#include "vg/vg_perlin.h"
#include "menu.h"
#include "ent_skateshop.h"
+#include "addon.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v4f plane;
v3_copy( dir, plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
+ bh_iter it;
+ bh_iter_init_box( 0, &it, box );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
v3f tri[3];
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
v3_copy( average_normal, inf->n );
v3_copy( average_direction, inf->dir );
- vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+ vg_line_point( inf->co, 0.02f, VG__GREEN );
vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world0 = get_active_world();
+ world_instance *world0 = world_current_instance();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
m3x3_mul( gate->transport, basis, basis );
if( gate->type == k_gate_type_nonlocel ){
- trace_world = &world_global.worlds[ gate->target ];
+ trace_world = &world_static.worlds[ gate->target ];
}
}
}
q_mul( correction, player->rb.q, player->rb.q );
}
-VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player );
VG_STATIC void skate_apply_trick_model( player_instance *player )
{
struct player_skate *s = &player->_skate;
rate = 35.0f;
top = 1.5f;
}
+
+ if( grab < 0.5f ){
+ top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
+ }
}
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
s->state.jump_time = vg.time;
audio_lock();
- audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
+ audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
audio_unlock();
}
}
skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
}
-VG_STATIC int player_skate_trick_input( player_instance *player )
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player )
{
return (button_press( k_srbind_trick0 ) ) |
(button_press( k_srbind_trick1 ) << 1) |
return;
}
- int trick_id;
+ enum trick_type trick = k_trick_type_none;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
- (trick_id = player_skate_trick_input( player )) )
+ (trick = 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 ){
+ if( trick == k_trick_type_kickflip ){
s->state.trick_vel[0] = 3.0f;
}
- else if( trick_id == 2 ){
+ else if( trick == k_trick_type_shuvit ){
s->state.trick_vel[2] = 3.0f;
}
- else if( trick_id == 3 ){
+ else if( trick == k_trick_type_treflip ){
s->state.trick_vel[0] = 2.0f;
s->state.trick_vel[2] = 2.0f;
}
+ s->state.trick_type = trick;
}
}
}
v3_add( jump->log[jump->log_length-1], jump->n, p1 );
vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
}
audio_lock();
slide = 0.0f;
}
- static float menu_gate = 1.0f;
- menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
-
- float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
- vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+ f32 gate = 1.0f-menu.factive,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray ) )
return 0;
return 1;
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
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 },
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.25f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
+ }
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
+ v3f normal_total;
+ v3_zero( normal_total );
struct board_collider
{
float slap = 0.0f;
if( s->state.activity <= k_skate_activity_air_to_grind ){
-
float min_dist = 0.6f;
for( int i=0; i<2; i++ ){
v3f wpos, closest;
wheels[1].pos[1] = s->state.slap;
-
-
-
const int k_wheel_count = 2;
s->substep = k_rb_delta;
if( !prev_contacts[i] ){
v3f co;
m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
}
}
audio_unlock();
s->substep -= s->substep_delta;
rb_ct manifold[128];
- int manifold_len = 0;
-
+ int manifold_len = 0;
/*
* Phase -1: head detection
* --------------------------------------------------------------------------
manifold_len += l;
if( vg_lines.draw )
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
if( s->state.activity >= k_skate_activity_grind_any ){
v3f world_cog;
m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+ vg_line_point( world_cog, 0.02f, VG__BLACK );
for( int i=0; i<manifold_len; i ++ ){
rb_prepare_contact( &manifold[i], s->substep_delta );
v3f impulse;
v3_muls( ct->n, lambda, impulse );
+ v3_muladds( normal_total, impulse, inv_mass, normal_total );
v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
v3_cross( delta, impulse, impulse );
m3x3_mulv( iIw, impulse, impulse );
* --------------------------------------------------------------------------
*/
+ f32 nforce = v3_length(normal_total);
+ if( nforce > 4.0f ){
+ if( nforce > 17.6f ){
+ v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+ player__dead_transition(player);
+ player__skate_kill_audio(player);
+ return;
+ }
+
+ f32 amt = k_cam_punch;
+ if( player->camera_mode == k_cam_firstperson ){
+ amt *= 0.25f;
+ }
+
+ v3_muladds( player->cam_land_punch_v, normal_total, amt,
+ player->cam_land_punch_v );
+ }
+
s->surface = k_surface_prop_concrete;
for( int i=0; i<manifold_len; i++ ){
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
- debug_sphere( mtx, wheels[i].radius,
- (u32[]){ VG__WHITE, VG__BLACK,
+ vg_line_sphere( mtx, wheels[i].radius,
+ (u32[]){ VG__WHITE, VG__BLACK,
wheels[i].colour }[ wheels[i].state ]);
}
skate_integrate( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ vg_line_point( s->state.cog, 0.02f, VG__WHITE );
ent_gate *gate =
world_intersect_gates(world, player->rb.co, s->state.prev_pos );
if( s->state.activity == k_skate_activity_ground ){
if( (fabsf(s->state.slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
40.0f, 1.0f );
}
else{
- audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
40.0f, 1.0f );
}
}
}
}
-VG_STATIC void player__skate_im_gui( player_instance *player )
-{
+VG_STATIC void player__skate_im_gui( player_instance *player ){
struct player_skate *s = &player->_skate;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
- v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+ v3_muls( offset, 0.3f, player->tpv_offset_extra );
/*
* Animation blending
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
- struct player_board *board = player_get_player_board( player );
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
if( board ){
/* foot weight distribution */
kf_board->co[1] += s->state.slap * s->subslap;
kf_hip->co[1] += s->state.slap * 0.25f;
+
+ f32 l = ((s->state.activity < k_skate_activity_ground) &&
+ v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+ s->blend_trick_foot = vg_lerpf( s->blend_trick_foot, l,
+ 8.4f*vg.time_delta );
+
+ if( s->state.trick_type == k_trick_type_kickflip ){
+ kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
+ }
+ else if( s->state.trick_type == k_trick_type_shuvit ){
+ kf_foot_l->co[0] += s->blend_trick_foot * 0.1f;
+ kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ }
+ else if( s->state.trick_type == k_trick_type_treflip ){
+ kf_foot_l->co[0] += s->blend_trick_foot * 0.2f;
+ kf_foot_r->co[0] -= s->blend_trick_foot * 0.15f;
+ }
+
+
/*
* animation wishlist:
* boardslide/grind jump animations
*/
/* truck rotation */
- for( int i=0; i<2; i++ )
- {
+ for( int i=0; i<2; i++ ){
float a = vg_minf( s->truckv0[i][0], 1.0f );
a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
m4x3_mulv( player->rb.to_local, s->state.head_position,
s->state.head_position );
-
- /* TODO: Extrapolate to_local matrix? */
}
VG_STATIC void player__skate_reset_animator( player_instance *player )