-#ifndef PLAYER_SKATE_C
-#define PLAYER_SKATE_C
-
+#include "player_skate.h"
#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
+#include "vg/vg_lines.h"
#include "menu.h"
#include "ent_skateshop.h"
#include "addon.h"
+#include "input.h"
+#include "ent_tornado.h"
+
+#include "vg/vg_rigidbody.h"
+#include "scene_rigidbody.h"
+#include "player_glide.h"
+#include "player_dead.h"
+#include "player_walk.h"
+#include <string.h>
+
+struct player_skate player_skate;
+struct player_subsystem_interface player_subsystem_skate =
+{
+ .system_register = player__skate_register,
+ .bind = player__skate_bind,
+ .pre_update = player__skate_pre_update,
+ .update = player__skate_update,
+ .post_update = player__skate_post_update,
+ .im_gui = player__skate_im_gui,
+ .animate = player__skate_animate,
+ .pose = player__skate_pose,
+ .effects = player__skate_effects,
+ .post_animate = player__skate_post_animate,
+ .network_animator_exchange = player__skate_animator_exchange,
+ .sfx_oneshot = player__skate_sfx_oneshot,
+ .sfx_comp = player__skate_comp_audio,
+ .sfx_kill = player__skate_kill_audio,
+
+ .animator_data = &player_skate.animator,
+ .animator_size = sizeof(player_skate.animator),
+ .name = "Skate"
+};
-static void player__skate_bind(void){
+void player__skate_bind(void){
struct skeleton *sk = &localplayer.skeleton;
- rb_update_transform( &localplayer.rb );
+ rb_update_matrices( &localplayer.rb );
struct { struct skeleton_anim **anim; const char *name; }
bindings[] = {
{ &player_skate.anim_push_reverse, "push_reverse" },
{ &player_skate.anim_ollie, "ollie" },
{ &player_skate.anim_ollie_reverse,"ollie_reverse" },
- { &player_skate.anim_grabs, "grabs" }
+ { &player_skate.anim_grabs, "grabs" },
+ { &player_skate.anim_handplant, "handplant" },
};
for( u32 i=0; i<vg_list_size(bindings); i++ )
*bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
}
-static void player__skate_kill_audio(void){
+void player__skate_kill_audio(void){
audio_lock();
if( player_skate.aud_main ){
player_skate.aud_main =
* Does collision detection on a sphere vs world, and applies some smoothing
* filters to the manifold afterwards
*/
-static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
+static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
world_instance *world = world_current_instance();
int len = 0;
- len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
+ len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
k_material_flag_walking );
for( int i=0; i<len; i++ ){
return valid_count;
}
-static void player__approximate_best_trajectory(void){
+void player__approximate_best_trajectory(void)
+{
world_instance *world0 = world_current_instance();
- float k_trace_delta = k_rb_delta * 10.0f;
+ float k_trace_delta = vg.time_fixed_delta * 10.0f;
struct player_skate_state *state = &player_skate.state;
state->air_start = vg.time;
inf->gravity = gravity;
v3_copy( launch_v, inf->v );
+ /* initial conditions */
+ v3f v;
+ v3_copy( launch_v, v );
+ v3_copy( launch_co, co1 );
+
for( int i=1; i<=50; i++ ){
- float t = (float)i * k_trace_delta;
+ f32 t = (f32)i * k_trace_delta;
- v3_muls( launch_v, t, co1 );
- co1[1] += -0.5f * gravity * t*t;
- v3_add( launch_co, co1, co1 );
+ /* integrate forces */
+ v3f a;
+ ent_tornado_forces( co1, v, a );
+ a[1] -= gravity;
- float launch_vy = launch_v[1];
+ /* position */
+ v3_muladds( co1, v, k_trace_delta, co1 );
+ v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
+
+ /* velocity */
+ v3_muladds( v, a, k_trace_delta, v );
int search_for_grind = 1;
if( grind_located ) search_for_grind = 0;
- if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+ if( v[1] > 0.0f ) search_for_grind = 0;
/* REFACTOR */
}
if( search_for_grind ){
- v3f ve;
- v3_copy( launch_v, ve );
- ve[1] += -gravity * t;
-
- if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
+ if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
/* check alignment */
- v2f v0 = { ve[0], ve[2] },
+ v2f v0 = { v[0], v[2] },
v1 = { grind.dir[0], grind.dir[2] };
v2_normalize( v0 );
a_min = cosf( VG_PIf * 0.05f );
