fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 4d40667658aed7856cd16ac67920350b66dfc51a..542f105225453f9f56e964fb663e02131a6f237f 100644 (file)
@@ -66,7 +66,8 @@ 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 )
 {
    v4f plane;
@@ -96,7 +97,7 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
        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 ) )
@@ -104,6 +105,10 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
       u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
       v3f tri[3];
 
+      struct world_material *mat = world_tri_index_material(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] );
 
@@ -128,9 +133,9 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
             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 */
@@ -207,7 +212,10 @@ too_many_samples:
          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 );
@@ -252,24 +260,28 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
    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;
@@ -286,6 +298,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
       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 */
@@ -295,7 +309,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
          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 ++ ] );
       }
@@ -323,13 +337,14 @@ void player__approximate_best_trajectory( player_instance *player )
    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 ++ ];
 
@@ -343,12 +358,24 @@ void player__approximate_best_trajectory( player_instance *player )
       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++ )
@@ -356,29 +383,33 @@ void player__approximate_best_trajectory( player_instance *player )
          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 )
             {
                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;
                   }
@@ -401,10 +432,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
             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;
@@ -422,8 +453,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
             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 );
       }
 
@@ -431,12 +464,11 @@ void player__approximate_best_trajectory( player_instance *player )
          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 ) )
       {
@@ -445,7 +477,7 @@ void player__approximate_best_trajectory( player_instance *player )
          /* 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 ++;
@@ -498,6 +530,7 @@ void player__approximate_best_trajectory( player_instance *player )
       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) )
       {
@@ -514,7 +547,7 @@ void player__approximate_best_trajectory( player_instance *player )
    }
    else
    {
-      v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+      v3_copy( player->basis[1], s->land_normal );
    }
 }
 
@@ -547,7 +580,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    v2f steer = { player->input_js1h->axis.value,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
-   s->land_dist = 1.0f;
 }
 
 VG_STATIC int player_skate_trick_input( player_instance *player );
@@ -735,7 +767,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 
    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;
@@ -792,7 +825,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       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);
 
@@ -905,7 +938,9 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
 
    /* 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 );
 }
 
@@ -959,6 +994,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
+      player->holdout_time = 0.25f;
       player__walk_transition( player, angles );
       return;
    }
@@ -1187,9 +1223,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
       {
          if( reverse_dir != s->state.manual_direction )
          {
-#if 0
-            player__dead_transition( player );
-#endif
             return;
          }
       }
@@ -1204,7 +1237,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    /* 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;
@@ -1255,10 +1287,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
    }
    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 );
    }
 }
@@ -1362,8 +1391,6 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    v3_normalize( fwd );
 
 
-
-
    float way = player->input_js1v->axis.value *
                   vg_signf( v3_dot( raw_nplane, player->rb.v ) );
 
@@ -1408,8 +1435,13 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
    v3_normalize( inf_avg.dir );
 
-   /* FIXME */
-   v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n );
+   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 );
 
@@ -1481,7 +1513,7 @@ 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 */
@@ -1514,7 +1546,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
    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;
@@ -1611,7 +1643,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player,
 {
    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 ) )
    {
@@ -1638,7 +1670,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player,
 {
    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;
@@ -1837,6 +1869,8 @@ VG_STATIC void player__skate_update( player_instance *player )
    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 ) )
       {
@@ -1848,11 +1882,14 @@ VG_STATIC void player__skate_update( player_instance *player )
          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 );
@@ -1975,7 +2012,8 @@ begin_collision:;
    }
 
    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;
 
@@ -2183,6 +2221,7 @@ begin_collision:;
       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 );
@@ -2417,8 +2456,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
 
 
-
-
       /* angle correction */
       if( v3_length2( s->state.up_dir ) > 0.001f )
       {
@@ -2462,15 +2499,15 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
 
 
-      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 );
 
@@ -2510,6 +2547,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
          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 */
@@ -2551,6 +2600,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
       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 )