m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
+ world_instance *world = get_active_world();
+
int len = 0;
- len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man );
+ len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
for( int i=0; i<len; i++ )
{
man[i].rbb = NULL;
}
- rb_manifold_filter_coplanar( man, len, 0.05f );
+ rb_manifold_filter_coplanar( man, len, 0.03f );
if( len > 1 )
{
rb_manifold_filter_backface( man, len );
- rb_manifold_filter_joint_edges( man, len, 0.05f );
- rb_manifold_filter_pairs( man, len, 0.05f );
+ rb_manifold_filter_joint_edges( man, len, 0.03f );
+ rb_manifold_filter_pairs( man, len, 0.03f );
}
int new_len = rb_manifold_apply_filtered( man, len );
if( len && !new_len )
return len;
}
-/*
- * Gets the closest grindable edge to the player within max_dist
- */
-VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
- v3f c0, v3f c1,
- float max_dist )
-{
- bh_iter it;
- bh_iter_init( 0, &it );
-
- boxf region;
-
- box_init_inf( region );
- box_addpt( region, p0 );
- box_addpt( region, p1 );
-
- float k_r = max_dist;
- v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
- v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
-
- float closest = k_r*k_r;
- struct grind_edge *closest_edge = NULL;
-
- int idx;
- while( bh_next( world.grind_bh, &it, region, &idx ) )
- {
- struct grind_edge *edge = &world.grind_edges[ idx ];
-
- float s,t;
- v3f pa, pb;
-
- float d2 =
- closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
- if( d2 < closest )
- {
- closest = d2;
- closest_edge = edge;
- v3_copy( pa, c0 );
- v3_copy( pb, c1 );
- }
- }
-
- return closest_edge;
-}
-
-VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
-{
- v3f p0, p1, c0, c1;
- v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
- v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
- v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 );
- v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 );
-
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
- c0, c1, k_r );
-
- if( closest_edge )
- {
- v3f delta;
- v3_sub( c1, c0, delta );
-
- if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- contact->type = k_contact_type_edge;
- contact->element_id = 0;
- v3_copy( c1, contact->co );
- contact->rba = NULL;
- contact->rbb = NULL;
-
- v3f edge_dir, axis_dir;
- v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
- v3_normalize( edge_dir );
- v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
- v3_cross( edge_dir, axis_dir, contact->n );
-
- return 1;
- }
- else
- return 0;
- }
-
- return 0;
-}
struct grind_info
{
v3f co, dir, n;
};
-VG_STATIC int skate_grind_scansq( player_instance *player,
+VG_STATIC int skate_grind_scansq( player_instance *player,
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
+ world_instance *world = get_active_world();
+
v4f plane;
v3_copy( dir, plane );
v3_normalize( plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- vg_line_boxf( box, VG__BLACK );
-
- m4x3f mtx;
- m3x3_copy( player->rb.to_world, mtx );
- v3_copy( pos, mtx[3] );
bh_iter it;
bh_iter_init( 0, &it );
support_max;
v3f support_axis;
- v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
+ v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world.geo_bh, &it, box, &idx ) )
+ while( bh_next( world->geo_bh, &it, box, &idx ) )
{
- u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
v3f tri[3];
+ struct world_material *mat = world_tri_index_material(world,ptri[0]);
+ if( !(mat->info.flags & k_material_flag_skate_surface) )
+ 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++ )
{
v3_cross( va, vb, normal );
sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
+ sample->normal[1] = v3_dot( player->basis[1], normal );
sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
+ sample->co[1] = v3_dot( player->basis[1], d );
v3_copy( normal, sample->normal3 ); /* normalize later
if we want to us it */
sample_count ++;
if( sample_count == vg_list_size( samples ) )
- {
- break;
- }
+ goto too_many_samples;
}
}
}
+too_many_samples:
+
if( sample_count < 2 )
return 0;
v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
v3_add( average_direction, dir, average_direction );
- if( si->normal3[1] > sj->normal3[1] )
+ 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 );
return passed_samples;
}
-#if 0
-static inline void skate_grind_coordv2i( v2f co, v2i d )
-{
- const float k_inv_res = 1.0f/0.01f;
- d[0] = floorf( co[0] * k_inv_res );
- d[1] = floorf( co[1] * k_inv_res );
-}
-
-static inline u32 skate_grind_hashv2i( v2i d )
+VG_STATIC int solve_prediction_for_target( player_instance *player,
+ v3f target, float max_angle,
+ struct land_prediction *p )
{
- return (d[0] * 92837111) ^ (d[1] * 689287499);
-}
+ /* calculate the exact solution(s) to jump onto that grind spot */
-static inline u32 skate_grind_hashv2f( v2f co )
-{
- v2i d;
- skate_grind_coordv2i( co, d );
- return skate_grind_hashv2i( d );
-}
+ v3f v0;
+ v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
-VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos,
- v3f result_co, v3f result_dir, v3f result_n )
-{
- v4f plane;
- v3_copy( player->rb.v, plane );
- v3_normalize( plane );
- plane[3] = v3_dot( plane, pos );
+ v3f ax;
+ v3_copy( v0, ax );
+ ax[1] = 0.0f;
+ v3_normalize( ax );
- boxf box;
- float r = k_board_length;
- v3_add( pos, (v3f){ r, r, r }, box[1] );
- v3_sub( pos, (v3f){ r, r, r }, box[0] );
+ v3f v_local;
+ m3x3_mulv( player->invbasis, player->rb.v, v_local );
- vg_line_boxf( box, VG__BLACK );
+ v2f d = { v3_dot( ax, v0 ), v0[1] },
+ v = { v3_dot( ax, player->rb.v ), v_local[1] };
- m4x3f mtx;
- m3x3_copy( player->rb.to_world, mtx );
- v3_copy( pos, mtx[3] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
+ 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);
- struct grind_sample
+ if( root > 0.0f )
{
- v2f co;
- v2f normal;
- v3f normal3,
- centroid;
- }
- samples[48];
-
- int sample_count = 0;
-
- v2f support_min,
- support_max;
+ root = sqrtf( root );
+ float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
- v3f support_axis;
- v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
- v3_normalize( support_axis );
-
- while( bh_next( world.geo_bh, &it, box, &idx ) )
- {
- u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
- v3f tri[3];
+ if( fabsf(a0-a) > fabsf(a1-a) )
+ a0 = a1;
- for( int j=0; j<3; j++ )
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ if( fabsf(a0-a) > max_angle )
+ return 0;
- for( int j=0; j<3; j++ )
- {
- int i0 = j,
- i1 = (j+1) % 3;
-
- struct grind_sample *sample = &samples[ sample_count ];
- v3f co;
+ /* TODO: sweep the path before chosing the smallest dist */
