m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- debug_sphere( mtx, sphere->radius, VG__BLACK );
-
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
man[i].rbb = NULL;
}
+ return len;
+
rb_manifold_filter_coplanar( man, len, 0.05f );
if( len > 1 )
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], 0.125f-0.15f, p0 );
- v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, 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,
return 0;
}
+VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
+{
+ v3f pos;
+ m4x3_mulv( player->rb.to_world, ra, pos );
+
+ v4f plane;
+ v3_copy( player->rb.to_world[2], plane );
+ v3_normalize( plane );
+ plane[3] = v3_dot( plane, pos );
+
+ boxf box;
+ float r = 0.3f;
+ v3_add( pos, (v3f){ r, r, r }, box[1] );
+ v3_sub( pos, (v3f){ r, r, r }, box[0] );
+
+#if 0
+ vg_line_boxf( box, VG__BLUE );
+#endif
+
+ m4x3f mtx;
+ m3x3_copy( player->rb.to_world, mtx );
+ v3_copy( pos, mtx[3] );
+
+#if 0
+ debug_sphere( mtx, r, VG__CYAN );
+#endif
+
+ 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;
+
+ v3f average_position,
+ average_direction;
+
+ v3_zero( average_position );
+ v3_zero( average_direction );
+
+ int passed_samples = 0;
+
+ for( int i=0; i<sample_count-1; i++ )
+ {
+ struct grind_sample *si, *sj;
+
+ si = &samples[i];
+
+ for( int j=i+1; j<sample_count; j++ )
+ {
+ if( i == j )
+ continue;
+
+ sj = &samples[j];
+
+ /* 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;
+
+ v3f p0;
+ v3_muls( support_axis, sj->co[0], p0 );
+ p0[1] += sj->co[1];
+
+ v3_add( average_position, p0, average_position );
+
+ 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 );
+ passed_samples ++;
+ }
+ }
+
+ if( !passed_samples )
+ return 0;
+
+ float div = 1.0f/(float)passed_samples;
+ v3_muls( average_position, div, average_position );
+ v3_muls( average_direction, div, average_direction ); /* !! not normed */
+
+ v3_add( pos, average_position, average_position );
+ vg_line_pt3( average_position, 0.02f, VG__GREEN );
+
+ v3f p0, p1;
+ v3_muladds( average_position, average_direction, 0.35f, p0 );
+ v3_muladds( average_position, average_direction, -0.35f, p1 );
+ vg_line( p0, p1, VG__PINK );
+
+#if 0
+ if( passed_samples )
+ {
+ v3f displacement, dir;
+ v3_sub( pos, average_position, displacement );
+ v3_copy( displacement, dir );
+ v3_normalize( dir );
+
+ v3f rv, raW;
+ q_mulv( player->rb.q, ra, raW );
+
+ v3_cross( player->rb.w, raW, rv );
+ v3_add( player->rb.v, rv, rv );
+
+ v3_muladds( rv, player->rb.to_world[2],
+ -v3_dot( rv, player->rb.to_world[2] ), rv );
+
+ v3f Fd, Fs, F;
+ v3_muls( displacement, -k_grind_spring, Fs );
+ v3_muls( rv, -k_grind_dampener, Fd );
+
+ v3_add( Fd, Fs, F );
+ v3_muls( F, k_rb_delta, F );
+
+ v3_add( player->rb.v, F, player->rb.v );
+ v3f wa;
+ v3_cross( raW, F, wa );
+ v3_add( player->rb.w, wa, player->rb.w );
+
+ /* Constraint based */
+ }
+#endif
+
+ return passed_samples;
+}
+
/*
*
* Prediction system
}
VG_STATIC
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
{
struct player_skate *s = &player->_skate;
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
+#if 0
s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
+#endif
#if 0
v4f rotate;
return;
if( s->state.activity_prev != k_skate_activity_air )
- player_approximate_best_trajectory( player );
+ player__approximate_best_trajectory( player );
m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
ray_hit hit;
limiter *= limiter;
limiter = 1.0f-limiter;
- if( fabsf(angle) < 0.99f )
+ if( fabsf(angle) < 0.9999f )
{
v4f correction;
q_axis_angle( correction, axis,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
+#if 0
s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
s->state.steerx += steer[1] * s->state.reverse * k_steer_air
* limiter * k_rb_delta;
+#endif
s->land_dist = time_to_impact;
v3_copy( target_normal, s->land_normal );
}
/*
* Handles connection between the player and the ground
+ *
+ * TODO: Must save original velocity to use here
*/
VG_STATIC void skate_apply_interface_model( player_instance *player,
rb_ct *manifold, int len )
float angle = v3_dot( player->rb.to_world[1], projected );
v3_cross( player->rb.to_world[1], projected, axis );
+#if 0
if( fabsf(angle) < 0.9999f )
{
v4f correction;
acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
q_mul( correction, player->rb.q, player->rb.q );
}
+#endif
+ }
+ }
+}
+
+VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC void skate_apply_trick_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f Fd, Fs, F;
+ v3f strength = { 3.7f, 3.6f, 8.0f };
+
+ v3_muls( s->board_trick_residualv, -4.0f , Fd );
+ v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_add( Fd, Fs, F );
+ v3_mul( strength, F, F );
+
+ v3_muladds( s->board_trick_residualv, F, k_rb_delta,
+ s->board_trick_residualv );
+ v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
+ k_rb_delta, s->board_trick_residuald );
+
+ if( s->state.activity == k_skate_activity_air )
+ {
+ if( v3_length2( s->state.trick_vel ) < 0.0001f )
+ return;
+
+ int carry_on = player_skate_trick_input( player );
+
+ /* we assume velocities share a common divisor, in which case the
+ * interval is the minimum value (if not zero) */
+
+ float min_rate = 99999.0f;
+
+ for( int i=0; i<3; i++ )
+ {
+ float v = s->state.trick_vel[i];
+ if( (v > 0.0f) && (v < min_rate) )
+ min_rate = v;
}
+
+ float interval = 1.0f / min_rate,
+ current = floorf( s->state.trick_time / interval ),
+ next_end = (current+1.0f) * interval;
+
+
+ /* integrate trick velocities */
+ v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
+ s->state.trick_euler );
+
+ if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) )
+ {
+ s->state.trick_time = 0.0f;
+ s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
+ s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
+ s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
+ v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_zero( s->state.trick_vel );
+ }
+
+ s->state.trick_time += k_rb_delta;
+ }
+ else
+ {
+ if( (s->state.lift_frames == 0)
+ && (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
+ s->state.trick_time > 0.2f)
+ {
+ player__dead_transition( player );
+ }
+
+ s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
+ s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
+ s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
+ s->state.trick_time = 0.0f;
+ v3_zero( s->state.trick_vel );
}
}
steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
- s->state.steery -= steer_scaled * k_rb_delta;
+ v3f steer_axis;
+ v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis );
+
+ float current = v3_dot( player->rb.to_world[1], player->rb.w ),
+ addspeed = (steer_scaled * -1.0f) - current,
+ maxaccel = 26.0f * k_rb_delta,
+ accel = vg_clampf( addspeed, -maxaccel, maxaccel );
+
+ v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
+
+
+#if 0
+ player_accelerate( player->rb.w, steer_axis,
+ fabsf(steer_scaled) * 1.0f, 30.0f );
+
+ //s->state.steery -= steer_scaled * k_rb_delta;
+#endif
}
VG_STATIC void skate_apply_jump_model( player_instance *player )
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
-
s->state.jump_time = vg.time;
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
+#if 0
float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
s->state.steery_s = -steer[0] * maxspin;
s->state.steerx = s->state.steerx_s;
+#endif
+ s->state.lift_frames ++;
/* FIXME audio events */
#if 0
{
struct contact *ct = &manifold[i];
- v3f dv, delta;
+ v3f rv, delta;
v3_sub( ct->co, player->rb.co, delta );
- v3_cross( player->rb.w, delta, dv );
- v3_add( player->rb.v, dv, dv );
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
+
+ v3f raCn;
+ v3_cross( delta, ct->n, raCn );
- float vn = -v3_dot( dv, ct->n );
- vn += ct->bias;
+ float normal_mass = 1.0f / (1.0f + v3_dot(raCn,raCn));
+ float vn = v3_dot( rv, ct->n );
+ float lambda = normal_mass * ( -vn + ct->bias );
float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
+ ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+ lambda = ct->norm_impulse - temp;
v3f impulse;
- v3_muls( ct->n, vn, impulse );
+ v3_muls( ct->n, lambda, impulse );
if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
{
- /* FIXME */
-#if 0
- player_kill();
+ player__dead_transition( player );
return;
-#endif
}
v3_add( impulse, player->rb.v, player->rb.v );
* components.
