now fall in immobile mode
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index a7899075d0525f5db0a62a92f74aaf230bc5f4ea..7da738ef6419013c0bff9dc460d94abc9bb62d47 100644 (file)
@@ -59,18 +59,17 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
    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, sphere, NULL, &world->rb_geo.inf.scene, man,
+                           k_material_flag_walking );
 
-   for( int i=0; i<len; i++ )
-   {
+   for( int i=0; i<len; i++ ){
       man[i].rba = &player->rb;
       man[i].rbb = NULL;
    }
 
    rb_manifold_filter_coplanar( man, len, 0.03f );
 
-   if( len > 1 )
-   {
+   if( len > 1 ){
       rb_manifold_filter_backface( man, len );
       rb_manifold_filter_joint_edges( man, len, 0.03f );
       rb_manifold_filter_pairs( man, len, 0.03f );
@@ -511,7 +510,8 @@ void player__approximate_best_trajectory( player_instance *player )
          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);
+         int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
+                                     k_material_flag_walking );
          if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
@@ -598,7 +598,8 @@ void player__approximate_best_trajectory( player_instance *player )
             v3f n;
 
             int idx = spherecast_world( world0, co0,co1,
-                                        k_board_radius*0.1f, &t1, n);
+                                        k_board_radius*0.1f, &t1, n, 
+                                        k_material_flag_walking );
             if( idx != -1 ){
                goto invalidated_grind;
             }
@@ -1332,7 +1333,7 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
       ray_l.dist = 2.1f * k_board_radius;
 
-      res_l = ray_world( world, left, dir, &ray_l );
+      res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
 
       if( res_l )
          break;
@@ -1344,7 +1345,7 @@ int skate_compute_surface_alignment( player_instance *player,
       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 );
+      res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
 
       if( res_r )
          break;
@@ -1511,7 +1512,8 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ){
    v3_muls( dir, 1.0f/ray.dist, dir );
    ray.dist -= 0.025f;
 
-   if( ray_world( world_current_instance(), origin, dir, &ray ) )
+   if( ray_world( world_current_instance(), origin, dir, &ray, 
+                  k_material_flag_walking ) )
       return 0;
 
    return 1;
@@ -2282,7 +2284,8 @@ begin_collision:;
       v3f n;
 
       float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
-      if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
+      if( spherecast_world( world, current, future, cast_radius, &t, n,
+                            k_material_flag_walking ) != -1)
          max_time = vg_minf( max_time, t * s->substep );
    }
 
@@ -2329,7 +2332,8 @@ begin_collision:;
    float t;
    v3f n;
    if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
-       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+       (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n,
+                          k_material_flag_walking ) != -1) )
    {
       v3_lerp( start_co, player->rb.co, t, player->rb.co );
       rb_update_transform( &player->rb );
@@ -2376,7 +2380,7 @@ begin_collision:;
    rb_ct *cman = &manifold[manifold_len];
 
    int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
-                              cman );
+                              cman, k_material_flag_walking );
 
    /* weld joints */
    for( int i=0; i<l; i ++ )
@@ -2851,25 +2855,19 @@ VG_STATIC void player__skate_animate( player_instance *player ){
 
    /* counter-rotation */
    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" ); /* this never happens anymore? */
-         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 );
+      v3f yaw_smooth = {1.0f,0.0f,0.0f};
       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 );
+      yaw_smooth[1] = 0.0f;
+      v3_normalize( yaw_smooth );
 
-      f32 yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
-          yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-0.7f,0.7f);
+      f32 yaw_counter_rotate  = yaw_smooth[0];
+          yaw_counter_rotate  = vg_maxf( 0.7f, yaw_counter_rotate );
           yaw_counter_rotate  = acosf( yaw_counter_rotate );
           yaw_counter_rotate *= 1.0f-animator->fly;
 
@@ -2878,7 +2876,6 @@ VG_STATIC void player__skate_animate( player_instance *player ){
       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 ) );
 
@@ -2886,9 +2883,11 @@ VG_STATIC void player__skate_animate( player_instance *player ){
       v4f qcounteryaw, qfixup;
       
       v3_cross( up, ndir, axis );
-      q_axis_angle( qfixup, axis, a );
+      q_axis_angle( qfixup, axis, a*2.0f );
+
+      v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
+      q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
 
-      q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
       q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
       q_normalize( animator->qfixuptotal );
 
@@ -2896,11 +2895,10 @@ VG_STATIC void player__skate_animate( player_instance *player ){
       m3x3_mulv( player->rb.to_world, up, p1 );
       m3x3_mulv( player->rb.to_world, ndir, p2 );
 
-      vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
-      vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+      vg_line_arrow( player->rb.co, p1, 0.5f, VG__PINK );
+      vg_line_arrow( player->rb.co, p2, 0.5f, VG__PINK );
    }
    else q_identity( animator->qfixuptotal );
-   q_identity( animator->qfixuptotal );
    rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
 }
                         
@@ -3060,14 +3058,19 @@ VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
 
    if( animator->trick_type == k_trick_type_kickflip ){
       kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
    }
    else if( animator->trick_type == k_trick_type_shuvit ){
       kf_foot_l->co[0] += animator->trick_foot * 0.1f;
       kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
    }
    else if( animator->trick_type == k_trick_type_treflip ){
       kf_foot_l->co[0] += animator->trick_foot * 0.2f;
       kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+      kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
    }
 
    /* 
@@ -3088,6 +3091,7 @@ VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
       q_normalize( kf_wheels[i]->q );
    }
 
+#if 0
    {
       mdl_keyframe
          *kf_head    = &pose->keyframes[av->id_head-1],
@@ -3118,6 +3122,7 @@ VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
    }
+#endif
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )