struct camera
{
/* Input */
- v2f angles;
+ v3f angles;
v3f pos;
float fov, nearz, farz;
buf[j] = 0x00;
}
+VG_STATIC float
+ k_runspeed = 20.0f, /* depr */
+ k_board_radius = 0.3f,
+ k_board_length = 0.45f,
+ k_board_allowance = 0.04f,
+ k_friction_lat = 12.0f,
+ k_friction_resistance = 0.01f,
+ k_max_push_speed = 16.0f,
+ k_push_accel = 10.0f,
+ k_push_cycle_rate = 8.0f,
+ k_steer_ground = 2.5f,
+ k_steer_air = 3.6f,
+ k_steer_air_lerp = 0.3f,
+ k_pump_force = 0.0f,
+ k_downforce = 5.0f,
+ k_walk_downforce = 8.0f,
+ k_jump_charge_speed = (1.0f/1.0f),
+ k_jump_force = 5.0f,
+ k_pitch_limit = 1.5f,
+ k_look_speed = 2.0f,
+
+ k_cog_spring = 0.2f,
+ k_cog_damp = 0.02f,
+ k_cog_mass_ratio = 0.9f,
+
+ k_mmthrow_scale = 6.0f,
+ k_mmcollect_lat = 2.0f,
+ k_mmcollect_vert = 0.0f,
+ k_mmdecay = 12.0f,
+ k_spring_angular = 1.0f,
+
+ k_spring_force = 15.0f,
+ k_spring_dampener = 5.0f;
+
+
#endif /* COMMON_H */
}
/* Update camera */
+#if 0
{
main_camera.angles[0] =
vg_alerpf( main_camera.angles[0], angles[0], menu_opacity );
camera_update_transform( &main_camera );
}
+#endif
float dt = vg.frame_delta * 6.0f;
menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
* Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
+#define PLAYER_H
#ifndef PLAYER_H
#define PLAYER_H
#include "skeleton.h"
#include "bvh.h"
-VG_STATIC float
- k_walkspeed = 12.0f,
- k_air_accelerate = 20.0f,
- k_runspeed = 20.0f,
- k_board_radius = 0.3f,
- k_board_length = 0.45f,
- k_board_allowance = 0.04f,
- k_friction_lat = 12.0f,
- k_friction_resistance = 0.01f,
- k_max_push_speed = 16.0f,
- k_push_accel = 10.0f,
- k_push_cycle_rate = 8.0f,
- k_steer_ground = 2.5f,
- k_steer_air = 3.6f,
- k_steer_air_lerp = 0.3f,
- k_pump_force = 0.0f,
- k_downforce = 5.0f,
- k_walk_downforce = 8.0f,
- k_jump_charge_speed = (1.0f/1.0f),
- k_jump_force = 5.0f,
- k_pitch_limit = 1.5f,
- k_look_speed = 2.0f,
- k_walk_accel = 150.0f,
- k_walk_friction = 8.0f,
-
- k_cog_spring = 0.2f,
- k_cog_damp = 0.02f,
- k_cog_mass_ratio = 0.9f,
-
- k_mmthrow_scale = 6.0f,
- k_mmcollect_lat = 2.0f,
- k_mmcollect_vert = 0.0f,
- k_mmdecay = 12.0f,
- k_spring_angular = 1.0f,
-
- k_spring_force = 15.0f,
- k_spring_dampener = 5.0f;
VG_STATIC int freecam = 0;
VG_STATIC int walk_grid_iterations = 1;
VG_STATIC struct gplayer
{
- /* Physics */
- rigidbody collide_front, collide_back;
+ rigidbody rb, rb_frame;
+ v3f co, angles; /* used as transfer between controllers */
- struct player_phys
+ enum player_controller
{
- rigidbody rb, rb_gate_frame;
- float iY, siY; /* Yaw inertia */
-
- v3f a, v_last, m, bob, vl;
-
- /* Utility */
- float vswitch, slip, slip_last, reverse;
- float grab, jump, pushing, push_time, rise;
- v2f grab_mouse_delta;
-
- v3f throw_v;
- v3f cog,
- cog_v;
-
- int lift_frames;
-
- double start_push;
- int in_air, on_board, jump_charge, jump_dir, grind;
-
- m3x3f vr,vr_pstep;
+ k_player_controller_walk,
+ k_player_controller_skate,
+ k_player_controller_ragdoll,
+ k_player_controller_mountain_skate,
+ k_player_controller_snowboard,
+ k_player_controller_drive
}
- phys,
- phys_gate_frame;
-
- float normal_pressure;
- v3f debug_mmcollect_lat,
- debug_mmcollect_vert;
+ controller,
+ controller_frame;
m4x3f visual_transform,
inv_visual_transform;
int is_dead, death_tick_allowance, rewinding;
int rewind_sound_wait;
- struct land_prediction
- {
- v3f log[50];
- v3f n;
- u32 log_length;
- float score;
-
- enum prediction_type
- {
- k_prediction_none,
- k_prediction_land,
- k_prediction_grind
- }
- type;
-
- u32 colour;
- }
- predictions[22];
- u32 prediction_count;
v3f handl_target, handr_target,
handl, handr;
*input_grab;
/* Camera */
- float air_blend;
float air_time;
-
v3f camera_pos, smooth_localcam;
- v2f angles;
struct rewind_frame
{
v3f pos;
- v2f ang;
+ v3f ang;
}
*rewind_buffer;
u32 rewind_incrementer,
}
mdl;
}
-player =
+player__OLD
+
+#if 0
+=
{
.collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
.collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
-};
+}
+#endif
+
+;
/*
* API
VG_STATIC void player_mouseview(void);
#include "player_physics.h"
+#include "player_physics_skate.h"
+#include "player_physics_walk.h"
#include "player_ragdoll.h"
#include "player_model.h"
#include "player_animation.h"
#include "player_audio.h"
+/*
+ * player_physics_<INTERFACE>_<SUB-INTERFACE>
+ *
+ *
+ *
+ */
+
/*
* -----------------------------------------------------------------------------
* Events
VG_STATIC void player_init(void) /* 1 */
{
+#if 0
player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
for( int i=0; i<vg_list_size(default_cfg); i++ )
vg_execute_console_input(default_cfg[i]);
+#endif
- rb_init( &player.phys.rb );
- rb_init( &player.collide_front );
- rb_init( &player.collide_back );
+ rb_init( &player.rb );
VG_VAR_F32( k_walkspeed );
- VG_VAR_F32( k_air_accelerate );
+ VG_VAR_F32( k_stopspeed );
+ VG_VAR_F32( k_airspeed );
+ VG_VAR_F32( k_walk_friction );
+ VG_VAR_F32( k_walk_air_accel );
VG_VAR_F32( k_runspeed );
VG_VAR_F32( k_walk_accel );
VG_STATIC int menu_enabled(void);
#include "menu.h"
+VG_STATIC void player_do_motion(void);
/*
* Free camera movement
*/
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
- struct player_phys *phys = &player.phys;
-
{
v3f ra, rb, rx;
}
}
+#if 0
vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
vg_line( spring_end, throw_end, VG__RED );
vg_line( spring_end, p0, VG__GREEN );
vg_line( spring_end, p1, VG__BLUE );
+#endif
if( player.rewinding )
return;
player.death_tick_allowance = 30;
player_restore_frame();
- if( !phys->on_board )
+ if( player.controller == k_player_controller_walk )
{
- player.angles[0] = atan2f( -phys->rb.forward[2],
- -phys->rb.forward[0] );
+ player.angles[0] = atan2f( -player.rb.forward[2],
+ -player.rb.forward[0] );
}
player.mdl.shoes[0] = 1;
if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
{
- phys->on_board ^= 0x1;
-
audio_lock();
- if( phys->on_board )
+
+#if 0
+ if( phys->controller == k_player_controller_walk )
{
+ phys->controller = k_player_controller_skate;
+
v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
audio_play_oneshot( &audio_lands[6], 1.0f );
}
- else
+ else if( phys->controller == k_player_controller_skate )
{
+ phys->controller = k_player_controller_walk;
+
audio_play_oneshot( &audio_lands[5], 1.0f );
}
+#endif
audio_unlock();
}
- if( !phys->on_board )
+ if( player.controller == k_player_controller_walk )
player_mouseview();
}
if( player.death_tick_allowance )
player.death_tick_allowance --;
- struct player_phys *phys = &player.phys;
-
if( player.is_dead )
{
player_ragdoll_iter();
VG_STATIC void player_update_post(void)
{
+#if 0
for( int i=0; i<player.prediction_count; i++ )
{
struct land_prediction *p = &player.predictions[i];
v3_add( p->log[p->log_length-1], p->n, p1 );
vg_line( p->log[p->log_length-1], p1, 0xffffffff );
}
+#endif
+#if 0
if( player.is_dead )
{
player_debug_ragdoll();
}
if( freecam )
+#endif
player_freecam();
/* CAMERA POSITIONING: LAYER 0 */
v2_copy( player.angles, main_camera.angles );
v3_copy( player.camera_pos, main_camera.pos );
+#if 0
if( player.rewinding )
{
if( player.rewind_time <= 0.0f )
v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
}
}
+#endif
camera_update_transform( &main_camera );
player_audio();
mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
}
+VG_STATIC void player_do_motion(void)
+{
+ if( world.water.enabled )
+ {
+ if( (player.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, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_splash );
+ audio_unlock();
+
+ player_kill();
+ }
+ }
+
+ v3f prevco;
+ v3_copy( player.rb.co, prevco );
+
+ if( player.controller == k_player_controller_skate )
+ {
+#if 0
+ player_skate_update();
+#endif
+ }
+ else
+ player_walk_physics( &player_walky );
+
+
+ /* Real angular velocity integration */
+#if 0
+ v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
+ if( v3_length2( phys->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f 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, phys->rb.q, phys->rb.q );
+ }
+
+ /* Faux angular velocity */
+ v4f rotate;
+
+ float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+ phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
+
+ q_axis_angle( rotate, phys->rb.up, phys->siY );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
+ phys->iY = 0.0f;
+#endif
+
+ /*
+ * Gate intersection, by tracing a line over the gate planes
+ */
+#if 0
+ for( int i=0; i<world.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.gates[i];
+ teleport_gate *gate = &rg->gate;
+
+ if( gate_intersect( gate, phys->rb.co, prevco ) )
+ {
+ m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+ m4x3_mulv( gate->transport, phys->cog, phys->cog );
+ m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
+ 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 );
+
+ /* Pre-emptively edit the camera matrices so that the motion vectors
+ * are correct */
+ m4x3f transport_i;
+ m4x4f transport_4;
+ m4x3_invert_affine( gate->transport, transport_i );
+ m4x3_expand( transport_i, transport_4 );
+ m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
+ m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, phys->rb.q, phys->rb.q );
+
+ world_routes_activate_gate( i );
+
+ if( phys->controller == k_player_controller_walk )
+ {
+ v3f fwd_dir = {cosf(player.angles[0]),
+ 0.0f,
+ sinf(player.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+ }
+
+ player.rewind_length = 0;
+ player.rewind_total_length = 0.0f;
+ player.rewind_incrementer = 10000;
+ player_save_frame();
+
+ audio_lock();
+ audio_play_oneshot( &audio_gate_pass, 1.0f );
+ audio_unlock();
+ break;
+ }
+ }
+#endif
+
+ rb_update_transform( &player.rb );
+}
+
/*
* -----------------------------------------------------------------------------
* API implementation
VG_STATIC float *player_get_pos(void)
{
- return player.phys.rb.co;
+ return player.rb.co;
}
VG_STATIC void player_kill(void)
if( player.death_tick_allowance == 0 )
{
player.is_dead = 1;
- player_ragdoll_copy_model( player.phys.rb.v );
+ player_ragdoll_copy_model( player.rb.v );
}
}
}
+VG_STATIC void player_save_frame(void)
+{
+ player.controller_frame = player.controller;
+
+ /* TODO <interface>->save() */
+}
+
+VG_STATIC void player_restore_frame(void)
+{
+ player.controller = player.controller_frame;
+
+ /* TODO <interface>->load() */
+}
+
#endif /* PLAYER_H */
#define PLAYER_ANIMATION_H
#include "player.h"
+#include "player_physics_walk.h"
VG_STATIC void player_animate_offboard(void)
{
- {
- float fly = player.phys.in_air,
- rate;
-
- if( player.phys.in_air )
- rate = 2.4f;
- else
- rate = 9.0f;
-
- player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
- player.frun = vg_lerpf( player.frun,
- player.walk *
- (1.0f + player.input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
- }
-
- struct player_phys *phys = &player.phys;
-
- mdl_keyframe apose[32], bpose[32];
- struct skeleton *sk = &player.mdl.sk;
-
- if( player.walk > 0.025f )
- {
- /* TODO move */
- float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
- run_norm = 30.0f/(float)player.mdl.anim_run->length,
- walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
-
- player.walk_timer += walk_adv * vg.time_delta;
- }
- else
- {
- player.walk_timer = 0.0f;
- }
-
- float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
- run_norm = (float)player.mdl.anim_run->length/30.0f,
- t = player.walk_timer,
- l = vg_clampf( player.frun*15.0f, 0.0f, 1.0f ),
- idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
- /* walk/run */
- skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- /* idle */
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- /* air */
- skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
-
- skeleton_apply_inverses( &player.mdl.sk );
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.visual_transform[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
+ player_walk_animate( &player_walky, &player.mdl.sk, NULL );
}
VG_STATIC void player_animate(void)
{
+#if 0
struct player_phys *phys = &player.phys;
rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f,
m4x3_invert_affine( player.visual_transform, player.inv_visual_transform );
- if( !phys->on_board )
+ if( phys->controller == k_player_controller_walk )
{
player_animate_offboard();
return;
/* movement information */
{
+ int iair = (player_skate.activity == k_skate_activity_air) ||
+ (player_skate.activity == k_skate_activity_grind );
+
float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
dirx = phys->slip < 0.0f? 0.0f: 1.0f,
- fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
+ fly = iair? 1.0f: 0.0f;
player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
