{ &player_skate.anim_push_reverse, "push_reverse" },
{ &player_skate.anim_ollie, "ollie" },
{ &player_skate.anim_ollie_reverse,"ollie_reverse" },
- { &player_skate.anim_grabs, "grabs" }
+ { &player_skate.anim_grabs, "grabs" },
+ { &player_skate.anim_handplant, "handplant" },
};
for( u32 i=0; i<vg_list_size(bindings); i++ )
v3_zero( state->trick_vel );
audio_lock();
- audio_oneshot_3d( &audio_flips[vg_randu32()%4],
+ audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
localplayer.rb.co, 40.0f, 1.0f );
audio_unlock();
}
state->trick_time > 0.2f)
{
player__skate_kill_audio();
- player__dead_transition();
+ player__dead_transition( k_player_die_type_feet );
}
state->trick_euler[0] = roundf( state->trick_euler[0] );
float rate = 26.0f,
top = 1.0f;
+ f32 skid_target = 0.0f;
+
if( state->activity <= k_skate_activity_air_to_grind ){
rate = 6.0f * fabsf(steer);
top = 1.5f;
rate = 35.0f;
top = 1.5f;
}
-
+ else {
+ f32 skid = axis_state(k_sraxis_skid);
+
+ /* skids on keyboard lock to the first direction pressed */
+ if( vg_input.display_input_method == k_input_method_kbm ){
+ if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
+ (fabsf(steer) > 0.4f) ){
+ state->skid = vg_signf( steer ) * 0.02f;
+ }
+
+ if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
+ skid_target = vg_signf( state->skid );
+ }
+ }
+ else {
+ if( fabsf(skid) > 0.1f ){
+ skid_target = skid;
+ }
+ }
+ }
+
if( grab < 0.5f ){
top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
}
}
+ vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
+ steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
+ fabsf(state->skid*0.8f) );
+
float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
addspeed = (steer * -top) - current,
maxaccel = rate * k_rb_delta,
state->slip = slip;
state->reverse = -vg_signf(vel[2]);
+ f32 lat = k_friction_lat;
+
+ if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
+ lat = k_friction_lat * 2.0f;
+ }
+
vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
/* Pushing additive force */
- if( !button_press( k_srbind_jump ) ){
- if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
- {
+ if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
+ if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
if( (vg.time - state->cur_push) > 0.25 )
state->start_push = vg.time;
q_mulv( qtilt, jumpdir, jumpdir );
}
state->surface_cooldown = 10;
+ state->trick_input_collect = 0.0f;
float force = k_jump_force*state->jump_charge;
v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
}
}
+static void skate_apply_handplant_model(void){
+ struct player_skate_state *state = &player_skate.state;
+ if( localplayer.rb.to_world[1][1] < -0.1f ) return;
+ if( localplayer.rb.to_world[1][1] > 0.6f ) return;
+ if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
+
+ v3f lco = { 0.0f, -0.2f, -state->reverse },
+ co, dir;
+ m4x3_mulv( localplayer.rb.to_world, lco, co );
+ v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
+ vg_line_arrow( co, dir, 0.13f, 0xff000000 );
+
+ ray_hit hit = { .dist = 2.0f };
+ if( ray_world( world_current_instance(), co, dir,
+ &hit, k_material_flag_ghosts )) {
+ vg_line( co, hit.pos, 0xff000000 );
+ vg_line_point( hit.pos, 0.1f, 0xff000000 );
+
+ if( hit.normal[1] < 0.7f ) return;
+ if( hit.dist < 0.95f ) return;
+
+ state->activity = k_skate_activity_handplant;
+ state->handplant_t = 0.0f;
+ v3_copy( localplayer.rb.co, state->store_co );
+ v3_copy( localplayer.rb.v, state->air_init_v );
+ v4_copy( localplayer.rb.q, state->store_q );
+ v3_copy( state->cog, state->store_cog );
+ v3_copy( state->cog_v, state->store_cog_v );
+ v4_copy( state->smoothed_rotation, state->store_smoothed );
+ }
+}
+
static void skate_apply_pump_model(void){
struct player_skate_state *state = &player_skate.state;
static void player__skate_pre_update(void){
struct player_skate_state *state = &player_skate.state;
- if( button_down( k_srbind_use ) ){
+ if( state->activity == k_skate_activity_handplant ){
+ state->handplant_t += vg.time_delta;
+ mdl_keyframe hpose[32];
+
+ struct skeleton_anim *anim = player_skate.anim_handplant;
+
+ int end = !skeleton_sample_anim_clamped(
+ &localplayer.skeleton, anim,
+ state->handplant_t, hpose );
+
+ if( state->reverse < 0.0f )
+ player_mirror_pose( hpose, hpose );
+
+ mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+ m4x3f world, mmdl, world_view;
+ q_m3x3( kf_world->q, world );
+ v3_copy( kf_world->co, world[3] );
+
+ /* original mtx */
+ q_m3x3( state->store_q, mmdl );
+ v3_copy( state->store_co, mmdl[3] );
+ m4x3_mul( mmdl, world, world_view );
+
+ vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+ vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+ vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+ m4x3f invworld;
+ m4x3_invert_affine( world, invworld );
+ m4x3_mul( mmdl, invworld, world_view );
+
+ v3_copy( world_view[3], localplayer.rb.co );
+ m3x3_q( world_view, localplayer.rb.q );
+
+ /* new * old^-1 = transfer function */
+ m4x3f transfer;
+ m4x3_invert_affine( mmdl, transfer );
+ m4x3_mul( world_view, transfer, transfer );
+
+ m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
+ m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
+
+ m4x3_mulv( transfer, state->store_cog, state->cog );
+ v3_muladds( state->cog, localplayer.rb.to_world[1],
+ -state->handplant_t*0.5f, state->cog );
+
+ v4f qtransfer;
+ m3x3_q( transfer, qtransfer );
+ q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
+ q_normalize( state->smoothed_rotation );
+ rb_update_transform( &localplayer.rb );
+
+ if( end ){
+ state->activity = k_skate_activity_air;
+ }
+ else return;
+ }
+
+ if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
localplayer.subsystem = k_player_subsystem_walk;
v3f angles;
v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
v3_sub( localplayer.rb.co, newpos, offset );
v3_copy( newpos, localplayer.rb.co );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
+ localplayer.rb.co );
player__begin_holdout( offset );
player__skate_kill_audio();
- player__walk_transition();
+ player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
+ 0: 1, state->trick_euler[0] );
return;
}
+ enum trick_type trick = player_skate_trick_input();
+ if( trick )
+ state->trick_input_collect += vg.time_frame_delta;
+ else
+ state->trick_input_collect = 0.0f;
+
if( state->activity <= k_skate_activity_air_to_grind ){
- enum trick_type trick = k_trick_type_none;
- if( (trick = player_skate_trick_input()) ){
+ if( trick && (state->trick_input_collect < 0.1f) ){
if( state->trick_time == 0.0f ){
audio_lock();
- audio_oneshot_3d( &audio_flips[vg_randu32()%4],
+ audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
localplayer.rb.co, 40.0f, 1.0f );
audio_unlock();
}
audio_lock();
- float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+ float air = ((state->activity <= k_skate_activity_air_to_grind) ||
+ (state->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
speed = v3_length( localplayer.rb.v ),
attn = vg_minf( 1.0f, speed*0.1f ),
slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
struct player_skate_state *state = &player_skate.state;
world_instance *world = world_current_instance();
+ if( state->activity == k_skate_activity_handplant ){
+ return;
+ }
+
if( world->water.enabled ){
if( localplayer.rb.co[1]+0.25f < world->water.height ){
player__networked_sfx( k_player_subsystem_walk, 32,
k_player_walk_soundeffect_splash,
localplayer.rb.co, 1.0f );
player__skate_kill_audio();
- player__dead_transition();
+ player__dead_transition( k_player_die_type_generic );
return;
}
}
skate_adjust_up_direction();
skate_apply_cog_model();
skate_apply_jump_model();
+ skate_apply_handplant_model();
skate_apply_grab_model();
skate_apply_trick_model();
skate_apply_pump_model();
rb_update_transform( &localplayer.rb );
player__skate_kill_audio();
- player__dead_transition();
+ player__dead_transition( k_player_die_type_head );
return;
}
if( nforce > 4.0f ){
if( nforce > 17.6f ){
v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
- player__dead_transition();
+ player__dead_transition( k_player_die_type_feet );
player__skate_kill_audio();
return;
}
"air",
"air_to_grind",
"ground",
+ "handplant",
"undefined (INVALID)",
"grind_any (INVALID)",
"grind_boardslide",
float curspeed = v3_length( localplayer.rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
v3f cam_offset;
v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
- v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
/* localized vectors */
m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
{
float desired = 0.0f;
if( state->activity == k_skate_activity_ground )
- desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
+ desired = vg_clampf( vg_maxf(fabsf( state->slip ),
+ fabsf( state->skid ) ), 0.0f, 1.0f );
animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
+
+ f32 dirx = 0.0f;
+ if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
+ if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
+ if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
+ dirx = vg_signf( state->slip );
+ vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
}
+
+ cam_offset[0] += animator->slide * -animator->x;
+ v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
/* movement information */
int iair = state->activity <= k_skate_activity_air_to_grind;
float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
- dirx = state->slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f,
+ fly = iair? 1.0f: 0.0f,
wdist= player_skate.weight_distribution[2] / k_board_length;
if( state->activity >= k_skate_activity_grind_any )
wdist = 0.0f;
animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
- animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta );
+ animator->skid = state->skid;
animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
animator->grabbing = state->grabbing;
/* steer */
- joystick_state( k_srjoystick_steer, animator->steer );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ animator->airdir = vg_lerpf( animator->airdir,
+ -steer[0], 2.4f*vg.time_delta );
- animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
- 2.4f*vg.time_delta );
+ animator->steer[0] = steer[0];
+ animator->steer[1] = vg_lerpf( animator->steer[1],
+ steer[0], 4.0f*vg.time_delta );
/* flip angle */
vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
}
else q_identity( animator->qfixuptotal );
- rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
- v3_copy( localplayer.rb.v, animator->root_v );
+
+ if( state->activity == k_skate_activity_handplant ){
+ v3_copy( state->store_co, animator->root_co );
+ v4_copy( state->store_q, animator->root_q );
