return len;
}
-/*
- * Gets the closest grindable edge to the player within max_dist
- */
-VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
- v3f c0, v3f c1,
- float max_dist )
-{
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
-
- box_init_inf( region );
- box_addpt( region, p0 );
- box_addpt( region, p1 );
-
- float k_r = max_dist;
- v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
- v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
-
- float closest = k_r*k_r;
- struct grind_edge *closest_edge = NULL;
-
- int idx;
- while( bh_next( world.grind_bh, &it, region, &idx ) )
- {
- struct grind_edge *edge = &world.grind_edges[ idx ];
-
- float s,t;
- v3f pa, pb;
-
- float d2 =
- closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
- if( d2 < closest )
- {
- closest = d2;
- closest_edge = edge;
- v3_copy( pa, c0 );
- v3_copy( pb, c1 );
- }
- }
-
- return closest_edge;
-}
-
-VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
-{
- v3f p0, p1, c0, c1;
- v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
- v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
- v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 );
- v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 );
-
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
- c0, c1, k_r );
-
- if( closest_edge )
- {
- v3f delta;
- v3_sub( c1, c0, delta );
-
- if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- contact->type = k_contact_type_edge;
- contact->element_id = 0;
- v3_copy( c1, contact->co );
- contact->rba = NULL;
- contact->rbb = NULL;
-
- v3f edge_dir, axis_dir;
- v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
- v3_normalize( edge_dir );
- v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
- v3_cross( edge_dir, axis_dir, contact->n );
-
- return 1;
- }
- else
- return 0;
- }
-
- return 0;
-}
struct grind_info
{
return passed_samples;
}
-#if 0
-static inline void skate_grind_coordv2i( v2f co, v2i d )
+VG_STATIC int solve_prediction_for_target( player_instance *player,
+ v3f target, float max_angle,
+ struct land_prediction *p )
{
- const float k_inv_res = 1.0f/0.01f;
- d[0] = floorf( co[0] * k_inv_res );
- d[1] = floorf( co[1] * k_inv_res );
-}
-
-static inline u32 skate_grind_hashv2i( v2i d )
-{
- return (d[0] * 92837111) ^ (d[1] * 689287499);
-}
-
-static inline u32 skate_grind_hashv2f( v2f co )
-{
- v2i d;
- skate_grind_coordv2i( co, d );
- return skate_grind_hashv2i( d );
-}
-
-VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos,
- v3f result_co, v3f result_dir, v3f result_n )
-{
- v4f plane;
- v3_copy( player->rb.v, plane );
- v3_normalize( plane );
- plane[3] = v3_dot( plane, pos );
-
- boxf box;
- float r = k_board_length;
- v3_add( pos, (v3f){ r, r, r }, box[1] );
- v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- vg_line_boxf( box, VG__BLACK );
-
- m4x3f mtx;
- m3x3_copy( player->rb.to_world, mtx );
- v3_copy( pos, mtx[3] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
-
- struct grind_sample
- {
- v2f co;
- v2f normal;
- v3f normal3,
- centroid;
- }
- samples[48];
-
- int sample_count = 0;
-
- v2f support_min,
- support_max;
-
- v3f support_axis;
- v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
- v3_normalize( support_axis );
-
- while( bh_next( world.geo_bh, &it, box, &idx ) )
- {
- u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
- v3f tri[3];
-
- for( int j=0; j<3; j++ )
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
-
- for( int j=0; j<3; j++ )
- {
- int i0 = j,
- i1 = (j+1) % 3;
-
- struct grind_sample *sample = &samples[ sample_count ];
- v3f co;
-
- if( plane_segment( plane, tri[i0], tri[i1], co ) )
- {
- v3f d;
- v3_sub( co, pos, d );
- if( v3_length2( d ) > r*r )
- continue;
-
- v3f va, vb, normal;
- v3_sub( tri[1], tri[0], va );
- v3_sub( tri[2], tri[0], vb );
- v3_cross( va, vb, normal );
-
- sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
- sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
-
- v3_copy( normal, sample->normal3 ); /* normalize later
- if we want to us it */
-
- v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
-
- v2_normalize( sample->normal );
- sample_count ++;
-
- if( sample_count == vg_list_size( samples ) )
- {
- break;
- }
- }
- }
- }
-
- if( sample_count < 2 )
- return 0;
-
+ /* calculate the exact solution(s) to jump onto that grind spot */
+ v3f v0;
+ v3_sub( target, player->rb.co, v0 );
- /* spacial hashing */
+ v3f ax;
+ v3_copy( v0, ax );
+ ax[1] = 0.0f;
+ v3_normalize( ax );
- const int k_hashmap_size = 128;
- u32 hashmap[k_hashmap_size+1];
- u32 entries[48];
+ v2f d = { v3_dot( v0, ax ), v0[1] },
+ v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
- for( int i=0; i<k_hashmap_size+1; i++ )
- hashmap[i] = 0;
+ float a = atan2f( v[1], v[0] ),
+ m = v2_length( v ),
+ root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- for( int i=0; i<sample_count; i++ )
+ if( root > 0.0f )
{
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] ++;
- }
-
- /* partial sums */
- for( int i=0; i<k_hashmap_size; i++ )
- {
- hashmap[i+1] += hashmap[i];
- }
-
- /* trash compactor */
- for( int i=0; i<sample_count; i++ )
- {
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] --;
-
- entries[ hashmap[h] ] = i;
- }
+ root = sqrtf( root );
+ float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (k_gravity * d[0]) );
+ if( fabsf(a0-a) > fabsf(a1-a) )
+ a0 = a1;
- v3f
- average_direction,
- average_normal;
-
- v2f min_co, max_co;
- v2_fill( min_co, INFINITY );
- v2_fill( max_co, -INFINITY );
+ if( fabsf(a0-a) > max_angle )
+ return 0;
- v3_zero( average_direction );
- v3_zero( average_normal );
+ /* TODO: sweep the path before chosing the smallest dist */
- int passed_samples = 0;
-
- for( int i=0; i<sample_count; i++ )
- {
- struct grind_sample *si, *sj;
- si = &samples[i];
-
- v2i start;
- skate_grind_coordv2i( si->co, start );
+ p->log_length = 0;
+ p->land_dist = 0.0f;
+ v3_zero( p->apex );
+ p->type = k_prediction_grind;
- v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1},
- {-1, 0},{ 0, 0},{ 1, 0},
- {-1, 1},{ 0, 1},{ 1, 1} };
+ v3_muls( ax, cosf( a0 ) * m, p->v );
+ p->v[1] += sinf( a0 ) * m;
+ p->land_dist = d[0] / (cosf(a0)*m);
- for( int j=0; j<vg_list_size(offsets); j++ )
+ /* add a trace */
+ for( int i=0; i<=20; i++ )
{
- v2i cell;
- v2i_add( start, offsets[j], cell );
-
- u32 h = skate_grind_hashv2i( cell ) % k_hashmap_size;
-
- int start = hashmap[ h ],
- end = hashmap[ h+1 ];
-
- for( int k=start; k<end; k++ )
- {
- int idx = entries[ k ];
- if( idx <= i )
- continue;
+ float t = (float)i * (1.0f/20.0f) * p->land_dist;
- sj = &samples[idx];
+ v3f p0;
+ v3_muls( p->v, t, p0 );
+ p0[1] += -0.5f * k_gravity * t*t;
- /* non overlapping */
- if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
- continue;
-
- /* not sharp angle */
- if( v2_dot( si->normal, sj->normal ) >= 0.7f )
- continue;
-
- /* not convex */
- v3f v0;
- v3_sub( sj->centroid, si->centroid, v0 );
- if( v3_dot( v0, si->normal3 ) >= 0.0f ||
- v3_dot( v0, sj->normal3 ) <= 0.0f )
- continue;
-
- v2_minv( sj->co, min_co, min_co );
- v2_maxv( sj->co, max_co, max_co );
-
- v3f n0, n1, dir;
- v3_copy( si->normal3, n0 );
- v3_copy( sj->normal3, n1 );
- v3_cross( n0, n1, dir );
- v3_normalize( dir );
-
- /* make sure the directions all face a common hemisphere */
- v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
- v3_add( average_direction, dir, average_direction );
-
- if( si->normal3[1] > sj->normal3[1] )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
-
- passed_samples ++;
- }
+ v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
- }
-
- if( !passed_samples )
- return 0;
- if( (v3_length2( average_direction ) <= 0.001f) ||
- (v3_length2( average_normal ) <= 0.001f ) )
+ return 1;
+ }
+ else
return 0;
-
- float div = 1.0f/(float)passed_samples;
- v3_normalize( average_direction );
- v3_normalize( average_normal );
-
- v2f average_coord;
- v2_add( min_co, max_co, average_coord );
- v2_muls( average_coord, 0.5f, average_coord );
-
-
- v3_muls( support_axis, average_coord[0], result_co );
- result_co[1] += average_coord[1];
- v3_add( pos, result_co, result_co );
-
-#if 0
- vg_line_pt3( result_co, 0.02f, VG__GREEN );
-
- v3f p0, p1;
- v3_muladds( result_co, average_direction, 0.35f, p0 );
- v3_muladds( result_co, average_direction, -0.35f, p1 );
- vg_line( p0, p1, VG__PINK );
-#endif
-
- v3_copy( average_normal, result_n );
- v3_copy( average_direction, result_dir );
-
- return passed_samples;
}
-#endif
-
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
int idx = spherecast_world( co0, co1, k_board_radius, &t1, n );
if( idx != -1 )
{
+ v3f co;
+ v3_lerp( co0, co1, t1, co );
+ v3_copy( co, p->log[ p->log_length ++ ] );
+
v3_copy( n, p->n );
- v3_lerp( co0, co1, t1, p->log[ p->log_length ++ ] );
p->type = k_prediction_land;
v3f ve;
v3_copy( launch_v, ve );
ve[1] -= k_gravity * t;
- p->score = -v3_dot( ve, n );
+
+ struct grind_info replace_grind;
+ if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) )
+ {
+ v3_copy( replace_grind.n, p->n );
+ p->type = k_prediction_grind;
+ }
+
+ p->score = -v3_dot( ve, p->n );
p->land_dist = t + k_trace_delta * t1;
+
break;
}
if( grind_located )
{
- v3f v0;
- v3_sub( grind.co, player->rb.co, v0 );
-
- v3f ax;
- v3_copy( v0, ax );
- ax[1] = 0.0f;
- v3_normalize( ax );
-
- v2f d = { v3_dot( v0, ax ), v0[1] },
- v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
-
- float a = atan2f( v[1], v[0] ),
- m = v2_length( v ),
-
- root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+ /* calculate the exact solution(s) to jump onto that grind spot */
+ struct land_prediction *p = &s->predictions[ s->prediction_count ];
- if( root > 0.0f )
+ if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
{
- root = sqrtf( root );
- float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ),
- a1 = atanf( (m*m - root) / (k_gravity * d[0]) );
-
- if( fabsf(a0-a) < fabsf(a1-a) )
- a = a0;
- else
- a = a1;
- /* TODO: sweep the path before chosing the smallest dist */
- /* TODO: Jump in normal direction not to_world[1] */
- /* TODO: Grind require manual be pulled in correct direction */
-
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_grind;
-
- v3_muls( ax, cosf( a ) * m, p->v );
- p->v[1] += sinf( a ) * m;
- p->land_dist = d[0] / (cosf(a)*m);
-
v3_copy( grind.n, p->n );
- /* add a trace */
- for( int i=0; i<=20; i++ )
- {
- float t = (float)i * (1.0f/20.0f) * p->land_dist;
-
- v3f p0;
- v3_muls( p->v, t, p0 );
- p0[1] += -0.5f * k_gravity * t*t;
-
- v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
- }
-
/* determine score */
v3f ve;
v3_copy( p->v, ve );
ve[1] -= k_gravity * p->land_dist;
p->score = -v3_dot( ve, grind.n ) * 0.85f;
+
+ s->prediction_count ++;
}
}
-
-
float score_min = INFINITY,
score_max = -INFINITY;
if( s->state.activity_prev != k_skate_activity_air )
player__approximate_best_trajectory( player );
-#if 0
- m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
-
- ray_hit hit;
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
-
- v3f pco, pco1, pv;
- v3_copy( player->rb.co, pco );
- v3_muls( player->rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
-
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( s->state.velocity_bias, pv, pv );
-
- pv[1] += -k_gravity * pstep;
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
-
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-#endif
-
float angle = v3_dot( player->rb.to_world[1], s->land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
-
- //s->land_dist = time_to_impact;
s->land_dist = 1.0f;
}
rate = 6.0f * fabsf(steer_scaled);
top = 1.5f;
}
-
- else if( s->state.manual_direction )
+ else if( s->state.activity == k_skate_activity_grind_5050 )
{
- rate = 35.0f;
- top = 1.5f;
+ rate = 0.0f;
+ top = 0.0f;
}
else if( s->state.activity >= k_skate_activity_grind_any )
q_axis_angle( q, player->rb.to_world[1], a );
q_mulv( q, s->grind_vec, s->grind_vec );
-#if 0
- float tilt = player->input_js1v->axis.value;
- tilt *= tilt * 0.8f * k_rb_delta;
-
- q_axis_angle( q, player->rb.to_world[0], tilt );
- q_mulv( q, s->grind_vec, s->grind_vec );
-#endif
-
v3_normalize( s->grind_vec );
}
+ else if( s->state.manual_direction )
+ {
+ rate = 35.0f;
+ top = 1.5f;
+ }
+
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
addspeed = (steer_scaled * -top) - current,
maxaccel = rate * k_rb_delta,
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
+
v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
-
vg_line( left, right, colour );
- v3_muladds( left, player->rb.to_world[1], 0.1f, left );
- v3_muladds( right, player->rb.to_world[1], 0.1f, right );
-
float k_max_truck_flex = VG_PIf * 0.25f;
ray_hit ray_l, ray_r;
- ray_l.dist = 0.2f;
- ray_r.dist = 0.2f;
v3f dir;
v3_muls( player->rb.to_world[1], -1.0f, dir );
- int res_l = ray_world( left, dir, &ray_l ),
- res_r = ray_world( right, dir, &ray_r );
+ int res_l = 0, res_r = 0;
+
+ for( int i=0; i<8; i++ )
+ {
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
+ v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
+ ray_l.dist = 2.1f * k_board_radius;
+
+ res_l = ray_world( left, dir, &ray_l );
+
+ if( res_l )
+ break;
+ }
+
+ for( int i=0; i<8; i++ )
+ {
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
+ v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
+ ray_r.dist = 2.1f * k_board_radius;
- /* ignore bad normals */
- if( res_l )
- if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
- res_l = 0;
+ res_r = ray_world( right, dir, &ray_r );
- if( res_r )
- if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
- res_r = 0;
+ if( res_r )
+ break;
+ }
v3f v0;
v3f midpoint;
}
VG_STATIC void skate_grind_truck_apply( player_instance *player,
- v3f grind_co, struct grind_info *inf,
+ float sign, struct grind_info *inf,
float strength )
{
struct player_skate *s = &player->_skate;
+ /* TODO: Trash compactor this */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+ v3f raw, wsp;
+ m3x3_mulv( player->rb.to_world, ra, raw );
+ v3_add( player->rb.co, raw, wsp );
+
+ v3_copy( ra, s->weight_distribution );
+
v3f delta;
- v3_sub( inf->co, grind_co, delta );
+ v3_sub( inf->co, wsp, delta );
/* spring force */
v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
skate_grind_friction( player, inf, strength );
/* yeah yeah yeah yeah */
- v3f raw, axis;
- v3_sub( grind_co, player->rb.co, raw );
- v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw );
- v3_cross( raw, inf->n, axis );
+ v3f raw_nplane, axis;
+ v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
+ v3_cross( raw_nplane, inf->n, axis );
v3_normalize( axis );
/* orientation */
skate_grind_orient( inf, mtx );
v3f target_fwd, fwd, up, target_up;
m3x3_mulv( mtx, s->grind_vec, target_fwd );
- v3_copy( raw, fwd );
+ v3_copy( raw_nplane, fwd );
v3_copy( player->rb.to_world[1], up );
v3_copy( inf->n, target_up );
v3_normalize( target_fwd );
v3_normalize( fwd );
+
+
+
float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw, player->rb.v ) );
-
+ vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+
v4f q;
q_axis_angle( q, axis, VG_PIf*0.125f * way );
q_mulv( q, target_up, target_up );
/* Fake contact */
struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
- m4x3_mulv( player->rb.to_local, grind_co, limit->ra );
+ m4x3_mulv( player->rb.to_local, wsp, limit->ra );
m3x3_mulv( player->rb.to_local, inf->n, limit->n );
limit->p = 0.0f;
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC void skate_5050_apply( player_instance *player,
+ struct grind_info *inf_front,
+ struct grind_info *inf_back )
+{
+ struct player_skate *s = &player->_skate;
+ struct grind_info inf_avg;
+
+ v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+ v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+ v3_normalize( inf_avg.dir );
+
+ /* FIXME */
+ v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n );
+
+ skate_grind_decay( player, &inf_avg, 1.0f );
+
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+ v4f q;
+ v3f up, target_up;
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf_avg.n, target_up );
+ q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+ q_mulv( q, target_up, target_up );
+
+ v3_zero( s->weight_distribution );
+ s->weight_distribution[2] = k_board_length * -way;
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ k_rb_delta );
+
+ v3f fwd_nplane, dir_nplane;
+ v3_muladds( player->rb.to_world[2], inf_avg.n,
+ -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+ v3f dir;
+ v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+ v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+ v3_normalize( fwd_nplane );
+ v3_normalize( dir_nplane );
+
+ rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
+ 1000.0f,
+ k_grind_dampener,
+ k_rb_delta );
+
+ v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
+ pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
+ delta_front, delta_back, delta_total;
+
+ m4x3_mulv( player->rb.to_world, pos_front, pos_front );
+ m4x3_mulv( player->rb.to_world, pos_back, pos_back );
+
+ v3_sub( inf_front->co, pos_front, delta_front );
+ v3_sub( inf_back->co, pos_back, delta_back );
+ v3_add( delta_front, delta_back, delta_total );
+
+ v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ v3_zero( limit->ra );
+ m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf_avg.dir, s->grind_dir );
}
-VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
+VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
m4x3_mulv( player->rb.to_world, grind_co, grind_co );
/* Exit condition: lost grind tracking */
- if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, &inf ) )
+ if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, inf ) )
return 0;
/* Exit condition: cant see grind target directly */
- if( !skate_point_visible( wheel_co, inf.co ) )
+ if( !skate_point_visible( wheel_co, inf->co ) )
return 0;
/* Exit condition: minimum velocity not reached, but allow a bit of error */
- float dv = fabsf(v3_dot( player->rb.v, inf.dir )),
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
minv = k_grind_axel_min_vel*0.8f;
if( dv < minv )
return 0;
- if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
return 0;
- v3_copy( inf.dir, s->grind_dir );
-
- float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
- skate_grind_truck_apply( player, grind_co, &inf, t );
+ v3_copy( inf->dir, s->grind_dir );
return 1;
}
-VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
+VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
/* TODO: Trash compactor this */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
m3x3_mulv( player->rb.to_world, ra, raw );
v3_add( player->rb.co, raw, wsp );
- if( skate_grind_scansq( wsp, player->rb.v, 0.3, &inf ) )
+ if( skate_grind_scansq( wsp, player->rb.v, 0.3, inf ) )
{
- if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
/* velocity should be at least 60% aligned */
v3f pv, axis;
- v3_cross( inf.n, inf.dir, axis );
- v3_muladds( player->rb.v, inf.n, -v3_dot( player->rb.v, inf.n ), pv );