/* pushing */
+ double push_time = vg.time - player.phys.start_push;
+
player.fpush = vg_lerpf( player.fpush,
- player.phys.pushing,
+ (vg.time - player.phys.cur_push) < 0.125,
6.0f*vg.time_delta );
- float pt = player.phys.push_time + vg.accumulator;
+ float pt = push_time + vg.accumulator;
if( phys->reverse > 0.0f )
skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
else
v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
player.mdl.cam_pos );
skeleton_apply_inverses( &player.mdl.sk );
- skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
+ skeleton_apply_transform( &player.mdl.sk, player.visual_transform );
skeleton_debug( &player.mdl.sk );
+#endif
}
VG_STATIC void player_animate_death_cam(void)
static v3f lerp_cam = { 0.0f, 0.0f, 0.0f };
v3f target;
- v3_muladds( player.phys.rb.co, player.phys.rb.up, 1.2f, target );
+ v3_muladds( player.rb.co, player.rb.up, 1.2f, target );
player_animate_follow_cam( target, 1.5f, 20.0f );
}
VG_STATIC void player_animate_camera(void)
{
- struct player_phys *phys = &player.phys;
-
static v3f lerp_cam = {0.0f,0.0f,0.0f};
v3f cam_pos;
- player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
+ int _on_board = player.controller == k_player_controller_skate;
+ player.fonboard = vg_lerpf( player.fonboard, _on_board, vg.time_delta );
- if( phys->on_board )
+ if( _on_board )
{
+#if 0
v3f offs = { -0.4f, 0.15f, 0.0f };
v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
v3_add( lerp_cam, offs, cam_pos );
/* Look angles */
v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
- player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
+ int _grind = player_skate.activity == k_skate_activity_grind;
+
+ player.fgrind = vg_lerpf( player.fgrind, _grind, vg.time_delta );
float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
pitch = atan2f
v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
m4x3_mulv( player.visual_transform, cam_pos, player.camera_pos );
+#endif
}
else
{
- float speed = vg.time_delta * k_look_speed;
#if 0
+ float speed = vg.time_delta * k_look_speed;
player.angles[0] += vg_get_axis( "lookh" ) * speed;
player.angles[1] += vg_get_axis( "lookv" ) * speed;
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );
+
+#if 0
v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
+#endif
}
}
*/
VG_STATIC void player_audio(void)
{
+#if 0
struct player_phys *phys = &player.phys;
static int _air = 0;
int l2 = _air;
- _air = phys->in_air;
+ _air = player_skate.activity == k_skate_activity_air;
static double last_revert = -2000.0;
audio_lock();
double revert_delta = vg.time - last_revert;
- if( phys->on_board && (!_air && l2) && (revert_delta > 0.7) &&
+ if( (phys->controller == k_player_controller_skate) &&
+ (!_air && l2) && (revert_delta > 0.7) &&
(player.air_time > 0.5f) )
{
audio_player_set_position( &audio_player_extra, phys->rb.co );
}
static float air = 0.0f;
- air = vg_lerpf( air, phys->in_air? 1.0f: 0.0f, 5.0f*vg.time_delta );
+ air = vg_lerpf( air, player_skate.activity == k_skate_activity_air,
+ 5.0f*vg.time_delta );
/* Spacial info */
v3f ears = { 1.0f,0.0f,0.0f };
}
}
- if( freecam || player.is_dead || !phys->on_board )
+ if( freecam || player.is_dead ||
+ !(phys->controller != k_player_controller_skate))
{
audio_player_set_vol( &audio_player0, 0.0f );
audio_player_set_vol( &audio_player1, 0.0f );
else
walk_phase = 0;
- if( (player.step_phase != walk_phase) && !phys->in_air )
+ if( (player.step_phase != walk_phase) &&
+ !(player_walk.activity == k_walk_activity_air) )
{
audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
audio_player_set_position( &audio_player_extra, phys->rb.co );
float speed = vg_minf(v3_length( phys->rb.v )*0.1f,1.0f),
attn = speed,
slide = vg_clampf( fabsf(phys->slip), 0.0f, 1.0f ),
- grind = phys->grind,
+ grind = player_skate.activity == k_skate_activity_grind,
vol0 = (1.0f-air)*attn*(1.0f-slide)*(1.0f-grind),
vol1 = air *attn*(1.0f-grind),
vol2 = (1.0f-air)*attn*slide*(1.0f-grind),
#endif
audio_unlock();
- if( player.phys.in_air )
+ if( player_skate.activity == k_skate_activity_air )
player.air_time += vg.time_delta;
else
player.air_time = 0.0f;
-
+#endif
}
#endif /* PLAYER_AUDIO_H */
--- /dev/null
+#ifndef PLAYER_DEVICE_WALK_H
+#define PLAYER_DEVICE_WALK_H
+
+#include "player_interface.h"
+
+VG_STATIC float
+ k_walkspeed = 10.0f,
+ k_airspeed = 2.0f,
+ k_stopspeed = 4.0f,
+ k_walk_accel = 10.0f,
+ k_walk_air_accel = 7.0f,
+ k_walk_friction = 10.0f,
+ k_walk_step_height = 0.2f;
+
+struct player_device_walk
+{
+ rb_capsule collider;
+
+ struct
+ {
+ v3f angles;
+
+ enum walk_activity
+ {
+ k_walk_activity_air,
+ k_walk_activity_ground,
+ k_walk_activity_sleep
+ }
+ activity;
+ }
+ state;
+
+ enum mdl_surface_prop surface;
+};
+
+VG_STATIC void player_walk_pre_update( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_walk *w = at->storage;
+ player_look( player, w->state.angles );
+
+#if 0
+ v3f walk = { player->input_walkh->axis.value,
+ 0.0f,
+ -player->input_walkv->axis.value };
+
+ v3_muls( walk, 10.0f * vg.time_delta, walk );
+
+ m3x3f m;
+ euler_m3x3( w->angles, m );
+ v3_muladds( player->rb.co, m[0], walk[0], player->rb.co );
+ v3_muladds( player->rb.co, m[1], walk[1], player->rb.co );
+ v3_muladds( player->rb.co, m[2], walk[2], player->rb.co );
+#endif
+}
+
+VG_STATIC int player_walk_normal_standable( v3f n )
+{
+ return n[1] > 0.70710678118f;
+}
+
+VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
+{
+ float currentspeed = v3_dot( v, movedir ),
+ addspeed = speed - currentspeed;
+
+ if( addspeed <= 0 )
+ return;
+
+ float accelspeed = accel * k_rb_delta * speed;
+
+ if( accelspeed > addspeed )
+ accelspeed = addspeed;
+
+ v3_muladds( v, movedir, accelspeed, v );
+}
+
+VG_STATIC void player_friction( v3f v )
+{
+ float speed = v3_length( v ),
+ drop = 0.0f,
+ control = vg_maxf( speed, k_stopspeed );
+
+ if( speed < 0.04f )
+ return;
+
+ drop += control * k_walk_friction * k_rb_delta;
+
+ float newspeed = vg_maxf( 0.0f, speed - drop );
+ newspeed /= speed;
+
+ v3_muls( v, newspeed, v );
+}
+
+VG_STATIC void player_walk_update( player_interface *player,
+ player_attachment *at )
+{
+ struct player_device_walk *w = at->storage;
+ w->collider.height = 2.0f;
+ w->collider.radius = 0.3f;
+
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+
+ rb_ct manifold[64];
+ int len;
+
+ float yaw = w->state.angles[0];
+
+ v3f forward_dir = { sinf(yaw), 0.0f, -cosf(yaw) };
+ v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
+
+ v2f walk = { player->input_walkh->axis.value,
+ player->input_walkv->axis.value };
+
+ if( v2_length2(walk) > 0.001f )
+ v2_normalize_clamp( walk );
+
+ /*
+ * Collision detection
+ */
+ len = rb_capsule__scene( mtx, &w->collider, NULL,
+ &world.rb_geo.inf.scene, manifold );
+ rb_manifold_filter_coplanar( manifold, len, 0.01f );
+ len = rb_manifold_apply_filtered( manifold, len );
+
+ v3f surface_avg = { 0.0f, 0.0f, 0.0f };
+ w->state.activity = k_walk_activity_air;
+
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+ rb_debug_contact( ct );
+
+ if( player_walk_normal_standable( ct->n ) )
+ {
+ w->state.activity = k_walk_activity_ground;
+ v3_add( surface_avg, ct->n, surface_avg );
+ }
+
+ rb_prepare_contact( ct );
+ }
+
+
+ /*
+ * Move & Friction
+ */
+ float accel_speed = 0.0f, nominal_speed = 0.0f;
+ v3f movedir;
+ v3_muls( right_dir, walk[0], movedir );
+ v3_muladds( movedir, forward_dir, walk[1], movedir );
+
+ if( w->state.activity == k_walk_activity_ground )
+ {
+ v3_normalize( surface_avg );
+
+ v3f tx, ty;
+ rb_tangent_basis( surface_avg, tx, ty );
+
+ if( v2_length2(walk) > 0.001f )
+ {
+ /* clip movement to the surface */
+ float d = v3_dot(surface_avg,movedir);
+ v3_muladds( movedir, surface_avg, -d, movedir );
+ }
+
+ accel_speed = k_walk_accel;
+ nominal_speed = k_walkspeed;
+
+ /* jump */
+ if( player->input_jump->button.value )
+ {
+ player->rb.v[1] = 5.0f;
+ w->state.activity = k_walk_activity_air;
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
+ else
+ {
+ player_friction( player->rb.v );
+
+ struct world_material *surface_mat = world_contact_material(manifold);
+ w->surface = surface_mat->info.surface_prop;
+ }
+ }
+ else
+ {
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
+
+ if( v2_length2(walk) > 0.001f )
+ {
+ vg_info( "%f %f\n", walk[0], walk[1] );
+ player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+ v3_normalize( movedir );
+ }
+
+ /*
+ * Resolve velocity constraints
+ */
+ for( int j=0; j<5; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ /*normal */
+ float vn = -v3_dot( player->rb.v, ct->n );
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
+ }
+ }
+
+ /*
+ * Depenetrate
+ */
+ v3f dt;
+ v3_zero( dt );
+ for( int j=0; j<8; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ float resolved_amt = v3_dot( ct->n, dt ),
+ remaining = (ct->p-k_penetration_slop) - resolved_amt,
+ apply = vg_maxf( remaining, 0.0f ) * 0.3f;
+
+ v3_muladds( dt, ct->n, apply, dt );
+ }
+ }
+ v3_add( dt, player->rb.co, player->rb.co );
+
+ /* TODO: Stepping......
+ *
+ * ideas; walkgrid style steps
+ */
+#if 0
+ if( w->state.activity == k_walk_activity_ground )
+ {
+ /* step */
+ float max_dist = 0.4f;
+
+ v3f pa, pb;
+ v3_copy( player->rb.co, pa );
+ pa[1] += w->collider.radius + max_dist;
+
+ v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+ vg_line( pa, pb, 0xff000000 );
+
+ v3f n;
+ float t;
+ if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
+ {
+ if( player_walk_normal_standable( n ) )
+ {
+ v3_lerp( pa, pb, t, player->rb.co );
+ player->rb.co[1] -= w->collider.radius;
+ }
+ }
+ }
+#endif
+
+
+ /* integrate */
+ if( w->state.activity == k_walk_activity_air )
+ player->rb.v[1] += -k_gravity * k_rb_delta;
+
+ v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+
+
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+}
+
+VG_STATIC void player_walk_post_update( player_interface *player,
+ player_attachment *at )
+{
+
+}
+
+VG_STATIC void player_walk_get_camera( player_interface *player,
+ player_attachment *at, camera *cam )
+{
+ struct player_device_walk *w = at->storage;
+
+ float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+ v3f pos;
+ v3_muladds( player->rb.co, player->rb.v, k_rb_delta*substep, pos );
+
+ v3_add( pos, (v3f){0.0f,1.8f,0.0f}, cam->pos );
+ v3_copy( w->state.angles, cam->angles );
+ cam->fov = 90.0f;
+}
+
+VG_STATIC void player_walk_ui( player_interface *player,
+ player_attachment *at )
+{
+ player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
+ player->rb.v[1],
+ player->rb.v[2] );
+ player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
+ player->rb.co[1],
+ player->rb.co[2] );
+}
+
+player_device player_device_walk =
+{
+ .pre_update = player_walk_pre_update,
+ .update = player_walk_update,
+ .post_update = player_walk_post_update,
+ .get_camera = player_walk_get_camera,
+ .debug_ui = player_walk_ui
+};
+
+#endif /* PLAYER_DEVICE_WALK_H */
--- /dev/null
+#ifndef PLAYER_INTERFACE_H
+#define PLAYER_INTERFACE_H
+
+#include "model.h"
+#include "camera.h"
+#include "rigidbody.h"
+#include "world.h"
+
+typedef struct player_device player_device;
+typedef struct player_interface player_interface;
+typedef struct player_attachment player_attachment;
+typedef mdl_keyframe player_pose[32];
+
+struct player_interface
+{
+ rigidbody rb;
+ camera cam;
+
+ struct player_attachment
+ {
+ player_device *device;
+ void *storage;
+ }
+ dev;
+
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab;
+};
+
+struct player_device
+{
+ void (* pre_update) ( player_interface *player, player_attachment *at );
+ void (* update) ( player_interface *player, player_attachment *at );
+ void (* post_update)( player_interface *player, player_attachment *at );
+ void (* pose) ( player_interface *player, player_attachment *at,
+ player_pose pose );
+
+ void (* get_camera) ( player_interface *player, player_attachment *at,
+ camera *cam );
+
+ void (* attatch ) ( player_interface *player, player_attachment *at,
+ void *storage );
+
+ void (* reset ) ( player_interface *player, player_attachment *at,
+ struct respawn_point *spawn );
+
+ void (* store_state)( player_interface *player, player_attachment *at );
+ void (* load_state) ( player_interface *player, player_attachment *at );
+ void (* debug_ui) ( player_interface *player, player_attachment *at );
+};
+
+VG_STATIC void player_interface_create_player( player_interface *inst )
+{
+ static int only_once = 0;
+ assert( only_once == 0 );
+ only_once ++;
+
+ inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
+ inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
+ inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
+ inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
+ inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
+ inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
+ inst->input_push = vg_create_named_input( "push", k_input_type_button );
+ inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
+ inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
+ inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
+ inst->input_use = vg_create_named_input( "use", k_input_type_button );
+ inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
+
+ const char *default_cfg[] =
+ {
+ "bind steer-h gp-ls-h",
+ "bind -steer-h a",
+ "bind +steer-h d",
+
+ "bind steer-v gp-ls-v",
+ "bind -steer-v w",
+ "bind +steer-v s",
+
+ "bind grab gp-rt",
+ "bind +grab shift",
+ "bind grab-h gp-rs-h",
+ "bind grab-v gp-rs-v",
+
+ "bind jump space",
+ "bind jump gp-a",
+
+ "bind push gp-b",
+ "bind push w",
+
+ "bind walk shift",
+ "bind walk gp-ls",
+
+ "bind walk-h gp-ls-h",
+ "bind walk-v -gp-ls-v",
+ "bind +walk-h d",
+ "bind -walk-h a",
+ "bind +walk-v w",
+ "bind -walk-v s",
+
+ "bind reset gp-lb",
+ "bind reset r",
+
+ "bind use gp-y",
+ "bind use e",
+ };
+
+ for( int i=0; i<vg_list_size(default_cfg); i++ )
+ vg_execute_console_input(default_cfg[i]);
+
+ v3_zero( inst->rb.co );
+ v3_zero( inst->rb.w );
+ v3_zero( inst->rb.v );
+ q_identity( inst->rb.q );
+ m4x3_identity( inst->rb.to_world );
+ m4x3_identity( inst->rb.to_local );
+}
+
+VG_STATIC void player_use_device( player_interface *player, player_device *dev,
+ void *storage )
+{
+ player->dev.device = dev;
+ player->dev.storage = storage;
+}
+
+VG_STATIC void player_pre_update( player_interface *player )
+{
+ assert( player->dev.device );
+
+ if( player->dev.device->pre_update )
+ player->dev.device->pre_update( player, &player->dev );
+}
+
+VG_STATIC void player_update( player_interface *player )
+{
+ assert( player->dev.device );
+
+ if( player->dev.device->update )
+ player->dev.device->update( player, &player->dev );
+}
+
+VG_STATIC void player_post_update( player_interface *player )
+{
+ assert( player->dev.device );
+
+ if( player->dev.device->post_update )
+ player->dev.device->post_update( player, &player->dev );
+
+ if( player->dev.device->get_camera )
+ player->dev.device->get_camera( player, &player->dev, &player->cam );
+#if 0
+ camera_update_transform( &player->cam );
+ camera_update_view( &player->cam );
+ camera_update_projection( &player->cam );
+ camera_finalize( &player->cam );
+#endif
+}
+
+#if 0
+VG_STATIC void player_pre_render( player_interface *player )
+{
+ assert( player->dev.device );
+
+ if( player->dev.device->pre_render )
+ player->dev.device->pre_render( player );
+}
+#endif
+
+VG_STATIC void player_debugtext( int size, const char *fmt, ... )
+{
+ char buffer[ 1024 ];
+
+ va_list args;
+ va_start( args, fmt );
+ vsnprintf( buffer, 1024, fmt, args );
+ va_end( args );
+
+ ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
+ vg_uictx.cursor[1] += 14*size;
+}
+
+VG_STATIC void player_ui( player_interface *player )
+{
+ /* TODO: if debugger enabled */
+
+ if( player->dev.device->debug_ui )
+ {
+ vg_uictx.cursor[0] = vg.window_x - 200;
+ vg_uictx.cursor[1] = 0;
+ vg_uictx.cursor[2] = 0;
+ vg_uictx.cursor[3] = 200;
+
+ struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
+
+ player->dev.device->debug_ui( player, &player->dev );
+
+ b[2].co[1] = vg_uictx.cursor[1];
+ b[3].co[1] = vg_uictx.cursor[1];
+ }
+}
+
+VG_STATIC void player_spawn( player_interface *player,
+ struct respawn_point *rp )
+{
+ v3_copy( rp->co, player->rb.co );
+ v3_zero( player->rb.v );
+ v3_zero( player->rb.w );
+ q_identity( player->rb.q );
+}
+
+/*
+ * Apply per render-frame mouse look from player to angles
+ */
+VG_STATIC void player_look( player_interface *player, v3f angles )
+{
+ angles[2] = 0.0f;
+ v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
+
+ if( vg_input.controller_should_use_trackpad_look )
+ {
+ static v2f last_input;
+ static v2f vel;
+ static v2f vel_smooth;
+
+ v2f input = { player->input_js2h->axis.value,
+ player->input_js2v->axis.value };
+
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+ {
+ v2_sub( input, last_input, vel );
+ v2_muls( vel, 1.0f/vg.time_delta, vel );
+ }
+ else
+ {
+ v2_zero( vel );
+ }
+
+ v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+
+ v2_muladds( angles, vel_smooth, vg.time_delta, angles );
+ v2_copy( input, last_input );
+ }
+ else
+ {
+ angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
+ angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
+ }
+
+ angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
+#endif /* PLAYER_INTERFACE_H */
#ifndef CHARACTER_H
#define CHARACTER_H
+#define VG_GAME
+#include "vg/vg.h"
+
+#if 0
#include "player.h"
+#endif
+
+#include "model.h"
#include "player_ragdoll.h"
#include "shaders/viewchar.h"
/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-#ifndef PLAYER_PHYSICS_H
-#define PLAYER_PHYSICS_H
-
-#include "player.h"
-#include "camera.h"
-
-VG_STATIC void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- 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;
-}
-
-/*
- * Cast a sphere from a to b and see what time it hits
- */
-VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
-{
- struct player_phys *phys = &player.phys;
-
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
- box_init_inf( region );
- box_addpt( region, pa );
- box_addpt( region, pb );
-
- v3_add( (v3f){ r, r, r}, region[1], region[1] );
- v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
-
- v3f dir;
- v3_sub( pb, pa, dir );
-
- v3f dir_inv;
- dir_inv[0] = 1.0f/dir[0];
- dir_inv[1] = 1.0f/dir[1];
- dir_inv[2] = 1.0f/dir[2];
-
- int hit = -1;
- float min_t = 1.0f;
-
- int idx;
- while( bh_next( world.geo_bh, &it, region, &idx ) )
- {
- u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
- v3f tri[3];
-
- boxf box;
- box_init_inf( box );
-
- for( int j=0; j<3; j++ )
- {
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
- box_addpt( box, tri[j] );
- }
-
- v3_add( (v3f){ r, r, r}, box[1], box[1] );
- v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
-
- if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
- continue;
-
- float t;
- v3f n1;
- if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
- {
- if( t < min_t )
- {
- min_t = t;
- hit = idx;
- v3_copy( n1, n );
- }
- }
- }
-
- *t = min_t;
- return hit;
-}
-
-/*
- * Trace a path given a velocity rotation.
- * Closest to 0 is best.
- */
-VG_STATIC void player_predict_land( m3x3f vr,
- struct land_prediction *prediction )
-{
- struct player_phys *phys = &player.phys;
-
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float k_bias = 0.96f;
-
- v3f pco, pco1, pv;
- v3_copy( phys->rb.co, pco );
- v3_muls( phys->rb.v, k_bias, pv );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- float grind_score = INFINITY,
- air_score = INFINITY;
-
- prediction->log_length = 0;
-
- for( int i=0; i<vg_list_size(prediction->log); i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
-
- float l = v3_length( vdir );
- v3_muls( vdir, 1.0f/l, 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;
- grind_score = closest_grind * 0.05f;
- }
- }
-
- v3f n1;
-
- float t1;
- int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
- if( idx != -1 )
- {
- v3_copy( n1, prediction->n );
- air_score = -v3_dot( pv, n1 );
-
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
-
- /* Bias prediction towords ramps */
- if( mat->info.flags & k_material_flag_skate_surface )
- air_score *= 0.1f;
-
- v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
- break;
- }
-
- v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
- }
-
- if( grind_score < air_score )
- {
- prediction->score = grind_score;
- prediction->type = k_prediction_grind;
- }
- else if( air_score < INFINITY )
- {
- prediction->score = air_score;
- prediction->type = k_prediction_land;
- }
- else
- {
- prediction->score = INFINITY;
- prediction->type = k_prediction_none;
- }
-}
-
-/*
- * Called when launching into the air to predict and adjust trajectories
- */
-VG_STATIC void player_start_air(void)
-{
- struct player_phys *phys = &player.phys;
-
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float best_velocity_delta = -9999.9f;
-
- v3f axis;
- v3_cross( phys->rb.up, phys->rb.v, axis );
- v3_normalize( axis );
- player.prediction_count = 0;
-
- m3x3_identity( phys->vr );
-
- float
- best_vmod = 0.0f,
- min_score = INFINITY,
- max_score = -INFINITY;
-
- /*
- * Search a broad selection of futures
- */
- for( int m=-3;m<=12; m++ )
- {
- struct land_prediction *p =
- &player.predictions[ player.prediction_count ++ ];
-
- float vmod = ((float)m / 15.0f)*0.09f;
-
- m3x3f vr;
- v4f vr_q;
-
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
-
- player_predict_land( vr, p );
-
- if( p->type != k_prediction_none )
- {
- if( p->score < min_score )
- {
- min_score = p->score;
- best_vmod = vmod;
- }
-
- if( p->score > max_score )
- max_score = p->score;
- }
- }
-
- v4f vr_q;
- q_axis_angle( vr_q, axis, best_vmod*0.1f );
- q_m3x3( vr_q, phys->vr );
-
- q_axis_angle( vr_q, axis, best_vmod );
- q_m3x3( vr_q, phys->vr_pstep );
-
- /*
- * Logging
- */
- for( int i=0; i<player.prediction_count; i ++ )
- {
- struct land_prediction *p = &player.predictions[i];
-
- float l = p->score;
-
- if( l < 0.0f )
- {
- vg_error( "negative score! (%f)\n", l );
- }
-
- l -= min_score;
- l /= (max_score-min_score);
- l = 1.0f - l;
- l *= 255.0f;
-
- p->colour = l;
- p->colour <<= 8;
- p->colour |= 0xff000000;
- }
-}
-
-
-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 );
-
- if( freecam )
- v2_zero( 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
- */
-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( phys->rb.to_local, phys->rb.v, vel );
- float slip = 0.0f;
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
- if( fabsf( slip ) > 1.2f )
- slip = vg_signf( slip ) * 1.2f;
- phys->slip = slip;
- phys->reverse = -vg_signf(vel[2]);
-
- float substep = VG_TIMESTEP_FIXED;
- float fwd_resistance = k_friction_resistance;
-
- 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);
-
- if( player.input_jump->button.value )
- {
- phys->jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
-
- if( !phys->jump_charge )
- phys->jump_dir = phys->reverse > 0.0f? 1: 0;
-
- phys->jump_charge = 1;
- }
-
- 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.phys.pushing = 1.0f;
- player.phys.push_time = vg.time - player.phys.start_push;
-
- 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 * phys->reverse;
- }
-
- m3x3_mulv( phys->rb.to_world, vel, phys->rb.v );
-
- 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;
-
-
- /*
- * EXPERIMENTAL
- * ===============================================
- */
-#if 0
- v3f cog_ideal, diff;
-
- v3_muladds( phys->rb.co, phys->rb.up, 1.0f-grab, cog_ideal );
- v3_sub( cog_ideal, phys->cog, diff );
-
- /* temp */
- if( v3_length2( diff ) > 20.0f*20.0f )
- v3_copy( cog_ideal, phys->cog );
- else
- {
- float rate_lat = k_cog_spring_lat * VG_TIMESTEP_FIXED,
- rate_vert = k_cog_spring_vert * VG_TIMESTEP_FIXED,
- vert_amt = v3_dot( diff, phys->rb.up );
-
- /* Split into vert/lat springs */
- v3f diff_vert, diff_lat;
- v3_muladds( diff, phys->rb.up, -vert_amt, diff_lat );
- v3_muls( phys->rb.up, vert_amt, diff_vert );
-
-
- if( diff[1] > 0.0f )
- rate_vert *= k_cog_boost_multiplier;
-
- float ap_a = k_cog_mass_ratio,
- ap_b = -(1.0f-k_cog_mass_ratio);
-
- v3_muladds( phys->cog_v, diff_lat, rate_lat * ap_a, phys->cog_v );
- v3_muladds( phys->cog_v, diff_vert, rate_vert * ap_a, phys->cog_v );
-
- //v3_muladds( phys->rb.v, diff_lat, rate_lat * ap_b, phys->rb.v );
- v3_muladds( phys->rb.v, diff_vert, rate_vert * ap_b, phys->rb.v );
-
- /* dampen */
- v3_muls( phys->cog_v, 1.0f-(VG_TIMESTEP_FIXED*k_cog_damp), phys->cog_v );
-
- /* integrate */
- v3_muladds( phys->cog, phys->cog_v, VG_TIMESTEP_FIXED, phys->cog );
- }
-
-
- /*
- * EXPERIMENTAL
- * ===============================================
- */
-#endif
-
-
- 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;
-}
-
-/*
- * Air control, no real physics
- */
-VG_STATIC void player_physics_control_air(void)
-{
- 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;
-
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
-
- v3f pco, pco1, pv;
- v3_copy( phys->rb.co, pco );
- v3_muls( phys->rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
-
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( phys->vr, pv, pv );
- apply_gravity( pv, pstep );
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- 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 ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- if( has_target )
- {
- float angle = v3_dot( phys->rb.up, target_normal );
- v3f axis;
- v3_cross( phys->rb.up, target_normal, axis );
-
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
- if( fabsf(angle) < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, phys->rb.q, phys->rb.q );
- }
- }
-
- 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 * 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
-}
-
-VG_STATIC void player_walk_collider_configuration(void)
-{
- struct player_phys *phys = &player.phys;
- float h0 = 0.3f,
- h1 = 0.9f;
-
- 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] );
- 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_regular_collider_configuration(void)
-{
- struct player_phys *phys = &player.phys;
-
- /* Standard ground configuration */
- 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 );
-
- player.air_blend = vg_lerpf( player.air_blend, phys->in_air, 0.1f );
- float h = player.air_blend*0.0f;
-
- 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( 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 );
- m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
- rb_update_bounds( rbf );
- rb_update_bounds( rbb );
-}
-
-VG_STATIC void player_integrate(void);
-
-VG_STATIC int player_walk_surface_standable( v3f n )
-{
- return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f;
-}
-
-VG_STATIC void player_walk_stepdown(void)
-{
- struct player_phys *phys = &player.phys;
- float max_dist = 0.4f;
-
- v3f pa, pb;
- v3_copy( phys->rb.co, pa );
- pa[1] += 0.3f;
-
- v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb );
- vg_line( pa, pb, 0xff000000 );
-
- /* TODO: Make #define */
- float r = 0.3f,
- t;
-
- v3f n;
- if( spherecast_world( pa, pb, r, &t, n ) != -1 )
- {
- if( player_walk_surface_standable( n ) )
- {
- phys->in_air = 0;
- v3_lerp( pa, pb, t+0.001f, phys->rb.co );
- phys->rb.co[1] -= 0.3f;
- }
- }
-}
-
-VG_STATIC int player_update_collision_manifold( rb_ct *manifold );
-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;
-
- v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
- v3f right_dir = { -forward_dir[2], 0.0f, forward_dir[0] };
-
- v2f walk = { player.input_walkh->axis.value,
- player.input_walkv->axis.value };
-
- if( freecam )
- v2_zero( walk );
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- if( phys->in_air )
- {
- player_walk_collider_configuration();
-
- /* 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 = player_update_collision_manifold( manifold );
- rb_presolve_contacts( manifold, len );
-
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
- if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
- phys->in_air = 0;
- }
-
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- /*normal */
- float vn = -v3_dot( phys->rb.v, ct->n );
- vn += ct->bias;
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
-
- v3_add( impulse, phys->rb.v, 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 );
-
- if( player.input_walk->button.value )
- v2_muls( walk, 0.5f, walk );
-
- v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
-
- /* Do XY translation */
- v3f walk_apply, walk_measured;
- v3_zero( walk_apply );
- 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 );
-
- /* Directly resolve collisions */
- player_walk_collider_configuration();
- len = player_update_collision_manifold( manifold );
-
- v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
- }
- }
- v3_add( dt, phys->rb.co, phys->rb.co );
-
- v3_add( dt, walk_apply, walk_measured );
- v3_divs( walk_measured, VG_TIMESTEP_FIXED, phys->rb.v );
-
- if( len )
- {
- struct world_material *surface_mat = world_contact_material(manifold);
- player.surface_prop = surface_mat->info.surface_prop;
- }
-
- /* jump */
- if( player.input_jump->button.value )
- {
- phys->rb.v[1] = 5.0f;
- phys->in_air = 1;
- return;
- }
-
- /* Check if grounded by current manifold */
- phys->in_air = 1;
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
- if( player_walk_surface_standable( ct->n ) )
- phys->in_air = 0;
- }
-
- /* otherwise... */
- if( phys->in_air )
- player_walk_stepdown();
- }
-}
-
-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 );
-
- 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 );
-}
-
-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-0.15f, p0 );
- v3_muladds( p1, phys->rb.up, 0.125f-0.15f, p1 );
-
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1,
- c0, c1, k_r );
-
-
-#if 0
- vg_line( p0, p1, 0xff0000ff );
-#endif
-
- if( closest_edge )
- {
-#if 0
- vg_line_cross( c0, 0xff000000, 0.1f );
- vg_line_cross( c1, 0xff000000, 0.1f );
- vg_line( c0, c1, 0xff000000 );
-#endif
-
- v3f delta;
- v3_sub( c1, c0, delta );
-
- if( v3_dot( delta, phys->rb.up ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- 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 );
-
-#if 0
- vg_info( "%f %f\n", v3_length( contact->n ), contact->p );
-#endif
-
- return 1;
- }
- else
- return -1;
- }
-
- return 0;
-}
-
-/* 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;
-
- rigidbody *rbf = &player.collide_front,
- *rbb = &player.collide_back;
-
- rb_debug( rbf, 0xff00ffff );
- rb_debug( rbb, 0xffffff00 );
-
-
-#if 0
- phys->rise = vg_lerpf( phys->rise, phys->in_air? -0.25f: 0.0f,
- VG_TIMESTEP_FIXED );
-#endif
-
- int len_f = 0,
- len_b = 0;
+#define PLAYER_PHYSICS_H
+#ifndef PLAYER_PHYSICS_H
+#define PLAYER_PHYSICS_H
- 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 );
- }
- int new_len_f = rb_manifold_apply_filtered( manifold, len_f );
- if( len_f && !new_len_f )
- len_f = 1;
- else
- len_f = new_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 );
- }
- int new_len_b = rb_manifold_apply_filtered( man_b, len_b );
- if( len_b && !new_len_b )
- len_b = 1;
- else
- len_b = new_len_b;
+#include "player.h"
+#include "camera.h"
- return len_f + len_b;
-}
+VG_STATIC void player_integrate(void);
-VG_STATIC void player_adhere_ground( rb_ct *manifold, int len )
+VG_STATIC int player_collide_sphere( rigidbody *rb, rb_ct *manifold )
{
- struct player_phys *phys = &player.phys;
- int was_in_air = phys->in_air;
+ int len = 0;
- v3f surface_avg;
- v3_zero( surface_avg );
-
- /*
- *
- * EXPERIMENTAL
- * ================================================================
- */
- if( phys->in_air )
- player.normal_pressure = 0.0f;
- else
- player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
-
- v3f p0_0, p0_1,
- p1_0, p1_1,
- n0, n1;
- float t0, t1;
-
- float mod = 0.7f * player.input_grab->axis.value + 0.3f,
- spring_k = mod * k_spring_force,
- damp_K = mod * k_spring_dampener,
- disp_k = 0.4f;
-
- v3_copy( player.collide_front.co, p0_0 );
- v3_copy( player.collide_back.co, p1_0 );
-
- v3_muladds( p0_0, phys->rb.up, -disp_k, p0_1 );
- v3_muladds( p1_0, phys->rb.up, -disp_k, p1_1 );
-
- int cast0 = spherecast_world( p0_0, p0_1, 0.2f, &t0, n0 ),
- cast1 = spherecast_world( p1_0, p1_1, 0.2f, &t1, n1 );
-
- v3f animp0, animp1;
-
- m4x3f temp;
- m3x3_copy( phys->rb.to_world, temp );
- if( cast0 != -1 )
- {
- v3_lerp( p0_0, p0_1, t0, temp[3] );
- v3_copy( temp[3], animp0 );
- debug_sphere( temp, 0.2f, VG__PINK );
-
- v3f F, delta;
- v3_sub( p0_0, phys->rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t0, 0.0f, 1.0f ),
- damp = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) );
- v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta -
- damp*damp_K*k_rb_delta, F );
-
- v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w );
- }
- else
- v3_copy( p0_1, animp0 );
-
- if( cast1 != -1 )
- {
- v3_lerp( p1_0, p1_1, t1, temp[3] );
- v3_copy( temp[3], animp1 );
- debug_sphere( temp, 0.2f, VG__PINK );
-
- v3f F, delta;
- v3_sub( p1_0, phys->rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t1, 0.0f, 1.0f ),
- damp = vg_maxf( 0.0f, v3_dot( phys->rb.up, phys->rb.v ) );
- v3_muls( phys->rb.up, displacement*spring_k*k_rb_delta -
- damp*damp_K*k_rb_delta, F );
-
- v3_muladds( phys->rb.v, F, 1.0f, phys->rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( phys->rb.w, wa, k_spring_angular, phys->rb.w );
- }
- else
- v3_copy( p1_1, animp1 );
-
- v3f animavg, animdelta;
- v3_add( animp0, animp1, animavg );
- v3_muls( animavg, 0.5f, animavg );
-
- v3_sub( animp1, animp0, animdelta );
- v3_normalize( animdelta );
-
- m4x3_mulv( phys->rb.to_local, animavg, player.board_offset );
-
- float dx = -v3_dot( animdelta, phys->rb.forward ),
- dy = v3_dot( animdelta, phys->rb.up );
-
- float angle = -atan2f( dy, dx );
- q_axis_angle( player.board_rotation, (v3f){ 1.0f, 0.0f, 0.0f }, angle );
-
- /*
- * ================================================================
- * EXPERIMENTAL
- */
-
- if( len == 0 && !((cast0 !=-1)&&(cast1!=-1)) )
+ len = rb_sphere_scene( rb, &world.rb_geo, manifold );
+ rb_manifold_filter_coplanar( manifold, len, 0.05f );
+ if( len > 1 )
{
- phys->lift_frames ++;
-
- if( phys->lift_frames >= 8 )
- phys->in_air = 1;
+ rb_manifold_filter_backface( manifold, len );
+ rb_manifold_filter_joint_edges( manifold, len, 0.05f );
+ rb_manifold_filter_pairs( manifold, len, 0.05f );
}
+ int new_len = rb_manifold_apply_filtered( manifold, len );
+ if( len && !new_len )
+ len = 1;
else
- {
- for( int i=0; i<len; i++ )
- v3_add( surface_avg, manifold[i].n, surface_avg );
- v3_normalize( surface_avg );
-
- if( v3_dot( phys->rb.v, surface_avg ) > 0.7f )
- {
- phys->lift_frames ++;
-
- if( phys->lift_frames >= 8 )
- phys->in_air = 1;
- }
- else
- {
- phys->in_air = 0;
- phys->lift_frames = 0;
- v3f projected, axis;
+ len = new_len;
- 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 );
-
-#if 0
- 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 );
-#endif
-
- 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();
+ return len;
}
-VG_STATIC void player_collision_response( rb_ct *manifold, int len )
-{
- struct player_phys *phys = &player.phys;
-
- /*
- * EXPERIMENTAL
- * ===============================================
- */
-
#if 0
- player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
-
- {
- float ideal = 1.0f-player.input_grab->axis.value,
- diff = phys->spring - ideal,
- Fspring = -k_cog_spring_lat * diff,
- Fdamp = -k_cog_damp * phys->springv,
- F = (Fspring + Fdamp) * k_rb_delta;
-
- phys->springv += F;
- phys->spring += phys->springv * k_rb_delta;
-
- if( phys->springv > 0.0f )
- v3_muladds( phys->rb.v, phys->rb.up, F*k_cog_spring_vert, phys->rb.v );
-
- if( phys->in_air )
- player.normal_pressure = 0.0f;
- else
- player.normal_pressure = v3_dot( phys->rb.up, phys->rb.v );
- }
-#endif
-
- if( player.input_grab->axis.value > 0.5f )
- {
- if( !phys->in_air )
- {
- /* Throw */
- v3_muls( phys->rb.up, k_mmthrow_scale, phys->throw_v );
- }
- }
- else
- {
- /* Collect */
- float doty = v3_dot( phys->rb.up, phys->throw_v );
-
- v3f Fl, Fv;
- v3_muladds( phys->throw_v, phys->rb.up, -doty, Fl );
-
- if( !phys->in_air )
- {
- v3_muladds( phys->rb.v, Fl, k_mmcollect_lat, phys->rb.v );
- v3_muladds( phys->throw_v, Fl, -k_mmcollect_lat, phys->throw_v );
- }
-
- v3_muls( phys->rb.up, -doty, Fv );
- v3_muladds( phys->rb.v, Fv, k_mmcollect_vert, phys->rb.v );
- v3_muladds( phys->throw_v, Fv, k_mmcollect_vert, phys->throw_v );
-
- v3_copy( Fl, player.debug_mmcollect_lat );
- v3_copy( Fv, player.debug_mmcollect_vert );
- }
-
- /* Decay */
- if( v3_length2( phys->throw_v ) > 0.0001f )
- {
- v3f dir;
- v3_copy( phys->throw_v, dir );
- v3_normalize( dir );
-
- float max = v3_dot( dir, phys->throw_v ),
- amt = vg_minf( k_mmdecay * k_rb_delta, max );
-
- v3_muladds( phys->throw_v, dir, -amt, phys->throw_v );
- }
-
-
- /* TODO: RElocate */
- {
-
- v3f ideal_cog, ideal_diff;
- v3_muladds( phys->rb.co, phys->rb.up,
- 1.0f-player.input_grab->axis.value, ideal_cog );
- v3_sub( ideal_cog, phys->cog, ideal_diff );
-
- /* Apply velocities */
- v3f rv;
- v3_sub( phys->rb.v, phys->cog_v, rv );
-
- v3f F;
- v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
- v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
-
- float ra = k_cog_mass_ratio,
- rb = 1.0f-k_cog_mass_ratio;
-
- v3_muladds( phys->cog_v, F, -rb, phys->cog_v );
- }
-
- /*
- * EXPERIMENTAL
- * ===============================================
- */
-
- for( int j=0; j<10; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- v3f dv, delta;
- 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;
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
-
- 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, phys->rb.v, phys->rb.v );
- v3_cross( delta, impulse, impulse );
-
- /*
- * W Impulses are limited to the Y and X axises, we don't really want
- * roll angular velocities being included.
- *
- * Can also tweak the resistance of each axis here by scaling the wx,wy
- * components.