+ v3_zero( animator->root_v );
+ }
+ else {
+ rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ v3_copy( localplayer.rb.v, animator->root_v );
+ }
+
+ animator->handplant_t = state->handplant_t;
}
static void player__skate_pose( void *_animator, player_pose *pose ){
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
/* sliding */
- skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f,
- bpose );
+ f32 slide_frame = animator->x * 0.25f + 0.25f;
+ skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
+
+ mdl_keyframe mirrored[32];
+ player_mirror_pose( bpose, mirrored );
+ skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
if( animator->reverse > 0.0f ){
pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
}
+#if 1
/* angle 'correction' */
v3f origin;
v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
animator->qfixuptotal );
}
+#endif
+
+
+ if( animator->activity == k_skate_activity_handplant ){
+ struct skeleton_anim *anim = player_skate.anim_handplant;
+
+ mdl_keyframe hpose[32];
+ skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
+ if( animator->reverse < 0.0f )
+ player_mirror_pose( hpose, hpose );
+
+ mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+ m4x3f world, mmdl, world_view;
+ q_m3x3( kf_world->q, world );
+ v3_copy( kf_world->co, world[3] );
+
+ q_m3x3( pose->root_q, mmdl );
+ v3_copy( pose->root_co, mmdl[3] );
+
+ m4x3_mul( mmdl, world, world_view );
+
+ vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+ vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+ vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+ m4x3f invworld;
+ m4x3_invert_affine( world, invworld );
+ m4x3_mul( mmdl, invworld, world_view );
+
+ m3x3_q( world_view, pose->root_q );
+ v3_copy( world_view[3], pose->root_co );
+
+ f32 t = animator->handplant_t,
+ frames = anim->length-1,
+ length = animator->activity == k_skate_activity_handplant?
+ frames / anim->rate:
+ 999999,
+ end_dist = vg_minf( t, length - t )/k_anim_transition,
+ blend = vg_smoothstepf( vg_minf(1,end_dist) );
+
+ skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
+ }
+
/* trick rotation */
v4f qtrick, qyaw, qpitch, qroll;
q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
q_normalize( kf_wheels[i]->q );
}
-
+
+#if 1
{
mdl_keyframe
*kf_head = &pose->keyframes[localplayer.id_head-1],
*kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
*kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
*kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
- *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1];
+ *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
+ *kf_hip = &pose->keyframes[localplayer.id_hip-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
q_inv( qrot, qrot );
q_mul( qrot, kf_head->q, kf_head->q );
q_normalize( kf_head->q );
+
+
+ /* hand placement */
+
+ u32 hand_id = animator->z < 0.5f?
+ localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
+
+ v3f sample_co;
+ m4x3f mmdl;
+ q_m3x3( pose->root_q, mmdl );
+ q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
+ v3_add( mmdl[3], pose->root_co, mmdl[3] );
+ m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
+
+ v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
+ vg_line_point( sample_co, 0.04f, 0xff0000ff );
+
+ v3f dir;
+ v3_muls( mmdl[1], -1.0f, dir );
+ ray_hit hit = { .dist = 1.5f };
+ if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
+ vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
+ vg_line( sample_co, hit.pos, 0xffffffff );
+
+ f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
+ 2.0f * fabsf(animator->z*2.0f-1.0f);
+
+ f32 d = (hit.dist - 0.3f) * amt;
+ pose->keyframes[hand_id-1].co[1] -= d;
+ kf_hip->co[1] -= d*0.4f;
+ }
+
+ /* skid */
+ f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
+ u8 skidders[] = { localplayer.id_ik_foot_l,
+ localplayer.id_ik_foot_r,
+ localplayer.id_board };
+ v4f qskid;
+ q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
+
+ for( u32 i=0; i<vg_list_size(skidders); i ++ ){
+ mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
+ keyframe_rotate_around( kf,
+ (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
+ sk->bones[skidders[i]].co, qskid );
+ }
}
+#endif
}
static void player__skate_effects( void *_animator, m4x3f *final_mtx,
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
/* these could likely be pressed down into single bits if needed */
audio_lock();
if( id == k_player_skate_soundeffect_jump ){
- audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
+ audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
+ pos, 40.0f, volume );
}
else if( id == k_player_skate_soundeffect_tap ){
- audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
+ audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
+ pos, 40.0f, volume );
}
else if( id == k_player_skate_soundeffect_land_good ){
- audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
+ audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
+ pos, 40.0f, volume );
}
else if( id == k_player_skate_soundeffect_land_bad ){
- audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
+ audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
+ pos, 40.0f, volume );
}
else if( id == k_player_skate_soundeffect_grind_metal ){
audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );