#include "player.h"
#include "audio.h"
+#include "vg/vg_perlin.h"
+#include "menu.h"
+#include "ent_skateshop.h"
+#include "addon.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
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" );
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v4f plane;
v3_copy( dir, plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
- u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ bh_iter it;
+ bh_iter_init_box( 0, &it, box );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
+ u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_grindable) )
continue;
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
for( int j=0; j<3; j++ ){
int i0 = j,
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
v3_copy( average_normal, inf->n );
v3_copy( average_direction, inf->dir );
- vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+ vg_line_point( inf->co, 0.02f, VG__GREEN );
vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
return passed_samples;
}
-VG_STATIC int solve_prediction_for_target( player_instance *player,
- v3f target, float max_angle,
- struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
{
- /* calculate the exact solution(s) to jump onto that grind spot */
+ inf->log_length = 0;
+ inf->land_dist = 0.0f;
+ inf->score = 0.0f;
+ inf->type = k_prediction_unset;
+ v3_zero( inf->apex );
+}
+
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+ jump_info *jumps,
+ v3f target, float max_angle_delta,
+ float gravity )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* calculate the exact 2 solutions to jump onto that grind spot */
v3f v0;
v3_sub( target, player->rb.co, v0 );
m3x3_mulv( player->invbasis, player->rb.v, v_local );
v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, player->rb.v ), v_local[1] };
+ v = { v3_dot( ax, v_local ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
- root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+ root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- if( root > 0.0f )
- {
- root = sqrtf( root );
- float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
- a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
+ int valid_count = 0;
- if( fabsf(a0-a) > fabsf(a1-a) )
- a0 = a1;
-
- if( fabsf(a0-a) > max_angle )
- return 0;
-
- /* TODO: sweep the path before chosing the smallest dist */
+ if( root > 0.0f ){
+ root = sqrtf( root );
+ float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (gravity * d[0]) );
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_grind;
+ if( fabsf(a0-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- v3_muls( ax, cosf( a0 ) * m, p->v );
- p->v[1] += sinf( a0 ) * m;
- m3x3_mulv( player->basis, p->v, p->v );
+ v3_muls( ax, cosf( a0 ) * m, inf->v );
+ inf->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a0)*m);
+ inf->gravity = gravity;
- p->land_dist = d[0] / (cosf(a0)*m);
+ v3_copy( target, inf->log[inf->log_length ++] );
+ }
- /* add a trace */
- for( int i=0; i<=20; i++ )
- {
- float t = (float)i * (1.0f/20.0f) * p->land_dist;
+ if( fabsf(a1-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- v3f p0;
- v3_muls( p->v, t, p0 );
- v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
+ v3_muls( ax, cosf( a1 ) * m, inf->v );
+ inf->v[1] += sinf( a1 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a1)*m);
+ inf->gravity = gravity;
- v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
+ v3_copy( target, inf->log[inf->log_length ++] );
}
-
- return 1;
}
- else
- return 0;
+
+ return valid_count;
}
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world = get_active_world();
+ world_instance *world0 = world_current_instance();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_copy( player->rb.v, s->state.air_init_v );
v3_copy( player->rb.co, s->state.air_init_co );
- s->prediction_count = 0;
+ s->possible_jump_count = 0;
v3f axis;
v3_cross( player->rb.v, player->rb.to_world[1], axis );
struct grind_info grind;
int grind_located = 0;
+ float grind_located_gravity = k_gravity;
- for( int m=0;m<=30; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_none;
+ 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 );
v3f launch_co, launch_v, co0, co1;
v3_copy( player->rb.co, launch_co );
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
+ world_instance *trace_world = world0;
float vt = (float)m * (1.0f/30.0f),
ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
q_mulv( qbias, launch_v, launch_v );
-
float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
gravity = k_gravity * gravity_bias;
- p->gravity = gravity;
-
- v3_copy( launch_v, p->v );
+ inf->gravity = gravity;
+ v3_copy( launch_v, inf->v );
m3x3f basis;
m3x3_copy( player->basis, basis );
- for( int i=1; i<=50; i++ )
- {
+ for( int i=1; i<=50; i++ ){
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
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;
- 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 );
-
- 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 );
+ int search_for_grind = 1;
+ if( grind_located ) search_for_grind = 0;
+ if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+
+ /* REFACTOR */
+
+ v3f closest={0.0f,0.0f,0.0f};
+ if( search_for_grind ){
+ if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
+ float min_dist = 0.75f;
+ min_dist *= min_dist;
+
+ if( v3_dist2( closest, launch_co ) < min_dist )
+ search_for_grind = 0;
+
+ v3f bound[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] );
+ }
+
+ float limh = vg_minf( 2.0f, t ),
+ minh = vg_minf( bound[0][1], bound[1][1] )-limh,
+ maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
+
+ if( (closest[1] < minh) || (closest[1] > maxh) ){
+ search_for_grind = 0;
+ }
+ }
+ else
+ search_for_grind = 0;
+ }
+
+ 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 );
+ float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.185f ) )
- {
- grind_located = 1;
- }
+ float a_min = cosf( VG_PIf * 0.185f );
+ if( s->state.grind_cooldown )
+ a_min = cosf( VG_PIf * 0.05f );
+
+ /* check speed */
+ if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+ (a >= a_min) &&
+ (fabsf(grind.dir[1]) < 0.70710678118654752f))
+ {
+ grind_located = 1;
+ grind_located_gravity = inf->gravity;
}
}
}
- if( world->rendering_gate ){
- ent_gate *gate = world->rendering_gate;
+ if( trace_world->rendering_gate ){
+ ent_gate *gate = trace_world->rendering_gate;
if( gate_intersect( gate, co1, co0 ) ){
m4x3_mulv( gate->transport, co0, co0 );
m4x3_mulv( gate->transport, co1, co1 );
m3x3_mulv( gate->transport, launch_v, launch_v);
m4x3_mulv( gate->transport, launch_co, launch_co );
m3x3_mul( gate->transport, basis, basis );
+
+ if( gate->flags & k_ent_gate_nonlocal ){
+ trace_world = &world_static.instances[ gate->target ];
+ }
}
}
float t1;
v3f n;
- int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
- if( idx != -1 )
- {
+ float scan_radius = k_board_radius;
+ scan_radius *= vg_clampf( t, 0.02f, 1.0f );
+
+ int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
+ if( idx != -1 ){
v3f co;
v3_lerp( co0, co1, t1, co );
- v3_copy( co, p->log[ p->log_length ++ ] );
+ v3_copy( co, inf->log[ inf->log_length ++ ] );
+
+ v3_copy( n, inf->n );
+ u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( trace_world, tri[0] );
- v3_copy( n, p->n );
- p->type = k_prediction_land;
+ inf->type = k_prediction_land;
v3f ve;
v3_copy( launch_v, ve );
v3_muladds( ve, player->basis[1], -gravity * t, ve );
- struct grind_info replace_grind;
- if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
- {
- v3_copy( replace_grind.n, p->n );
- p->type = k_prediction_grind;
- }
-
- p->score = -v3_dot( ve, p->n );
- p->land_dist = t + k_trace_delta * t1;
+ inf->score = -v3_dot( ve, inf->n );
+ inf->land_dist = t + k_trace_delta * t1;
- u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
- struct world_surface *surf =
- world_tri_index_surface( world, vert_index );
-
/* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_surface) )
- p->score *= 10.0f;
+ if( !(surf->info.flags & k_material_flag_skate_target) )
+ inf->score *= 10.0f;
+
+ if( surf->info.flags & k_material_flag_boundary )
+ s->possible_jump_count --;
break;
}
if( i % 3 == 0 )
- v3_copy( co1, p->log[ p->log_length ++ ] );
+ v3_copy( co1, inf->log[ inf->log_length ++ ] );
v3_copy( co1, co0 );
}
- if( p->type == k_prediction_none )
- s->prediction_count --;
+ if( inf->type == k_prediction_unset )
+ s->possible_jump_count --;
}
if( grind_located ){
- /* calculate the exact solution(s) to jump onto that grind spot */
- struct land_prediction *p = &s->predictions[ s->prediction_count ];
- p->gravity = k_gravity;
+ jump_info grind_jumps[2];
+
+ int valid_count =
+ create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 0.175f*VG_PIf, grind_located_gravity );
+
+ /* knock out original landing points in the 1m area */
+ 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];
+ jump->type = k_prediction_grind;
+
+ v3f launch_v, launch_co, co0, co1;
+
+ v3_copy( jump->v, launch_v );
+ v3_copy( player->rb.co, launch_co );
+
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
+
+ float t = 0.05f * jump->land_dist;
+ v3_muls( launch_v, t, co0 );
+ v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+ v3_add( launch_co, co0, co0 );
+
+ /* rough scan to make sure we dont collide with anything */
+ for( int j=1; j<=16; j++ ){
+ t = (float)j*(1.0f/16.0f);
+ t *= 0.9f;
+ t += 0.05f;
+ t *= jump->land_dist;
+
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
+
+ float t1;
+ v3f n;
+
+ int idx = spherecast_world( world0, co0,co1,
+ k_board_radius*0.1f, &t1, n);
+ if( idx != -1 ){
+ goto invalidated_grind;
+ }
- if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
- v3_copy( grind.n, p->n );
+ v3_copy( co1, co0 );
+ }
+
+ v3_copy( grind.n, jump->n );
/* determine score */
v3f ve;
- v3_copy( p->v, ve );
- v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
- p->score = -v3_dot( ve, grind.n ) * 0.85f;
+ v3_copy( jump->v, ve );
+ v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+ jump->score = -v3_dot( ve, grind.n ) * 0.9f;
+
+ s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
- s->prediction_count ++;
+ continue;
+invalidated_grind:;
}
}
float score_min = INFINITY,
score_max = -INFINITY;
- struct land_prediction *best = NULL;
+ jump_info *best = NULL;
- for( int i=0; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
- if( p->score < score_min )
- best = p;
+ if( jump->score < score_min )
+ best = jump;
- score_min = vg_minf( score_min, p->score );
- score_max = vg_maxf( score_max, p->score );
+ score_min = vg_minf( score_min, jump->score );
+ score_max = vg_maxf( score_max, jump->score );
}
- for( int i=0; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
- float s = p->score;
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
+ float s = jump->score;
s -= score_min;
s /= (score_max-score_min);
s = 1.0f - s;
- p->score = s;
- p->colour = s * 255.0f;
+ jump->score = s;
+ jump->colour = s * 255.0f;
- if( p == best )
- p->colour <<= 16;
- else if( p->type == k_prediction_land )
- p->colour <<= 8;
+ if( jump == best )
+ jump->colour <<= 16;
+ else if( jump->type == k_prediction_land )
+ jump->colour <<= 8;
- p->colour |= 0xff000000;
+ jump->colour |= 0xff000000;
}
if( best ){
- v3_copy( best->n, s->land_normal );
+ v3_copy( best->n, s->state.land_normal );
v3_copy( best->v, player->rb.v );
- s->land_dist = best->land_dist;
+ s->state.land_dist = best->land_dist;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+ if( best->type == k_prediction_grind ){
+ s->state.activity = k_skate_activity_air_to_grind;
+ }
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ v2_normalize_clamp( steer );
+
+ if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){
+ s->state.flip_rate = (1.0f/s->state.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{
- v3_copy( player->basis[1], s->land_normal );
+ v3_copy( player->basis[1], s->state.land_normal );
}
}
{
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 );
+ float angle = v3_dot( player->rb.to_world[1], s->state.land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
- v3_cross( player->rb.to_world[1], s->land_normal, axis );
+ v3_cross( player->rb.to_world[1], s->state.land_normal, axis );
v4f correction;
q_axis_angle( correction, axis,
acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
q_mul( correction, player->rb.q, player->rb.q );
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
}
-VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player );
VG_STATIC void skate_apply_trick_model( player_instance *player )
{
struct player_skate *s = &player->_skate;
v3f Fd, Fs, F;
v3f strength = { 3.7f, 3.6f, 8.0f };
- v3_muls( s->board_trick_residualv, -4.0f , Fd );
- v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_muls( s->state.trick_residualv, -4.0f , Fd );
+ v3_muls( s->state.trick_residuald, -10.0f, Fs );
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( s->board_trick_residualv, F, k_rb_delta,
- s->board_trick_residualv );
- v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
- k_rb_delta, s->board_trick_residuald );
+ v3_muladds( s->state.trick_residualv, F, k_rb_delta,
+ s->state.trick_residualv );
+ v3_muladds( s->state.trick_residuald, s->state.trick_residualv,
+ k_rb_delta, s->state.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;
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_copy( s->state.trick_vel, s->state.trick_residualv );
v3_zero( s->state.trick_vel );
}
{
struct player_skate *s = &player->_skate;
- float grabt = player->input_grab->axis.value;
+ float grabt = axis_state( k_sraxis_grab );
if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
{
struct player_skate *s = &player->_skate;
+ v2f jsteer;
+ joystick_state( k_srjoystick_steer, jsteer );
+
/* Steering */
- float steer = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value;
+ float steer = jsteer[0],
+ grab = axis_state( k_sraxis_grab );
steer = vg_signf( steer ) * steer*steer * k_steer_ground;
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;
}
rate = 35.0f;
top = 1.5f;
}
+
+ if( grab < 0.5f ){
+ top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
+ }
}
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
/* Pushing additive force */
- if( !player->input_jump->button.value ){
- if( player->input_push->button.value ||
- (vg.time-s->state.start_push<0.75) )
+ if( !button_press( k_srbind_jump ) ){
+ if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
{
struct player_skate *s = &player->_skate;
int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
+ s->state.charging_jump = button_press( k_srbind_jump );
/* 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;
}
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
- v3_copy( player->rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
+ if( s->state.activity == k_skate_activity_ground ){
+ v3_copy( player->rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+ }else{
+ v3_copy( s->state.up_dir, jumpdir );
+ s->state.grind_cooldown = 30;
+ s->state.activity = k_skate_activity_ground;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float tilt = steer[0] * 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 );
+ }
+ s->state.surface_cooldown = 10;
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 );
+ audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
audio_unlock();
}
}
}
/* Throw / collect routine
- *
- * TODO: Max speed boost
*/
- if( player->input_grab->axis.value > 0.5f ){
+ if( axis_state( k_sraxis_grab ) > 0.5f ){
if( s->state.activity == k_skate_activity_ground ){
/* Throw */
v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
if( s->state.activity == k_skate_activity_ground ){
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
}
v3_copy( s->state.up_dir, ideal_dir );
v3_normalize( ideal_dir );
- v3_muladds( player->rb.co, ideal_dir,
- 1.0f-player->input_grab->axis.value, ideal_cog );
+ float grab = axis_state( k_sraxis_grab );
+ v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
/* Apply velocities */
{
struct player_skate *s = &player->_skate;
- float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+ float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
+ decay_rate_z = decay_rate_x,
decay_rate_y = 1.0f;
if( s->state.activity >= k_skate_activity_grind_any ){
+#if 0
decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
decay_rate_y = decay_rate;
+#endif
+ decay_rate_x = 1.0f-(16.0f*k_rb_delta);
+ decay_rate_y = 1.0f-(10.0f*k_rb_delta);
+ decay_rate_z = 1.0f-(40.0f*k_rb_delta);
}
- float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+ float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
- wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
+ wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
v3_muls( player->rb.to_world[0], wx, player->rb.w );
v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
rb_update_transform( &player->rb );
}
-/*
- * 1 2 or 3
- */
-
-VG_STATIC int player_skate_trick_input( player_instance *player )
-{
- return (player->input_trick0->button.value) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){
+ return (button_press( k_srbind_trick0 ) ) |
+ (button_press( k_srbind_trick1 ) << 1) |
+ (button_press( k_srbind_trick2 ) << 1) |
+ (button_press( k_srbind_trick2 ) );
}
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
+VG_STATIC void player__skate_pre_update( player_instance *player ){
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) ){
+ if( button_down( k_srbind_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
- v3_copy( player->cam.angles, angles );
- angles[2] = 0.0f;
+ v3_copy( player->cam.angles, player->angles );
+ player->angles[2] = 0.0f;
- player->holdout_time = 0.25f;
+ player__begin_holdout( player );
player__skate_kill_audio( player );
- player__walk_transition( player, angles );
+ player__walk_transition( player );
return;
}
- if( vg_input_button_down( player->input_reset ) ){
- player->rb.co[1] += 2.0f;
- s->state.cog[1] += 2.0f;
- q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
- v3_zero( player->rb.w );
- v3_zero( player->rb.v );
-
- rb_update_transform( &player->rb );
- }
-
- int trick_id;
- if( (s->state.activity == k_skate_activity_air) &&
- (trick_id = player_skate_trick_input( player )) )
+ enum trick_type trick = k_trick_type_none;
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+ (trick = player_skate_trick_input( player )) )
{
if( (vg.time - s->state.jump_time) < 0.1f ){
v3_zero( s->state.trick_vel );
s->state.trick_time = 0.0f;
- if( trick_id == 1 ){
+ if( trick == k_trick_type_kickflip ){
s->state.trick_vel[0] = 3.0f;
}
- else if( trick_id == 2 ){
+ else if( trick == k_trick_type_shuvit ){
s->state.trick_vel[2] = 3.0f;
}
- else if( trick_id == 3 ){
+ else if( trick == k_trick_type_treflip ){
s->state.trick_vel[0] = 2.0f;
s->state.trick_vel[2] = 2.0f;
}
+ s->state.trick_type = trick;
}
}
}
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
+VG_STATIC void player__skate_post_update( player_instance *player ){
struct player_skate *s = &player->_skate;
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i++ ){
+ jump_info *jump = &s->possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
+ }
- for( int j=0; j<p->log_length - 1; j ++ )
- {
- float brightness = p->score*p->score*p->score;
+ for( int j=0; j<jump->log_length - 1; j ++ ){
+ float brightness = jump->score*jump->score*jump->score;
v3f p1;
- v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
- vg_line( p->log[j], p1, p->colour );
+ v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+ vg_line( jump->log[j], p1, jump->colour );
}
- vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+ vg_line_cross( jump->log[jump->log_length-1], jump->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 );
+ v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+ vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
}
-#if 0
- vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
-#endif
-
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 ),
+ slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
- vol_air = sqrtf( air *attn * 0.5f ),
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ slide = 0.0f;
+ }
+
+ f32 gate = skaterift.time_rate,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_main )
- s->aud_main = audio_request_channel( &audio_board[0], flags );
- if( !s->aud_air )
- s->aud_air = audio_request_channel( &audio_board[1], flags );
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
- if( !s->aud_slide )
- s->aud_slide = audio_request_channel( &audio_board[2], flags );
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
/* brrrrrrrrrrrt sound for tiles and stuff
* --------------------------------------------------------*/
float sidechain_amt = 0.0f,
- hz = speed * 2.0f;
+ hz = vg_maxf( speed * 2.0f, 2.0f );
- if( s->surface == k_surface_prop_tiles )
+ if( (s->surface == k_surface_prop_tiles) &&
+ (s->state.activity < k_skate_activity_grind_any) )
sidechain_amt = 1.0f;
else
sidechain_amt = 0.0f;
audio_set_lfo_frequency( 0, hz );
audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
- vg_lerpf( 250.0f, 80.0f, attn ) );
+ vg_lerpf( 250.0f, 80.0f, attn ) );
+
+ if( s->sample_change_cooldown > 0.0f ){
+ s->sample_change_cooldown -= vg.time_frame_delta;
+ }
+ else{
+ int sample_type = k_skate_sample_concrete;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ else if( (s->state.activity == k_skate_activity_grind_back50) ||
+ (s->state.activity == k_skate_activity_grind_front50) )
+ {
+ if( s->surface == k_surface_prop_metal ){
+ sample_type = k_skate_sample_metal_scrape_generic;
+ }
+ else{
+ float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+ if( fabsf(a) > 0.70710678118654752f )
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ }
+ else if( s->state.activity == k_skate_activity_grind_boardslide ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ }
+
+ audio_clip *relevant_samples[] = {
+ &audio_board[0],
+ &audio_board[0],
+ &audio_board[7],
+ &audio_board[6],
+ &audio_board[5]
+ };
+
+ if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
+ s->aud_main =
+ audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+ 0.06f, flags );
+ s->sample_change_cooldown = 0.1f;
+ s->main_sample_type = sample_type;
+ }
+ }
if( s->aud_main ){
s->aud_main->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
float rate = 1.0f + (attn-0.5f)*0.2f;
if( s->aud_slide ){
s->aud_slide->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
}
if( s->aud_air ){
s->aud_air->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
}
audio_unlock();
VG_STATIC
int skate_compute_surface_alignment( player_instance *player,
v3f ra, u32 colour,
- v3f surface_normal, v3f axel_dir )
-{
+ v3f surface_normal, v3f axel_dir ){
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
int res_l = 0, res_r = 0;
- for( int i=0; i<8; i++ )
- {
+ for( int i=0; i<8; i++ ){
float t = 1.0f - (float)i * (1.0f/8.0f);
v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
v3_muladds( left, player->rb.to_world[1], k_board_radius, left );
break;
}
- for( int i=0; i<8; i++ )
- {
+ for( int i=0; i<8; i++ ){
float t = 1.0f - (float)i * (1.0f/8.0f);
v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
v3_zero( tangent_average );
- if( res_l || res_r )
- {
+ if( res_l || res_r ){
v3f p0, p1, t;
v3_copy( midpoint, p0 );
v3_copy( midpoint, p1 );
- if( res_l )
- {
+ if( res_l ){
v3_copy( ray_l.pos, p0 );
v3_cross( ray_l.normal, player->rb.to_world[0], t );
v3_add( t, tangent_average, tangent_average );
}
- if( res_r )
- {
+ if( res_r ){
v3_copy( ray_r.pos, p1 );
v3_cross( ray_r.normal, player->rb.to_world[0], t );
v3_add( t, tangent_average, tangent_average );
v3_sub( p1, p0, v0 );
v3_normalize( v0 );
}
- else
- {
+ else{
/* fallback: use the closes point to the trucks */
v3f closest;
int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
- if( idx != -1 )
- {
- u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+ if( idx != -1 ){
+ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
v3f verts[3];
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+ v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
v3f vert0, vert1, n;
v3_sub( verts[1], verts[0], vert0 );
return 1;
}
-VG_STATIC void skate_weight_distribute( player_instance *player )
-{
+VG_STATIC void skate_weight_distribute( player_instance *player ){
struct player_skate *s = &player->_skate;
v3_zero( s->weight_distribution );
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
- if( s->state.manual_direction == 0 )
- {
- if( (player->input_js1v->axis.value > 0.7f) &&
- (s->state.activity == k_skate_activity_ground) &&
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( s->state.manual_direction == 0 ){
+ if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
(s->state.jump_charge <= 0.01f) )
s->state.manual_direction = reverse_dir;
}
- else
- {
- if( player->input_js1v->axis.value < 0.1f )
- {
+ else{
+ if( steer[1] < 0.1f ){
s->state.manual_direction = 0;
}
- else
- {
- if( reverse_dir != s->state.manual_direction )
- {
+ else{
+ if( reverse_dir != s->state.manual_direction ){
return;
}
}
}
- if( s->state.manual_direction )
- {
- float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ if( s->state.manual_direction ){
+ float amt = vg_minf( steer[1] * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(float)s->state.manual_direction;
}
- /* TODO: Fall back on land normal */
- /* TODO: Lerp weight distribution */
- if( s->state.manual_direction )
- {
+ if( s->state.manual_direction ){
v3f plane_z;
m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
}
}
-VG_STATIC void skate_adjust_up_direction( player_instance *player )
-{
+VG_STATIC void skate_adjust_up_direction( player_instance *player ){
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_ground )
- {
+ if( s->state.activity == k_skate_activity_ground ){
v3f target;
v3_copy( s->surface_picture, target );
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 );
}
}
-VG_STATIC int skate_point_visible( v3f origin, v3f target )
-{
+VG_STATIC int skate_point_visible( v3f origin, v3f target ){
v3f dir;
v3_sub( target, origin, dir );
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray ) )
return 0;
return 1;
}
-VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
-{
- /* TODO: Is N and Dir really orthogonal? */
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
v3_copy( inf->dir, mtx[0] );
v3_copy( inf->n, mtx[1] );
v3_cross( mtx[0], mtx[1], mtx[2] );
}
VG_STATIC void skate_grind_friction( player_instance *player,
- struct grind_info *inf, float strength )
-{
+ struct grind_info *inf, float strength ){
v3f v2;
v3_muladds( player->rb.to_world[2], inf->n,
-v3_dot( player->rb.to_world[2], inf->n ), v2 );
}
VG_STATIC void skate_grind_decay( player_instance *player,
- struct grind_info *inf, float strength )
-{
+ struct grind_info *inf, float strength ){
m3x3f mtx, mtx_inv;
skate_grind_orient( inf, mtx );
m3x3_transpose( mtx, mtx_inv );
VG_STATIC void skate_grind_truck_apply( player_instance *player,
float sign, struct grind_info *inf,
- float strength )
-{
+ float strength ){
struct player_skate *s = &player->_skate;
- /* TODO: Trash compactor this */
+ /* REFACTOR */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
v3f raw, wsp;
m3x3_mulv( player->rb.to_world, ra, raw );
v3_normalize( target_fwd );
v3_normalize( fwd );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+ float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
v4f q;
q_axis_angle( q, axis, VG_PIf*0.125f * way );
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
v3_normalize( axis );
v3_cross( axis, inf_avg.dir, inf_avg.n );
-
skate_grind_decay( player, &inf_avg, 1.0f );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
+ float way = steer[1] *
vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
v4f q;
v3f up, target_up;
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
{
struct player_skate *s = &player->_skate;
- /* TODO: Trash compactor this */
+ /* REFACTOR */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
v3f raw, wsp;
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;
