From 4fccea589f00c06c570cc4ea3e7a69d191328ffb Mon Sep 17 00:00:00 2001 From: hgn Date: Fri, 24 Jun 2022 23:30:26 +0100 Subject: [PATCH] the walk manifold is alive --- main.c | 10 +- player.h | 828 +++++++++++++++++++++++++++++++++++++++---------------- scene.h | 59 ++-- water.h | 4 - world.h | 1 - 5 files changed, 614 insertions(+), 288 deletions(-) diff --git a/main.c b/main.c index 55a8f59..39b9de2 100644 --- a/main.c +++ b/main.c @@ -100,6 +100,14 @@ void vg_start(void) .persistent = 1 }); + vg_convar_push( (struct vg_convar){ + .name = "walk_speed", + .data = &k_walkspeed, + .data_type = k_convar_dtype_f32, + .opt_f32 = { .clamp = 0 }, + .persistent = 1 + }); + vg_convar_push( (struct vg_convar){ .name = "debugcam", .data = &sv_debugcam, @@ -189,7 +197,7 @@ void vg_render(void) m4x4f world_4x4; m4x3_expand( player.camera_inverse, world_4x4 ); - gpipeline.fov = freecam? 60.0f: 120.0f; + gpipeline.fov = freecam? 60.0f: 100.0f; /* 120 */ m4x4_projection( vg_pv, gpipeline.fov, (float)vg_window_x / (float)vg_window_y, 0.025f, 1000.0f ); diff --git a/player.h b/player.h index da1c337..ccc74dc 100644 --- a/player.h +++ b/player.h @@ -5,6 +5,7 @@ #include "character.h" static int freecam = 0; +static float k_walkspeed = 2.0f; static struct gplayer { @@ -656,77 +657,567 @@ static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip) v3f p0; v3_muls( v1, qa, p0 ); v3_muladds( p0, v0, 1.0f-qa, p0 ); - + float h = v3_dot(p0,dir)/v3_dot(dir,dir); if( h >= max_dist && h <= 1.0f ) { max_dist = h; - v3_copy( p0, clip ); + float l = 1.0f/v3_length(dir); + v3_muls( p0, l, clip ); } } } } +} + +#define WALKGRID_SIZE 8 +struct walkgrid +{ + struct grid_sample + { + int valid; + v3f clip[2]; + v3f pos; + } + samples[WALKGRID_SIZE][WALKGRID_SIZE]; + u32 geo[256]; + + boxf region; + + float move; /* Current amount of movement we have left to apply */ + v2f dir; /* The movement delta */ + v2i cell_id;/* Current cell */ + v2f pos; /* Local position (in cell) */ + float h; +}; + +static const struct conf +{ + struct confedge + { + /* i: sample index + * d: data index + * a: axis index + * o: the 'other' point to do a A/B test with + * if its -1, all AB is done. + * + * TODO: Check the major edge against point (for the double cases) + */ + int i0, i1, + d0, d1, + a0, a1, + o0, o1; + } + edges[2]; + int edge_count; +} +k_walkgrid_configs[16] = { + {{},0}, + {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1}, + {{{ 2,3, 1,0, 0,0, 3,-1 }}, 1}, + + {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1}, + {{{ 3,3, 3,0, 1,0, -1,-1 }, + { 1,1, 0,1, 1,0, -1,-1 }}, 2}, + {{{ 1,2, 0,3, 1,1, 2,-1 }}, 1}, + {{{ 1,3, 0,0, 1,0, 2, 2 }}, 1}, + + {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1}, + {{{ 3,0, 3,0, 1,1, 0,-1 }}, 1}, + {{{ 2,2, 1,3, 0,1, -1,-1 }, + { 0,0, 0,0, 0,1, -1,-1 }}, 2}, + {{{ 2,0, 1,0, 0,1, 3, 3 }}, 1}, + + {{{ 0,1, 0,1, 0,0, 1,-1 }}, 1}, + {{{ 3,1, 3,1, 1,0, 0, 0 }}, 1}, + {{{ 0,2, 0,3, 0,1, 1, 1 }}, 1}, + {{},0}, +}; + +/* + * Get a buffer of edges from cell location + */ +static const struct conf *player_walkgrid_conf( struct walkgrid *wg, + v2i cell, + struct grid_sample *corners[4] ) +{ + corners[0] = &wg->samples[cell[1] ][cell[0] ]; + corners[1] = &wg->samples[cell[1]+1][cell[0] ]; + corners[2] = &wg->samples[cell[1]+1][cell[0]+1]; + corners[3] = &wg->samples[cell[1] ][cell[0]+1]; + + u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | + (corners[2]->valid<<1) | corners[3]->valid; - v3f clippos; - v3_add( pos, clip, clippos ); - draw_cross( clippos, 0xffffff00, 0.05f ); + return &k_walkgrid_configs[ config ]; +} + +float const k_gridscale = 0.5f; + +static void player_walkgrid_floor(v3f pos) +{ + v3_muls( pos, 1.0f/k_gridscale, pos ); + v3_floor( pos, pos ); + v3_muls( pos, k_gridscale, pos ); +} + +/* + * Computes the barycentric coordinate of location on a triangle (vertical), + * then sets the Y position to the interpolation of the three points + */ +static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos ) +{ + v3f v0,v1,v2; + v3_sub( b, a, v0 ); + v3_sub( c, a, v1 ); + v3_sub( pos, a, v2 ); + + float d = v0[0]*v1[2] - v1[0]*v0[2], + v = (v2[0]*v1[2] - v1[0]*v2[2]) / d, + w = (v0[0]*v2[2] - v2[0]*v0[2]) / d, + u = 1.0f - v - w; + + vg_line( pos, a, 0xffff0000 ); + vg_line( pos, b, 0xff00ff00 ); + vg_line( pos, c, 0xff0000ff ); + pos[1] = u*a[1] + v*b[1] + w*c[1]; +} + +/* + * Get the minimum time value of pos+dir until a cell edge + * + * t[0] -> t[3] are the individual time values + * t[5] & t[6] are the maximum axis values + * t[6] is the minimum value + * + */ +static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir ) +{ + v2f frac = { 1.0f/dir[0], 1.0f/dir[1] }; + + t[0] = 999.9f; + t[1] = 999.9f; + t[2] = 999.9f; + t[3] = 999.9f; + + if( fabsf(dir[0]) > 0.0001f ) + { + t[0] = (0.0f-pos[0]) * frac[0]; + t[1] = (1.0f-pos[0]) * frac[0]; + } + if( fabsf(dir[1]) > 0.0001f ) + { + t[2] = (0.0f-pos[1]) * frac[1]; + t[3] = (1.0f-pos[1]) * frac[1]; + } + + t[4] = vg_maxf(t[0],t[1]); + t[5] = vg_maxf(t[2],t[3]); + t[6] = vg_minf(t[4],t[5]); +} + +static void player_walkgrid_iter(struct walkgrid *wg, int iter) +{ + + /* + * For each walkgrid iteration we are stepping through cells and determining + * the intersections with the grid, and any edges that are present + */ + +#if 0 + if( wg->cell_id[0] < 0 || wg->cell_id[0] >= WALKGRID_SIZE-1 || + wg->cell_id[1] < 0 || wg->cell_id[1] >= WALKGRID_SIZE-1 ) + { + /* + * This condition should never be reached if the grid size is big + * enough + */ + wg->move = -1.0f; + return; + } +#endif + + u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 }; + + v3f pa, pb, pc, pd, pl0, pl1; + pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale; + pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale; + pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale; + pb[0] = pa[0]; + pb[1] = pa[1]; + pb[2] = pa[2] + k_gridscale; + pc[0] = pa[0] + k_gridscale; + pc[1] = pa[1]; + pc[2] = pa[2] + k_gridscale; + pd[0] = pa[0] + k_gridscale; + pd[1] = pa[1]; + pd[2] = pa[2]; +#if 0 + vg_line( pa, pb, 0xff00ffff ); + vg_line( pb, pc, 0xff00ffff ); + vg_line( pc, pd, 0xff00ffff ); + vg_line( pd, pa, 0xff00ffff ); +#endif + pl0[0] = pa[0] + wg->pos[0]*k_gridscale; + pl0[1] = pa[1]; + pl0[2] = pa[2] + wg->pos[1]*k_gridscale; + + /* + * If there are edges present, we need to create a 'substep' event, where + * we find the intersection point, find the fully resolved position, + * then the new pos dir is the intersection->resolution + * + * the resolution is applied in non-discretized space in order to create a + * suitable vector for finding outflow, we want it to leave the cell so it + * can be used by the quad + */ + + v2f pos, dir; + v2_copy( wg->pos, pos ); + v2_muls( wg->dir, wg->move, dir ); + + struct grid_sample *corners[4]; + v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}}; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + + float t[7]; + player_walkgrid_min_cell( t, pos, dir ); + + for( int i=0; iedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v2f e0, e1, n, r, target, res, tangent; + e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0]; + e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2]; + e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0]; + e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2]; + + v3f pe0 = { pa[0] + e0[0]*k_gridscale, + pa[1], + pa[2] + e0[1]*k_gridscale }; + v3f pe1 = { pa[0] + e1[0]*k_gridscale, + pa[1], + pa[2] + e1[1]*k_gridscale }; + + v2_sub( e1, e0, tangent ); + n[0] = -tangent[1]; + n[1] = tangent[0]; + v2_normalize( n ); + + /* + * If we find ourselfs already penetrating the edge, move back out a + * little + */ + v2_sub( e0, pos, r ); + float p1 = v2_dot(r,n); + + if( -p1 < 0.0001f ) + { + v2_muladds( pos, n, p1+0.0001f, pos ); + v2_copy( pos, wg->pos ); + v3f p_new = { pa[0] + pos[0]*k_gridscale, + pa[1], + pa[2] + pos[1]*k_gridscale }; + v3_copy( p_new, pl0 ); + } + + v2_add( pos, dir, target ); + + v2f v1, v2, v3; + v2_sub( e0, pos, v1 ); + v2_sub( target, pos, v2 ); + + v2_copy( n, v3 ); + + v2_sub( e0, target, r ); + float p = v2_dot(r,n), + t1 = v2_dot(v1,v3)/v2_dot(v2,v3); + + if( t1 < t[6] && t1 > 0.0f && -p < 0.001f ) + { + v2_muladds( target, n, p+0.0001f, res ); + + v2f intersect; + v2_muladds( pos, dir, t1, intersect ); + v2_copy( intersect, pos ); + v2_sub( res, intersect, dir ); + + v3f p_res = { pa[0] + res[0]*k_gridscale, + pa[1], + pa[2] + res[1]*k_gridscale }; + v3f p_int = { pa[0] + intersect[0]*k_gridscale, + pa[1], + pa[2] + intersect[1]*k_gridscale }; + + vg_line( pl0, p_int, icolours[iter%3] ); + v3_copy( p_int, pl0 ); + v2_copy( pos, wg->pos ); + + player_walkgrid_min_cell( t, pos, dir ); + } + } + + /* + * Compute intersection with grid cell moving outwards + */ + t[6] = vg_minf( t[6], 1.0f ); + + pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6]; + pl1[1] = pl0[1]; + pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6]; + vg_line( pl0, pl1, icolours[iter%3] ); + + if( t[6] < 1.0f ) + { + /* + * To figure out what t value created the clip so we know which edge + * to wrap around + */ + + if( t[4] < t[5] ) + { + wg->pos[1] = pos[1] + dir[1]*t[6]; + + if( t[0] > t[1] ) /* left edge */ + { + wg->pos[0] = 0.9999f; + wg->cell_id[0] --; + + if( wg->cell_id[0] == 0 ) + wg->move = -1.0f; + } + else /* Right edge */ + { + wg->pos[0] = 0.0001f; + wg->cell_id[0] ++; + + if( wg->cell_id[0] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; + } + } + else + { + wg->pos[0] = pos[0] + dir[0]*t[6]; + + if( t[2] > t[3] ) /* bottom edge */ + { + wg->pos[1] = 0.9999f; + wg->cell_id[1] --; + + if( wg->cell_id[1] == 0 ) + wg->move = -1.0f; + } + else /* top edge */ + { + wg->pos[1] = 0.0001f; + wg->cell_id[1] ++; + + if( wg->cell_id[1] == WALKGRID_SIZE-2 ) + wg->move = -1.0f; + } + } + + wg->move -= t[6]; + } + else + { + v2_muladds( wg->pos, dir, wg->move, wg->pos ); + wg->move = 0.0f; + } +} + +static void player_walkgrid_stand_cell(struct walkgrid *wg) +{ + /* + * NOTE: as opposed to the other function which is done in discretized space + * this use a combination of both. + */ + + v3f world; + world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale; + world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale; + + struct grid_sample *corners[4]; + const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners ); + + if( conf != k_walkgrid_configs ) + { + if( conf->edge_count == 0 ) + { + v3f v0; + + /* Split the basic quad along the shortest diagonal */ + if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < + fabsf(corners[3]->pos[1] - corners[1]->pos[1]) ) + { + vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa ); + + if( wg->pos[0] > wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[2]->pos, world ); + else + player_walkgrid_stand_tri( corners[0]->pos, + corners[2]->pos, + corners[1]->pos, world ); + } + else + { + vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa ); + + if( wg->pos[0] < 1.0f-wg->pos[1] ) + player_walkgrid_stand_tri( corners[0]->pos, + corners[3]->pos, + corners[1]->pos, world ); + else + player_walkgrid_stand_tri( corners[3]->pos, + corners[2]->pos, + corners[1]->pos, world ); + } + } + else + { + for( int i=0; iedge_count; i++ ) + { + const struct confedge *edge = &conf->edges[i]; + + v3f