*/
- float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
- wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f;
+ float wy = v3_dot( player->rb.to_world[1], impulse ) * 1.0f,
+ wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f,
+ wz = v3_dot( player->rb.to_world[2], impulse ) * 1.0f;
v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+
+
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
+ vn = v3_dot( rv, ct->n );
}
}
}
struct player_skate *s = &player->_skate;
/* integrate rigidbody velocities */
+#ifndef SKATE_CCD
v3f gravity = { 0.0f, -9.6f, 0.0f };
v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+#endif
- float decay_rate = 0.5f*0.125f;
+ float decay_rate = 1.0f - (k_rb_delta * 3.0f);
+#if 0
if( s->state.activity == k_skate_activity_air )
{
float dist = 1.0f-(s->land_dist/4.0f);
decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
}
+#endif
+
+ float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+ wy = v3_dot( player->rb.w, player->rb.to_world[1] ),
+ wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
- v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+ v3_muls( player->rb.to_world[0], wx, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+#ifndef SKATE_CCD
if( v3_length2( player->rb.w ) > 0.0f )
{
v4f rotation;
q_axis_angle( rotation, axis, mag*k_rb_delta );
q_mul( rotation, player->rb.q, player->rb.q );
}
+#endif
/* integrate steering velocities */
+#if 0
v4f rotate;
float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
s->state.steerx = 0.0f;
s->state.steery = 0.0f;
+#endif
s->state.flip_time += s->state.flip_rate * k_rb_delta;
rb_update_transform( &player->rb );
}
+/*
+ * 1 2 or 3
+ */
+
+VG_STATIC int player_skate_trick_input( player_instance *player )
+{
+ return (player->input_trick0->button.value) |
+ (player->input_trick1->button.value << 1) |
+ (player->input_trick2->button.value << 1) |
+ (player->input_trick2->button.value);
+}
+
VG_STATIC void player__skate_pre_update( player_instance *player )
{
+ struct player_skate *s = &player->_skate;
+
if( vg_input_button_down( player->input_use ) )
{
player->subsystem = k_player_subsystem_walk;
player__walk_transition( player, angles );
return;
}
+
+ if( vg_input_button_down( player->input_reset ) )
+ {
+ player->rb.co[1] += 2.0f;
+ s->state.cog[1] += 2.0f;
+ q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
+ v3_zero( player->rb.w );
+ v3_zero( player->rb.v );
+
+ rb_update_transform( &player->rb );
+ }
+
+ int trick_id;
+ if( (s->state.lift_frames > 0) &&
+ (trick_id = player_skate_trick_input( player )) )
+ {
+ if( (vg.time - s->state.jump_time) < 0.1f )
+ {
+ v3_zero( s->state.trick_vel );
+ s->state.trick_time = 0.0f;
+
+ if( trick_id == 1 )
+ {
+ s->state.trick_vel[0] = 3.0f;
+ }
+ else if( trick_id == 2 )
+ {
+ s->state.trick_vel[2] = 3.0f;
+ }
+ else if( trick_id == 3 )
+ {
+ s->state.trick_vel[0] = 2.0f;
+ s->state.trick_vel[2] = 2.0f;
+ }
+ }
+ }
}
VG_STATIC void player__skate_post_update( player_instance *player )
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
- /* Setup colliders */
- m4x3f mtx_front, mtx_back;
- m3x3_identity( mtx_front );
- m3x3_identity( mtx_back );
+ float l = k_board_length,
+ w = 0.13f;
+
+#if 0
+ v3f wheel_positions[] =
+ {
+ { -w, 0.0f, -l },
+ { w, 0.0f, -l },
+ { -w, 0.0f, l },
+ { w, 0.0f, l },
+ };
+#else
+ v3f wheel_positions[] =
+ {
+ { 0.0f, 0.0f, -l },
+ { 0.0f, 0.0f, l },
+ };
+#endif
+
+ u32 wheel_colours[] =
+ {
+ VG__RED, VG__GREEN, VG__BLUE, VG__YELOW
+ };
+
+ int wheel_states[] =
+ {
+ 1, 1, 1, 1
+ };
+
+ const int wheel_count = 2;
+
+ if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) )
+ {
+#if 0
+ wheel_states[0] = 0;
+ wheel_states[1] = 0;
+#endif
+ }
+
+ if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, l } ) )
+ {
+#if 0
+ wheel_states[2] = 0;
+ wheel_states[3] = 0;
+#endif
+ }
+
+ rb_sphere collider;
+ collider.radius = 0.07f;
+
+ s->substep = k_rb_delta;
+
+
+ int substep_count = 0;
+
+begin_collision:;
+
+
+ for( int i=0; i<wheel_count; i++ )
+ {
+ m4x3f mtx;
+ m3x3_copy( player->rb.to_world, mtx );
+ m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
+ debug_sphere( mtx, collider.radius,
+ (u32[]){ VG__BLACK, VG__WHITE,
+ wheel_colours[i] }[ wheel_states[i] ]);
+ }
+
+
+#ifdef SKATE_CCD
+
+ /* calculate transform one step into future */
+ v3f future_co;
+ v4f future_q;
+ v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
+
+ if( v3_length2( player->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( player->rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*s->substep );
+ q_mul( rotation, player->rb.q, future_q );
+ q_normalize( future_q );
+ }
+
+ /* calculate the minimum time we can move */
+ float max_time = s->substep,
+ cast_radius = collider.radius - k_penetration_slop*1.2f;
+
+ for( int i=0; i<wheel_count; i++ )
+ {
+ if( !wheel_states[i] )
+ continue;
+
+ v3f current, future;
+ q_mulv( future_q, wheel_positions[i], future );
+ v3_add( future, future_co, future );
+
+ q_mulv( player->rb.q, wheel_positions[i], current );
+ v3_add( current, player->rb.co, current );
+
+ float t; /* TODO: ignore lightly grazing normals? */
+ v3f n;
+ if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
+ {
+ max_time = vg_minf( max_time, t * s->substep );
+ }
+ }
+
+ /* clamp to a fraction of delta, to prevent locking */
+ float rate_lock = substep_count;
+ rate_lock *= k_rb_delta * 0.1f;
+ rate_lock *= rate_lock;
+
+ max_time = vg_maxf( max_time, rate_lock );
+ s->substep_delta = max_time;
+
+ /* integrate */
+ v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
+ if( v3_length2( player->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( player->rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*s->substep_delta );
+ q_mul( rotation, player->rb.q, player->rb.q );
+ }
+
+ rb_update_transform( &player->rb );
- skate_get_board_points( player, mtx_front[3], mtx_back[3] );
+ v3f gravity = { 0.0f, -9.6f, 0.0f };
+ v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v );
+
+#else
+
+ s->substep_delta = k_rb_delta;
+
+#endif
+
+ s->substep -= s->substep_delta;
- s->sphere_back.radius = 0.3f;
- s->sphere_front.radius = 0.3f;
/* create manifold(s) */
- rb_ct manifold[72],
- *interface_manifold = NULL,
- *grind_manifold = NULL;
+ rb_ct manifold[128];
+
+ int manifold_len = 0,
+ manifold_front = 0,
+ manifold_back = 0,
+ manifold_interface = 0;
- int
- len_front = skate_collide_smooth( player, mtx_front,
- &s->sphere_front, manifold ),
- len_back = skate_collide_smooth( player, mtx_back,
- &s->sphere_back, &manifold[len_front] ),
- interface_len = len_front + len_back;
+ rb_ct *cmanifold = manifold;
+ for( int i=0; i<wheel_count; i++ )
+ {
+ if( !wheel_states[i] )
+ continue;
+
+ m4x3f mtx;
+ m3x3_identity( mtx );
+
+ m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
+
+ int l = skate_collide_smooth( player, mtx, &collider, cmanifold );
+
+ if( l )
+ wheel_states[i] = 2;
+
+ cmanifold += l;
+ manifold_len += l;
+ manifold_interface += l;
+
+ if( i<=1 )
+ manifold_front ++;
+ else
+ manifold_back ++;
+ }
+
+#if 0
/* try to slap both wheels onto the ground when landing to prevent mega
* angular velocities being added */
- if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
+ if( (s->state.activity == k_skate_activity_air) &&
+ (manifold_front != manifold_back ) )
{
v3f trace_from, trace_dir;
v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
- if( len_front )
- v3_copy( mtx_back[3], trace_from );
+ if( manifold_front )
+ v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from );
else