if( !skate_point_visible( vis, inf->co ) )
return 0;
- /* Exit condition: minimum velocity not reached, but allow a bit of error
- * TODO: trash compactor */
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
minv = k_grind_axel_min_vel*0.8f;
{
struct player_skate *s = &player->_skate;
+ if( s->state.grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
+ }
+
/* debounces this state manager a little bit */
- if( s->frames_since_activity_change < 10 )
- {
- s->frames_since_activity_change ++;
+ if( s->state.grind_cooldown ){
+ s->state.grind_cooldown --;
return k_skate_activity_undefined;
}
res_front50 = 0,
res_slide = 0;
- if( s->state.activity == k_skate_activity_grind_boardslide )
+ int allow_back = 1,
+ allow_front = 1;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ if( s->state.activity == k_skate_activity_grind_5050 ||
+ s->state.activity == k_skate_activity_grind_back50 ||
+ s->state.activity == k_skate_activity_grind_front50 )
{
+ float tilt = steer[1];
+
+ if( fabsf(tilt) >= 0.25f ){
+ v3f raw = {0.0f,0.0f,tilt};
+ m3x3_mulv( player->rb.to_world, raw, raw );
+
+ float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
+
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
+ }
+
+ 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 );
+
+ if( allow_front )
+ 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 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
- 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 if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( 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 )
- {
- int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+ if( res_back50 != res_front50 ){
+ int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
res_back50 &= wants_to_do_that;
res_front50 &= wants_to_do_that;
}
, new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
- if( new_activity == k_skate_activity_undefined )
- {
- if( s->state.activity >= k_skate_activity_grind_any )
- s->frames_since_activity_change = 0;
+ if( new_activity == k_skate_activity_undefined ){
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ s->state.grind_cooldown = 15;
+ s->state.surface_cooldown = 10;
+ }
}
- 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 );
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.25f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
+ }
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
+ v3f normal_total;
+ v3_zero( normal_total );
struct board_collider
{
}
};
+ float slap = 0.0f;
+
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
+ float min_dist = 0.6f;
+ for( int i=0; i<2; i++ ){
+ v3f wpos, closest;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+ if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+ min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+ }
+ }
+ min_dist -= 0.2f;
+ float vy = v3_dot( player->basis[1], player->rb.v );
+ vy = vg_maxf( 0.0f, vy );
+
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+ }
+ 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;
+
+
const int k_wheel_count = 2;
s->substep = k_rb_delta;
v3_zero( s->surface_picture );
- for( int i=0; i<k_wheel_count; i++ )
+ int prev_contacts[2];
+
+ for( int i=0; i<k_wheel_count; i++ ){
wheels[i].state = k_collider_state_default;
+ prev_contacts[i] = s->wheel_contacts[i];
+ }
/* check if we can enter or continue grind */
enum skate_activity grindable_activity = skate_availible_grind( player );
- if( grindable_activity != k_skate_activity_undefined )
- {
+ if( grindable_activity != k_skate_activity_undefined ){
s->state.activity = grindable_activity;
goto grinding;
}
int contact_count = 0;
- for( int i=0; i<2; i++ )
- {
+ for( int i=0; i<2; i++ ){
v3f normal, axel;
v3_copy( player->rb.to_world[0], axel );
v3_add( normal, s->surface_picture, s->surface_picture );
contact_count ++;
+ s->wheel_contacts[i] = 1;
+ }
+ else{
+ s->wheel_contacts[i] = 0;
}
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( contact_count )
- {
+ if( s->state.surface_cooldown ){
+ s->state.surface_cooldown --;
+ contact_count = 0;
+ }
+
+ if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
+ audio_lock();
+ for( int i=0; i<2; i++ ){
+ if( !prev_contacts[i] ){
+ v3f co;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
+ audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
+ }
+ }
+ audio_unlock();
+ }
+
+ if( contact_count ){
s->state.activity = k_skate_activity_ground;
s->state.gravity_bias = k_gravity;
v3_normalize( s->surface_picture );
skate_apply_friction_model( player );
skate_weight_distribute( player );
}
- else
- {
- s->state.activity = k_skate_activity_air;
+ else{
+ 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 );
}
wheels[1].state = k_collider_state_disabled;
if( s->state.activity == k_skate_activity_grind_front50 )
wheels[0].state = k_collider_state_disabled;
- if( s->state.activity == k_skate_activity_grind_5050 )
- {
+ if( s->state.activity == k_skate_activity_grind_5050 ){
wheels[0].state = k_collider_state_disabled;
wheels[1].state = k_collider_state_disabled;
}
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 );
/* calculate the minimum time we can move */
float max_time = s->substep;
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
/* integrate */
v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.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 );
s->substep -= s->substep_delta;
rb_ct manifold[128];
- int manifold_len = 0;
-
+ int manifold_len = 0;
/*
* Phase -1: head detection
* --------------------------------------------------------------------------
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
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, mtx[3] );
+ grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
- for( int i=0; i<s->limit_count; i++ )
- {
- struct grind_limit *limit = &s->limits[i];
- rb_ct *ct = &manifold[ manifold_len ++ ];
- m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
- m3x3_mulv( player->rb.to_world, limit->n, ct->n );
- ct->p = limit->p;
- ct->type = k_contact_type_default;
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ for( int i=0; i<s->limit_count; i++ ){
+ struct grind_limit *limit = &s->limits[i];
+ rb_ct *ct = &manifold[ manifold_len ++ ];
+ m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
+ m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+ ct->p = limit->p;
+ ct->type = k_contact_type_default;
+ }
}
/*
v3f world_cog;
m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+ vg_line_point( world_cog, 0.02f, VG__BLACK );
- for( int i=0; i<manifold_len; i ++ )
- {
+ for( int i=0; i<manifold_len; i ++ ){
rb_prepare_contact( &manifold[i], s->substep_delta );
rb_debug_contact( &manifold[i] );
}
m3x3_mul( iI, player->rb.to_local, iIw );
m3x3_mul( player->rb.to_world, iIw, iIw );
- for( int j=0; j<10; j++ )
- {
- for( int i=0; i<manifold_len; i++ )
- {
+ for( int j=0; j<10; j++ ){
+ for( int i=0; i<manifold_len; i++ ){
/*
* regular dance; calculate velocity & total mass, apply impulse.
*/
v3f impulse;
v3_muls( ct->n, lambda, impulse );
+ v3_muladds( normal_total, impulse, inv_mass, normal_total );
v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
v3_cross( delta, impulse, impulse );
m3x3_mulv( iIw, impulse, impulse );
* --------------------------------------------------------------------------
*/
+ f32 nforce = v3_length(normal_total);
+ if( nforce > 4.0f ){
+ if( nforce > 17.6f ){
+ v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+ player__dead_transition(player);
+ player__skate_kill_audio(player);
+ return;
+ }
+
+ f32 amt = k_cam_punch;
+ if( player->cam_control.camera_mode == k_cam_firstperson ){
+ amt *= 0.25f;
+ }
+
+ v3_muladds( player->cam_land_punch_v, normal_total, amt,
+ player->cam_land_punch_v );
+ }
+
s->surface = k_surface_prop_concrete;
for( int i=0; i<manifold_len; i++ ){
rb_ct *ct = &manifold[i];
struct world_surface *surf = world_contact_surface( world, ct );
- if( surf->info.surface_prop != k_surface_prop_concrete )
+ if( surf->info.surface_prop > s->surface )
s->surface = surf->info.surface_prop;
}
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
- debug_sphere( mtx, wheels[i].radius,
- (u32[]){ VG__WHITE, VG__BLACK,
+ vg_line_sphere( mtx, wheels[i].radius,
+ (u32[]){ VG__WHITE, VG__BLACK,
wheels[i].colour }[ wheels[i].state ]);
}
skate_integrate( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ vg_line_point( s->state.cog, 0.02f, VG__WHITE );
ent_gate *gate =
world_intersect_gates(world, player->rb.co, s->state.prev_pos );
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;
player__pass_gate( player, gate );
}
/* FIXME: Rate limit */
static int stick_frames = 0;
- if( s->state.activity == k_skate_activity_ground )
+ if( s->state.activity >= k_skate_activity_ground )
stick_frames ++;
else
stick_frames = 0;
+ if( stick_frames > 5 ) stick_frames = 5;
- if( stick_frames == 4 )
- {
+ if( stick_frames == 4 ){
audio_lock();
- if( (fabsf(s->state.slip) > 0.75f) )
- {
- audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
- 40.0f, 1.0f );
+
+ if( s->state.activity == k_skate_activity_ground ){
+ if( (fabsf(s->state.slip) > 0.75f) ){
+ audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
+ 40.0f, 1.0f );
+ }
}
- else
- {
- audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
- 40.0f, 1.0f );
+ else if( s->surface == k_surface_prop_metal ){
+ audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
}
+
audio_unlock();
+ } else if( stick_frames == 0 ){
+
}
}
-VG_STATIC void player__skate_im_gui( player_instance *player )
-{
+VG_STATIC void player__skate_im_gui( player_instance *player ){
struct player_skate *s = &player->_skate;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
const char *activity_txt[] =
{
"air",
+ "air_to_grind",
"ground",
"undefined (INVALID)",
"grind_any (INVALID)",
"grind_boardslide",
- "grind_noseslide",
- "grind_tailslide",
+ "grind_metallic (INVALID)",
"grind_back50",
"grind_front50",
"grind_5050"
s->state.trick_euler[2] );
}
-VG_STATIC void player__skate_animate( player_instance *player,
- player_animation *dest )
-{
+VG_STATIC void player__skate_animate( player_instance *player ){
struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
- struct skeleton *sk = &av->sk;
+ struct player_skate_state *state = &player->_skate.state;
+ struct player_skate_animator *animator = &s->animator;
/* Head */
float kheight = 2.0f,
kleg = 0.6f;
- v3f offset;
- v3_zero( offset );
+ v3_zero( animator->offset );
v3f cog_local, cog_ideal;
m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
v3_normalize( cog_ideal );
m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
- v3_sub( cog_ideal, cog_local, offset );
-
+ v3_sub( cog_ideal, cog_local, animator->offset );
- v3_muls( offset, 4.0f, offset );
- offset[1] *= -1.0f;
+ v3_muls( animator->offset, 4.0f, animator->offset );
+ animator->offset[1] *= -1.0f;
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
- s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
+ animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
+ 6.0f*vg.time_delta);
+ animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0],
+ 2.4f*vg.time_delta);
+
+ animator->offset[0] *= 0.26f;
+ animator->offset[0] += animator->wobble[1]*3.0f;
- offset[0] *= 0.26f;
- offset[0] += s->wobble[1]*3.0f;
+ animator->offset[1] *= -0.3f;
+ animator->offset[2] *= 0.01f;
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
+ animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
+ (1.0f-fabsf(animator->slide)*0.9f);
+ animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
- 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( animator->offset, 0.3f, player->cam_control.tpv_offset_extra );
+
+ /* localized vectors */
+ m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog );
/*
* Animation blending
/* sliding */
{
- float 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);
+ float desired = 0.0f;
+ if( s->state.activity == k_skate_activity_ground )
+ desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
+ animator->slide = vg_lerpf( animator->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;
+ 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;
- 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_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
- }
+ if( s->state.activity >= k_skate_activity_grind_any )
+ wdist = 0.0f;
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+ 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->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
+ animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
- /* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
+ float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
+ animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
+ animator->reverse = s->state.reverse;
- v3f local_cog;
- m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
+ if( fabsf(s->state.slip) > 0.3f ){
+ f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
+ s->state.delayed_slip_dir = slide_dir;
+ }
- stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+ /* grinding */
+ f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+ animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta );
- skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+ f32 grind_frame = 0.5f;
- /* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
-
- /* pushing */
- double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
- (vg.time - s->state.cur_push) < 0.125,
- 6.0f*vg.time_delta );
-
- float pt = push_time + vg.accumulator;
- if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ 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;
+
+ animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
+ 5.0f*vg.time_delta );
+
+ /* pushing */
+ animator->push_time = vg.time - s->state.start_push;
+ animator->push = vg_lerpf( animator->push,
+ (vg.time - s->state.cur_push) < 0.125,
+ 6.0f*vg.time_delta );
+
+ /* jumping */
+ animator->jump_charge = s->state.jump_charge;
+ animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
+ 8.4f*vg.time_delta );
+
+ /* trick setup */
+ animator->jump_dir = s->state.jump_dir;
+ f32 jump_start_frame = 14.0f/30.0f;
+ animator->jump_time = animator->jump_charge * jump_start_frame;
+ f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
+ if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+ animator->jump_time = jump_frame;
+
+ /* trick */
+ 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;
+
+ v3_add( s->state.trick_euler, s->state.trick_residuald,
+ animator->board_euler );
+ v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
+
+ animator->board_euler[0] *= 0.5f;
+ animator->board_euler[1] += extra;
+ animator->trick_type = s->state.trick_type;
+
+ /* board lean */
+ f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
+ lean;
+
+ lean1 = animator->slide * animator->delayed_slip_dir;
+ if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
+ else lean = lean2;
+
+ if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
+ lean = vg_clampf( lean, -1.0f, 1.0f );
+ animator->board_lean =
+ vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
+
+ /* feet placement */
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+ if( board ){
+ if( animator->weight > 0.0f ){
+ animator->foot_offset[0] =
+ board->truck_positions[k_board_truck_back][2]+0.3f;
+ }
+ else{
+ animator->foot_offset[1] =
+ board->truck_positions[k_board_truck_front][2]-0.3f;
+ }
+ }
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+ f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+ animator->slap = s->state.slap;
+ animator->subslap = vg_lerpf( animator->subslap, slapm,
+ vg.time_delta*10.0f );
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
+ f32 l = ((s->state.activity < k_skate_activity_ground) &&
+ v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+ animator->trick_foot = vg_lerpf( animator->trick_foot, l,
+ 8.4f*vg.time_delta );
- float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+ /* grab */
+ v2f grab_input;
+ joystick_state( k_srjoystick_grab, grab_input );
+ v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
- float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
-
- float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
+ if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
+ else v2_normalize_clamp( grab_input );
+ v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
+ animator->grabbing = s->state.grabbing;
- struct skeleton_anim *jump_anim = s->state.jump_dir?
- s->anim_ollie:
- s->anim_ollie_reverse;
+ /* steer */
+ joystick_state( k_srjoystick_steer, animator->steer );
- skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float target = -player->input_js1h->axis.value;
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+ animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
+ 2.4f*vg.time_delta );
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
- skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
- static v2f grab_choice;
+ /* flip angle */
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+ (fabsf(s->state.flip_rate) > 0.01f) ){
+ float substep = vg.time_fixed_extrapolate;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
+ sign = vg_signf( t );
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
- v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
- if( v2_length2( grab_input ) <= 0.001f )
- grab_input[0] = -1.0f;
- else
- v2_normalize_clamp( grab_input );
- v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
+ t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+ t = sign * (1.0f-t*t);
- float ang = atan2f( grab_choice[0], grab_choice[1] ),
- ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
- grab_frame = ang_unit * (15.0f/30.0f);
+ f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+ distm = s->state.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( animator->qflip, s->state.flip_axis, angle );
+ }
+ else
+ q_identity( animator->qflip );
+
+ /* counter-rotation */
+ 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" ); /* this never happens anymore? */
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
+ }
+ v4_lerp( s->state.smoothed_rotation, player->rb.q,
+ 2.0f*vg.time_frame_delta,
+ s->state.smoothed_rotation );
+ q_normalize( s->state.smoothed_rotation );
- skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
- }
+ 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 );
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+ f32 yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
+ yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-0.7f,0.7f);
+ yaw_counter_rotate = acosf( yaw_counter_rotate );
+ yaw_counter_rotate *= 1.0f-animator->fly;
- float add_grab_mod = 1.0f - s->blend_fly;
+ v3f ndir;
+ m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
+ v3_normalize( ndir );
- /* additive effects */
- {
- u32 apply_to[] = { av->id_hip,
- av->id_ik_hand_l,
- av->id_ik_hand_r,
- av->id_ik_elbow_l,
- av->id_ik_elbow_r };
+ v3f up = { 0.0f, 1.0f, 0.0f };
- 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;
- }
+ float a = v3_dot( ndir, up );
+ a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+ v3f axis;
+ v4f qcounteryaw, qfixup;
+
+ v3_cross( up, ndir, axis );
+ q_axis_angle( qfixup, axis, a );
- /* angle correction */
- if( v3_length2( s->state.up_dir ) > 0.001f )
- {
- v3f ndir;
- m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
- v3_normalize( ndir );
+ q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+ q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
+ q_normalize( animator->qfixuptotal );
- v3f up = { 0.0f, 1.0f, 0.0f };
+ v3f p1, p2;
+ m3x3_mulv( player->rb.to_world, up, p1 );
+ m3x3_mulv( player->rb.to_world, ndir, p2 );
- float a = v3_dot( ndir, up );
- a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+ vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
+ vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+ }
+ else q_identity( animator->qfixuptotal );
+ q_identity( animator->qfixuptotal );
+ rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+}
+
+VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+ struct player_skate *s = &player->_skate;
+ struct player_skate_animator *animator = &s->animator;
+ pose->type = k_player_pose_type_ik;
+ v3_copy( animator->root_co, pose->root_co );
+ v4_copy( animator->root_q, pose->root_q );
- v3f axis;
- v4f q;
-
- v3_cross( up, ndir, axis );
- q_axis_angle( q, axis, a );
+ /* transform */
+ v3f ext_up,ext_co;
+ q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+ v3_copy( pose->root_co, ext_co );
+ v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
+
+ /* apply flip rotation at midpoint */
+ q_mul( animator->qflip, pose->root_q, pose->root_q );
+ q_normalize( pose->root_q );
+
+ v3f rotation_point, rco;
+ v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
+ v3_sub( pose->root_co, rotation_point, rco );
+
+ q_mulv( animator->qflip, rco, rco );
+ v3_add( rco, rotation_point, pose->root_co );
- mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
- mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
+ /* ANIMATIONS
+ * ---------------------------------------------------------------------- */
- v3f v0;
- v3_sub( kf->co, kf_hip->co, v0 );
- q_mulv( q, v0, v0 );
- v3_add( v0, kf_hip->co, kf->co );
+ mdl_keyframe apose[32], bpose[32];
+ mdl_keyframe ground_pose[32];
+ {
+ /* stand/crouch */
+ f32 dir_frame = animator->z * (15.0f/30.0f),
+ stand_blend = animator->offset[1]*-2.0f;
- q_mul( q, kf->q, kf->q );
- q_normalize( kf->q );
- }
+ pose->board.lean = animator->board_lean;
- v3f p1, p2;
- m3x3_mulv( player->rb.to_world, up, p1 );
- m3x3_mulv( player->rb.to_world, ndir, p2 );
+ stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
- vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
- vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
- }
+ skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
+ skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+ /* sliding */
+ skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
+ if( animator->reverse > 0.0f )
+ skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose );
+ else{
+ skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time,
+ bpose );
+ }
+ skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
- mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
- *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
- *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
- *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
- &dest->pose[av->id_wheel_l-1] };
+ struct skeleton_anim *jump_anim = animator->jump_dir?
+ s->anim_ollie:
+ s->anim_ollie_reverse;
- v4f qtotal;
- v4f qtrickr, qyawr, qpitchr, qrollr;
- v3f eulerr;
+ f32 setup_blend = vg_minf( animator->jump, 1.0f );
+ skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+ }
+
+ mdl_keyframe air_pose[32];
+ {
+ float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
+ skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
- v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+ float ang = atan2f( animator->grab[0], animator->grab[1] ),
+ ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+ grab_frame = ang_unit * (15.0f/30.0f);
- q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
- q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
- q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
+ skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
+ }
- q_mul( qpitchr, qrollr, qtrickr );
- q_mul( qyawr, qtrickr, qtotal );
- q_normalize( qtotal );
+ skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
+ pose->keyframes );
- q_mul( qtotal, kf_board->q, kf_board->q );
+ mdl_keyframe *kf_board = &pose->keyframes[av->id_board-1],
+ *kf_foot_l = &pose->keyframes[av->id_ik_foot_l-1],
+ *kf_foot_r = &pose->keyframes[av->id_ik_foot_r-1],
+ *kf_knee_l = &pose->keyframes[av->id_ik_knee_l-1],
+ *kf_knee_r = &pose->keyframes[av->id_ik_knee_r-1],
+ *kf_hip = &pose->keyframes[av->id_hip-1],
+ *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
+ &pose->keyframes[av->id_wheel_l-1] };
- /* trick rotation */
- v4f qtrick, qyaw, qpitch, qroll;
- v3f euler;
- v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ mdl_keyframe grind_pose[32];
+ {
+ f32 frame = animator->grind_balance * 0.5f;
- 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( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
+ skeleton_sample_anim( sk, s->anim_grind, frame, apose );
+ skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
+ }
+ skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
+ animator->grind, pose->keyframes );
+ float add_grab_mod = 1.0f - animator->fly;
- q_mul( qpitch, qroll, qtrick );
- q_mul( qyaw, qtrick, qtrick );
- q_mul( kf_board->q, qtrick, kf_board->q );
- q_normalize( kf_board->q );
+ /* additive effects */
+ u32 apply_to[] = { av->id_hip,
+ av->id_ik_hand_l,
+ av->id_ik_hand_r,
+ av->id_ik_elbow_l,
+ av->id_ik_elbow_r };
- /* foot weight distribution */
- if( s->blend_weight > 0.0f )
- {
- kf_foot_l->co[2] += s->blend_weight * 0.2f;
- kf_foot_r->co[2] += s->blend_weight * 0.1f;
- }
- else
- {
- kf_foot_r->co[2] += s->blend_weight * 0.3f;
- kf_foot_l->co[2] += s->blend_weight * 0.1f;
- }
+ float apply_rates[] = { 1.0f,
+ 0.75f,
+ 0.75f,
+ 0.75f,
+ 0.75f };
- /* truck rotation */
- for( int i=0; i<2; i++ )
- {
- float a = vg_minf( s->truckv0[i][0], 1.0f );
- a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
+ pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
+ pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
+ }
- v4f q;
- q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
- q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
- q_normalize( kf_wheels[i]->q );
- }
+ /* angle 'correction' */
+ 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 = &pose->keyframes[apply_to[i]-1];
+ keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ animator->qfixuptotal );
}
- /* transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
+ /* trick rotation */
+ v4f qtrick, qyaw, qpitch, qroll;
+ q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
+ q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ q_mul( qyaw, qroll, qtrick );
+ q_mul( qpitch, qtrick, qtrick );
+ q_mul( kf_board->q, qtrick, kf_board->q );
+ q_normalize( kf_board->q );
- v4f qflip;
- if( (s->state.activity == k_skate_activity_air) &&
- (fabsf(s->state.flip_rate) > 0.01f) )
- {
- float t = s->state.flip_time;
- sign = vg_signf( t );
+ kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
+ 0.5f * animator->weight );
+ kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
+ -0.5f * animator->weight );
- t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
- t = sign * (1.0f-t*t);
+ kf_foot_l->co[1] += animator->slap;
+ kf_foot_r->co[1] += animator->slap;
+ kf_knee_l->co[1] += animator->slap;
+ kf_knee_r->co[1] += animator->slap;
+ kf_board->co[1] += animator->slap * animator->subslap;
+ kf_hip->co[1] += animator->slap * 0.25f;
- float angle = vg_clampf( t, -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 );
+ if( animator->trick_type == k_trick_type_kickflip ){
+ kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+ }
+ else if( animator->trick_type == k_trick_type_shuvit ){
+ kf_foot_l->co[0] += animator->trick_foot * 0.1f;
+ kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+ }
+ else if( animator->trick_type == k_trick_type_treflip ){
+ kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+ kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+ }
- angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+ /*
+ * 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.
+ */
- q_axis_angle( qflip, s->state.flip_axis, angle );
- q_mul( qflip, dest->root_q, dest->root_q );
- q_normalize( dest->root_q );
+ /* truck rotation */
+ for( int i=0; i<2; i++ ){
+ float a = vg_minf( s->truckv0[i][0], 1.0f );
+ a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
- v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
- v3_sub( dest->root_co, rotation_point, rco );
-
- q_mulv( qflip, rco, rco );
- v3_add( rco, rotation_point, dest->root_co );
+ v4f q;
+ q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+ q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+ q_normalize( kf_wheels[i]->q );
}
- skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ {
+ mdl_keyframe
+ *kf_head = &pose->keyframes[av->id_head-1],
+ *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
+ *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
+ *kf_hand_l = &pose->keyframes[av->id_ik_hand_l-1],
+ *kf_hand_r = &pose->keyframes[av->id_ik_hand_r-1];
+
+ float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
+
+ v4f qrot;
+ q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
+
+ v3f origin = {0.0f,0.2f,0.0f};
+ keyframe_rotate_around( kf_hand_l, origin,
+ av->sk.bones[av->id_ik_hand_l].co, qrot );
+ keyframe_rotate_around( kf_hand_r, origin,
+ av->sk.bones[av->id_ik_hand_r].co, qrot );
+ keyframe_rotate_around( kf_hip, origin,
+ av->sk.bones[av->id_hip].co, qrot );
+ keyframe_rotate_around( kf_elbow_r, origin,
+ av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ keyframe_rotate_around( kf_elbow_l, origin,
+ av->sk.bones[av->id_ik_elbow_l].co, qrot );
+
+ q_inv( qrot, qrot );
+ q_mul( qrot, kf_head->q, kf_head->q );
+ q_normalize( kf_head->q );
+ }
}
VG_STATIC void player__skate_post_animate( player_instance *player )
s->state.head_position );
}
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &s->state;
- if( s->state.activity == k_skate_activity_air )
- s->blend_fly = 1.0f;
- else
- s->blend_fly = 0.0f;
-
- s->blend_slide = 0.0f;
- s->blend_z = 0.0f;
- s->blend_x = 0.0f;
- s->blend_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
+ memset( &s->animator, 0, sizeof(s->animator) );
+
+ if( s->state.activity <= k_skate_activity_air_to_grind )
+ s->animator.fly = 1.0f;
+ else
+ s->animator.fly = 0.0f;
}
VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
s->state.jump_charge = 0.0f;
- s->state.lift_frames = 0;
+ s->state.charging_jump = 0;
+ s->state.jump_dir = 0;
+ v3_zero( s->state.flip_axis );
+ s->state.flip_time = 0.0f;
s->state.flip_rate = 0.0f;
-#if 0
- s->state.steery = 0.0f;
- s->state.steerx = 0.0f;
- s->state.steery_s = 0.0f;
- s->state.steerx_s = 0.0f;
-#endif
s->state.reverse = 0.0f;
s->state.slip = 0.0f;
+ s->state.grabbing = 0.0f;
+ v2_zero( s->state.grab_mouse_delta );
+ s->state.slap = 0.0f;
+ s->state.jump_time = 0.0;
+ s->state.start_push = 0.0;
+ s->state.cur_push = 0.0;
+ s->state.air_start = 0.0;
+
+ v3_zero( s->state.air_init_v );
+ v3_zero( s->state.air_init_co );
+
+ s->state.gravity_bias = k_gravity;
v3_copy( player->rb.co, s->state.prev_pos );
-
-#if 0
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
-#endif
-
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
v3_zero( s->state.throw_v );
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
+ v3_zero( s->state.cog_v );
+ s->state.grind_cooldown = 0;
+ s->state.surface_cooldown = 0;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_copy( player->rb.to_world[1], s->state.up_dir );
+ v3_copy( player->rb.to_world[1], s->surface_picture );
+ v3_zero( s->weight_distribution );
+ v3_copy( player->rb.co, s->state.prev_pos );
}
VG_STATIC void player__skate_reset( player_instance *player,
ent_spawn *rp )
{
struct player_skate *s = &player->_skate;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_zero( player->rb.v );
- v3_zero( s->state.cog_v );
v4_copy( rp->transform.q, player->rb.q );
s->state.activity = k_skate_activity_air;