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k4/src/game.c
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EVEN MORE STABLIER
2025-07-05 14:06:07 +03:00

1032 lines
30 KiB
C

#include"game.h"
#include"k4.h"
#include<assert.h>
#include"resman.h"
#include<cglm/vec3.h>
#define SUBFEET(cp) (cp->capsule.radius)
struct Game Game;
void game_init() {
static int initode = 0;
if(initode == 0) {
dInitODE();
initode = 1;
}
k3Log(k3_INFO, "ODE config: %s", dGetConfiguration());
memset(&Game, 0, sizeof(Game));
Game.spectated = ENT_ID_INVALID;
Game.controlled = ENT_ID_INVALID;
// Assume singleplayer first
Game.isMultiplayer = 0;
Game.isAuthority = 1;
Game.reconciliate = 1;
game_cleanup();
}
struct CollisionPair {
uint16_t e1; // greater
uint16_t e2; // lesser
uint8_t x;
} __attribute__((packed));
static size_t activeCollisionCount, activeCollisionCapacity;
static struct CollisionPair *activeCollisions;
int pair_comparator(const void *a_, const void *b_) {
const struct CollisionPair *a = a_;
const struct CollisionPair *b = b_;
if(a->e1 == b->e1) {
return (intmax_t) a->e2 - (intmax_t) b->e2;
} else {
return (intmax_t) a->e1 - (intmax_t) b->e1;
}
}
static int activate_pair(uint16_t e1, uint16_t e2) {
struct CollisionPair p = {
.e1 = e1 > e2 ? e1 : e2,
.e2 = e1 > e2 ? e2 : e1,
};
struct CollisionPair *peepee = bsearch(&p, activeCollisions, activeCollisionCount, sizeof(struct CollisionPair), pair_comparator);
if(peepee) {
peepee->x = 2;
return TRIGGER_EV_CONTINUOUS;
}
if(activeCollisionCount == activeCollisionCapacity) {
activeCollisions = realloc(activeCollisions, sizeof(*activeCollisions) * (activeCollisionCapacity += 32));
}
p.x = 2;
memcpy(&activeCollisions[activeCollisionCount++], &p, sizeof(p));
qsort(activeCollisions, activeCollisionCount, sizeof(struct CollisionPair), pair_comparator);
return TRIGGER_EV_IN;
}
static void tick_pairs() {
for(size_t i = 0; i < activeCollisionCount;) {
if(--activeCollisions[i].x == 0) {
uint16_t e1 = activeCollisions[i].e1;
uint16_t e2 = activeCollisions[i].e2;
if(e1 != ENT_ID_INVALID) {
struct CPhysics *p1 = game_getcomponent(e1, physics);
if(p1 && p1->trigger != TRIGGER_INVALID) {
Game.triggers[p1->trigger - 1](p1->trigger, e1, e2, TRIGGER_EV_OUT);
}
}
if(e2 != ENT_ID_INVALID) {
struct CPhysics *p2 = game_getcomponent(e2, physics);
if(p2 && p2->trigger != TRIGGER_INVALID) {
Game.triggers[p2->trigger - 1](p2->trigger, e2, e1, TRIGGER_EV_OUT);
}
}
memmove(&activeCollisions[i], &activeCollisions[i + 1], sizeof(*activeCollisions) * (activeCollisionCount - i - 1));
activeCollisionCount--;
} else {
i++;
}
}
}
static void vec3_project_to_plane(vec3 v, vec3 n, vec3 ret) {
float scale = glm_vec3_dot(v, n) / glm_vec3_dot(n, n);
vec3 n2;
glm_vec3_scale(n, scale, n2);
glm_vec3_sub(v, n2, ret);
}
static void contact_callback(void *data, dGeomID g1, dGeomID g2) {
uint16_t e1 = (uintptr_t) dGeomGetData(g1);
uint16_t e2 = (uintptr_t) dGeomGetData(g2);
if(e1 != ENT_ID_INVALID && e1 == e2) return;
dBodyID b1 = dGeomGetBody(g1);
dBodyID b2 = dGeomGetBody(g2);
int movingPlatform = 0;
if(b1 && dBodyIsKinematic(b1)) movingPlatform = 1;
else if(b2 && dBodyIsKinematic(b2)) movingPlatform = 2;
#define MAX_CONTACTS 8
