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https://github.com/libretro/scenewalker-libretro.git
synced 2024-11-27 01:50:33 +00:00
Fixup jittery edge handling.
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parent
0685303a4a
commit
3adb68448b
61
libretro.cpp
61
libretro.cpp
@ -150,6 +150,7 @@ void retro_set_video_refresh(retro_video_refresh_t cb)
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video_cb = cb;
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}
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// Probably not the most efficient way to do collision handling ... :)
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static bool inside_triangle(const Triangle& tri, const vec3& pos)
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{
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vec3 real_normal = -tri.normal;
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@ -172,6 +173,36 @@ static bool inside_triangle(const Triangle& tri, const vec3& pos)
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return true;
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}
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static void wall_hug_detection(vec3& player_pos)
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{
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float min_dist = 1.0f;
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const Triangle *closest_triangle_hug = 0;
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for (unsigned i = 0; i < triangles.size(); i++)
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{
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const Triangle& tri = triangles[i];
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float plane_dist = tri.n0 - dot(player_pos, tri.normal);
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// Might be hugging too close.
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if (plane_dist >= 0.0f && plane_dist < min_dist)
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{
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vec3 projected_pos = player_pos + tri.normal * vec3(plane_dist);
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if (inside_triangle(tri, projected_pos))
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{
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min_dist = plane_dist;
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closest_triangle_hug = &tri;
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}
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}
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}
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if (closest_triangle_hug)
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{
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retro_stderr_print("Fixup hugging: Dist: %.6f.\n", min_dist);
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// Push player out.
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player_pos += vec3(min_dist - 1.0f) * closest_triangle_hug->normal;
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}
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}
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static void collision_detection(vec3& player_pos, vec3& velocity)
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{
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if (velocity == vec3(0.0))
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@ -180,9 +211,6 @@ static void collision_detection(vec3& player_pos, vec3& velocity)
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float min_time = 1.0f;
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const Triangle *closest_triangle = 0;
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float min_dist = 1.0f;
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const Triangle *closest_triangle_hug = 0;
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for (unsigned i = 0; i < triangles.size(); i++)
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{
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const Triangle& tri = triangles[i];
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@ -190,7 +218,7 @@ static void collision_detection(vec3& player_pos, vec3& velocity)
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float plane_dist = tri.n0 - dot(player_pos, tri.normal);
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float towards_plane_v = dot(velocity, tri.normal);
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if (towards_plane_v > 0.0001f) // We're moving towards the plane.
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if (towards_plane_v > 0.00001f) // We're moving towards the plane.
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{
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float ticks_to_hit = (plane_dist - 1.0f) / towards_plane_v;
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// We'll hit the plane in this frame.
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@ -205,16 +233,6 @@ static void collision_detection(vec3& player_pos, vec3& velocity)
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}
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}
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// Might be hugging too close.
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if (plane_dist >= 0.0f && plane_dist < min_dist)
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{
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vec3 projected_pos = player_pos + tri.normal * vec3(plane_dist);
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if (inside_triangle(tri, projected_pos))
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{
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min_dist = plane_dist;
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closest_triangle_hug = &tri;
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}
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}
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}
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if (closest_triangle)
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@ -223,14 +241,13 @@ static void collision_detection(vec3& player_pos, vec3& velocity)
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player_pos += vec3(min_time) * velocity;
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// Make velocity vector parallel with plane.
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velocity -= vec3(dot(velocity, closest_triangle->a) / closest_triangle->n0) * closest_triangle->normal;
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}
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velocity -= vec3(dot(velocity, closest_triangle->normal)) * closest_triangle->normal;
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retro_stderr_print("Fixup V: %.6f, %.6f, %.6f\n", velocity[0], velocity[1], velocity[2]);
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if (closest_triangle_hug)
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{
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// Push player out.
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player_pos += vec3(min_dist - 1.0f) * closest_triangle_hug->normal;
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player_pos += velocity * vec3(1.0f - min_time); // Used up some time.
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}
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else
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player_pos += velocity;
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}
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static void handle_input()
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@ -283,7 +300,7 @@ static void handle_input()
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right_walk_dir * vec3(analog_x * 0.000005f);
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collision_detection(player_pos, velocity);
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player_pos += velocity;
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wall_hug_detection(player_pos);
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static vec3 gravity;
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static bool can_jump;
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@ -297,7 +314,7 @@ static void handle_input()
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vec3 old_gravity = gravity;
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collision_detection(player_pos, gravity);
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player_pos += gravity;
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wall_hug_detection(player_pos);
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if (old_gravity != gravity)
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{
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