fix geo crash & backflips
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_skate.h
index 5ae2a9bb0f30d95faa662d2c593c3f304fb0b224..d657b4a20440784e70d811d9ff0f9f96cf3261dc 100644 (file)
@@ -27,8 +27,13 @@ struct player_device_skate
             reverse,
             slip;
 
+      v3f   flip_axis;
+      float flip_time,
+            flip_rate;
+
       m3x3f velocity_bias,
             velocity_bias_pstep;
+      v3f apex;
 
       int lift_frames;
 
@@ -47,9 +52,9 @@ struct player_device_skate
 
       v3f prev_pos;
 
-
-      v3f vl,       /* 1st */
-          posl;    /* 3rd */
+      /* FIXME: Sensible names */
+      v3f vl,          /* 1st */
+          posl, dirl;  /* 3rd */
    }
    state,
    state_gate_storage;
@@ -58,8 +63,10 @@ struct player_device_skate
    {
       v3f   log[50];
       v3f   n;
+      v3f   apex;
       u32   log_length;
-      float score;
+      float score,
+            land_dist;
 
       enum prediction_type
       {
@@ -281,10 +288,12 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
    struct grind_edge *best_grind = NULL;
    float closest_grind = INFINITY;
 
-   float grind_score   = INFINITY,
-         air_score     = INFINITY;
+   float grind_score    = INFINITY,
+         air_score      = INFINITY,
+         time_to_impact = 0.0f;
 
    prediction->log_length = 0;
+   v3_copy( pco, prediction->apex );
 
    for( int i=0; i<vg_list_size(prediction->log); i++ )
    {
@@ -294,6 +303,9 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
 
       m3x3_mulv( vr, pv, pv );
       v3_muladds( pco, pv, pstep, pco );
+
+      if( pco[1] > prediction->apex[1] )
+         v3_copy( pco, prediction->apex );
       
       v3f vdir;
 
@@ -334,9 +346,11 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
             air_score *= 0.1f;
 
          v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); 
+         time_to_impact += t1 * pstep;
          break;
       }
 
+      time_to_impact += pstep;
       v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
    }
 
@@ -355,6 +369,8 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       prediction->score = INFINITY;
       prediction->type = k_prediction_none;
    }
+
+   prediction->land_dist = time_to_impact;
 }
 
 VG_STATIC 
@@ -375,6 +391,9 @@ void player_approximate_best_trajectory( player_interface *player,
          min_score   =  INFINITY,
          max_score   = -INFINITY;
 
+   v3_zero( s->state.apex );
+   s->land_dist = 0.0f;
+
    /*
     * Search a broad selection of futures
     */
@@ -398,6 +417,8 @@ void player_approximate_best_trajectory( player_interface *player,
          {
             min_score = p->score;
             best_vmod = vmod;
+            s->land_dist = p->land_dist;
+            v3_copy( p->apex, s->state.apex );
          }
 
          if( p->score > max_score )
@@ -435,6 +456,24 @@ void player_approximate_best_trajectory( player_interface *player,
       p->colour <<= 8;
       p->colour |= 0xff000000;
    }
+
+
+   v2f steer = { player->input_js1h->axis.value,
+                 player->input_js1v->axis.value };
+   v2_normalize_clamp( steer );
+
+   if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
+   {
+      s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+                              s->state.reverse ;
+      s->state.flip_time = 0.0f;
+      v3_copy( player->rb.to_world[0], s->state.flip_axis );
+   }
+   else
+   {
+      s->state.flip_rate = 0.0f;
+      v3_zero( s->state.flip_axis );
+   }
 }
 
 /*
@@ -702,8 +741,8 @@ VG_STATIC void skate_apply_interface_model( player_interface *player,
    v3f spring0, spring1;
 
    skate_get_board_points( player, s, spring1, spring0 );
-   int spring_hit0 = skate_simulate_spring( player, s, spring0 ),
-       spring_hit1 = skate_simulate_spring( player, s, spring1 );
+   int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
+       spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
 
    v3f animavg, animdelta;
    v3_add( spring0, spring1, animavg );
@@ -720,7 +759,7 @@ VG_STATIC void skate_apply_interface_model( player_interface *player,
    float angle = -atan2f( dy, dx );
    q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
 
-   int lift_frames_limit = 1;
+   int lift_frames_limit = 6;
 
    /* Surface connection */
    if( len == 0 && !(spring_hit0 && spring_hit1) )
@@ -913,10 +952,8 @@ VG_STATIC void skate_apply_jump_model( player_interface *player,
 
       float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
       s->state.steery_s = -steer[0] * maxspin;
-      s->state.steerx_s =  steer[1] * s->state.reverse * maxspin;
       s->state.steerx = s->state.steerx_s;
-      s->state.steery = s->state.steery_s;
-      
+
       /* FIXME audio events */
 #if 0
       audio_lock();
@@ -1064,7 +1101,16 @@ VG_STATIC void skate_integrate( player_interface *player,
    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 );
 
