return 0;
}
-VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
+VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos,
+ v3f result_co, v3f result_dir, v3f result_n )
{
- v3f pos;
- m4x3_mulv( player->rb.to_world, ra, pos );
-
v4f plane;
- v3_copy( player->rb.to_world[2], plane );
+ v3_copy( player->rb.v, plane );
v3_normalize( plane );
plane[3] = v3_dot( plane, pos );
return 0;
v3f average_position,
- average_direction;
+ average_direction,
+ average_normal;
v3_zero( average_position );
v3_zero( average_direction );
+ v3_zero( average_normal );
int passed_samples = 0;
/* make sure the directions all face a common hemisphere */
v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
-
v3_add( average_direction, dir, average_direction );
+
+ if( si->normal3[1] > sj->normal3[1] )
+ v3_add( si->normal3, average_normal, average_normal );
+ else
+ v3_add( sj->normal3, average_normal, average_normal );
+
passed_samples ++;
}
}
if( !passed_samples )
return 0;
+ if( (v3_length2( average_direction ) <= 0.001f) ||
+ (v3_length2( average_normal ) <= 0.001f ) )
+ return 0;
+
float div = 1.0f/(float)passed_samples;
v3_muls( average_position, div, average_position );
- v3_muls( average_direction, div, average_direction ); /* !! not normed */
+ v3_normalize( average_direction );
+ v3_normalize( average_normal );
v3_add( pos, average_position, average_position );
vg_line_pt3( average_position, 0.02f, VG__GREEN );
v3_muladds( average_position, average_direction, -0.35f, p1 );
vg_line( p0, p1, VG__PINK );
-#if 0
- if( passed_samples )
- {
- v3f displacement, dir;
- v3_sub( pos, average_position, displacement );
- v3_copy( displacement, dir );
- v3_normalize( dir );
-
- v3f rv, raW;
- q_mulv( player->rb.q, ra, raW );
-
- v3_cross( player->rb.w, raW, rv );
- v3_add( player->rb.v, rv, rv );
-
- v3_muladds( rv, player->rb.to_world[2],
- -v3_dot( rv, player->rb.to_world[2] ), rv );
-
- v3f Fd, Fs, F;
- v3_muls( displacement, -k_grind_spring, Fs );
- v3_muls( rv, -k_grind_dampener, Fd );
-
- v3_add( Fd, Fs, F );
- v3_muls( F, k_rb_delta, F );
-
- v3_add( player->rb.v, F, player->rb.v );
- v3f wa;
- v3_cross( raW, F, wa );
- v3_add( player->rb.w, wa, player->rb.w );
-
- /* Constraint based */
- }
-#endif
+ v3_copy( average_position, result_co );
+ v3_copy( average_normal, result_n );
+ v3_copy( average_direction, result_dir );
return passed_samples;
}
{
struct player_skate *s = &player->_skate;
- v3f ideal_cog, ideal_diff;
- v3_muladds( player->rb.co, player->rb.to_world[1],
+ v3f ideal_cog, ideal_diff, ideal_dir;
+ v3_copy( s->state.up_dir, ideal_dir );
+ v3_normalize( ideal_dir );
+
+ v3_muladds( player->rb.co, ideal_dir,
1.0f-player->input_grab->axis.value, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
- float l = k_board_length,
- w = 0.13f;
-
-#if 0
- v3f wheel_positions[] =
+ struct board_collider
{
- { -w, 0.0f, -l },
- { w, 0.0f, -l },
- { -w, 0.0f, l },
- { w, 0.0f, l },
- };
-#else
- v3f wheel_positions[] =
- {
- { 0.0f, 0.0f, -l },
- { 0.0f, 0.0f, l },
- };
-#endif
+ v3f pos;
+ float radius;
- u32 wheel_colours[] =
- {
- VG__RED, VG__GREEN, VG__BLUE, VG__YELOW
- };
+ int apply_angular;
+ u32 colour;
- int wheel_states[] =
+ enum board_collider_state
+ {
+ k_collider_state_default,
+ k_collider_state_disabled,
+ k_collider_state_colliding
+ }
+ state;
+ }
+ wheels[] =
{
- 1, 1, 1, 1
+ {
+ { 0.0f, 0.0f, -k_board_length },
+ .radius = 0.07f,
+ .apply_angular = 1,
+ .colour = VG__RED
+ },
+ {
+ { 0.0f, 0.0f, k_board_length },
+ .radius = 0.07f,
+ .apply_angular = 1,
+ .colour = VG__GREEN
+ },
+ {
+ { 0.0f, 0.2f, -k_board_length - k_board_end_radius },
+ .radius = k_board_end_radius,
+ .apply_angular = 0,
+ .colour = VG__YELOW
+ },
+ {
+ { 0.0f, 0.2f, k_board_length + k_board_end_radius },
+ .radius = k_board_end_radius,
+ .apply_angular = 0,
+ .colour = VG__YELOW
+ },
};
- const int wheel_count = 2;
-
- if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) )
+ const int k_wheel_count = 2;
+#if 0
+ if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -k_board_length } ) )
{
#if 0
wheel_states[0] = 0;
#endif
}
- if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, l } ) )
+ if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, k_board_length } ) )
{
#if 0
wheel_states[2] = 0;
wheel_states[3] = 0;
#endif
}
-
- rb_sphere collider;
- collider.radius = 0.07f;
+#endif
s->substep = k_rb_delta;
+ s->substep_delta = s->substep;
+ int substep_count = 0;
+
- int substep_count = 0;
-begin_collision:;
+ /*
+ * Phase 2: Truck alignment (spring/dampener model)
+ * it uses the first two colliders as truck positions
+ * --------------------------------------------------------------------------
+ */
- for( int i=0; i<wheel_count; i++ )
+ v3f surface_picture;
+ v3_zero( surface_picture );
+
+ for( int i=0; i<2; i++ )
{
- m4x3f mtx;
- m3x3_copy( player->rb.to_world, mtx );
- m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
- debug_sphere( mtx, collider.radius,
- (u32[]){ VG__BLACK, VG__WHITE,
- wheel_colours[i] }[ wheel_states[i] ]);
+ if( wheels[i].state == k_collider_state_disabled )
+ continue;
+
+ v3f truck, left, right;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, 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, wheels[i].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 );
+
+ /* ignore bad normals */
+ if( res_l )
+ {
+ if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
+ res_l = 0;
+ else
+ v3_add( ray_l.normal, surface_picture, surface_picture );
+ }
+
+ if( res_r )
+ {
+ if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
+ res_r = 0;
+ else
+ v3_add( ray_r.normal, surface_picture, surface_picture );
+ }
+
+ v3f v0;
+ v3f midpoint;
+ v3_muladds( truck, player->rb.to_world[1], -wheels[i].radius, midpoint );
+
+ if( res_l || res_r )
+ {
+ v3f p0, p1;
+ v3_copy( midpoint, p0 );
+ v3_copy( midpoint, p1 );
+
+ if( res_l ) v3_copy( ray_l.pos, p0 );
+ if( res_r ) v3_copy( ray_r.pos, p1 );
+
+ v3_sub( p1, p0, v0 );
+ v3_normalize( v0 );
+ }
+ else
+ {
+ /* fallback: use the closes point to the trucks */
+ v3f closest;
+ int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f );
+
+ if( idx != -1 )
+ {
+ u32 *tri = &world.scene_geo->arrindices[ idx * 3 ];
+ v3f verts[3];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world.scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+
+ v3f vert0, vert1, n;
+ v3_sub( verts[1], verts[0], vert0 );
+ v3_sub( verts[2], verts[0], vert1 );
+ v3_cross( vert0, vert1, n );
+ v3_normalize( n );
+
+ if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
+ continue;
+
+ v3_cross( n, player->rb.to_world[2], v0 );
+ v3_muladds( v0, player->rb.to_world[2],
+ -v3_dot( player->rb.to_world[2], v0 ), v0 );
+ v3_normalize( v0 );
+ }
+ else
+ continue;
+ }
+
+ v3_muladds( truck, v0, k_board_width, right );
+ v3_muladds( truck, v0, -k_board_width, left );
+
+ vg_line( left, right, VG__WHITE );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], v0,
+ k_board_spring, k_board_dampener,
+ s->substep_delta );
}
+ /*
+ * Phase 2a: Manual alignment (spring/dampener model)
+ * --------------------------------------------------------------------------
+ */
+
+ v3f weight, world_cog;
+ v3_zero( weight );
+
+ int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+
+ if( s->state.manual_direction == 0 )
+ {
+ if( (player->input_js1v->axis.value > 0.7f) &&
+ (s->state.activity == k_skate_activity_ground) &&
+ (s->state.jump_charge <= 0.01f) )
+ s->state.manual_direction = reverse_dir;
+ }
+ else
+ {
+ if( player->input_js1v->axis.value < 0.1f )
+ {
+ s->state.manual_direction = 0;
+ }
+ else
+ {
+ if( reverse_dir != s->state.manual_direction )
+ {
+ player__dead_transition( player );
+ return;
+ }
+ }
+ }
+
+ if( s->state.manual_direction )
+ {
+ float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ weight[2] = k_board_length * amt * (float)s->state.manual_direction;
+ }
+
+ if( v3_length2( surface_picture ) > 0.001f )
+ {
+ v3_normalize( surface_picture );
+
+ v3f target;
+ v3_copy( surface_picture, target );
+
+ target[1] += 2.0f * surface_picture[1];
+ v3_normalize( target );
+
+ v3_lerp( s->state.up_dir, target,
+ 8.0f * s->substep_delta, s->state.up_dir );
+ }
+ else
+ {
+ v3_lerp( s->state.up_dir, player->rb.to_world[1],
+ 8.0f * s->substep_delta, s->state.up_dir );
+ }
+
+
+ /* TODO: Fall back on land normal */
+ /* TODO: Lerp weight distribution */
+ /* TODO: Can start manual only if not charge jump */
+ if( v3_length2( surface_picture ) > 0.001f &&
+ v3_length2( weight ) > 0.001f &&
+ s->state.manual_direction )
+ {
+ v3f plane_z;
+
+ m3x3_mulv( player->rb.to_world, weight, plane_z );
+ v3_negate( plane_z, plane_z );
+
+ v3_muladds( plane_z, surface_picture,
+ -v3_dot( plane_z, surface_picture ), plane_z );
+ v3_normalize( plane_z );
+
+ v3_muladds( plane_z, surface_picture, 0.3f, plane_z );
+ v3_normalize( plane_z );
+
+ v3f p1;
+ v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
+ vg_line( player->rb.co, p1, VG__GREEN );
+
+ v3f refdir;
+ v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
+ refdir );
+
+ rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
+ k_manul_spring, k_manul_dampener,
+ s->substep_delta );
+ }
+
+
+
+
+
+
+
+
+
+begin_collision:;
+
+ /*
+ * Phase 0: Continous collision detection
+ * --------------------------------------------------------------------------
+ */
+
+ v3f head_wp0, head_wp1, start_co;
+ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
+ v3_copy( player->rb.co, start_co );
-#ifdef SKATE_CCD
+ for( int i=0; i<k_wheel_count; i++ )
+ wheels[i].state = k_collider_state_default;
/* calculate transform one step into future */
v3f future_co;
}
/* calculate the minimum time we can move */
- float max_time = s->substep,
- cast_radius = collider.radius - k_penetration_slop*1.2f;
+ float max_time = s->substep;
- for( int i=0; i<wheel_count; i++ )
+ for( int i=0; i<k_wheel_count; i++ )
{
- if( !wheel_states[i] )
+ if( wheels[i].state == k_collider_state_disabled )
continue;
v3f current, future;
- q_mulv( future_q, wheel_positions[i], future );
+ q_mulv( future_q, wheels[i].pos, future );
v3_add( future, future_co, future );
- q_mulv( player->rb.q, wheel_positions[i], current );
+ q_mulv( player->rb.q, wheels[i].pos, current );
v3_add( current, player->rb.co, current );
- float t; /* TODO: ignore lightly grazing normals? */
+ float t;
v3f n;
+
+ float cast_radius = wheels[i].radius - k_penetration_slop * 1.2f;
