struct skeleton *sk = &av->sk;
rb_update_transform( &player->rb );
+ s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
+ s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
s->anim_air = skeleton_get_anim( sk, "pose_air" );
m3x3_mulv( player->basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a0)*m);
inf->gravity = gravity;
+
+ v3_copy( target, inf->log[inf->log_length ++] );
}
if( fabsf(a1-a) < max_angle_delta ){
m3x3_mulv( player->basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a1)*m);
inf->gravity = gravity;
+
+ v3_copy( target, inf->log[inf->log_length ++] );
}
}
int grind_located = 0;
float grind_located_gravity = k_gravity;
+
+ v3f launch_v_bounds[2];
+
+ for( int i=0; i<2; i++ ){
+ v3_copy( player->rb.v, launch_v_bounds[i] );
+ float ang = (float[]){ angle_begin, angle_end }[ i ];
+ ang *= 0.15f;
+
+ v4f qbias;
+ q_axis_angle( qbias, axis, ang );
+ q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
+ }
+
for( int m=0;m<=30; m++ ){
jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
reset_jump_info( inf );
v3_add( launch_co, co1, co1 );
float launch_vy = v3_dot( launch_v,basis[1] );
- if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
- v3f closest;
+
+ int search_for_grind = 1;
+ if( grind_located ) search_for_grind = 0;
+ if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+
+ /* TODO Cleanup */
+
+ v3f closest;
+ if( search_for_grind ){
if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
- v3f ve;
- v3_copy( launch_v, ve );
- v3_muladds( ve, basis[1], -gravity * t, ve );
+ v3f bound[2];
- if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
- /* check alignment */
- v2f v0 = { v3_dot( ve, basis[0] ),
- v3_dot( ve, basis[2] ) },
- v1 = { v3_dot( grind.dir, basis[0] ),
- v3_dot( grind.dir, basis[2] ) };
+ for( int j=0; j<2; j++ ){
+ v3_muls( launch_v_bounds[j], t, bound[j] );
+ v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
+ v3_add( launch_co, bound[j], bound[j] );
+ }
- v2_normalize( v0 );
- v2_normalize( v1 );
+ float minh = vg_minf( bound[0][1], bound[1][1] ),
+ maxh = vg_maxf( bound[0][1], bound[1][1] );
- float a = v2_dot( v0, v1 );
+ vg_info( "%f [%f:%f]\n", closest[1], minh, maxh );
-#if 0
- if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
-#endif
- grind_located = 1;
- grind_located_gravity = inf->gravity;
+ if( (closest[1] < minh) || (closest[1] > maxh) ){
+ search_for_grind = 0;
+ }
+ }
+ else
+ search_for_grind = 0;
+ }
- vg_success( "Grind located\n" );
-#if 0
- }
-#endif
+ if( search_for_grind ){
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, basis[1], -gravity * t, ve );
+
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
+ /* check alignment */
+ v2f v0 = { v3_dot( ve, basis[0] ),
+ v3_dot( ve, basis[2] ) },
+ v1 = { v3_dot( grind.dir, basis[0] ),
+ v3_dot( grind.dir, basis[2] ) };
+
+ v2_normalize( v0 );
+ v2_normalize( v1 );
+
+ float a = v2_dot( v0, v1 );
+
+ if( a >= cosf( VG_PIf * 0.185f ) ){
+ grind_located = 1;
+ grind_located_gravity = inf->gravity;
+
+ vg_success( "Grind located\n" );
}
}
}
v3_cross( v0, v1, inf->n );
v3_normalize( inf->n );
#endif
+ /* TODO:
+ * grind predictions, we want to FORCE it to land in the correct
+ * location, taking the cloest endpoint or midpoint to be the
+ * snapper.
+ */
inf->type = k_prediction_land;
int valid_count =
create_jumps_to_hit_target( player, grind_jumps, grind.co,
- 0.25f*VG_PIf, grind_located_gravity );
+ 0.175f*VG_PIf, grind_located_gravity );
+
+ /* knock out original landing points in the 1m area
+ * TODO: Make this a konstant */
+ for( u32 j=0; j<s->possible_jump_count; j++ ){
+ jump_info *jump = &s->possible_jumps[ j ];
+ float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+ float descale = 1.0f-vg_minf(1.0f,dist);
+ jump->score += descale*3.0f;
+ }
for( int i=0; i<valid_count; i++ ){
jump_info *jump = &grind_jumps[i];
v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
v3_add( launch_co, co0, co0 );
+#if 0
/* rough scan to make sure we dont collide with anything */
for( int j=1; j<=16; j++ ){
t = (float)j*(1.0f/16.0f);
v3_copy( co1, co0 );
}
+#endif
v3_copy( grind.n, jump->n );
s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+#if 0
continue;
invalidated_grind:;
+#endif
}
}
v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
+ if( best->type == k_prediction_grind ){
+ s->state.activity = k_skate_activity_air_to_grind;
+ }
+
if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
s->state.reverse ;
{
struct player_skate *s = &player->_skate;
- if( s->state.activity_prev != k_skate_activity_air )
+ if( s->state.activity_prev > k_skate_activity_air_to_grind )
player__approximate_best_trajectory( player );
float angle = v3_dot( player->rb.to_world[1], s->land_normal );
v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
k_rb_delta, s->board_trick_residuald );
- if( s->state.activity == k_skate_activity_air ){
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
return;
float rate = 26.0f,
top = 1.0f;
- if( s->state.activity == k_skate_activity_air ){
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
rate = 6.0f * fabsf(steer);
top = 1.5f;
}
s->state.slip = slip;
s->state.reverse = -vg_signf(vel[2]);
- vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+ float S = (float)s->grind_cooldown * (1.0f/20.0f);
+ S = vg_minf( S, 1.0f );
+
+ vel[0] += vg_cfrictf( vel[0], S * k_friction_lat * k_rb_delta );
+ vel[2] += vg_cfrictf( vel[2], S * k_friction_resistance * k_rb_delta );
/* Pushing additive force */
s->state.charging_jump = player->input_jump->button.value;
/* Cannot charge this in air */
- if( s->state.activity == k_skate_activity_air ){
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
s->state.charging_jump = 0;
return;
}
v3_normalize( jumpdir );
}else{
v3_copy( s->state.up_dir, jumpdir );
+ s->state.activity = k_skate_activity_ground;
+ s->grind_cooldown = 0;
+
+ float tilt = player->input_js1h->axis.value * 0.3f;
+ tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+ v4f qtilt;
+ q_axis_angle( qtilt, s->grind_dir, tilt );
+ q_mulv( qtilt, jumpdir, jumpdir );
}
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
s->state.jump_time = vg.time;
- s->state.activity = k_skate_activity_air;
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
- skate_apply_air_model( player );
-
-#if 0
- float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
- s->state.steery_s = -steer[0] * maxspin;
- s->state.steerx = s->state.steerx_s;
- s->state.lift_frames ++;
-#endif
audio_lock();
audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
}
int trick_id;
- if( (s->state.activity == k_skate_activity_air) &&
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(trick_id = player_skate_trick_input( player )) )
{
if( (vg.time - s->state.jump_time) < 0.1f ){
for( int i=0; i<s->possible_jump_count; i++ ){
jump_info *jump = &s->possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+ }
for( int j=0; j<jump->log_length - 1; j ++ ){
float brightness = jump->score*jump->score*jump->score;
audio_lock();
- float air = s->state.activity == k_skate_activity_air? 1.0f: 0.0f,
+ float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
speed = v3_length( player->rb.v ),
attn = vg_minf( 1.0f, speed*0.1f ),
slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ),
v3_lerp( s->state.up_dir, target,
8.0f * s->substep_delta, s->state.up_dir );
}
- else if( s->state.activity == k_skate_activity_air )
- {
+ else if( s->state.activity <= k_skate_activity_air_to_grind ){
v3_lerp( s->state.up_dir, player->rb.to_world[1],
8.0f * s->substep_delta, s->state.up_dir );
}
- else
- {
+ else{
v3_lerp( s->state.up_dir, player->basis[1],
12.0f * s->substep_delta, s->state.up_dir );
}
v3_normalize( axis );
v3_cross( axis, inf_avg.dir, inf_avg.n );
-
skate_grind_decay( player, &inf_avg, 1.0f );
intersection );
v3_copy( intersection, s->weight_distribution );
- skate_grind_decay( player, inf, 0.1f );
+ skate_grind_decay( player, inf, 0.0125f );
skate_grind_friction( player, inf, 0.25f );
/* direction alignment */
m3x3_mulv( player->rb.to_world, dir, dir );
m3x3_mulv( player->rb.to_world, perp, perp );
+ v4f qbalance;
+ q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
+ q_mulv( qbalance, perp, perp );
+
rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
dir,
k_grind_spring, k_grind_dampener,
if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
(local_co[1] >= 0.0f) && /* at deck level */
- (fabsf(local_dir[0]) >= 0.5f) ) /* perpendicular to us */
+ (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
{
if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
struct player_skate *s = &player->_skate;
/* debounces this state manager a little bit */
- if( s->frames_since_activity_change < 10 )
- {
- s->frames_since_activity_change ++;
+ if( s->grind_cooldown < 20 ){
+ s->grind_cooldown ++;
return k_skate_activity_undefined;
}
res_front50 = 0,
res_slide = 0;
- if( s->state.activity == k_skate_activity_grind_boardslide )
- {
+ if( s->state.activity == k_skate_activity_grind_boardslide ){
res_slide = skate_boardslide_renew( player, &inf_slide );
}
- else if( s->state.activity == k_skate_activity_grind_back50 )
- {
+ else if( s->state.activity == k_skate_activity_grind_back50 ){
res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
}
- else if( s->state.activity == k_skate_activity_grind_front50 )
- {
+ else if( s->state.activity == k_skate_activity_grind_front50 ){
res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
- else if( s->state.activity == k_skate_activity_grind_5050 )
- {
+ else if( s->state.activity == k_skate_activity_grind_5050 ){
res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
- else
- {
+ else{
res_slide = skate_boardslide_entry( player, &inf_slide );
res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
- if( res_back50 != res_front50 )
- {
+ if( res_back50 != res_front50 ){
int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
res_back50 &= wants_to_do_that;
}
, new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
- if( new_activity == k_skate_activity_undefined )
- {
+ if( new_activity == k_skate_activity_undefined ){
if( s->state.activity >= k_skate_activity_grind_any )
- s->frames_since_activity_change = 0;
+ s->grind_cooldown = 5;
}
- else if( new_activity == k_skate_activity_grind_boardslide )
- {
+ else if( new_activity == k_skate_activity_grind_boardslide ){
skate_boardslide_apply( player, &inf_slide );
}
- else if( new_activity == k_skate_activity_grind_back50 )
- {
+ else if( new_activity == k_skate_activity_grind_back50 ){
if( s->state.activity != k_skate_activity_grind_back50 )
skate_store_grind_vec( player, &inf_back50 );
skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
}
- else if( new_activity == k_skate_activity_grind_front50 )
- {
+ else if( new_activity == k_skate_activity_grind_front50 ){
if( s->state.activity != k_skate_activity_grind_front50 )
skate_store_grind_vec( player, &inf_front50 );
float slap = 0.0f;
- if( s->state.activity == k_skate_activity_air ){
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
float min_dist = 0.6f;
for( int i=0; i<2; i++ ){
}
}
min_dist -= 0.2f;
- float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
-
-#if 0
- float jump_t = vg.time - s->state.jump_time;
- jump_t = vg_minf( o, 1.0f );
-#endif
+ float vy = v3_dot( player->basis[1], player->rb.v );
+ vy = vg_maxf( 0.0f, vy );
- slap = o*0.3f;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
- wheels[0].pos[1] = slap;
- wheels[1].pos[1] = slap;
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
}
- s->slap = slap;
-
-
+ s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
+ wheels[0].pos[1] = s->state.slap;
+ wheels[1].pos[1] = s->state.slap;
skate_weight_distribute( player );
}
else{
- s->state.activity = k_skate_activity_air;
+ if( s->state.activity > k_skate_activity_air_to_grind )
+ s->state.activity = k_skate_activity_air;
+
v3_zero( s->weight_distribution );
skate_apply_air_model( player );
}
v4f future_q;
v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
- grind_radius + k_board_radius*0.25f+slap, mtx[3] );
+ grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player->rb.q, player->rb.q );
+ q_mul( transport_rotation, s->state.smoothed_rotation,
+ s->state.smoothed_rotation );
rb_update_transform( &player->rb );
s->state_gate_storage = s->state;
const char *activity_txt[] =
{
"air",
+ "air_to_grind",
"ground",
"undefined (INVALID)",
"grind_any (INVALID)",
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 );
+
/*
* Animation blending
* ===========================================
/* sliding */
{
- float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ float desired = 0.0f;
+ if( s->state.activity == k_skate_activity_ground )
+ desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
{
- int iair = s->state.activity == k_skate_activity_air;
+ int iair = s->state.activity <= k_skate_activity_air_to_grind;
float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
fly = iair? 1.0f: 0.0f,
wdist= s->weight_distribution[2] / k_board_length;
+ if( s->state.activity >= k_skate_activity_grind_any )
+ wdist = 0.0f;
+
s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe air_pose[32];
{
float target = -player->input_js1h->axis.value;
+
+#if 1
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+#else
+ s->blend_airdir = 0.0f;
+#endif
float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+
+ mdl_keyframe grind_pose[32];
+ {
+ /* TODO: factor balance into this sampler */
+ float grind_frame = 0.5f;
+
+ if( s->state.activity == k_skate_activity_grind_front50 ){
+ grind_frame = 0.0f;
+ } else if( s->state.activity == k_skate_activity_grind_back50 ){
+ grind_frame = 1.0f;
+ }
+
+ float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+ s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
+ s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
+
+ grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
+ skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ }
+ skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+
float add_grab_mod = 1.0f - s->blend_fly;
/* additive effects */
av->id_ik_elbow_l,
av->id_ik_elbow_r };
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ float apply_rates[] = { 1.0f,
+ 0.75f,
+ 0.75f,
+ 0.75f,
+ 0.75f };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
-
/* angle correction */
- if( v3_length2( s->state.up_dir ) > 0.001f )
- {
+ if( v3_length2( s->state.up_dir ) > 0.001f ){
+
+ if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+ v4_length(s->state.smoothed_rotation) >= 1.1f ){
+ vg_warn( "FIX THIS! CARROT\n" );
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
+ }
+ v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ s->state.smoothed_rotation );
+ q_normalize( s->state.smoothed_rotation );
+
+ v3f yaw_ref = {1.0f,0.0f,0.0f},
+ yaw_smooth = {1.0f,0.0f,0.0f};
+ q_mulv( player->rb.q, yaw_ref, yaw_ref );
+ q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+ float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
+ yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
+ yaw_counter_rotate = acosf( yaw_counter_rotate );
+ yaw_counter_rotate *= 1.0f-s->blend_fly;
+
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v3_normalize( ndir );
a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
v3f axis;
- v4f q;
+ v4f qfixup, qcounteryaw, qtotal;
v3_cross( up, ndir, axis );
- q_axis_angle( q, axis, a );
+ q_axis_angle( qfixup, axis, a );
+
+ q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+ q_mul( qcounteryaw, qfixup, qtotal );
+ q_normalize( qtotal );
mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ v3f origin;
+ v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
- v3f v0;
- v3_sub( kf->co, kf_hip->co, v0 );
- q_mulv( q, v0, v0 );
- v3_add( v0, kf_hip->co, kf->co );
+ v3f v0, co;
+ v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
+ v3_sub( co, origin, v0 );
+ q_mulv( qtotal, v0, v0 );
+ v3_add( v0, origin, co );
+ v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
- q_mul( q, kf->q, kf->q );
+ q_mul( qtotal, kf->q, kf->q );
q_normalize( kf->q );
}
*kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
*kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
*kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
- *kf_hip = &dest->pose[av->id_hip],
+ *kf_hip = &dest->pose[av->id_hip-1],
*kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
&dest->pose[av->id_wheel_l-1] };
v3f euler;
v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ float jump_t = vg.time-s->state.jump_time;
+
+ float k=17.0f;
+ float h = k*jump_t;
+ float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+ extra *= s->state.slap * 4.0f;
+
q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
- q_mul( qpitch, qroll, qtrick );
- q_mul( qyaw, qtrick, qtrick );
+ q_mul( qyaw, qroll, qtrick );
+ q_mul( qpitch, qtrick, qtrick );
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
+
/* foot weight distribution */
if( s->blend_weight > 0.0f ){
kf_foot_l->co[2] += s->blend_weight * 0.2f;
kf_foot_l->co[2] += s->blend_weight * 0.1f;
}
- kf_foot_l->co[1] += s->slap;
- kf_foot_r->co[1] += s->slap;
- kf_knee_l->co[1] += s->slap;
- kf_knee_r->co[1] += s->slap;
- kf_board->co[1] += s->slap;
- kf_hip->co[1] += s->slap * 0.25f;
-
+ kf_foot_l->co[1] += s->state.slap;
+ kf_foot_r->co[1] += s->state.slap;
+ kf_knee_l->co[1] += s->state.slap;
+ kf_knee_r->co[1] += s->state.slap;
+ kf_board->co[1] += s->state.slap;
+ kf_hip->co[1] += s->state.slap * 0.25f;
+
+ /*
+ * animation wishlist:
+ * boardslide/grind jump animations
+ * when tricking the slap should not appply or less apply
+ * not animations however DONT target grinds that are vertically down.
+ */
/* truck rotation */
for( int i=0; i<2; i++ )
float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
v4f qflip;
- if( (s->state.activity == k_skate_activity_air) &&
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
float t = s->state.flip_time;
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_air )
+ if( s->state.activity <= k_skate_activity_air_to_grind )
s->blend_fly = 1.0f;
else
s->blend_fly = 0.0f;