automatic camera inversing across portals
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_skate.h
index af95a7ff1a4a0531d855f9e835290d31afeb4836..13f6398a0b549d37f338b2b25ffd0bacb7062320 100644 (file)
@@ -4,6 +4,7 @@
 #include "player_interface.h"
 #include "skeleton.h"
 #include "player_model.h"
+#include "player_device_common.h"
 
 struct player_device_skate
 {
@@ -43,7 +44,11 @@ struct player_device_skate
       double start_push,
              cur_push;
 
-      v3f vl;
+      v3f prev_pos;
+
+
+      v3f vl,       /* 1st */
+          posl;    /* 3rd */
    }
    state,
    state_gate_storage;
@@ -67,6 +72,8 @@ struct player_device_skate
    }
    predictions[22];
    u32 prediction_count;
+   float land_dist;
+   v3f land_normal;
 
    /* animation */
    struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
@@ -597,7 +604,7 @@ VG_STATIC void skate_apply_air_model( player_interface *player,
       {
          v4f correction;
          q_axis_angle( correction, axis, 
-                        acosf(angle)*(1.0f-limiter)*3.0f*VG_TIMESTEP_FIXED );
+                        acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
          q_mul( correction, player->rb.q, player->rb.q );
       }
    }
@@ -609,6 +616,8 @@ VG_STATIC void skate_apply_air_model( player_interface *player,
    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;
+   s->land_dist = time_to_impact;
+   v3_copy( target_normal, s->land_normal );
 }
 
 VG_STATIC void skate_get_board_points( player_interface *player,
@@ -710,12 +719,14 @@ 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;
+
    /* Surface connection */
    if( len == 0 && !(spring_hit0 && spring_hit1) )
    {
       s->state.lift_frames ++;
 
-      if( s->state.lift_frames >= 8 )
+      if( s->state.lift_frames >= lift_frames_limit )
          s->state.activity = k_skate_activity_air;
    }
    else
@@ -731,7 +742,7 @@ VG_STATIC void skate_apply_interface_model( player_interface *player,
       {
          s->state.lift_frames ++;
 
-         if( s->state.lift_frames >= 8 )
+         if( s->state.lift_frames >= lift_frames_limit )
             s->state.activity = k_skate_activity_air;
       }
       else
@@ -894,6 +905,16 @@ VG_STATIC void skate_apply_jump_model( player_interface *player,
       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 );
+
+      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
@@ -1084,6 +1105,7 @@ VG_STATIC void player_skate_update( player_interface *player,
                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
+   v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
 
    /* Setup colliders */
@@ -1106,9 +1128,35 @@ VG_STATIC void player_skate_update( player_interface *player,
                                      &s->sphere_front, manifold ),
    len_back = skate_collide_smooth( player, mtx_back,  
                                     &s->sphere_back, &manifold[len_front] ),
-
    interface_len = len_front + len_back;
 
+   /* 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) )
+   {
+      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 );
+      else
+         v3_copy( mtx_front[3], trace_from );
+
+      ray_hit ray;
+      ray.dist = 0.6f;
+
+      if( ray_world( trace_from, trace_dir, &ray ) )
+      {
+         rb_ct *ct = &manifold[ interface_len ];
+
+         v3_copy( ray.pos, ct->co );
+         v3_copy( ray.normal, ct->n );
+         ct->p = 0.0f;
+
+         interface_len ++;
+      }
+   }
+
    interface_manifold = manifold;
    grind_manifold = manifold + interface_len;
 
@@ -1133,6 +1181,39 @@ VG_STATIC void player_skate_update( player_interface *player,
    skate_apply_air_model( player, s );
 
    skate_integrate( player, s );
+
+   vg_line_pt3( s->state.cog, 0.1f,  VG__WHITE );
+   vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
+   vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
+   vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
+   vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
+
+   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 )) )
+   {
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      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 );
+      m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
+      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 );
+      rb_update_transform( &player->rb );
+
+      s->state_gate_storage = s->state;
+      player_pass_gate( player, gate );
+   }
 }
 
 VG_STATIC void player_skate_post_update( player_interface *player,
@@ -1161,11 +1242,13 @@ VG_STATIC void player_skate_ui( player_interface *player,
                                              "k_skate_activity_ground",
                                              "k_skate_activity_grind }" }
                                              [s->state.activity] );
+   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 );
 }
 
-VG_STATIC void player_skate_pose( player_interface *player,
-                                  player_attachment *at, 
-                                  player_pose pose, m4x3f transform )
+VG_STATIC void player_skate_animate( player_interface *player,
+                                     player_attachment *at )
 {
    struct player_device_skate *s = at->storage;
    struct player_avatar *av = player->playeravatar;
@@ -1192,6 +1275,9 @@ VG_STATIC void player_skate_pose( player_interface *player,
    v3f offset;
    v3_zero( offset );
 
+   m4x3_mulv( player->rb.to_local, s->state.cog, offset );
+   v3_muls( offset, -4.0f, offset );
+
 #if 0
    m3x3_mulv( player.inv_visual_transform, phys->bob, offset );
 #endif
@@ -1327,7 +1413,7 @@ VG_STATIC void player_skate_pose( player_interface *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, at->pose );
 
    float add_grab_mod = 1.0f - s->blend_fly;
 
@@ -1341,13 +1427,13 @@ VG_STATIC void player_skate_pose( player_interface *player,
 
       for( int i=0; i<vg_list_size(apply_to); i ++ )
       {
-         pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
-         pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+         at->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-      mdl_keyframe *kf_board  = &pose[av->id_board-1],
-                   *kf_foot_l = &pose[av->id_ik_foot_l-1],
-                   *kf_foot_r = &pose[av->id_ik_foot_r-1];
+      mdl_keyframe *kf_board  = &at->pose[av->id_board-1],
+                   *kf_foot_l = &at->pose[av->id_ik_foot_l-1],
+                   *kf_foot_r = &at->pose[av->id_ik_foot_r-1];
 
       v3f bo;
       v3_muls( s->board_offset, add_grab_mod, bo );
@@ -1373,12 +1459,10 @@ VG_STATIC void player_skate_pose( player_interface *player,
    }
 
    /* transform */
-   rb_extrapolate_transform( &player->rb, transform );
+   rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
 
-#if 0
-   v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, 
-               player.visual_transform[3] );
-#endif
+   v3_muladds( at->pose_root_co, player->rb.to_world[1], -0.28f, 
+               at->pose_root_co );
 
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
@@ -1387,29 +1471,26 @@ VG_STATIC void player_skate_pose( player_interface *player,
    q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
 
    q_mul( qresy, qresx, qresidual );
-   q_m3x3( qresidual, mtx_residual );
-   m3x3_mul( transform, mtx_residual, transform );
+   q_normalize( qresidual );
+   q_mul( at->pose_root_q, qresidual, at->pose_root_q );
+   q_normalize( at->pose_root_q );
+
+#if 0
+   if( cl_thirdperson )
+   {
+      if( !followcam_will_hit_gate( player, &s->state.cam ) )
+      {
+         m4x3f inverse;
+         m4x3_invert_affine( s->state.cam.gate->transport, inverse );
+         m4x3_mul( inverse, transform, transform );
+      }
+   }
+#endif
 }
 
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam )
+VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
 {
-   struct player_device_skate *s = at->storage;
-   struct player_avatar *av = player->playeravatar;
-
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
-
-   v3_zero( cam->angles );
-   cam->fov = 119.0f;
-
-   /* TODO: smooth clamp lerp rate of change */
-
-   v3_lerp( s->state.vl, player->rb.v, 5.0f*vg.time_delta, s->state.vl );
-
-   float *v  = s->state.vl,
-         yaw = atan2f( v[0], -v[2] ),
+   float yaw = atan2f( v[0], -v[2] ),
        pitch = atan2f
                ( 
                    -v[1], 
@@ -1417,30 +1498,112 @@ VG_STATIC void player_skate_get_camera( player_interface *player,
                    (
                      v[0]*v[0] + v[2]*v[2]
                    )
-               ) 
-               * 0.7f + 0.5f;
+               ) * C + k;
 
    cam->angles[0] = yaw;
    cam->angles[1] = pitch;
 }
 
+VG_STATIC void skate_camera_firstperson( player_interface *player,
+                                         player_attachment *at )
+{
+   struct player_device_skate *s = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
+   /* FIXME: viewpoint entity */
+   v3f vp = {-0.1f,1.8f,0.0f};
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
+
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 119.0f;
+
+   v3f flat_dir,
+       vel_dir,
+       look_dir;
+
+   v3_copy( player->rb.v, vel_dir );
+   //v3_normalize( vel_dir );
+
+   float tti = s->land_dist;
+   v3f   norm;
+   v3_copy( s->land_normal, norm );
+
+   if( s->state.activity == k_skate_activity_ground )
+   {
+      tti = 0.0f;
+      v3_copy( player->rb.to_world[1], norm );
+   }
+
+   v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
+   //v3_normalize( flat_dir );
+
+   v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
+   v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
+
+   skate_camera_vector_look( &at->cam_1st, s->state.vl, 1.0f, 0.25f );
+}
+
+VG_STATIC void skate_camera_thirdperson( player_interface *player,
+                                         player_attachment *at )
+{
+   struct player_device_skate *s = at->storage;
+   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 );
+   v3_sub( origin, s->state.posl, dir );
+   
+   if( v3_length2( dir ) < 0.1f*0.1f )
+      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
+   else
+      v3_normalize( dir );
+
+   v3_muladds( origin, dir, -2.0f, target );
+   v3_lerp( s->state.posl, target, vg.frame_delta * 12.0f, s->state.posl );
+
+   v3_copy( s->state.posl, at->cam_3rd.pos );
+   skate_camera_vector_look( &at->cam_3rd, dir, 1.0f, 0.0f );
+   at->cam_3rd.fov = 100.0f;
+}
+
+VG_STATIC void player_skate_post_animate( player_interface *player,
+                                          player_attachment *at )
+{
+   struct player_device_skate *s = at->storage;
+   struct player_avatar *av = player->playeravatar;
+
+   v3_zero( at->cam_1st.pos );
+   v3_zero( at->cam_1st.angles );
+   at->cam_1st.fov = 90.0f;
+
+   skate_camera_thirdperson( player, at );
+   skate_camera_firstperson( player, at );
+
+   /* 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 );
+}
+
 VG_STATIC void player_skate_transport( player_interface *player,
                                        player_attachment *at,
                                        teleport_gate *gate )
 {
-   struct player_device_skate *s = at->storage;
-
-   m4x3_mulv( gate->transport, player->rb.co,  player->rb.co );
-   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, player->rb.v,   player->rb.v );
-   m3x3_mulv( gate->transport, s->state.vl,    s->state.vl );
+}
 
-   v4f transport_rotation;
-   m3x3_q( gate->transport, transport_rotation );
-   q_mul( transport_rotation, player->rb.q, player->rb.q );
+VG_STATIC void player_skate_reset( player_interface *player,
+                                   player_attachment *at,
+                                   struct respawn_point *rp )
+{
+   struct player_device_skate *s = at->storage;
+   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
 
-   s->state_gate_storage = s->state;
+#if 0
+   mixedcam_reset( player, &s->state.cam );
+#endif
 }
 
 VG_STATIC player_device player_device_skate =
@@ -1448,11 +1611,11 @@ VG_STATIC player_device player_device_skate =
    .pre_update    = player_skate_pre_update,
    .update        = player_skate_update,
    .post_update   = player_skate_post_update,
-   .get_camera    = player_skate_get_camera,
+   .animate       = player_skate_animate,
+   .post_animate  = player_skate_post_animate,
    .debug_ui      = player_skate_ui,
    .bind          = player_skate_bind,
-   .pose          = player_skate_pose,
-   .gate_transport= player_skate_transport
+   .reset         = player_skate_reset
 };
 
 #endif /* PLAYER_DEVICE_SKATE_H */