/* check speed */
- if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+ if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
(a >= a_min) &&
(fabsf(grind.dir[1]) < 0.70710678118654752f))
{
world_tri_index_surface( trace_world, tri[0] );
inf->type = k_prediction_land;
-
- v3f ve;
- v3_copy( launch_v, ve );
- ve[1] += -gravity * t;
-
- inf->score = -v3_dot( ve, inf->n );
+ inf->score = -v3_dot( v, inf->n );
inf->land_dist = t + k_trace_delta * t1;
/* Bias prediction towords ramps */
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( state->trick_residualv, F, k_rb_delta,
+ v3_muladds( state->trick_residualv, F, vg.time_fixed_delta,
state->trick_residualv );
v3_muladds( state->trick_residuald, state->trick_residualv,
- k_rb_delta, state->trick_residuald );
+ vg.time_fixed_delta, state->trick_residuald );
if( state->activity <= k_skate_activity_air_to_grind ){
if( v3_length2( state->trick_vel ) < 0.0001f )
/* integrate trick velocities */
- v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
+ v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta,
state->trick_euler );
- if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){
+ if( !carry_on && (state->trick_time + vg.time_fixed_delta/interval >= next_end) ){
state->trick_time = 0.0f;
state->trick_euler[0] = roundf( state->trick_euler[0] );
state->trick_euler[1] = roundf( state->trick_euler[1] );
audio_unlock();
}
else
- state->trick_time += k_rb_delta / interval;
+ state->trick_time += vg.time_fixed_delta / interval;
}
else{
if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
state->trick_time > 0.2f)
{
- player__skate_kill_audio();
+ vg_info( "player fell off due to lack of skill\n" );
player__dead_transition( k_player_die_type_feet );
}
else
v2_zero( state->grab_mouse_delta );
- state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
+ state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*vg.time_fixed_delta );
}
static void skate_apply_steering_model(void){
else if( state->activity >= k_skate_activity_grind_any ){
rate *= fabsf(steer);
- float a = 0.8f * -steer * k_rb_delta;
+ float a = 0.8f * -steer * vg.time_fixed_delta;
v4f q;
q_axis_angle( q, localplayer.rb.to_world[1], a );
}
}
- vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
+ vg_slewf( &state->skid, skid_target, vg.time_fixed_delta*(1.0f/0.1f) );
steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
fabsf(state->skid*0.8f) );
float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
addspeed = (steer * -top) - current,
- maxaccel = rate * k_rb_delta,
+ maxaccel = rate * vg.time_fixed_delta,
accel = vg_clampf( addspeed, -maxaccel, maxaccel );
v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
f32 lat = k_friction_lat;
if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
- lat = k_friction_lat * 2.0f;
+ if( (player_skate.surface == k_surface_prop_snow) ||
+ (player_skate.surface == k_surface_prop_sand) ){
+ lat *= 8.0f;
+ }
+ else
+ lat *= 1.5f;
}
- vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+ if( player_skate.surface == k_surface_prop_snow )
+ lat *= 0.5f;
+ else if( player_skate.surface == k_surface_prop_sand )
+ lat *= 0.6f;
+
+ vel[0] += vg_cfrictf( vel[0], lat * vg.time_fixed_delta );
+ vel[2] += vg_cfrictf( vel[2], k_friction_resistance * vg.time_fixed_delta );
/* Pushing additive force */
}
if( state->charging_jump ){
- state->jump_charge += k_rb_delta * k_jump_charge_speed;
+ state->jump_charge += vg.time_fixed_delta * k_jump_charge_speed;
if( !charging_jump_prev )
state->jump_dir = state->reverse>0.0f? 1: 0;
}
else{
- state->jump_charge -= k_jump_charge_speed * k_rb_delta;
+ state->jump_charge -= k_jump_charge_speed * vg.time_fixed_delta;
}
state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
}
}
+static void skate_apply_handplant_model(void){
+ struct player_skate_state *state = &player_skate.state;
+ if( localplayer.rb.to_world[1][1] < -0.1f ) return;
+ if( localplayer.rb.to_world[1][1] > 0.6f ) return;
+ if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
+
+ v3f lco = { 0.0f, -0.2f, -state->reverse },
+ co, dir;
+ m4x3_mulv( localplayer.rb.to_world, lco, co );
+ v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
+ vg_line_arrow( co, dir, 0.13f, 0xff000000 );
+
+ ray_hit hit = { .dist = 2.0f };
+ if( ray_world( world_current_instance(), co, dir,
+ &hit, k_material_flag_ghosts )) {
+ vg_line( co, hit.pos, 0xff000000 );
+ vg_line_point( hit.pos, 0.1f, 0xff000000 );
+
+ if( hit.normal[1] < 0.7f ) return;
+ if( hit.dist < 0.95f ) return;
+
+ state->activity = k_skate_activity_handplant;
+ state->handplant_t = 0.0f;
+ v3_copy( localplayer.rb.co, state->store_co );
+ v3_copy( localplayer.rb.v, state->air_init_v );
+ v4_copy( localplayer.rb.q, state->store_q );
+ v3_copy( state->cog, state->store_cog );
+ v3_copy( state->cog_v, state->store_cog_v );
+ v4_copy( state->smoothed_rotation, state->store_smoothed );
+ }
+}
+
static void skate_apply_pump_model(void){
struct player_skate_state *state = &player_skate.state;
}
else{
/* Collect */
- float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
+ f32 doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
v3f Fl, Fv;
v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
+ player_skate.collect_feedback = v3_length(Fl) * 4.0f;
if( state->activity == k_skate_activity_ground ){
if( v3_length2(localplayer.rb.v)<(20.0f*20.0f) ){
}
v3_muls( localplayer.rb.to_world[1], -doty, Fv );
- v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
+ v3_muladds( localplayer.rb.v, Fv, k_mmcollect_vert, localplayer.rb.v );
v3_muladds( state->throw_v, Fv, k_mmcollect_vert, state->throw_v );
}
v3_normalize( dir );
float max = v3_dot( dir, state->throw_v ),
- amt = vg_minf( k_mmdecay * k_rb_delta, max );
+ amt = vg_minf( k_mmdecay * vg.time_fixed_delta, max );
v3_muladds( state->throw_v, dir, -amt, state->throw_v );
}
}
v3_sub( localplayer.rb.v, state->cog_v, rv );
v3f F;
- v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
- v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
+ v3_muls( ideal_diff, -k_cog_spring * 60.0f, F );
+ v3_muladds( F, rv, -k_cog_damp * 60.0f, F );
float ra = k_cog_mass_ratio,
rb = 1.0f-k_cog_mass_ratio;
/* Apply forces & intergrate */
v3_muladds( state->cog_v, F, -rb, state->cog_v );
- state->cog_v[1] += -9.8f * k_rb_delta;
- v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
+ state->cog_v[1] += -9.8f * vg.time_fixed_delta;
+ v3_muladds( state->cog, state->cog_v, vg.time_fixed_delta, state->cog );
}
static void skate_integrate(void){
struct player_skate_state *state = &player_skate.state;
- float rate_x = 1.0f - (k_rb_delta * 3.0f),
+ float rate_x = 1.0f - (vg.time_fixed_delta * 3.0f),
rate_z = rate_x,
rate_y = 1.0f;
if( state->activity >= k_skate_activity_grind_any ){
- rate_x = 1.0f-(16.0f*k_rb_delta);
- rate_y = 1.0f-(10.0f*k_rb_delta);
- rate_z = 1.0f-(40.0f*k_rb_delta);
+ rate_x = 1.0f-(16.0f*vg.time_fixed_delta);
+ rate_y = 1.0f-(10.0f*vg.time_fixed_delta);
+ rate_z = 1.0f-(40.0f*vg.time_fixed_delta);
}
float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
localplayer.rb.w );
- state->flip_time += state->flip_rate * k_rb_delta;
- rb_update_transform( &localplayer.rb );
+ state->flip_time += state->flip_rate * vg.time_fixed_delta;
+ rb_update_matrices( &localplayer.rb );
}
static enum trick_type player_skate_trick_input(void){
(button_press( k_srbind_trick2 ) );
}
-static void player__skate_pre_update(void){
+void player__skate_pre_update(void){
struct player_skate_state *state = &player_skate.state;
- if( button_down( k_srbind_use ) ){
+ if( state->activity == k_skate_activity_handplant ){
+ state->handplant_t += vg.time_delta;
+ mdl_keyframe hpose[32];
+
+ struct skeleton_anim *anim = player_skate.anim_handplant;
+
+ int end = !skeleton_sample_anim_clamped(
+ &localplayer.skeleton, anim,
+ state->handplant_t, hpose );
+
+ if( state->reverse < 0.0f )
+ player_mirror_pose( hpose, hpose );
+
+ mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+ m4x3f world, mmdl, world_view;
+ q_m3x3( kf_world->q, world );
+ v3_copy( kf_world->co, world[3] );
+
+ /* original mtx */
+ q_m3x3( state->store_q, mmdl );
+ v3_copy( state->store_co, mmdl[3] );
+ m4x3_mul( mmdl, world, world_view );
+
+ vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+ vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+ vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+ m4x3f invworld;
+ m4x3_invert_affine( world, invworld );
+ m4x3_mul( mmdl, invworld, world_view );
+
+ v3_copy( world_view[3], localplayer.rb.co );
+ m3x3_q( world_view, localplayer.rb.q );
+
+ /* new * old^-1 = transfer function */
+ m4x3f transfer;
+ m4x3_invert_affine( mmdl, transfer );
+ m4x3_mul( world_view, transfer, transfer );
+
+ m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
+ m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
+
+ m4x3_mulv( transfer, state->store_cog, state->cog );
+ v3_muladds( state->cog, localplayer.rb.to_world[1],
+ -state->handplant_t*0.5f, state->cog );
+
+ v4f qtransfer;
+ m3x3_q( transfer, qtransfer );
+ q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
+ q_normalize( state->smoothed_rotation );
+ rb_update_matrices( &localplayer.rb );
+
+ if( end ){
+ state->activity = k_skate_activity_air;
+ }
+ else return;
+ }
+
+ if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
localplayer.subsystem = k_player_subsystem_walk;
+ if( (state->activity <= k_skate_activity_air_to_grind) &&
+ localplayer.have_glider ){
+ player_glide_transition();
+ return;
+ }
+
v3f angles;
v3_copy( localplayer.cam.angles, localplayer.angles );
localplayer.angles[2] = 0.0f;
v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
v3_sub( localplayer.rb.co, newpos, offset );
v3_copy( newpos, localplayer.rb.co );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
+ localplayer.rb.co );
player__begin_holdout( offset );
- player__skate_kill_audio();
- player__walk_transition();
+ player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
+ 0: 1, state->trick_euler[0] );
+
return;
}
state->trick_type = k_trick_type_none;
}
-static void player__skate_post_update(void){
- struct player_skate_state *state = &player_skate.state;
-
- for( int i=0; i<player_skate.possible_jump_count; i++ ){
- jump_info *jump = &player_skate.possible_jumps[i];
-
- if( jump->log_length == 0 ){
- vg_fatal_error( "assert: jump->log_length == 0\n" );
- }
-
- for( int j=0; j<jump->log_length - 1; j ++ ){
- float brightness = jump->score*jump->score*jump->score;
- v3f p1;
- v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
- vg_line( jump->log[j], p1, jump->colour );
- }
-
- vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
-
- v3f p1;
- v3_add( jump->log[jump->log_length-1], jump->n, p1 );
- vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
-
- vg_line_point( jump->apex, 0.02f, 0xffffffff );
- }
-
+void player__skate_comp_audio( void *_animator ){
+ struct player_skate_animator *animator = _animator;
audio_lock();
- float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
- speed = v3_length( localplayer.rb.v ),
- attn = vg_minf( 1.0f, speed*0.1f ),
- slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
+ f32 air = ((animator->activity <= k_skate_activity_air_to_grind) ||
+ (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
+ speed = v3_length( animator->root_v ),
+ attn = vg_minf( 1.0f, speed*0.1f ),
+ slide = animator->slide;
- if( state->activity >= k_skate_activity_grind_any ){
+ if( animator->activity >= k_skate_activity_grind_any )
slide = 0.0f;
+
+ f32 gate = skaterift.time_rate;
+
+ if( skaterift.activity == k_skaterift_replay ){
+ gate = vg_minf( 1.0f, fabsf(player_replay.track_velocity) );
}
- f32 gate = skaterift.time_rate,
+ f32
vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
vol_air = sqrtf( air *attn * 0.5f ) * gate,
vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
float sidechain_amt = 0.0f,
hz = vg_maxf( speed * 2.0f, 2.0f );
- if( (player_skate.surface == k_surface_prop_tiles) &&
- (state->activity < k_skate_activity_grind_any) )
+ if( (animator->surface == k_surface_prop_tiles) &&
+ (animator->activity < k_skate_activity_grind_any) )
