rigidbody math corrections & ragdoll tweaks for stability
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
1 #ifndef PLAYER_GLIDE_C
2 #define PLAYER_GLIDE_C
3
4 #include "player_glide.h"
5 #include "input.h"
6
7 static f32 k_glide_steer = 2.0f,
8 k_glide_cl = 0.04f,
9 k_glide_cs = 0.02f,
10 k_glide_drag = 0.0001f,
11 k_glide_slip_yaw = 0.1f,
12 k_glide_lift_pitch = 0.0f,
13 k_glide_wing_orient = -0.1f,
14 k_glide_balance = 1.0f;
15
16 static i32 k_glide_pause = 0;
17
18 static void player_glide_pre_update(void){
19 }
20
21 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
22 /* linear */
23 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
24
25 /* Angular velocity */
26 v3f wa;
27 v3_cross( delta, impulse, wa );
28 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
29 }
30
31 static void calculate_lift( v3f vl, f32 aoa_bias,
32 v3f axis, v3f back, f32 power,
33 v3f out_force ){
34 v3f up;
35 v3_cross( back, axis, up );
36
37 v3f wind;
38 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
39
40 f32 windv2 = v3_length2(wind),
41 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
42 cl = aoa / VG_PIf, /* TODO: make it a curve */
43 L = windv2 * cl * power;
44
45 v3f lift_dir;
46 v3_normalize( wind );
47 v3_cross( wind, axis, lift_dir );
48
49 /* this is where induced drag (from the flappy things) would go */
50
51 v3_muls( lift_dir, L, out_force );
52 }
53
54 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
55 f32 v2 = v3_length2( vl );
56 v3f dir;
57 v3_copy( vl, dir );
58 v3_normalize( dir );
59 v3_muls( vl, -cd*v2, out_force );
60 }
61
62 static void player_glide_update(void){
63 rigidbody *rb = &localplayer.rb;
64 vg_line_sphere( rb->to_world, 1.0f, 0 );
65
66 v2f steer;
67 joystick_state( k_srjoystick_steer, steer );
68
69 /* lift */
70 v3f vl, wl;
71 m3x3_mulv( rb->to_local, rb->v, vl );
72 m3x3_mulv( rb->to_local, rb->w, wl );
73
74 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
75
76 calculate_lift( vl, steer[1]*k_glide_steer,
77 (v3f){1,0,0},
78 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
79 k_glide_cl, Flift );
80 v3_copy( Flift, player_glide.info_lift );
81 v3_cross( (v3f){0,0,0}, Flift, FliftW );
82
83 calculate_lift( vl, 0.0f,
84 (v3f){0,1,0},(v3f){0,0,1},
85 k_glide_cs, Fslip );
86 v3_copy( Fslip, player_glide.info_slip );
87 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
88
89 calculate_drag( vl, k_glide_drag, Fdrag );
90 v3_copy( Fdrag, player_glide.info_drag );
91
92 v3f balance = {0.0f,-k_glide_balance,0.0f};
93 m3x3_mulv( rb->to_local, balance, balance );
94
95 v3f Fw = {
96 steer[1]*k_glide_steer - balance[2],
97 0.0f,
98 -steer[0]*k_glide_steer + balance[0],
99 };
100
101 if( player_glide.ticker ){
102 player_glide.ticker --;
103 return;
104 }
105 player_glide.ticker += k_glide_pause;
106
107 /* apply forces */
108 v3_add( Flift, Fslip, F );
109 v3_add( F, Fdrag, F );
110
111 m3x3_mulv( rb->to_world, F, F );
112 v3_muladds( rb->v, F, k_rb_delta, rb->v );
113
114 v3_add( Fw, FslipW, Fw );
115 v3_add( Fw, FliftW, Fw );
116 m3x3_mulv( rb->to_world, Fw, Fw );
117 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
118
119 rb_iter( rb );
120 rb_update_transform( rb );
121 }
122
123 static void player_glide_post_update(void){
124 }
125
126 static void player_glide_animate(void){
127 struct player_glide *g = &player_glide;
128 struct player_glide_animator *animator = &g->animator;
129 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
130 }
131
132 static void player_glide_pose( void *_animator, player_pose *pose ){
133 struct skeleton *sk = &localplayer.skeleton;
134 struct player_glide_animator *animator = _animator;
135
136 skeleton_sample_anim( sk, player_glide.anim_temp, 0.0f, pose->keyframes );
137
138 v3_copy( animator->root_co, pose->root_co );
139 v4_copy( animator->root_q, pose->root_q );
140 }
141
142 static void player_glide_post_animate(void){
143 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
144 localplayer.cam_velocity_influence = 0.0f;
145 else
146 localplayer.cam_velocity_influence = 0.0f;
147
148 v3f fwd;
149 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
150 v3_angles( fwd, localplayer.angles );
151 }
152
153 static void player_glide_im_gui(void){
154 player__debugtext( 1, "Nothing here" );
155 player__debugtext( 1, " lift: %.2f %.2f %.2f",
156 player_glide.info_lift[0],
157 player_glide.info_lift[1],
158 player_glide.info_lift[2] );
159 player__debugtext( 1, " slip: %.2f %.2f %.2f",
160 player_glide.info_slip[0],
161 player_glide.info_slip[1],
162 player_glide.info_slip[2] );
163 player__debugtext( 1, " drag: %.2f %.2f %.2f",
164 player_glide.info_drag[0],
165 player_glide.info_drag[1],
166 player_glide.info_drag[2] );
167 }
168
169 static void player_glide_bind(void){
170 struct skeleton *sk = &localplayer.skeleton;
171 player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" );
172
173 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
174 VG_VAR_F32( k_glide_steer, flags=mask );
175 VG_VAR_F32( k_glide_cl, flags=mask );
176 VG_VAR_F32( k_glide_cs, flags=mask );
177 VG_VAR_F32( k_glide_drag, flags=mask );
178 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
179 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
180 VG_VAR_I32( k_glide_pause, flags=mask );
181 VG_VAR_F32( k_glide_balance, flags=mask );
182 VG_VAR_F32( k_glide_wing_orient, flags=mask );
183 }
184
185 #endif /* PLAYER_GLIDE_C */