From: hgn Date: Fri, 20 Jan 2023 03:14:45 +0000 (+0000) Subject: latest X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;hp=ac4a2a0176bd9261b114003ee2c5a66bcf2676f3;p=carveJwlIkooP6JGAAIwe30JlM.git latest --- diff --git a/maps_src/mp_gridmap.mdl b/maps_src/mp_gridmap.mdl index 260b43f..d9e1fb7 100644 Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ diff --git a/player.h b/player.h index f630692..0d2ee03 100644 --- a/player.h +++ b/player.h @@ -21,7 +21,6 @@ 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, @@ -36,14 +35,27 @@ VG_STATIC float k_steer_air = 3.6f, k_steer_air_lerp = 0.3f, k_pump_force = 0.0f, - k_downforce = 8.0f, + 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_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 = 1.7f, + + k_spring_force = 15.0f, + k_spring_dampener = 5.0f; VG_STATIC int freecam = 0; VG_STATIC int walk_grid_iterations = 1; @@ -73,6 +85,10 @@ VG_STATIC struct gplayer float grab, jump, pushing, push_time, rise; v2f grab_mouse_delta; + v3f throw_v; + v3f cog, + cog_v; + int lift_frames; double start_push; @@ -83,6 +99,10 @@ VG_STATIC struct gplayer phys, phys_gate_frame; + float normal_pressure; + v3f debug_mmcollect_lat, + debug_mmcollect_vert; + m4x3f visual_transform, inv_visual_transform; @@ -161,6 +181,9 @@ VG_STATIC struct gplayer frun, fgrind; + v3f board_offset; + v4f board_rotation; + float walk; int step_phase; enum mdl_surface_prop surface_prop; @@ -187,7 +210,10 @@ VG_STATIC struct gplayer id_ik_hand_r, id_ik_elbow_l, id_ik_elbow_r, - id_head; + id_head, + id_ik_foot_l, + id_ik_foot_r, + id_board; v3f cam_pos; @@ -322,93 +348,37 @@ VG_STATIC void player_init(void) /* 1 */ rb_init( &player.collide_front ); rb_init( &player.collide_back ); - vg_var_push( (struct vg_var){ - .name = "gwalk_speed", - .data = &k_walkspeed, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 0 - }); - - vg_var_push( (struct vg_var){ - .name = "air_accelerate", - .data = &k_air_accelerate, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 0 - }); - - vg_var_push( (struct vg_var){ - .name = "run_speed", - .data = &k_runspeed, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "walk_accel", - .data = &k_walk_accel, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "fc", - .data = &freecam, - .data_type = k_var_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "cl_thirdperson", - .data = &cl_thirdperson, - .data_type = k_var_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "fcs", - .data = &fc_speed, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "k_ragdoll_limit_scale", - .data = &k_ragdoll_limit_scale, - .data_type = k_var_dtype_f32, - .opt_f32 = { .clamp = 0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "k_ragdoll_div", - .data = &k_ragdoll_div, - .data_type = k_var_dtype_i32, - .opt_i32 = { .clamp=0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "k_ragdoll_debug_collider", - .data = &k_ragdoll_debug_collider, - .data_type = k_var_dtype_i32, - .opt_i32 = { .clamp=0 }, - .persistent = 1 - }); - - vg_var_push( (struct vg_var){ - .name = "k_ragdoll_debug_constraints", - .data = &k_ragdoll_debug_constraints, - .data_type = k_var_dtype_i32, - .opt_i32 = { .clamp=0 }, - .persistent = 1 - }); + VG_VAR_F32( k_walkspeed ); + VG_VAR_F32( k_air_accelerate ); + VG_VAR_F32( k_runspeed ); + VG_VAR_F32( k_walk_accel ); + + VG_VAR_I32( freecam ); + VG_VAR_I32( cl_thirdperson ); + VG_VAR_F32_PERSISTENT( fc_speed ); + + /* TODO: NOT PERSISTENT */ + VG_VAR_F32_PERSISTENT( k_ragdoll_limit_scale ); + VG_VAR_I32_PERSISTENT( k_ragdoll_div ); + VG_VAR_I32_PERSISTENT( k_ragdoll_debug_collider ); + VG_VAR_I32_PERSISTENT( k_ragdoll_debug_constraints ); + + VG_VAR_F32_PERSISTENT( k_friction_lat ); + + VG_VAR_F32_PERSISTENT( k_cog_spring ); + VG_VAR_F32_PERSISTENT( k_cog_damp ); + + VG_VAR_F32_PERSISTENT( k_cog_mass_ratio ); + VG_VAR_F32_PERSISTENT( k_downforce ); + + VG_VAR_F32_PERSISTENT( k_spring_force ); + VG_VAR_F32_PERSISTENT( k_spring_dampener ); + VG_VAR_F32_PERSISTENT( k_spring_angular ); + + VG_VAR_F32_PERSISTENT( k_mmthrow_scale ); + VG_VAR_F32_PERSISTENT( k_mmcollect_lat ); + VG_VAR_F32_PERSISTENT( k_mmcollect_vert ); + VG_VAR_F32_PERSISTENT( k_mmdecay ); vg_function_push( (struct vg_cmd){ .name = "reset", @@ -531,11 +501,20 @@ VG_STATIC void player_update_pre(void) } - - - - - + vg_line_pt3( phys->cog, 0.10f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.09f, 0xffffffff ); + vg_line_pt3( phys->cog, 0.08f, 0xffffffff ); + vg_line( phys->cog, phys->rb.co, 0xff000000 ); + + v3f spring_end; + v3f throw_end, p0, p1; + v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end ); + v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end ); + v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 ); + v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 ); + vg_line( spring_end, throw_end, VG__RED ); + vg_line( spring_end, p0, VG__GREEN ); + vg_line( spring_end, p1, VG__BLUE ); if( player.rewinding ) return; diff --git a/player_animation.h b/player_animation.h index 08a5405..b255f14 100644 --- a/player_animation.h +++ b/player_animation.h @@ -106,10 +106,7 @@ VG_STATIC void player_animate(void) } /* Camera position */ - v3_sub( phys->rb.v, phys->v_last, phys->a ); - v3_copy( phys->rb.v, phys->v_last ); - - v3_add( phys->m, phys->a, phys->m ); + v3_muladds( phys->m, phys->a, VG_TIMESTEP_FIXED, phys->m ); v3_lerp( phys->m, (v3f){0.0f,0.0f,0.0f}, 0.1f, phys->m ); phys->m[0] = vg_clampf( phys->m[0], -2.0f, 2.0f ); @@ -181,7 +178,12 @@ VG_STATIC void player_animate(void) /* stand/crouch */ float dir_frame = player.fdirz * (15.0f/30.0f), stand_blend = offset[1]*-2.0f; - + + v3f local_cog; + m4x3_mulv( player.phys.rb.to_local, player.phys.cog, local_cog ); + + stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 ); + skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose ); skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose ); skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); @@ -269,6 +271,32 @@ VG_STATIC void player_animate(void) apose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; apose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } + + v3f bo; + v3_muls( player.board_offset, add_grab_mod, bo ); + + v3_add( bo, apose[ player.mdl.id_board-1 ].co, + apose[ player.mdl.id_board-1 ].co ); + v3_add( bo, apose[ player.mdl.id_ik_foot_l-1 ].co, + apose[ player.mdl.id_ik_foot_l-1 ].co ); + v3_add( bo, apose[ player.mdl.id_ik_foot_r-1 ].co, + apose[ player.mdl.id_ik_foot_r-1 ].co ); + + m3x3f c; + q_m3x3( player.board_rotation, c ); + + v3f d; + v3_sub( apose[ player.mdl.id_ik_foot_l-1 ].co, bo, d ); + m3x3_mulv( c, d, d ); + v3_add( bo, d, apose[ player.mdl.id_ik_foot_l-1 ].co ); + + v3_sub( apose[ player.mdl.id_ik_foot_r-1 ].co, bo, d ); + m3x3_mulv( c, d, d ); + v3_add( bo, d, apose[ player.mdl.id_ik_foot_r-1 ].co ); + + q_mul( player.board_rotation, apose[ player.mdl.id_board-1 ].q , + apose[ player.mdl.id_board-1 ].q ); + q_normalize( apose[ player.mdl.id_board-1 ].q ); } skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik ); diff --git a/player_model.h b/player_model.h index cab438e..273fe57 100644 --- a/player_model.h +++ b/player_model.h @@ -106,7 +106,10 @@ VG_STATIC void player_model_init(void) { "hand.IK.R", &player.mdl.id_ik_hand_r }, { "elbow.L", &player.mdl.id_ik_elbow_l }, { "elbow.R", &player.mdl.id_ik_elbow_r }, - { "head", &player.mdl.id_head } + { "head", &player.mdl.id_head }, + { "foot.IK.L", &player.mdl.id_ik_foot_l }, + { "foot.IK.R", &player.mdl.id_ik_foot_r }, + { "board", &player.mdl.id_board } }; for( int i=0; islip = slip; phys->reverse = -vg_signf(vel[2]); - float substep = VG_TIMESTEP_FIXED * 0.2f; + float substep = VG_TIMESTEP_FIXED; float fwd_resistance = k_friction_resistance; - for( int i=0; i<5; i++ ) - { - 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); - } + 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 ) { @@ -406,6 +403,59 @@ VG_STATIC void player_physics_control(void) 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 ) { @@ -860,13 +910,17 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact ) 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 ); @@ -959,7 +1013,108 @@ VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) v3f surface_avg; v3_zero( surface_avg ); - if( len == 0 ) + /* + * + * 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)) ) { phys->lift_frames ++; @@ -995,11 +1150,13 @@ VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) 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 ) { @@ -1019,7 +1176,106 @@ VG_STATIC void player_collision_response( rb_ct *manifold, int len ) { struct player_phys *phys = &player.phys; - for( int j=0; j<5; j++ ) + /* + * 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; irb.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) @@ -1081,6 +1341,10 @@ VG_STATIC void player_restore_frame(void) VG_STATIC void player_integrate(void) { struct player_phys *phys = &player.phys; + v3_sub( phys->rb.v, phys->v_last, phys->a ); + v3_muls( phys->a, 1.0f/VG_TIMESTEP_FIXED, phys->a ); + v3_copy( phys->rb.v, phys->v_last ); + apply_gravity( phys->rb.v, VG_TIMESTEP_FIXED ); v3_muladds( phys->rb.co, phys->rb.v, VG_TIMESTEP_FIXED, phys->rb.co ); } @@ -1228,6 +1492,8 @@ VG_STATIC void player_do_motion(void) 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 ); @@ -1386,6 +1652,10 @@ VG_STATIC int reset_player( int argc, char const *argv[] ) 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_save_frame(); return 1; } @@ -1403,4 +1673,43 @@ VG_STATIC void reset_player_poll( int argc, char const *argv[] ) } } +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 */ diff --git a/skaterift.c b/skaterift.c index c0fe003..b72100a 100644 --- a/skaterift.c +++ b/skaterift.c @@ -105,7 +105,7 @@ VG_STATIC void vg_load(void) /* 'systems' are completely loaded now */ strcpy( world.world_name, "maps/mp_mtzero.mdl" ); - strcpy( world.world_name, "maps/mp_gridmap.mdl" ); + //strcpy( world.world_name, "maps/mp_gridmap.mdl" ); world_load(); vg_console_load_autos(); } @@ -351,6 +351,7 @@ VG_STATIC void vg_ui(void) audio_debug_soundscapes(); render_view_framebuffer_ui(); + player_physics_gui(); } VG_STATIC void run_light_widget( struct light_widget *lw )