- v3_copy( mtx_front[3], trace_from );
+ v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from );
+ m4x3_mulv( player->rb.to_world, trace_from, trace_from );
ray_hit ray;
ray.dist = 0.6f;
if( ray_world( trace_from, trace_dir, &ray ) )
{
- rb_ct *ct = &manifold[ interface_len ];
+ rb_ct *ct = cmanifold;
v3_copy( ray.pos, ct->co );
v3_copy( ray.normal, ct->n );
ct->p = 0.0f;
- interface_len ++;
+ manifold_len ++;
+ manifold_interface ++;
+ }
+ }
+
+ int grind_len = skate_grind_collide( player, cmanifold );
+ manifold_len += grind_len;
+#endif
+
+ int grind_len = 0;
+
+ v3f surface_normal = {0.0f,0.0f,0.0f};
+
+ for( int i=0; i<manifold_len; i ++ )
+ {
+ rb_ct *ct = &manifold[i];
+ ct->bias = -0.2f *
+ (s->substep_delta * 3600.0f)
+ * vg_minf( 0.0f, -ct->p+k_penetration_slop );
+ rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
+ ct->norm_impulse = 0.0f;
+ ct->tangent_impulse[0] = 0.0f;
+ ct->tangent_impulse[1] = 0.0f;
+
+ v3_add( ct->n, surface_normal, surface_normal );
+ }
+
+ if( manifold_len )
+ {
+ v3_muls( surface_normal, 1.0f/(float)manifold_len, surface_normal );
+
+ float a = v3_dot( player->rb.to_world[1], surface_normal );
+
+ if( a <= 0.9999f )
+ {
+ v3f axis;
+ v3_cross( surface_normal, player->rb.to_world[1], axis );
+
+ float Fs = -a * k_board_spring,
+ Fd = -v3_dot( player->rb.w, axis ) * k_board_dampener;
+
+ v3_muladds( player->rb.w, axis, (Fs+Fd) * s->substep_delta,
+ player->rb.w );
+ }
+ }
+
+ v3f extent = { w, 0.1f, k_board_length };
+ float ex2 = k_board_interia*extent[0]*extent[0],
+ ey2 = k_board_interia*extent[1]*extent[1],
+ ez2 = k_board_interia*extent[2]*extent[2];
+
+ float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
+ float inv_mass = 1.0f/mass;
+
+ v3f I;
+ I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
+ I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
+ I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
+
+ m3x3f iI;
+ m3x3_identity( iI );
+ iI[0][0] = I[0];
+ iI[1][1] = I[1];
+ iI[2][2] = I[2];
+ m3x3_inv( iI, iI );
+
+ m3x3f iIw;
+ m3x3_mul( iI, player->rb.to_local, iIw );
+ m3x3_mul( player->rb.to_world, iIw, iIw );
+
+ for( int j=0; j<10; j++ )
+ {
+ for( int i=0; i<manifold_len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ v3f rv, delta;
+ v3_sub( ct->co, player->rb.co, delta );
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
+
+ v3f raCn;
+ v3_cross( delta, ct->n, raCn );
+
+ v3f raCnI, rbCnI;
+ m3x3_mulv( iIw, raCn, raCnI );
+
+ float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI));
+ float vn = v3_dot( rv, ct->n );
+
+
+
+
+ float lambda = normal_mass * ( -vn + ct->bias );
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+ lambda = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, lambda, impulse );
+
+#if 0
+ if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
+ fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
+ {
+ player__dead_transition( player );
+ return;
+ }
+#endif
+
+ v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
+ v3_cross( delta, impulse, impulse );
+ m3x3_mulv( iIw, impulse, impulse );
+ v3_add( impulse, player->rb.w, player->rb.w );
+
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
+ vn = v3_dot( rv, ct->n );
+
}
}
- interface_manifold = manifold;
- grind_manifold = manifold + interface_len;
- int grind_len = skate_grind_collide( player, grind_manifold );
- for( int i=0; i<interface_len+grind_len; i ++ )
+
+
+
+
+ substep_count ++;
+
+
+ if( s->substep >= 0.0001f )
+ goto begin_collision;
+
+
+
+ for( int i=0; i<wheel_count; i++ )
{
- rb_prepare_contact( &manifold[i] );
- rb_debug_contact( &manifold[i] );
+ m4x3f mtx;
+ m3x3_copy( player->rb.to_world, mtx );
+ m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
+ debug_sphere( mtx, collider.radius,
