]> git.localhorst.tv Git - blank.git/blobdiff - src/world/world.cpp
new turn style
[blank.git] / src / world / world.cpp
index 46afc1b2a1525a325273cb776dd4ba64d97891ae..a17b0cb1f6e2a19f64676f5b575f8f2c11cca8ee 100644 (file)
@@ -19,6 +19,7 @@
 #include <glm/gtx/euler_angles.hpp>
 #include <glm/gtx/io.hpp>
 #include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtx/transform.hpp>
 
 
@@ -109,8 +110,6 @@ void Entity::TurnHead(float dp, float dy) noexcept {
 void Entity::SetHead(float p, float y) noexcept {
        state.pitch = p;
        state.yaw = y;
-       // TODO: I feel like this could be delayed
-       UpdateModel();
 }
 
 glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
@@ -126,20 +125,13 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
        return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
 }
 
-void Entity::UpdateModel() noexcept {
-       state.AdjustHeading();
-       state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
-       if (model) {
-               model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
-       }
-}
-
 void Entity::Update(float dt) {
        UpdateTransforms();
        UpdateHeading();
        if (HasController()) {
                GetController().Update(*this, dt);
        }
+       UpdateModel(dt);
 }
 
 void Entity::UpdateTransforms() noexcept {
@@ -151,7 +143,7 @@ void Entity::UpdateTransforms() noexcept {
        if (model) {
                view_transform = model.EyesTransform();
        } else {
-               view_transform = glm::eulerAngleX(state.pitch);
+               view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
        }
 }
 
@@ -166,6 +158,84 @@ void Entity::UpdateHeading() noexcept {
        }
 }
 
+void Entity::UpdateModel(float dt) noexcept {
+       // first, sanitize the pitch and yaw fields of state (our input)
+       // those indicate the head orientation in the entity's local cosystem
+       state.AdjustHeading();
+       // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force
+       //OrientBody(dt);
+       OrientHead(dt);
+}
+
+void Entity::OrientBody(float dt) noexcept {
+       // maximum body rotation per second (due to velocity orientation) (90°)
+       constexpr float max_body_turn_per_second = PI_0p5;
+       const float max_body_turn = max_body_turn_per_second * dt;
+       // minimum speed to apply body correction
+       constexpr float min_speed = 0.0625f;
+       // use local Y as up
+       const glm::vec3 up(model_transform[1]);
+       if (speed > min_speed) {
+               // check if our orientation and velocity are aligned
+               const glm::vec3 forward(-model_transform[2]);
+               // facing is local -Z rotated about local Y by yaw and transformed into world space
+               const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform))));
+               // only adjust if velocity isn't almost parallel to up
+               float vel_dot_up = dot(Velocity(), up);
+               if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits<float>::epsilon()) {
+                       // get direction of velocity projected onto model plane
+                       glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up)));
+                       // if velocity points away from our facing (with a little bias), flip it around
+                       // (the entity is "walking backwards")
+                       if (dot(facing, direction) < -0.1f) {
+                               direction = -direction;
+                       }
+                       // calculate the difference between forward and direction
+                       const float absolute_difference = std::acos(dot(forward, direction));
+                       // if direction is clockwise with respect to up vector, invert the angle
+                       const float relative_difference = dot(cross(forward, direction), up) < 0.0f
+                               ? -absolute_difference
+                               : absolute_difference;
+                       // only correct by half the difference max
+                       const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn);
+                       if (ID() == 1) {
+                               std::cout << "orientation before: " << state.orient << std::endl;
+                               std::cout << "up:        " << up << std::endl;
+                               std::cout << "forward:   " << forward << std::endl;
+                               std::cout << "facing:    " << facing << std::endl;
+                               std::cout << "direction: " << direction << std::endl;
+                               std::cout << "difference: " << rad2deg(relative_difference) << "°" << std::endl;
+                               std::cout << "correction: " << rad2deg(correction) << "°" << std::endl;
+                               std::cout  << std::endl;
+                       }
+                       // now rotate body by correction and head by -correction
+                       state.orient = rotate(state.orient, correction, up);
+                       state.yaw -= correction;
+               }
+       }
+}
+
+void Entity::OrientHead(float dt) noexcept {
+       // maximum yaw of head (90°)
+       constexpr float max_head_yaw = PI_0p5;
+       // use local Y as up
+       const glm::vec3 up(model_transform[1]);
+       // if yaw is bigger than max, rotate the body to accomodate
+       if (std::abs(state.yaw) > max_head_yaw) {
+               float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw;
+               // rotate the entity by deviation about local Y
+               state.orient = rotate(state.orient, deviation, up);
+               // and remove from head yaw
+               state.yaw -= deviation;
+               // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p
+               state.AdjustHeading();
+       }
+       // update model if any
+       if (model) {
+               model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
+       }
+}
+
 
 EntityController::~EntityController() {