- if( plane_segment( plane, tri[i0], tri[i1], co ) )
- {
- v3f d;
- v3_sub( co, pos, d );
- if( v3_length2( d ) > r*r )
- continue;
+ p->log_length = 0;
+ p->land_dist = 0.0f;
+ v3_zero( p->apex );
+ p->type = k_prediction_grind;
- v3f va, vb, normal;
- v3_sub( tri[1], tri[0], va );
- v3_sub( tri[2], tri[0], vb );
- v3_cross( va, vb, normal );
+ v3_muls( ax, cosf( a0 ) * m, p->v );
+ p->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, p->v, p->v );
- sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
- sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
+ p->land_dist = d[0] / (cosf(a0)*m);
- v3_copy( normal, sample->normal3 ); /* normalize later
- if we want to us it */
+ /* add a trace */
+ for( int i=0; i<=20; i++ )
+ {
+ float t = (float)i * (1.0f/20.0f) * p->land_dist;
- v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
- v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
+ v3f p0;
+ v3_muls( p->v, t, p0 );
+ v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
- v2_normalize( sample->normal );
- sample_count ++;
-
- if( sample_count == vg_list_size( samples ) )
- {
- break;
- }
- }
+ v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
- }
- if( sample_count < 2 )
+ return 1;
+ }
+ else
return 0;
+}
+VG_STATIC
+void player__approximate_best_trajectory( player_instance *player )
+{
+ world_instance *world = get_active_world();
+ struct player_skate *s = &player->_skate;
+ float k_trace_delta = k_rb_delta * 10.0f;
- /* spacial hashing */
+ s->state.air_start = vg.time;
+ v3_copy( player->rb.v, s->state.air_init_v );
+ v3_copy( player->rb.co, s->state.air_init_co );
- const int k_hashmap_size = 128;
- u32 hashmap[k_hashmap_size+1];
- u32 entries[48];
+ s->prediction_count = 0;
- for( int i=0; i<k_hashmap_size+1; i++ )
- hashmap[i] = 0;
+ v3f axis;
+ v3_cross( player->rb.v, player->rb.to_world[1], axis );
+ v3_normalize( axis );
- for( int i=0; i<sample_count; i++ )
- {
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] ++;
- }
+ /* at high slopes, Y component is low */
+ float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ angle_begin = -(1.0f-fabsf( upness )),
+ angle_end = 1.0f;
- /* partial sums */
- for( int i=0; i<k_hashmap_size; i++ )
- {
- hashmap[i+1] += hashmap[i];
- }
+ struct grind_info grind;
+ int grind_located = 0;
- /* trash compactor */
- for( int i=0; i<sample_count; i++ )
+ for( int m=0;m<=30; m++ )
{
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] --;
+ struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
- entries[ hashmap[h] ] = i;
- }
+ p->log_length = 0;
+ p->land_dist = 0.0f;
+ v3_zero( p->apex );
+ p->type = k_prediction_none;
+ 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 );
- v3f
- average_direction,
- average_normal;
+ float vt = (float)m * (1.0f/30.0f),
+ ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
- v2f min_co, max_co;
- v2_fill( min_co, INFINITY );
- v2_fill( max_co, -INFINITY );
+ v4f qbias;
+ q_axis_angle( qbias, axis, ang );
+ q_mulv( qbias, launch_v, launch_v );
- v3_zero( average_direction );
- v3_zero( average_normal );
+ float yaw_sketch = 1.0f-fabsf(upness);
+
+ float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
+ q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+ q_mulv( qbias, launch_v, launch_v );
- int passed_samples = 0;
-
- for( int i=0; i<sample_count; i++ )
- {
- struct grind_sample *si, *sj;
- si = &samples[i];
- v2i start;
- skate_grind_coordv2i( si->co, start );
+ float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+ gravity = k_gravity * gravity_bias;
+ p->gravity = gravity;
- v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1},
- {-1, 0},{ 0, 0},{ 1, 0},
- {-1, 1},{ 0, 1},{ 1, 1} };
+ v3_copy( launch_v, p->v );
- for( int j=0; j<vg_list_size(offsets); j++ )
+ for( int i=1; i<=50; i++ )
{
- v2i cell;
- v2i_add( start, offsets[j], cell );
-
- u32 h = skate_grind_hashv2i( cell ) % k_hashmap_size;
+ float t = (float)i * k_trace_delta;
- int start = hashmap[ h ],
- end = hashmap[ h+1 ];
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
- for( int k=start; k<end; k++ )
+ float launch_vy = v3_dot( launch_v,player->basis[1] );
+ if( !grind_located && (launch_vy - gravity*t < 0.0f) )
{
- int idx = entries[ k ];
- if( idx <= i )
- continue;
-
- sj = &samples[idx];
-
- /* non overlapping */
- if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
- continue;
-
- /* not sharp angle */
- if( v2_dot( si->normal, sj->normal ) >= 0.7f )
- continue;
-
- /* not convex */
- v3f v0;
- v3_sub( sj->centroid, si->centroid, v0 );
- if( v3_dot( v0, si->normal3 ) >= 0.0f ||
- v3_dot( v0, sj->normal3 ) <= 0.0f )
- continue;
-
- v2_minv( sj->co, min_co, min_co );
- v2_maxv( sj->co, max_co, max_co );
-
- v3f n0, n1, dir;
- v3_copy( si->normal3, n0 );
- v3_copy( sj->normal3, n1 );
- v3_cross( n0, n1, dir );
- v3_normalize( dir );
-
- /* make sure the directions all face a common hemisphere */
- v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
- v3_add( average_direction, dir, average_direction );
-
- if( si->normal3[1] > sj->normal3[1] )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
-
- passed_samples ++;
+ v3f closest;
+ if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
+ {
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
+
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
+ {
+ /* check alignment */
+ v2f v0 = { v3_dot( ve, player->basis[0] ),
+ v3_dot( ve, player->basis[2] ) },
+ v1 = { v3_dot( grind.dir, player->basis[0] ),
+ v3_dot( grind.dir, player->basis[2] ) };
+
+ v2_normalize( v0 );
+ v2_normalize( v1 );
+
+ float a = v2_dot( v0, v1 );
+
+ if( a >= cosf( VG_PIf * 0.185f ) )
+ {
+ grind_located = 1;
+ }
+ }
+ }
}
- }
- }
-
- if( !passed_samples )
- return 0;
-
- if( (v3_length2( average_direction ) <= 0.001f) ||
- (v3_length2( average_normal ) <= 0.001f ) )
- return 0;
-
- float div = 1.0f/(float)passed_samples;
- v3_normalize( average_direction );
- v3_normalize( average_normal );
-
- v2f average_coord;
- v2_add( min_co, max_co, average_coord );
- v2_muls( average_coord, 0.5f, average_coord );
+ float t1;
+ v3f n;
- v3_muls( support_axis, average_coord[0], result_co );
- result_co[1] += average_coord[1];
- v3_add( pos, result_co, result_co );
-
-#if 0
- vg_line_pt3( result_co, 0.02f, VG__GREEN );
-
- v3f p0, p1;
- v3_muladds( result_co, average_direction, 0.35f, p0 );
- v3_muladds( result_co, average_direction, -0.35f, p1 );
- vg_line( p0, p1, VG__PINK );
-#endif
-
- v3_copy( average_normal, result_n );
- v3_copy( average_direction, result_dir );
-
- return passed_samples;
-}
-
-#endif
-
-/*
- *
- * Prediction system
- *
- *
- */
-
-/*
- * Trace a path given a velocity rotation.
- *
- * TODO: this MIGHT be worth doing RK4 on the gravity field.
- */
-VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
- struct land_prediction *prediction )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float k_bias = 0.96f;
-
- v3f pco, pco1, pv;
- v3_copy( co, pco );
- v3_muls( v, k_bias, pv );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- float grind_score = INFINITY,
- air_score = INFINITY,
- time_to_impact = 0.0f;
-
- prediction->log_length = 0;
- v3_copy( pco, prediction->apex );
-
- for( int i=0; i<vg_list_size(prediction->log); i++ )
- {
- v3_copy( pco, pco1 );
-
- pv[1] += -k_gravity * pstep;
+ int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
+ if( idx != -1 )
+ {
+ v3f co;
+ v3_lerp( co0, co1, t1, co );
+ v3_copy( co, p->log[ p->log_length ++ ] );
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
+ v3_copy( n, p->n );
+ p->type = k_prediction_land;
- if( pco[1] > prediction->apex[1] )
- v3_copy( pco, prediction->apex );
-
- v3f vdir;
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
- v3_sub( pco, pco1, vdir );
+ 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;
+ }
- float l = v3_length( vdir );
- v3_muls( vdir, 1.0f/l, vdir );
+ p->score = -v3_dot( ve, p->n );
+ p->land_dist = t + k_trace_delta * t1;
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
+ u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
+ struct world_material *mat =
+ world_tri_index_material( world, vert_index );
+
+ /* Bias prediction towords ramps */
+ if( !(mat->info.flags & k_material_flag_skate_surface) )
+ p->score *= 10.0f;
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- float d2 = v3_dist2( c0, c1 );
- if( d2 < closest_grind )
- {
- closest_grind = d2;
- best_grind = ge;
- grind_score = closest_grind * 0.05f;
+ break;
}
- }
-
- v3f n1;
-
- float t1;
- int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
- if( idx != -1 )
- {
- v3_copy( n1, prediction->n );
- air_score = -v3_dot( pv, n1 );
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
+ if( i % 3 == 0 )
+ v3_copy( co1, p->log[ p->log_length ++ ] );
- /* Bias prediction towords ramps */
- if( mat->info.flags & k_material_flag_skate_surface )
- air_score *= 0.1f;
-
- v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
- time_to_impact += t1 * pstep;
- break;
+ v3_copy( co1, co0 );
}
- time_to_impact += pstep;
- v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
+ if( p->type == k_prediction_none )
+ s->prediction_count --;
}
- if( grind_score < air_score )
- {
- prediction->score = grind_score;
- prediction->type = k_prediction_grind;
- }
- else if( air_score < INFINITY )
- {
- prediction->score = air_score;
- prediction->type = k_prediction_land;
- }
- else
+ if( grind_located )
{
- prediction->score = INFINITY;
- prediction->type = k_prediction_none;
- }
-
- prediction->land_dist = time_to_impact;
-}
+ /* calculate the exact solution(s) to jump onto that grind spot */
+ struct land_prediction *p = &s->predictions[ s->prediction_count ];
+ p->gravity = k_gravity;
-VG_STATIC
-void player__approximate_best_trajectory( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+ if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
+ {
+ v3_copy( grind.n, p->n );
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float best_velocity_delta = -9999.9f;
+ /* 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;
- v3f axis;
- v3_cross( player->rb.to_world[1], player->rb.v, axis );
- v3_normalize( axis );
+ s->prediction_count ++;
+ }
+ }
- s->prediction_count = 0;
- m3x3_identity( s->state.velocity_bias );
- float best_vmod = 0.0f,
- min_score = INFINITY,
- max_score = -INFINITY;
+ float score_min = INFINITY,
+ score_max = -INFINITY;
- v3_zero( s->state.apex );
- s->land_dist = 0.0f;
+ struct land_prediction *best = NULL;
- /*
- * Search a broad selection of futures
- */
- for( int m=-3;m<=12; m++ )
+ for( int i=0; i<s->prediction_count; i ++ )
{
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
-
- float vmod = ((float)m / 15.0f)*0.09f;
-
- m3x3f bias;
- v4f bias_q;
-
- q_axis_angle( bias_q, axis, vmod );
- q_m3x3( bias_q, bias );
+ struct land_prediction *p = &s->predictions[i];
- skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
+ if( p->score < score_min )
+ best = p;
- if( p->type != k_prediction_none )
- {
- if( p->score < min_score )
- {
- min_score = p->score;
- best_vmod = vmod;
- s->land_dist = p->land_dist;
- v3_copy( p->apex, s->state.apex );
- }
-
- if( p->score > max_score )
- max_score = p->score;
- }
+ score_min = vg_minf( score_min, p->score );
+ score_max = vg_maxf( score_max, p->score );
}
- v4f vr_q;
- q_axis_angle( vr_q, axis, best_vmod*0.1f );
- q_m3x3( vr_q, s->state.velocity_bias );
-
- q_axis_angle( vr_q, axis, best_vmod );
- q_m3x3( vr_q, s->state.velocity_bias_pstep );
-
- /*
- * Logging
- */
for( int i=0; i<s->prediction_count; i ++ )
{
struct land_prediction *p = &s->predictions[i];
+ float s = p->score;
- float l = p->score;
+ s -= score_min;
+ s /= (score_max-score_min);
+ s = 1.0f - s;
- if( l < 0.0f )
- {
- vg_error( "negative score! (%f)\n", l );
- }
-
- l -= min_score;
- l /= (max_score-min_score);
- l = 1.0f - l;
- l *= 255.0f;
+ p->score = s;
+ p->colour = s * 255.0f;
- p->colour = l;
- p->colour <<= 8;
+ if( p == best )
+ p->colour <<= 16;
+ else if( p->type == k_prediction_land )
+ p->colour <<= 8;
+
p->colour |= 0xff000000;
}
+ if( best )
+ {
+ v3_copy( best->n, s->land_normal );
+ v3_copy( best->v, player->rb.v );
+ s->land_dist = best->land_dist;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
+ 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 >= 1.0f) )
- {
- s->state.flip_rate = (1.0f/s->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 );
+ 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 ;
+ s->state.flip_time = 0.0f;
+ v3_copy( player->rb.to_world[0], s->state.flip_axis );
+ }
+ else
+ {
+ s->state.flip_rate = 0.0f;
+ v3_zero( s->state.flip_axis );
+ }
}
else
{
- s->state.flip_rate = 0.0f;
- v3_zero( s->state.flip_axis );
+ v3_copy( player->basis[1], s->land_normal );
}
}
* ------------------------------------------------
*/
-#if 0
-VG_STATIC void skate_apply_grind_model( player_instance *player,
- rb_ct *manifold, int len )
-{
- struct player_skate *s = &player->_skate;
-
- /* FIXME: Queue audio events instead */
- if( len == 0 )
- {
- if( s->state.activity == k_skate_activity_grind )
- {
-#if 0
- audio_lock();
- audio_player_set_flags( &audio_player_extra,
- AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_board[6] );
- audio_unlock();
-#endif
-
- s->state.activity = k_skate_activity_air;
- }
- return;
- }
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
-#if 0
- s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
- s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
-#endif
-
-#if 0
- v4f rotate;
- q_axis_angle( rotate, player->rb.to_world[0], siX );
- q_mul( rotate, player.rb.q, player.rb.q );
-#endif
-
- s->state.slip = 0.0f;
- s->state.activity = k_skate_activity_grind;