- */
-
- float wy = v3_dot( phys->rb.up, impulse ) * 0.8f,
- wx = v3_dot( phys->rb.right, impulse )*1.0f;
-
- v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w );
- v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w );
- }
- }
-
- /* early integrate this */
- phys->cog_v[1] += -9.8f * k_rb_delta;
- v3_muladds( phys->cog, phys->cog_v, k_rb_delta, phys->cog );
-}
-
-VG_STATIC void player_save_frame(void)
-{
- player.phys_gate_frame = player.phys;
-}
-
-VG_STATIC void player_restore_frame(void)
+VG_STATIC void apply_gravity( v3f vel, float const timestep )
{
- player.phys = player.phys_gate_frame;
- rb_update_transform( &player.phys.rb );
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( vel, gravity, timestep, vel );
}
VG_STATIC void player_integrate(void)
apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED );
v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co );
}
-
-VG_STATIC void player_do_motion(void)
-{
- 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();
- }
- }
-
- v3f prevco;
- v3_copy( phys->rb.co, prevco );
-
- if( phys->on_board )
- {
- rb_ct manifold[72];
-
- player_regular_collider_configuration();
- 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();
-
-
- /* Real angular velocity integration */
- v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
- if( v3_length2( phys->rb.w ) > 0.0f )
- {
- v4f rotation;
- v3f 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, phys->rb.q, phys->rb.q );
- }
-
- /* Faux angular velocity */
- v4f rotate;
-
- float lerpq = phys->in_air? 0.04f: 0.3f;
- phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
-
- 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; i<world.gate_count; i++ )
- {
- struct route_gate *rg = &world.gates[i];
- teleport_gate *gate = &rg->gate;
-
- if( gate_intersect( gate, phys->rb.co, prevco ) )
- {
- m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
- m4x3_mulv( gate->transport, phys->cog, phys->cog );
- m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
- 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 );
-
- /* Pre-emptively edit the camera matrices so that the motion vectors
- * are correct */
- m4x3f transport_i;
- m4x4f transport_4;
- m4x3_invert_affine( gate->transport, transport_i );
- m4x3_expand( transport_i, transport_4 );
- m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
- m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
-
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, phys->rb.q, phys->rb.q );
-
- world_routes_activate_gate( i );
-
- if( !phys->on_board )
- {
- v3f fwd_dir = {cosf(player.angles[0]),
- 0.0f,
- sinf(player.angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
- player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
- }
-
- player.rewind_length = 0;
- player.rewind_total_length = 0.0f;
- player.rewind_incrementer = 10000;
- player_save_frame();
-
- audio_lock();
- audio_play_oneshot( &audio_gate_pass, 1.0f );
- audio_unlock();
- break;
- }
- }
-
- rb_update_transform( &phys->rb );
-}
+#endif
VG_STATIC void player_freecam(void)
{
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 )
for( int i=0; i<world.spawn_count; i++ )
{
r = &world.spawns[i];
- float d = v3_dist2( r->co, phys->rb.co );
+ float d = v3_dist2( r->co, player.co );
vg_info( "Dist %s : %f\n", r->name, d );
if( d < min_dist )
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] );
+ vg_info( "Player position: %f %f %f\n", player.co[0],
+ player.co[1],
+ player.co[2] );
if( !world.spawn_count )
return 0;
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( &phys->rb );
-
- v3_add( phys->rb.up, phys->rb.co, phys->cog );
- v3_zero( phys->cog_v );
+ player.controller = k_player_controller_walk;
+ /* TODO: trigger controller slurp */
player_save_frame();
return 1;
for( int i=0; i<world.spawn_count; i++ )
{
struct respawn_point *r = &world.spawns[i];
-
console_suggest_score_text( r->name, argv[argc-1], 0 );
}
}
}
-VG_STATIC void player_physics_gui(void)
-{
- return;
-
- vg_uictx.cursor[0] = 0;
- vg_uictx.cursor[1] = vg.window_y - 128;
- vg_uictx.cursor[3] = 14;
- ui_fill_x();
-
- char buf[128];
-
- snprintf( buf, 127, "v: %6.3f %6.3f %6.3f\n", player.phys.rb.v[0],
- player.phys.rb.v[1],
- player.phys.rb.v[2] );
-
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
-
- snprintf( buf, 127, "a: %6.3f %6.3f %6.3f (%6.3f)\n", player.phys.a[0],
- player.phys.a[1],
- player.phys.a[2],
- v3_length(player.phys.a));
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
- float normal_acceleration = v3_dot( player.phys.a, player.phys.rb.up );
- snprintf( buf, 127, "Normal acceleration: %6.3f\n", normal_acceleration );
-
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
- snprintf( buf, 127, "Normal Pressure: %6.3f\n", player.normal_pressure );
- ui_text( vg_uictx.cursor, buf, 1, 0 );
- vg_uictx.cursor[1] += 14;
-
-
-}
-
#endif /* PLAYER_PHYSICS_H */
--- /dev/null
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef PLAYER_PHYSICS_SKATE_H
+#define PLAYER_PHYSICS_SKATE_H
+
+#include "player.h"
+#include "camera.h"
+
+VG_STATIC struct player_skate
+{
+ struct skate_phys
+ {
+ enum skate_activity
+ {
+ k_skate_activity_air,
+ k_skate_activity_ground,
+ k_skate_activity_grind
+ }
+ activity,
+ activity_prev;
+
+ v3f v_prev, a, m, bob, vl; /* TODO: please clarify */
+
+ float iY, siY; /* Yaw inertia */
+
+ float vswitch, slip, slip_last, reverse;
+ float grab, jump;
+ v2f grab_mouse_delta;
+
+ v3f throw_v;
+ v3f cog,
+ cog_v;
+
+ int lift_frames;
+
+ double start_push,
+ cur_push;
+
+ int charging_jump, jump_dir;
+
+ m3x3f vr,vr_pstep;
+ }
+ phys,
+ phys_frame;
+
+ float normal_pressure;
+ v3f debug_mmcollect_lat,
+ debug_mmcollect_vert;
+
+ struct land_prediction
+ {
+ v3f log[50];
+ v3f n;
+ u32 log_length;
+ float score;
+
+ enum prediction_type
+ {
+ k_prediction_none,
+ k_prediction_land,
+ k_prediction_grind
+ }
+ type;
+
+ u32 colour;
+ }
+ predictions[22];
+ u32 prediction_count;
+
+ rigidbody rbf, rbb;
+}
+player_skater;
+
+/*
+ * Gets the closest grindable edge to the player within max_dist
+ */
+VG_STATIC struct grind_edge *player_collect_grind_edge( v3f p0, v3f p1,
+ v3f c0, v3f c1,
+ float max_dist )
+{
+ 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;
+}
+
+/*
+ * Trace a path given a velocity rotation.
+ *
+ * TODO: this MIGHT be worth doing RK4 on the gravity field.
+ */
+VG_STATIC void player_score_vr_path( v3f co, v3f v, m3x3f vr,
+ struct land_prediction *prediction )
+{
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float k_bias = 0.96f;
+
+ v3f pco, pco1, pv;
+ v3_copy( co, pco );
+ v3_muls( v, k_bias, pv );
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ float grind_score = INFINITY,
+ air_score = INFINITY;
+
+ prediction->log_length = 0;
+
+ for( int i=0; i<vg_list_size(prediction->log); i++ )
+ {
+ v3_copy( pco, pco1 );
+
+ pv[1] += -k_gravity * pstep;
+
+ m3x3_mulv( vr, pv, pv );
+ v3_muladds( pco, pv, pstep, pco );
+
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+
+ float l = v3_length( vdir );
+ v3_muls( vdir, 1.0f/l, vdir );
+
+ v3f c0, c1;
+ struct grind_edge *ge = player_collect_grind_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;
+ grind_score = closest_grind * 0.05f;
+ }
+ }
+
+ v3f n1;
+
+ float t1;
+ int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
+ if( idx != -1 )
+ {
+ v3_copy( n1, prediction->n );
+ air_score = -v3_dot( pv, n1 );
+
+ u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
+ struct world_material *mat = world_tri_index_material( vert_index );
+
+ /* Bias prediction towords ramps */
+ if( mat->info.flags & k_material_flag_skate_surface )
+ air_score *= 0.1f;
+
+ v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
+ break;
+ }
+
+ v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
+ }
+
+ if( grind_score < air_score )
+ {
+ prediction->score = grind_score;
+ prediction->type = k_prediction_grind;
+ }
+ else if( air_score < INFINITY )
+ {
+ prediction->score = air_score;
+ prediction->type = k_prediction_land;
+ }
+ else
+ {
+ prediction->score = INFINITY;
+ prediction->type = k_prediction_none;
+ }
+}
+
+/*
+ * Calculate best launch trajectory
+ */
+VG_STATIC void player_approximate_best_trajectory( struct player_skate *s )
+{
+ float pstep = VG_TIMESTEP_FIXED * 10.0f;
+ float best_velocity_delta = -9999.9f;
+
+ v3f axis;
+ v3_cross( player.rb.to_world[1], player.rb.v, axis );
+ v3_normalize( axis );
+
+ s->prediction_count = 0;
+ m3x3_identity( s->phys.vr );
+
+ float
+ best_vmod = 0.0f,
+ min_score = INFINITY,
+ max_score = -INFINITY;
+
+ /*
+ * Search a broad selection of futures
+ */
+ for( int m=-3;m<=12; m++ )
+ {
+ struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
+
+ float vmod = ((float)m / 15.0f)*0.09f;
+
+ m3x3f vr;
+ v4f vr_q;
+
+ q_axis_angle( vr_q, axis, vmod );
+ q_m3x3( vr_q, vr );
+
+ player_score_vr_path( player.rb.co, player.rb.v, vr, p );
+
+ if( p->type != k_prediction_none )
+ {
+ if( p->score < min_score )
+ {
+ min_score = p->score;
+ best_vmod = vmod;
+ }
+
+ if( p->score > max_score )
+ max_score = p->score;
+ }
+ }
+
+ v4f vr_q;
+ q_axis_angle( vr_q, axis, best_vmod*0.1f );
+ q_m3x3( vr_q, s->phys.vr );
+
+ q_axis_angle( vr_q, axis, best_vmod );
+ q_m3x3( vr_q, s->phys.vr_pstep );
+
+ /*
+ * Logging
+ */
+ for( int i=0; i<s->prediction_count; i ++ )
+ {
+ struct land_prediction *p = &s->predictions[i];
+
+ float l = p->score;
+
+ if( l < 0.0f )
+ {
+ vg_error( "negative score! (%f)\n", l );
+ }
+
+ l -= min_score;
+ l /= (max_score-min_score);
+ l = 1.0f - l;
+ l *= 255.0f;
+
+ p->colour = l;
+ p->colour <<= 8;
+ p->colour |= 0xff000000;
+ }
+}
+
+VG_STATIC void player_skate_apply_grab_model( struct player_skate *s )
+{
+ float grabt = player.input_grab->axis.value;
+
+ if( grabt > 0.5f )
+ {
+ v2_muladds( s->phys.grab_mouse_delta, vg.mouse_delta, 0.02f,
+ s->phys.grab_mouse_delta );
+
+ v2_normalize_clamp( s->phys.grab_mouse_delta );
+ }
+ else
+ v2_zero( s->phys.grab_mouse_delta );
+
+ s->phys.grab = vg_lerpf( s->phys.grab, grabt, 8.4f * VG_TIMESTEP_FIXED );
+}
+
+/*
+ * Computes friction and surface interface model
+ */
+VG_STATIC void player_skate_apply_friction_model( struct player_skate *s )
+{
+ if( s->phys.activity != k_skate_activity_ground )
+ return;
+
+ /*
+ * 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 );
+ float slip = 0.0f;
+
+ if( fabsf(vel[2]) > 0.01f )
+ slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+
+ if( fabsf( slip ) > 1.2f )
+ slip = vg_signf( slip ) * 1.2f;
+
+ s->phys.slip = slip;
+ s->phys.reverse = -vg_signf(vel[2]);
+
+ float substep = VG_TIMESTEP_FIXED;
+ float fwd_resistance = k_friction_resistance;
+
+ 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);
+
+ /* Pushing additive force */
+
+ if( !player.input_jump->button.value )
+ {
+ if( player.input_push->button.value )
+ {
+ if( (vg.time - s->phys.cur_push) > 0.25 )
+ {
+ s->phys.start_push = vg.time;
+ }
+
+ s->phys.cur_push = vg.time;
+
+ double push_time = vg.time - s->phys.start_push;
+
+ float cycle_time = push_time*k_push_cycle_rate,
+ accel = k_push_accel * (sinf(cycle_time)*0.5f+0.5f),
+ amt = accel * VG_TIMESTEP_FIXED,
+ current = v3_length( vel ),
+ new_vel = vg_minf( current + amt, k_max_push_speed ),
+ delta = new_vel - vg_minf( current, k_max_push_speed );
+
+ vel[2] += delta * -s->phys.reverse;
+ }
+ }
+
+ /* Send back to velocity */
+ m3x3_mulv( player.rb.to_world, vel, player.rb.v );
+
+ /* Steering */
+ float input = player.input_js1h->axis.value,
+ grab = player.input_grab->axis.value,
+ steer = input * (1.0f-(s->phys.jump+grab)*0.4f),
+ steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
+
+ s->phys.iY -= steer_scaled * VG_TIMESTEP_FIXED;
+}
+
+VG_STATIC void player_skate_apply_jump_model( struct player_skate *s )
+{
+ int charging_jump_prev = s->phys.charging_jump;
+ s->phys.charging_jump = player.input_jump->button.value;
+
+ /* Cannot charge this in air */
+ if( s->phys.activity != k_skate_activity_ground )
+ s->phys.charging_jump = 0;
+
+ if( s->phys.charging_jump )
+ {
+ s->phys.jump += VG_TIMESTEP_FIXED * k_jump_charge_speed;
+
+ if( !charging_jump_prev )
+ s->phys.jump_dir = s->phys.reverse > 0.0f? 1: 0;
+ }
+ else
+ {
+ s->phys.jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+ }
+
+ s->phys.jump = vg_clampf( s->phys.jump, 0.0f, 1.0f );
+
+ if( s->phys.activity == k_skate_activity_air )
+ return;
+
+ /* player let go after charging past 0.2: trigger jump */
+ if( !s->phys.charging_jump && s->phys.jump > 0.2f )
+ {
+ v3f jumpdir;
+
+ /* Launch more up if alignment is up else improve velocity */
+ float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.to_world[1] ),
+ mod = 0.5f,
+ dir = mod + fabsf(aup)*(1.0f-mod);
+
+ v3_copy( player.rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player.rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+
+ float force = k_jump_force*s->phys.jump;
+ v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
+ s->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_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
+ audio_unlock();
+ }
+}
+
+VG_STATIC void player_skate_apply_grind_model( struct player_skate *s,
+ rb_ct *manifold, int len )
+{
+ if( len == 0 )
+ {
+ if( s->phys.activity == k_skate_activity_grind )
+ {
+ 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_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_board[6] );
+ audio_unlock();
+
+ s->phys.activity = k_skate_activity_air;
+ }
+ return;
+ }
+
+ 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 );
+
+ s->phys.iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+
+ float iX = steer[1] * s->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, player.rb.to_world[0], siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
+
+ s->phys.slip = 0.0f;
+ s->phys.activity = k_skate_activity_grind;
+
+ v3f up = { 0.0f, 1.0f, 0.0f };
+ float angle = v3_dot( player.rb.to_world[1], up );
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v3f axis;
+ v3_cross( player.rb.to_world[1], up, axis );
+
+ v4f correction;
+ q_axis_angle( correction, axis,
+ VG_TIMESTEP_FIXED * 10.0f * acosf(angle) );
+ q_mul( correction, player.rb.q, player.rb.q );
+ }
+
+ float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
+ v3_muladds( player.rb.v, manifold->n, DOWNFORCE, player.rb.v );
+ m3x3_identity( s->phys.vr );
+ m3x3_identity( s->phys.vr_pstep );
+
+ if( s->phys.activity_prev != k_skate_activity_grind )
+ {
+ 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_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_board[5] );
+ audio_unlock();
+ }
+}
+
+/*
+ * Air control, no real physics
+ */
+VG_STATIC void player_skate_apply_air_model( struct player_skate *s )
+{
+ if( s->phys.activity != k_skate_activity_air )
+ return;
+
+ if( s->phys.activity_prev != k_skate_activity_air )
+ player_approximate_best_trajectory( s );
+
+ m3x3_mulv( s->phys.vr, player.rb.v, player.rb.v );
+ ray_hit hit;
+
+ /*
+ * Prediction
+ */
+ float pstep = VG_TIMESTEP_FIXED * 1.0f;
+ float k_bias = 0.98f;
+
+ v3f pco, pco1, pv;
+ v3_copy( player.rb.co, pco );
+ v3_muls( player.rb.v, 1.0f, pv );
+
+ float time_to_impact = 0.0f;
+ float limiter = 1.0f;
+
+ struct grind_edge *best_grind = NULL;
+ float closest_grind = INFINITY;
+
+ v3f target_normal = { 0.0f, 1.0f, 0.0f };
+ int has_target = 0;
+
+ for( int i=0; i<250; i++ )
+ {
+ v3_copy( pco, pco1 );
+ m3x3_mulv( s->phys.vr, pv, pv );
+
+ pv[1] += -k_gravity * pstep;
+ v3_muladds( pco, pv, pstep, pco );
+
+ ray_hit contact;
+ v3f vdir;
+
+ v3_sub( pco, pco1, vdir );
+ contact.dist = v3_length( vdir );
+ v3_divs( vdir, contact.dist, vdir);
+
+ v3f c0, c1;
+ struct grind_edge *ge = player_collect_grind_edge( pco, pco1,
+ c0, c1, 0.4f );
+
+ if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+ {
+ vg_line( ge->p0, ge->p1, 0xff0000ff );
+ vg_line_cross( pco, 0xff0000ff, 0.25f );
+ has_target = 1;
+ break;
+ }
+
+ float orig_dist = contact.dist;
+ if( ray_world( pco1, vdir, &contact ) )
+ {
+ v3_copy( contact.normal, target_normal );
+ has_target = 1;
+ time_to_impact += (contact.dist/orig_dist)*pstep;
+ vg_line_cross( contact.pos, 0xffff0000, 0.25f );
+ break;
+ }
+ time_to_impact += pstep;
+ }
+
+ if( has_target )
+ {
+ float angle = v3_dot( player.rb.to_world[1], target_normal );
+ v3f axis;
+ v3_cross( player.rb.to_world[1], target_normal, axis );
+
+ limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+ limiter = 1.0f-limiter;
+ limiter *= limiter;
+ limiter = 1.0f-limiter;
+
+ if( fabsf(angle) < 0.99f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player.rb.q, player.rb.q );
+ }
+ }
+
+ 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 );
+
+ s->phys.iY -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
+
+ float iX = steer[1] *
+ s->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, player.rb.to_world[0], siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
+
+#if 0
+ v2f target = {0.0f,0.0f};
+ v2_muladds( target, (v2f){ vg_get_axis("grabh"), vg_get_axis("grabv") },
+ player_skate.phys.grab, target );
+#endif
+}
+
+VG_STATIC void player_regular_collider_configuration( struct player_skate *s )
+{
+ /* Standard ground configuration */
+ m3x3_copy( player.rb.to_world, s->rbf.to_world );
+ m3x3_copy( player.rb.to_world, s->rbb.to_world );
+
+ v3f front = {0.0f,0.0f,-k_board_length},
+ back = {0.0f,0.0f, k_board_length};
+
+ m4x3_mulv( player.rb.to_world, front, s->rbf.co );
+ m4x3_mulv( player.rb.to_world, back, s->rbb.co );
+ v3_copy( s->rbf.co, s->rbf.to_world[3] );
+ v3_copy( s->rbb.co, s->rbb.to_world[3] );
+
+ m4x3_invert_affine( s->rbf.to_world, s->rbf.to_local );
+ m4x3_invert_affine( s->rbb.to_world, s->rbb.to_local );
+
+ rb_update_bounds( &s->rbf );
+ rb_update_bounds( &s->rbb );
+}
+
+VG_STATIC void player_grind( struct player_skate *s )
+{
+ v3f closest;
+ int idx = bh_closest_point( world.grind_bh, player.rb.co,
+ closest, INFINITY );
+ if( idx == -1 )
+ return;
+
+ struct grind_edge *edge = &world.grind_edges[ idx ];
+
+ vg_line( player.rb.co, closest, 0xff000000 );
+ vg_line_cross( closest, 0xff000000, 0.3f );
+ vg_line( edge->p0, edge->p1, 0xff000000 );
+
+ v3f grind_delta;
+ v3_sub( closest, player.rb.co, grind_delta );
+
+ float p = v3_dot( player.rb.to_world[2], grind_delta );
+ v3_muladds( grind_delta, player.rb.to_world[2], -p, grind_delta );
+
+ float a = vg_maxf( 0.0f, 4.0f-v3_dist2( closest, player.rb.co ) );
+ v3_muladds( player.rb.v, grind_delta, a*0.2f, player.rb.v );
+}
+
+VG_STATIC int player_update_grind_collision( struct player_skate *s,
+ 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 );
+
+ float const k_r = 0.25f;
+ struct grind_edge *closest_edge = player_collect_grind_edge( p0, p1,
+ c0, c1, k_r );
+
+
+ if( closest_edge )
+ {
+ v3f delta;
+ v3_sub( c1, c0, delta );
+
+ if( v3_dot( delta, player.rb.to_world[1] ) > 0.0001f )
+ {
+ contact->p = v3_length( delta );
+ contact->type = k_contact_type_edge;
+ contact->element_id = 0;
+ v3_copy( c1, contact->co );
+ contact->rba = NULL;
+ contact->rbb = NULL;
+
+ 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 0;
+ }
+
+ return 0;
+}
+
+/*
+ * Handles connection between the player and the ground
+ */
+VG_STATIC void player_skate_apply_interface_model( struct player_skate *s,
+ rb_ct *manifold, int len )
+{
+ if( !((s->phys.activity == k_skate_activity_ground) ||
+ (s->phys.activity == k_skate_activity_air )) )
+ return;
+
+ v3f surface_avg;
+ v3_zero( surface_avg );
+
+ /*
+ *
+ * EXPERIMENTAL
+ * ================================================================
+ */
+ if( s->phys.activity == k_skate_activity_air )
+ s->normal_pressure = 0.0f;
+ else
+ s->normal_pressure = v3_dot( player.rb.to_world[1], player.rb.v );
+
+ v3f p0_0, p0_1,
+ p1_0, p1_1,
+ n0, n1;
+
+ float t0, t1;
+
+ float mod = 0.7f * player.input_grab->axis.value + 0.3f,
+ spring_k = mod * k_spring_force,
+ damp_K = mod * k_spring_dampener,
+ disp_k = 0.4f;
+
+ v3_copy( s->rbf.co, p0_0 );
+ v3_copy( s->rbb.co, p1_0 );
+
+ v3_muladds( p0_0, player.rb.to_world[1], -disp_k, p0_1 );
+ v3_muladds( p1_0, player.rb.to_world[1], -disp_k, p1_1 );
+
+ int cast0 = spherecast_world( p0_0, p0_1, 0.2f, &t0, n0 ),
+ cast1 = spherecast_world( p1_0, p1_1, 0.2f, &t1, n1 );
+
+ v3f animp0, animp1;
+
+ m4x3f temp;
+ m3x3_copy( player.rb.to_world, temp );
+ if( cast0 != -1 )
+ {
+ v3_lerp( p0_0, p0_1, t0, temp[3] );
+ v3_copy( temp[3], animp0 );
+ debug_sphere( temp, 0.2f, VG__PINK );
+
+ v3f F, delta;
+ v3_sub( p0_0, player.rb.co, delta );
+
+ float displacement = vg_clampf( 1.0f-t0, 0.0f, 1.0f ),
+ damp =
+ vg_maxf( 0.0f, v3_dot( player.rb.to_world[1], player.rb.v ) );
+
+ v3_muls( player.rb.to_world[1], displacement*spring_k*k_rb_delta -
+ damp*damp_K*k_rb_delta, F );
+
+ v3_muladds( player.rb.v, F, 1.0f, player.rb.v );
+
+ /* Angular velocity */
+ v3f wa;
+ v3_cross( delta, F, wa );
+ v3_muladds( player.rb.w, wa, k_spring_angular, player.rb.w );
+ }
+ else
+ v3_copy( p0_1, animp0 );
+
+ if( cast1 != -1 )
+ {
+ v3_lerp( p1_0, p1_1, t1, temp[3] );
+ v3_copy( temp[3], animp1 );
+ debug_sphere( temp, 0.2f, VG__PINK );
+
+ v3f F, delta;
+ v3_sub( p1_0, player.rb.co, delta );
+
+ float displacement = vg_clampf( 1.0f-t1, 0.0f, 1.0f ),
+ damp =
+ vg_maxf( 0.0f, v3_dot( player.rb.to_world[1], player.rb.v ) );
+ v3_muls( player.rb.to_world[1], displacement*spring_k*k_rb_delta -
+ damp*damp_K*k_rb_delta, F );
+
+ v3_muladds( player.rb.v, F, 1.0f, player.rb.v );
+
+ /* Angular velocity */
+ v3f wa;
+ v3_cross( delta, F, wa );
+ v3_muladds( player.rb.w, wa, k_spring_angular, player.rb.w );
+ }
+ else
+ v3_copy( p1_1, animp1 );
+
+ v3f animavg, animdelta;
+ v3_add( animp0, animp1, animavg );
+ v3_muls( animavg, 0.5f, animavg );
+
+ v3_sub( animp1, animp0, animdelta );
+ v3_normalize( animdelta );
+
+ m4x3_mulv( player.rb.to_local, animavg, player.board_offset );
+
+ float dx = -v3_dot( animdelta, player.rb.to_world[2] ),
+ dy = v3_dot( animdelta, player.rb.to_world[1] );
+
+ float angle = -atan2f( dy, dx );
+ q_axis_angle( player.board_rotation, (v3f){ 1.0f, 0.0f, 0.0f }, angle );
+
+ /*
+ * ================================================================
+ * EXPERIMENTAL
+ */
+
+ if( len == 0 && !((cast0 !=-1)&&(cast1!=-1)) )
+ {
+ s->phys.lift_frames ++;
+
+ if( s->phys.lift_frames >= 8 )
+ s->phys.activity = k_skate_activity_air;
+ }
+ else
+ {
+ for( int i=0; i<len; i++ )
+ v3_add( surface_avg, manifold[i].n, surface_avg );
+ v3_normalize( surface_avg );
+
+ if( v3_dot( player.rb.v, surface_avg ) > 0.7f )
+ {
+ s->phys.lift_frames ++;
+
+ if( s->phys.lift_frames >= 8 )
+ s->phys.activity = k_skate_activity_air;
+ }
+ else
+ {
+ s->phys.activity = k_skate_activity_ground;
+ s->phys.lift_frames = 0;
+ v3f projected, axis;
+
+ float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
+ v3_muladds( player.rb.v, player.rb.to_world[1],
+ DOWNFORCE, player.rb.v );
+
+ float d = v3_dot( player.rb.to_world[2], surface_avg );
+ v3_muladds( surface_avg, player.rb.to_world[2], -d, projected );
+ v3_normalize( projected );
+
+ float angle = v3_dot( player.rb.to_world[1], projected );
+ v3_cross( player.rb.to_world[1], projected, axis );
+
+#if 0
+ v3f p0, p1;
+ v3_add( phys->rb.co, projected, p0 );
+ v3_add( phys->rb.co, player_skate.phys.up, p1 );
+ vg_line( phys->rb.co, p0, 0xff00ff00 );
+ vg_line( phys->rb.co, p1, 0xff000fff );
+#endif
+
+ if( fabsf(angle) < 0.999f )
+ {
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player.rb.q, player.rb.q );
+ }
+ }
+ }
+}
+
+
+VG_STATIC void player_collision_response( struct player_skate *s,
+ rb_ct *manifold, int len )
+{
+ /* TODO: RElocate */
+ /* Throw / collect routine
+ *
+ * TODO: Max speed boost
+ */
+ if( player.input_grab->axis.value > 0.5f )
+ {
+ if( s->phys.activity == k_skate_activity_ground )
+ {
+ /* Throw */
+ v3_muls( player.rb.to_world[1], k_mmthrow_scale, s->phys.throw_v );
+ }
+ }
+ else
+ {
+ /* Collect */
+ float doty = v3_dot( player.rb.to_world[1], s->phys.throw_v );
+
+ v3f Fl, Fv;
+ v3_muladds( s->phys.throw_v, player.rb.to_world[1], -doty, Fl);
+
+ if( s->phys.activity == k_skate_activity_ground )
+ {
+ v3_muladds( player.rb.v, Fl, k_mmcollect_lat, player.rb.v );
+ v3_muladds( s->phys.throw_v, Fl, -k_mmcollect_lat, s->phys.throw_v );
+ }
+
+ v3_muls( player.rb.to_world[1], -doty, Fv );
+ v3_muladds( player.rb.v, Fv, k_mmcollect_vert, player.rb.v );
+ v3_muladds( s->phys.throw_v, Fv, k_mmcollect_vert, s->phys.throw_v );
+
+ v3_copy( Fl, s->debug_mmcollect_lat );
+ v3_copy( Fv, s->debug_mmcollect_vert );
+ }
+
+ /* Decay */
+ if( v3_length2( s->phys.throw_v ) > 0.0001f )
+ {
+ v3f dir;
+ v3_copy( s->phys.throw_v, dir );
+ v3_normalize( dir );
+
+ float max = v3_dot( dir, s->phys.throw_v ),
+ amt = vg_minf( k_mmdecay * k_rb_delta, max );
+
+ v3_muladds( s->phys.throw_v, dir, -amt, s->phys.throw_v );
+ }
+
+
+ /* TODO: RElocate */
+ {
+
+ v3f ideal_cog, ideal_diff;
+ v3_muladds( player.rb.co, player.rb.to_world[1],
+ 1.0f-player.input_grab->axis.value, ideal_cog );
+ v3_sub( ideal_cog, s->phys.cog, ideal_diff );
+
+ /* Apply velocities */
+ v3f rv;
+ v3_sub( player.rb.v, s->phys.cog_v, rv );
+
+ v3f F;
+ v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
+ v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+
+ float ra = k_cog_mass_ratio,
+ rb = 1.0f-k_cog_mass_ratio;
+
+ v3_muladds( s->phys.cog_v, F, -rb, s->phys.cog_v );
+ }
+
+ /* stripped down presolve */
+ for( int i=0; i<len; i++ )
+ {
+ rb_ct *ct = &manifold[i];
+ ct->bias = -0.2f * k_rb_rate * vg_minf( 0.0f, -ct->p+k_penetration_slop );
+
+ rb_debug_contact( ct );
+ }
+
+ for( int j=0; j<10; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ 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 );
+
+ float vn = -v3_dot( dv, ct->n );
+ vn += ct->bias;
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
+
+ if( fabsf(v3_dot( impulse, player.rb.to_world[2] )) > 10.0f ||
+ fabsf(v3_dot( impulse, player.rb.to_world[1] )) > 50.0f )
+ {
+ player_kill();
+ return;
+ }
+
+ v3_add( impulse, player.rb.v, player.rb.v );
+ v3_cross( delta, impulse, impulse );
+
+ /*
+ * W Impulses are limited to the Y and X axises, we don't really want
+ * roll angular velocities being included.
+ *
+ * Can also tweak the resistance of each axis here by scaling the wx,wy
+ * components.
+ */
+
+ float wy = v3_dot( player.rb.to_world[1], impulse ) * 0.8f,
+ wx = v3_dot( player.rb.to_world[0], impulse ) * 1.0f;
+
+ 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 );
+ }
+ }
+
+ /* early integrate this */
+ s->phys.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->phys.cog, s->phys.cog_v, k_rb_delta, s->phys.cog );
+}
+
+VG_STATIC void player_skate_update( struct player_skate *s )
+{
+ s->phys.activity_prev = s->phys.activity;
+
+ rb_ct manifold[72],
+ *interface_manifold = NULL,
+ *grind_manifold = NULL;
+
+ player_regular_collider_configuration( s );
+
+ int nfront = player_collide_sphere( &s->rbf, manifold ),
+ nback = player_collide_sphere( &s->rbb, manifold + nfront ),
+ interface_len = nfront + nback;
+
+ interface_manifold = manifold;
+ grind_manifold = manifold + interface_len;
+
+ int grind_len = player_update_grind_collision( s, grind_manifold );
+
+ player_skate_apply_grind_model( s, grind_manifold, grind_len );
+ player_skate_apply_interface_model( s, manifold, interface_len );
+
+ rb_presolve_contacts( manifold, interface_len + grind_len );
+ player_collision_response( s, manifold, interface_len + grind_len );
+
+ player_skate_apply_grab_model( s );
+ player_skate_apply_friction_model( s );
+ player_skate_apply_jump_model( s );
+ player_skate_apply_air_model( s );
+
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( player.rb.v, gravity, k_rb_delta, player.rb.v );
+
+ v3_sub( player.rb.v, s->phys.v_prev, s->phys.a );
+ v3_muls( s->phys.a, 1.0f/VG_TIMESTEP_FIXED, s->phys.a );
+ v3_copy( player.rb.v, s->phys.v_prev );
+
+ player.rb.v[1] += -9.6f * VG_TIMESTEP_FIXED;
+
+ v3_muladds( player.rb.co, player.rb.v, VG_TIMESTEP_FIXED, player.rb.co );
+}
+
+VG_STATIC void player_physics_gui(void)
+{
+#if 0
+ return;
+
+ vg_uictx.cursor[0] = 0;
+ vg_uictx.cursor[1] = vg.window_y - 128;
+ vg_uictx.cursor[3] = 14;
+ ui_fill_x();
+
+ char buf[128];
+
+ snprintf( buf, 127, "v: %6.3f %6.3f %6.3f\n", player.phys.rb.v[0],
+ player.phys.rb.v[1],
+ player.phys.rb.v[2] );
+
+ ui_text( vg_uictx.cursor, buf, 1, 0 );
+ vg_uictx.cursor[1] += 14;
+
+
+ snprintf( buf, 127, "a: %6.3f %6.3f %6.3f (%6.3f)\n", player.phys.a[0],
+ player.phys.a[1],
+ player.phys.a[2],
+ v3_length(player.phys.a));
+ ui_text( vg_uictx.cursor, buf, 1, 0 );
+ vg_uictx.cursor[1] += 14;
+
+ float normal_acceleration = v3_dot( player.phys.a, player.phys.rb.up );
+ snprintf( buf, 127, "Normal acceleration: %6.3f\n", normal_acceleration );
+
+ ui_text( vg_uictx.cursor, buf, 1, 0 );
+ vg_uictx.cursor[1] += 14;
+
+ snprintf( buf, 127, "Normal Pressure: %6.3f\n", player.normal_pressure );
+ ui_text( vg_uictx.cursor, buf, 1, 0 );
+ vg_uictx.cursor[1] += 14;
+#endif
+}
+
+#endif /* PLAYER_PHYSICS_SKATE_H */
--- /dev/null
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#define PLAYER_PHYSICS_WALK_H
+#ifndef PLAYER_PHYSICS_WALK_H
+#define PLAYER_PHYSICS_WALK_H
+
+#include "player.h"
+#include "camera.h"
+
+VG_STATIC struct player_walk
+{
+ struct
+ {
+ enum walk_activityaaaaaa
+ {
+ k_walk_activity_airaaaa,
+ k_walk_activity_groundaaaaaa
+ }
+ activity;
+ }
+ state;
+
+ rigidbody capsule; /* TODO: rigidbody::collider_capsule */
+}
+player_walky =
+{
+ .capsule = { .inf.capsule.height = 2.0f, .inf.capsule.radius = 0.3f }
+};
+
+VG_STATIC void player_walk_collider_configuration(void)
+{
+ v3_add( player.rb.co, (v3f){0.0f,1.0f,0.0f}, player_walky.capsule.co );
+ rb_update_transform( &player_walky.capsule );
+
+#if 0
+ float h0 = 0.3f,
+ h1 = 0.9f;
+
+ 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] );
+ 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 );
+#endif
+}
+
+__attribute__ ((deprecated))
+VG_STATIC int player_walk_surface_standable( v3f n )
+{
+ return v3_dot( n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f;
+}
+
+__attribute__ ((deprecated))
+VG_STATIC void player_walk_stepdown( struct player_walk *w )
+{
+ float max_dist = 0.4f;
+
+ v3f pa, pb;
+ v3_copy( player.rb.co, pa );
+ pa[1] += 0.3f;
+
+ v3_muladds( pa, (v3f){0.01f,1.0f,0.01f}, -max_dist, pb );
+ vg_line( pa, pb, 0xff000000 );
+
+ /* TODO: Make #define */
+ float r = 0.3f,
+ t;
+
+ v3f n;
+ if( spherecast_world( pa, pb, r, &t, n ) != -1 )
+ {
+ if( player_walk_surface_standable( n ) )
+ {
+ w->state.activity = k_walk_activity_ground;
+ v3_lerp( pa, pb, t+0.001f, player.rb.co );
+ player.rb.co[1] -= 0.3f;
+ }
+ }
+}
+
+__attribute__ ((deprecated))
+VG_STATIC void player_walk_physics( struct player_walk *w )
+{
+ v3_zero( player.rb.w );
+ q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
+
+ rb_ct manifold[64];
+ int 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] };
+
+ v2f walk = { player.input_walkh->axis.value,
+ player.input_walkv->axis.value };
+
+ if( freecam )
+ v2_zero( walk );
+
+ if( v2_length2(walk) > 0.001f )
+ v2_normalize_clamp( walk );
+
+ if( w->state.activity == k_walk_activity_air )
+ {
+ player_walk_collider_configuration();
+
+ /* 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, player.rb.v )),
+ new_vel = current_vel + VG_TIMESTEP_FIXED*999999.0f,
+ clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ),
+ vel_diff = vg_maxf( 0.0f, clamped_new - current_vel );
+
+ v3_muladds( player.rb.v, right_dir, walk[0] * vel_diff, player.rb.v );
+ v3_muladds( player.rb.v, forward_dir, walk[1] * vel_diff, player.rb.v );
+
+ len = rb_capsule_scene( &w->capsule, &world.rb_geo, manifold );
+ rb_presolve_contacts( manifold, len );
+
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+ if( v3_dot( ct->n, (v3f){0.0f,1.0f,0.0f} ) > 0.5f )
+ w->state.activity = k_walk_activity_ground;
+ }
+
+ /*
+ * TODO: Compression
+ */
+ for( int j=0; j<5; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ /*normal */
+ float vn = -v3_dot( player.rb.v, ct->n );
+ vn += ct->bias;
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
+
+ v3_add( impulse, player.rb.v, player.rb.v );
+
+ /* 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_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
+ }
+ }
+ }
+
+ player.rb.v[1] += -k_gravity * k_rb_delta;
+ v3_muladds( player.rb.co, player.rb.v, k_rb_delta, player.rb.co );
+ }
+ else
+ {
+ player.walk = v2_length( walk );
+
+ if( player.input_walk->button.value )
+ v2_muls( walk, 0.5f, walk );
+
+ v2_muls( walk, k_walkspeed * VG_TIMESTEP_FIXED, walk );
+
+ /* Do XY translation */
+ v3f walk_apply, walk_measured;
+ v3_zero( walk_apply );
+ v3_muladds( walk_apply, right_dir, walk[0], walk_apply );
+ v3_muladds( walk_apply, forward_dir, walk[1], walk_apply );
+ v3_add( walk_apply, player.rb.co, player.rb.co );
+
+ /* Directly resolve collisions */
+ player_walk_collider_configuration();
+ len = rb_capsule_scene( &w->capsule, &world.rb_geo, manifold );
+
+ v3f dt;
+ v3_zero( dt );
+ for( int j=0; j<8; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ float resolved_amt = v3_dot( ct->n, dt ),
+ remaining = (ct->p-k_penetration_slop) - resolved_amt,
+ apply = vg_maxf( remaining, 0.0f ) * 0.3f;
+
+ v3_muladds( dt, ct->n, apply, dt );
+ }
+ }
+ v3_add( dt, player.rb.co, player.rb.co );
+
+ v3_add( dt, walk_apply, walk_measured );
+ v3_divs( walk_measured, VG_TIMESTEP_FIXED, player.rb.v );
+
+ if( len )
+ {
+ struct world_material *surface_mat = world_contact_material(manifold);
+ player.surface_prop = surface_mat->info.surface_prop;
+ }
+
+ w->state.activity = k_walk_activity_air;
+
+ /* jump */
+ if( player.input_jump->button.value )
+ {
+ player.rb.v[1] = 5.0f;
+ return;
+ }
+
+ /* Check if grounded by current manifold */
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+ if( player_walk_surface_standable( ct->n ) )
+ w->state.activity = k_walk_activity_ground;
+ }
+
+ /* otherwise... */
+ if( w->state.activity == k_walk_activity_air )
+ player_walk_stepdown( w );
+ }
+}
+
+__attribute__ ((deprecated))
+VG_STATIC void player_walk_animate( void *_w,
+ struct skeleton *sk, player_pose pose )
+{
+ struct player_walk *w = _w;
+
+ {
+ float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
+ rate;
+
+ if( w->state.activity == k_walk_activity_air )
+ rate = 2.4f;
+ else
+ rate = 9.0f;
+
+ player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
+ player.frun = vg_lerpf( player.frun,
+ player.walk *
+ (1.0f + player.input_walk->button.value*0.5f),
+ 2.0f*vg.time_delta );
+ }
+
+ player_pose apose, bpose;
+
+ if( player.walk > 0.025f )
+ {
+ /* TODO move */
+ float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
+ run_norm = 30.0f/(float)player.mdl.anim_run->length,
+ walk_adv = vg_lerpf( walk_norm, run_norm, player.walk );
+
+ player.walk_timer += walk_adv * vg.time_delta;
+ }
+ else
+ {
+ player.walk_timer = 0.0f;
+ }
+
+ float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
+ run_norm = (float)player.mdl.anim_run->length/30.0f,
+ t = player.walk_timer,
+ l = vg_clampf( player.frun*15.0f, 0.0f, 1.0f ),
+ idle_walk = vg_clampf( (player.frun-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+ /* walk/run */
+ skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+ /* idle */
+ skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+ /* air */
+ skeleton_sample_anim( sk, player.mdl.anim_jump, vg.time*0.6f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, player.ffly, apose );
+
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( &player.mdl.sk );
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
+
+ v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
+ player.mdl.cam_pos );
+
+
+
+ skeleton_apply_inverses( &player.mdl.sk );
+
+ m4x3f mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
+ q_m3x3( rot, mtx );
+ v3_copy( player.visual_transform[3], mtx[3] );
+
+ skeleton_apply_transform( &player.mdl.sk, mtx );
+ skeleton_debug( &player.mdl.sk );
+}
+
+#endif /* PLAYER_PHYSICS_WALK_H */
VG_STATIC void rb_tangent_basis( v3f n, v3f tx, v3f ty );
VG_STATIC bh_system bh_system_rigidbodies;
+
+
#ifndef RIGIDBODY_H
#define RIGIDBODY_H
k_damp_angular = 0.1f, /* scale angular 1/(1+x) */
k_penetration_slop = 0.01f,
k_inertia_scale = 8.0f,
- k_phys_baumgarte = 0.2f;
+ k_phys_baumgarte = 0.2f,
+ k_gravity = 9.6f;
VG_STATIC float
k_limit_bias = 0.02f,
typedef struct rigidbody rigidbody;
typedef struct contact rb_ct;
+typedef struct rb_sphere rb_sphere;
+typedef struct rb_capsule rb_capsule;
+typedef struct rb_scene rb_scene;
+
+struct rb_sphere
+{
+ float radius;
+};
+
+struct rb_capsule
+{
+ float height, radius;
+};
+
+struct rb_scene
+{
+ bh_tree *bh_scene;
+};
struct rigidbody
{
union
{
- struct rb_sphere
- {
- float radius;
- }
- sphere;
-
- struct rb_capsule
- {
- float height, radius;
- }
- capsule;
-
- struct rb_scene
- {
- bh_tree *bh_scene;
- }
- scene;
+ struct rb_sphere sphere;
+ struct rb_capsule capsule;
+ struct rb_scene scene;
}
inf;
manifold->t1 = -INFINITY;
}
+__attribute__ ((deprecated))
VG_STATIC int rb_capsule_manifold_done( rigidbody *rba, rigidbody *rbb,
capsule_manifold *manifold, rb_ct *buf )
{
return count;
}
+VG_STATIC int rb_capsule__manifold_done( m4x3f mtx, rb_capsule *c,
+ capsule_manifold *manifold,
+ rb_ct *buf )
+{
+ v3f p0, p1;
+ v3_muladds( mtx[3], mtx[1], -c->height*0.5f+c->radius, p0 );
+ v3_muladds( mtx[3], mtx[1], c->height*0.5f-c->radius, p1 );
+
+ int count = 0;
+ if( manifold->t0 <= 1.0f )
+ {
+ rb_ct *ct = buf;
+
+ v3f pa;
+ v3_muls( p0, 1.0f-manifold->t0, pa );
+ v3_muladds( pa, p1, manifold->t0, pa );
+
+ float d = v3_length( manifold->d0 );
+ v3_muls( manifold->d0, 1.0f/d, ct->n );
+ v3_muladds( pa, ct->n, -c->radius, ct->co );
+
+ ct->p = manifold->r0 - d;
+ ct->type = k_contact_type_default;
+ count ++;
+ }
+
+ if( (manifold->t1 >= 0.0f) && (manifold->t0 != manifold->t1) )
+ {
+ rb_ct *ct = buf+count;
+
+ v3f pa;
+ v3_muls( p0, 1.0f-manifold->t1, pa );
+ v3_muladds( pa, p1, manifold->t1, pa );
+
+ float d = v3_length( manifold->d1 );
+ v3_muls( manifold->d1, 1.0f/d, ct->n );
+ v3_muladds( pa, ct->n, -c->radius, ct->co );
+
+ ct->p = manifold->r1 - d;
+ ct->type = k_contact_type_default;
+
+ count ++;
+ }
+
+ /*
+ * Debugging
+ */
+
+ if( count == 2 )
+ vg_line( buf[0].co, buf[1].co, 0xff0000ff );
+
+ return count;
+}
+
VG_STATIC int rb_capsule_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
{
float h = rba->inf.capsule.height,
return count;
}
+VG_STATIC int rb_capsule__triangle( m4x3f mtxA, rb_capsule *c,
+ v3f tri[3], rb_ct *buf )
+{
+ v3f pc, p0w, p1w;
+ v3_muladds( mtxA[3], mtxA[1], -c->height*0.5f+c->radius, p0w );
+ v3_muladds( mtxA[3], mtxA[1], c->height*0.5f-c->radius, p1w );
+
+ capsule_manifold manifold;
+ rb_capsule_manifold_init( &manifold );
+
+ v3f c0, c1;
+ closest_on_triangle_1( p0w, tri, c0 );
+ closest_on_triangle_1( p1w, tri, c1 );
+
+ v3f d0, d1, da;
+ v3_sub( c0, p0w, d0 );
+ v3_sub( c1, p1w, d1 );
+ v3_sub( p1w, p0w, da );
+
+ v3_normalize(d0);
+ v3_normalize(d1);
+ v3_normalize(da);
+
+ if( v3_dot( da, d0 ) <= 0.01f )
+ rb_capsule_manifold( p0w, c0, 0.0f, c->radius, &manifold );
+
+ if( v3_dot( da, d1 ) >= -0.01f )
+ rb_capsule_manifold( p1w, c1, 1.0f, c->radius, &manifold );
+
+ for( int i=0; i<3; i++ )
+ {
+ int i0 = i,
+ i1 = (i+1)%3;
+
+ v3f ca, cb;
+ float ta, tb;
+ closest_segment_segment( p0w, p1w, tri[i0], tri[i1], &ta, &tb, ca, cb );
+ rb_capsule_manifold( ca, cb, ta, c->radius, &manifold );
+ }
+
+ v3f v0, v1, n;
+ v3_sub( tri[1], tri[0], v0 );
+ v3_sub( tri[2], tri[0], v1 );
+ v3_cross( v0, v1, n );
+ v3_normalize( n );
+
+ int count = rb_capsule__manifold_done( mtxA, c, &manifold, buf );
+ for( int i=0; i<count; i++ )
+ v3_copy( n, buf[i].n );
+
+ return count;
+}
+
/*
* Generates up to two contacts; optimised for the most stable manifold
*/
+__attribute__ ((deprecated))
VG_STATIC int rb_capsule_triangle( rigidbody *rba, rigidbody *rbb,
v3f tri[3], rb_ct *buf )
{
return count;
}
-VG_STATIC int rb_capsule_scene( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+/* mtxB is defined only for tradition; it is not used currently */
+VG_STATIC int rb_capsule__scene( m4x3f mtxA, rb_capsule *c,
+ m4x3f mtxB, rb_scene *s,
+ rb_ct *buf )
{
-#if 0
- float h = rba->inf.capsule.height,
- r = rba->inf.capsule.radius,
- g = 90.8f;
+ bh_iter it;
+ bh_iter_init( 0, &it );
+ int idx;
+ int count = 0;
+
+ boxf bbx;
+ v3_sub( mtxA[3], (v3f){ c->height, c->height, c->height }, bbx[0] );
+ v3_add( mtxA[3], (v3f){ c->height, c->height, c->height }, bbx[1] );
+
+ scene *sc = s->bh_scene->user;
- v3f p[2];
- v3_muladds( rba->co, rba->up, -h*0.5f+r, p[0] );
- v3_muladds( rba->co, rba->up, h*0.5f-r, p[1] );
+ while( bh_next( s->bh_scene, &it, bbx, &idx ) )
+ {
+ u32 *ptri = &sc->arrindices[ idx*3 ];
+ v3f tri[3];
- int count = 0;
+ for( int j=0; j<3; j++ )
+ v3_copy( sc->arrvertices[ptri[j]].co, tri[j] );
+
+ buf[ count ].element_id = ptri[0];
+ int contact = rb_capsule__triangle( mtxA, c, tri, &buf[count] );
+ count += contact;
- for( int i=0; i<2; i++ )
- {
- if( p[i][1] < g + r )
+ if( count == 16 )
{
- rb_ct *ct = &buf[ count ++ ];
-
- v3_copy( p[i], ct->co );
- ct->p = r - (p[i][1]-g);
- ct->co[1] -= r;
- v3_copy( (v3f){0.0f,1.0f,0.0f}, ct->n );
- ct->rba = rba;
- ct->rbb = rbb;
- ct->type = k_contact_type_default;
+ vg_warn("Exceeding capsule_vs_scene capacity. Geometry too dense!\n");
+ return count;
}
}
return count;
+}
-#else
+__attribute__ ((deprecated))
+VG_STATIC int rb_capsule_scene( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
+{
scene *sc = rbb->inf.scene.bh_scene->user;
bh_iter it;
}
return count;
-#endif
}
VG_STATIC int rb_scene_capsule( rigidbody *rba, rigidbody *rbb, rb_ct *buf )
return rb_contact_buffer + rb_contact_count;
}
+VG_STATIC void rb_prepare_contact( rb_ct *ct )
+{
+ ct->bias = -0.2f * k_rb_rate * vg_minf( 0.0f, -ct->p+k_penetration_slop );
+ rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+
+#if 0
+ ct->type = k_contact_type_default;
+#endif
+ ct->norm_impulse = 0.0f;
+ ct->tangent_impulse[0] = 0.0f;
+ ct->tangent_impulse[1] = 0.0f;
+}
+
/*
* Initializing things like tangent vectors
*/
for( int i=0; i<len; i++ )
{
rb_ct *ct = &buffer[i];
-
- ct->bias = -0.2f * k_rb_rate * vg_minf( 0.0f, -ct->p+k_penetration_slop );
- rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
-
-#if 0
- ct->type = k_contact_type_default;
-#endif
- ct->norm_impulse = 0.0f;
- ct->tangent_impulse[0] = 0.0f;
- ct->tangent_impulse[1] = 0.0f;
+ rb_prepare_contact( ct );
v3f ra, rb, raCn, rbCn, raCt, rbCt;
v3_sub( ct->co, ct->rba->co, ra );
#include "render.h"
#include "audio.h"
#include "world.h"
+
+#if 0
#include "player.h"
+#else
+#include "player_interface.h"
+#include "player_device_walk.h"
+#include "player_model.h"
+
+VG_STATIC player_interface localplayer;
+VG_STATIC struct player_device_walk localplayer_walk;
+
+#endif
+
#include "network.h"
+
+#if 0
#include "menu.h"
+#endif
#include "vehicle.h"
static int cl_ui = 1,
}
+VG_STATIC int __respawn( int argc, const char *argv[] )
+{
+ struct respawn_point *rp = NULL, *r;
+
+ if( argc == 1 )
+ {
+ for( int i=0; i<world.spawn_count; i++ )
+ {
+ r = &world.spawns[i];
+ if( !strcmp( r->name, argv[0] ) )
+ {
+ rp = r;
+ break;
+ }
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", argv[0] );
+ }
+
+ if( !rp )
+ {
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.spawn_count; i++ )
+ {
+ r = &world.spawns[i];
+ float d = v3_dist2( r->co, localplayer.rb.co );
+
+ vg_info( "Dist %s : %f\n", r->name, d );
+ if( d < min_dist )
+ {
+ min_dist = d;
+ rp = r;
+ }
+ }
+ }
+
+ if( !rp )
+ {
+ vg_error( "No spawn found\n" );
+
+ if( !world.spawn_count )
+ return 0;
+
+ rp = &world.spawns[0];
+ }
+
+ player_spawn( &localplayer, rp );
+ return 1;
+}
+
VG_STATIC void vg_preload(void)
{
g_conf_init();
.persistent = 0
});
+ vg_function_push( (struct vg_cmd) {
+ .name = "respawn",
+ .function = __respawn,
+ //.poll_suggest = reset_player_poll
+ });
+
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
VG_STATIC void vg_load(void)
{
vg_loader_step( render_init, NULL );
- vg_loader_step( menu_init, NULL );
+ //vg_loader_step( menu_init, NULL );
vg_loader_step( world_init, NULL );
- vg_loader_step( player_init, NULL );
- vg_loader_step( vehicle_init, NULL );
+ //vg_loader_step( player_init, NULL );
+ //vg_loader_step( vehicle_init, NULL );
+ //
+ vg_loader_step( player_model_init, NULL );
+
+ player_interface_create_player( &localplayer );
+ player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
vg_bake_shaders();
vg_loader_step( audio_init, audio_free );
VG_STATIC void vg_start(void)
{
- reset_player( 1, (const char *[]){ "start" } );
+ __respawn( 1, (const char *[]){ "start" } );
}
VG_STATIC void draw_origin_axis(void)
draw_origin_axis();
network_update();
+#if 0
if( !gzoomer.inside )
player_update_pre();
+#endif
- world_update( player.phys.rb.co );
+ player_pre_update( &localplayer );
+ world_update( localplayer.rb.co );
}
}
{
if( vg.is_loaded )
{
+#if 0
if( !gzoomer.inside )
player_update_fixed();
vehicle_update_fixed();
+#endif
+
+ player_update( &localplayer );
}
}
{
if( vg.is_loaded )
{
+#if 0
if( gzoomer.inside )
{
vehicle_camera();
{
player_update_post();
}
+#endif
+
+ player_post_update( &localplayer );
+
+#if 0
menu_update();
vehicle_update_post();
+#endif
}
}
shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
v2f menu_blurring;
- v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+ v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
shader_blitblur_uOverrideDir( menu_blurring );
if( cl_view_id == 0 )
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+#if 0
draw_player( &small_cam );
+#endif
}
VG_STATIC void render_scene(void)
render_world( &main_camera );
+#if 0
int player_transparent = !(player.is_dead || freecam),
player_draw = !cl_menu;
if( !player_transparent && player_draw )
draw_player( &main_camera );
+#endif
render_water_texture( &main_camera );
render_fb_bind( gpipeline.fb_main );
render_water_surface( &main_camera );
render_world_gates( &main_camera );
+#if 0
if( player_transparent && player_draw )
render_player_transparent();
+#endif
}
VG_STATIC void render_menu(void)
{
glClear( GL_DEPTH_BUFFER_BIT );
+#if 0
menu_render( &main_camera );
+#endif
}
VG_STATIC void render_main_game(void)
{
+#if 0
static float fov = 60.0f;
float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
- if( player.phys.on_board )
+
+ if( player.controller == k_player_controller_skate )
fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
+
if( cl_menu )
fov_target = menu_fov_target;
fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
fov = freecam? 60.0f: fov;
main_camera.fov = fov;
+#endif
+
+ /* copy camera from player.
+ * TODO: blend with camera from menu */
+
+ v3_copy( localplayer.cam.pos, main_camera.pos );
+ v3_copy( localplayer.cam.angles, main_camera.angles );
+ main_camera.fov = localplayer.cam.fov;
main_camera.nearz = 0.1f;
main_camera.farz = 2100.0f;
+ camera_update_transform( &main_camera );
camera_update_view( &main_camera );
camera_update_projection( &main_camera );
camera_finalize( &main_camera );
render_scene();
present_view_with_post_processing();
+#if 0
if( cl_menu )
{
render_menu();
render_player_transparent();
}
+#endif
/* =========== End Frame =========== */
}
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
+ player_ui( &localplayer );
+
+#if 0
menu_crap_ui();
+#endif
if( cl_light_edit )
{
audio_debug_soundscapes();
render_view_framebuffer_ui();
+
+#if 0
player_physics_gui();
+#endif
}
VG_STATIC void run_light_widget( struct light_widget *lw )
VG_STATIC void run_debug_info(void)
{
+#if 0
char buf[40];
- snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+ snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
snprintf( buf, 40, "%.2f %.2f %.2f m/s",
ui_text( (ui_px [2]){ 0, 60 },
"Gamepad not ready", 1, k_text_align_left );
}
+#endif
}
+
+#define VEHICLE_H
#ifndef VEHICLE_H
#define VEHICLE_H
return;
rb_debug( &gzoomer.rb, VG__WHITE );
- vg_line( player.phys.rb.co, gzoomer.rb.co, VG__WHITE );
+ vg_line( player.rb.co, gzoomer.rb.co, VG__WHITE );
/* draw friction vectors */
v3f p0, px, py;
mesh_water;
mdl_submesh sm_foliage_main;
- rigidbody rb_geo;
+ rigidbody rb_geo; /* todo.. ... */
}
world;
return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
}
+/*
+ * Cast a sphere from a to b and see what time it hits
+ */
+VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
+{
+ bh_iter it;
+ bh_iter_init( 0, &it );
+
+ boxf region;
+ box_init_inf( region );
+ box_addpt( region, pa );
+ box_addpt( region, pb );
+
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
+
+ v3f dir;
+ v3_sub( pb, pa, dir );
+
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
+
+ int hit = -1;
+ float min_t = 1.0f;
+
+ int idx;
+ while( bh_next( world.geo_bh, &it, region, &idx ) )
+ {
+ u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
+
+ boxf box;
+ box_init_inf( box );
+
+ for( int j=0; j<3; j++ )
+ {
+ v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
+
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
+
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+ {
+ if( t < min_t )
+ {
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
+
+ *t = min_t;
+ return hit;
+}
+
VG_STATIC struct world_material *world_tri_index_material( u32 index )
{
for( int i=1; i<world.material_count; i++ )
vg_release_thread_sync();
+#if 0
/*
* Setup scene collider
*/
-
reset_player( 1, (const char *[]){"start"} );
+#endif
}
VG_STATIC void world_process_resources(void)