dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 7a661cfc894554daf21d595e30a94b897825f471..3a78f4f9b3fed274b95417904edb590a05bba123 100644 (file)
@@ -1943,10 +1943,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 
    if(      new_activity == k_skate_activity_undefined )
    {
-#if 0
       if( s->state.activity >= k_skate_activity_grind_any )
-         s->frames_since_activity_change = 0;
-#endif
+         s->grind_cooldown = 5;
    }
    else if( new_activity == k_skate_activity_grind_boardslide )
    {
@@ -2027,14 +2025,11 @@ VG_STATIC void player__skate_update( player_instance *player )
             vy = vg_maxf( 0.0f, vy );
 
       slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
-
-      wheels[0].pos[1] = slap;
-      wheels[1].pos[1] = slap;
    }
-   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;
 
 
 
@@ -2262,7 +2257,7 @@ begin_collision:;
    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];
 
@@ -2423,6 +2418,8 @@ begin_collision:;
       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;
@@ -2542,6 +2539,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
    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
     * ===========================================
@@ -2549,7 +2548,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* 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);
    }
    
@@ -2564,7 +2566,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       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 );
    }
 
@@ -2631,7 +2633,12 @@ VG_STATIC void player__skate_animate( player_instance *player,
    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 );
@@ -2667,16 +2674,41 @@ VG_STATIC void player__skate_animate( player_instance *player,
                          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 );
@@ -2687,23 +2719,30 @@ VG_STATIC void player__skate_animate( player_instance *player,
          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 );
          }
 
@@ -2722,7 +2761,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
                    *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] };
 
@@ -2748,15 +2787,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3f euler;
       v3_muls( s->state.trick_euler, VG_TAUf, euler );
 
+      float jump_t = vg.time-s->state.jump_time;
+
+      float k=10.0f;
+      float h = k*jump_t;
+      float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+
       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;
@@ -2767,13 +2813,19 @@ VG_STATIC void player__skate_animate( player_instance *player,
          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++ )