+ v3_cross( inf->n, inf->dir, axis );
+ v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
if( v3_length2( pv ) < 0.0001f )
return 0;
v3_normalize( pv );
- if( fabsf(v3_dot( pv, inf.dir )) < k_grind_axel_max_angle )
+ if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
+ return 0;
+
+ if( v3_dot( player->rb.v, inf->n ) > 0.5f )
return 0;
+#if 0
/* check for vertical alignment */
- if( v3_dot( player->rb.to_world[1], inf.n ) < k_grind_axel_max_vangle )
+ if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
return 0;
-
- /* TODO: new condition, opposite wheel MUST be in-air or close to it */
+#endif
v3f local_co, local_dir, local_n;
- m4x3_mulv( player->rb.to_local, inf.co, local_co );
- m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
- m3x3_mulv( player->rb.to_local, inf.n, local_n );
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->rb.to_local, inf->n, local_n );
v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
v3_add( player->rb.v, rv, rv );
if( (local_co[1] >= truck_height) &&
- (v2_length2( delta ) <= k_board_radius*k_board_radius) &&
- (v3_dot( rv, inf.n ) < 0.1f) )
+ (v2_length2( delta ) <= k_board_radius*k_board_radius) )
{
- m3x3f mtx;
- skate_grind_orient( &inf, mtx );
- m3x3_transpose( mtx, mtx );
- m3x3_mulv( mtx, raw, s->grind_vec );
- v3_normalize( s->grind_vec );
- v3_copy( inf.dir, s->grind_dir );
-
- skate_grind_truck_apply( player, wsp, &inf, 1.0f );
return 1;
}
}
vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+
+ v3_copy( inf->dir, s->grind_dir );
}
-VG_STATIC int skate_boardslide_entry_condition( player_instance *player )
+VG_STATIC int skate_boardslide_entry( player_instance *player,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
if( skate_grind_scansq( player->rb.co,
player->rb.to_world[0], k_board_length,
- &inf ) )
+ inf ) )
{
v3f local_co, local_dir;
- m4x3_mulv( player->rb.to_local, inf.co, local_co );
- m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
(local_co[1] >= 0.0f) && /* at deck level */
(fabsf(local_dir[0]) >= 0.5f) ) /* perpendicular to us */
{
- if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
- v3_copy( inf.dir, s->grind_dir );
-
- skate_boardslide_apply( player, &inf );
return 1;
}
}
return 0;
}
-VG_STATIC int skate_boardslide_singular( player_instance *player )
+VG_STATIC int skate_boardslide_renew( player_instance *player,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
if( !skate_grind_scansq( player->rb.co,
player->rb.to_world[0], k_board_length,
- &inf ) )
+ inf ) )
return 0;
/* Exit condition: cant see grind target directly */
v3f vis;
v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
- if( !skate_point_visible( vis, inf.co ) )
+ if( !skate_point_visible( vis, inf->co ) )
return 0;
/* Exit condition: minimum velocity not reached, but allow a bit of error
* TODO: trash compactor */
- float dv = fabsf(v3_dot( player->rb.v, inf.dir )),
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
minv = k_grind_axel_min_vel*0.8f;
if( dv < minv )
return 0;
- if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
return 0;
- v3_copy( inf.dir, s->grind_dir );
-
- float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
- skate_boardslide_apply( player, &inf );
return 1;
}
+VG_STATIC void skate_store_grind_vec( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
+
+ v3f raw;
+ v3_sub( inf->co, player->rb.co, raw );
+
+ m3x3_mulv( mtx, raw, s->grind_vec );
+ v3_normalize( s->grind_vec );
+ v3_copy( inf->dir, s->grind_dir );
+}
+
VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_grind_boardslide )
+ /* debounces this state manager a little bit */
+ if( s->frames_since_activity_change < 10 )
{
- int result = skate_boardslide_singular( player );
+ s->frames_since_activity_change ++;
+ return k_skate_activity_undefined;
+ }
- const enum skate_activity table[] =
- {
- k_skate_activity_undefined,
- k_skate_activity_grind_boardslide
- };
+ struct grind_info inf_back50,
+ inf_front50,
+ inf_slide;
+
+ int res_back50 = 0,
+ res_front50 = 0,
+ res_slide = 0;
- return table[ result ];
+ if( s->state.activity == k_skate_activity_grind_boardslide )
+ {
+ res_slide = skate_boardslide_renew( player, &inf_slide );
}
- if( s->state.activity == k_skate_activity_grind_back50 )
+ else if( s->state.activity == k_skate_activity_grind_back50 )
{
- int result = skate_grind_truck_singular( player, 1.0f ),
- front = 0;//skate_truck_entry_condition( player, -1.0f );
-
- const enum skate_activity table[] =
- { /* result | front */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_front50, /* 0 1 */
- k_skate_activity_grind_back50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
-
- return table[ result<<1 | front ];
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
}
else if( s->state.activity == k_skate_activity_grind_front50 )
{
- int result = skate_grind_truck_singular( player, -1.0f ),
- back = 0;//skate_truck_entry_condition( player, 1.0f );
-
- const enum skate_activity table[] =
- { /* result | back */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_back50, /* 0 1 */
- k_skate_activity_grind_front50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
-
- return table[ result<<1 | back ];
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
else if( s->state.activity == k_skate_activity_grind_5050 )
{
- /* FIXME */
- return k_skate_activity_grind_back50;
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
else
{
- int slide = skate_boardslide_entry_condition( player );
+ res_slide = skate_boardslide_entry( player, &inf_slide );
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
- if( slide )
- return k_skate_activity_grind_boardslide;
+ if( res_back50 != res_front50 )
+ {
+ int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
- int front = skate_truck_entry_condition( player, -1.0f ),
- back = skate_truck_entry_condition( player, 1.0f );
+ res_back50 &= wants_to_do_that;
+ res_front50 &= wants_to_do_that;
+ }
+ }
- const enum skate_activity table[] =
- { /* front | back */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_back50, /* 0 1 */
- k_skate_activity_grind_front50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
+ const enum skate_activity table[] =
+ { /* slide | back | front */
+ k_skate_activity_undefined, /* 0 0 0 */
+ k_skate_activity_grind_front50, /* 0 0 1 */
+ k_skate_activity_grind_back50, /* 0 1 0 */
+ k_skate_activity_grind_5050, /* 0 1 1 */
- return table[ front<<1 | back ];
+ /* slide has priority always */
+ k_skate_activity_grind_boardslide, /* 1 0 0 */
+ k_skate_activity_grind_boardslide, /* 1 0 1 */
+ k_skate_activity_grind_boardslide, /* 1 1 0 */
+ k_skate_activity_grind_boardslide, /* 1 1 1 */
}
+ , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
- return 0;
+ if( new_activity == k_skate_activity_undefined )
+ {
+ if( s->state.activity >= k_skate_activity_grind_any )
+ s->frames_since_activity_change = 0;
+ }
+ else if( new_activity == k_skate_activity_grind_boardslide )
+ {
+ skate_boardslide_apply( player, &inf_slide );
+ }
+ else if( new_activity == k_skate_activity_grind_back50 )
+ {
+ if( s->state.activity != k_skate_activity_grind_back50 )
+ skate_store_grind_vec( player, &inf_back50 );
+
+ skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_front50 )
+ {
+ if( s->state.activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( player, &inf_front50 );
+
+ skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_5050 )
+ skate_5050_apply( player, &inf_front50, &inf_back50 );
+
+ return new_activity;
}
VG_STATIC void player__skate_update( player_instance *player )
v3f pos;
float radius;
- int apply_angular;
