}
VG_STATIC void player_walk_generic_to_skate( player_instance *player,
- enum skate_activity init )
+ enum skate_activity init,
+ float yaw )
{
player->subsystem = k_player_subsystem_skate;
xy_speed[1] = 0.0f;
if( v3_length2( xy_speed ) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,-1.6f}, v );
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
else
v3_copy( player->rb.v, v );
player__skate_reset_animator( player );
player__skate_clear_mechanics( player );
rb_update_transform( &player->rb );
+ v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
if( init == k_skate_activity_air )
player__approximate_best_trajectory( player );
v3_copy( init_velocity, s->state.cog_v );
v3_copy( init_velocity, player->rb.v );
v3_copy( init_velocity, player->cam_velocity_smooth );
+ v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
+}
+
+VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
+ float t,
+ v3f co, v4f q )
+{
+ struct player_walk *w = &player->_walk;
+
+ v3f axis;
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( w->state.drop_in_normal[1] ) * t;
+
+ q_axis_angle( q, axis, a );
+
+ float l = t * 0.5f,
+ heading_angle = w->state.drop_in_angle;
+
+ v3f overhang;
+ overhang[0] = sinf( heading_angle ) * l;
+ overhang[1] = 0.28f * l;
+ overhang[2] = cosf( heading_angle ) * l;
+
+ q_mulv( q, overhang, overhang );
+ v3_add( w->state.drop_in_target, overhang, co );
}
VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
{
v3_copy( edge, w->state.drop_in_target );
v3_copy( s1->normal, w->state.drop_in_normal );
+ v3_copy( player->rb.co, w->state.drop_in_start );
+
+ w->state.drop_in_start_angle = player_get_heading_yaw( player );
+ w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
+ w->state.drop_in_normal[2] );
+
+ /* TODO: scan multiple of these? */
+ v3f oco;
+ v4f oq;
+ player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
+
+ v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
+ vb = {0.0f,0.0f, k_board_length + 0.3f};
+
+ q_mulv( oq, va, va );
+ q_mulv( oq, vb, vb );
+ v3_add( oco, va, va );
+ v3_add( oco, vb, vb );
+
+ v3f v0;
+ v3_sub( vb, va, v0 );
+ v3_normalize( v0 );
+
+ ray_hit ray;
+ ray.dist = k_board_length*2.0f + 0.6f;
+
+ if( ray_world( va, v0, &ray ) )
+ {
+ vg_line( va, vb, VG__RED );
+ vg_line_pt3( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
+
+ v3_muls( v0, -1.0f, v0 );
+ if( ray_world( vb, v0, &ray ) )
+ {
+ vg_line( va, vb, VG__RED );
+ vg_line_pt3( ray.pos, 0.1f, VG__RED );
+ vg_error( "invalidated\n" );
+ return 0;
+ }
player_walk_drop_in_vector( player, player->rb.v );
return 1;
{
player_walk_drop_in_to_skate( player );
}
+ else if( w->state.outro_type == k_walk_outro_jump_to_air )
+ {
+ player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
+ }
else
{
- player_walk_generic_to_skate( player, k_skate_activity_air );
+ player_walk_generic_to_skate( player,
+ k_skate_activity_ground, 1.0f );
}
+
return;
}
}
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
w->state.activity = k_walk_activity_immobile;
- v3_copy( player->rb.co, w->state.drop_in_start );
-
- w->state.drop_in_start_angle = player_get_heading_yaw( player );
- w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
- w->state.drop_in_normal[2] );
struct player_avatar *av = player->playeravatar;
m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
av->sk.bones[ av->id_ik_foot_r ].co,
w->state.drop_in_foot_anchor );
}
- return;
+ else
+ {
+ w->state.outro_type = k_walk_outro_regular;
+ w->state.outro_anim = w->anim_intro;
+ w->state.outro_start_time = vg.time;
+ w->state.activity = k_walk_activity_lockedmove;
+
+ v3f xy_speed;
+ v3_copy( player->rb.v, xy_speed );
+ xy_speed[1] = 0.0f;
+
+ if( v3_length2( xy_speed ) < 0.1f * 0.1f )
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ }
}
else
{
len = rb_manifold_apply_filtered( manifold, len );
v3f surface_avg = { 0.0f, 0.0f, 0.0f };
- w->state.activity = k_walk_activity_air;
+
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_air;
for( int i=0; i<len; i++ )
{
if( player_walk_normal_standable( ct->n ) )
{
- w->state.activity = k_walk_activity_ground;
+ if( w->state.activity != k_walk_activity_lockedmove )
+ w->state.activity = k_walk_activity_ground;
+
v3_add( surface_avg, ct->n, surface_avg );
}
- rb_prepare_contact( ct );
+ rb_prepare_contact( ct, k_rb_delta );
}
/*
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
+ v3_muls( right_dir, walk[0], movedir );
v3_muladds( movedir, forward_dir, walk[1], movedir );
if( w->state.activity == k_walk_activity_ground )
* Depenetrate
*/
v3f dt;
- v3_zero( dt );
- for( int j=0; j<8; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- float resolved_amt = v3_dot( ct->n, dt ),
- remaining = (ct->p-k_penetration_slop) - resolved_amt,
- apply = vg_maxf( remaining, 0.0f ) * 0.3f;
-
- v3_muladds( dt, ct->n, apply, dt );
- }
- }
+ rb_depenetrate( manifold, len, dt );
v3_add( dt, player->rb.co, player->rb.co );
/* TODO: Stepping......
struct player_walk *w = &player->_walk;
m4x3f mtx;
- m3x3_identity( mtx );
+ m3x3_copy( player->rb.to_world, mtx );
v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
if( step_t >= 1.0f )
{
v4f final_q;
- v3f axis;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, w->state.drop_in_normal, axis );
- v3_normalize( axis );
-
- float a = acosf( w->state.drop_in_normal[1] ) * dop_t;
-
- q_axis_angle( final_q, axis, a );
+ player_walk_drop_in_overhang_transform( player, dop_t,
+ player->rb.co, final_q );
q_mul( final_q, dest->root_q, dest->root_q );
- float l = dop_t * 0.5f,
- heading_angle = w->state.drop_in_angle;
-
- v3f overhang;
- overhang[0] = sinf( heading_angle ) * l;
- overhang[1] = 0.28f * l;
- overhang[2] = cosf( heading_angle ) * l;
-
- q_mulv( final_q, overhang, overhang );
-
- v3f overhang_pos;
- v3_add( w->state.drop_in_target, overhang, player->rb.co );
v4_copy( dest->root_q, player->rb.q );
v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.28f * dop_t, dest->root_co );
+ -0.1f * dop_t, dest->root_co );
skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
player->holdout_time = 1.0f;
else
{
v3_muladds( dest->root_co, player->rb.to_world[1],
- -0.28f * outro_t, dest->root_co );
+ -0.1f * outro_t, dest->root_co );
skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
player->holdout_time = 1.0f;
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
- "k_walk_activity_immobile" }
+ "k_walk_activity_immobile",
+ "k_walk_activity_lockedmove" }
[w->state.activity] );
if( w->state.outro_anim )
w->anim_jump = skeleton_get_anim( sk, "jump+y" );
w->anim_jump_to_air = skeleton_get_anim( sk, "jump_to_air" );
w->anim_drop_in = skeleton_get_anim( sk, "drop_in" );
+ w->anim_intro = skeleton_get_anim( sk, "into_skate" );
}
VG_STATIC void player__walk_transition( player_instance *player, v3f angles )