p0, p1; + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); + + /* + * Find penetration distance between player position and the edge + */ + + v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] }, + rel = { world[0]-p0[0], world[2]-p0[2] }; + + if( edge->o0 == -1 ) + { + /* No subregions (default case), just use triangle created by + * i0, e0, e1 */ + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + p1, world ); + } + else + { + /* + * Test if we are in the first region, which is + * edge.i0, edge.e0, edge.o0, + */ + v3f v0, ref; + v3_sub( p0, corners[edge->o0]->pos, ref ); + v3_sub( world, corners[edge->o0]->pos, v0 ); + + vg_line( corners[edge->o0]->pos, p0, 0xffffff00 ); + vg_line( corners[edge->o0]->pos, world, 0xff000000 ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( corners[edge->i0]->pos, + p0, + corners[edge->o0]->pos, world ); + } + else + { + if( edge->o1 == -1 ) + { + /* + * No other edges mean we just need to use the opposite + * + * e0, e1, o0 (in our case, also i1) + */ + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o0]->pos, world ); + } + else + { + /* + * Note: this v0 calculation can be ommited with the + * current tileset. + * + * the last two triangles we have are: + * e0, e1, o1 + * and + * e1, i1, o1 + */ + v3_sub( p1, corners[edge->o1]->pos, ref ); + v3_sub( world, corners[edge->o1]->pos, v0 ); + vg_line( corners[edge->o1]->pos, p1, 0xff00ffff ); + + if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f ) + { + player_walkgrid_stand_tri( p0, + p1, + corners[edge->o1]->pos, + world ); + } + else + { + player_walkgrid_stand_tri( p1, + corners[edge->i1]->pos, + corners[edge->o1]->pos, + world ); + } + } + } + } + } + } + } + + v3_copy( world, player.co ); } static void player_walkgrid_getsurface(void) { - float const k_gridscale = 0.5f; float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; float const k_miny = 0.6f; float const k_height = 1.78f; - int const k_gridamt = 8; - float const k_region_size = (float)k_gridamt/2.0f * k_gridscale; + float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale; - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + struct walkgrid wg; - u32 geo[128]; + v3f cell; + v3_copy( player.co, cell ); + player_walkgrid_floor( cell ); - boxf region; - v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] ); - v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] ); + v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] ); + v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] ); - int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 ); + int tri_count = bvh_select_triangles( &world.geo, wg.region, wg.geo, 256 ); v3f tri[3]; for( int i=0; ipos ); + struct grid_sample *s = &wg.samples[y][x]; + v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos ); s->pos[1] = player.co[1] + k_height; - s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0; + s->valid = player_walkgrid_samplepole( wg.geo,tri_count,s->pos )? 1: 0; } } @@ -738,28 +1229,28 @@ static void player_walkgrid_getsurface(void) */ for( int i=0; i<2; i++ ) { - for( int x=0; xvalid != sb->valid ) { - clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale; - player_walkgrid_clip( geo, tri_count, + clipdir[i*2] = (float)(sa->valid - sb->valid) * k_gridscale; + player_walkgrid_clip( wg.geo, tri_count, sa->valid? sa->pos: sb->pos, clipdir, sa->clip[i] ); } @@ -775,71 +1266,23 @@ static void player_walkgrid_getsurface(void) } /* Draw connections */ - for( int x=0; xvalid<<3) | (corners[1]->valid<<2) | - (corners[2]->valid<<1) | corners[3]->valid; - - const struct conf *conf = &k_configs[ config ]; + const struct conf *conf = + player_walkgrid_conf( &wg, (v2i){x,z}, corners ); for( int i=0; iedge_count; i++ ) { const struct confedge *edge = &conf->edges[i]; v3f