c8c38587b725f86c85b35959df3f7bdd737ee197
[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 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9
10 static f32 k_glide_steer = 2.0f,
11 k_glide_cl = 0.04f,
12 k_glide_cs = 0.02f,
13 k_glide_drag = 0.0001f,
14 k_glide_slip_yaw = 0.1f,
15 k_glide_lift_pitch = 0.0f,
16 k_glide_wing_orient = -0.1f,
17 k_glide_balance = 1.0f;
18
19 static i32 k_glide_pause = 0;
20
21 static void player_glide_pre_update(void){
22 }
23
24 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
25 /* linear */
26 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
27
28 /* Angular velocity */
29 v3f wa;
30 v3_cross( delta, impulse, wa );
31 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
32 }
33
34 static void calculate_lift( v3f vl, f32 aoa_bias,
35 v3f axis, v3f back, f32 power,
36 v3f out_force ){
37 v3f up;
38 v3_cross( back, axis, up );
39
40 v3f wind;
41 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
42
43 f32 windv2 = v3_length2(wind),
44 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
45 cl = aoa / VG_PIf, /* TODO: make it a curve */
46 L = windv2 * cl * power;
47
48 v3f lift_dir;
49 v3_normalize( wind );
50 v3_cross( wind, axis, lift_dir );
51
52 /* this is where induced drag (from the flappy things) would go */
53
54 v3_muls( lift_dir, L, out_force );
55 }
56
57 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
58 f32 v2 = v3_length2( vl );
59 v3f dir;
60 v3_copy( vl, dir );
61 v3_normalize( dir );
62 v3_muls( vl, -cd*v2, out_force );
63 }
64
65 static void player_glide_update(void){
66 rigidbody *rb = &player_glide.rb;
67
68 v2f steer;
69 joystick_state( k_srjoystick_steer, steer );
70
71 /* lift */
72 v3f vl, wl;
73 m3x3_mulv( rb->to_local, rb->v, vl );
74 m3x3_mulv( rb->to_local, rb->w, wl );
75
76 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
77
78 calculate_lift( vl, steer[1]*k_glide_steer,
79 (v3f){1,0,0},
80 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
81 k_glide_cl, Flift );
82 v3_copy( Flift, player_glide.info_lift );
83 v3_cross( (v3f){0,0,0}, Flift, FliftW );
84
85 calculate_lift( vl, 0.0f,
86 (v3f){0,1,0},(v3f){0,0,1},
87 k_glide_cs, Fslip );
88 v3_copy( Fslip, player_glide.info_slip );
89 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
90
91 calculate_drag( vl, k_glide_drag, Fdrag );
92 v3_copy( Fdrag, player_glide.info_drag );
93
94 v3f balance = {0.0f,-k_glide_balance,0.0f};
95 m3x3_mulv( rb->to_local, balance, balance );
96
97 v3f Fw = {
98 steer[1]*k_glide_steer - balance[2],
99 0.0f,
100 -steer[0]*k_glide_steer + balance[0],
101 };
102
103 if( player_glide.ticker ){
104 player_glide.ticker --;
105 return;
106 }
107 player_glide.ticker += k_glide_pause;
108
109 /* apply forces */
110 v3_add( Flift, Fslip, F );
111 v3_add( F, Fdrag, F );
112
113 m3x3_mulv( rb->to_world, F, F );
114 v3_muladds( rb->v, F, k_rb_delta, rb->v );
115
116 v3_add( Fw, FslipW, Fw );
117 v3_add( Fw, FliftW, Fw );
118 m3x3_mulv( rb->to_world, Fw, Fw );
119 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
120
121 /*
122 * collisions & constraints
123 */
124 world_instance *world = world_current_instance();
125 rb_solver_reset();
126
127 rigidbody _null = {0};
128 _null.inv_mass = 0.0f;
129 m3x3_zero( _null.iI );
130 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
131 m4x3f mmdl;
132 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
133
134 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
135 vg_line_capsule( mmdl,
136 player_glide.parts[i].inf.r,
137 player_glide.parts[i].inf.h,
138 VG__BLACK );
139 }
140 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
141 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
142 }
143
144 if( rb_global_has_space() ){
145 rb_ct *buf = rb_global_buffer();
146
147 u32 l = 0;
148
149 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
150 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
151 NULL, world->geo_bh, buf,
152 k_material_flag_ghosts );
153 }
154 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
155 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
156 NULL, world->geo_bh, buf,
157 k_material_flag_ghosts );
158 }
159
160 for( u32 j=0; j<l; j ++ ){
161 buf[j].rba = rb;
162 buf[j].rbb = &_null;
163 }
164
165 rb_contact_count += l;
166 }
167 }
168
169 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
170 for( u32 i=0; i<10; i ++ )
171 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
172
173 rb_iter( rb );
174 rb_update_matrices( rb );
175 }
176
177 static void player_glide_post_update(void){
178 v3_copy( player_glide.rb.co, localplayer.rb.co );
179 v4_copy( player_glide.rb.q, localplayer.rb.q );
180 v3_copy( player_glide.rb.v, localplayer.rb.v );
181 v3_copy( player_glide.rb.w, localplayer.rb.w );
182 rb_update_matrices( &localplayer.rb );
183 }
184
185 static void player_glide_animate(void){
186 struct player_glide *g = &player_glide;
187 struct player_glide_animator *animator = &g->animator;
188 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
189 }
190
191 static void player_glide_pose( void *_animator, player_pose *pose ){
192 struct skeleton *sk = &localplayer.skeleton;
193 struct player_glide_animator *animator = _animator;
194
195 skeleton_sample_anim( sk, player_glide.anim_temp, 0.0f, pose->keyframes );
196
197 v3_copy( animator->root_co, pose->root_co );
198 v4_copy( animator->root_q, pose->root_q );
199 }
200
201 static void player_glide_post_animate(void){
202 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
203 localplayer.cam_velocity_influence = 0.0f;
204 else
205 localplayer.cam_velocity_influence = 0.0f;
206
207 v3f fwd;
208 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
209 v3_angles( fwd, localplayer.angles );
210 }
211
212 static void player_glide_im_gui(void){
213 player__debugtext( 1, "Nothing here" );
214 player__debugtext( 1, " lift: %.2f %.2f %.2f",
215 player_glide.info_lift[0],
216 player_glide.info_lift[1],
217 player_glide.info_lift[2] );
218 player__debugtext( 1, " slip: %.2f %.2f %.2f",
219 player_glide.info_slip[0],
220 player_glide.info_slip[1],
221 player_glide.info_slip[2] );
222 player__debugtext( 1, " drag: %.2f %.2f %.2f",
223 player_glide.info_drag[0],
224 player_glide.info_drag[1],
225 player_glide.info_drag[2] );
226 }
227
228 static void player_glide_bind(void){
229 struct skeleton *sk = &localplayer.skeleton;
230 player_glide.anim_temp = skeleton_get_anim( sk, "idle_cycle+y" );
231
232 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
233 VG_VAR_F32( k_glide_steer, flags=mask );
234 VG_VAR_F32( k_glide_cl, flags=mask );
235 VG_VAR_F32( k_glide_cs, flags=mask );
236 VG_VAR_F32( k_glide_drag, flags=mask );
237 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
238 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
239 VG_VAR_I32( k_glide_pause, flags=mask );
240 VG_VAR_F32( k_glide_balance, flags=mask );
241 VG_VAR_F32( k_glide_wing_orient, flags=mask );
242
243 f32 mass = 0.0f,
244 k_density = 8.0f,
245 k_inertia_scale = 1.0f;
246 m3x3f I;
247 m3x3_zero( I );
248
249 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
250 /* create part transform matrix */
251 v4f qp, qy, qr, q;
252 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
253 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
254 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
255
256 q_mul( qr, qy, q );
257 q_mul( q, qp, q );
258
259 q_m3x3( q, player_glide.parts[i].mdl );
260 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
261
262 /* add it to inertia model */
263
264 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
265 f32 r = player_glide.parts[i].inf.r,
266 h = player_glide.parts[i].inf.h,
267 pv = vg_capsule_volume( r, h ),
268 pm = pv * k_density;
269
270 mass += pm;
271
272 m3x3f pI;
273 vg_capsule_inertia( r, h, pm, pI );
274 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
275 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
276 m3x3_add( I, pI, I );
277 }
278 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
279 f32 r = player_glide.parts[i].r,
280 pv = vg_sphere_volume( r ),
281 pm = pv * k_density;
282
283 mass += pm;
284 m3x3f pI;
285 vg_sphere_inertia( r, pm, pI );
286 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
287 m3x3_add( I, pI, I );
288 }
289 }
290
291 /* set inverses */
292 m3x3_inv( I, player_glide.rb.iI );
293 player_glide.rb.inv_mass = 1.0f / mass;
294 }
295
296 #endif /* PLAYER_GLIDE_C */