sidechain_amt = 1.0f;
else
sidechain_amt = 0.0f;
else{
int sample_type = k_skate_sample_concrete;
- if( state->activity == k_skate_activity_grind_5050 ){
- if( player_skate.surface == k_surface_prop_metal )
+ if( animator->activity == k_skate_activity_grind_5050 ){
+ if( animator->surface == k_surface_prop_metal )
sample_type = k_skate_sample_metal_scrape_generic;
else
sample_type = k_skate_sample_concrete_scrape_metal;
}
- else if( (state->activity == k_skate_activity_grind_back50) ||
- (state->activity == k_skate_activity_grind_front50) )
+ else if( (animator->activity == k_skate_activity_grind_back50) ||
+ (animator->activity == k_skate_activity_grind_front50) )
{
- if( player_skate.surface == k_surface_prop_metal ){
+ if( animator->surface == k_surface_prop_metal ){
sample_type = k_skate_sample_metal_scrape_generic;
}
else{
+#if 0
float a = v3_dot( localplayer.rb.to_world[2],
player_skate.grind_dir );
if( fabsf(a) > 0.70710678118654752f )
sample_type = k_skate_sample_concrete_scrape_wood;
else
sample_type = k_skate_sample_concrete_scrape_metal;
+#endif
+
+ sample_type = k_skate_sample_concrete_scrape_wood;
}
}
- else if( state->activity == k_skate_activity_grind_boardslide ){
- if( player_skate.surface == k_surface_prop_metal )
+ else if( animator->activity == k_skate_activity_grind_boardslide ){
+ if( animator->surface == k_surface_prop_metal )
sample_type = k_skate_sample_metal_scrape_generic;
else
sample_type = k_skate_sample_concrete_scrape_wood;
if( player_skate.aud_main ){
player_skate.aud_main->colour = 0x00103efe;
audio_channel_set_spacial( player_skate.aud_main,
- localplayer.rb.co, 40.0f );
+ animator->root_co, 40.0f );
//audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
if( player_skate.aud_slide ){
player_skate.aud_slide->colour = 0x00103efe;
audio_channel_set_spacial( player_skate.aud_slide,
- localplayer.rb.co, 40.0f );
+ animator->root_co, 40.0f );
//audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
if( player_skate.aud_air ){
player_skate.aud_air->colour = 0x00103efe;
audio_channel_set_spacial( player_skate.aud_air,
- localplayer.rb.co, 40.0f );
+ animator->root_co, 40.0f );
//audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
}
audio_unlock();
}
+void player__skate_post_update(void){
+ struct player_skate_state *state = &player_skate.state;
+
+ for( int i=0; i<player_skate.possible_jump_count; i++ ){
+ jump_info *jump = &player_skate.possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
+ }
+
+ for( int j=0; j<jump->log_length - 1; j ++ ){
+ float brightness = jump->score*jump->score*jump->score;
+ v3f p1;
+ v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+ vg_line( jump->log[j], p1, jump->colour );
+ }
+
+ vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
+
+ v3f p1;
+ v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+ vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
+
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
+ }
+}
+
/*
* truck alignment model at ra(local)
* returns 1 if valid surface:
dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
F = a * -dir * k_grind_max_friction;
- v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
+ v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength,
localplayer.rb.v );
}
v3f v_grind;
m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
- float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
+ float decay = 1.0f - ( vg.time_fixed_delta * k_grind_decayxy * strength );
v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
m3x3_mulv( mtx, v_grind, localplayer.rb.v );
}
v3_sub( inf->co, wsp, delta );
/* spring force */
- v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
+ v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta,
localplayer.rb.v );
skate_grind_decay( inf, strength );
rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
k_grind_spring,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
k_grind_spring*strength,
k_grind_dampener*strength,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
k_grind_spring,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1000.0f,
k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
v3_sub( inf_back->co, pos_back, delta_back );
v3_add( delta_front, delta_back, delta_total );
- v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
+ v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta,
localplayer.rb.v );
/* Fake contact */
rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
dir,
k_grind_spring, k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
perp,
k_grind_spring, k_grind_dampener,
- k_rb_delta );
+ vg.time_fixed_delta );
vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
return new_activity;
}
-static void player__skate_update(void){
+void player__skate_update(void){
struct player_skate_state *state = &player_skate.state;
world_instance *world = world_current_instance();
- if( world->water.enabled ){
- if( localplayer.rb.co[1]+0.25f < world->water.height ){
- player__networked_sfx( k_player_subsystem_walk, 32,
- k_player_walk_soundeffect_splash,
- localplayer.rb.co, 1.0f );
- player__skate_kill_audio();
- player__dead_transition( k_player_die_type_generic );
- return;
- }
- }
+ if( state->activity == k_skate_activity_handplant )
+ return;
+
+ if( !world_water_player_safe( world, 0.25f ) ) return;
v3_copy( localplayer.rb.co, state->prev_pos );
state->activity_prev = state->activity;
float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
}
- state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
+ state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta );
wheels[0].pos[1] = state->slap;
wheels[1].pos[1] = state->slap;
const int k_wheel_count = 2;
- player_skate.substep = k_rb_delta;
+ player_skate.substep = vg.time_fixed_delta;
player_skate.substep_delta = player_skate.substep;
player_skate.limit_count = 0;
skate_adjust_up_direction();
skate_apply_cog_model();
skate_apply_jump_model();
+ skate_apply_handplant_model();
skate_apply_grab_model();
skate_apply_trick_model();
skate_apply_pump_model();
+ ent_tornado_debug();
+ v3f a;
+ ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
+ v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v );
+
begin_collision:;
/*
/* clamp to a fraction of delta, to prevent locking */
float rate_lock = substep_count;
- rate_lock *= k_rb_delta * 0.1f;
+ rate_lock *= vg.time_fixed_delta * 0.1f;
rate_lock *= rate_lock;
max_time = vg_maxf( max_time, rate_lock );
v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
}
- rb_update_transform( &localplayer.rb );
+ rb_update_matrices( &localplayer.rb );
localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
player_skate.substep -= player_skate.substep_delta;
k_material_flag_walking ) != -1) )
{
v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
- rb_update_transform( &localplayer.rb );
+ rb_update_matrices( &localplayer.rb );
- player__skate_kill_audio();
+ vg_info( "player fell of due to hitting head\n" );
player__dead_transition( k_player_die_type_head );
return;
}
m4x3f mtx;
m3x3_identity( mtx );
m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
-
- rb_sphere collider = { .radius = wheels[i].radius };
rb_ct *man = &manifold[ manifold_len ];
- int l = skate_collide_smooth( mtx, &collider, man );
+ int l = skate_collide_smooth( mtx, wheels[i].radius, man );
if( l )
wheels[i].state = k_collider_state_colliding;
}
float grind_radius = k_board_radius * 0.75f;
- rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
- .radius=grind_radius };
+ rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f,
+ .r = grind_radius };
m4x3f mtx;
v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] );
v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
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->geo_bh,
cman, k_material_flag_walking );
/* weld joints */
l = rb_manifold_apply_filtered( cman, l );
manifold_len += l;
-
- if( vg_lines.draw )
- vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
/* add limits */
if( state->activity >= k_skate_activity_grind_any ){
* regular dance; calculate velocity & total mass, apply impulse.
