From: hgn Date: Sat, 26 Nov 2022 20:11:58 +0000 (+0000) Subject: grind phys X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=147ecb98ce2d6a2b24b0d86436913a46888dea84;hp=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;p=carveJwlIkooP6JGAAIwe30JlM.git grind phys --- diff --git a/maps_src/mp_gridmap.mdl b/maps_src/mp_gridmap.mdl index 2b2d2e5..0423803 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 d0ce431..0edbbdd 100644 --- a/player.h +++ b/player.h @@ -2,6 +2,10 @@ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved */ +/* + * TODO: Tilt camera down to face borde when its behind you or out of vision + */ + #ifndef PLAYER_H #define PLAYER_H @@ -31,7 +35,7 @@ VG_STATIC float k_steer_air = 3.6f, k_steer_air_lerp = 0.3f, k_pump_force = 0.0f, - k_downforce = 5.0f, + k_downforce = 8.0f, k_walk_downforce = 8.0f, k_jump_charge_speed = (1.0f/1.0f), k_jump_force = 5.0f, @@ -64,14 +68,15 @@ VG_STATIC struct gplayer v3f a, v_last, m, bob, vl; /* Utility */ - float vswitch, slip, slip_last, - reverse; + float vswitch, slip, slip_last, reverse; float grab, jump, pushing, push_time; v2f grab_mouse_delta; + int lift_frames; + double start_push; - int in_air, on_board, jump_charge, jump_dir; + int in_air, on_board, jump_charge, jump_dir, grind; m3x3f vr,vr_pstep; } @@ -138,7 +143,8 @@ VG_STATIC struct gplayer walk_timer, fjump, fonboard, - frun; + frun, + fgrind; float walk; int step_phase; diff --git a/player_animation.h b/player_animation.h index 4d57965..b9e28de 100644 --- a/player_animation.h +++ b/player_animation.h @@ -336,15 +336,21 @@ VG_STATIC void player_animate_camera(void) /* Look angles */ v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl ); + player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta ); + float yaw = atan2f( phys->vl[0], -phys->vl[2] ), - pitch = atan2f( -phys->vl[1], - sqrtf( - phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2] - )) * 0.7f; + pitch = atan2f + ( + -phys->vl[1], + sqrtf + ( + phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2] + ) + ) + * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind ); player.angles[0] = yaw; - player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f, - player.fonboard ); + player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard ); /* Camera shake */ static v2f shake_damp = {0.0f,0.0f}; diff --git a/player_physics.h b/player_physics.h index 41adc1e..52c51da 100644 --- a/player_physics.h +++ b/player_physics.h @@ -21,11 +21,6 @@ VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; - if( phys->in_air ) - return; - - phys->in_air = 1; - float pstep = VG_TIMESTEP_FIXED * 10.0f; float best_velocity_delta = -9999.9f; float k_bias = 0.96f; @@ -112,6 +107,33 @@ VG_STATIC void player_start_air(void) } } + +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 ); + } + 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 */ @@ -186,6 +208,60 @@ 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; + + 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; } /* @@ -239,7 +315,7 @@ VG_STATIC void player_physics_control_air(void) limiter *= limiter; limiter = 1.0f-limiter; - if( angle < 0.99f ) + if( fabsf(angle) < 0.99f ) { v4f correction; q_axis_angle( correction, axis, @@ -515,38 +591,137 @@ VG_STATIC void player_grind(void) vg_line_cross( closest, 0xff000000, 0.3f ); vg_line( edge->p0, edge->p1, 0xff000000 ); - return; + 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; - idx = bh_closest_point( world.geo_bh, phys->rb.co, closest, INFINITY ); - vg_line( phys->rb.co, closest, 0xff000000 ); - vg_line_cross( closest, 0xff000000, 0.3f ); + bh_iter it; + bh_iter_init( 0, &it ); + + boxf region; + + 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, p0 ); + v3_muladds( p1, phys->rb.up, 0.125f, p1 ); + + box_init_inf( region ); + box_addpt( region, p0 ); + box_addpt( region, p1 ); - idx = world.scene_geo->arrindices[ idx * 3 ]; - struct world_material *mat = world_tri_index_material( idx ); + float const k_r = 0.25f; + 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] ); + + vg_line( p0, p1, 0xff0000ff ); + vg_line_boxf( region, 0xff0000ff ); - if( mat->info.flags & k_material_flag_grind_surface ) + float closest = k_r*k_r; + struct grind_edge *closest_edge = NULL; + + int idx; + while( bh_next( world.grind_bh, &it, region, &idx ) ) { - 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 ); + 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 ); + } } + + if( closest_edge ) + { + vg_line_cross( c0, 0xff000000, 0.1f ); + vg_line_cross( c1, 0xff000000, 0.1f ); + vg_line( c0, c1, 0xff000000 ); + + v3f delta; + v3_sub( c1, c0, delta ); + + if( v3_dot( delta, phys->rb.up ) > 0.0f ) + { + v3_copy( delta, contact->n ); + float l = v3_length( contact->n ); + v3_muls( contact->n, 1.0f/l, contact->n ); + contact->p = l; + 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 ); + + return 1; + } + else + return -1; + } + + return 0; + +#if 0 + v3f closest; + int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY ); + if( idx != -1 ) + { + 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 delta; + v3_sub( closest, phys->rb.co, delta ); + + if( v3_length2(delta) < 0.5f*0.5f ) + { + v3_copy( closest, phys->rb.co ); + + v3f line_dir; + v3_sub( edge->p1, edge->p0, line_dir ); + v3_normalize( line_dir ); + + float p = v3_dot( phys->rb.v, line_dir ); + v3_muls( line_dir, p, phys->rb.v ); + phys->grind = 1; + } + else + phys->grind = 0; + } +#endif } -/* - * Physics collision detection, and control - */ -VG_STATIC void player_physics(void) +/* 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; - /* - * Update collision fronts - */ - + rigidbody *rbf = &player.collide_front, *rbb = &player.collide_back; @@ -570,7 +745,6 @@ VG_STATIC void player_physics(void) rb_debug( rbf, 0xff00ffff ); rb_debug( rbb, 0xffffff00 ); - rb_ct manifold[64]; int len_f = 0, len_b = 0; @@ -595,14 +769,7 @@ VG_STATIC void player_physics(void) } len_b = rb_manifold_apply_filtered( man_b, len_b ); - int len = len_f+len_b; - - player_grind(); - - boxf bax; - v3_sub( phys->rb.co, (v3f){2.0f,2.0f,2.0f}, bax[0] ); - v3_add( phys->rb.co, (v3f){2.0f,2.0f,2.0f}, bax[1] ); - +#if 0 /* * Preprocess collision points, and create a surface picture. * we want contacts that are within our 'capsule's internal line to be @@ -623,33 +790,79 @@ VG_STATIC void player_physics(void) v3_normalize( manifold[i].n ); } } +#endif - rb_presolve_contacts( manifold, len ); - v3f surface_avg = {0.0f, 0.0f, 0.0f}; + return len_f + len_b; +} + +VG_STATIC void player_adhere_ground( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + int was_in_air = phys->in_air; - if( !len ) + v3f surface_avg; + v3_zero( surface_avg ); + + if( len == 0 ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { for( int i=0; irb.v, surface_avg ) > 0.5f ) + + if( v3_dot( phys->rb.v, surface_avg ) > 0.7f ) { - player_start_air(); + phys->lift_frames ++; + + if( phys->lift_frames >= 8 ) + phys->in_air = 1; } else { phys->in_air = 0; + phys->lift_frames = 0; + v3f projected, axis; + + 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 ); + + 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 ); + + 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(); +} + +VG_STATIC void player_collision_response( rb_ct *manifold, int len ) +{ + struct player_phys *phys = &player.phys; + for( int j=0; j<5; j++ ) { for( int i=0; irb.up, impulse ), - wx = v3_dot( phys->rb.right, impulse )*1.5f; + wx = v3_dot( phys->rb.right, impulse )*1.8f; v3_muladds( phys->rb.w, phys->rb.up, wy, phys->rb.w ); v3_muladds( phys->rb.w, phys->rb.right, wx, phys->rb.w ); } } - - 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 ); - } - else - v2_zero( phys->grab_mouse_delta ); - - phys->grab = vg_lerpf( phys->grab, grabt, 0.14f ); - player.phys.pushing = 0.0f; - - if( !phys->in_air ) - { - v3f projected, axis; - - 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 ); - - 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 ); - - 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 ); - } - - float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; - v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); - - player_physics_control(); - - 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(); - } - } - else - { - player_physics_control_air(); - } - - if( !phys->jump_charge ) - { - phys->jump -= k_jump_charge_speed * VG_TIMESTEP_FIXED; - } - - phys->jump_charge = 0; - phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } VG_STATIC void player_save_frame(void) @@ -821,13 +948,55 @@ VG_STATIC void player_do_motion(void) } } - v3f prevco; v3_copy( phys->rb.co, prevco ); if( phys->on_board ) { - player_physics(); + rb_ct manifold[72]; + int len = player_update_collision_manifold( manifold ); + int grind_col = player_update_grind_collision( &manifold[len] ); + + if( grind_col ) + { + phys->grind = 1; + v3f up = { 0.0f, 1.0f, 0.0f }; + float angle = v3_dot( phys->rb.up, up ); + v3f axis; + v3_cross( phys->rb.up, up, axis ); + + if( fabsf(angle) < 0.99f ) + { + 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*2.0f*VG_TIMESTEP_FIXED; + v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v ); + } + else + { + phys->grind = 0; + player_adhere_ground( manifold, len ); + } + + 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 ) + player_physics_control_grind(); + else + { + if( phys->in_air ) + player_physics_control_air(); + else + player_physics_control(); + } + player_integrate(); } else