dContact contact[MAX_CONTACTS];
memset(contact, 0, sizeof(contact));
int numc = dCollide(g1, g2, MAX_CONTACTS, &contact[0].geom, sizeof(dContact));
for(int i = 0; i < numc; i++) {
contact[i].surface.mode = dContactRolling;
contact[i].surface.mu = 2;
contact[i].surface.mu2 = 0;
contact[i].surface.bounce = 0.01;
contact[i].surface.bounce_vel = 0.1;
if(movingPlatform) {
const dReal *platvel = dBodyGetLinearVel(movingPlatform == 1 ? b1 : b2);
contact[i].surface.mode |= dContactMotion1 | dContactMotion2 | dContactMotionN | dContactFDir1;
contact[i].surface.mode |= dContactSoftERP;
contact[i].surface.soft_erp = 0.9;
const dReal *normal = contact[i].geom.normal;
dVector3 fdir1, fdir2;
dPlaneSpace(normal, fdir1, fdir2);
glm_vec3_copy(contact[i].fdir1, fdir1);
dReal inv = movingPlatform == 1 ? -1 : 1;
contact[i].surface.motion1 = dDOT(platvel, fdir1);
contact[i].surface.motion2 = inv * dDOT(platvel, fdir2);
contact[i].surface.motionN = -fabs(dDOT(platvel, normal)); //This makes no physical sense but makes objects not bounce on moving platforms going up
}
}
int ghost = 0;
if(dGeomGetCategoryBits(g1) & CATEGORY_GHOST) ghost = 1;
if(dGeomGetCategoryBits(g2) & CATEGORY_GHOST) ghost = 1;
if(numc) {
int triggerType = activate_pair(e1, e2);
if(e1 != ENT_ID_INVALID) {
struct CPhysics *cp = game_getcomponent(e1, physics);
if(!cp) {
// Entity being killed maybe
return;
}
if(cp->dynamics & CPHYSICS_GHOST) {
ghost = 1;
}
struct CMovement *cm = game_getcomponent(e1, movement);
if(cm && cm->holding != ENT_ID_INVALID && cm->holding == e2) {
ghost = 1;
}
}
if(e2 != ENT_ID_INVALID) {
struct CPhysics *cp = game_getcomponent(e2, physics);
if(!cp) {
// Entity being killed maybe
return;
}
if(cp->dynamics & CPHYSICS_GHOST) {
ghost = 1;
}
struct CMovement *cm = game_getcomponent(e2, movement);
if(cm && cm->holding != ENT_ID_INVALID && cm->holding == e1) {
ghost = 1;
}
}
float friction = 1;
if(e1 != ENT_ID_INVALID) {
struct CPhysics *c = game_getcomponent(e1, physics);
friction *= c->friction;
if(c->trigger != TRIGGER_INVALID) {
Game.triggers[c->trigger - 1](c->trigger, e1, e2, triggerType);
}
}
if(e2 != ENT_ID_INVALID) {
struct CPhysics *c = game_getcomponent(e2, physics);
friction *= c->friction;
if(c->trigger != TRIGGER_INVALID) {
Game.triggers[c->trigger - 1](c->trigger, e2, e1, triggerType);
}
}
for(int i = 0; i < numc; i++) {
contact[i].surface.mu = friction;
}
}
if(!ghost) for(int i = 0; i < numc; i++) {
dJointID c = dJointCreateContact(Game.phys, Game.contactgroup, contact + i);
dJointAttach(c, dGeomGetBody(g1), dGeomGetBody(g2));
}
}
struct RaycastCtx {
struct LocalRay *rays;
size_t count;
};
static void raycast_handler(void *data, dGeomID g1, dGeomID g2) {
struct RaycastCtx *ctx = data;
if(dGeomGetClass(g1) != dRayClass && dGeomGetClass(g2) != dRayClass) {
return;
}
dContact contact[1];
memset(contact, 0, sizeof(contact));
int numc = dCollide(g1, g2, 1, &contact[0].geom, sizeof(dContact));
uint16_t e1 = (uintptr_t) dGeomGetData(g1);
uint16_t e2 = (uintptr_t) dGeomGetData(g2);
if(numc) {
if(dGeomGetClass(g1) == dRayClass) {
struct LocalRay *r = &ctx->rays[(uintptr_t) dGeomGetData(g1)];
if(r->ignore != e2 && contact->geom.depth < r->depth) {
struct CPhysics *asdf = game_getcomponent(e2, physics);
if(!asdf || !(asdf->dynamics & CPHYSICS_GHOST)) {
glm_vec3_copy(contact[0].geom.pos, r->out);
r->hit = e2;
r->depth = contact->geom.depth;
}
}
return;
} else if(dGeomGetClass(g2) == dRayClass) {
struct LocalRay *r = &ctx->rays[(uintptr_t) dGeomGetData(g2)];
if(r->ignore != e1 && contact->geom.depth < r->depth) {
struct CPhysics *asdf = game_getcomponent(e1, physics);
if(!asdf || !(asdf->dynamics & CPHYSICS_GHOST)) {
glm_vec3_copy(contact[0].geom.pos, r->out);
r->hit = e1;
r->depth = contact->geom.depth;
}
}
return;
}
}
}
void game_raycast(struct LocalRay *rays, size_t count) {
dGeomID rayGeoms[count];
for(int i = 0; i < count; i++) {
const float len = rays[i].maxlen;
glm_vec3_copy(rays[i].pos, rays[i].out);
glm_vec3_muladds(rays[i].dir, len, rays[i].out);
rayGeoms[i] = dCreateRay(Game.space, len);
dGeomSetData(rayGeoms[i], (void*) (uintptr_t) i);
dGeomSetCategoryBits(rayGeoms[i], CATEGORY_RAY);
dGeomSetCollideBits(rayGeoms[i], CATEGORY_STATIC | CATEGORY_ENTITY);
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]);
// Broken. We manually find closest hit with contact depths.
//dGeomRaySetClosestHit(rayGeoms[i], 1);
rays[i].hit = ENT_ID_INVALID;
rays[i].depth = HUGE_VALF;
}
dSpaceCollide(Game.space, &(struct RaycastCtx) {
.rays = rays,
.count = count,
}, raycast_handler);
for(int i = 0; i < count; i++) {
dGeomDestroy(rayGeoms[i]);
}
}
static void game_character_controller_raycast_handler(void *data, dGeomID g1, dGeomID g2) {
if(dGeomGetClass(g1) != dRayClass && dGeomGetClass(g2) != dRayClass) {
return;
}
uint16_t e1 = (uintptr_t) dGeomGetData(g1);
uint16_t e2 = (uintptr_t) dGeomGetData(g2);
if(e1 == e2) {
// This means the ray is hitting the entity casting it.
return;
}
dContact contact[1];
memset(contact, 0, sizeof(contact));
int numc = dCollide(g1, g2, 1, &contact[0].geom, sizeof(dContact));
if(numc) {
vec3 n = {0, -1, 0};
struct CPhysics *cp1 = game_getcomponent(e1, physics);
struct CPhysics *cp2 = game_getcomponent(e2, physics);
if((cp2 && (cp2->dynamics & CPHYSICS_GHOST)) || (cp1 && (cp1->dynamics & CPHYSICS_GHOST))) {
return;
}
if(dGeomGetClass(g1) == dRayClass) {
dBodyID bid = dGeomGetBody(cp1->geom);
struct CMovement *cm = game_getcomponent(e1, movement);
cm->groundDepth = dGeomRayGetLength(g1) - contact[0].geom.depth;
if(glm_vec3_dot(contact[0].geom.normal, n) <= -0.7 && cm->groundDepth > SUBFEET(cp1)) {
cm->canJump = 1;
glm_vec3_scale(contact[0].geom.normal, -1, cm->groundNormal);
}
} else if(dGeomGetClass(g2) == dRayClass) {
dBodyID bid = dGeomGetBody(cp2->geom);
struct CMovement *cm = game_getcomponent(e2, movement);
cm->groundDepth = dGeomRayGetLength(g2) - contact[0].geom.depth;
if(glm_vec3_dot(contact[0].geom.normal, n) >= +0.7 && cm->groundDepth > SUBFEET(cp2)) {
cm->canJump = 1;
glm_vec3_scale(contact[0].geom.normal, +1, cm->groundNormal);
}
}
}
}
void game_character_controller_raycast() {
dGeomID rayGeoms[Game.entities.movementCount];
for(size_t i = 0; i < Game.entities.movementCount; i++) {
Game.entities.movement[i].canJump = 0;
}
for(int i = 0; i < Game.entities.movementCount; i++) {
struct CPhysics *cp = game_getcomponent(Game.entities.movement[i].entity, physics);
if(!cp || !cp->geom || cp->type != CPHYSICS_CAPSULE) {
rayGeoms[i] = NULL;
continue;
}
rayGeoms[i] = dCreateRay(Game.space, cp->capsule.length / 2 + cp->capsule.radius + SUBFEET(cp));
dGeomSetData(rayGeoms[i], (void*) (uintptr_t) Game.entities.movement[i].entity);
dGeomSetCategoryBits(rayGeoms[i], CATEGORY_RAY);
dGeomSetCollideBits(rayGeoms[i], CATEGORY_STATIC | CATEGORY_ENTITY);
dBodyID bid = dGeomGetBody(cp->geom);
const float *position = dBodyGetPosition(bid);
dGeomRaySet(rayGeoms[i], position[0], position[1], position[2], 0, -1, 0);
}
dSpaceCollide(Game.space, NULL, game_character_controller_raycast_handler);
for(int i = 0; i < Game.entities.movementCount; i++) {
if(rayGeoms[i]) {
dGeomDestroy(rayGeoms[i]);
}
}
}
void game_update() {
game_character_controller_raycast();
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);
struct CPhysics *cp = game_getcomponent(cc->entity, physics);
if(cm && cp) {
vec3 shift = {0, 0, 0};
if(cc->keys & (1 << k4_control_get_id_by_name("forward"))) shift[2] -= 1;
if(cc->keys & (1 << k4_control_get_id_by_name("back"))) shift[2] += 1;
if(cc->keys & (1 << k4_control_get_id_by_name("left"))) shift[0] -= 1;
if(cc->keys & (1 << k4_control_get_id_by_name("right"))) shift[0] += 1;
glm_vec3_rotate(shift, cc->yaw, (vec3) {0, 1, 0});
if(Game.isAuthority || Game.reconciliate) {
glm_vec3_copy(shift, cm->dir);
}
cm->pointing = cc->yaw;
cm->jump = !!(cc->keys & (1 << k4_control_get_id_by_name("jump")));
if(cm->holding == ENT_ID_INVALID && (cc->keys & (1 << k4_control_get_id_by_name("grab")))) {
vec3 d = {0, 0, -1};
glm_vec3_rotate(d, cc->pitch, (vec3) {1, 0, 0});
glm_vec3_rotate(d, cc->yaw, (vec3) {0, 1, 0});
glm_vec3_copy(dGeomGetPosition(cp->geom), cc->holdray.pos);
glm_vec3_copy(d, cc->holdray.dir);
cc->holdray.ignore = cc->entity;
cc->holdray.maxlen = 3;
game_raycast(&cc->holdray, 1);
} else if(!(cc->keys & (1 << k4_control_get_id_by_name("grab")))) {
cm->holding = ENT_ID_INVALID;
}
}
}
for(size_t i = 0; i < Game.entities.movementCount; i++) {
struct CPhysics *cp = game_getcomponent(Game.entities.movement[i].entity, physics);
if(cp && cp->geom) {
dBodyID bid = dGeomGetBody(cp->geom);
if(Game.entities.movement[i].canJump) {
if(dBodyGetLinearVel(bid)[1] <= 0) {
Game.entities.movement[i].isJumping = false;
}
if(!Game.entities.movement[i].isJumping) {
const float *pos = dBodyGetPosition(bid);
dBodySetPosition(bid, pos[0], pos[1] + Game.entities.movement[i].groundDepth - cp->capsule.radius / 2 - SUBFEET(cp), pos[2]);
dBodySetLinearVel(bid, 0, 0, 0);
}
}
dBodySetGravityMode(bid, Game.entities.movement[i].canJump && !Game.entities.movement[i].isJumping ? 0 : 1);
}
}
size_t ci = 0, mi = 0;
for(size_t i = 0; i < Game.entities.physicsCount; i++) {
if(Game.entities.physics[i].geom == NULL) {
/* Create */
dMass mass;
dMassSetZero(&mass);
switch(Game.entities.physics[i].type) {
default:
if(!Game.entities.physics[i].trimesh.cache) {
Game.entities.physics[i].trimesh.cache = resman_ref(RESMAN_PHYSICS, Game.entities.physics[i].trimesh.name);
}
Game.entities.physics[i].geom = dCreateTriMesh(Game.space, Game.entities.physics[i].trimesh.cache->trid, NULL, NULL, NULL);
dMassSetTrimesh(&mass, 1, Game.entities.physics[i].geom);
break;
case CPHYSICS_BOX:
Game.entities.physics[i].geom = dCreateBox(Game.space,
Game.entities.physics[i].box.w,
Game.entities.physics[i].box.h,
Game.entities.physics[i].box.l);
dMassSetBoxTotal(&mass, Game.entities.physics[i].mass,
Game.entities.physics[i].box.w,
Game.entities.physics[i].box.h,
Game.entities.physics[i].box.l);
break;
case CPHYSICS_CAPSULE: {
dGeomID top = dCreateCapsule(Game.space,
Game.entities.physics[i].capsule.radius,
Game.entities.physics[i].capsule.length - Game.entities.physics[i].capsule.radius);
dGeomID feet = dCreateSphere(Game.space,
Game.entities.physics[i].capsule.radius);
Game.entities.physics[i].geom = top;
Game.entities.physics[i].geom2 = feet;
dMassSetCapsuleTotal(&mass, Game.entities.physics[i].mass, 2, Game.entities.physics[i].capsule.radius, Game.entities.physics[i].capsule.length);
break;
}
case CPHYSICS_SPHERE:
Game.entities.physics[i].geom = dCreateSphere(Game.space,
Game.entities.physics[i].sphere.radius);
dMassSetSphereTotal(&mass, Game.entities.physics[i].mass, Game.entities.physics[i].sphere.radius);
break;
}
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].type == CPHYSICS_CAPSULE) {
dGeomSetCategoryBits(Game.entities.physics[i].geom2, CATEGORY_ENTITY | CATEGORY_GHOST);
dGeomSetCollideBits(Game.entities.physics[i].geom2, Game.entities.physics[i].collide);
dGeomSetData(Game.entities.physics[i].geom2, (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].geom2) {
dGeomSetBody(Game.entities.physics[i].geom2, body);
}
if(Game.entities.physics[i].type == CPHYSICS_CAPSULE) {
dBodySetMaxAngularSpeed(body, 0);
dGeomSetOffsetPosition(Game.entities.physics[i].geom, 0, Game.entities.physics[i].capsule.radius / 2, 0);
dGeomSetOffsetPosition(Game.entities.physics[i].geom2, 0, -Game.entities.physics[i].capsule.length / 2, 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);
}
} else {
// We project the movement vector onto the ground plane (set by game_character_controller_raycast_handler)
// to "slide" along the ground with minimal bouncing
vec3_project_to_plane(wishvel, Game.entities.movement[mi].groundNormal, 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 && Game.entities.movement[mi].canJump) {
dVector3 force = {};
dWorldImpulseToForce(Game.phys, 1.f / GAME_TPS, 0, 6.5, 0, force);
if(bid) {
dBodyAddForce(bid, force[0], force[1], force[2]);
}
Game.entities.movement[mi].isJumping = true;
}
}
}
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, 0.00002);
dWorldSetERP(Game.phys, 0.1);
Game.space = dHashSpaceCreate(NULL);
Game.contactgroup = dJointGroupCreate(0);
}
void game_killentity(uint16_t eid) {
// XXX: Go over ALL component types!
struct CPhysics *cp = game_getcomponent(eid, physics);
if(cp) {
dBodyID bid = dGeomGetBody(cp->geom);
if(bid) {
for(dGeomID gid = dBodyGetFirstGeom(bid); gid; gid = dBodyGetNextGeom(gid)) {
dGeomDestroy(gid);
}
dBodyDestroy(bid);
} else {
dGeomDestroy(cp->geom);
}
game_killcomponent_ptr(cp, physics);
}
struct CRender *cr = game_getcomponent(eid, render);
if(cr) {
if(cr->cache) {
if(resman_rev(cr->cache)) {
resman_unref(RESMAN_MODEL, cr->cache);
}
}
game_killcomponent_ptr(cr, render);
}
game_killcomponent(eid, movement);
game_killcomponent(eid, playerctrl);
game_killcomponent(eid, boned);
}