m4x3_identity( ch->matrices[k_chpart_wf] );
}
-static float *player_cam_pos(void);
-static void character_draw( struct character *ch, float temp )
+static void character_draw( struct character *ch, float temp, m4x3f camera )
{
shader_character_use();
shader_character_uPv( vg_pv );
vg_tex2d_bind( &tex_pallet, 0 );
shader_character_uTexMain( 0 );
shader_character_uOpacity( temp );
- shader_character_uCamera( player_cam_pos() );
+ shader_character_uCamera( camera[3] );
shader_link_standard_ub( _shader_character.id, 2 );
glEnable( GL_CULL_FACE );
m4x3_mulv( ch->matrices[i], rb->delta, rb->co );
m3x3_q( ch->matrices[i], rb->q );
v3_copy( v, rb->v );
- v3_zero( rb->I );
- rb->manifold_count = 0; /* ? */
+ v3_zero( rb->w );
rb_update_transform( rb );
}
static void character_ragdoll_iter( struct character *ch )
{
+ rb_solver_reset();
+
for( int i=0; i<PART_COUNT; i++ )
{
- rb_manifold_reset( &ch->ragdoll[i] );
rb_build_manifold_terrain( &ch->ragdoll[i] );
+ /* TODO: Cars */
+#if 0
u32 colliders[16];
int len = bh_select( &world.bhcubes, ch->ragdoll[i].bbx_world,
colliders, 16 );
for( int j=0; j<len; j++ )
rb_build_manifold_rb_static( &ch->ragdoll[i],
&world.temp_rbs[colliders[j]] );
+#endif
}
v3f rv;
for( int i=0; i<2; i++ )
if( ch->shoes[i] )
shoe_vel[i] = v3_length( ch->ragdoll[i].v );
-
- for( int i=0; i<20; i++ )
+
+ /* This used to be 20 iterations */
+ for( int i=0; i<5; i++ )
{
float const k_springfactor = 1.0f/20.0f;
-
- for( int j=0; j<PART_COUNT; j++ )
- rb_constraint_manifold( &ch->ragdoll[j] );
-
+
+ rb_solve_contacts();
+
for( int j=0; j<vg_list_size(rd_joints); j++ )
{
struct rd_joint *joint = &rd_joints[j];
v3_copy( src->co, dst->co );
v3_copy( src->v, dst->v );
v3_copy( src->q, dst->q );
- v3_copy( src->I, dst->I );
+ v3_copy( src->w, dst->w );
}
}
}
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "dt",
+ .data = &ktimestep,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 0
+ });
+
vg_convar_push( (struct vg_convar){
.name = "debugcam",
.data = &sv_debugcam,
init_other();
- character_load( &player.mdl, "ch_mike" );
+ character_load( &player.mdl, "ch_default" );
character_init_ragdoll( &player.mdl );
world_load();
reset_player( 1, (const char *[]){ "start" } );
- player_transform_update();
+ rb_init( &player.rb );
}
void vg_free(void)
player_update();
world_update();
//traffic_visualize( world.traffic, world.traffic_count );
+ //
+ /* TEMP */
+ if( glfwGetKey( vg_window, GLFW_KEY_J ))
+ {
+ v3_copy( player.camera_pos, world.mr_ball.co );
+ }
}
static void vg_framebuffer_resize( int w, int h )
glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
- float speed = freecam? 0.0f: v3_length( player.v );
+ float speed = freecam? 0.0f: v3_length( player.rb.v );
v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
v3_muls( shake, speed*0.01f, shake );
static float
k_walkspeed = 2.0f,
- k_board_radius = 0.25f,
- k_board_length = 0.65f,
+ k_board_radius = 0.3f,
+ k_board_length = 0.55f,
k_board_allowance = 0.04f,
k_friction_lat = 8.68f,
k_friction_resistance = 0.02f,
static struct gplayer
{
/* Physics */
- v3f co, v, w, a, v_last, m, bob, vl;
+ rigidbody rb;
- /* Utility */
- v3f up, right, forward;
+ v3f a, v_last, m, bob, vl;
- v4f rot;
+ /* Utility */
float vswitch, slip, slip_last,
reverse;
- int rf, rb;
- v3f ctf, ctb;
-
float iY; /* Yaw inertia */
int in_air, is_dead, on_board;
u32 land_target_colours[22];
int land_log_count;
m3x3f vr,vr_pstep;
-
- m4x3f to_world, to_local;
struct character mdl;
}
player =
{
- .on_board = 1
+ .on_board = 1,
+
+ .rb = { .type = k_rb_shape_capsule }
};
/*
* Player API
*/
-static void player_transform_update(void)
-{
- q_normalize( player.rot );
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
-
- m4x3_invert_affine( player.to_world, player.to_local );
-
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f, 0.0f}, player.right );
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f, 0.0f}, player.up );
- m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, player.forward );
-}
/*
* Free camera movement
float k_bias = 0.97f;
v3f axis;
- v3_cross( player.up, player.v, axis );
+ v3_cross( player.rb.up, player.rb.v, axis );
v3_normalize( axis );
player.land_log_count = 0;
float vmod = ((float)m / 15.0f)*0.09f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_muls( player.v, k_bias, pv );
+ v3_copy( player.rb.co, pco );
+ v3_muls( player.rb.v, k_bias, pv );
/*
* Try different 'rotations' of the velocity to find the best possible
*/
v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
+ m3x3_mulv( player.rb.to_local, player.rb.v, vel );
float slip = 0.0f;
if( fabsf(vel[2]) > 0.01f )
vel[2] -= new_vel * player.reverse;
}
- m3x3_mulv( player.to_world, vel, player.v );
+ m3x3_mulv( player.rb.to_world, vel, player.rb.v );
float steer = vg_get_axis( "horizontal" );
player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
static void player_physics_control_air(void)
{
- m3x3_mulv( player.vr, player.v, player.v );
+ m3x3_mulv( player.vr, player.rb.v, player.rb.v );
draw_cross( player.land_target, 0xff0000ff, 0.25f );
ray_hit hit;
float pstep = ktimestep*10.0f;
v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
+ v3_copy( player.rb.co, pco );
+ v3_copy( player.rb.v, pv );
float time_to_impact = 0.0f;
float limiter = 1.0f;
float orig_dist = contact.dist;
if( ray_world( pco1, vdir, &contact ))
{
- v3f localup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
- float angle = v3_dot( localup, contact.normal );
+ float angle = v3_dot( player.rb.up, contact.normal );
v3f axis;
- v3_cross( localup, contact.normal, axis );
+ v3_cross( player.rb.up, contact.normal, axis );
time_to_impact += (contact.dist/orig_dist)*pstep;
limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
- q_mul( correction, player.rot, player.rot );
+ q_mul( correction, player.rb.q, player.rb.q );
}
draw_cross( contact.pos, 0xffff0000, 0.25f );
siX = vg_lerpf( siX, iX, k_steer_air_lerp );
v4f rotate;
- v3f vside;
-
- m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- q_axis_angle( rotate, vside, siX );
- q_mul( rotate, player.rot, player.rot );
+ q_axis_angle( rotate, player.rb.right, siX );
+ q_mul( rotate, player.rb.q, player.rb.q );
}
v2f target = {0.0f,0.0f};
static void player_physics(void)
{
+ /*
+ * Player physics uses a customized routine seperate from the main
+ * rigidbody implementation. It requires some non-standard impulse
+ * responses being applied for example limiting the effect on certain axises
+ * ( especially for angular velocity )
+ *
+ * The capsule collider is also at a different angle to the players roation.
+ */
+
m4x3f mboard;
- v3_copy( player.to_world[0], mboard[0] );
- v3_copy( player.to_world[2], mboard[1] );
- v3_copy( player.to_world[1], mboard[2] );
- m4x3_mulv( player.to_world, (v3f){ 0.0f, 0.3f, 0.0f }, mboard[3] );
+ v3_copy( player.rb.to_world[0], mboard[0] );
+ v3_copy( player.rb.to_world[2], mboard[1] );
+ v3_copy( player.rb.to_world[1], mboard[2] );
+ m4x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.3f, 0.0f }, mboard[3] );
debug_capsule( mboard, k_board_length*2.0f, k_board_radius, 0xff0000ff );
vg_line( poles[j], p1, 0xffffffff );
struct contact *ct = &manifold[manifold_count ++];
- v3_sub( co, player.co, ct->delta );
+ v3_sub( co, player.rb.co, ct->delta );
v3_copy( co, ct->co );
v3_copy( norm, ct->n );
+
ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+k_board_allowance);
ct->norm_impulse = 0.0f;
{
v3_normalize( surface_avg );
- if( v3_dot( player.v, surface_avg ) > 0.5f )
+ if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
{
player_start_air();
}
player.in_air = 0;
}
- for( int j=0; j<10; j++ )
+ for( int j=0; j<5; j++ )
{
for( int i=0; i<manifold_count; i++ )
{
struct contact *ct = &manifold[i];
v3f dv;
- v3_cross( player.w, ct->delta, dv );
- v3_add( player.v, dv, dv );
+ v3_cross( player.rb.w, ct->delta, dv );
+ v3_add( player.rb.v, dv, dv );
float vn = -v3_dot( dv, ct->n );
vn += ct->bias;
v3f impulse;
v3_muls( ct->n, vn, impulse );
- v3_add( impulse, player.v, player.v );
+ if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
+ fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+ {
+ player.is_dead = 1;
+ character_ragdoll_copypose( &player.mdl, player.rb.v );
+ return;
+ }
+
+ v3_add( impulse, player.rb.v, player.rb.v );
v3_cross( ct->delta, impulse, impulse );
/*
* components.
*/
- float wy = v3_dot( player.up, impulse ),
- wx = v3_dot( player.right, impulse );
+ float wy = v3_dot( player.rb.up, impulse ),
+ wx = v3_dot( player.rb.right, impulse )*1.5f;
- v3_muladds( player.w, player.up, wy, player.w );
- v3_muladds( player.w, player.right, wx, player.w );
+ v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
+ v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
}
}
if( !player.in_air )
{
v3f axis;
- float angle = v3_dot( player.up, surface_avg );
- v3_cross( player.up, surface_avg, axis );
+ float angle = v3_dot( player.rb.up, surface_avg );
+ v3_cross( player.rb.up, surface_avg, axis );
- float cz = v3_dot( player.forward, axis );
- v3_muls( player.forward, cz, axis );
+ float cz = v3_dot( player.rb.forward, axis );
+ v3_muls( player.rb.forward, cz, axis );
if( angle < 0.999f )
{
v4f correction;
q_axis_angle( correction, axis, acosf(angle)*0.3f );
- q_mul( correction, player.rot, player.rot );
+ q_mul( correction, player.rb.q, player.rb.q );
}
- v3_muladds( player.v, player.up, -k_downforce*ktimestep, player.v );
+ v3_muladds( player.rb.v, player.rb.up,
+ -k_downforce*ktimestep, player.rb.v );
player_physics_control();
}
else
/* Integrate velocity */
v3f prevco;
- v3_copy( player.co, prevco );
+ v3_copy( player.rb.co, prevco );
- apply_gravity( player.v, ktimestep );
- v3_muladds( player.co, player.v, ktimestep, player.co );
+ apply_gravity( player.rb.v, ktimestep );
+ v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
/* Real angular velocity integration */
- v3_lerp( player.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.w );
- if( v3_length2( player.w ) > 0.0f )
+ v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
+ if( v3_length2( player.rb.w ) > 0.0f )
{
v4f rotation;
v3f axis;
- v3_copy( player.w, axis );
+ v3_copy( player.rb.w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
q_axis_angle( rotation, axis, mag*k_rb_delta );
- q_mul( rotation, player.rot, player.rot );
+ q_mul( rotation, player.rb.q, player.rb.q );
}
/* Faux angular velocity */
float lerpq = player.in_air? 0.04f: 0.3f;
siY = vg_lerpf( siY, player.iY, lerpq );
- q_axis_angle( rotate, player.up, siY );
- q_mul( rotate, player.rot, player.rot );
+ q_axis_angle( rotate, player.rb.up, siY );
+ q_mul( rotate, player.rb.q, player.rb.q );
player.iY = 0.0f;
/*
{
teleport_gate *gate = &world.gates[i];
- if( gate_intersect( gate, player.co, prevco ) )
+ if( gate_intersect( gate, player.rb.co, prevco ) )
{
- m4x3_mulv( gate->transport, player.co, player.co );
- m3x3_mulv( gate->transport, player.v, player.v );
+ m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
+ m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
m3x3_mulv( gate->transport, player.vl, player.vl );
m3x3_mulv( gate->transport, player.v_last, player.v_last );
m3x3_mulv( gate->transport, player.m, player.m );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player.rot, player.rot );
+ q_mul( transport_rotation, player.rb.q, player.rb.q );
break;
}
}
-
- player_transform_update();
+
+ rb_update_transform( &player.rb );
}
/*
static int player_walkgrid_tri_walkable( u32 tri[3] )
{
- return tri[0] < world.sm_surface.vertex_count;
+ return tri[0] > world.sm_geo_std_oob.vertex_count;
}
/*
v3f world;
world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
- world[1] = player.co[1];
+ world[1] = player.rb.co[1];
world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
struct grid_sample *corners[4];
}
}
- v3_copy( world, player.co );
+ v3_copy( world, player.rb.co );
}
static void player_walkgrid_getsurface(void)
static struct walkgrid wg;
v3f cell;
- v3_copy( player.co, cell );
+ v3_copy( player.rb.co, cell );
player_walkgrid_floor( cell );
v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
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)
+ (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
+ (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
};
v2f region_cell_pos;
v2_floor( region_pos, region_cell_pos );
{
player_walkgrid_getsurface();
- m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
player_mouseview();
- player_transform_update();
+ rb_update_transform( &player.rb );
}
/*
static void player_animate(void)
{
/* Camera position */
- v3_sub( player.v, player.v_last, player.a );
- v3_copy( player.v, player.v_last );
+ v3_sub( player.rb.v, player.v_last, player.a );
+ v3_copy( player.rb.v, player.v_last );
v3_add( player.m, player.a, player.m );
v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
kleg = 0.6f;
v3f offset;
- m3x3_mulv( player.to_local, player.bob, offset );
+ m3x3_mulv( player.rb.to_local, player.bob, offset );
static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
- float kickspeed = vg_clampf(v3_length(player.v)*(1.0f/40.0f), 0.0f, 1.0f);
+ float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
float sign = vg_signf( kicks );
speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
static float fstand = 0.0f;
static float ffly = 0.0f;
- float speed = v3_length( player.v );
+ float speed = v3_length( player.rb.v );
fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
*arm_r = &player.mdl.ik_arm_r;
v3f localv;
- m3x3_mulv( player.to_local, player.v, localv );
+ m3x3_mulv( player.rb.to_local, player.rb.v, localv );
/* New board transformation */
v4f board_rotation; v3f board_location;
static void player_animate_camera(void)
{
v3f offs = { -0.29f, 0.08f, 0.0f };
- m3x3_mulv( player.to_world, offs, offs );
- m4x3_mulv( player.to_world, player.mdl.ik_body.end, player.camera_pos );
+ m3x3_mulv( player.rb.to_world, offs, offs );
+ m4x3_mulv( player.rb.to_world, player.mdl.ik_body.end, player.camera_pos );
v3_add( offs, player.camera_pos, player.camera_pos );
/* Look angles */
- v3_lerp( player.vl, player.v, 0.05f, player.vl );
+ v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
float yaw = atan2f( player.vl[0], -player.vl[2] ),
pitch = atan2f( -player.vl[1],
/* Camera shake */
static v2f shake_damp = {0.0f,0.0f};
v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(player.v)*0.3f *(1.0f+fabsf(player.slip)), shake);
+ v2_muls( shake, v3_length(player.rb.v)*0.3f
+ * (1.0f+fabsf(player.slip)), shake);
+
v2_lerp( shake_damp, shake, 0.01f, shake_damp );
shake_damp[0] *= 0.2f;
*/
static void player_audio(void)
{
- float speed = vg_minf(v3_length( player.v )*0.1f,1.0f),
- attn = v3_dist( player.co, player.camera[3] )+1.0f;
+ float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
+ attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
attn = (1.0f/(attn*attn)) * speed;
static float air = 0.0f;
v3f ears = { 1.0f,0.0f,0.0f };
v3f delta;
- v3_sub( player.co, player.camera[3], delta );
+ v3_sub( player.rb.co, player.camera[3], delta );
v3_normalize( delta );
m3x3_mulv( player.camera, ears, ears );
{
float min_dist = INFINITY;
- vg_info( "%f %f %f\n", player.co[0], player.co[1], player.co[2] );
for( int i=0; i<world.spawn_count; i++ )
{
r = &world.spawns[i];
- float d = v3_dist2( r->co, player.co );
+ float d = v3_dist2( r->co, player.rb.co );
vg_info( "Dist %s : %f\n", r->name, d );
if( d < min_dist )
rp = &world.spawns[0];
}
- v4_copy( rp->q, player.rot );
- v3_copy( rp->co, player.co );
+ v4_copy( rp->q, player.rb.q );
+ v3_copy( rp->co, player.rb.co );
player.vswitch = 1.0f;
player.slip_last = 0.0f;
player.mdl.shoes[0] = 1;
player.mdl.shoes[1] = 1;
-
- player_transform_update();
- m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.v );
+
+ rb_update_transform( &player.rb );
+ m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
return 1;
}
static void draw_player(void)
{
/* Draw */
- m4x3_copy( player.to_world, player.mdl.mroot );
+ m4x3_copy( player.rb.to_world, player.mdl.mroot );
if( player.is_dead )
character_mimic_ragdoll( &player.mdl );
if( player.is_dead )
opacity = 0.0f;
- character_draw( &player.mdl, opacity );
+ character_draw( &player.mdl, opacity, player.camera );
}
#endif /* PLAYER_H */
typedef struct rigidbody rigidbody;
struct rigidbody
{
- v3f co, v, I;
+ v3f co, v, w;
v4f q;
enum rb_shape
{
k_rb_shape_box,
+ k_rb_shape_sphere,
k_rb_shape_capsule
}
type;
- v3f top, bottom;
- float radius;
+
+ union
+ {
+ struct rb_sphere
+ {
+ float radius;
+ }
+ sphere;
+ struct rb_capsule
+ {
+ float height, radius;
+ }
+ capsule;
+ }
+ inf;
+
+ v3f right, up, forward;
+
boxf bbx, bbx_world;
float inv_mass;
- struct contact
- {
- v3f co, n, delta;
- v3f t[2];
- float bias, norm_impulse, tangent_impulse[2];
- }
- manifold[12];
- int manifold_count;
-
v3f delta; /* where is the origin of this in relation to a parent body */
m4x3f to_world, to_local;
};
+static void rb_debug( rigidbody *rb, u32 colour );
+
+static struct contact
+{
+ rigidbody *rba;
+ v3f co, n, delta;
+ v3f t[2];
+ float bias, norm_impulse, tangent_impulse[2];
+}
+rb_contact_buffer[256];
+static int rb_contact_count = 0;
+
static void rb_update_transform( rigidbody *rb )
{
q_normalize( rb->q );
box_copy( rb->bbx, rb->bbx_world );
m4x3_transform_aabb( rb->to_world, rb->bbx_world );
+
+ m3x3_mulv( rb->to_world, (v3f){1.0f,0.0f, 0.0f}, rb->right );
+ m3x3_mulv( rb->to_world, (v3f){0.0f,1.0f, 0.0f}, rb->up );
+ m3x3_mulv( rb->to_world, (v3f){0.0f,0.0f,-1.0f}, rb->forward );
+}
+
+static float sphere_volume( float radius )
+{
+ float r3 = radius*radius*radius;
+ return (4.0f/3.0f) * VG_PIf * r3;
}
static void rb_init( rigidbody *rb )
{
- q_identity( rb->q );
- v3_zero( rb->v );
- v3_zero( rb->I );
+ float volume = 1.0f;
+
+ if( rb->type == k_rb_shape_box )
+ {
+ v3f dims;
+ v3_sub( rb->bbx[1], rb->bbx[0], dims );
+ volume = dims[0]*dims[1]*dims[2];
+ }
+ else if( rb->type == k_rb_shape_sphere )
+ {
+ volume = sphere_volume( rb->inf.sphere.radius );
+ v3_fill( rb->bbx[0], -rb->inf.sphere.radius );
+ v3_fill( rb->bbx[1], rb->inf.sphere.radius );
+ }
+ else if( rb->type == k_rb_shape_capsule )
+ {
+ float r = rb->inf.capsule.radius,
+ h = rb->inf.capsule.height;
+ volume = sphere_volume( r ) + VG_PIf * r*r * (h - r*2.0f);
+
+ v3_fill( rb->bbx[0], -rb->inf.sphere.radius );
+ v3_fill( rb->bbx[1], rb->inf.sphere.radius );
+ rb->bbx[0][1] = -h;
+ rb->bbx[1][1] = h;
+ }
- v3f dims;
- v3_sub( rb->bbx[1], rb->bbx[0], dims );
+ rb->inv_mass = 1.0f/(8.0f*volume);
- rb->inv_mass = 1.0f/(8.0f*dims[0]*dims[1]*dims[2]);
+ v3_zero( rb->v );
+ v3_zero( rb->w );
rb_update_transform( rb );
}
/* intergrate velocity */
v3_muladds( rb->co, rb->v, k_rb_delta, rb->co );
- v3_lerp( rb->I, (v3f){0.0f,0.0f,0.0f}, 0.0025f, rb->I );
+ v3_lerp( rb->w, (v3f){0.0f,0.0f,0.0f}, 0.0025f, rb->w );
/* inegrate inertia */
- if( v3_length2( rb->I ) > 0.0f )
+ if( v3_length2( rb->w ) > 0.0f )
{
v4f rotation;
v3f axis;
- v3_copy( rb->I, axis );
+ v3_copy( rb->w, axis );
float mag = v3_length( axis );
v3_divs( axis, mag, axis );
static void rb_torque( rigidbody *rb, v3f axis, float mag )
{
- v3_muladds( rb->I, axis, mag*k_rb_delta, rb->I );
+ v3_muladds( rb->w, axis, mag*k_rb_delta, rb->w );
}
static void rb_tangent_basis( v3f n, v3f tx, v3f ty )
v3_cross( n, tx, ty );
}
+static void rb_solver_reset(void);
+static void rb_build_manifold_terrain( rigidbody *rb );
+static void rb_build_manifold_terrain_sphere( rigidbody *rb );
+static void rb_solve_contacts(void);
+
+static float closest_segment_segment( v3f p1, v3f q1, v3f p2, v3f q2,
+ float *s, float *t, v3f c1, v3f c2)
+{
+ v3f d1,d2,r;
+ v3_sub( q1, p1, d1 );
+ v3_sub( q2, p2, d2 );
+ v3_sub( p1, p2, r );
+
+ float a = v3_length2( d1 ),
+ e = v3_length2( d2 ),
+ f = v3_dot( d2, r );
+
+ const float kEpsilon = 0.0001f;
+
+ if( a <= kEpsilon && e <= kEpsilon )
+ {
+ *s = 0.0f;
+ *t = 0.0f;
+ v3_copy( p1, c1 );
+ v3_copy( p2, c2 );
+
+ v3f v0;
+ v3_sub( c1, c2, v0 );
+
+ return v3_length2( v0 );
+ }
+
+ if( a<= kEpsilon )
+ {
+ *s = 0.0f;
+ *t = vg_clampf( f / e, 0.0f, 1.0f );
+ }
+ else
+ {
+ float c = v3_dot( d1, r );
+ if( e <= kEpsilon )
+ {
+ *t = 0.0f;
+ *s = vg_clampf( -c / a, 0.0f, 1.0f );
+ }
+ else
+ {
+ float b = v3_dot(d1,d2),
+ d = a*e-b*b;
+
+ if( d != 0.0f )
+ {
+ *s = vg_clampf((b*f - c*e)/d, 0.0f, 1.0f);
+ }
+ else
+ {
+ *s = 0.0f;
+ }
+
+ *t = (b*(*s)+f) / e;
+
+ if( *t < 0.0f )
+ {
+ *t = 0.0f;
+ *s = vg_clampf( -c / a, 0.0f, 1.0f );
+ }
+ else if( *t > 1.0f )
+ {
+ *t = 1.0f;
+ *s = vg_clampf((b-c)/a,0.0f,1.0f);
+ }
+ }
+ }
+
+ v3_muladds( p1, d1, *s, c1 );
+ v3_muladds( p2, d2, *t, c2 );
+
+ v3f v0;
+ v3_sub( c1, c2, v0 );
+ return v3_length2( v0 );
+}
+
+static void closest_point_segment( v3f a, v3f b, v3f point, v3f dest )
+{
+ v3f v0, v1;
+ v3_sub( b, a, v0 );
+ v3_sub( point, a, v1 );
+
+ float t = v3_dot( v1, v0 ) / v3_length2(v0);
+ v3_muladds( a, v0, vg_clampf(t,0.0f,1.0f), dest );
+}
+
+/* Real-Time Collision Detection */
+static void closest_on_triangle( v3f p, v3f tri[3], v3f dest )
+{
+ v3f ab, ac, ap;
+ float d1, d2;
+
+ /* Region outside A */
+ v3_sub( tri[1], tri[0], ab );
+ v3_sub( tri[2], tri[0], ac );
+ v3_sub( p, tri[0], ap );
+
+ d1 = v3_dot(ab,ap);
+ d2 = v3_dot(ac,ap);
+ if( d1 <= 0.0f && d2 <= 0.0f )
+ {
+ v3_copy( tri[0], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region outside B */
+ v3f bp;
+ float d3, d4;
+
+ v3_sub( p, tri[1], bp );
+ d3 = v3_dot( ab, bp );
+ d4 = v3_dot( ac, bp );
+
+ if( d3 >= 0.0f && d4 <= d3 )
+ {
+ v3_copy( tri[1], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Edge region of AB */
+ float vc = d1*d4 - d3*d2;
+ if( vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
+ {
+ float v = d1 / (d1-d3);
+ v3_muladds( tri[0], ab, v, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region outside C */
+ v3f cp;
+ float d5, d6;
+ v3_sub( p, tri[2], cp );
+ d5 = v3_dot(ab, cp);
+ d6 = v3_dot(ac, cp);
+
+ if( d6 >= 0.0f && d5 <= d6 )
+ {
+ v3_copy( tri[2], dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region of AC */
+ float vb = d5*d2 - d1*d6;
+ if( vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f )
+ {
+ float w = d2 / (d2-d6);
+ v3_muladds( tri[0], ac, w, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* Region of BC */
+ float va = d3*d6 - d5*d4;
+ if( va <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
+ {
+ float w = (d4-d3) / ((d4-d3) + (d5-d6));
+ v3f bc;
+ v3_sub( tri[2], tri[1], bc );
+ v3_muladds( tri[1], bc, w, dest );
+ v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
+ return;
+ }
+
+ /* P inside region, Q via barycentric coordinates uvw */
+ float d = 1.0f/(va+vb+vc),
+ v = vb*d,
+ w = vc*d;
+
+ v3_muladds( tri[0], ab, v, dest );
+ v3_muladds( dest, ac, w, dest );
+}
+
+static int sphere_vs_triangle( v3f c, float r, v3f tri[3],
+ v3f co, v3f norm, float *p )
+{
+ v3f delta;
+ closest_on_triangle( c, tri, co );
+
+ v3_sub( c, co, delta );
+
+
+ float d = v3_length2( delta );
+ if( d < r*r )
+ {
+ v3f ab, ac, tn;
+ v3_sub( tri[1], tri[0], ab );
+ v3_sub( tri[2], tri[0], ac );
+ v3_cross( ac, ab, tn );
+
+ if( v3_dot( delta, tn ) > 0.0f )
+ v3_muls( delta, -1.0f, delta );
+
+ vg_line_pt3( co, 0.05f, 0xff00ff00 );
+
+ d = sqrtf(d);
+ v3_muls( delta, 1.0f/d, norm );
+
+ *p = r-d;
+ return 1;
+ }
+
+ return 0;
+}
+
#include "world.h"
-static void rb_manifold_reset( rigidbody *rb )
+static void rb_solver_reset(void)
{
- rb->manifold_count = 0;
+ rb_contact_count = 0;
}
+static struct contact *rb_start_contact(void)
+{
+ if( rb_contact_count == vg_list_size(rb_contact_buffer) )
+ {
+ vg_error( "rigidbody: too many contacts generated (%u)\n",
+ rb_contact_count );
+ return NULL;
+ }
+
+ return &rb_contact_buffer[ rb_contact_count ];
+}
+
+static void rb_commit_contact( struct contact *ct, float p )
+{
+ ct->bias = -0.2f*k_rb_rate*vg_minf(0.0f,-p+0.04f);
+ rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+
+ ct->norm_impulse = 0.0f;
+ ct->tangent_impulse[0] = 0.0f;
+ ct->tangent_impulse[1] = 0.0f;
+
+ rb_contact_count ++;
+}
+
+static void rb_build_manifold_terrain_sphere( rigidbody *rb )
+{
+ u32 geo[256];
+ v3f tri[3];
+ int len = bh_select( &world.geo.bhtris, rb->bbx_world, geo, 256 );
+
+ for( int i=0; i<len; i++ )
+ {
+ u32 *ptri = &world.geo.indices[ geo[i]*3 ];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
+
+ vg_line(tri[0],tri[1],0xff00ff00 );
+ vg_line(tri[1],tri[2],0xff00ff00 );
+ vg_line(tri[2],tri[0],0xff00ff00 );
+
+ v3f co, norm;
+ float p;
+
+ for( int j=0; j<2; j++ )
+ {
+ if( sphere_vs_triangle( rb->co, rb->inf.sphere.radius, tri,co,norm,&p))
+ {
+ struct contact *ct = rb_start_contact();
+
+ if( !ct )
+ return;
+
+ v3f p1;
+ v3_muladds( rb->co, norm, p, p1 );
+ vg_line( rb->co, p1, 0xffffffff );
+
+ ct->rba = rb;
+ v3_copy( co, ct->co );
+ v3_copy( norm, ct->n );
+
+ v3_sub( co, rb->co, ct->delta );
+ rb_commit_contact( ct, p );
+ }
+ }
+ }
+
+}
+
+RB_DEPR
static void rb_build_manifold_terrain( rigidbody *rb )
{
v3f *box = rb->bbx;
for( int i=0; i<8; i++ )
{
float *point = pts[i];
- struct contact *ct = &rb->manifold[rb->manifold_count];
+ struct contact *ct = rb_start_contact();
+
+ if( !ct )
+ return;
+
+ ct->rba = rb;
v3f surface;
v3_copy( point, surface );
if( !ray_world( surface, (v3f){0.0f,-1.0f,0.0f}, &hit ))
continue;
- v3_copy( hit.normal, ct->n );
v3_copy( hit.pos, surface );
float p = vg_minf( surface[1] - point[1], 1.0f );
if( p > 0.0f )
{
+ v3_copy( hit.normal, ct->n );
v3_add( point, surface, ct->co );
v3_muls( ct->co, 0.5f, ct->co );
-
- //vg_line_pt3( ct->co, 0.0125f, 0xff0000ff );
-
v3_sub( ct->co, rb->co, ct->delta );
- ct->bias = -0.2f * (1.0f/k_rb_delta) * vg_minf( 0.0f, -p+0.04f );
- rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
-
- ct->norm_impulse = 0.0f;
- ct->tangent_impulse[0] = 0.0f;
- ct->tangent_impulse[1] = 0.0f;
- rb->manifold_count ++;
+ rb_commit_contact( ct, p );
count ++;
if( count == 4 )
break;
}
}
-static void rb_constraint_manifold( rigidbody *rb )
+static void rb_solve_contacts(void)
{
float k_friction = 0.1f;
/* Friction Impulse */
- for( int i=0; i<rb->manifold_count; i++ )
+ for( int i=0; i<rb_contact_count; i++ )
{
- struct contact *ct = &rb->manifold[i];
+ struct contact *ct = &rb_contact_buffer[i];
+ rigidbody *rb = ct->rba;
v3f dv;
- v3_cross( rb->I, ct->delta, dv );
+ v3_cross( rb->w, ct->delta, dv );
v3_add( rb->v, dv, dv );
for( int j=0; j<2; j++ )
v3_muls( ct->t[j], vt, impulse );
v3_add( impulse, rb->v, rb->v );
v3_cross( ct->delta, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
}
}
/* Normal Impulse */
- for( int i=0; i<rb->manifold_count; i++ )
+ for( int i=0; i<rb_contact_count; i++ )
{
- struct contact *ct = &rb->manifold[i];
+ struct contact *ct = &rb_contact_buffer[i];
+ rigidbody *rb = ct->rba;
v3f dv;
- v3_cross( rb->I, ct->delta, dv );
+ v3_cross( rb->w, ct->delta, dv );
v3_add( rb->v, dv, dv );
float vn = -v3_dot( dv, ct->n );
v3_muls( ct->n, vn, impulse );
v3_add( impulse, rb->v, rb->v );
v3_cross( ct->delta, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
}
}
v3f axis;
v3_cross( wva, wvb, axis );
- v3_muladds( rba->I, axis, ang*spring*0.5f, rba->I );
- v3_muladds( rbb->I, axis, -ang*spring*0.5f, rbb->I );
+ v3_muladds( rba->w, axis, ang*spring*0.5f, rba->w );
+ v3_muladds( rbb->w, axis, -ang*spring*0.5f, rbb->w );
return;
v3_sub( ra->v, rb->v, rcv );
v3f rcv_Ra, rcv_Rb;
- v3_cross( ra->I, wca, rcv_Ra );
- v3_cross( rb->I, wcb, rcv_Rb );
+ v3_cross( ra->w, wca, rcv_Ra );
+ v3_cross( rb->w, wcb, rcv_Rb );
v3_add( rcv_Ra, rcv, rcv );
v3_sub( rcv, rcv_Rb, rcv );
}
v3_sub( ra->v, rb->v, rcv );
v3f rcv_Ra, rcv_Rb;
- v3_cross( ra->I, wca, rcv_Ra );
- v3_cross( rb->I, wcb, rcv_Rb );
+ v3_cross( ra->w, wca, rcv_Ra );
+ v3_cross( rb->w, wcb, rcv_Rb );
v3_add( rcv_Ra, rcv, rcv );
v3_sub( rcv, rcv_Rb, rcv );
v3_muls( rcv, 1.0f, impulse );
v3_muladds( rb->v, impulse, mass_b/total_mass, rb->v );
v3_cross( wcb, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
v3_muls( rcv, -1.0f, impulse );
v3_muladds( ra->v, impulse, mass_a/total_mass, ra->v );
v3_cross( wca, impulse, impulse );
- v3_add( impulse, ra->I, ra->I );
+ v3_add( impulse, ra->w, ra->w );
#if 0
/*
v3_add( impulse, ra->v, ra->v );
v3_cross( wca, impulse, impulse );
- v3_add( impulse, ra->I, ra->I );
+ v3_add( impulse, ra->w, ra->w );
v3_muls( delta, -0.5f*spring, impulse );
v3_add( impulse, rb->v, rb->v );
v3_cross( wcb, impulse, impulse );
- v3_add( impulse, rb->I, rb->I );
+ v3_add( impulse, rb->w, rb->w );
#endif
}
+static void debug_sphere( m4x3f m, float radius, u32 colour )
+{
+ v3f ly = { 0.0f, 0.0f, radius },
