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++ )
{
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( v3f pos, v3f dir, float r,
+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 );
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 */
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 )
-{
- return (d[0] * 92837111) ^ (d[1] * 689287499);
-}
-
-static inline u32 skate_grind_hashv2f( v2f co )
-{
- v2i d;
- skate_grind_coordv2i( co, d );
- return skate_grind_hashv2i( d );
-}
-
-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 );
-
- 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] );
-
- 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 );
- int idx;
-
- struct grind_sample
- {
- v2f co;
- v2f normal;
- v3f normal3,
- centroid;
- }
- samples[48];
-
- int sample_count = 0;
-
- v2f support_min,
- support_max;
-
- 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];
-
- for( int j=0; j<3; j++ )
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
-
- for( int j=0; j<3; j++ )
- {
- int i0 = j,
- i1 = (j+1) % 3;
-
- struct grind_sample *sample = &samples[ sample_count ];
- v3f co;
-
- if( plane_segment( plane, tri[i0], tri[i1], co ) )
- {
- v3f d;
- v3_sub( co, pos, d );
- if( v3_length2( d ) > r*r )
- continue;
-
- v3f va, vb, normal;
- v3_sub( tri[1], tri[0], va );
- v3_sub( tri[2], tri[0], vb );
- v3_cross( va, vb, normal );
-
- 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];
-
- v3_copy( normal, sample->normal3 ); /* normalize later
- if we want to us it */
-
- 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 );
-
- v2_normalize( sample->normal );
- sample_count ++;
-
- if( sample_count == vg_list_size( samples ) )
- {
- break;
- }
- }
- }
- }
-
- if( sample_count < 2 )
- return 0;
-
-
-
- /* spacial hashing */
-
- const int k_hashmap_size = 128;
- u32 hashmap[k_hashmap_size+1];
- u32 entries[48];
-
- for( int i=0; i<k_hashmap_size+1; i++ )
- hashmap[i] = 0;
-
- for( int i=0; i<sample_count; i++ )
- {
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] ++;
- }
-
- /* partial sums */
- for( int i=0; i<k_hashmap_size; i++ )
- {
- hashmap[i+1] += hashmap[i];
- }
-
- /* trash compactor */
- for( int i=0; i<sample_count; i++ )
- {
- u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
- hashmap[ h ] --;
-
- entries[ hashmap[h] ] = i;
- }
-
-
- v3f
- average_direction,
- average_normal;
-
- v2f min_co, max_co;
- v2_fill( min_co, INFINITY );
- v2_fill( max_co, -INFINITY );
-
- v3_zero( average_direction );
- v3_zero( average_normal );
-
- 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 );
-
- v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1},
- {-1, 0},{ 0, 0},{ 1, 0},
- {-1, 1},{ 0, 1},{ 1, 1} };
-
- for( int j=0; j<vg_list_size(offsets); j++ )
- {
- v2i cell;
- v2i_add( start, offsets[j], cell );
-
- u32 h = skate_grind_hashv2i( cell ) % k_hashmap_size;
-
- int start = hashmap[ h ],
- end = hashmap[ h+1 ];
-
- for( int k=start; k<end; k++ )
- {
- 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 ++;
- }
- }
- }
-
- 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 );
-
-
- 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
-
VG_STATIC int solve_prediction_for_target( player_instance *player,
v3f target, float max_angle,
struct land_prediction *p )
v3f v0;
v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
v3f ax;
v3_copy( v0, ax );
ax[1] = 0.0f;
v3_normalize( ax );
- v2f d = { v3_dot( v0, ax ), v0[1] },
- v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
+ v3f v_local;
+ 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] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
- root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+ root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
if( root > 0.0f )
{
root = sqrtf( root );
- float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ),
- a1 = atanf( (m*m - root) / (k_gravity * d[0]) );
+ float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
if( fabsf(a0-a) > fabsf(a1-a) )
a0 = a1;
return 0;
/* TODO: sweep the path before chosing the smallest dist */
- /* TODO: Jump in normal direction not to_world[1] */
- /* TODO: Max Y angle */
p->log_length = 0;
p->land_dist = 0.0f;
v3_muls( ax, cosf( a0 ) * m, p->v );
p->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, p->v, p->v );
+
p->land_dist = d[0] / (cosf(a0)*m);
/* add a trace */
v3f p0;
v3_muls( p->v, t, p0 );
- p0[1] += -0.5f * k_gravity * t*t;
+ v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
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;
v3_normalize( axis );
/* at high slopes, Y component is low */
- float angle_begin = -(1.0f-fabsf( player->rb.to_world[1][1] )),
+ float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ angle_begin = -(1.0f-fabsf( upness )),
angle_end = 1.0f;
struct grind_info grind;
int grind_located = 0;
- for( int m=0;m<=15; m++ )
+ for( int m=0;m<=30; m++ )
{
struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
- float vt = (float)m * (1.0f/15.0f),
+ float vt = (float)m * (1.0f/30.0f),
ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
v4f qbias;
q_axis_angle( qbias, axis, ang );
q_mulv( qbias, launch_v, launch_v );
+
+ 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 );
+
+
+ float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+ gravity = k_gravity * gravity_bias;
+ p->gravity = gravity;
+
v3_copy( launch_v, p->v );
for( int i=1; i<=50; i++ )
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- co1[1] += -0.5f * k_gravity * t*t;
+ v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
v3_add( launch_co, co1, co1 );
- if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) )
+ float launch_vy = v3_dot( launch_v,player->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 )
+ if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
{
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= k_gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
- if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
{
- v2f v0 = { ve[0], ve[2] },
- v1 = { grind.dir[0], grind.dir[2] };
+ /* 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 * 0.125f ) )
+ if( a >= cosf( VG_PIf * 0.185f ) )
{
grind_located = 1;
}
float t1;
v3f n;
- int idx = spherecast_world( co0, co1, k_board_radius, &t1, n );
+ int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
if( idx != -1 )
{
v3f co;
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= k_gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
struct grind_info replace_grind;
- if( skate_grind_scansq( co, ve, 0.3f, &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;
+ 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;
+
break;
}
+
+ if( i % 3 == 0 )
+ v3_copy( co1, p->log[ p->log_length ++ ] );
- v3_copy( co1, p->log[ p->log_length ++ ] );
v3_copy( co1, co0 );
}
s->prediction_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;
if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
{
/* determine score */
v3f ve;
v3_copy( p->v, ve );
- ve[1] -= k_gravity * p->land_dist;
+ v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
p->score = -v3_dot( ve, grind.n ) * 0.85f;
s->prediction_count ++;
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) )
{
}
else
{
- v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+ v3_copy( player->basis[1], s->land_normal );
}
}
if( s->state.activity_prev != k_skate_activity_air )
player__approximate_best_trajectory( player );
-#if 0
- 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 );
-
- 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;
- }
-#endif
-
float angle = v3_dot( player->rb.to_world[1], s->land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
-
- //s->land_dist = time_to_impact;
- s->land_dist = 1.0f;
}
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;
+ 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_scaled ), 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_scaled);
+ rate = 6.0f * fabsf(steer);
top = 1.5f;
}
-
- else if( s->state.activity >= k_skate_activity_grind_any )
+ else
{
- rate *= fabsf(steer_scaled);
+ /* rotate slower when grabbing on ground */
+ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
- float a = 0.8f * -steer_scaled * k_rb_delta;
+ if( s->state.activity == k_skate_activity_grind_5050 )
+ {
+ rate = 0.0f;
+ top = 0.0f;
+ }
- v4f q;
- q_axis_angle( q, player->rb.to_world[1], a );
- q_mulv( q, s->grind_vec, s->grind_vec );
+ else if( s->state.activity >= k_skate_activity_grind_any )
+ {
+ rate *= fabsf(steer);
-#if 0
- float tilt = player->input_js1v->axis.value;
- tilt *= tilt * 0.8f * k_rb_delta;
+ float a = 0.8f * -steer * k_rb_delta;
- q_axis_angle( q, player->rb.to_world[0], tilt );
- q_mulv( q, s->grind_vec, s->grind_vec );
-#endif
+ v4f q;
+ q_axis_angle( q, player->rb.to_world[1], a );
+ q_mulv( q, s->grind_vec, s->grind_vec );
- v3_normalize( s->grind_vec );
- }
+ v3_normalize( s->grind_vec );
+ }
- else if( s->state.manual_direction )
- {
- rate = 35.0f;
- top = 1.5f;
+ 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 * -top) - 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;
}
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;
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 );
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 );
{
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_renew( player_instance *player, float sign,
m4x3_mulv( player->rb.to_world, grind_co, grind_co );
/* Exit condition: lost grind tracking */
- if( !skate_grind_scansq( 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 */
m3x3_mulv( player->rb.to_world, ra, raw );
v3_add( player->rb.co, raw, wsp );
- if( skate_grind_scansq( 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 )
return 0;
{
struct player_skate *s = &player->_skate;
- if( skate_grind_scansq( player->rb.co,
+ if( skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
{
{
struct player_skate *s = &player->_skate;
- if( !skate_grind_scansq( player->rb.co,
+ if( !skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
return 0;
if( new_activity == k_skate_activity_undefined )
{
- s->frames_since_activity_change = 0;
+ 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_5050_apply( player, &inf_front50, &inf_back50 );
return new_activity;
-
-#if 0
- if( s->state.activity == k_skate_activity_grind_boardslide )
- {
- int res_slide = skate_boardslide_singular( player );
-
- const enum skate_activity table[] =
- {
- k_skate_activity_undefined,
- k_skate_activity_grind_boardslide
- };
-
- return table[ result ];
- }
- if( s->state.activity == k_skate_activity_grind_back50 )
- {
- int result = skate_grind_truck_singular( player, 1.0f ),
- front = 0;//skate_truck_entry_condition( player, -1.0f );
-
- 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 */
- };
-
- return table[ result<<1 | front ];
- }
- else if( s->state.activity == k_skate_activity_grind_front50 )
- {
- int result = skate_grind_truck_singular( player, -1.0f ),
- back = 0;//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 ];
- }
- else if( s->state.activity == k_skate_activity_grind_5050 )
- {
- /* FIXME */
- return k_skate_activity_grind_back50;
- }
- else
- {
- int slide = skate_boardslide_entry_condition( player );
-
- if( slide )
- return k_skate_activity_grind_boardslide;
-
- int front = skate_truck_entry_condition( player, -1.0f ),
- back = skate_truck_entry_condition( player, 1.0f );
-
- 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 */
- };
-
- return table[ front<<1 | back ];
- }
-
- return 0;
-#endif
}
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;
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:;
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 );
}
}
rb_update_transform( &player->rb );
- player->rb.v[1] += -k_gravity * s->substep_delta;
+ v3_muladds( player->rb.v, player->basis[1],
+ -s->state.gravity_bias * s->substep_delta, player->rb.v );
s->substep -= s->substep_delta;
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 );
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 */
}
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 );