Initial commit
This commit is contained in:
898
src/game.c
Normal file
898
src/game.c
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@@ -0,0 +1,898 @@
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#include"game.h"
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#include"k4.h"
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#include<assert.h>
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#include"resman.h"
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#include<cglm/vec3.h>
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struct Game Game;
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void game_init() {
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static int initode = 0;
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if(initode == 0) {
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dInitODE();
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initode = 1;
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}
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k3Log(k3_INFO, "ODE config: %s", dGetConfiguration());
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memset(&Game, 0, sizeof(Game));
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Game.spectated = ENT_ID_INVALID;
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Game.controlled = ENT_ID_INVALID;
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// Assume singleplayer first
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Game.isMultiplayer = 0;
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Game.isAuthority = 1;
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Game.reconciliate = 1;
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game_cleanup();
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}
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struct CollisionPair {
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dGeomID g1; // greater
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dGeomID g2; // lesser
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uint8_t x;
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} __attribute__((packed));
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static size_t activeCollisionCount, activeCollisionCapacity;
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static struct CollisionPair *activeCollisions;
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int pair_comparator(const void *a_, const void *b_) {
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const struct CollisionPair *a = a_;
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const struct CollisionPair *b = b_;
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if(a->g1 == b->g1) {
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return (uintptr_t) a->g2 - (uintptr_t) b->g2;
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} else {
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return (uintptr_t) a->g1 - (uintptr_t) b->g1;
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}
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}
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static int activate_pair(dGeomID g1, dGeomID g2) {
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struct CollisionPair p = {
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.g1 = g1 > g2 ? g1 : g2,
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.g2 = g1 > g2 ? g2 : g1,
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};
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struct CollisionPair *peepee = bsearch(&p, activeCollisions, activeCollisionCount, sizeof(struct CollisionPair), pair_comparator);
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if(peepee) {
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peepee->x++;
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return TRIGGER_EV_CONTINUOUS;
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}
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if(activeCollisionCount == activeCollisionCapacity) {
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activeCollisions = realloc(activeCollisions, sizeof(*activeCollisions) * (activeCollisionCapacity += 32));
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}
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p.x = 2;
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memcpy(&activeCollisions[activeCollisionCount++], &p, sizeof(p));
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qsort(activeCollisions, activeCollisionCount, sizeof(struct CollisionPair), pair_comparator);
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return TRIGGER_EV_IN;
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}
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static void tick_pairs() {
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for(size_t i = 0; i < activeCollisionCount;) {
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if(--activeCollisions[i].x == 0) {
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uint16_t e1 = (uintptr_t) dGeomGetData(activeCollisions[i].g1);
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uint16_t e2 = (uintptr_t) dGeomGetData(activeCollisions[i].g2);
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if(e1 != ENT_ID_INVALID) {
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struct CPhysics *p1 = game_getcomponent(e1, physics);
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if(p1 && p1->trigger != TRIGGER_INVALID) {
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Game.triggers[p1->trigger - 1](p1->trigger, e1, e2, TRIGGER_EV_OUT);
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}
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}
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if(e2 != ENT_ID_INVALID) {
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struct CPhysics *p2 = game_getcomponent(e2, physics);
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if(p2 && p2->trigger != TRIGGER_INVALID) {
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Game.triggers[p2->trigger - 1](p2->trigger, e2, e1, TRIGGER_EV_OUT);
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}
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}
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memmove(&activeCollisions[i], &activeCollisions[i + 1], sizeof(*activeCollisions) * (activeCollisionCount - i - 1));
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activeCollisionCount--;
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} else {
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i++;
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}
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}
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}
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static void contact_callback(void *data, dGeomID g1, dGeomID g2) {
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uint16_t e1 = (uintptr_t) dGeomGetData(g1);
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uint16_t e2 = (uintptr_t) dGeomGetData(g2);
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dBodyID b1 = dGeomGetBody(g1);
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dBodyID b2 = dGeomGetBody(g2);
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int movingPlatform = 0;
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if(b1 && dBodyIsKinematic(b1)) movingPlatform = 1;
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else if(b2 && dBodyIsKinematic(b2)) movingPlatform = 2;
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#define MAX_CONTACTS 8
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dContact contact[MAX_CONTACTS];
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memset(contact, 0, sizeof(contact));
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int numc = dCollide(g1, g2, MAX_CONTACTS, &contact[0].geom, sizeof(dContact));
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for(int i = 0; i < numc; i++) {
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contact[i].surface.mode = dContactRolling;
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contact[i].surface.mu = 2;
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contact[i].surface.mu2 = 0;
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contact[i].surface.bounce = 0.01;
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contact[i].surface.bounce_vel = 0.1;
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if(movingPlatform) {
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const dReal *platvel = dBodyGetLinearVel(movingPlatform == 1 ? b1 : b2);
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//if(i == 0)printf("get %f %f %f\n", platvel[0], platvel[1], platvel[2]);
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contact[i].surface.mode |= dContactMotion1 | dContactMotion2 | dContactMotionN | dContactFDir1;
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contact[i].surface.mode |= dContactSoftERP;
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contact[i].surface.soft_erp = 0.9;
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const dReal *normal = contact[i].geom.normal;
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dVector3 fdir1, fdir2;
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dPlaneSpace(normal, fdir1, fdir2);
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glm_vec3_copy(contact[i].fdir1, fdir1);
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dReal inv = movingPlatform == 1 ? -1 : 1;
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contact[i].surface.motion1 = dDOT(platvel, fdir1);
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contact[i].surface.motion2 = inv * dDOT(platvel, fdir2);
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contact[i].surface.motionN = -fabs(dDOT(platvel, normal)); //This makes no physical sense but makes objects not bounce on moving platforms going up
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}
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}
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int ghost = 0;
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if(numc) {
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int triggerType = activate_pair(g1, g2);
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if(e1 != ENT_ID_INVALID) {
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if(game_getcomponent(e1, physics)->dynamics & CPHYSICS_GHOST) {
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ghost = 1;
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}
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}
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if(e2 != ENT_ID_INVALID) {
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if(game_getcomponent(e2, physics)->dynamics & CPHYSICS_GHOST) {
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ghost = 1;
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}
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}
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float friction = 1;
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if(e1 != ENT_ID_INVALID) {
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struct CPhysics *c = game_getcomponent(e1, physics);
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friction *= c->friction;