+ lx = { 0.0f, radius, 0.0f },
+ lz = { 0.0f, 0.0f, radius };
+
+ for( int i=0; i<16; i++ )
+ {
+ float t = ((float)(i+1) * (1.0f/16.0f)) * VG_PIf * 2.0f,
+ s = sinf(t),
+ c = cosf(t);
+
+ v3f py = { s*radius, 0.0f, c*radius },
+ px = { s*radius, c*radius, 0.0f },
+ pz = { 0.0f, s*radius, c*radius };
+
+ v3f p0, p1, p2, p3, p4, p5;
+ m4x3_mulv( m, py, p0 );
+ m4x3_mulv( m, ly, p1 );
+ m4x3_mulv( m, px, p2 );
+ m4x3_mulv( m, lx, p3 );
+ m4x3_mulv( m, pz, p4 );
+ m4x3_mulv( m, lz, p5 );
+
+ vg_line( p0, p1, colour == 0x00? 0xff00ff00: colour );
+ vg_line( p2, p3, colour == 0x00? 0xff0000ff: colour );
+ vg_line( p4, p5, colour == 0x00? 0xffff0000: colour );
+
+ v3_copy( py, ly );
+ v3_copy( px, lx );
+ v3_copy( pz, lz );
+ }
+}
+
static void rb_debug( rigidbody *rb, u32 colour )
{
- v3f *box = rb->bbx;
- vg_line_boxf_transformed( rb->to_world, rb->bbx, colour );
+ if( rb->type == k_rb_shape_box )
+ {
+ v3f *box = rb->bbx;
+ vg_line_boxf_transformed( rb->to_world, rb->bbx, colour );
+ }
+ else if( rb->type == k_rb_shape_sphere )
+ {
+ debug_sphere( rb->to_world, rb->inf.sphere.radius, colour );
+ }
}
/*
return 0;
}
+#if 0
static void rb_build_manifold_rb_static( rigidbody *ra, rigidbody *rb_static )
{
v3f verts[8];
}
}
}
+#endif
/*
* Capsule phyics
*/
-static float closest_segment_segment( v3f p1, v3f q1, v3f p2, v3f q2,
- float *s, float *t, v3f c1, v3f c2)
-{
- v3f d1,d2,r;
- v3_sub( q1, p1, d1 );
- v3_sub( q2, p2, d2 );
- v3_sub( p1, p2, r );
-
- float a = v3_length2( d1 ),
- e = v3_length2( d2 ),
- f = v3_dot( d2, r );
-
- const float kEpsilon = 0.0001f;
-
- if( a <= kEpsilon && e <= kEpsilon )
- {
- *s = 0.0f;
- *t = 0.0f;
- v3_copy( p1, c1 );
- v3_copy( p2, c2 );
-
- v3f v0;
- v3_sub( c1, c2, v0 );
-
- return v3_length2( v0 );
- }
-
- if( a<= kEpsilon )
- {
- *s = 0.0f;
- *t = vg_clampf( f / e, 0.0f, 1.0f );
- }
- else
- {
- float c = v3_dot( d1, r );
- if( e <= kEpsilon )
- {
- *t = 0.0f;
- *s = vg_clampf( -c / a, 0.0f, 1.0f );
- }
- else
- {
- float b = v3_dot(d1,d2),
- d = a*e-b*b;
-
- if( d != 0.0f )
- {
- *s = vg_clampf((b*f - c*e)/d, 0.0f, 1.0f);
- }
- else
- {
- *s = 0.0f;
- }
-
- *t = (b*(*s)+f) / e;
-
- if( *t < 0.0f )
- {
- *t = 0.0f;
- *s = vg_clampf( -c / a, 0.0f, 1.0f );
- }
- else if( *t > 1.0f )
- {
- *t = 1.0f;
- *s = vg_clampf((b-c)/a,0.0f,1.0f);
- }
- }
- }
-
- v3_muladds( p1, d1, *s, c1 );
- v3_muladds( p2, d2, *t, c2 );
-
- v3f v0;
- v3_sub( c1, c2, v0 );
- return v3_length2( v0 );
-}
-
-static void closest_point_segment( v3f a, v3f b, v3f point, v3f dest )
-{
- v3f v0, v1;
- v3_sub( b, a, v0 );
- v3_sub( point, a, v1 );
-
- float t = v3_dot( v1, v0 ) / v3_length2(v0);
- v3_muladds( a, v0, vg_clampf(t,0.0f,1.0f), dest );
-}
-
-/* Real-Time Collision Detection */
-static void closest_on_triangle( v3f p, v3f tri[3], v3f dest )
-{
- v3f ab, ac, ap;
- float d1, d2;
-
- /* Region outside A */
- v3_sub( tri[1], tri[0], ab );
- v3_sub( tri[2], tri[0], ac );
- v3_sub( p, tri[0], ap );
-
- d1 = v3_dot(ab,ap);
- d2 = v3_dot(ac,ap);
- if( d1 <= 0.0f && d2 <= 0.0f )
- {
- v3_copy( tri[0], dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* Region outside B */
- v3f bp;
- float d3, d4;
-
- v3_sub( p, tri[1], bp );
- d3 = v3_dot( ab, bp );
- d4 = v3_dot( ac, bp );
-
- if( d3 >= 0.0f && d4 <= d3 )
- {
- v3_copy( tri[1], dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* Edge region of AB */
- float vc = d1*d4 - d3*d2;
- if( vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f )
- {
- float v = d1 / (d1-d3);
- v3_muladds( tri[0], ab, v, dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* Region outside C */
- v3f cp;
- float d5, d6;
- v3_sub( p, tri[2], cp );
- d5 = v3_dot(ab, cp);
- d6 = v3_dot(ac, cp);
-
- if( d6 >= 0.0f && d5 <= d6 )
- {
- v3_copy( tri[2], dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* Region of AC */
- float vb = d5*d2 - d1*d6;
- if( vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f )
- {
- float w = d2 / (d2-d6);
- v3_muladds( tri[0], ac, w, dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* Region of BC */
- float va = d3*d6 - d5*d4;
- if( va <= 0.0f && (d4-d3) >= 0.0f && (d5-d6) >= 0.0f )
- {
- float w = (d4-d3) / ((d4-d3) + (d5-d6));
- v3f bc;
- v3_sub( tri[2], tri[1], bc );
- v3_muladds( tri[1], bc, w, dest );
- v3_copy( (v3f){INFINITY,INFINITY,INFINITY}, dest );
- return;
- }
-
- /* P inside region, Q via barycentric coordinates uvw */
- float d = 1.0f/(va+vb+vc),
- v = vb*d,
- w = vc*d;
-
- v3_muladds( tri[0], ab, v, dest );
- v3_muladds( dest, ac, w, dest );
-}
-
-static int sphere_vs_triangle( v3f c, float r, v3f tri[3],
- v3f co, v3f norm, float *p )
-{
- v3f delta;
- closest_on_triangle( c, tri, co );
-
- v3_sub( c, co, delta );
-
-
- float d = v3_length2( delta );
- if( d < r*r )
- {
- v3f ab, ac, tn;
- v3_sub( tri[1], tri[0], ab );
- v3_sub( tri[2], tri[0], ac );
- v3_cross( ac, ab, tn );
-
- if( v3_dot( delta, tn ) > 0.0f )
- v3_muls( delta, -1.0f, delta );
-
- vg_line_pt3( co, 0.05f, 0xff00ff00 );
-
- d = sqrtf(d);
- v3_muls( delta, 1.0f/d, norm );
-
- *p = r-d;
- return 1;
- }
-
- return 0;
-}
-
static void debug_capsule( m4x3f m, float height, float radius, u32 colour )
{
v3f last = { 0.0f, 0.0f, radius };
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );
+ vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
" // ws modulation\n"
-" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
/* Physics */
rigidbody temp_rbs[128];
u32 rb_count;
- bh_tree bhcubes;
/* Rendering & geometry */
- scene geo, foliage, props;
- mdl_submesh sm_surface, sm_other;
+ scene geo, foliage;
+
+ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb;
glmesh skybox, skydome;
mdl_submesh dome_upper, dome_lower;
glmesh cars;
mdl_submesh car_holden;
+
+ rigidbody mr_ball;
}
world;
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] < world.sm_surface.vertex_count;
+ return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
}
static void world_register(void)
world.traffic_count = 0;
scene_init( &world.geo );
- scene_init( &world.props );
/*
* Compile meshes into the world scenes
mat_vertex_blend = i;
}
- if( mat_surf )
- add_all_if_material( &world.geo, mworld, mat_surf );
- if( mat_vertex_blend )
- add_all_if_material( &world.geo, mworld, mat_vertex_blend );
-
-
- scene_copy_slice( &world.geo, &world.sm_surface );
-
if( mat_surf_oob )
add_all_if_material( &world.geo, mworld, mat_surf_oob );
else
vg_warn( "No OOB surface\n" );
+ scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
+ if( mat_surf )
+ add_all_if_material( &world.geo, mworld, mat_surf );
+ scene_copy_slice( &world.geo, &world.sm_geo_std );
if( mat_vertex_blend )
- add_all_if_material( &world.props, mworld, mat_vertex_blend );
+ add_all_if_material( &world.geo, mworld, mat_vertex_blend );
+ scene_copy_slice( &world.geo, &world.sm_geo_vb );
- /* TODO bvh? */
+ scene_upload( &world.geo );
+ scene_bh_create( &world.geo );
/*
* Process entities
for( int i=0; i<vg_list_size(world.van_man); i++ )
world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
- scene_upload( &world.props );
-
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
world_apply_foliage();
free( mworld );
winfo->g_water_fog = 0.04f;
render_update_lighting_ub();
+
+
+ world.mr_ball.type = k_rb_shape_sphere;
+ world.mr_ball.inf.sphere.radius = 2.0f;
+ v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
+ q_identity(world.mr_ball.q);
+ rb_init( &world.mr_ball );
}
static void world_init(void)
static void world_update(void)
{
+ rb_solver_reset();
+ rb_build_manifold_terrain_sphere( &world.mr_ball );
+
+ for( int i=0; i<5; i++ )
+ rb_solve_contacts();
+
+ rb_iter( &world.mr_ball );
+ rb_update_transform( &world.mr_ball );
+ rb_debug( &world.mr_ball, 0 );
+
for( int i=0; i<vg_list_size(world.van_man); i++ )
{
traffic_drive( &world.van_man[i] );
vg_tex2d_bind( &tex_terrain_colours, 1 );
}
-static void render_props( m4x4f projection, v3f camera )
+static void render_world_vb( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
shader_vblend_uMdl( identity_matrix );
shader_vblend_uCamera( camera );
- scene_bind( &world.props );
- scene_draw( &world.props );
+ scene_bind( &world.geo );
+ mdl_draw_submesh( &world.sm_geo_vb );
mesh_bind( &world.cars );
shader_terrain_uCamera( camera );
scene_bind( &world.geo );
- scene_draw( &world.geo );
+ mdl_draw_submesh( &world.sm_geo_std_oob );
+ mdl_draw_submesh( &world.sm_geo_std );
glDisable(GL_CULL_FACE);
scene_bind( &world.foliage );
static void render_world( m4x4f projection, m4x3f camera )
{
render_sky( camera );
- render_props( projection, camera[3] );
+ render_world_vb( projection, camera[3] );
render_terrain( projection, camera[3] );
}
scene_draw( &world.foliage );
glEnable(GL_CULL_FACE);
#endif
-
- scene_bind( &world.props );
- scene_draw( &world.props );
}
#endif /* WORLD_H */