#define PLAYER_SKATE_C
#include "player.h"
+#include "audio.h"
+#include "vg/vg_perlin.h"
+#include "menu.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
struct skeleton *sk = &av->sk;
rb_update_transform( &player->rb );
+ s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
+ s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
s->anim_air = skeleton_get_anim( sk, "pose_air" );
s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
+VG_STATIC void player__skate_kill_audio( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ audio_lock();
+ if( s->aud_main )
+ s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
+ if( s->aud_air )
+ s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
+ if( s->aud_slide )
+ s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ audio_unlock();
+}
+
/*
* Collision detection routines
*
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 ) )
- {
- u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+ 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] );
+ struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+ if( !(surf->info.flags & k_material_flag_grindable) )
+ continue;
for( int j=0; j<3; j++ )
- {
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
+
+ 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 ) )
- {
+ if( plane_segment( plane, tri[i0], tri[i1], co ) ){
v3f d;
v3_sub( co, pos, d );
if( v3_length2( d ) > r*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 */
int passed_samples = 0;
- for( int i=0; i<sample_count-1; i++ )
- {
+ for( int i=0; i<sample_count-1; i++ ){
struct grind_sample *si, *sj;
si = &samples[i];
- for( int j=i+1; j<sample_count; j++ )
- {
+ for( int j=i+1; j<sample_count; j++ ){
if( i == j )
continue;
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 )
+VG_STATIC void reset_jump_info( jump_info *inf )
{
- 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 );
+ inf->log_length = 0;
+ inf->land_dist = 0.0f;
+ inf->score = 0.0f;
+ inf->type = k_prediction_unset;
+ v3_zero( inf->apex );
}
-static inline u32 skate_grind_hashv2i( v2i d )
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+ jump_info *jumps,
+ v3f target, float max_angle_delta,
+ float gravity )
{
- 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;
+ struct player_skate *s = &player->_skate;
- v2f support_min,
- support_max;
+ /* calculate the exact 2 solutions to jump onto that grind spot */
- 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];
+ v3f v0;
+ v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
- for( int j=0; j<3; j++ )
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ v3f ax;
+ v3_copy( v0, ax );
+ ax[1] = 0.0f;
+ v3_normalize( ax );
- for( int j=0; j<3; j++ )
- {
- int i0 = j,
- i1 = (j+1) % 3;
-
- struct grind_sample *sample = &samples[ sample_count ];
- v3f co;
+ v3f v_local;
+ m3x3_mulv( player->invbasis, player->rb.v, v_local );
- if( plane_segment( plane, tri[i0], tri[i1], co ) )
- {
- v3f d;
- v3_sub( co, pos, d );
- if( v3_length2( d ) > r*r )
- continue;
+ v2f d = { v3_dot( ax, v0 ), v0[1] },
+ v = { v3_dot( ax, v_local ), v_local[1] };
- v3f va, vb, normal;
- v3_sub( tri[1], tri[0], va );
- v3_sub( tri[2], tri[0], vb );
- v3_cross( va, vb, normal );
+ float a = atan2f( v[1], v[0] ),
+ m = v2_length( v ),
+ root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- 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];
+ int valid_count = 0;
- v3_copy( normal, sample->normal3 ); /* normalize later
- if we want to us it */
+ if( root > 0.0f ){
+ root = sqrtf( root );
+ float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (gravity * d[0]) );
- 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 );
+ if( fabsf(a0-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- v2_normalize( sample->normal );
- sample_count ++;
+ v3_muls( ax, cosf( a0 ) * m, inf->v );
+ inf->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a0)*m);
+ inf->gravity = gravity;
- if( sample_count == vg_list_size( samples ) )
- {
- break;
- }
- }
+ v3_copy( target, inf->log[inf->log_length ++] );
}
- }
-
- 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];
+ if( fabsf(a1-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- /* 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 );
+ v3_muls( ax, cosf( a1 ) * m, inf->v );
+ inf->v[1] += sinf( a1 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a1)*m);
+ inf->gravity = gravity;
- passed_samples ++;
- }
+ v3_copy( target, inf->log[inf->log_length ++] );
}
}
- 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;
+ return valid_count;
}
-#endif
-
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
+ world_instance *world0 = get_active_world();
+
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_copy( player->rb.v, s->state.air_init_v );
v3_copy( player->rb.co, s->state.air_init_co );
- s->prediction_count = 0;
+ s->possible_jump_count = 0;
v3f axis;
v3_cross( player->rb.v, player->rb.to_world[1], axis );
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;
+ float grind_located_gravity = k_gravity;
- for( int m=0;m<=15; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_none;
+ v3f launch_v_bounds[2];
+
+ for( int i=0; i<2; i++ ){
+ v3_copy( player->rb.v, launch_v_bounds[i] );
+ float ang = (float[]){ angle_begin, angle_end }[ i ];
+ ang *= 0.15f;
+
+ v4f qbias;
+ q_axis_angle( qbias, axis, ang );
+ q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
+ }
+
+ for( int m=0;m<=30; m++ ){
+ jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+ reset_jump_info( inf );
v3f launch_co, launch_v, co0, co1;
v3_copy( player->rb.co, launch_co );
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
+ world_instance *trace_world = world0;
- float vt = (float)m * (1.0f/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 );
- v3_copy( launch_v, p->v );
- for( int i=1; i<=50; i++ )
- {
+ 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;
+ inf->gravity = gravity;
+ v3_copy( launch_v, inf->v );
+
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
+
+ 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, 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) )
- {
- 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;
+ float launch_vy = v3_dot( launch_v,basis[1] );
- if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
- {
- v2f v0 = { ve[0], ve[2] },
- v1 = { grind.dir[0], grind.dir[2] };
+ int search_for_grind = 1;
+ if( grind_located ) search_for_grind = 0;
+ if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
- v2_normalize( v0 );
- v2_normalize( v1 );
+ /* REFACTOR */
- float a = v2_dot( v0, v1 );
+ v3f closest={0.0f,0.0f,0.0f};
+ if( search_for_grind ){
+ if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
+ float min_dist = 0.75f;
+ min_dist *= min_dist;
- if( a >= cosf( VG_PIf * 0.125f ) )
- {
- grind_located = 1;
- }
+ if( v3_dist2( closest, launch_co ) < min_dist )
+ search_for_grind = 0;
+
+ v3f bound[2];
+
+ for( int j=0; j<2; j++ ){
+ v3_muls( launch_v_bounds[j], t, bound[j] );
+ v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
+ v3_add( launch_co, bound[j], bound[j] );
}
- }
- }
- float t1;
- v3f n;
+ float limh = vg_minf( 2.0f, t ),
+ minh = vg_minf( bound[0][1], bound[1][1] )-limh,
+ maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
- int idx = spherecast_world( co0, co1, k_board_radius, &t1, n );
- if( idx != -1 )
- {
- v3_copy( n, p->n );
- v3_lerp( co0, co1, t1, p->log[ p->log_length ++ ] );
- p->type = k_prediction_land;
+ if( (closest[1] < minh) || (closest[1] > maxh) ){
+ search_for_grind = 0;
+ }
+ }
+ else
+ search_for_grind = 0;
+ }
+ if( search_for_grind ){
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= k_gravity * t;
- p->score = -v3_dot( ve, n );
- p->land_dist = t + k_trace_delta * t1;
- break;
+ v3_muladds( ve, basis[1], -gravity * t, ve );
+
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
+ /* check alignment */
+ v2f v0 = { v3_dot( ve, basis[0] ),
+ v3_dot( ve, basis[2] ) },
+ v1 = { v3_dot( grind.dir, basis[0] ),
+ v3_dot( grind.dir, basis[2] ) };
+
+ v2_normalize( v0 );
+ v2_normalize( v1 );
+
+ float a = v2_dot( v0, v1 );
+
+ float a_min = cosf( VG_PIf * 0.185f );
+ if( s->grind_cooldown )
+ a_min = cosf( VG_PIf * 0.05f );
+
+ /* check speed */
+ if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+ (a >= a_min) &&
+ (fabsf(grind.dir[1]) < 0.70710678118654752f))
+ {
+ grind_located = 1;
+ grind_located_gravity = inf->gravity;
+ }
+ }
}
- v3_copy( co1, p->log[ p->log_length ++ ] );
- v3_copy( co1, co0 );
- }
+ if( trace_world->rendering_gate ){
+ ent_gate *gate = trace_world->rendering_gate;
+ if( gate_intersect( gate, co1, co0 ) ){
+ m4x3_mulv( gate->transport, co0, co0 );
+ m4x3_mulv( gate->transport, co1, co1 );
+ m3x3_mulv( gate->transport, launch_v, launch_v);
+ m4x3_mulv( gate->transport, launch_co, launch_co );
+ m3x3_mul( gate->transport, basis, basis );
+
+ if( gate->type == k_gate_type_nonlocel ){
+ trace_world = &world_global.worlds[ gate->target ];
+ }
+ }
+ }
- if( p->type == k_prediction_none )
- s->prediction_count --;
- }
+ float t1;
+ v3f n;
+ float scan_radius = k_board_radius;
+ scan_radius *= vg_clampf( t, 0.02f, 1.0f );
+ int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
+ if( idx != -1 ){
+ v3f co;
+ v3_lerp( co0, co1, t1, co );
+ v3_copy( co, inf->log[ inf->log_length ++ ] );
- if( grind_located )
- {
- v3f v0;
- v3_sub( grind.co, player->rb.co, v0 );
+ v3_copy( n, inf->n );
+ u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( trace_world, tri[0] );
- v3f ax;
- v3_copy( v0, ax );
- ax[1] = 0.0f;
- v3_normalize( ax );
+ inf->type = k_prediction_land;
- v2f d = { v3_dot( v0, ax ), v0[1] },
- v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
- float a = atan2f( v[1], v[0] ),
- m = v2_length( v ),
+ inf->score = -v3_dot( ve, inf->n );
+ inf->land_dist = t + k_trace_delta * t1;
- root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+ /* Bias prediction towords ramps */
+ if( !(surf->info.flags & k_material_flag_skate_target) )
+ inf->score *= 10.0f;
- 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]) );
+ if( surf->info.flags & k_material_flag_boundary )
+ s->possible_jump_count --;
- if( fabsf(a0-a) < fabsf(a1-a) )
- a = a0;
- else
- a = a1;
- /* TODO: sweep the path before chosing the smallest dist */
- /* TODO: Jump in normal direction not to_world[1] */
- /* TODO: Grind require manual be pulled in correct direction */
+ break;
+ }
+
+ if( i % 3 == 0 )
+ v3_copy( co1, inf->log[ inf->log_length ++ ] );
+
+ v3_copy( co1, co0 );
+ }
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
+ if( inf->type == k_prediction_unset )
+ s->possible_jump_count --;
+ }
+
+ if( grind_located ){
+ jump_info grind_jumps[2];
+
+ int valid_count =
+ create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 0.175f*VG_PIf, grind_located_gravity );
+
+ /* knock out original landing points in the 1m area */
+ for( u32 j=0; j<s->possible_jump_count; j++ ){
+ jump_info *jump = &s->possible_jumps[ j ];
+ float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+ float descale = 1.0f-vg_minf(1.0f,dist);
+ jump->score += descale*3.0f;
+ }
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_grind;
+ for( int i=0; i<valid_count; i++ ){
+ jump_info *jump = &grind_jumps[i];
+ jump->type = k_prediction_grind;
- v3_muls( ax, cosf( a ) * m, p->v );
- p->v[1] += sinf( a ) * m;
- p->land_dist = d[0] / (cosf(a)*m);
+ v3f launch_v, launch_co, co0, co1;
- v3_copy( grind.n, p->n );
+ v3_copy( jump->v, launch_v );
+ v3_copy( player->rb.co, launch_co );
- /* add a trace */
- for( int i=0; i<=20; i++ )
- {
- float t = (float)i * (1.0f/20.0f) * p->land_dist;
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
+
+ float t = 0.05f * jump->land_dist;
+ v3_muls( launch_v, t, co0 );
+ v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+ v3_add( launch_co, co0, co0 );
+
+ /* rough scan to make sure we dont collide with anything */
+ for( int j=1; j<=16; j++ ){
+ t = (float)j*(1.0f/16.0f);
+ t *= 0.9f;
+ t += 0.05f;
+ t *= jump->land_dist;
+
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
+
+ float t1;
+ v3f n;
- v3f p0;
- v3_muls( p->v, t, p0 );
- p0[1] += -0.5f * k_gravity * t*t;
+ int idx = spherecast_world( world0, co0,co1,
+ k_board_radius*0.1f, &t1, n);
+ if( idx != -1 ){
+ goto invalidated_grind;
+ }
- v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
+ v3_copy( co1, co0 );
}
+ v3_copy( grind.n, jump->n );
+
/* determine score */
v3f ve;
- v3_copy( p->v, ve );
- ve[1] -= k_gravity * p->land_dist;
- p->score = -v3_dot( ve, grind.n ) * 0.85f;
- }
- }
+ v3_copy( jump->v, ve );
+ v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+ jump->score = -v3_dot( ve, grind.n ) * 0.9f;
+ s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+ continue;
+invalidated_grind:;
+ }
+ }
float score_min = INFINITY,
score_max = -INFINITY;
- struct land_prediction *best = NULL;
+ jump_info *best = NULL;
- for( int i=0; i<s->prediction_count; i ++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
- if( p->score < score_min )
- best = p;
+ if( jump->score < score_min )
+ best = jump;
- score_min = vg_minf( score_min, p->score );
- score_max = vg_maxf( score_max, p->score );
+ score_min = vg_minf( score_min, jump->score );
+ score_max = vg_maxf( score_max, jump->score );
}
- for( int i=0; i<s->prediction_count; i ++ )
- {
- struct land_prediction *p = &s->predictions[i];
- float s = p->score;
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
+ float s = jump->score;
s -= score_min;
s /= (score_max-score_min);
s = 1.0f - s;
- p->score = s;
- p->colour = s * 255.0f;
+ jump->score = s;
+ jump->colour = s * 255.0f;
- if( p == best )
- p->colour <<= 16;
- else if( p->type == k_prediction_land )
- p->colour <<= 8;
+ if( jump == best )
+ jump->colour <<= 16;
+ else if( jump->type == k_prediction_land )
+ jump->colour <<= 8;
- p->colour |= 0xff000000;
+ jump->colour |= 0xff000000;
}
- if( best )
- {
+ 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 );
+ s->state.gravity_bias = best->gravity;
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) )
- {
+ if( best->type == k_prediction_grind ){
+ s->state.activity = k_skate_activity_air_to_grind;
+ }
+
+ 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
- {
+ else{
s->state.flip_rate = 0.0f;
v3_zero( s->state.flip_axis );
}
}
- else
- {
- v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+ else{
+ v3_copy( player->basis[1], s->land_normal );
}
}
{
struct player_skate *s = &player->_skate;
- if( s->state.activity_prev != k_skate_activity_air )
+ if( s->state.activity_prev > k_skate_activity_air_to_grind )
player__approximate_best_trajectory( player );
-#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 );
v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
k_rb_delta, s->board_trick_residuald );
- if( s->state.activity == k_skate_activity_air )
- {
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
return;
float min_rate = 99999.0f;
- for( int i=0; i<3; i++ )
- {
+ for( int i=0; i<3; i++ ){
float v = s->state.trick_vel[i];
if( (v > 0.0f) && (v < min_rate) )
min_rate = v;
v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
s->state.trick_euler );
- if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) )
- {
+ if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
s->state.trick_time = 0.0f;
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_time += k_rb_delta;
}
- else
- {
+ else{
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
+ player__skate_kill_audio( player );
player__dead_transition( player );
}
float grabt = player->input_grab->axis.value;
- if( grabt > 0.5f )
- {
+ if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
s->state.grab_mouse_delta );
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);
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
+ 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);
- else if( s->state.manual_direction )
- {
- rate = 35.0f;
- top = 1.5f;
- }
-
- else if( s->state.activity >= k_skate_activity_grind_any )
- {
- rate *= fabsf(steer_scaled);
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ rate = 0.0f;
+ top = 0.0f;
+ }
- float a = 0.8f * -steer_scaled * k_rb_delta;
+ else if( s->state.activity >= k_skate_activity_grind_any ){
+ rate *= fabsf(steer);
- v4f q;
- q_axis_angle( q, player->rb.to_world[1], a );
- q_mulv( q, s->grind_vec, s->grind_vec );
+ float a = 0.8f * -steer * k_rb_delta;
-#if 0
- float tilt = player->input_js1v->axis.value;
- tilt *= tilt * 0.8f * k_rb_delta;
+ v4f q;
+ q_axis_angle( q, player->rb.to_world[1], a );
+ q_mulv( q, s->grind_vec, s->grind_vec );
- q_axis_angle( q, player->rb.to_world[0], tilt );
- q_mulv( q, s->grind_vec, s->grind_vec );
-#endif
+ v3_normalize( s->grind_vec );
+ }
- v3_normalize( s->grind_vec );
+ 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 );
/* Pushing additive force */
- if( !player->input_jump->button.value )
- {
- if( player->input_push->button.value )
+ if( !player->input_jump->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;
s->state.charging_jump = player->input_jump->button.value;
/* Cannot charge this in air */
- if( s->state.activity == k_skate_activity_air )
- {
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
s->state.charging_jump = 0;
return;
}
- if( s->state.charging_jump )
- {
+ if( s->state.charging_jump ){
s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
if( !charging_jump_prev )
s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
}
- else
- {
+ else{
s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
}
s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
/* player let go after charging past 0.2: trigger jump */
- if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
- {
+ if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
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);
- v3_copy( player->rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
+ if( s->state.activity == k_skate_activity_ground ){
+ v3_copy( player->rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+ }else{
+ v3_copy( s->state.up_dir, jumpdir );
+ s->grind_cooldown = 30;
+ s->state.activity = k_skate_activity_ground;
+
+ float tilt = player->input_js1h->axis.value * 0.3f;
+ tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+ v4f qtilt;
+ q_axis_angle( qtilt, s->grind_dir, tilt );
+ q_mulv( qtilt, jumpdir, jumpdir );
+ }
+ s->surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
s->state.jump_time = vg.time;
- s->state.activity = k_skate_activity_air;
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
-
-#if 0
- float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
- s->state.steery_s = -steer[0] * maxspin;
- s->state.steerx = s->state.steerx_s;
- s->state.lift_frames ++;
-#endif
-
- /* FIXME audio events */
-#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_jumps[rand()%2] );
+ audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
audio_unlock();
-#endif
}
}
{
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
*/
- if( player->input_grab->axis.value > 0.5f )
- {
- if( s->state.activity == k_skate_activity_ground )
- {
+ if( player->input_grab->axis.value > 0.5f ){
+ if( s->state.activity == k_skate_activity_ground ){
/* Throw */
v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
}
}
- else
- {
+ else{
/* Collect */
float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
v3f Fl, Fv;
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
- if( s->state.activity == k_skate_activity_ground )
- {
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( s->state.activity == k_skate_activity_ground ){
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
}
}
/* Decay */
- if( v3_length2( s->state.throw_v ) > 0.0001f )
- {
+ if( v3_length2( s->state.throw_v ) > 0.0001f ){
v3f dir;
v3_copy( s->state.throw_v, dir );
v3_normalize( dir );
/* 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 );
}
{
struct player_skate *s = &player->_skate;
- float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+ float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
+ decay_rate_z = decay_rate_x,
decay_rate_y = 1.0f;
- if( s->state.activity >= k_skate_activity_grind_any )
- {
+ if( s->state.activity >= k_skate_activity_grind_any ){
+#if 0
decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
decay_rate_y = decay_rate;
+#endif
+ decay_rate_x = 1.0f-(16.0f*k_rb_delta);
+ decay_rate_y = 1.0f-(10.0f*k_rb_delta);
+ decay_rate_z = 1.0f-(40.0f*k_rb_delta);
}
- float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+ float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
- wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
+ wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
v3_muls( player->rb.to_world[0], wx, player->rb.w );
v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
* 1 2 or 3
*/
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+ skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
VG_STATIC int player_skate_trick_input( player_instance *player )
{
return (player->input_trick0->button.value) |
{
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) )
- {
+ if( vg_input_button_down( player->input_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
v3_copy( player->cam.angles, angles );
angles[2] = 0.0f;
+ skate_copy_holdout( player );
+ player->holdout_time = 0.34f;
+ player__skate_kill_audio( player );
player__walk_transition( player, angles );
return;
}
- if( vg_input_button_down( player->input_reset ) )
- {
- player->rb.co[1] += 2.0f;
- s->state.cog[1] += 2.0f;
- q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
- v3_zero( player->rb.w );
- v3_zero( player->rb.v );
-
- rb_update_transform( &player->rb );
- }
-
int trick_id;
- if( (s->state.activity == k_skate_activity_air) &&
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(trick_id = player_skate_trick_input( player )) )
{
- if( (vg.time - s->state.jump_time) < 0.1f )
- {
+ if( (vg.time - s->state.jump_time) < 0.1f ){
v3_zero( s->state.trick_vel );
s->state.trick_time = 0.0f;
- if( trick_id == 1 )
- {
+ if( trick_id == 1 ){
s->state.trick_vel[0] = 3.0f;
}
- else if( trick_id == 2 )
- {
+ else if( trick_id == 2 ){
s->state.trick_vel[2] = 3.0f;
}
- else if( trick_id == 3 )
- {
+ else if( trick_id == 3 ){
s->state.trick_vel[0] = 2.0f;
s->state.trick_vel[2] = 2.0f;
}
{
struct player_skate *s = &player->_skate;
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i++ ){
+ jump_info *jump = &s->possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
+ }
- for( int j=0; j<p->log_length - 1; j ++ )
- {
- float brightness = p->score*p->score*p->score;
+ for( int j=0; j<jump->log_length - 1; j ++ ){
+ float brightness = jump->score*jump->score*jump->score;
v3f p1;
- v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
- vg_line( p->log[j], p1, p->colour );
+ v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+ vg_line( jump->log[j], p1, jump->colour );
}
- vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+ vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
v3f p1;
- v3_add( p->log[p->log_length-1], p->n, p1 );
- vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+ v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+ vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+ vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
}
-#if 0
- vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
-#endif
+ audio_lock();
+
+ float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+ speed = v3_length( player->rb.v ),
+ attn = vg_minf( 1.0f, speed*0.1f ),
+ slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
+
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ slide = 0.0f;
+ }
+
+ static float menu_gate = 1.0f;
+ menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
+
+ float
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+
+ const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
+
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
+
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
+
+
+ /* brrrrrrrrrrrt sound for tiles and stuff
+ * --------------------------------------------------------*/
+ float sidechain_amt = 0.0f,
+ hz = vg_maxf( speed * 2.0f, 2.0f );
+
+ if( (s->surface == k_surface_prop_tiles) &&
+ (s->state.activity < k_skate_activity_grind_any) )
+ sidechain_amt = 1.0f;
+ else
+ sidechain_amt = 0.0f;
+
+ audio_set_lfo_frequency( 0, hz );
+ audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
+ vg_lerpf( 250.0f, 80.0f, attn ) );
+
+ if( s->sample_change_cooldown > 0.0f ){
+ s->sample_change_cooldown -= vg.time_frame_delta;
+ }
+ else{
+ int sample_type = k_skate_sample_concrete;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ else if( (s->state.activity == k_skate_activity_grind_back50) ||
+ (s->state.activity == k_skate_activity_grind_front50) )
+ {
+ if( s->surface == k_surface_prop_metal ){
+ sample_type = k_skate_sample_metal_scrape_generic;
+ }
+ else{
+ float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+ if( fabsf(a) > 0.70710678118654752f )
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ }
+ else if( s->state.activity == k_skate_activity_grind_boardslide ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ }
+
+ audio_clip *relevant_samples[] = {
+ &audio_board[0],
+ &audio_board[0],
+ &audio_board[7],
+ &audio_board[6],
+ &audio_board[5]
+ };
+
+ if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
+ s->aud_main =
+ audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+ 0.06f, flags );
+ s->sample_change_cooldown = 0.1f;
+ s->main_sample_type = sample_type;
+ }
+ }
+
+ if( s->aud_main ){
+ s->aud_main->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
+ audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
+
+ float rate = 1.0f + (attn-0.5f)*0.2f;
+ audio_channel_set_sampling_rate( s->aud_main, rate );
+ }
+
+ if( s->aud_slide ){
+ s->aud_slide->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
+ audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
+ }
+
+ if( s->aud_air ){
+ s->aud_air->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
+ }
+
+ audio_unlock();
}
/*
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;
- /* ignore bad normals */
- if( res_l )
- if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
- res_l = 0;
+ res_l = ray_world( world, left, dir, &ray_l );
- if( res_r )
- if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
- res_r = 0;
+ 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;
+
+ res_r = ray_world( world, right, dir, &ray_r );
+
+ 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 );
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
- if( s->state.manual_direction == 0 )
- {
+ if( s->state.manual_direction == 0 ){
if( (player->input_js1v->axis.value > 0.7f) &&
(s->state.activity == k_skate_activity_ground) &&
(s->state.jump_charge <= 0.01f) )
s->state.manual_direction = reverse_dir;
}
- else
- {
- if( player->input_js1v->axis.value < 0.1f )
- {
+ else{
+ if( player->input_js1v->axis.value < 0.1f ){
s->state.manual_direction = 0;
}
- else
- {
- if( reverse_dir != s->state.manual_direction )
- {
-#if 0
- player__dead_transition( player );
-#endif
+ else{
+ if( reverse_dir != s->state.manual_direction ){
return;
}
}
}
- if( s->state.manual_direction )
- {
+ if( s->state.manual_direction ){
float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(float)s->state.manual_direction;
}
- /* TODO: Fall back on land normal */
- /* TODO: Lerp weight distribution */
- /* TODO: Can start manual only if not charge jump */
- if( s->state.manual_direction )
- {
+ if( s->state.manual_direction ){
v3f plane_z;
m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_ground )
- {
+ if( s->state.activity == k_skate_activity_ground ){
v3f target;
v3_copy( s->surface_picture, target );
v3_lerp( s->state.up_dir, target,
8.0f * s->substep_delta, s->state.up_dir );
}
- else if( s->state.activity == k_skate_activity_air )
- {
+ else if( s->state.activity <= k_skate_activity_air_to_grind ){
v3_lerp( s->state.up_dir, player->rb.to_world[1],
8.0f * s->substep_delta, s->state.up_dir );
}
- else
- {
- /* FIXME UNDEFINED! */
- vg_warn( "Undefined up target!\n" );
-
- v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+ else{
+ 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;
VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
{
- /* TODO: Is N and Dir really orthogonal? */
v3_copy( inf->dir, mtx[0] );
v3_copy( inf->n, mtx[1] );
v3_cross( mtx[0], mtx[1], mtx[2] );
}
VG_STATIC void skate_grind_truck_apply( player_instance *player,
- v3f grind_co, struct grind_info *inf,
+ float sign, struct grind_info *inf,
float strength )
{
struct player_skate *s = &player->_skate;
+ /* REFACTOR */
+ 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, grind_co, delta );
+ v3_sub( inf->co, wsp, delta );
/* spring force */
v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
skate_grind_friction( player, inf, strength );
/* yeah yeah yeah yeah */
- v3f raw, axis;
- v3_sub( grind_co, player->rb.co, raw );
- v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw );
- v3_cross( raw, inf->n, axis );
+ 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 */
skate_grind_orient( inf, mtx );
v3f target_fwd, fwd, up, target_up;
m3x3_mulv( mtx, s->grind_vec, target_fwd );
- v3_copy( raw, 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_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 );
+
+ 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 );
+
+ s->grind_strength = strength;
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ 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 );
- v3_normalize( target_fwd );
- v3_normalize( fwd );
float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw, player->rb.v ) );
-
+ vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
v4f q;
- q_axis_angle( q, axis, VG_PIf*0.125f * way );
+ 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 );
- q_mulv( q, target_fwd, target_fwd );
+
+ 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 );
- rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
- k_grind_spring*strength,
- k_grind_dampener*strength,
+ 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 );
- 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 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;
- s->grind_strength = strength;
+ 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 ++ ];
- m4x3_mulv( player->rb.to_local, grind_co, limit->ra );
- m3x3_mulv( player->rb.to_local, inf->n, limit->n );
+ 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 player_skate *s = &player->_skate;
- struct grind_info inf;
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( 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;
- if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
return 0;
- v3_copy( inf.dir, s->grind_dir );
-
- 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 );
+ 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 */
+ /* REFACTOR */
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 );
- 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 )
+ 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 )
+ if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
return 0;
-
- /* TODO: new condition, opposite wheel MUST be in-air or close to it */
+#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, raw, s->grind_vec );
- v3_normalize( s->grind_vec );
- v3_copy( inf.dir, s->grind_dir );
-
- skate_grind_truck_apply( player, wsp, &inf, 1.0f );
return 1;
}
}
intersection );
v3_copy( intersection, s->weight_distribution );
- skate_grind_decay( player, inf, 0.1f );
+ skate_grind_decay( player, inf, 0.0125f );
skate_grind_friction( player, inf, 0.25f );
/* direction alignment */
m3x3_mulv( player->rb.to_world, dir, dir );
m3x3_mulv( player->rb.to_world, perp, perp );
+ v4f qbalance;
+ q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
+ q_mulv( qbalance, perp, perp );
+
rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
dir,
k_grind_spring, k_grind_dampener,
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_condition( player_instance *player )
+VG_STATIC int skate_boardslide_entry( player_instance *player,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
- if( skate_grind_scansq( player->rb.co,
+ if( skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
- &inf ) )
+ inf ) )
{
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 );
+ 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 */
+ (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
{
- 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;
- v3_copy( inf.dir, s->grind_dir );
-
- skate_boardslide_apply( player, &inf );
return 1;
}
}
return 0;
}
-VG_STATIC int skate_boardslide_singular( player_instance *player )
+VG_STATIC int skate_boardslide_renew( player_instance *player,
+ struct grind_info *inf )
{
struct player_skate *s = &player->_skate;
- struct grind_info inf;
- if( !skate_grind_scansq( player->rb.co,
+ if( !skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
- &inf ) )
+ inf ) )
return 0;
/* 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 ) )
+ 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 )),
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
minv = k_grind_axel_min_vel*0.8f;
if( dv < minv )
return 0;
- if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
return 0;
- v3_copy( inf.dir, s->grind_dir );
-
- float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
- skate_boardslide_apply( player, &inf );
return 1;
}
+VG_STATIC void skate_store_grind_vec( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
+
+ v3f raw;
+ v3_sub( inf->co, player->rb.co, raw );
+
+ 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;
- if( s->state.activity == k_skate_activity_grind_boardslide )
+ if( s->grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
+ }
+
+ /* debounces this state manager a little bit */
+ if( s->grind_cooldown ){
+ s->grind_cooldown --;
+ return k_skate_activity_undefined;
+ }
+
+ struct grind_info inf_back50,
+ inf_front50,
+ inf_slide;
+
+ int res_back50 = 0,
+ res_front50 = 0,
+ res_slide = 0;
+
+ int allow_back = 1,
+ allow_front = 1;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ||
+ s->state.activity == k_skate_activity_grind_back50 ||
+ s->state.activity == k_skate_activity_grind_front50 )
{
- int result = skate_boardslide_singular( player );
+ float tilt = player->input_js1v->axis.value;
- const enum skate_activity table[] =
- {
- k_skate_activity_undefined,
- k_skate_activity_grind_boardslide
- };
+ if( fabsf(tilt) >= 0.25f ){
+ v3f raw = {0.0f,0.0f,tilt};
+ m3x3_mulv( player->rb.to_world, raw, raw );
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( raw, player->rb.v ) );
- return table[ result ];
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
}
- 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 ];
+ 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_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 */
- };
+ else if( s->state.activity == k_skate_activity_grind_back50 ){
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
- return table[ result<<1 | back ];
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
}
- else if( s->state.activity == k_skate_activity_grind_5050 )
- {
- /* FIXME */
- return k_skate_activity_grind_back50;
+ else if( s->state.activity == k_skate_activity_grind_front50 ){
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
- else
- {
- int slide = skate_boardslide_entry_condition( player );
+ else if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ }
+ else{
+ res_slide = skate_boardslide_entry( player, &inf_slide );
- if( slide )
- return k_skate_activity_grind_boardslide;
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
- int front = skate_truck_entry_condition( player, -1.0f ),
- back = skate_truck_entry_condition( player, 1.0f );
+ if( allow_front )
+ 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 */
+
+ /* 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->grind_cooldown = 15;
+ s->surface_cooldown = 10;
+ }
+ }
+ 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
- },
+ }
};
+ float slap = 0.0f;
+
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
+
+ float min_dist = 0.6f;
+ for( int i=0; i<2; i++ ){
+ v3f wpos, closest;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+ if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+ min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+ }
+ }
+ min_dist -= 0.2f;
+ float vy = v3_dot( player->basis[1], player->rb.v );
+ vy = vg_maxf( 0.0f, vy );
+
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+ }
+ s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
+
+ wheels[0].pos[1] = s->state.slap;
+ wheels[1].pos[1] = s->state.slap;
+
+
+
+
+
const int k_wheel_count = 2;
s->substep = k_rb_delta;
v3_zero( s->surface_picture );
- for( int i=0; i<k_wheel_count; i++ )
+ int prev_contacts[2];
+
+ for( int i=0; i<k_wheel_count; i++ ){
wheels[i].state = k_collider_state_default;
+ prev_contacts[i] = s->wheel_contacts[i];
+ }
/* check if we can enter or continue grind */
enum skate_activity grindable_activity = skate_availible_grind( player );
- if( grindable_activity != k_skate_activity_undefined )
- {
+ if( grindable_activity != k_skate_activity_undefined ){
s->state.activity = grindable_activity;
goto grinding;
}
int contact_count = 0;
- for( int i=0; i<2; i++ )
- {
+ for( int i=0; i<2; i++ ){
v3f normal, axel;
+ v3_copy( player->rb.to_world[0], axel );
+
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 ++;
+ s->wheel_contacts[i] = 1;
+ }
+ else{
+ s->wheel_contacts[i] = 0;
}
+
+ m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( contact_count )
- {
+ if( s->surface_cooldown ){
+ s->surface_cooldown --;
+ contact_count = 0;
+ }
+
+ if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
+ audio_lock();
+ for( int i=0; i<2; i++ ){
+ if( !prev_contacts[i] ){
+ v3f co;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
+ audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ }
+ }
+ audio_unlock();
+ }
+
+ if( contact_count ){
s->state.activity = k_skate_activity_ground;
+ s->state.gravity_bias = k_gravity;
v3_normalize( s->surface_picture );
skate_apply_friction_model( player );
skate_weight_distribute( player );
- skate_apply_pump_model( player );
}
- else
- {
- s->state.activity = k_skate_activity_air;
+ else{
+ if( s->state.activity > k_skate_activity_air_to_grind )
+ s->state.activity = k_skate_activity_air;
+
+ v3_zero( s->weight_distribution );
skate_apply_air_model( player );
}
wheels[1].state = k_collider_state_disabled;
if( s->state.activity == k_skate_activity_grind_front50 )
wheels[0].state = k_collider_state_disabled;
- if( s->state.activity == k_skate_activity_grind_5050 )
- {
+ if( s->state.activity == k_skate_activity_grind_5050 ){
wheels[0].state = k_collider_state_disabled;
wheels[1].state = k_collider_state_disabled;
}
skate_apply_jump_model( player );
skate_apply_grab_model( player );
skate_apply_trick_model( player );
-
+ skate_apply_pump_model( player );
begin_collision:;
v4f future_q;
v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
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;
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
- 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 );
}
/* integrate */
v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
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 );
- 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 );
+ player__skate_kill_audio( player );
player__dead_transition( player );
return;
}
/*
* 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.
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
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;
}
v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
- grind_radius + k_board_radius*0.25f, mtx[3] );
+ grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
- 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 */
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
- for( int i=0; i<s->limit_count; i++ )
- {
- struct grind_limit *limit = &s->limits[i];
- rb_ct *ct = &manifold[ manifold_len ++ ];
- m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
- m3x3_mulv( player->rb.to_world, limit->n, ct->n );
- ct->p = limit->p;
- ct->type = k_contact_type_default;
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ for( int i=0; i<s->limit_count; i++ ){
+ struct grind_limit *limit = &s->limits[i];
+ rb_ct *ct = &manifold[ manifold_len ++ ];
+ m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
+ m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+ ct->p = limit->p;
+ ct->type = k_contact_type_default;
+ }
}
/*
* --------------------------------------------------------------------------
*/
- for( int i=0; i<manifold_len; i ++ )
- {
+
+ 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 );
rb_debug_contact( &manifold[i] );
}
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++ )
- {
+ for( int j=0; j<10; j++ ){
+ for( int i=0; i<manifold_len; i++ ){
/*
* regular dance; calculate velocity & total mass, apply impulse.
*/
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ s->surface = k_surface_prop_concrete;
+
+ for( int i=0; i<manifold_len; i++ ){
+ rb_ct *ct = &manifold[i];
+ struct world_surface *surf = world_contact_surface( world, ct );
+
+ if( surf->info.surface_prop > s->surface )
+ s->surface = surf->info.surface_prop;
+ }
+
+ for( int i=0; i<k_wheel_count; i++ ){
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
}
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 )) )
- {
+ ent_gate *gate =
+ world_intersect_gates(world, player->rb.co, s->state.prev_pos );
+
+ if( 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 );
q_mul( transport_rotation, player->rb.q, player->rb.q );
+ q_mul( transport_rotation, s->state.smoothed_rotation,
+ s->state.smoothed_rotation );
rb_update_transform( &player->rb );
s->state_gate_storage = s->state;
player__pass_gate( player, gate );
}
+
+ /* FIXME: Rate limit */
+ static int stick_frames = 0;
+
+ if( s->state.activity >= k_skate_activity_ground )
+ stick_frames ++;
+ else
+ stick_frames = 0;
+
+ if( stick_frames > 5 ) stick_frames = 5;
+
+ if( stick_frames == 4 ){
+ audio_lock();
+
+ if( s->state.activity == k_skate_activity_ground ){
+ if( (fabsf(s->state.slip) > 0.75f) ){
+ audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ }
+ else if( s->surface == k_surface_prop_metal ){
+ audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
+ }
+
+ audio_unlock();
+ } else if( stick_frames == 0 ){
+
+ }
}
VG_STATIC void player__skate_im_gui( player_instance *player )
{
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] );
const char *activity_txt[] =
{
"air",
+ "air_to_grind",
"ground",
"undefined (INVALID)",
"grind_any (INVALID)",
"grind_boardslide",
- "grind_noseslide",
- "grind_tailslide",
+ "grind_metallic (INVALID)",
"grind_back50",
"grind_front50",
"grind_5050"
}
VG_STATIC void player__skate_animate( player_instance *player,
- player_animation *dest )
+ player_animation *dest )
{
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+ v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+
/*
* Animation blending
* ===========================================
/* sliding */
{
- float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ float desired = 0.0f;
+ if( s->state.activity == k_skate_activity_ground )
+ desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
{
- int iair = s->state.activity == k_skate_activity_air;
+ int iair = s->state.activity <= k_skate_activity_air_to_grind;
float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f;
+ fly = iair? 1.0f: 0.0f,
+ wdist= s->weight_distribution[2] / k_board_length;
+
+ if( s->state.activity >= k_skate_activity_grind_any )
+ wdist = 0.0f;
- 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, 3.4f*vg.time_delta );
+ s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
(vg.time - s->state.cur_push) < 0.125,
6.0f*vg.time_delta );
- float pt = push_time + vg.accumulator;
if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
mdl_keyframe air_pose[32];
{
float target = -player->input_js1h->axis.value;
+
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+
+ 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_knee_l = &dest->pose[av->id_ik_knee_l-1],
+ *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
+ *kf_hip = &dest->pose[av->id_hip-1],
+ *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
+ &dest->pose[av->id_wheel_l-1] };
+
+
+ mdl_keyframe grind_pose[32];
+ {
+ float grind_frame = 0.5f;
+
+ if( s->state.activity == k_skate_activity_grind_front50 ){
+ grind_frame = 0.0f;
+ } else if( s->state.activity == k_skate_activity_grind_back50 ){
+ grind_frame = 1.0f;
+ }
+
+ float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+ s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
+ s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
+
+ grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
+ skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ }
+ skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+
float add_grab_mod = 1.0f - s->blend_fly;
/* additive effects */
av->id_ik_elbow_l,
av->id_ik_elbow_r };
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ float apply_rates[] = { 1.0f,
+ 0.75f,
+ 0.75f,
+ 0.75f,
+ 0.75f };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
+ /* angle correction */
+ if( v3_length2( s->state.up_dir ) > 0.001f ){
+ if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+ v4_length(s->state.smoothed_rotation) >= 1.1f ){
+ vg_warn( "FIX THIS! CARROT\n" );
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
+ }
+ v4_lerp( s->state.smoothed_rotation, player->rb.q,
+ 2.0f*vg.time_frame_delta,
+ s->state.smoothed_rotation );
+ q_normalize( s->state.smoothed_rotation );
+
+ v3f yaw_ref = {1.0f,0.0f,0.0f},
+ yaw_smooth = {1.0f,0.0f,0.0f};
+ q_mulv( player->rb.q, yaw_ref, yaw_ref );
+ q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+ float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
+ yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
+ yaw_counter_rotate = acosf( yaw_counter_rotate );
+ yaw_counter_rotate *= 1.0f-s->blend_fly;
-
- /* angle correction */
- if( v3_length2( s->state.up_dir ) > 0.001f )
- {
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v3_normalize( ndir );
a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
v3f axis;
- v4f q;
+ v4f qfixup, qcounteryaw, qtotal;
v3_cross( up, ndir, axis );
- q_axis_angle( q, axis, a );
+ q_axis_angle( qfixup, axis, a );
+
+ q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+ q_mul( qcounteryaw, qfixup, qtotal );
+ q_normalize( qtotal );
mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
- mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
+ v3f origin;
+ v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
- v3f v0;
- v3_sub( kf->co, kf_hip->co, v0 );
- q_mulv( q, v0, v0 );
- v3_add( v0, kf_hip->co, kf->co );
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
+ mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
- q_mul( q, kf->q, kf->q );
- q_normalize( kf->q );
+ keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ qtotal );
}
v3f p1, p2;
vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
- }
-
-
-
- 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];
+ }
v4f qtotal;
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
-
v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
v3f euler;
v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ float jump_t = vg.time-s->state.jump_time;
+
+ float k=17.0f;
+ float h = k*jump_t;
+ float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+ extra *= s->state.slap * 4.0f;
+
q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
- q_mul( qpitch, qroll, qtrick );
- q_mul( qyaw, qtrick, qtrick );
+ q_mul( qyaw, qroll, qtrick );
+ q_mul( qpitch, qtrick, qtrick );
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
+
+ struct player_board *board = player->playerboard;
+
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f ){
+ kf_foot_l->co[2] =
+ vg_lerpf( kf_foot_l->co[2],
+ board->truck_positions[k_board_truck_back][2]+0.3f,
+ 0.5f*s->blend_weight );
+ }
+ else{
+ kf_foot_r->co[2] =
+ vg_lerpf( kf_foot_r->co[2],
+ board->truck_positions[k_board_truck_front][2]-0.3f,
+ -0.5f*s->blend_weight );
+ }
+
+ float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+ s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+
+ kf_foot_l->co[1] += s->state.slap;
+ kf_foot_r->co[1] += s->state.slap;
+ kf_knee_l->co[1] += s->state.slap;
+ kf_knee_r->co[1] += s->state.slap;
+ kf_board->co[1] += s->state.slap * s->subslap;
+ kf_hip->co[1] += s->state.slap * 0.25f;
+
+ /*
+ * animation wishlist:
+ * boardslide/grind jump animations
+ * when tricking the slap should not appply or less apply
+ * not animations however DONT target grinds that are vertically down.
+ */
+
+ /* truck rotation */
+ for( int i=0; i<2; i++ )
+ {
+ 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 );
+ }
+ }
+
+ {
+ mdl_keyframe
+ *kf_head = &dest->pose[av->id_head-1],
+ *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
+ *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
+ *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
+ *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
+
+ float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+
+ v4f qrot;
+ q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
+
+ v3f origin = {0.0f,0.2f,0.0f};
+ keyframe_rotate_around( kf_hand_l, origin,
+ av->sk.bones[av->id_ik_hand_l].co, qrot );
+ keyframe_rotate_around( kf_hand_r, origin,
+ av->sk.bones[av->id_ik_hand_r].co, qrot );
+ keyframe_rotate_around( kf_hip, origin,
+ av->sk.bones[av->id_hip].co, qrot );
+ keyframe_rotate_around( kf_elbow_r, origin,
+ av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ keyframe_rotate_around( kf_elbow_l, origin,
+ av->sk.bones[av->id_ik_elbow_l].co, qrot );
+
+ q_inv( qrot, qrot );
+ q_mul( qrot, kf_head->q, kf_head->q );
+ q_normalize( kf_head->q );
}
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
- 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
+ v3f ext_up,ext_co;
+ q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+ v3_copy( dest->root_co, ext_co );
+ v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
v4f qflip;
- if( (s->state.activity == k_skate_activity_air) &&
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(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 substep = vg.time_fixed_extrapolate;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
+ 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_normalize( dest->root_q );
v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+ v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
+
+ skeleton_copy_pose( sk, dest->pose, s->holdout );
}
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 );
+
+ /* TODO: Extrapolate to_local matrix? */
}
VG_STATIC void player__skate_reset_animator( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_air )
+ if( s->state.activity <= k_skate_activity_air_to_grind )
s->blend_fly = 1.0f;
else
s->blend_fly = 0.0f;
s->blend_slide = 0.0f;
s->blend_z = 0.0f;
s->blend_x = 0.0f;
+ s->blend_grind = 0.0f;
+ s->blend_grind_balance = 0.0f;
s->blend_stand = 0.0f;
s->blend_push = 0.0f;
s->blend_jump = 0.0f;
s->blend_airdir = 0.0f;
+ s->blend_weight = 0.0f;
+ s->subslap = 0.0f;
+ v2_zero( s->wobble );
+
+ v3_zero( s->board_trick_residuald );
+ v3_zero( s->board_trick_residualv );
+ v3_zero( s->truckv0[0] );
+ v3_zero( s->truckv0[1] );
}
VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
s->state.jump_charge = 0.0f;
- s->state.lift_frames = 0;
+ s->state.charging_jump = 0;
+ s->state.jump_dir = 0;
+ v3_zero( s->state.flip_axis );
+ s->state.flip_time = 0.0f;
s->state.flip_rate = 0.0f;
-#if 0
- s->state.steery = 0.0f;
- s->state.steerx = 0.0f;
- s->state.steery_s = 0.0f;
- s->state.steerx_s = 0.0f;
-#endif
s->state.reverse = 0.0f;
s->state.slip = 0.0f;
+ s->state.grabbing = 0.0f;
+ v2_zero( s->state.grab_mouse_delta );
+ s->state.slap = 0.0f;
+ s->state.jump_time = 0.0;
+ s->state.start_push = 0.0;
+ s->state.cur_push = 0.0;
+ s->state.air_start = 0.0;
+
+ v3_zero( s->state.air_init_v );
+ v3_zero( s->state.air_init_co );
+
+ s->state.gravity_bias = k_gravity;
v3_copy( player->rb.co, s->state.prev_pos );
-
-#if 0
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
-#endif
-
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
v3_zero( s->state.throw_v );
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
+ v3_zero( s->state.cog_v );
+ s->grind_cooldown = 0;
+ s->surface_cooldown = 0;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_copy( player->rb.to_world[1], s->state.up_dir );
+ v3_copy( player->rb.to_world[1], s->surface_picture );
+ v3_zero( s->weight_distribution );
+ v3_copy( player->rb.co, s->state.prev_pos );
}
VG_STATIC void player__skate_reset( player_instance *player,
- struct respawn_point *rp )
+ ent_spawn *rp )
{
struct player_skate *s = &player->_skate;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_zero( player->rb.v );
- v3_zero( s->state.cog_v );
- v4_copy( rp->q, player->rb.q );
+ v4_copy( rp->transform.q, player->rb.q );
s->state.activity = k_skate_activity_air;
s->state.activity_prev = k_skate_activity_air;
s->state.head_position[1] = 1.8f;
}
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ s->state = s->state_gate_storage;
+}
+
#endif /* PLAYER_SKATE_C */