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vec4 q;
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if(b1) {
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memcpy(q, dBodyGetQuaternion(b1), sizeof(q));
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} else {
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dGeomGetQuaternion(c->geom, q);
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}
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{
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float temp = q[0];
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q[0] = q[1];
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q[1] = q[2];
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q[2] = q[3];
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q[3] = temp;
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}
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vec3 n = {0, 1, 0};
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glm_quat_rotatev(q, n, n);
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if(!ghost) for(int i = 0; i < numc; i++) {
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if(glm_vec3_dot(contact[i].geom.normal, n) >= 0.7) {
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struct CMovement *m = game_getcomponent(e1, movement);
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if(m) {
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if(m->holding != ENT_ID_INVALID && m->holding == e2) {
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ghost = 1;
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}
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m->canJump = 1;
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break;
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}
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}
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}
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if(c->trigger != TRIGGER_INVALID) {
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Game.triggers[c->trigger - 1](c->trigger, e1, e2, triggerType);
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}
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}
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if(e2 != ENT_ID_INVALID) {
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struct CPhysics *c = game_getcomponent(e2, physics);
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friction *= c->friction;
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vec4 q;
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if(b2) {
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memcpy(q, dBodyGetQuaternion(b2), sizeof(q));
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} else {
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dGeomGetQuaternion(c->geom, q);
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}
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{
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float temp = q[0];
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q[0] = q[1];
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q[1] = q[2];
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q[2] = q[3];
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q[3] = temp;
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}
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vec3 n = {0, -1, 0};
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glm_quat_rotatev(q, n, n);
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if(!ghost) for(int i = 0; i < numc; i++) {
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if(glm_vec3_dot(contact[i].geom.normal, n) >= 0.7) {
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struct CMovement *m = game_getcomponent(e2, movement);
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if(m) {
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if(m->holding != ENT_ID_INVALID && m->holding == e1) {
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ghost = 1;
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}
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m->canJump = 1;
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break;
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}
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}
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}
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if(c->trigger != TRIGGER_INVALID) {
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Game.triggers[c->trigger - 1](c->trigger, e2, e1, triggerType);
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}
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}
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for(int i = 0; i < numc; i++) {
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contact[i].surface.mu = friction;
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}
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}
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if(!ghost) for(int i = 0; i < numc; i++) {
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dJointID c = dJointCreateContact(Game.phys, Game.contactgroup, contact + i);
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dJointAttach(c, dGeomGetBody(g1), dGeomGetBody(g2));
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}
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}
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struct RaycastCtx {
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struct LocalRay *rays;
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size_t count;
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};
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static void raycast_handler(void *data, dGeomID g1, dGeomID g2) {
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struct RaycastCtx *ctx = data;
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if(dGeomGetClass(g1) != dRayClass && dGeomGetClass(g2) != dRayClass) {
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return;
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}
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dContact contact[1];
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memset(contact, 0, sizeof(contact));
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int numc = dCollide(g1, g2, 1, &contact[0].geom, sizeof(dContact));
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uint16_t e1 = (uintptr_t) dGeomGetData(g1);
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uint16_t e2 = (uintptr_t) dGeomGetData(g2);
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if(numc) {
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if(dGeomGetClass(g1) == dRayClass) {
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struct LocalRay *r = &ctx->rays[(uintptr_t) dGeomGetData(g1)];
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if(r->ignore != e2 && contact->geom.depth < r->depth) {
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struct CPhysics *asdf = game_getcomponent(e2, physics);
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if(!asdf || !(asdf->dynamics & CPHYSICS_GHOST)) {
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glm_vec3_copy(contact[0].geom.pos, r->out);
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r->hit = e2;
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r->depth = contact->geom.depth;
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}
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}
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return;
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} else if(dGeomGetClass(g2) == dRayClass) {
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struct LocalRay *r = &ctx->rays[(uintptr_t) dGeomGetData(g2)];
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if(r->ignore != e1 && contact->geom.depth < r->depth) {
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struct CPhysics *asdf = game_getcomponent(e1, physics);
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if(!asdf || !(asdf->dynamics & CPHYSICS_GHOST)) {
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glm_vec3_copy(contact[0].geom.pos, r->out);
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r->hit = e1;
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r->depth = contact->geom.depth;
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}
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}
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return;
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}
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}
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}
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void game_raycast(struct LocalRay *rays, size_t count) {
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dGeomID rayGeoms[count];
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for(int i = 0; i < count; i++) {
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const float len = rays[i].maxlen;
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glm_vec3_copy(rays[i].pos, rays[i].out);
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glm_vec3_muladds(rays[i].dir, len, rays[i].out);
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rayGeoms[i] = dCreateRay(Game.space, len);
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dGeomSetData(rayGeoms[i], (void*) (uintptr_t) i);
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dGeomSetCategoryBits(rayGeoms[i], CATEGORY_RAY);
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dGeomSetCollideBits(rayGeoms[i], CATEGORY_STATIC | CATEGORY_ENTITY);
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dGeomRaySet(rayGeoms[i], rays[i].pos[0], rays[i].pos[1], rays[i].pos[2], rays[i].dir[0], rays[i].dir[1], rays[i].dir[2]);
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// Broken. We manually find closest hit with contact depths.
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//dGeomRaySetClosestHit(rayGeoms[i], 1);
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rays[i].hit = ENT_ID_INVALID;
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rays[i].depth = HUGE_VALF;
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}
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dSpaceCollide(Game.space, &(struct RaycastCtx) {
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.rays = rays,
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.count = count,
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}, raycast_handler);
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for(int i = 0; i < count; i++) {
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dGeomDestroy(rayGeoms[i]);
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}
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}
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void game_update() {
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for(size_t i = 0; i < Game.entities.playerctrlCount; i++) {
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struct CPlayerCtrl *cc = &Game.entities.playerctrl[i];
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struct CMovement *cm = game_getcomponent(cc->entity, movement);
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struct CPhysics *cp = game_getcomponent(cc->entity, physics);
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if(cm && cp) {
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vec3 shift = {0, 0, 0};
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if(cc->keys & (1 << k4_control_get_id_by_name("forward"))) shift[2] -= 1;
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if(cc->keys & (1 << k4_control_get_id_by_name("back"))) shift[2] += 1;
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if(cc->keys & (1 << k4_control_get_id_by_name("left"))) shift[0] -= 1;
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if(cc->keys & (1 << k4_control_get_id_by_name("right"))) shift[0] += 1;
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glm_vec3_rotate(shift, cc->yaw, (vec3) {0, 1, 0});
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if(Game.isAuthority || Game.reconciliate) {
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glm_vec3_copy(shift, cm->dir);
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}
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cm->pointing = cc->yaw;
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cm->jump = !!(cc->keys & (1 << k4_control_get_id_by_name("jump")));
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if(cm->holding == ENT_ID_INVALID && (cc->keys & (1 << k4_control_get_id_by_name("grab")))) {
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vec3 d = {0, 0, -1};
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glm_vec3_rotate(d, cc->pitch, (vec3) {1, 0, 0});
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glm_vec3_rotate(d, cc->yaw, (vec3) {0, 1, 0});
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glm_vec3_copy(dGeomGetPosition(cp->geom), cc->holdray.pos);
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glm_vec3_copy(d, cc->holdray.dir);
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cc->holdray.ignore = cc->entity;
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cc->holdray.maxlen = 3;
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game_raycast(&cc->holdray, 1);
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} else if(!(cc->keys & (1 << k4_control_get_id_by_name("grab")))) {
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cm->holding = ENT_ID_INVALID;
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}
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}
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}
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for(size_t i = 0; i < Game.entities.movementCount; i++) {
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struct CPhysics *cp = game_getcomponent(Game.entities.movement[i].entity, physics);
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if(cp && cp->geom) {
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dBodyID bid = dGeomGetBody(cp->geom);
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if(Game.entities.movement[i].canJump) {
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dBodySetLinearVel(bid, 0, 0, 0);
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}
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dBodySetGravityMode(bid, !Game.entities.movement[i].canJump);
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}
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}
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size_t ci = 0, mi = 0;
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for(size_t i = 0; i < Game.entities.physicsCount; i++) {
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if(Game.entities.physics[i].geom == NULL) {
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/* Create */
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dMass mass;
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dMassSetZero(&mass);
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switch(Game.entities.physics[i].type) {
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default:
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if(!Game.entities.physics[i].trimesh.cache) {
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Game.entities.physics[i].trimesh.cache = resman_ref(RESMAN_PHYSICS, Game.entities.physics[i].trimesh.name);
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}
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Game.entities.physics[i].geom = dCreateTriMesh(Game.space, Game.entities.physics[i].trimesh.cache->trid, NULL, NULL, NULL);
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dMassSetTrimesh(&mass, 1, Game.entities.physics[i].geom);
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break;
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case CPHYSICS_BOX:
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Game.entities.physics[i].geom = dCreateBox(Game.space,
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Game.entities.physics[i].box.w,
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Game.entities.physics[i].box.h,
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Game.entities.physics[i].box.l);
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dMassSetBoxTotal(&mass, Game.entities.physics[i].mass,
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Game.entities.physics[i].box.w,
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Game.entities.physics[i].box.h,
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Game.entities.physics[i].box.l);
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break;
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case CPHYSICS_CAPSULE:
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Game.entities.physics[i].geom = dCreateCapsule(Game.space,
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Game.entities.physics[i].capsule.radius,
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Game.entities.physics[i].capsule.length);
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dMassSetCapsuleTotal(&mass, Game.entities.physics[i].mass, 2, Game.entities.physics[i].capsule.radius, Game.entities.physics[i].capsule.length);
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break;
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case CPHYSICS_SPHERE:
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Game.entities.physics[i].geom = dCreateSphere(Game.space,
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Game.entities.physics[i].sphere.radius);
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dMassSetSphereTotal(&mass, Game.entities.physics[i].mass, Game.entities.physics[i].sphere.radius);
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break;
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}
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dGeomSetCategoryBits(Game.entities.physics[i].geom, CATEGORY_ENTITY);
|
||||
dGeomSetCollideBits(Game.entities.physics[i].geom, Game.entities.physics[i].collide);
|
||||
dGeomSetData(Game.entities.physics[i].geom, (void*) Game.entities.physics[i].entity);
|
||||
|
||||
if((Game.entities.physics[i].dynamics & ~CPHYSICS_GHOST) != CPHYSICS_STATIC) {
|
||||
dBodyID body = dBodyCreate(Game.phys);
|
||||
|
||||
if((Game.entities.physics[i].dynamics & ~CPHYSICS_GHOST) == CPHYSICS_KINEMATIC) {
|
||||
dBodySetKinematic(body);
|
||||
} else {
|
||||
dBodySetMass(body, &mass);
|
||||
}
|
||||
|
||||
dGeomSetBody(Game.entities.physics[i].geom, body);
|
||||
|
||||
if(Game.entities.physics[i].type == CPHYSICS_CAPSULE) {
|
||||
dBodySetMaxAngularSpeed(body, 0);
|
||||
|
||||
// Rotate to Y-up
|
||||
dQuaternion q;
|
||||
dQFromAxisAndAngle(q, 1, 0, 0, M_PI * 0.5);
|
||||
dGeomSetOffsetQuaternion(Game.entities.physics[i].geom, q);
|
||||
}
|
||||
}
|
||||
|
||||
dGeomSetPosition(Game.entities.physics[i].geom,
|
||||
Game.entities.physics[i].start[0],
|
||||
Game.entities.physics[i].start[1],
|
||||
Game.entities.physics[i].start[2]);
|
||||
|
||||
dGeomSetQuaternion(Game.entities.physics[i].geom, (dQuaternion) {
|
||||
Game.entities.physics[i].rot[3],
|
||||
Game.entities.physics[i].rot[0],
|
||||
Game.entities.physics[i].rot[1],
|
||||
Game.entities.physics[i].rot[2]
|
||||
});
|
||||
|
||||
if((Game.entities.physics[i].dynamics & ~CPHYSICS_GHOST) == CPHYSICS_DYNAMIC) {
|
||||
dBodySetLinearVel(dGeomGetBody(Game.entities.physics[i].geom),
|
||||
Game.entities.physics[i].vel[0],
|
||||
Game.entities.physics[i].vel[1],
|
||||
Game.entities.physics[i].vel[2]);
|
||||
}
|
||||
}
|
||||
|
||||
dGeomID gid = Game.entities.physics[i].geom;
|
||||
dBodyID bid = dGeomGetBody(gid);
|
||||
|
||||
// Find corresponding movement component
|
||||
while(mi < Game.entities.movementCount && Game.entities.movement[mi].entity < Game.entities.physics[i].entity) {
|
||||
mi++;
|
||||
}
|
||||
|
||||
if(mi < Game.entities.movementCount && Game.entities.movement[mi].entity == Game.entities.physics[i].entity) {
|
||||
if(Game.entities.movement[mi].holding != ENT_ID_INVALID) {
|
||||
struct CPhysics *hp = game_getcomponent(Game.entities.movement[mi].holding, physics);
|
||||
const float *p = dGeomGetPosition(gid);
|
||||
dGeomSetPosition(hp->geom, p[0] - sinf(Game.entities.movement[mi].pointing) * 1.4, p[1], p[2] - cosf(Game.entities.movement[mi].pointing) * 1.4);
|
||||
dBodyID bid = dGeomGetBody(hp->geom);
|
||||
if(bid) {
|
||||
dBodySetLinearVel(bid, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 wishvel;
|
||||
glm_vec3_scale(Game.entities.movement[mi].dir, Game.entities.physics[i].speed, wishvel);
|
||||
|
||||
#ifdef RETARDED_MOVEMENT
|
||||
dBodySetLinearVel(bid, wishvel[0], dBodyGetLinearVel(bid)[1], wishvel[2]);
|
||||
#else
|
||||
int inAir = !Game.entities.movement[mi].canJump;
|
||||
|
||||
float factor = (inAir ? 8 : 20) * (GAME_TPS / 25);
|
||||
|
||||
if(inAir) {
|
||||
if(glm_vec3_norm(wishvel) > 3) {
|
||||
glm_vec3_scale_as(wishvel, 3, wishvel);
|
||||
}
|
||||
}
|
||||
|
||||
float currentspeed = glm_vec3_dot(wishvel, dBodyGetLinearVel(bid));
|
||||
float addspeed = glm_vec3_norm(wishvel) - currentspeed;
|
||||
if(addspeed > 0) {
|
||||
dMass massiveness;
|
||||
dBodyGetMass(bid, &massiveness);
|
||||
|
||||
vec3 accel;
|
||||
glm_vec3_scale_as(wishvel, addspeed, accel);
|
||||
|
||||
vec3 force;
|
||||
glm_vec3_scale(accel, massiveness.mass * factor, force);
|
||||
|
||||
dBodyAddForce(bid, force[0], force[1], force[2]);
|
||||
}
|
||||
#endif
|
||||
|
||||
dQuaternion q;
|
||||
dQFromAxisAndAngle(q, 0, 1, 0, Game.entities.movement[mi].pointing + M_PI);
|
||||
dBodySetQuaternion(bid, q);
|
||||
|
||||
if(Game.entities.movement[mi].jump && (0||Game.entities.movement[mi].canJump)) {
|
||||
Game.entities.movement[mi].canJump = 0;
|
||||
|
||||
dVector3 force;
|
||||
dWorldImpulseToForce(Game.phys, 1.f / GAME_TPS, 0, 5, 0, force);
|
||||
|
||||
if(bid) {
|
||||
dBodyAddForce(bid, force[0], force[1], force[2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(size_t i = 0; i < Game.entities.movementCount; i++) {
|
||||
Game.entities.movement[i].canJump = 0;
|
||||
}
|
||||
|
||||
dSpaceCollide(Game.space, 0, &contact_callback);
|
||||
|
||||
tick_pairs();
|
||||
|
||||
dWorldSetQuickStepNumIterations(Game.phys, 60);
|
||||
dWorldSetQuickStepW(Game.phys, 1);
|
||||
dWorldQuickStep(Game.phys, 1.0f / GAME_TPS);
|
||||
|
||||
dJointGroupEmpty(Game.contactgroup);
|
||||
|
||||
for(size_t i = 0; i < Game.entities.playerctrlCount; i++) {
|
||||
struct CPlayerCtrl *cc = &Game.entities.playerctrl[i];
|
||||
struct CMovement *cm = game_getcomponent(cc->entity, movement);
|
||||
|
||||
if(cc->holdray.hit != ENT_ID_INVALID && (cc->keys & (1 << k4_control_get_id_by_name("grab"))) && cm->holding == ENT_ID_INVALID) {
|
||||
dGeomID hd = game_getcomponent(cc->holdray.hit, physics)->geom;
|
||||
dBodyID hb = dGeomGetBody(hd);
|
||||
if(hb && !dBodyIsKinematic(hb)) {
|
||||
cm->holding = cc->holdray.hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(size_t ci = 0; ci < Game.entities.renderCount; ci++) {
|
||||
struct CPhysics *cp = game_getcomponent(Game.entities.render[ci].entity, physics);
|
||||
|
||||
if(!Game.entities.render[ci].cache && strlen(Game.entities.render[ci].mdl)) {
|
||||
struct k3Mdl *srccache = resman_ref(RESMAN_MODEL, Game.entities.render[ci].mdl);
|
||||
Game.entities.render[ci].cache = k3MdlCopySubs(srccache);
|
||||
}
|
||||
|
||||
size_t boneCount = Game.entities.render[ci].cache ? k3MdlGetBoneCount(Game.entities.render[ci].cache) : 0;
|
||||
if(boneCount) {
|
||||
struct CBoned *cb = game_getcomponent(Game.entities.render[ci].entity, boned);
|
||||
|
||||
if(!cb) {
|
||||
cb = game_ensurecomponent(Game.entities.render[ci].entity, boned);
|
||||
}
|
||||
|
||||
if(cb->size < boneCount) {
|
||||
size_t start;
|
||||
|
||||
if(cb->bones) {
|
||||
start = cb->size;
|
||||
|
||||
struct k3AnimationBone *nu = _mm_malloc(sizeof(*cb->bones) * boneCount, 16);
|
||||
memcpy(nu, cb->bones, sizeof(*cb->bones) * cb->size);
|
||||
struct k3AnimationBone *ol = cb->bones;
|
||||
cb->bones = nu;
|
||||
_mm_free(ol);
|
||||
} else {
|
||||
start = 0;
|
||||
|
||||
cb->bones = _mm_malloc(sizeof(*cb->bones) * boneCount, 16);
|
||||
}
|
||||
|
||||
cb->size = boneCount;
|
||||
|
||||
for(size_t asdf = start; asdf < boneCount; asdf++) {
|
||||
cb->bones[asdf].rotation[3] = cb->bones[asdf].translation[3] = 1;
|
||||
}
|
||||
}
|
||||
|
||||
if(cb->anim.id) {
|
||||
if(!cb->anim.cache.base) {
|
||||
memset(&cb->anim.cache, 0, sizeof(cb->anim.cache));
|
||||
cb->anim.cache.base = k3MdlGetAnim(Game.entities.render[ci].cache, cb->anim.id);
|
||||
cb->anim.cache.loop = true;
|
||||
|
||||
k3AnimatorSet(&cb->anim.cache, 0);
|
||||
} else {
|
||||
float spd = 1.f;
|
||||
|
||||
if(cb->anim.standard && cb->anim.id != 1 && cp && cp->geom) {
|
||||
dBodyID bid = dGeomGetBody(cp->geom);
|
||||
if(bid) {
|
||||
spd = glm_vec3_norm(dBodyGetLinearVel(bid)) * 0.3;
|
||||
}
|
||||
}
|
||||
|
||||
k3AnimatorStep(&cb->anim.cache, spd / GAME_TPS);
|
||||
}
|
||||
|
||||
for(size_t m = 0; m < boneCount; m++) {
|
||||
vec3 scaleignore;
|
||||
mat4 rot;
|
||||
glm_decompose(cb->anim.cache.inter[m], cb->bones[m].translation, rot, scaleignore);
|
||||
glm_mat4_quat(cb->anim.cache.inter[m], cb->bones[m].rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dGeomID gid = cp->geom;
|
||||
|
||||
if(!gid) continue;
|
||||
|
||||
dBodyID bid = dGeomGetBody(gid);
|
||||
|
||||
if(bid) {
|
||||
const float *q = dBodyGetQuaternion(bid);
|
||||
|
||||
Game.entities.render[ci].rot[0] = q[1];
|
||||
Game.entities.render[ci].rot[1] = q[2];
|
||||
Game.entities.render[ci].rot[2] = q[3];
|
||||
Game.entities.render[ci].rot[3] = q[0];
|
||||
} else {
|
||||
dQuaternion q;
|
||||
dGeomGetQuaternion(gid, q);
|
||||
|
||||
Game.entities.render[ci].rot[0] = q[1];
|
||||
Game.entities.render[ci].rot[1] = q[2];
|
||||
Game.entities.render[ci].rot[2] = q[3];
|
||||
Game.entities.render[ci].rot[3] = q[0];
|
||||
}
|
||||
|
||||
const float *src = bid ? dBodyGetPosition(bid) : dGeomGetPosition(gid);
|
||||
Game.entities.render[ci].pos[0] = src[0];
|
||||
Game.entities.render[ci].pos[1] = src[1];
|
||||
Game.entities.render[ci].pos[2] = src[2];
|
||||
Game.entities.render[ci].pos[3] = 1;
|
||||
}
|
||||
|
||||
for(size_t cm = 0; cm < Game.entities.movementCount; cm++) {
|
||||
struct CBoned *cb = game_getcomponent(Game.entities.movement[cm].entity, boned);
|
||||
if(cb && cb->anim.standard) {
|
||||
struct CPhysics *cp = game_getcomponent(Game.entities.movement[cm].entity, physics);
|
||||
if(cp && cp->geom) {
|
||||
dBodyID bid = dGeomGetBody(cp->geom);
|
||||
if(bid) {
|
||||
uint16_t newID = glm_vec3_norm(dBodyGetLinearVel(bid)) > 1 ? 2 : 1;
|
||||
|
||||
if(cb->anim.id != newID) {
|
||||
cb->anim.id = newID;
|
||||
cb->anim.cache.base = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(size_t i = 0; i < Game.conveyorCount; i++) {
|
||||
struct Conveyor *conveyor = Game.conveyors[i];
|
||||
|
||||
struct CPhysics *cp = conveyor->entity == ENT_ID_INVALID ? NULL : game_getcomponent(conveyor->entity, physics);
|
||||
|
||||
dGeomID gid = cp ? cp->geom : NULL;
|
||||
|
||||
conveyor->effectivelyActiveLast = conveyor->effectivelyActive;
|
||||
|
||||
if(conveyor->type == CONVEYOR_TYPE_LOOP) {
|
||||
if(!conveyor->active) {
|
||||
conveyor->effectivelyActive = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
conveyor->effectivelyActive = 1;
|
||||
|
||||
// Teleport to first point
|
||||
if(conveyor->position >= conveyor->pointCount - 1) {
|
||||
conveyor->position -= conveyor->pointCount - 1;
|
||||
}
|
||||
|
||||
size_t currentPoint = floorf(conveyor->position);
|
||||
size_t nextPoint = currentPoint + 1;
|
||||
float alpha = fmodf(conveyor->position, 1.f);
|
||||
|
||||
if(gid) {
|
||||
vec3 lerped;
|
||||
glm_vec3_lerp(conveyor->points[currentPoint], conveyor->points[nextPoint], alpha, lerped);
|
||||
dGeomSetPosition(gid, lerped[0], lerped[1], lerped[2]);
|
||||
|
||||
dBodyID bid = dGeomGetBody(gid);
|
||||
if(bid) {
|
||||
vec3 dif;
|
||||
glm_vec3_sub(conveyor->points[nextPoint], conveyor->points[currentPoint], dif);
|
||||
glm_vec3_scale_as(dif, conveyor->speed, dif);
|
||||
dBodySetLinearVel(bid, dif[0], dif[1], dif[2]); // doesn't affect movement, but necessary for proper collision response
|
||||
}
|
||||
}
|
||||
|
||||
conveyor->position += conveyor->speed / glm_vec3_distance(conveyor->points[currentPoint], conveyor->points[nextPoint]) / GAME_TPS;
|
||||
} else if(conveyor->type == CONVEYOR_TYPE_BINARY) {
|
||||
int stopped = 0;
|
||||
|
||||
if(conveyor->active > 0 && conveyor->position >= conveyor->pointCount - 1) {
|
||||
conveyor->position = conveyor->pointCount - 1;
|
||||
stopped = 1;
|
||||
} else if(conveyor->active <= 0 && conveyor->position <= 0) {
|
||||
conveyor->position = 0;
|
||||
stopped = 1;
|
||||
}
|
||||
|
||||
conveyor->effectivelyActive = !stopped;
|
||||
|
||||
size_t currentPoint, nextPoint;
|
||||
if(!stopped) {
|
||||
currentPoint = (size_t) floorf(conveyor->position) % conveyor->pointCount;
|
||||
nextPoint = (currentPoint + 1) % conveyor->pointCount;
|
||||
float alpha = fmodf(conveyor->position, 1.f);
|
||||
|
||||
if(gid) {
|
||||
vec3 lerped;
|
||||
glm_vec3_lerp(conveyor->points[currentPoint], conveyor->points[nextPoint], alpha, lerped);
|
||||
dGeomSetPosition(gid, lerped[0], lerped[1], lerped[2]);
|
||||
}
|
||||
|
||||
float offset = conveyor->speed / glm_vec3_distance(conveyor->points[currentPoint], conveyor->points[nextPoint]) / GAME_TPS;
|
||||
|
||||
if(conveyor->active > 0) {
|
||||
conveyor->position += offset;
|
||||
} else {
|
||||
conveyor->position -= offset;
|
||||
}
|
||||
}
|
||||
|
||||
if(gid) {
|
||||
dBodyID bid = dGeomGetBody(gid);
|
||||
if(bid) {
|
||||
if(stopped) {
|
||||
dBodySetLinearVel(bid, 0, 0, 0);
|
||||
} else {
|
||||
vec3 dif;
|
||||
glm_vec3_sub(conveyor->points[nextPoint], conveyor->points[currentPoint], dif);
|
||||
glm_vec3_scale_as(dif, conveyor->speed * (conveyor->active <= 0 ? -1 : 1), dif);
|
||||
//printf("set %f %f %f\n", dif[0], dif[1], dif[2]);
|
||||
dBodySetLinearVel(bid, dif[0], dif[1], dif[2]); // doesn't affect movement, but necessary for proper collision response
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(conveyor->trigger != TRIGGER_INVALID) {
|
||||
if(conveyor->effectivelyActive && !conveyor->effectivelyActiveLast) {
|
||||
Game.triggers[conveyor->trigger - 1](conveyor->trigger, ENT_ID_INVALID, ENT_ID_INVALID, 0);
|
||||
} else if(conveyor->effectivelyActive && conveyor->effectivelyActiveLast) {
|
||||
Game.triggers[conveyor->trigger - 1](conveyor->trigger, ENT_ID_INVALID, ENT_ID_INVALID, 1);
|
||||
} else if(!conveyor->effectivelyActive && conveyor->effectivelyActiveLast) {
|
||||
Game.triggers[conveyor->trigger - 1](conveyor->trigger, ENT_ID_INVALID, ENT_ID_INVALID, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Game.frame++;
|
||||
}
|
||||
|
||||
void game_setphys(struct TrimeshData *phys) {
|
||||
if(Game.statikRes) {
|
||||
resman_unref_ptr(RESMAN_PHYSICS, Game.statikRes);
|
||||
}
|
||||
if(Game.statik) {
|
||||
dGeomDestroy(Game.statik);
|
||||
}
|
||||
|
||||
Game.statikRes = phys;
|
||||
Game.statik = dCreateTriMesh(Game.space, phys->trid, NULL, NULL, NULL);
|
||||
|
||||
dGeomSetCategoryBits(Game.statik, CATEGORY_STATIC);
|
||||
dGeomSetCollideBits(Game.statik, 0);
|
||||
|
||||
dGeomSetData(Game.statik, (void*) ENT_ID_INVALID);
|
||||
}
|
||||
|
||||
void game_synccphysics() {
|
||||
for(size_t i = 0; i < Game.entities.physicsCount; i++) {
|
||||
if(Game.entities.physics[i].geom) {
|
||||
glm_vec3_copy(dGeomGetPosition(Game.entities.physics[i].geom), Game.entities.physics[i].start);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void game_cleanup() {
|
||||
// XXX: Go over ALL component types!
|
||||
|
||||
memset(Game.entities.freeIDs, 0, sizeof(Game.entities.freeIDs));
|
||||
|
||||
for(size_t i = 0; i < Game.entities.physicsCount; i++) {
|
||||
if(Game.entities.physics[i].type == CPHYSICS_TRIMESH) {
|
||||
resman_unref_ptr(RESMAN_PHYSICS, Game.entities.physics[i].trimesh.cache);
|
||||
}
|
||||
dGeomID gid = Game.entities.physics[i].geom;
|
||||
if(gid) {
|
||||
dBodyID bid = dGeomGetBody(gid);
|
||||
if(bid) {
|
||||
dBodyDestroy(bid);
|
||||
}
|
||||
dGeomDestroy(gid);
|
||||
}
|
||||
}
|
||||
Game.entities.physicsCount = 0;
|
||||
|
||||
for(size_t i = 0; i < Game.entities.renderCount; i++) {
|
||||
if(Game.entities.render[i].cache) {
|
||||
resman_unref(RESMAN_MODEL, Game.entities.render[i].mdl);
|
||||
}
|
||||
}
|
||||
Game.entities.renderCount = 0;
|
||||
|
||||
for(size_t i = 0; i < Game.entities.bonedCount; i++) {
|
||||
free(Game.entities.boned[i].bones);
|
||||
}
|
||||
Game.entities.bonedCount = 0;
|
||||
|
||||
Game.entities.movementCount = 0;
|
||||
Game.entities.playerctrlCount = 0;
|
||||
|
||||
Game.entityCount = 0;
|
||||
|
||||
for(size_t i = 0; i < Game.conveyorCount; i++) {
|
||||
free(Game.conveyors[i]->points);
|
||||
free(Game.conveyors[i]);
|
||||
}
|
||||
free(Game.conveyors);
|
||||
Game.conveyors = NULL;
|
||||
Game.conveyorCount = 0;
|
||||
|
||||
free(Game.triggers);
|
||||
Game.triggers = NULL;
|
||||
Game.triggerCount = 0;
|
||||
|
||||
Game.spectated = ENT_ID_INVALID;
|
||||
Game.controlled = ENT_ID_INVALID;
|
||||
|
||||
free(activeCollisions);
|
||||
activeCollisions = NULL;
|
||||
activeCollisionCount = 0;
|
||||
activeCollisionCapacity = 0;
|
||||
|
||||
if(Game.phys) {
|
||||
dWorldDestroy(Game.phys);
|
||||
}
|
||||
|
||||
Game.phys = dWorldCreate();
|
||||
dWorldSetGravity(Game.phys, 0, -15, 0);
|
||||
|
||||
dWorldSetCFM(Game.phys, 0.0001);
|
||||
dWorldSetERP(Game.phys, 0.5);
|
||||
|
||||
Game.space = dHashSpaceCreate(NULL);
|
||||
|
||||
Game.contactgroup = dJointGroupCreate(0);
|
||||
}
|
||||
Reference in New Issue
Block a user