if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
- {
max_time = vg_minf( max_time, t * s->substep );
- }
}
/* clamp to a fraction of delta, to prevent locking */
v3f gravity = { 0.0f, -9.6f, 0.0f };
v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v );
-#else
-
- s->substep_delta = k_rb_delta;
-
-#endif
-
s->substep -= s->substep_delta;
- /* create manifold(s) */
rb_ct manifold[128];
+ int manifold_len = 0;
- int manifold_len = 0,
- manifold_front = 0,
- manifold_back = 0,
- manifold_interface = 0;
+ /*
+ * Phase -1: head detection
+ * --------------------------------------------------------------------------
+ */
+ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
+ vg_line( head_wp0, head_wp1, VG__RED );
- rb_ct *cmanifold = manifold;
+ float t;
+ v3f n;
+ if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
+ (spherecast_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 );
- for( int i=0; i<wheel_count; i++ )
+#if 0
+ player__dead_transition( player );
+#endif
+ return;
+ }
+
+ /*
+ * Phase 2-1+0.5: Grind collision
+ * --------------------------------------------------------------------------
+ */
+
+ for( int i=0; i<1; i++ )
{
- if( !wheel_states[i] )
- continue;
- m4x3f mtx;
- m3x3_identity( mtx );
+ /*
+ * Grind collision detection
+ * ------------------------------------------------
+ */
+ v3f grind_co, grind_n, grind_dir;
+ if( skate_grind_scansq( player, player->rb.co,
+ grind_co, grind_dir, grind_n ) )
+ {
+#if 0
+ rb_ct *ct = &manifold[ manifold_len ++ ];
- m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
-
- int l = skate_collide_smooth( player, mtx, &collider, cmanifold );
+ v3_copy( truck, ct->co );
+ v3_copy( grind_n, ct->n );
+ ct->p = vg_maxf( 0.0f, ct->co[1] - truck[1] );
+#endif
- if( l )
- wheel_states[i] = 2;
+ v3f target_dir;
+ v3_cross( grind_dir, (v3f){0.0f,1.0f,0.0f}, target_dir );
+ target_dir[1] = 0.0f;
- cmanifold += l;
- manifold_len += l;
- manifold_interface += l;
+ if( v3_length2( target_dir ) <= 0.001f )
+ continue;
+
+ if( fabsf(v3_dot( player->rb.v, grind_dir )) < 0.7071f )
+ continue;
+
+ v3_copy( grind_co, player->rb.co );
+
+ q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
+ -atan2f( target_dir[2], target_dir[0] ) );
+
+ wheels[0].state = k_collider_state_disabled;
+ wheels[1].state = k_collider_state_disabled;
+ v3_muls( grind_dir, v3_dot(player->rb.v,grind_dir), player->rb.v );
+ v3_zero( player->rb.w );
+
+ rb_update_transform( &player->rb );
- if( i<=1 )
- manifold_front ++;
- else
- manifold_back ++;
- }
#if 0
- /* try to slap both wheels onto the ground when landing to prevent mega
- * angular velocities being added */
- if( (s->state.activity == k_skate_activity_air) &&
- (manifold_front != manifold_back ) )
- {
- v3f trace_from, trace_dir;
- v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+ v3f displacement, dir;
+ v3_sub( truck, grind_co, displacement );
+ v3_copy( displacement, dir );
+ v3_normalize( dir );
- if( manifold_front )
- v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from );
- else
- v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from );
- m4x3_mulv( player->rb.to_world, trace_from, trace_from );
+ v3f rv, raW;
+ q_mulv( player->rb.q, wheels[i].pos, raW );
- ray_hit ray;
- ray.dist = 0.6f;
+ v3_cross( player->rb.w, raW, rv );
+ v3_add( player->rb.v, rv, rv );
- if( ray_world( trace_from, trace_dir, &ray ) )
- {
- rb_ct *ct = cmanifold;
+ v3_muladds( rv, player->rb.to_world[2],
+ -v3_dot( rv, player->rb.to_world[2] ), rv );
+
+ v3f Fd, Fs, F;
+ v3_muls( displacement, -k_grind_spring, Fs );
+ v3_muls( rv, -k_grind_dampener, Fd );
- v3_copy( ray.pos, ct->co );
- v3_copy( ray.normal, ct->n );
- ct->p = 0.0f;
+ v3_add( Fd, Fs, F );
+ v3_muls( F, s->substep_delta, F );
+
+ v3_add( player->rb.v, F, player->rb.v );
+ v3f wa;
+ v3_cross( raW, F, wa );
+ v3_add( player->rb.w, wa, player->rb.w );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[1],
+ grind_n,
+ k_board_spring, k_board_dampener,
+ s->substep_delta );
+
+ v3f adj;
+ v3_cross( grind_dir, (v3f){0.0f,1.0f,0.0f}, adj );
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+ adj,
+ k_grind_spring, k_grind_dampener,
+ s->substep_delta );
+#endif
- manifold_len ++;
- manifold_interface ++;
+ s->state.activity = k_skate_activity_grind;
}
+ else
+ s->state.activity = k_skate_activity_ground;
}
- int grind_len = skate_grind_collide( player, cmanifold );
- manifold_len += grind_len;
-#endif
-
- int grind_len = 0;
- v3f surface_normal = {0.0f,0.0f,0.0f};
+ /*
+ * 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<manifold_len; i ++ )
+ for( int i=0; i<k_wheel_count; i++ )
{
- rb_ct *ct = &manifold[i];
- ct->bias = -0.2f *
- (s->substep_delta * 3600.0f)
- * vg_minf( 0.0f, -ct->p+k_penetration_slop );
- rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
- ct->norm_impulse = 0.0f;
- ct->tangent_impulse[0] = 0.0f;
- ct->tangent_impulse[1] = 0.0f;
+ if( wheels[i].state == k_collider_state_disabled )
+ continue;
- v3_add( ct->n, surface_normal, surface_normal );
- }
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
+
+ rb_sphere collider = { .radius = wheels[i].radius };
- if( manifold_len )
- {
- v3_muls( surface_normal, 1.0f/(float)manifold_len, surface_normal );
+ rb_ct *man = &manifold[ manifold_len ];
- float a = v3_dot( player->rb.to_world[1], surface_normal );
+ int l = skate_collide_smooth( player, mtx, &collider, man );
+ if( l )
+ wheels[i].state = k_collider_state_colliding;
- if( a <= 0.9999f )
+ /* for non-angular contacts we just want Y. contact positions are
+ * snapped to the local xz plane */
+ if( !wheels[i].apply_angular )
{
- v3f axis;
- v3_cross( surface_normal, player->rb.to_world[1], axis );
-
- float Fs = -a * k_board_spring,
- Fd = -v3_dot( player->rb.w, axis ) * k_board_dampener;
+ for( int j=0; j<l; j++ )
+ {
+ v3f ra;
+ v3_sub( man[j].co, player->rb.co, ra );
- v3_muladds( player->rb.w, axis, (Fs+Fd) * s->substep_delta,
- player->rb.w );
+ 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;
+ }
+
+ /*
+ * Phase 3: Dynamics
+ * --------------------------------------------------------------------------
+ */
+
+ for( int i=0; i<manifold_len; i ++ )
+ {
+ rb_prepare_contact( &manifold[i], s->substep_delta );
+ rb_debug_contact( &manifold[i] );
}
- v3f extent = { w, 0.1f, k_board_length };
+ /* yes, we are currently rebuilding mass matrices every frame. too bad! */
+ v3f extent = { k_board_width, 0.1f, k_board_length };
float ex2 = k_board_interia*extent[0]*extent[0],
ey2 = k_board_interia*extent[1]*extent[1],
ez2 = k_board_interia*extent[2]*extent[2];
m3x3_mul( iI, player->rb.to_local, iIw );
m3x3_mul( player->rb.to_world, iIw, iIw );
+ m4x3_mulv( player->rb.to_world, weight, world_cog );
+ vg_line_pt3( world_cog, 0.1f, VG__BLACK );
+
for( int j=0; j<10; j++ )
{
for( int i=0; i<manifold_len; i++ )
{
+ /*
+ * regular dance; calculate velocity & total mass, apply impulse.
+ */
+
struct contact *ct = &manifold[i];
v3f rv, delta;
- v3_sub( ct->co, player->rb.co, delta );
+ v3_sub( ct->co, world_cog, delta );
v3_cross( player->rb.w, delta, rv );
v3_add( player->rb.v, rv, rv );
v3f raCnI, rbCnI;
m3x3_mulv( iIw, raCn, raCnI );
- float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI));
- float vn = v3_dot( rv, ct->n );
-
+ float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
+ vn = v3_dot( rv, ct->n ),
+ lambda = normal_mass * ( -vn );
-
-
- float lambda = normal_mass * ( -vn + ct->bias );
+ /* FIXME! */
+ v3_muladds( player->rb.co, ct->n, ct->bias*0.02f, player->rb.co );
float temp = ct->norm_impulse;
ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
v3f impulse;
v3_muls( ct->n, lambda, impulse );
-#if 0
- if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
- fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
- {
- player__dead_transition( player );
- return;
- }
-#endif
-
v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
v3_cross( delta, impulse, impulse );
m3x3_mulv( iIw, impulse, impulse );
v3_cross( player->rb.w, delta, rv );
v3_add( player->rb.v, rv, rv );
vn = v3_dot( rv, ct->n );
-
}
}
-
-
-
-
-
-
substep_count ++;
-
if( s->substep >= 0.0001f )
- goto begin_collision;
-
+ goto begin_collision; /* again! */
+ /*
+ * End of collision and dynamics routine
+ * --------------------------------------------------------------------------
+ */
- for( int i=0; i<wheel_count; i++ )
+ for( int i=0; i<k_wheel_count; i++ )
{
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
- m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
- debug_sphere( mtx, collider.radius,
- (u32[]){ VG__BLACK, VG__WHITE,
- wheel_colours[i] }[ wheel_states[i] ]);
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
+ debug_sphere( mtx, wheels[i].radius,
+ (u32[]){ VG__WHITE, VG__BLACK,
+ wheels[i].colour }[ wheels[i].state ]);
}
+#if 0
+ skate_apply_grind_model( player, &manifold[manifold_len], grind_len );
+#endif
-
-
-
-
-
- skate_apply_grind_model( player, &manifold[manifold_interface], grind_len );
- skate_apply_interface_model( player, manifold, manifold_interface );
+ skate_apply_interface_model( player, manifold, manifold_len );
skate_apply_pump_model( player );
skate_apply_cog_model( player );
m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+ m3x3_mulv( gate->transport, s->state.head_position,
+ s->state.head_position );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
v3f offset;
v3_zero( offset );
- m4x3_mulv( player->rb.to_local, s->state.cog, offset );
- v3_muls( offset, -4.0f, offset );
+ v3f cog_local, cog_ideal;
+ m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
+
+ v3_copy( s->state.up_dir, cog_ideal );
+ v3_normalize( cog_ideal );
+ m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
+
+ v3_sub( cog_ideal, cog_local, offset );
+
+
+ v3_muls( offset, 4.0f, offset );
+ offset[1] *= -1.0f;
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
+
+
+
+ /* 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 );
+
+ v3f up = { 0.0f, 1.0f, 0.0f };
+
+ float a = v3_dot( ndir, up );
+ a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+
+ v3f axis;
+ v4f q;
+
+ v3_cross( up, ndir, axis );
+ q_axis_angle( q, axis, a );
+
+ 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 v0;
+ v3_sub( kf->co, kf_hip->co, v0 );
+ q_mulv( q, v0, v0 );
+ v3_add( v0, kf_hip->co, kf->co );
+
+ q_mul( q, kf->q, kf->q );
+ q_normalize( kf->q );
+ }
+
+ v3f p1, p2;
+ m4x3_mulv( player->rb.to_world, up, p1 );
+ m4x3_mulv( player->rb.to_world, ndir, p2 );
+
+ vg_line( player->rb.co, p1, VG__PINK );
+ vg_line( player->rb.co, p2, VG__CYAN );
+ }
+
+
+
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];
struct player_avatar *av = player->playeravatar;
player->cam_velocity_influence = 1.0f;
+
+ v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+ 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 );
}
VG_STATIC void player__skate_reset_animator( player_instance *player )
player__skate_clear_mechanics( player );
player__skate_reset_animator( player );
+
+ v3_zero( s->state.head_position );
+ s->state.head_position[1] = 1.8f;
}
#endif /* PLAYER_SKATE_C */