-
- /* TODO: Compression */
- v3f up = { 0.0f, 1.0f, 0.0f };
- float angle = v3_dot( player->rb.to_world[1], up );
-
- if( fabsf(angle) < 0.99f )
- {
- v3f axis;
- v3_cross( player->rb.to_world[1], up, axis );
-
- v4f correction;
- q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
- q_mul( correction, player->rb.q, player->rb.q );
- }
-
- float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
-
- if( s->state.activity_prev != k_skate_activity_grind )
- {
- /* FIXME: Queue audio events instead */
-#if 0
- audio_lock();
- audio_player_set_flags( &audio_player_extra,
- AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_board[5] );
- audio_unlock();
-#endif
- }
-}
-#endif
-
/*
* Air control, no real physics
*/
if( s->state.activity_prev != k_skate_activity_air )
player__approximate_best_trajectory( player );
- m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
- ray_hit hit;
-
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
-
- v3f pco, pco1, pv;
- v3_copy( player->rb.co, pco );
- v3_muls( player->rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
-
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
-
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( s->state.velocity_bias, pv, pv );
-
- pv[1] += -k_gravity * pstep;
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
+ float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+ angle = vg_clampf( angle, -1.0f, 1.0f );
+ v3f axis;
+ v3_cross( player->rb.to_world[1], s->land_normal, axis );
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- if( has_target )
- {
- float angle = v3_dot( player->rb.to_world[1], target_normal );
- v3f axis;
- v3_cross( player->rb.to_world[1], target_normal, axis );
-
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
-
-#if 0
- if( fabsf(angle) < 0.9999f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
-#endif
- }
+ 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 );
-
- s->land_dist = time_to_impact;
- v3_copy( target_normal, s->land_normal );
-}
-
-#if 0
-VG_STATIC void skate_get_board_points( player_instance *player,
- v3f front, v3f back )
-{
- v3f pos_front = {0.0f,0.0f,-k_board_length},
- pos_back = {0.0f,0.0f, k_board_length};
-
- m4x3_mulv( player->rb.to_world, pos_front, front );
- m4x3_mulv( player->rb.to_world, pos_back, back );
-}
-#endif
-
-#if 0
-/*
- * Casts and pushes a sphere-spring model into the world
- */
-VG_STATIC int skate_simulate_spring( player_instance *player,
- v3f pos )
-{
- struct player_skate *s = &player->_skate;
-
- float mod = 0.7f * player->input_grab->axis.value + 0.3f,
- spring_k = mod * k_spring_force,
- damp_k = mod * k_spring_dampener,
- disp_k = 0.4f;
-
- v3f start, end;
- v3_copy( pos, start );
- v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
-
- float t;
- v3f n;
- int hit_info = spherecast_world( start, end, 0.2f, &t, n );
-
- if( hit_info != -1 )
- {
- v3f F, delta;
- v3_sub( start, player->rb.co, delta );
-
- float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
- damp =
- vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
-
- v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
- damp*damp_k*k_rb_delta, F );
-
- v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
-
- v3_lerp( start, end, t, pos );
- return 1;
- }
- else
- {
- v3_copy( end, pos );
- return 0;
- }
-}
-#endif
-
-
-/*
- * Handles connection between the player and the ground
- *
- * TODO: Must save original velocity to use here
- */
-VG_STATIC void skate_apply_interface_model( player_instance *player,
- rb_ct *manifold, int len )
-{
- struct player_skate *s = &player->_skate;
-
- /* springs */
-
-#if 0
- v3f spring0, spring1;
-
- skate_get_board_points( player, spring1, spring0 );
- int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
- spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
-
- v3f animavg, animdelta;
- v3_add( spring0, spring1, animavg );
- v3_muls( animavg, 0.5f, animavg );
-
- v3_sub( spring1, spring0, animdelta );
- v3_normalize( animdelta );
-
- m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
-
- float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
- dy = v3_dot( animdelta, player->rb.to_world[1] );
-
- float angle = -atan2f( dy, dx );
- q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
-
- int lift_frames_limit = 6;
-
- /* Surface connection */
- if( len == 0 && !(spring_hit0 && spring_hit1) )
- {
- s->state.lift_frames ++;
-
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
- }
- else
- {
- v3f surface_avg;
- v3_zero( surface_avg );
-
- for( int i=0; i<len; i++ )
- v3_add( surface_avg, manifold[i].n, surface_avg );
- v3_normalize( surface_avg );
-
- if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
- {
- s->state.lift_frames ++;
-
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
- }
- else
- {
- s->state.activity = k_skate_activity_ground;
- s->state.lift_frames = 0;
- v3f projected, axis;
-
- if( s->state.activity_prev == k_skate_activity_air )
- {
- player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
- k_cam_punch;
- }
-
- float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, player->rb.to_world[1],
- DOWNFORCE, player->rb.v );
-
- float d = v3_dot( player->rb.to_world[2], surface_avg );
- v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
- v3_normalize( projected );
-
- float angle = v3_dot( player->rb.to_world[1], projected );
- v3_cross( player->rb.to_world[1], projected, axis );
-
-#if 0
- if( fabsf(angle) < 0.9999f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
-#endif
- }
- }
-#endif
}
VG_STATIC int player_skate_trick_input( player_instance *player );
{
struct player_skate *s = &player->_skate;
- /* Steering */
- float input = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value,
- steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
- steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
+ /* Steering */
+ float steer = player->input_js1h->axis.value,
+ grab = player->input_grab->axis.value;
+
+ steer = vg_signf( steer ) * steer*steer * k_steer_ground;
+
+ v3f steer_axis;
+ v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
+
+ float rate = 26.0f,
+ top = 1.0f;
+
+ if( s->state.activity == k_skate_activity_air )
+ {
+ rate = 6.0f * fabsf(steer);
+ top = 1.5f;
+ }
+ else
+ {
+ /* rotate slower when grabbing on ground */
+ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
+
+ if( s->state.activity == k_skate_activity_grind_5050 )
+ {
+ rate = 0.0f;
+ top = 0.0f;
+ }
+
+ else if( s->state.activity >= k_skate_activity_grind_any )
+ {
+ rate *= fabsf(steer);
- v3f steer_axis;
- v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis );
+ float a = 0.8f * -steer * k_rb_delta;
- float rate = 26.0f;
+ v4f q;
+ q_axis_angle( q, player->rb.to_world[1], a );
+ q_mulv( q, s->grind_vec, s->grind_vec );
- if( s->state.activity == k_skate_activity_air )
- {
- rate = 6.0f * fabsf(steer_scaled);
- }
+ v3_normalize( s->grind_vec );
+ }
- else if( s->state.activity >= k_skate_activity_grind_any )
- {
- rate *= fabsf(steer_scaled);
+ else if( s->state.manual_direction )
+ {
+ rate = 35.0f;
+ top = 1.5f;
+ }
}
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
- addspeed = (steer_scaled * -1.0f) - current,
+ addspeed = (steer * -top) - current,
maxaccel = rate * k_rb_delta,
accel = vg_clampf( addspeed, -maxaccel, maxaccel );
if( !player->input_jump->button.value )
{
- if( player->input_push->button.value )
+ if( player->input_push->button.value ||
+ (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+ float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
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;
{
struct player_skate *s = &player->_skate;
+ if( s->state.activity != k_skate_activity_ground )
+ {
+ v3_zero( s->state.throw_v );
+ return;
+ }
+
/* Throw / collect routine
*
* TODO: Max speed boost
/* Apply forces & intergrate */
v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
- s->state.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
+ s->state.cog_v );
+
v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
}
v3_copy( player->cam.angles, angles );
angles[2] = 0.0f;
+ player->holdout_time = 0.25f;
player__walk_transition( player, angles );
return;
}
{
struct player_skate *s = &player->_skate;
-#if 0
for( int i=0; i<s->prediction_count; i++ )
{
struct land_prediction *p = &s->predictions[i];
for( int j=0; j<p->log_length - 1; j ++ )
- vg_line( p->log[j], p->log[j+1], p->colour );
+ {
+ float brightness = p->score*p->score*p->score;
+ v3f p1;
+ v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
+ vg_line( p->log[j], p1, p->colour );
+ }
vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
vg_line_pt3( p->apex, 0.02f, 0xffffffff );
}
- vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
- vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
+#if 0
+ vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
#endif
}
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
+ world_instance *world = get_active_world();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
+
v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
-
vg_line( left, right, colour );
- v3_muladds( left, player->rb.to_world[1], 0.1f, left );
- v3_muladds( right, player->rb.to_world[1], 0.1f, right );
-
float k_max_truck_flex = VG_PIf * 0.25f;
ray_hit ray_l, ray_r;
- ray_l.dist = 0.2f;
- ray_r.dist = 0.2f;
v3f dir;
v3_muls( player->rb.to_world[1], -1.0f, dir );
- int res_l = ray_world( left, dir, &ray_l ),
- res_r = ray_world( right, dir, &ray_r );
+ int res_l = 0, res_r = 0;
+
+ 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 );
+ ray_l.dist = 2.1f * k_board_radius;
+
+ res_l = ray_world( world, left, dir, &ray_l );
+
+ if( res_l )
+ break;
+ }
+
+ 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 );
+ ray_r.dist = 2.1f * k_board_radius;
- /* ignore bad normals */
- if( res_l )
- if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
- res_l = 0;
+ res_r = ray_world( world, right, dir, &ray_r );
- if( res_r )
- if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
- res_r = 0;
+ if( res_r )
+ break;
+ }
v3f v0;
v3f midpoint;
{
/* fallback: use the closes point to the trucks */
v3f closest;
- int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f );
+ int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
if( idx != -1 )
{
- u32 *tri = &world.scene_geo->arrindices[ idx * 3 ];
+ 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 );
{
if( reverse_dir != s->state.manual_direction )
{
-#if 0
- player__dead_transition( player );
-#endif
return;
}
}
/* TODO: Fall back on land normal */
/* TODO: Lerp weight distribution */
- /* TODO: Can start manual only if not charge jump */
if( s->state.manual_direction )
{
v3f plane_z;
}
else
{
- /* FIXME UNDEFINED! */
- vg_warn( "Undefined up target!\n" );
-
- v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+ v3_lerp( s->state.up_dir, player->basis[1],
12.0f * s->substep_delta, s->state.up_dir );
}
}
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( origin, dir, &ray ) )
+ if( ray_world( get_active_world(), origin, dir, &ray ) )
return 0;
return 1;
v3_cross( mtx[0], mtx[1], mtx[2] );
}
-VG_STATIC void skate_grind_truck_apply( player_instance *player,
- v3f grind_co, struct grind_info *inf,
- float strength )
+VG_STATIC void skate_grind_friction( player_instance *player,
+ struct grind_info *inf, float strength )
{
- struct player_skate *s = &player->_skate;
+ v3f v2;
+ v3_muladds( player->rb.to_world[2], inf->n,
+ -v3_dot( player->rb.to_world[2], inf->n ), v2 );
- v3f delta;
- v3_sub( inf->co, grind_co, delta );
+ float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
+ dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
+ F = a * -dir * k_grind_max_friction;
+
+ v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+}
+VG_STATIC void skate_grind_decay( player_instance *player,
+ struct grind_info *inf, float strength )
+{
m3x3f mtx, mtx_inv;
skate_grind_orient( inf, mtx );
m3x3_transpose( mtx, mtx_inv );
- /* decay 'force' */
v3f v_grind;
m3x3_mulv( mtx_inv, player->rb.v, v_grind );
float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
m3x3_mulv( mtx, v_grind, player->rb.v );
+}
+
+VG_STATIC void skate_grind_truck_apply( player_instance *player,
+ float sign, struct grind_info *inf,
+ float strength )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* TODO: Trash compactor this */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+ v3f raw, wsp;
+ m3x3_mulv( player->rb.to_world, ra, raw );
+ v3_add( player->rb.co, raw, wsp );
+
+ v3_copy( ra, s->weight_distribution );
+
+ v3f delta;
+ v3_sub( inf->co, wsp, delta );
/* spring force */
v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
player->rb.v );
- /* friction force */
- float a = 1.0f-fabsf( v3_dot( player->rb.to_world[2], inf->dir ) ),
- dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
- F = a * -dir * k_grind_max_friction;
+ skate_grind_decay( player, inf, strength );
+ skate_grind_friction( player, inf, strength );
- v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+ /* yeah yeah yeah yeah */
+ v3f raw_nplane, axis;
+ v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
+ v3_cross( raw_nplane, inf->n, axis );
+ v3_normalize( axis );
/* orientation */
- rb_effect_spring_target_vector( &player->rb, player->rb.to_world[1],
- inf->n,
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ v3f target_fwd, fwd, up, target_up;
+ m3x3_mulv( mtx, s->grind_vec, target_fwd );
+ v3_copy( raw_nplane, fwd );
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf->n, target_up );
+
+ v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
+ v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
+
+ v3_normalize( target_fwd );
+ v3_normalize( fwd );
+
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+
+ v4f q;
+ q_axis_angle( q, axis, VG_PIf*0.125f * way );
+ q_mulv( q, target_up, target_up );
+ q_mulv( q, target_fwd, target_fwd );
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
k_grind_spring,
k_grind_dampener,
k_rb_delta );
- vg_line_arrow( player->rb.co, inf->n, 1.0f, VG__GREEN );
- /* TODO: This was a nice idea, but we should just apply steering to the
- * target vector instead of this strange feedback loop thing! */
- v3f target_fwd;
- m3x3_mulv( mtx, s->grind_vec, target_fwd );
-
- rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
- target_fwd,
+ rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
k_grind_spring*strength,
k_grind_dampener*strength,
k_rb_delta );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
- v3f new_target;
- m3x3_mulv( mtx_inv, player->rb.to_world[2], new_target );
- v3_lerp( s->grind_vec, new_target, k_rb_delta * 0.1f, s->grind_vec );
-
s->grind_strength = strength;
/* Fake contact */
struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
- m4x3_mulv( player->rb.to_local, grind_co, limit->ra );
+ m4x3_mulv( player->rb.to_local, wsp, limit->ra );
m3x3_mulv( player->rb.to_local, inf->n, limit->n );
limit->p = 0.0f;
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC void skate_5050_apply( player_instance *player,
+ struct grind_info *inf_front,
+ struct grind_info *inf_back )
+{
+ struct player_skate *s = &player->_skate;
+ struct grind_info inf_avg;
+
+ v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+ v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+ v3_normalize( 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_add( axis_front, axis_back, axis );
+ v3_normalize( axis );
+
+ v3_cross( axis, inf_avg.dir, inf_avg.n );
+
+ skate_grind_decay( player, &inf_avg, 1.0f );
+
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+ v4f q;
+ v3f up, target_up;
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf_avg.n, target_up );
+ q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+ q_mulv( q, target_up, target_up );
+
+ v3_zero( s->weight_distribution );
+ s->weight_distribution[2] = k_board_length * -way;
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ k_rb_delta );
+
+ v3f fwd_nplane, dir_nplane;
+ v3_muladds( player->rb.to_world[2], inf_avg.n,
+ -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+ v3f dir;
+ v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+ v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+ v3_normalize( fwd_nplane );
+ v3_normalize( dir_nplane );
+
+ rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
+ 1000.0f,
+ k_grind_dampener,
+ k_rb_delta );
+
+ 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 },
+ delta_front, delta_back, delta_total;
+
+ m4x3_mulv( player->rb.to_world, pos_front, pos_front );
+ m4x3_mulv( player->rb.to_world, pos_back, pos_back );
+
+ v3_sub( inf_front->co, pos_front, delta_front );
+ v3_sub( inf_back->co, pos_back, delta_back );
+ v3_add( delta_front, delta_back, delta_total );
+
+ v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ v3_zero( limit->ra );
+ m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf_avg.dir, s->grind_dir );
}
-VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
+VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
+ struct grind_info *inf )
{
- struct grind_info inf;
+ struct player_skate *s = &player->_skate;
v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
m4x3_mulv( player->rb.to_world, grind_co, grind_co );
/* Exit condition: lost grind tracking */
- if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, &inf ) )
+ if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
return 0;
/* Exit condition: cant see grind target directly */
- if( !skate_point_visible( wheel_co, inf.co ) )
+ if( !skate_point_visible( wheel_co, inf->co ) )
return 0;
/* Exit condition: minimum velocity not reached, but allow a bit of error */
- float dv = fabsf(v3_dot( player->rb.v, inf.dir )),
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
minv = k_grind_axel_min_vel*0.8f;
if( dv < minv )
return 0;
- float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
- skate_grind_truck_apply( player, grind_co, &inf, t );
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ v3_copy( inf->dir, s->grind_dir );
return 1;
}
-VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
+VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
/* TODO: Trash compactor this */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
m3x3_mulv( player->rb.to_world, ra, raw );
v3_add( player->rb.co, raw, wsp );
- if( skate_grind_scansq( player,
- wsp, player->rb.v, 0.3,
- &inf ) )
+ if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
{
- if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
return 0;
/* velocity should be at least 60% aligned */
v3f pv, axis;
- v3_cross( inf.n, inf.dir, axis );
- v3_muladds( player->rb.v, inf.n, -v3_dot( player->rb.v, inf.n ), pv );
+ v3_cross( inf->n, inf->dir, axis );
+ v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
if( v3_length2( pv ) < 0.0001f )
return 0;
v3_normalize( pv );
- if( fabsf(v3_dot( pv, inf.dir )) < k_grind_axel_max_angle )
+ if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
+ return 0;
+
+ if( v3_dot( player->rb.v, inf->n ) > 0.5f )
return 0;
+#if 0
+ /* check for vertical alignment */
+ if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
+ return 0;
+#endif
v3f local_co, local_dir, local_n;
- m4x3_mulv( player->rb.to_local, inf.co, local_co );
- m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
- m3x3_mulv( player->rb.to_local, inf.n, local_n );
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->rb.to_local, inf->n, local_n );
v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
v3_add( player->rb.v, rv, rv );
if( (local_co[1] >= truck_height) &&
- (v2_length2( delta ) <= k_board_radius*k_board_radius) &&
- (v3_dot( rv, inf.n ) < 0.1f) )
+ (v2_length2( delta ) <= k_board_radius*k_board_radius) )
{
- m3x3f mtx;
- skate_grind_orient( &inf, mtx );
- m3x3_transpose( mtx, mtx );
- m3x3_mulv( mtx, player->rb.to_world[2], s->grind_vec );
-
- skate_grind_truck_apply( player, wsp, &inf, 1.0f );
return 1;
}
}
return 0;
}
-VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+VG_STATIC void skate_boardslide_apply( player_instance *player,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- /*
- * BOARDSLIDE
- * ------------------------------------
- */
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->rb.to_local, inf->n, local_n );
+
+ v3f intersection;
+ v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
+ intersection );
+ v3_copy( intersection, s->weight_distribution );
+
+ skate_grind_decay( player, inf, 0.1f );
+ skate_grind_friction( player, inf, 0.25f );
- struct grind_info grind_center;
- if( skate_grind_scansq( player,
- player->rb.co,
+ /* direction alignment */
+ v3f dir, perp;
+ v3_cross( local_dir, local_n, perp );
+ v3_muls( local_dir, vg_signf(local_dir[0]), dir );
+ v3_muls( perp, vg_signf(perp[2]), perp );
+
+ m3x3_mulv( player->rb.to_world, dir, dir );
+ m3x3_mulv( player->rb.to_world, perp, perp );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+ dir,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+ perp,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
+ vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC int skate_boardslide_entry( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
- &grind_center ) )
+ inf ) )
{
- v3f local_co, local_dir, local_n;
- m4x3_mulv( player->rb.to_local, grind_center.co, local_co );
- m3x3_mulv( player->rb.to_local, grind_center.dir, local_dir );
- m3x3_mulv( player->rb.to_local, grind_center.n, local_n );
+ v3f local_co, local_dir;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
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 */
{
- /* compute position on center line */
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
- v3f intersection;
- v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
- intersection );
- v3_copy( intersection, s->weight_distribution );
+ return 1;
+ }
+ }
+ return 0;
+}
- /* TODO: alignment & strengths should be proportional to speed */
- /* dont apply correction in connecting velocities */
- /* friciton */
+VG_STATIC int skate_boardslide_renew( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
- v3f ideal_v, diff;
- v3_muls( grind_center.dir,
- v3_dot( player->rb.v, grind_center.dir ), ideal_v );
+ if( !skate_grind_scansq( player, player->rb.co,
+ player->rb.to_world[0], k_board_length,
+ inf ) )
+ return 0;
- v3_sub( ideal_v, player->rb.v, diff );
- v3_muladds( player->rb.v, diff, k_grind_aligment * k_rb_delta,
- player->rb.v );
+ /* Exit condition: cant see grind target directly */
+ v3f vis;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
+ if( !skate_point_visible( vis, inf->co ) )
+ return 0;
+ /* Exit condition: minimum velocity not reached, but allow a bit of error
+ * TODO: trash compactor */
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
- /* direction alignment */
- v3f dir, perp;
- v3_cross( local_dir, local_n, perp );
- v3_muls( local_dir, vg_signf(local_dir[0]), dir );
- v3_muls( perp, vg_signf(perp[2]), perp );
+ if( dv < minv )
+ return 0;
- m3x3_mulv( player->rb.to_world, dir, dir );
- m3x3_mulv( player->rb.to_world, perp, perp );
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
+ return 0;
- rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
- dir,
- k_grind_spring, k_grind_dampener,
- k_rb_delta );
+ return 1;
+}
- rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
- perp,
- k_grind_spring, k_grind_dampener,
- k_rb_delta );
+VG_STATIC void skate_store_grind_vec( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
- vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
- vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
- return k_skate_activity_grind_boardslide;
- }
- }
+ v3f raw;
+ v3_sub( inf->co, player->rb.co, raw );
- if( s->state.activity == k_skate_activity_grind_back50 )
+ m3x3_mulv( mtx, raw, s->grind_vec );
+ v3_normalize( s->grind_vec );
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* debounces this state manager a little bit */
+ if( s->frames_since_activity_change < 10 )
{
- int result = skate_grind_truck_singular( player, 1.0f ),
- front = skate_truck_entry_condition( player, -1.0f );
+ s->frames_since_activity_change ++;
+ return k_skate_activity_undefined;
+ }
+
+ struct grind_info inf_back50,
+ inf_front50,
+ inf_slide;
- const enum skate_activity table[] =
- { /* result | front */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_front50, /* 0 1 */
- k_skate_activity_grind_back50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
+ int res_back50 = 0,
+ res_front50 = 0,
+ res_slide = 0;
- return table[ result<<1 | front ];
+ 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 )
+ {
+ 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 )
{
- int result = skate_grind_truck_singular( player, -1.0f ),
- back = skate_truck_entry_condition( player, 1.0f );
-
- const enum skate_activity table[] =
- { /* result | back */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_back50, /* 0 1 */
- k_skate_activity_grind_front50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
-
- return table[ result<<1 | back ];
+ 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 )
{
- /* FIXME */
- return k_skate_activity_grind_back50;
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
else
{
- int front = skate_truck_entry_condition( player, -1.0f ),
- back = skate_truck_entry_condition( player, 1.0f );
+ 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 );
- const enum skate_activity table[] =
- { /* front | back */
- k_skate_activity_undefined, /* 0 0 */
- k_skate_activity_grind_back50, /* 0 1 */
- k_skate_activity_grind_front50, /* 1 0 */
- k_skate_activity_grind_5050 /* 1 1 */
- };
+ if( res_back50 != res_front50 )
+ {
+ int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
- return table[ front<<1 | back ];
+ res_back50 &= wants_to_do_that;
+ res_front50 &= wants_to_do_that;
+ }
}
- return 0;
-}
+ const enum skate_activity table[] =
+ { /* slide | back | front */
+ k_skate_activity_undefined, /* 0 0 0 */
+ k_skate_activity_grind_front50, /* 0 0 1 */
+ k_skate_activity_grind_back50, /* 0 1 0 */
+ k_skate_activity_grind_5050, /* 0 1 1 */
-VG_STATIC void skate_grind_boardslide( player_instance *player )
-{
-
+ /* slide has priority always */
+ k_skate_activity_grind_boardslide, /* 1 0 0 */
+ k_skate_activity_grind_boardslide, /* 1 0 1 */
+ k_skate_activity_grind_boardslide, /* 1 1 0 */
+ k_skate_activity_grind_boardslide, /* 1 1 1 */
+ }
+ , 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;
+ }
+ else if( new_activity == k_skate_activity_grind_boardslide )
+ {
+ skate_boardslide_apply( player, &inf_slide );
+ }
+ 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 )
+ {
+ if( s->state.activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( player, &inf_front50 );
+
+ skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_5050 )
+ skate_5050_apply( player, &inf_front50, &inf_back50 );
+
+ return new_activity;
}
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
+ world_instance *world = get_active_world();
+
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
v3f pos;
float radius;
- int apply_angular;
u32 colour;
enum board_collider_state
{
{ 0.0f, 0.0f, -k_board_length },
.radius = k_board_radius,
- .apply_angular = 1,
.colour = VG__RED
},
{
{ 0.0f, 0.0f, k_board_length },
.radius = k_board_radius,
- .apply_angular = 1,
.colour = VG__GREEN
- },
- {
- { 0.0f, 0.2f, -k_board_length - k_board_end_radius },
- .radius = k_board_end_radius,
- .apply_angular = 0,
- .colour = VG__YELOW
- },
- {
- { 0.0f, 0.2f, k_board_length + k_board_end_radius },
- .radius = k_board_end_radius,
- .apply_angular = 0,
- .colour = VG__YELOW
- },
+ }
};
const int k_wheel_count = 2;
for( int i=0; i<2; i++ )
{
v3f normal, axel;
+ v3_copy( player->rb.to_world[0], axel );
+
if( skate_compute_surface_alignment( player, wheels[i].pos,
wheels[i].colour, normal, axel ) )
{
rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
axel,
- k_board_spring, k_board_dampener,
+ k_surface_spring, k_surface_dampener,
s->substep_delta );