+ (u32[]){ VG__BLACK, VG__WHITE,
+ wheel_colours[i] }[ wheel_states[i] ]);
}
- skate_apply_grind_model( player, grind_manifold, grind_len );
- skate_apply_interface_model( player, manifold, interface_len );
+
+
+
+
+
+
+ skate_apply_grind_model( player, &manifold[manifold_interface], grind_len );
+ skate_apply_interface_model( player, manifold, manifold_interface );
skate_apply_pump_model( player );
skate_apply_cog_model( player );
- skate_collision_response( player, manifold, interface_len + grind_len );
skate_apply_grab_model( player );
skate_apply_friction_model( player );
skate_apply_jump_model( player );
skate_apply_air_model( player );
+ skate_apply_trick_model( player );
skate_integrate( player );
vg_line( player->rb.co, s->state.cog, VG__RED );
-
teleport_gate *gate;
if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
{
m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
- /*camera */
- m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-
-#if 0
- mixedcam_transport( &s->state.cam, gate );
-#endif
-
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player->rb.q, player->rb.q );
player->rb.w[1],
player->rb.w[2] );
- player__debugtext( 1, "activity: %s\n",
+ player__debugtext( 1, "activity: %s",
(const char *[]){ "k_skate_activity_air",
"k_skate_activity_ground",
"k_skate_activity_grind }" }
[s->state.activity] );
- player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
+#if 0
+ player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
s->state.steerx_s, s->state.steery_s,
k_steer_ground, k_steer_air );
- player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate,
+#endif
+ player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
s->state.flip_time );
+ player__debugtext( 1, "trickv: %.2f %.2f %.2f",
+ s->state.trick_vel[0],
+ s->state.trick_vel[1],
+ s->state.trick_vel[2] );
+ player__debugtext( 1, "tricke: %.2f %.2f %.2f",
+ s->state.trick_euler[0],
+ s->state.trick_euler[1],
+ s->state.trick_euler[2] );
}
VG_STATIC void player__skate_animate( player_instance *player,
v3_add( bo, kf_foot_l->co, kf_foot_l->co );
v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+#if 0
m3x3f c;
q_m3x3( s->board_rotation, c );
+#endif
+
+ v4f qtotal;
+
+ v4f qtrickr, qyawr, qpitchr, qrollr;
+ v3f eulerr;
+
+
+
+ v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+
+ q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
+ q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
+ q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
+
+ q_mul( qpitchr, qrollr, qtrickr );
+ q_mul( qyawr, qtrickr, qtrickr );
+ q_mul( s->board_rotation, qtrickr, qtotal );
+ q_normalize( qtotal );
+
+ q_mul( qtotal, kf_board->q, kf_board->q );
+
v3f d;
v3_sub( kf_foot_l->co, bo, d );
- m3x3_mulv( c, d, d );
+ q_mulv( qtotal, d, d );
v3_add( bo, d, kf_foot_l->co );
v3_sub( kf_foot_r->co, bo, d );
- m3x3_mulv( c, d, d );
+ q_mulv( qtotal, d, d );
v3_add( bo, d, kf_foot_r->co );
q_mul( s->board_rotation, kf_board->q, kf_board->q );
q_normalize( kf_board->q );
+
+
+ /* trick rotation */
+ v4f qtrick, qyaw, qpitch, qroll;
+ v3f euler;
+ v3_muls( s->state.trick_euler, VG_TAUf, euler );
+
+ q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+ q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
+
+ q_mul( qpitch, qroll, qtrick );
+ q_mul( qyaw, qtrick, qtrick );
+ q_mul( kf_board->q, qtrick, kf_board->q );
+ q_normalize( kf_board->q );
}
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
+ v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
+ float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+#if 0
v4f qresy, qresx, qresidual;
m3x3f mtx_residual;
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
q_normalize( qresidual );
q_mul( dest->root_q, qresidual, dest->root_q );
q_normalize( dest->root_q );
+#endif
v4f qflip;
if( (s->state.activity == k_skate_activity_air) &&
}
}
-VG_STATIC void skate_camera_firstperson( player_instance *player )
+VG_STATIC void player__skate_post_animate( player_instance *player )
{
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
-#if 0
- /* FIXME: viewpoint entity */
- v3f vp = {-0.0f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
- v3_muladds( player->fpv_pos, player->rb.to_world[0],
- -0.35f, player->fpv_pos );
- v3_zero( player->fpv_angles );
-
- v3_lerp( s->state.vl, player->rb.v, 4.0f*vg.time_delta, s->state.vl );
- player_vector_angles( player->fpv_angles, s->state.vl, 0.7f, 0.25f );
-#endif
+ player->cam_velocity_influence = 1.0f;
}
-VG_STATIC void skate_camera_thirdperson( player_instance *player )
+VG_STATIC void player__skate_reset_animator( player_instance *player )
{
struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
- v3f origin, dir, target;
- v3_copy( player->rb.co, origin );
- v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
+ if( s->state.activity == k_skate_activity_air )
+ s->blend_fly = 1.0f;
+ else
+ s->blend_fly = 0.0f;
-#if 0
- player_set_follower_subject( player, origin );
-#endif
+ s->blend_slide = 0.0f;
+ s->blend_z = 0.0f;
+ s->blend_x = 0.0f;
+ s->blend_stand = 0.0f;
+ s->blend_push = 0.0f;
+ s->blend_jump = 0.0f;
+ s->blend_airdir = 0.0f;
}
-VG_STATIC void player__skate_post_animate( player_instance *player )
+VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
-
- skate_camera_thirdperson( player );
- skate_camera_firstperson( player );
-
+ s->state.jump_charge = 0.0f;
+ s->state.lift_frames = 0;
+ s->state.flip_rate = 0.0f;
#if 0
- player->cam_angles_override_strength = 0.0f;
- player->cam_position_override_strength = 0.0f;
+ s->state.steery = 0.0f;
+ s->state.steerx = 0.0f;
+ s->state.steery_s = 0.0f;
+ s->state.steerx_s = 0.0f;
#endif
+ s->state.reverse = 0.0f;
+ s->state.slip = 0.0f;
+ v3_copy( player->rb.co, s->state.prev_pos );
-
- player->cam_velocity_influence = 1.0f;
-
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ m3x3_identity( s->state.velocity_bias );
+ m3x3_identity( s->state.velocity_bias_pstep );
+ v3_zero( s->state.throw_v );
+ v3_zero( s->state.trick_vel );
+ v3_zero( s->state.trick_euler );
}
VG_STATIC void player__skate_reset( player_instance *player,
- struct respawn_point *rp )
+ struct respawn_point *rp )
{
struct player_skate *s = &player->_skate;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_zero( player->rb.v );
+ v3_zero( s->state.cog_v );
+ v4_copy( rp->q, player->rb.q );
-#if 0
- mixedcam_reset( player, &s->state.cam );
-#endif
-}
-
-VG_STATIC void player__skate_transition( player_instance *player,
- v3f init_velocity,
- enum skate_activity init_acitivity )
-{
- struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = init_acitivity;
-
- v3f dir;
- v3_copy( init_velocity, dir );
- v3_normalize( dir );
-
- vg_info( "init velocity: %f %f %f\n", init_velocity[0],
- init_velocity[1],
- init_velocity[2] );
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( -dir[0], -dir[2] ) );
-
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( init_velocity, s->state.cog_v );
- v3_copy( init_velocity, s->state.vl );
- v3_copy( init_velocity, player->rb.v );
-
- rb_update_transform( &player->rb );
-
- if( init_acitivity == k_skate_activity_air )
- {
- player_approximate_best_trajectory( player );
- s->blend_fly = 1.0f;
- }
- else
- s->blend_fly = 0.0f;
+ s->state.activity = k_skate_activity_air;
+ s->state.activity_prev = k_skate_activity_air;
- s->blend_slide = 0.0f;
- s->blend_z = 0.0f;
- s->blend_x = 0.0f;
- s->blend_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
+ player__skate_clear_mechanics( player );
+ player__skate_reset_animator( player );
}
#endif /* PLAYER_SKATE_C */