#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
+#include "vg/vg_lines.h"
#include "menu.h"
#include "ent_skateshop.h"
#include "addon.h"
static void player__approximate_best_trajectory(void){
world_instance *world0 = world_current_instance();
- float k_trace_delta = k_rb_delta * 10.0f;
+ float k_trace_delta = vg.time_fixed_delta * 10.0f;
struct player_skate_state *state = &player_skate.state;
state->air_start = vg.time;
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( state->trick_residualv, F, k_rb_delta,
+ v3_muladds( state->trick_residualv, F, vg.time_fixed_delta,
state->trick_residualv );
v3_muladds( state->trick_residuald, state->trick_residualv,
- k_rb_delta, state->trick_residuald );
+ vg.time_fixed_delta, state->trick_residuald );
if( state->activity <= k_skate_activity_air_to_grind ){
if( v3_length2( state->trick_vel ) < 0.0001f )
/* integrate trick velocities */
- v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
+ v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta,
state->trick_euler );
- if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
+ if( !carry_on && (state->trick_time + vg.time_fixed_delta/interval >= next_end) ){
state->trick_time = 0.0f;
state->trick_euler[0] = roundf( state->trick_euler[0] );
state->trick_euler[1] = roundf( state->trick_euler[1] );
audio_unlock();
}
else
- state->trick_time += k_rb_delta / interval;
+ state->trick_time += vg.time_fixed_delta / interval;
}
else{
if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
else
v2_zero( state->grab_mouse_delta );
- state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
+ state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*vg.time_fixed_delta );
}
static void skate_apply_steering_model(void){
else if( state->activity >= k_skate_activity_grind_any ){
rate *= fabsf(steer);
- float a = 0.8f * -steer * k_rb_delta;
+ float a = 0.8f * -steer * vg.time_fixed_delta;
v4f q;
q_axis_angle( q, localplayer.rb.to_world[1], a );
}
}
- vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
+ vg_slewf( &state->skid, skid_target, vg.time_fixed_delta*(1.0f/0.1f) );
steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
fabsf(state->skid*0.8f) );
float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
addspeed = (steer * -top) - current,
- maxaccel = rate * k_rb_delta,
+ maxaccel = rate * vg.time_fixed_delta,
accel = vg_clampf( addspeed, -maxaccel, maxaccel );
v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
else if( player_skate.surface == k_surface_prop_sand )
lat *= 0.6f;
- vel[0] += vg_cfrictf( vel[0], lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+ vel[0] += vg_cfrictf( vel[0], lat * vg.time_fixed_delta );
+ vel[2] += vg_cfrictf( vel[2], k_friction_resistance * vg.time_fixed_delta );
/* Pushing additive force */
}
if( state->charging_jump ){
- state->jump_charge += k_rb_delta * k_jump_charge_speed;
+ state->jump_charge += vg.time_fixed_delta * k_jump_charge_speed;
if( !charging_jump_prev )
state->jump_dir = state->reverse>0.0f? 1: 0;
}
else{
- state->jump_charge -= k_jump_charge_speed * k_rb_delta;
+ state->jump_charge -= k_jump_charge_speed * vg.time_fixed_delta;
}
state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
v3_normalize( dir );
float max = v3_dot( dir, state->throw_v ),
- amt = vg_minf( k_mmdecay * k_rb_delta, max );
+ amt = vg_minf( k_mmdecay * vg.time_fixed_delta, max );
v3_muladds( state->throw_v, dir, -amt, state->throw_v );
}
}
v3_sub( localplayer.rb.v, state->cog_v, rv );
v3f F;
- v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
- v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+ v3_muls( ideal_diff, -k_cog_spring * 60.0f, F );
+ v3_muladds( F, rv, -k_cog_damp * 60.0f, F );
float ra = k_cog_mass_ratio,
rb = 1.0f-k_cog_mass_ratio;
/* Apply forces & intergrate */
v3_muladds( state->cog_v, F, -rb, state->cog_v );
- state->cog_v[1] += -9.8f * k_rb_delta;
- v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
+ state->cog_v[1] += -9.8f * vg.time_fixed_delta;
+ v3_muladds( state->cog, state->cog_v, vg.time_fixed_delta, state->cog );
}
static void skate_integrate(void){
struct player_skate_state *state = &player_skate.state;
- float rate_x = 1.0f - (k_rb_delta * 3.0f),
+ float rate_x = 1.0f - (vg.time_fixed_delta * 3.0f),
rate_z = rate_x,
rate_y = 1.0f;
if( state->activity >= k_skate_activity_grind_any ){
- rate_x = 1.0f-(16.0f*k_rb_delta);
- rate_y = 1.0f-(10.0f*k_rb_delta);
- rate_z = 1.0f-(40.0f*k_rb_delta);
+ rate_x = 1.0f-(16.0f*vg.time_fixed_delta);
+ rate_y = 1.0f-(10.0f*vg.time_fixed_delta);
+ rate_z = 1.0f-(40.0f*vg.time_fixed_delta);
}
float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
localplayer.rb.w );
- state->flip_time += state->flip_rate * k_rb_delta;
+ state->flip_time += state->flip_rate * vg.time_fixed_delta;
rb_update_matrices( &localplayer.rb );
}
dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
F = a * -dir * k_grind_max_friction;
- v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
+ v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength,
localplayer.rb.v );
}
v3f v_grind;
m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
- float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
+ float decay = 1.0f - ( vg.time_fixed_delta * k_grind_decayxy * strength );
v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
m3x3_mulv( mtx, v_grind, localplayer.rb.v );
}
v3_sub( inf->co, wsp, delta );
/* spring force */
- v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
+ v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta,
localplayer.rb.v );
skate_grind_decay( inf, strength );
rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
k_grind_spring,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
k_grind_spring*strength,
k_grind_dampener*strength,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
k_grind_spring,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1000.0f,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
v3_sub( inf_back->co, pos_back, delta_back );
v3_add( delta_front, delta_back, delta_total );
- v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
+ v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta,
localplayer.rb.v );
/* Fake contact */
rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
dir,
k_grind_spring, k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
perp,
k_grind_spring, k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
}
- state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
+ state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta );
wheels[0].pos[1] = state->slap;
wheels[1].pos[1] = state->slap;
const int k_wheel_count = 2;
- player_skate.substep = k_rb_delta;
+ player_skate.substep = vg.time_fixed_delta;
player_skate.substep_delta = player_skate.substep;
player_skate.limit_count = 0;
ent_tornado_debug();
v3f a;
ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
- v3_muladds( localplayer.rb.v, a, k_rb_delta, localplayer.rb.v );
+ v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v );
begin_collision:;
/* clamp to a fraction of delta, to prevent locking */
float rate_lock = substep_count;
- rate_lock *= k_rb_delta * 0.1f;
+ rate_lock *= vg.time_fixed_delta * 0.1f;
rate_lock *= rate_lock;
max_time = vg_maxf( max_time, rate_lock );
if( (state->activity <= k_skate_activity_air_to_grind) &&
(fabsf(state->flip_rate) > 0.01f) ){
float substep = vg.time_fixed_extrapolate;
- float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
+ float t = state->flip_time+state->flip_rate*substep*vg.time_fixed_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
*kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
*kf_hip = &pose->keyframes[localplayer.id_hip-1];
- float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 );
warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
v4f qrot;