v3_add( normal, s->surface_picture, s->surface_picture );
contact_count ++;
}
+
+ m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
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 );
- skate_apply_pump_model( player );
}
else
{
s->state.activity = k_skate_activity_air;
+ v3_zero( s->weight_distribution );
skate_apply_air_model( player );
}
skate_apply_jump_model( player );
skate_apply_grab_model( player );
skate_apply_trick_model( player );
-
+ skate_apply_pump_model( player );
begin_collision:;
q_mul( rotation, player->rb.q, future_q );
q_normalize( future_q );
}
+ else
+ v4_copy( player->rb.q, future_q );
+
+ v3f future_cg, current_cg, cg_offset;
+ q_mulv( player->rb.q, s->weight_distribution, current_cg );
+ q_mulv( future_q, s->weight_distribution, future_cg );
+ v3_sub( future_cg, current_cg, cg_offset );
/* calculate the minimum time we can move */
float max_time = s->substep;
if( wheels[i].state == k_collider_state_disabled )
continue;
- v3f current, future;
+ v3f current, future, r_cg;
+
q_mulv( future_q, wheels[i].pos, future );
v3_add( future, future_co, future );
+ v3_add( cg_offset, future, future );
q_mulv( player->rb.q, wheels[i].pos, current );
v3_add( current, player->rb.co, current );
v3f n;
float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
- if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
+ if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
max_time = vg_minf( max_time, t * s->substep );
}
v3_divs( axis, mag, axis );
q_axis_angle( rotation, axis, mag*s->substep_delta );
q_mul( rotation, player->rb.q, player->rb.q );
+ q_normalize( player->rb.q );
+
+ q_mulv( player->rb.q, s->weight_distribution, future_cg );
+ v3_sub( current_cg, future_cg, cg_offset );
+ v3_add( player->rb.co, cg_offset, player->rb.co );
}
rb_update_transform( &player->rb );
-
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v );
+ v3_muladds( player->rb.v, player->basis[1],
+ -s->state.gravity_bias * s->substep_delta, player->rb.v );
s->substep -= s->substep_delta;
-
rb_ct manifold[128];
int manifold_len = 0;
*/
m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
-#if 0
float t;
v3f n;
if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
- (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+ (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
{
v3_lerp( start_co, player->rb.co, t, player->rb.co );
rb_update_transform( &player->rb );
player__dead_transition( player );
return;
}
-#endif
/*
* Phase 1: Regular collision detection
- * TODO: Me might want to automatically add contacts from CCD,
- * since at high angular velocities, theres a small change
- * that discreet detection will miss.
* --------------------------------------------------------------------------
*/
if( l )
wheels[i].state = k_collider_state_colliding;
- /* for non-angular contacts we just want Y. contact positions are
- * snapped to the local xz plane */
- if( !wheels[i].apply_angular )
- {
- for( int j=0; j<l; j++ )
- {
- v3f ra;
- v3_sub( man[j].co, player->rb.co, ra );
-
- float dy = v3_dot( player->rb.to_world[1], ra );
- v3_muladds( man[j].co, player->rb.to_world[1], -dy, man[j].co );
- }
- }
-
manifold_len += l;
}
rb_ct *cman = &manifold[manifold_len];
- int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene,
+ int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
cman );
+
+ /* weld joints */
+ for( int i=0; i<l; i ++ )
+ cman[l].type = k_contact_type_edge;
+ rb_manifold_filter_joint_edges( cman, l, 0.03f );
+ l = rb_manifold_apply_filtered( cman, l );
+
manifold_len += l;
debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
* --------------------------------------------------------------------------
*/
+
+ v3f world_cog;
+ m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
+ vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+
for( int i=0; i<manifold_len; i ++ )
{
rb_prepare_contact( &manifold[i], s->substep_delta );
m3x3_mul( iI, player->rb.to_local, iIw );
m3x3_mul( player->rb.to_world, iIw, iIw );
- v3f world_cog;
- m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
-
for( int j=0; j<10; j++ )
{
for( int i=0; i<manifold_len; i++ )
}
skate_integrate( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+ struct gate_hit hit;
+ if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) )
{
+ teleport_gate *gate = hit.gate;
m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
m3x3_mulv( gate->transport, s->state.head_position,
s->state.head_position );
+ m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
rb_update_transform( &player->rb );
s->state_gate_storage = s->state;
- player__pass_gate( player, gate );
+ player__pass_gate( player, &hit );
}
}
VG_STATIC void player__skate_im_gui( player_instance *player )
{
struct player_skate *s = &player->_skate;
-
- /* FIXME: Compression */
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
player->rb.v[2] );
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;
+ 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_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 );
}
mdl_keyframe apose[32], bpose[32];
}
-
-
/* angle correction */
if( v3_length2( s->state.up_dir ) > 0.001f )
{
- 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];
-
+ 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] };
v4f qtotal;
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
-
v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
q_mul( qyaw, 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_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;
+ }
+
+ /* 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] );
+
+ 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 );
+ }
}
/* transform */
v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
-#if 0
- v4f qresy, qresx, qresidual;
- m3x3f mtx_residual;
- q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
- q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
-
- q_mul( qresy, qresx, qresidual );
- q_normalize( qresidual );
- q_mul( dest->root_q, qresidual, dest->root_q );
- q_normalize( dest->root_q );
-#endif
v4f qflip;
if( (s->state.activity == k_skate_activity_air) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta,
- angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+ float t = s->state.flip_time;
+ sign = vg_signf( t );
+
+ t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+ t = sign * (1.0f-t*t);
+
+ 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 );
q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
}
VG_STATIC void player__skate_post_animate( player_instance *player )
player->cam_velocity_influence = 1.0f;
- v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+ v3f head = { 0.0f, 1.8f, 0.0f };
m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
m4x3_mulv( player->rb.to_local, s->state.head_position,
s->state.head_position );
s->state.slip = 0.0f;
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
+
v3_zero( s->state.throw_v );
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );