From: hgn Date: Thu, 10 Nov 2022 03:32:23 +0000 (+0000) Subject: physics adjustments X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;ds=sidebyside;h=2a6a779a1ad3f1a781e2437732bc62055096439e;p=carveJwlIkooP6JGAAIwe30JlM.git physics adjustments --- diff --git a/build.c b/build.c index 41e34c0..bc6e81a 100644 --- a/build.c +++ b/build.c @@ -80,6 +80,13 @@ int main( int argc, char *argv[] ) vg_compiler.name, uid, vg_compiler.build_dir ); } + if( vg_opt('p') || vg_long_opt("run") ) + { + chdir( vg_compiler.build_dir ); + vg_build_syscall( "./%s", vg_compiler.name ); + chdir( "../../" ); + } + if( vg_long_opt( "zip" ) || vg_opt( 'z' ) ) { vg_build_syscall( "mkdir -p dist" ); diff --git a/maps_src/mp_mtzero.mdl b/maps_src/mp_mtzero.mdl index 3fa9748..95d8125 100644 Binary files a/maps_src/mp_mtzero.mdl and b/maps_src/mp_mtzero.mdl differ diff --git a/player.h b/player.h index 0abb22e..d303891 100644 --- a/player.h +++ b/player.h @@ -14,7 +14,9 @@ #include "bvh.h" VG_STATIC float - k_walkspeed = 12.0f, /* no longer used */ + k_walkspeed = 12.0f, + k_air_accelerate = 20.0f, + k_runspeed = 20.0f, k_board_radius = 0.3f, k_board_length = 0.45f, @@ -294,13 +296,21 @@ VG_STATIC void player_init(void) /* 1 }); vg_convar_push( (struct vg_convar){ - .name = "walk_speed", + .name = "gwalk_speed", .data = &k_walkspeed, .data_type = k_convar_dtype_f32, .opt_f32 = { .clamp = 0 }, .persistent = 0 }); + vg_convar_push( (struct vg_convar){ + .name = "air_accelerate", + .data = &k_air_accelerate, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 0 + }); + vg_convar_push( (struct vg_convar){ .name = "run_speed", .data = &k_runspeed, diff --git a/player_physics.h b/player_physics.h index 20ce7f5..9d58e17 100644 --- a/player_physics.h +++ b/player_physics.h @@ -339,12 +339,32 @@ VG_STATIC void player_walk_physics(void) 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( v2_length2(walk) > 0.001f ) + v2_normalize_clamp( walk ); + if( phys->in_air ) { player_walk_update_collision(); rb_debug( rbf, 0xff0000ff ); rb_debug( rbb, 0xff0000ff ); + /* allow player to accelerate a bit */ + v3f walk_3d; + v3_muls( forward_dir, walk[1], walk_3d ); + v3_muladds( walk_3d, right_dir, walk[0], walk_3d ); + + float current_vel = fabsf(v3_dot( walk_3d, phys->rb.v )), + new_vel = current_vel + VG_TIMESTEP_FIXED*k_air_accelerate, + clamped_new = vg_clampf( new_vel, 0.0f, k_walkspeed ), + vel_diff = vg_maxf( 0.0f, clamped_new - current_vel ); + + v3_muladds( phys->rb.v, right_dir, walk[0] * vel_diff, phys->rb.v ); + v3_muladds( phys->rb.v, forward_dir, walk[1] * vel_diff, phys->rb.v ); + + len = 0; len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); @@ -396,13 +416,6 @@ VG_STATIC void player_walk_physics(void) } else { - /* translate player */ - v2f walk = { player.input_walkh->axis.value, - player.input_walkv->axis.value }; - - if( v2_length2(walk) > 0.001f ) - v2_normalize_clamp( walk ); - player.walk = v2_length( walk ); if( player.input_walk->button.value ) @@ -537,6 +550,27 @@ VG_STATIC void player_physics(void) len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len ); len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len ); + /* + * Preprocess collision points, and create a surface picture. + * we want contacts that are within our 'capsule's internal line to be + * clamped so that they face the line and do not oppose, to stop the + * player hanging up on stuff + */ + for( int i=0; ico, dfront ); + v3_sub( manifold[i].co, rbb->co, dback ); + + if( (v3_dot( dfront, phys->rb.forward ) < -0.02f) && + (v3_dot( dback, phys->rb.forward ) > 0.02f)) + { + float p = v3_dot( manifold[i].n, phys->rb.forward ); + v3_muladds( manifold[i].n, phys->rb.forward, -p, manifold[i].n ); + v3_normalize( manifold[i].n ); + } + } + rb_presolve_contacts( manifold, len ); v3f surface_avg = {0.0f, 0.0f, 0.0f}; diff --git a/rigidbody.h b/rigidbody.h index 04d5a9c..480e43f 100644 --- a/rigidbody.h +++ b/rigidbody.h @@ -1427,12 +1427,13 @@ next_vert:; vg_line( tri[1],tri[2],0x10ffffff ); vg_line( tri[2],tri[0],0x10ffffff ); - int hits = rb_sphere_triangle( rba, rbb, tri, buf+count ); + int contact = rb_sphere_triangle( rba, rbb, tri, buf+count ); + #ifdef RIGIDBODY_DYNAMIC_MESH_EDGES - if( hits ) + if( contact ) inf->collided = 1; #endif - count += hits; + count += contact; if( count == 12 ) { @@ -1475,7 +1476,7 @@ next_vert:; continue; rb_ct *ct = buf+count; - + v3_muls( inf_i->normal, c0, ct->n ); v3_muladds( ct->n, inf_j->normal, c1, ct->n ); v3_normalize( ct->n ); diff --git a/vg_config.h b/vg_config.h deleted file mode 100644 index 0800614..0000000 --- a/vg_config.h +++ /dev/null @@ -1,48 +0,0 @@ -/* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved - */ - -#define VG_CONFIG -#include "vg/vg.h" - -VG_STATIC struct button_binding vg_button_binds[] = -{ - { .name = "primary", .bind = GLFW_MOUSE_BUTTON_LEFT }, - { .name = "secondary", .bind = GLFW_MOUSE_BUTTON_RIGHT }, - { .name = "left", .bind = GLFW_KEY_A }, - { .name = "right", .bind = GLFW_KEY_D }, - { .name = "forward", .bind = GLFW_KEY_W }, - { .name = "back", .bind = GLFW_KEY_S }, - { .name = "up", .bind = GLFW_KEY_R }, - { .name = "reset", .bind = GLFW_KEY_R }, - { .name = "down", .bind = GLFW_KEY_F }, - { .name = "yawl", .bind = GLFW_KEY_Q }, - { .name = "yawr", .bind = GLFW_KEY_E }, - { .name = "jump", .bind = GLFW_KEY_SPACE }, - { .name = "kbdwalk/push", .bind = GLFW_KEY_LEFT_SHIFT }, - { .name = "switchmode", .bind = GLFW_KEY_E }, - { .name = "menu", .bind = GLFW_KEY_ESCAPE } -}; - -VG_STATIC struct button_binding vg_controller_binds[] = -{ - { "jump", GLFW_GAMEPAD_BUTTON_A }, - { "break", GLFW_GAMEPAD_BUTTON_B }, - { "switchmode", GLFW_GAMEPAD_BUTTON_Y }, - { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }, - { "menu", GLFW_GAMEPAD_BUTTON_BACK } -}; - -VG_STATIC struct axis_binding vg_axis_binds[] = -{ - { .name = "lookh", .axis = GLFW_GAMEPAD_AXIS_LEFT_X }, - { .name = "lookv", .axis = GLFW_GAMEPAD_AXIS_LEFT_Y }, - { .name = "grabh", .axis = GLFW_GAMEPAD_AXIS_RIGHT_X }, - { .name = "grabv", .axis = GLFW_GAMEPAD_AXIS_RIGHT_Y }, - { .name = "walk/push", .axis = GLFW_GAMEPAD_AXIS_LEFT_TRIGGER }, - { .name = "grab", .axis = GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER }, -}; - -VG_STATIC struct vg_achievement vg_achievements[] = -{ -};