p0, p1; - v3_add( corners[edge->i0]->pos, - corners[edge->d0]->clip[edge->a0], p0 ); - v3_add( corners[edge->i1]->pos, - corners[edge->d1]->clip[edge->a1], p1 ); + v3_muladds( corners[edge->i0]->pos, + corners[edge->d0]->clip[edge->a0], k_gridscale, p0 ); + v3_muladds( corners[edge->i1]->pos, + corners[edge->d1]->clip[edge->a1], k_gridscale, p1 ); vg_line( p0, p1, 0xff0000ff ); vg_line( corners[edge->i0]->pos, p0, 0xffffffff ); @@ -847,158 +1290,61 @@ static void player_walkgrid_getsurface(void) } } } -} - -static void player_walkgrid(void) -{ - player_walkgrid_getsurface(); - - float const k_gridscale = 0.5f; - float const k_stepheight = 0.5f; - float const k_walkspeed = 6.0f; - float const k_miny = 0.6f; - float const k_height = 1.78f; - int const k_gridamt = 8; -#if 0 - v3f cell; - v3_muls( player.co, 1.0f/k_gridscale, cell ); - v3_floor( cell, cell ); - v3_muls( cell, k_gridscale, cell ); + /* + * Commit player movement into the grid + */ - struct grid_sample + v3f delta = {0.0f,0.0f,0.0f}; + v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, + side = { -fwd[2], 0.0f, fwd[0] }; + + /* Temp */ + if( !vg_console_enabled() ) { - ray_hit hit; - int valid; + if( glfwGetKey( vg_window, GLFW_KEY_W ) ) + v3_muladds( delta, fwd, ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_S ) ) + v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta ); + + if( glfwGetKey( vg_window, GLFW_KEY_A ) ) + v3_muladds( delta, side, -ktimestep*k_walkspeed, delta ); + if( glfwGetKey( vg_window, GLFW_KEY_D ) ) + v3_muladds( delta, side, ktimestep*k_walkspeed, delta ); } - samples[ k_gridamt ][ k_gridamt ]; - - v3f grid_origin; - v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, - (float)(k_gridamt/2) * k_gridscale, grid_origin ); + if( v3_length2(delta) <= 0.00001f ) + return; + /* - * Get sample 'poles' + * Create our move in grid space */ - for( int y=0; yvalid = 0; - sample->hit.dist = k_stepheight+k_height; - - if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit )) - { - if( sample->hit.normal[1] >= k_miny && - ray_hit_is_ramp( &sample->hit )) - { - sample->valid = 1; - draw_cross( sample->hit.pos, 0xff00ff00, 0.1f ); - } - else - draw_cross( sample->hit.pos, 0xff0000ff, 0.1f ); - } - } - } - - /* - * Clip grid intersections with triangle edges - */ - for( int dir=0; dir<2; dir++ ) + v2f region_pos = { - for( int x=0; xvalid != sb->valid) && (sa->valid||sb->valid) ) - { - int line = dir==0? 0:2, - axis = dir==0? 2:0; - - v3f tri[3]; - ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri ); - - v3f other = {0,0,0}; - other[axis] = sa->valid? k_gridscale: -k_gridscale; - v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other ); - vg_line( sa->valid? sa->hit.pos: sb->hit.pos, - other, 0xffffffff ); - - v3f sample; - if( dir == 0 ) - v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample); - else - v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample); - - /* Clip triangles until we find an edge inside the cell */ - float offset = sample[line], - basis = sample[axis]; - - for( int i=0; i<3; i++ ) - { - int ia = i, - ib = (i+1)%3; - float pa = tri[ia][line], - pb = tri[ib][line]; - - vg_line( tri[ia],tri[ib],0xffaaaaaa ); - - if( (pa-offset)*(pb-offset) > 0.0f ) - continue; - - float d = pb-pa, - qa = (offset-pa)/d, - h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis], - q = (h-basis)/k_gridscale; + (player.co[0] - wg.region[0][0]) * (1.0f/k_gridscale), + (player.co[2] - wg.region[0][2]) * (1.0f/k_gridscale) + }; + v2f region_cell_pos; + v2_floor( region_pos, region_cell_pos ); + v2_sub( region_pos, region_cell_pos, wg.pos ); + + wg.cell_id[0] = region_cell_pos[0]; + wg.cell_id[1] = region_cell_pos[1]; + + int i=0; + for(; i<8 && wg.move > 0.001f; i++ ) + player_walkgrid_iter( &wg, i ); - if( q >= 0.0f && q <= 1.0f ) - { - float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1]; - v3f intersection; - if( dir == 0 ) - v3_copy( (v3f){ offset, height, h }, intersection ); - else - v3_copy( (v3f){ h, height, offset }, intersection ); - draw_cross( intersection, 0xffff0000, 0.06f ); - break; - } - } - } - } - } - } -#endif - v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) }, - side = { -fwd[2], 0.0f, fwd[0] }; + player_walkgrid_stand_cell( &wg ); +} - /* Temp */ - if( glfwGetKey( vg_window, GLFW_KEY_W ) ) - v3_muladds( player.co, fwd, ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_S ) ) - v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co ); - - if( glfwGetKey( vg_window, GLFW_KEY_A ) ) - v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co ); - if( glfwGetKey( vg_window, GLFW_KEY_D ) ) - v3_muladds( player.co, side, ktimestep*k_walkspeed, player.co ); +static void player_walkgrid(void) +{ + player_walkgrid_getsurface(); m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos ); player_mouseview(); diff --git a/scene.h b/scene.h index 42ca838..92fe6a1 100644 --- a/scene.h +++ b/scene.h @@ -946,48 +946,22 @@ int ray_aabb( boxf box, v3f co, v3f dir, float dist ) static int bvh_ray_tri( scene *sc, u32 *tri, v3f co, v3f dir, ray_hit *hit ) { - float const kEpsilon = 0.00001f; - - v3f v0, v1, h, s, q, n; - float a,f,u,v,t; - - float *pa = sc->verts[tri[0]].co, - *pb = sc->verts[tri[1]].co, - *pc = sc->verts[tri[2]].co; - - v3_sub( pb, pa, v0 ); - v3_sub( pc, pa, v1 ); - v3_cross( dir, v1, h ); - v3_cross( v0, v1, n ); - - if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */ - return 0; - - /* Parralel */ - a = v3_dot( v0, h ); - if( a > -kEpsilon && a < kEpsilon ) - return 0; - - f = 1.0f/a; - v3_sub( co, pa, s ); - - u = f * v3_dot(s, h); - if( u < 0.0f || u > 1.0f ) - return 0; + v3f positions[3]; + for( int i=0; i<3; i++ ) + v3_copy( sc->verts[tri[i]].co, positions[i] ); - v3_cross( s, v0, q ); - v = f * v3_dot( dir, q ); - if( v < 0.0f || u+v > 1.0f ) - return 0; - - t = f * v3_dot(v1, q); - if( t > kEpsilon && t < hit->dist ) + float t; + if(ray_tri( positions, co, dir, &t )) { - hit->dist = t; - hit->tri = tri; - return 1; + if( t < hit->dist ) + { + hit->dist = t; + hit->tri = tri; + return 1; + } } - else return 0; + + return 0; } static int bvh_ray( scene *s, u32 inode, v3f co, v3f dir, ray_hit *hit ) @@ -1054,7 +1028,7 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len ) /* TODO: use this stack system on the raycast function */ int count = 0; u32 stack[100]; - u32 depth = 1; + u32 depth = 2; stack[0] = 0; stack[1] = s->bvh.nodes[0].il; @@ -1068,7 +1042,10 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len ) if( inode->count ) { if( count + inode->count >= len ) + { + vg_error( "Maximum buffer reached!\n" ); return count; + } for( u32 i=0; icount; i++ ) triangles[ count ++ ] = (inode->start+i)*3; @@ -1079,7 +1056,7 @@ static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len ) { if( depth+1 >= vg_list_size(stack) ) { - vg_error( "Maximum stack reached!" ); + vg_error( "Maximum stack reached!\n" ); return count; } diff --git a/water.h b/water.h index 297240b..81d709e 100644 --- a/water.h +++ b/water.h @@ -35,10 +35,6 @@ static void water_init(void) } static int ray_world( v3f pos, v3f dir, ray_hit *hit ); - -#ifndef VG_RELEASE -__attribute__((minsize)) -#endif static void water_compute_depth( boxf bounds ) { #ifdef VG_RELEASE diff --git a/world.h b/world.h index 9d419a6..2ca8725 100644 --- a/world.h +++ b/world.h @@ -44,7 +44,6 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); } -__attribute__((always_inline)) static int ray_world( v3f pos, v3f dir, ray_hit *hit ) { return bvh_raycast( &world.geo, pos, dir, hit ); -- 2.25.1