][cell[0]+1]; + + u32 vd0 = corners[0]->type == k_sample_type_valid, + vd1 = corners[1]->type == k_sample_type_valid, + vd2 = corners[2]->type == k_sample_type_valid, + vd3 = corners[3]->type == k_sample_type_valid, + config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3; + + return &k_walkgrid_configs[ config ]; +} + +static void player_walkgrid_floor(v3f pos) +{ + v3_muls( pos, 1.0f/k_gridscale, pos ); + v3_floor( pos, pos ); + v3_muls( pos, k_gridscale, pos ); +} + +/* + * Computes the barycentric coordinate of location on a triangle (vertical), + * then sets the Y position to the interpolation of the three points + */ +static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos ) +{ + v3f v0,v1,v2; + v3_sub( b, a, v0 ); + v3_sub( c, a, v1 ); + v3_sub( pos, a, v2 ); + + float d = v0[0]*v1[2] - v1[0]*v0[2], + v = (v2[0]*v1[2] - v1[0]*v2[2]) / d, + w = (v0[0]*v2[2] - v2[0]*v0[2]) / d, + u = 1.0f - v - w; + + vg_line( pos, a, 0xffff0000 ); + vg_line( pos, b, 0xff00ff00 ); + vg_line( pos, c, 0xff0000ff ); + pos[1] = u*a[1] + v*b[1] + w*c[1]; +} + +/* + * Get the minimum time value of pos+dir until a cell edge + * + * t[0] -> t[3] are the individual time values + * t[5] & t[6] are the maximum axis values + * t[6] is the minimum value + * + */ +static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir ) +{ + v2f frac = { 1.0f/dir[0], 1.0f/dir[1] }; + + t[0] = 999.9f; + t[1] = 999.9f; + t[2] = 999.9f; + t[3] = 999.9f; + + if( fabsf(dir[0]) > 0.0001f ) + { + t[0] = (0.0f-pos[0]) * frac[0]; + t[1] = (1.0f-pos[0]) * frac[0]; + } + if( fabsf(dir[1]) > 0.0001f ) + { + t[2] = (0.0f-pos[1]) * frac[1]; + t[3] = (1.0f-pos[1]) * frac[1]; + } + + t[4] = vg_maxf(t[0],t[1]); + t[5] = vg_maxf(t[2],t[3]); + t[6] = vg_minf(t[4],t[5]); +} + +static void player_walkgrid_iter(struct walkgrid *wg, int iter) +{ + + /* + * For each walkgrid iteration we are stepping through cells and determining + * the intersections with the grid, and any edges that are present + */ + + u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 }; + + v3f pa, pb, pc, pd, pl0, pl1; + pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale; + pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale; + pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale; +#if 0 + pb[0] = pa[0]; + pb[1] = pa[1]; + pb[2] = pa[2] + k_gridscale; + pc[0] = pa[0] + k_gridscale; + pc[1] = pa[1]; + pc[2] = pa[2] + k_gridscale; + pd[0] = pa[0] + k_gridscale; + pd[1] = pa[1]; + pd[2] = pa[2]; + /* if you want to draw the current cell */ + vg_line( pa, pb, 0xff00ffff ); + vg_line( pb, pc, 0xff00ffff ); + vg_line( pc, pd, 0xff00ffff ); + vg_line( pd, pa, 0xff00ffff ); +#endif + pl0[0] = pa[0] + wg->pos[0]*k_gridscale; + pl0[1] = pa[1]; + pl0[2] = pa[2] + wg->pos[1]*k_gridscale; + + /* + * If there are edges present, we need to create a 'substep' event, where + * we find the intersection point, find the fully resolved position, + * then the new pos dir is the intersection->resolution + * + * the resolution is applied in non-discretized space in order to create a + * suitable vector for finding outflow, we want it to leave the cell so it + * can be used by the quad + */ + + v2f pos, dir; + v2_copy( wg->pos, pos ); + v2_muls( wg->dir, wg->move, dir ); + + struct grid_sample *corners[4]; + v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}}; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + + float t[7]; + player_walkgrid_min_cell( t, pos, dir ); + + for( int i=0; iedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v2f e0, e1, n, r, target, res, tangent; + e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0]; + e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2]; + e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0]; + e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2]; + + v3f pe0 = { pa[0] + e0[0]*k_gridscale, + pa[1], + pa[2] + e0[1]*k_gridscale }; + v3f pe1 = { pa[0] + e1[0]*k_gridscale, + pa[1], + pa[2] + e1[1]*k_gridscale }; + + v2_sub( e1, e0, tangent ); + n[0] = -tangent[1]; + n[1] = tangent[0]; + v2_normalize( n ); + + /* + * If we find ourselfs already penetrating the edge, move back out a + * little + */ + v2_sub( e0, pos, r ); + float p1 = v2_dot(r,n); + + if( -p1 < 0.0001f ) + { + v2_muladds( pos, n, p1+0.0001f, pos ); + v2_copy( pos, wg->pos ); + v3f p_new = { pa[0] + pos[0]*k_gridscale, + pa[1], + pa[2] + pos[1]*k_gridscale }; + v3_copy( p_new, pl0 ); + } + + v2_add( pos, dir, target ); + + v2f v1, v2, v3; + v2_sub( e0, pos, v1 ); + v2_sub( target, pos, v2 ); + + v2_copy( n, v3 ); + + v2_sub( e0, target, r ); + float p = v2_dot(r,n), + t1 = v2_dot(v1,v3)/v2_dot(v2,v3); + + if( t1 < t[6] && t1 > 0.0f && -p < 0.001f ) + { + v2_muladds( target, n, p+0.0001f, res ); + + v2f intersect; + v2_muladds( pos, dir, t1, intersect ); + v2_copy( intersect, pos ); + v2_sub( res, intersect, dir ); + + v3f p_res = { pa[0] + res[0]*k_gridscale, + pa[1], + pa[2] + res[1]*k_gridscale }; + v3f p_int = { pa[0] + intersect[0]*k_gridscale, + pa[1], + pa[2] + intersect[1]*k_gridscale }; + + vg_line( pl0, p_int, icolours[iter%3] ); + v3_copy( p_int, pl0 ); + v2_copy( pos, wg->pos ); + + player_walkgrid_min_cell( t, pos, dir ); + } + } + + /* + * Compute intersection with grid cell moving outwards + */ + t[6] = vg_minf( t[6], 1.0f ); + + pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6]; + pl1[1] = pl0[1]; + pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6]; + vg_line( pl0, pl1, icolours[iter%3] ); + + if( t[6] < 1.0f ) + { + /* + * To figure out what t value created the clip so we know which edge + * to wrap around + */ + + if( t[4] < t[5] ) + { + wg->pos[1] = pos[1] + dir[1]*t[6]; + + if( t[0] > t[1] ) /* left edge */ + { + wg->pos[0] = 0.9999f; + wg->cell_id[0] --; + + if( wg->cell_id[0] == 0 ) + wg->move = -1.0f; + } + else /* Right edge */ + { + wg->pos[0] = 0.0001f; + wg->cell_id[0] ++; + + if( wg->cell_id[0] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; + } + } + else + { + wg->pos[0] = pos[0] + dir[0]*t[6]; + + if( t[2] > t[3] ) /* bottom edge */ + { + wg->pos[1] = 0.9999f; + wg->cell_id[1] --; + + if( wg->cell_id[1] == 0 ) + wg->move = -1.0f; + } + else /* top edge */ + { + wg->pos[1] = 0.0001f; + wg->cell_id[1] ++; + + if( wg->cell_id[1] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; + } + } + + wg->move -= t[6]; + } + else + { + v2_muladds( wg->pos, dir, wg->move, wg->pos ); + wg->move = 0.0f; + } +} + +static void player_walkgrid_stand_cell(struct walkgrid *wg) +{ + /* + * NOTE: as opposed to the other function which is done in discretized space + * this use a combination of both. + */ + + v3f world; + world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale; + world[1] = player.rb.co[1]; + world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale; + + struct grid_sample *corners[4]; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + + if( conf != k_walkgrid_configs ) + { + if( conf->edge_count == 0 ) + { + v3f v0; + + /* Split the basic quad along the shortest diagonal */ + if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < + fabsf(corners[3]->pos[1] - corners[1]->pos[1]) ) + { + vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa ); + + if( wg->pos[0] > wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[2]->pos, world ); + else + player_walkgrid_stand_tri( corners[0]->pos, + corners[2]->pos, + corners[1]->pos, world ); + } + else + { + vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa ); + + if( wg->pos[0] < 1.0f-wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[1]->pos, world ); + else + player_walkgrid_stand_tri( corners[3]->pos, + corners[2]->pos, + corners[1]->pos, world ); + } + } + else + { + for( int i=0; iedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v3f p0, p1; + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + + /* + * Find penetration distance between player position and the edge + */ + + v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] }, + rel = { world[0]-p0[0], world[2]-p0[2] }; + + if( edge->o0 == -1 ) + { + /* No subregions (default case), just use triangle created by + * i0, e0, e1 */ + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + p1, world ); + } + else + { + /* + * Test if we are in the first region, which is + * edge.i0, edge.e0, edge.o0, + */ + v3f v0, ref; + v3_sub( p0, corners[edge->o0]->pos, ref ); + v3_sub( world, corners[edge->o0]->pos, v0 ); + + vg_line( corners[edge->o0]->pos, p0, 0xffffff00 ); + vg_line( corners[edge->o0]->pos, world, 0xff000000 ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + corners[edge->o0]->pos, world ); + } + else + { + if( edge->o1 == -1 ) + { + /* + * No other edges mean we just need to use the opposite + * + * e0, e1, o0 (in our case, also i1) + */ + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o0]->pos, world ); + } + else + { + /* + * Note: this v0 calculation can be ommited with the + * current tileset. + * + * the last two triangles we have are: + * e0, e1, o1 + * and + * e1, i1, o1 + */ + v3_sub( p1, corners[edge->o1]->pos, ref ); + v3_sub( world, corners[edge->o1]->pos, v0 ); + vg_line( corners[edge->o1]->pos, p1, 0xff00ffff ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o1]->pos, + world ); + } + else + { + player_walkgrid_stand_tri( p1, + corners[edge->i1]->pos, + corners[edge->o1]->pos, + world ); + } + } + } + } + } + } + } + + v3_copy( world, player.rb.co ); +} + +static void player_walkgrid_getsurface(void) +{ + float const k_stepheight = 0.5f; + float const k_miny = 0.6f; + float const k_height = 1.78f; + float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; + + static struct walkgrid wg; + + v3f cell; + v3_copy( player.rb.co, cell ); + player_walkgrid_floor( cell ); + + v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] ); + v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] ); + + + /* + * Create player input vector + */ + v3f delta = {0.0f,0.0f,0.0f}; + v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, + side = { -fwd[2], 0.0f, fwd[0] }; + + /* Temp */ + if( !vg_console_enabled() ) + { + if( glfwGetKey( vg_window, GLFW_KEY_W ) ) + v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_S ) ) + v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); + + if( glfwGetKey( vg_window, GLFW_KEY_A ) ) + v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_D ) ) + v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); + + v3_muladds( delta, fwd, + vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta ); + v3_muladds( delta, side, + vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta ); + } + + /* + * Create our move in grid space + */ + wg.dir[0] = delta[0] * (1.0f/k_gridscale); + wg.dir[1] = delta[2] * (1.0f/k_gridscale); + wg.move = 1.0f; + + v2f region_pos = + { + (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), + (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) + }; + v2f region_cell_pos; + v2_floor( region_pos, region_cell_pos ); + v2_sub( region_pos, region_cell_pos, wg.pos ); + + wg.cell_id[0] = region_cell_pos[0]; + wg.cell_id[1] = region_cell_pos[1]; + + for(int y=0; ypos ); + s->state = k_traverse_none; + s->type = k_sample_type_air; + v3_zero( s->clip[0] ); + v3_zero( s->clip[1] ); + } + } + + v2i border[WALKGRID_SIZE*WALKGRID_SIZE]; + v2i *cborder = border; + u32 border_length = 1; + + struct grid_sample *base = NULL; + + v2i starters[] = {{0,0},{1,1},{0,1},{1,0}}; + + for( int i=0;i<4;i++ ) + { + v2i test; + v2i_add( wg.cell_id, starters[i], test ); + v2i_copy( test, border[0] ); + base = &wg.samples[test[1]][test[0]]; + + base->pos[1] = cell[1]; + player_walkgrid_samplepole( base ); + + if( base->type == k_sample_type_valid ) + break; + else + base->type = k_sample_type_air; + } + + vg_line_pt3( base->pos, 0.1f, 0xffffffff ); + + int iter = 0; + + while( border_length ) + { + v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}}; + + v2i *old_border = cborder; + int len = border_length; + + border_length = 0; + cborder = old_border+len; + + for( int i=0; istate & thismove) == 0x00 || + sb->type == k_sample_type_air ) + { + sb->pos[1] = sa->pos[1]; + + player_walkgrid_samplepole( sb ); + + if( sb->type != k_sample_type_air ) + { + /* + * Need to do a blocker pass + */ + + struct grid_sample *store = (j>>1 == 0)? sa: sb; + player_walkgrid_clip_blocker( sa, sb, store, j%2 ); + + + if( sb->type != k_sample_type_air ) + { + vg_line( sa->pos, sb->pos, 0xffffffff ); + + if( sb->state == k_traverse_none ) + v2i_copy( newp, cborder[ border_length ++ ] ); + } + else + { + v3f p1; + v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); + vg_line( sa->pos, p1, 0xffffffff ); + } + } + else + { + /* + * A clipping pass is now done on the edge of the walkable + * surface + */ + + struct grid_sample *store = (j>>1 == 0)? sa: sb; + player_walkgrid_clip_edge( sa, sb, store, j%2 ); + + v3f p1; + v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 ); + vg_line( sa->pos, p1, 0xffffffff ); + } + + sb->state |= thismove; + } + } + + sa->state = k_traverse_h|k_traverse_v; + } + + iter ++; + if( iter == walk_grid_iterations ) + break; + } + + /* Draw connections */ + struct grid_sample *corners[4]; + for( int x=0; xedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v3f p0, p1; + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + + vg_line( p0, p1, 0xff0000ff ); + } + } + } + + /* + * Commit player movement into the grid + */ + + if( v3_length2(delta) <= 0.00001f ) + return; + + int i=0; + for(; i<8 && wg.move > 0.001f; i++ ) + player_walkgrid_iter( &wg, i ); + + player_walkgrid_stand_cell( &wg ); +} + +static void player_walkgrid(void) +{ + player_walkgrid_getsurface(); + + m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); + player_mouseview(); + rb_update_transform( &player.rb ); +} + +#endif /* PLAYER_WALKGRID_H */