*/
- struct contact *ct = &manifold[i];
+ rb_ct *ct = &manifold[i];
v3f rv, delta;
v3_sub( ct->co, world_cog, delta );
v3f dt;
rb_depenetrate( manifold, manifold_len, dt );
v3_add( dt, localplayer.rb.co, localplayer.rb.co );
- rb_update_transform( &localplayer.rb );
+ rb_update_matrices( &localplayer.rb );
substep_count ++;
f32 nforce = v3_length(normal_total);
if( nforce > 4.0f ){
if( nforce > 17.6f ){
+ vg_info( "player fell off due to hitting ground too hard\n" );
v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
player__dead_transition( k_player_die_type_feet );
- player__skate_kill_audio();
return;
}
q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
q_mul( transport_rotation, state->smoothed_rotation,
state->smoothed_rotation );
- rb_update_transform( &localplayer.rb );
+ q_normalize( localplayer.rb.q );
+ q_normalize( state->smoothed_rotation );
+ rb_update_matrices( &localplayer.rb );
player__pass_gate( id );
}
}
}
-static void player__skate_im_gui(void){
+void player__skate_im_gui(void){
struct player_skate_state *state = &player_skate.state;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
localplayer.rb.v[1],
"air",
"air_to_grind",
"ground",
+ "handplant",
"undefined (INVALID)",
"grind_any (INVALID)",
"grind_boardslide",
state->trick_euler[2] );
}
-static void player__skate_animate(void){
+void player__skate_animate(void){
struct player_skate_state *state = &player_skate.state;
struct player_skate_animator *animator = &player_skate.animator;
animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
5.0f*vg.time_delta );
animator->activity = state->activity;
+ animator->surface = player_skate.surface;
/* pushing */
animator->push_time = vg.time - state->start_push;
if( (state->activity <= k_skate_activity_air_to_grind) &&
(fabsf(state->flip_rate) > 0.01f) ){
float substep = vg.time_fixed_extrapolate;
- float t = state->flip_time+state->flip_rate*substep*k_rb_delta;
+ float t = state->flip_time+state->flip_rate*substep*vg.time_fixed_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
}
else q_identity( animator->qfixuptotal );
- rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
- v3_copy( localplayer.rb.v, animator->root_v );
+
+ if( state->activity == k_skate_activity_handplant ){
+ v3_copy( state->store_co, animator->root_co );
+ v4_copy( state->store_q, animator->root_q );
+ v3_zero( animator->root_v );
+ }
+ else {
+ rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ v3_copy( localplayer.rb.v, animator->root_v );
+ }
+
+ animator->handplant_t = state->handplant_t;
}
-static void player__skate_pose( void *_animator, player_pose *pose ){
+void player__skate_pose( void *_animator, player_pose *pose ){
struct skeleton *sk = &localplayer.skeleton;
struct player_skate_animator *animator = _animator;
skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
mdl_keyframe mirrored[32];
- for( u32 i=1; i<sk->bone_count; i ++ ){
-
- mdl_keyframe *dest = &mirrored[i-1];
- u8 mapping = localplayer.skeleton_mirror[i];
-
- if( mapping ) *dest = bpose[mapping-1]; /* R */
- else *dest = bpose[i-1]; /* L */
-
- dest->co[2] *= -1.0f;
- dest->q[0] *= -1.0f;
- dest->q[1] *= -1.0f;
- }
+ player_mirror_pose( bpose, mirrored );
skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
-
-
-
-
-
skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
if( animator->reverse > 0.0f ){
pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
}
+#if 1
/* angle 'correction' */
v3f origin;
v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
animator->qfixuptotal );
}
+#endif
+
+
+ if( animator->activity == k_skate_activity_handplant ){
+ struct skeleton_anim *anim = player_skate.anim_handplant;
+
+ mdl_keyframe hpose[32];
+ skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
+ if( animator->reverse < 0.0f )
+ player_mirror_pose( hpose, hpose );
+
+ mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+ m4x3f world, mmdl, world_view;
+ q_m3x3( kf_world->q, world );
+ v3_copy( kf_world->co, world[3] );
+
+ q_m3x3( pose->root_q, mmdl );
+ v3_copy( pose->root_co, mmdl[3] );
+
+ m4x3_mul( mmdl, world, world_view );
+
+ vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+ vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+ vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+ m4x3f invworld;
+ m4x3_invert_affine( world, invworld );
+ m4x3_mul( mmdl, invworld, world_view );
+
+ m3x3_q( world_view, pose->root_q );
+ v3_copy( world_view[3], pose->root_co );
+
+ f32 t = animator->handplant_t,
+ frames = anim->length-1,
+ length = animator->activity == k_skate_activity_handplant?
+ frames / anim->rate:
+ 999999,
+ end_dist = vg_minf( t, length - t )/k_anim_transition,
+ blend = vg_smoothstepf( vg_minf(1,end_dist) );
+
+ skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
+ }
+
/* trick rotation */
v4f qtrick, qyaw, qpitch, qroll;
q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
q_normalize( kf_wheels[i]->q );
}
-
+
+#if 1
{
mdl_keyframe
*kf_head = &pose->keyframes[localplayer.id_head-1],
*kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
*kf_hip = &pose->keyframes[localplayer.id_hip-1];
- float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 );
warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
v4f qrot;
sk->bones[skidders[i]].co, qskid );
}
}
+#endif
}
-static void player__skate_effects( void *_animator, m4x3f *final_mtx,
+void player__skate_effects( void *_animator, m4x3f *final_mtx,
struct player_board *board,
struct player_effects_data *effect_data ){
-
struct skeleton *sk = &localplayer.skeleton;
struct player_skate_animator *animator = _animator;
- if( animator->grind > 0.5f ){
- v3f vp0, vp1, vpc;
- if( board ){
- v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
- v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
- }
- else{
- v3_zero( vp0 );
- v3_zero( vp1 );
- }
+ v3f vp0, vp1, vpc;
+ if( board ){
+ v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
+ v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
+ }
+ else{
+ v3_zero( vp0 );
+ v3_zero( vp1 );
+ }
- v3f *board_mtx = final_mtx[ localplayer.id_board ];
- m4x3_mulv( board_mtx, vp0, vp0 );
- m4x3_mulv( board_mtx, vp1, vp1 );
- v3_add( vp0, vp1, vpc );
- v3_muls( vpc, 0.5f, vpc );
+ v3f *board_mtx = final_mtx[ localplayer.id_board ];
+ m4x3_mulv( board_mtx, vp0, vp0 );
+ m4x3_mulv( board_mtx, vp1, vp1 );
+ v3_add( vp0, vp1, vpc );
+ v3_muls( vpc, 0.5f, vpc );
+ if( animator->surface == k_surface_prop_sand ){
+ if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
+ v3f v, co;
+ v3_muls( animator->root_v, 0.5f, v );
+ v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
+
+ effect_data->sand.colour = 0xff8ec4e6;
+ effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
+ }
+ }
+
+ if( animator->grind > 0.5f ){
int back = 0, front = 0, mid = 0;
if( animator->activity == k_skate_activity_grind_5050 ){
}
}
-static void player__skate_post_animate(void){
+void player__skate_post_animate(void){
struct player_skate_state *state = &player_skate.state;
localplayer.cam_velocity_influence = 1.0f;
+ localplayer.cam_dist = 1.8f;
v3f head = { 0.0f, 1.8f, 0.0f };
m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
state->head_position, state->head_position );
}
-static void player__skate_reset_animator(void){
+void player__skate_reset_animator(void){
struct player_skate_state *state = &player_skate.state;
memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
player_skate.animator.fly = 0.0f;
}
-static void player__skate_clear_mechanics(void){
+void player__skate_clear_mechanics(void)
+{
struct player_skate_state *state = &player_skate.state;
state->jump_charge = 0.0f;
state->charging_jump = 0;
v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
v3_copy( localplayer.rb.co, state->prev_pos );
v3_zero( player_skate.weight_distribution );
+
+ v3f head = { 0.0f, 1.8f, 0.0f };
+ m4x3_mulv( localplayer.rb.to_world, head, state->head_position );
}
#include "network_compression.h"
-static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
+void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
struct player_skate_animator *animator = data;
bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
+ bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t );
bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
bitpack_bytes( ctx, 1, &animator->activity );
}
-static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
audio_lock();
if( id == k_player_skate_soundeffect_jump ){
audio_unlock();
}
-
-#endif /* PLAYER_SKATE_C */