the better walkgrid
authorhgn <hgodden00@gmail.com>
Sun, 26 Jun 2022 01:42:56 +0000 (02:42 +0100)
committerhgn <hgodden00@gmail.com>
Sun, 26 Jun 2022 01:42:56 +0000 (02:42 +0100)
main.c
player.h
scene.h

diff --git a/main.c b/main.c
index 39b9de25e14d82531fe9f771a8cbfd7fa67ab69d..6b9e4d9ab8a978c55a0cc19073170bad4c648557 100644 (file)
--- a/main.c
+++ b/main.c
@@ -100,6 +100,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "grid",
+      .data = &walk_grid_iterations,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "walk_speed",
       .data = &k_walkspeed,
index ccc74dc40717c87a41f3a1b8b19236d6b51ec4e0..7aaa857f794f941e81338f9790989f0050d76be4 100644 (file)
--- a/player.h
+++ b/player.h
@@ -6,6 +6,7 @@
 
 static int freecam = 0;
 static float k_walkspeed = 2.0f; 
+static int walk_grid_iterations = 1;
 
 static struct gplayer
 {
@@ -58,7 +59,7 @@ static void player_transform_update(void)
 
 static int reset_player( int argc, char const *argv[] )
 {
-   v3_zero( player.co );
+   v3_copy( (v3f){ 0.0f, -2.0f, 0.0f }, player.co );
 
    if( argc == 1 )
    {
@@ -432,8 +433,6 @@ static void player_physics_air(void)
    }
    
    /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
     */
    float pstep = ktimestep*10.0f;
 
@@ -577,65 +576,261 @@ static void player_do_motion(void)
          player.camera_pos );
 }
 
+static int player_walkgrid_tri_walkable( u32 tri[3] )
+{
+   return tri[0] < world.sm_road.vertex_count;
+}
+
+#define WALKGRID_SIZE 16
+struct walkgrid
+{
+   struct grid_sample
+   {
+      enum sample_type
+      {
+         k_sample_type_air,      /* Nothing was hit. */
+         k_sample_type_invalid,  /* The point is invalid, but there is a sample
+                                    underneath that can be used */
+         k_sample_type_valid,    /* This point is good */
+      }
+      type;
+
+      v3f clip[2];
+      v3f pos;
+
+      enum traverse_state
+      {
+         k_traverse_none = 0x00,
+         k_traverse_h    = 0x01,
+         k_traverse_v    = 0x02
+      }
+      state;
+   }
+   samples[WALKGRID_SIZE][WALKGRID_SIZE];
+
+#if 0
+   u32 geo[256];
+#endif
+
+   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;
+};
+
 /*
  * Get a sample at this pole location, will return 1 if the sample is valid,
  * and pos will be updated to be the intersection location.
  */
-static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos )
+static void player_walkgrid_samplepole( struct grid_sample *s )
 {
-   v3f p1;
-   v3_copy( pos, p1 );
-   p1[1] -= 10.0f;
+   boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
+                  { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
 
-   vg_line( pos, p1, 0x20ffffff );
+#if 0
+   vg_line( region[0],region[1], 0x20ffffff );
+#endif
 
-   v3f sample_pos;
-   v3_copy(pos, sample_pos);
+   u32 geo[256];
+   v3f tri[3];
+   int len = bvh_select_triangles( &world.geo, region, geo, 256 );
+   
+   const float k_minworld_y = -2000.0f;
 
-   v3f vdir = {0.0f,-1.0f,0.0f};
-   int count = 0;
+   float walk_height = k_minworld_y,
+         block_height = k_minworld_y;
+
+   s->type = k_sample_type_air;
 
-   ray_hit hit;
-   hit.dist = INFINITY;
    for( int i=0; i<len; i++ )
    {
-      u32 *tri = &world.geo.indices[ geo[i] ];
-      count += bvh_ray_tri( &world.geo, tri, sample_pos, vdir, &hit );
+      u32 *ptri = &world.geo.indices[ geo[i] ];
+
+      for( int j=0; j<3; j++ )
+         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+      
+      v3f vdown = {0.0f,-1.0f,0.0f};
+      v3f sample_from;
+      v3_copy( s->pos, sample_from );
+      sample_from[1] = region[1][1];
+      
+      float dist;
+      if( ray_tri( tri, sample_from, vdown, &dist ))
+      {
+         v3f p0;
+         v3_muladds( sample_from, vdown, dist, p0 );
+
+         if( player_walkgrid_tri_walkable(ptri) )
+         {
+            if( p0[1] > walk_height )
+            {
+               walk_height = p0[1];
+            }
+
+#if 0
+            draw_cross( p0, 0xffffffff, 0.05f );
+#endif
+         }
+         else
+         {
+            if( p0[1] > block_height )
+               block_height = p0[1];
+#if 0
+            draw_cross( p0, 0xff0000ff, 0.05f );
+#endif
+         }
+      }
+   }
+
+   s->pos[1] = walk_height;
+
+   if( walk_height > k_minworld_y )
+      if( block_height > walk_height )
+         s->type = k_sample_type_invalid;
+      else
+         s->type = k_sample_type_valid;
+   else
+      s->type = k_sample_type_air;
+   
+#if 0
+   if( s->type == k_sample_type_valid )
+   {
+      vg_line_pt3( s->pos, 0.01f, 0xff00ff00 );
    }
+#endif
+
+#if 0
+   int count = 0;
+
+   ray_hit hit;
+   hit.dist = 10.0f;
+   count = bvh_raycast( &world.geo, sample_pos, vdir, &hit );
 
    if( count )
    {
-      v3f v0, v1;
-      float *pa = world.geo.verts[hit.tri[0]].co,
-            *pb = world.geo.verts[hit.tri[1]].co,
-            *pc = world.geo.verts[hit.tri[2]].co;
-
-      v3_sub( pa, pb, v0 );
-      v3_sub( pc, pb, v1 );
-      v3_cross( v1, v0, hit.normal );
-      v3_normalize( hit.normal );
-      v3_muladds( sample_pos, vdir, hit.dist, pos );
-
-      draw_cross( pos, 0xff00ff00, 0.05f );
-      return count;
+      v3_copy( hit.pos, s->pos );
+
+      if( !player_walkgrid_tri_walkable( hit.tri ) )
+      {
+         draw_cross( pos, 0xff0000ff, 0.05f );
+         return 0;
+      }
+      else
+      {
+         draw_cross( pos, 0xff00ff00, 0.05f );
+         return count;
+      }
    }
    else
       return 0;
+#endif
+}
+
+float const k_gridscale = 0.5f;
+
+enum eclipdir
+{
+   k_eclipdir_h = 0,
+   k_eclipdir_v = 1
+};
+
+static void player_walkgrid_clip_blocker( struct grid_sample *sa,
+                                          struct grid_sample *sb,
+                                          struct grid_sample *st,
+                                          enum eclipdir dir )
+{
+   v3f clipdir, pos;
+   int valid_a = sa->type == k_sample_type_valid,
+       valid_b = sb->type == k_sample_type_valid;
+   struct grid_sample *target = valid_a? sa: sb,
+                      *other  = valid_a? sb: sa;
+   v3_copy( target->pos, pos );
+   v3_sub( other->pos, target->pos, clipdir );
+
+   boxf cell_region;
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*2.1f, cell_region[1]);
+
+   u32 geo[256];
+   v3f tri[3];
+   int len = bvh_select_triangles( &world.geo, cell_region, geo, 256 );
+   
+   
+   float start_time = v3_length( clipdir ),
+         min_time = start_time;
+   v3_normalize( clipdir );
+   v3_muls( clipdir, 0.0001f, st->clip[dir] );
+
+   for( int i=0; i<len; i++ )
+   {
+      u32 *ptri = &world.geo.indices[ geo[i] ];
+      for( int j=0; j<3; j++ )
+         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+      if( player_walkgrid_tri_walkable(ptri) )
+         continue;
+
+      float dist;
+      if(ray_tri( tri, pos, clipdir, &dist ))
+      {
+         if( dist > 0.0f && dist < min_time )
+         {
+            min_time = dist;
+            sb->type = k_sample_type_air;
+         }
+      }
+   }
+
+   if( !(min_time < start_time) )
+      min_time = 0.5f * k_gridscale;
+
+   v3_muls( clipdir, min_time/k_gridscale, st->clip[dir] );
+
+   v3f p0;
+   v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
 }
 
-static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
+static void player_walkgrid_clip_edge( struct grid_sample *sa,
+                                       struct grid_sample *sb,
+                                       struct grid_sample *st, /* data store */
+                                       enum eclipdir dir )
 {
+   v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
+   int valid_a = sa->type == k_sample_type_valid,
+       valid_b = sb->type == k_sample_type_valid;
+
+   struct grid_sample *target = valid_a? sa: sb,
+                      *other  = valid_a? sb: sa;
+   
+   v3_sub( other->pos, target->pos, clipdir );
+   clipdir[1] = 0.0f;
+
+   v3_copy( target->pos, pos );
+
+   boxf cell_region;
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
+   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*1.1f, cell_region[1]);
+
+   u32 geo[256];
+   int len = bvh_select_triangles( &world.geo, cell_region, geo, 256 );
+
    float max_dist = 0.0f;
    v3f tri[3];
    v3f perp;
-   v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp );
-   v3_copy( pos, clip );
+   v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
+   v3_muls( clipdir, 0.001f, st->clip[dir] );
 
    for( int i=0; i<len; i++ )
    {
       u32 *ptri = &world.geo.indices[ geo[i] ];
       for( int j=0; j<3; j++ )
          v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+      
+      if( !player_walkgrid_tri_walkable(ptri) )
+         continue;
 
       for( int k=0; k<3; k++ )
       {
@@ -646,8 +841,8 @@ static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
          v3_sub( tri[ia], pos, v0 );
          v3_sub( tri[ib], pos, v1 );
 
-         if( (dir[2]*v0[0] - dir[0]*v0[2]) *
-             (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f )
+         if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
+             (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
          {
             float da = v3_dot(v0,perp),
                   db = v3_dot(v1,perp),
@@ -658,39 +853,41 @@ static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
             v3_muls( v1, qa, p0 );
             v3_muladds( p0, v0, 1.0f-qa, p0 );
             
-            float h = v3_dot(p0,dir)/v3_dot(dir,dir);
+            float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
 
             if( h >= max_dist && h <= 1.0f )
             {
                max_dist = h;
-               float l = 1.0f/v3_length(dir);
-               v3_muls( p0, l, clip );
+               float l = 1.0f/v3_length(clipdir);
+               v3_muls( p0, l, st->clip[dir] );
             }
          }
       }
    }
 }
 
-#define WALKGRID_SIZE 8
-struct walkgrid
+static void player_walkgrid_clip( struct grid_sample *sa,
+                                  struct grid_sample *sb,
+                                  enum eclipdir dir )
 {
-   struct grid_sample
-   {
-      int valid;
-      v3f clip[2];
-      v3f pos;
-   }
-   samples[WALKGRID_SIZE][WALKGRID_SIZE];
-   u32 geo[256];
+   int mintype = VG_MIN( sa->type, sb->type ),
+       maxtype = VG_MAX( sa->type, sb->type );
 
-   boxf region;
+   if( maxtype == k_sample_type_valid )
+   {
+      if( mintype == k_sample_type_air || mintype == k_sample_type_invalid )
+      {
+         player_walkgrid_clip_edge( sa, sb, sa, dir );
+      }
 
-   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;
-};
+#if 0
+      else if( mintype == k_sample_type_invalid )
+      {
+         player_walkgrid_clip_blocker( sa, sb, dir );
+      }
+#endif
+   }
+}
 
 static const struct conf
 {
@@ -701,8 +898,6 @@ static const struct conf
        * 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,
@@ -748,14 +943,15 @@ static const struct conf *player_walkgrid_conf( struct walkgrid *wg,
    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;
+   u32 vd0 = corners[0]->type == k_sample_type_valid,
+       vd1 = corners[1]->type == k_sample_type_valid,
+       vd2 = corners[2]->type == k_sample_type_valid,
+       vd3 = corners[3]->type == k_sample_type_valid,
+       config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
 
    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 );
@@ -1038,6 +1234,7 @@ static void player_walkgrid_stand_cell(struct walkgrid *wg)
 
    v3f world;
    world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
+   world[1] = player.co[1];
    world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
 
    struct grid_sample *corners[4];
@@ -1183,7 +1380,7 @@ static void player_walkgrid_getsurface(void)
    float const k_height = 1.78f;
    float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
 
-   struct walkgrid wg;
+   static struct walkgrid wg;
 
    v3f cell;
    v3_copy( player.co, cell );
@@ -1192,19 +1389,49 @@ static void player_walkgrid_getsurface(void)
    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, wg.region, wg.geo, 256 );
+   
+   /* 
+    * Create player input vector
+    */
+   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] };
 
-   v3f tri[3];
-   for( int i=0; i<tri_count; i++ )
+   /* Temp */
+   if( !vg_console_enabled() )
    {
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ world.geo.indices[wg.geo[i]+j]].co, tri[j] );
+      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 );
 
-      vg_line( tri[0], tri[1], 0xffa2ff30 );
-      vg_line( tri[1], tri[2], 0xffa2ff30 );
-      vg_line( tri[2], tri[0], 0xffa2ff30 );
+      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 );
    }
 
+   /* 
+    * Create our move in grid space
+    */
+   wg.dir[0] = delta[0] * (1.0f/k_gridscale);
+   wg.dir[1] = delta[2] * (1.0f/k_gridscale);
+   wg.move = 1.0f;
+
+   v2f region_pos = 
+   {
+      (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];
+
+
+#if 0
    /* Get surface samples
     *
     * TODO: Replace this with a spiral starting from the player position
@@ -1215,9 +1442,8 @@ static void player_walkgrid_getsurface(void)
       {
          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( wg.geo,tri_count,s->pos )? 1: 0;
+         s->pos[1] = cell[1];
+         player_walkgrid_samplepole( s );
       }
    }
    
@@ -1233,8 +1459,6 @@ static void player_walkgrid_getsurface(void)
       {
          for( int z=0; z<WALKGRID_SIZE-1; z++ )
          {
-            v3f clipdir = { 0.0f, 0.0f, 0.0f };
-            
             struct grid_sample *sa, *sb;
             if( i == 1 )
             {
@@ -1246,13 +1470,19 @@ static void player_walkgrid_getsurface(void)
                sa = &wg.samples[x][z];
                sb = &wg.samples[x][z+1];
             }
+            
+            player_walkgrid_clip( sa, sb, i );
 
+            if( sa->type == k_sample_type_valid && 
+                sb->type == k_sample_type_valid )
+               vg_line( sa->pos, sb->pos, 0xffffffff );
+#if 0
             if( sa->valid != sb->valid )
             {
                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] );
+
+               player_walkgrid_clip( sa->valid? sa->pos: sb->pos,
+                                     clipdir, sa->clip[i] );
             }
             else
             {
@@ -1261,10 +1491,146 @@ static void player_walkgrid_getsurface(void)
                   vg_line( sa->pos, sb->pos, 0xffffffff );
                }
             }
+#endif
+         }
+      }
+   }
+#endif
+   
+   for(int y=0; y<WALKGRID_SIZE; y++ )
+   {
+      for(int x=0; x<WALKGRID_SIZE; x++ )
+      {
+         struct grid_sample *s = &wg.samples[y][x];
+         v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
+         s->state = k_traverse_none;
+         s->type = k_sample_type_air;
+         v3_zero( s->clip[0] );
+         v3_zero( s->clip[1] );
+      }
+   }
+
+   v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
+   v2i *cborder = border;
+   u32 border_length = 1;
+
+   struct grid_sample *base = NULL; 
+
+   v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
+
+   for( int i=0;i<4;i++ )
+   {
+      v2i test;
+      v2i_add( wg.cell_id, starters[i], test );
+      v2i_copy( test, border[0] );
+      base = &wg.samples[test[1]][test[0]];
+
+      base->pos[1] = cell[1];
+      player_walkgrid_samplepole( base );
+
+      if( base->type == k_sample_type_valid )
+         break;
+      else
+         base->type = k_sample_type_air;
+   }
+   
+   vg_line_pt3( base->pos, 0.1f, 0xffffffff );
+
+   int iter = 0;
+
+   while( border_length )
+   {
+      v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
+
+      v2i *old_border = cborder;
+      int  len = border_length;
+
+      border_length = 0;
+      cborder = old_border+len;
+
+      for( int i=0; i<len; i++ )
+      {
+         v2i co;
+         v2i_copy( old_border[i], co );
+         struct grid_sample *sa = &wg.samples[co[1]][co[0]];
+
+         for( int j=0; j<4; j++ )
+         {
+            v2i newp;
+            v2i_add( co, directions[j], newp );
+
+            if( newp[0] < 0 || newp[1] < 0 || 
+                newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
+               continue;
+
+            struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
+            enum traverse_state thismove = j%2==0? 1: 2;
+
+            if( (sb->state & thismove) == 0x00 || 
+                  sb->type == k_sample_type_air )
+            {
+               sb->pos[1] = sa->pos[1];
+
+               player_walkgrid_samplepole( sb );
+
+               if( sb->type != k_sample_type_air )
+               {
+                  /* 
+                   * Need to do a blocker pass
+                   */
+
+                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
+                  player_walkgrid_clip_blocker( sa, sb, store, j%2 );
+                  
+
+                  if( sb->type != k_sample_type_air )
+                  {
+                     vg_line( sa->pos, sb->pos, 0xffffffff );
+                  
+                     if( sb->state == k_traverse_none )
+                        v2i_copy( newp, cborder[ border_length ++ ] );
+                  }
+                  else
+                  {
+                     v3f p1;
+                     v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+                     vg_line( sa->pos, p1, 0xffffffff );
+                  }
+               }
+               else
+               {
+                  /* 
+                   * A clipping pass is now done on the edge of the walkable
+                   * surface
+                   */
+                  
+                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
+                  player_walkgrid_clip_edge( sa, sb, store, j%2 );
+
+                  v3f p1;
+                  v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
+                  vg_line( sa->pos, p1, 0xffffffff );
+               }
+
+               sb->state |= thismove;
+            }
          }
+
+         sa->state = k_traverse_h|k_traverse_v;
       }
+
+      iter ++;
+      if( iter == walk_grid_iterations )
+         break;
    }
 
+#if 0
+   player.co[0] += wg.dir[0];
+   player.co[2] += wg.dir[1];
+#endif
+
+
+
    /* Draw connections */
    struct grid_sample *corners[4];
    for( int x=0; x<WALKGRID_SIZE-1; x++ )
@@ -1283,10 +1649,8 @@ static void player_walkgrid_getsurface(void)
                     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 );
-            vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
+            vg_line( p0, p1, 0xff0000ff );
          }
       }
    }
@@ -1295,46 +1659,9 @@ static void player_walkgrid_getsurface(void)
     * Commit player movement into the grid 
     */
    
-   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() )
-   {
-      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 );
-   }
-
    if( v3_length2(delta) <= 0.00001f )
       return;
    
-   /* 
-    * Create our move in grid space
-    */
-   wg.dir[0] = delta[0] * (1.0f/k_gridscale);
-   wg.dir[1] = delta[2] * (1.0f/k_gridscale);
-   wg.move = 1.0f;
-
-   v2f region_pos = 
-   {
-      (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 );
diff --git a/scene.h b/scene.h
index 92fe6a16e4ecc027081d59b355a11842747ab2bc..c644468196b36106a20a6e94d0d162dea7b3a536 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -1023,8 +1023,6 @@ static int bvh_raycast( scene *s, v3f co, v3f dir, ray_hit *hit )
 
 static int bvh_select_triangles( scene *s, boxf box, u32 *triangles, int len )
 {
-   vg_line_boxf( box, 0xffffff00 );
-
    /* TODO: use this stack system on the raycast function */
    int count = 0;
    u32 stack[100];