u32 colour;
enum board_collider_state
{
{ 0.0f, 0.0f, -k_board_length },
.radius = k_board_radius,
- .apply_angular = 1,
.colour = VG__RED
},
{
{ 0.0f, 0.0f, k_board_length },
.radius = k_board_radius,
- .apply_angular = 1,
.colour = VG__GREEN
- },
- {
- { 0.0f, 0.2f, -k_board_length - k_board_end_radius },
- .radius = k_board_end_radius,
- .apply_angular = 0,
- .colour = VG__YELOW
- },
- {
- { 0.0f, 0.2f, k_board_length + k_board_end_radius },
- .radius = k_board_end_radius,
- .apply_angular = 0,
- .colour = VG__YELOW
- },
+ }
};
const int k_wheel_count = 2;
else
{
s->state.activity = k_skate_activity_air;
+ v3_zero( s->weight_distribution );
skate_apply_air_model( player );
}
skate_apply_grab_model( player );
skate_apply_trick_model( player );
-
begin_collision:;
/*
q_mul( rotation, player->rb.q, future_q );
q_normalize( future_q );
}
+ else
+ v4_copy( player->rb.q, future_q );
+
+ v3f future_cg, current_cg, cg_offset;
+ q_mulv( player->rb.q, s->weight_distribution, current_cg );
+ q_mulv( future_q, s->weight_distribution, future_cg );
+ v3_sub( future_cg, current_cg, cg_offset );
/* calculate the minimum time we can move */
float max_time = s->substep;
if( wheels[i].state == k_collider_state_disabled )
continue;
- v3f current, future;
+ v3f current, future, r_cg;
+
q_mulv( future_q, wheels[i].pos, future );
v3_add( future, future_co, future );
+ v3_add( cg_offset, future, future );
q_mulv( player->rb.q, wheels[i].pos, current );
v3_add( current, player->rb.co, current );
v3_divs( axis, mag, axis );
q_axis_angle( rotation, axis, mag*s->substep_delta );
q_mul( rotation, player->rb.q, player->rb.q );
+ q_normalize( player->rb.q );
+
+ q_mulv( player->rb.q, s->weight_distribution, future_cg );
+ v3_sub( current_cg, future_cg, cg_offset );
+ v3_add( player->rb.co, cg_offset, player->rb.co );
}
rb_update_transform( &player->rb );
/*
* Phase 1: Regular collision detection
- * TODO: Me might want to automatically add contacts from CCD,
- * since at high angular velocities, theres a small change
- * that discreet detection will miss.
* --------------------------------------------------------------------------
*/
if( l )
wheels[i].state = k_collider_state_colliding;
- /* for non-angular contacts we just want Y. contact positions are
- * snapped to the local xz plane */
- if( !wheels[i].apply_angular )
- {
- for( int j=0; j<l; j++ )
- {
- v3f ra;
- v3_sub( man[j].co, player->rb.co, ra );
-
- float dy = v3_dot( player->rb.to_world[1], ra );
- v3_muladds( man[j].co, player->rb.to_world[1], -dy, man[j].co );
- }
- }
-
manifold_len += l;
}
* --------------------------------------------------------------------------
*/
+
+ v3f world_cog;
+ m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
+ vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+
for( int i=0; i<manifold_len; i ++ )
{
rb_prepare_contact( &manifold[i], s->substep_delta );
m3x3_mul( iI, player->rb.to_local, iIw );
m3x3_mul( player->rb.to_world, iIw, iIw );
- v3f world_cog;
- m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
-
for( int j=0; j<10; j++ )
{
for( int i=0; i<manifold_len; i++ )
float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f;
+ fly = iair? 1.0f: 0.0f,
+ wdist= s->weight_distribution[2] / k_board_length;
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
+ s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
+ s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
q_mul( qyaw, qtrick, qtrick );
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
+
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f )
+ {
+ kf_foot_l->co[2] += s->blend_weight * 0.2f;
+ kf_foot_r->co[2] += s->blend_weight * 0.1f;
+ }
+ else
+ {
+ kf_foot_r->co[2] += s->blend_weight * 0.3f;
+ kf_foot_l->co[2] += s->blend_weight * 0.1f;
+ }
}
/* transform */