-   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, player->rb.w );
+   float decay_rate = 0.5f*0.125f;
+
+   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 );
+   }
+
+   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+
    if( v3_length2( player->rb.w ) > 0.0f )
    {
       v4f rotation;
@@ -1079,7 +1125,7 @@ VG_STATIC void skate_integrate( player_interface *player,
 
    /* integrate steering velocities */
    v4f rotate; 
-   float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.3f;
+   float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
 
    s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
    s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
@@ -1099,6 +1145,7 @@ VG_STATIC void skate_integrate( player_interface *player,
    v3_copy( player.rb.v, s->phys.v_prev );
 #endif
 
+   s->state.flip_time += s->state.flip_rate * k_rb_delta;
    rb_update_transform( &player->rb );
 }
 
@@ -1200,8 +1247,11 @@ VG_STATIC void player_skate_update( player_device *dev,
       m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
       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 */
       m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
       m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
+      m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
 
 #if 0
       mixedcam_transport( &s->state.cam, gate );
@@ -1240,6 +1290,8 @@ VG_STATIC void player_skate_ui( player_device *dev, player_interface *player )
    player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
                         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, 
+                                             s->state.flip_time );
 }
 
 VG_STATIC void player_skate_animate( player_device *dev, 
@@ -1470,6 +1522,31 @@ VG_STATIC void player_skate_animate( player_device *dev,
    q_mul( dev->pose_root_q, qresidual, dev->pose_root_q );
    q_normalize( dev->pose_root_q );
 
+   v4f qflip;
+   if( (s->state.activity == k_skate_activity_air) &&
+       (fabsf(s->state.flip_rate) > 0.01f) )
+   {
+      float angle = vg_clampf( s->state.flip_time, -1.0f, 1.0f ) * VG_TAUf,
+            distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
+            blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+
+      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+
+      q_axis_angle( qflip, s->state.flip_axis, angle );
+      q_mul( qflip, dev->pose_root_q, dev->pose_root_q );
+      q_normalize( dev->pose_root_q );
+
+      v3f rotation_point, rco;
+      v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+      v3_sub( dev->pose_root_co, rotation_point, rco );
+      
+      /* FIXME: q_mul v3 */
+      m3x3f TEMP;
+      q_m3x3( qflip, TEMP );
+      m3x3_mulv( TEMP, rco, rco );
+      v3_add( rco, rotation_point, dev->pose_root_co );
+   }
+
 #if 0
    if( cl_thirdperson )
    {
@@ -1554,12 +1631,17 @@ VG_STATIC void skate_camera_thirdperson( player_device *dev,
    else
       v3_normalize( dir );
 
+   if( s->state.activity == k_skate_activity_air )
+      dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
+   dir[1] *= 0.0f;
+
    v3_muladds( origin, dir, -2.0f, target );
-   v3_lerp( s->state.posl, target, vg.frame_delta * 12.0f, s->state.posl );
+
+   v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
+   v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
 
    v3_copy( s->state.posl, dev->cam_3rd.pos );
-   skate_camera_vector_look( &dev->cam_3rd, dir, 1.0f, 0.0f );
-   dev->cam_3rd.fov = 100.0f;
+   skate_camera_vector_look( &dev->cam_3rd, s->state.dirl, 1.0f, 0.2f );
 }
 
 VG_STATIC void player_skate_post_animate( player_device *dev,
@@ -1626,6 +1708,10 @@ VG_STATIC int player_skate_event( player_device *dev, player_interface *player,
                     atan2f( inf->dir[0], inf->dir[2] ) );
       v3_copy( player->cam.pos, s->state.posl );
 
+      m3x3f temp;
+      euler_m3x3( player->cam.angles, temp );
+      v3_muls( temp[2], -1.0f, s->state.dirl );
+
       rb_update_transform( &player->rb );
       v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
       v3_copy( player->rb.v, s->state.cog_v );
@@ -1634,6 +1720,27 @@ VG_STATIC int player_skate_event( player_device *dev, player_interface *player,
    {
       player_skate_update( dev, player );
    }
+   else if( ev == k_player_device_event_post_update )
+   {
+      for( int i=0; i<s->prediction_count; i++ )
+      {
+         struct land_prediction *p = &s->predictions[i];
+         
+         for( int j=0; j<p->log_length - 1; j ++ )
+            vg_line( p->log[j], p->log[j+1], p->colour );
+
+         vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+
+         v3f p1;
+         v3_add( p->log[p->log_length-1], p->n, p1 );
+         vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+
+         vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      }
+
+      vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
+      vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
+   }
    else if( ev == k_player_device_event_animate )
    {
       player_skate_animate( dev, player );