float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+
+
+ v3f lwr_prev,
+ lwr_now,
+ lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+
+ v3_add( lwr_offs, player->prev_position, lwr_prev );
+ v3_add( lwr_offs, player->rb.co, lwr_now );
+
+ v3f movedelta;
+ v3_sub( player->rb.co, player->prev_position, movedelta );
+
+ float movedist = v3_length( movedelta );
+
+ if( movedist > 0.3f )
+ {
+ float t, sr = w->collider.radius-0.04f;
+ v3f n;
+
+ if( spherecast_world( lwr_prev, lwr_now, sr, &t, n ) != -1 )
+ {
+ v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
+ player->rb.co[1] -= w->collider.radius;
+ rb_update_transform( &player->rb );
+
+ v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+ debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+ }
+ }
}
VG_STATIC void player_walk_ui( player_interface *player,
player_use_avatar( &localplayer, &localplayer_avatar );
player_use_mesh( &localplayer, &localplayer_meshes[0] );
player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
- player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+ //player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
/* --------------------- */