network release 9
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 7f4bc37f741991deb72b99cca2495cfe0a2731af..91265ceb3ec1bfbde17725b4eb2c0b607d71ff04 100644 (file)
@@ -24,7 +24,8 @@ static void player__skate_bind(void){
       { &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++ )
@@ -758,7 +759,7 @@ static void skate_apply_trick_model(void){
           state->trick_time > 0.2f)
       {
          player__skate_kill_audio();
-         player__dead_transition();
+         player__dead_transition( k_player_die_type_feet );
       }
 
       state->trick_euler[0] = roundf( state->trick_euler[0] );
@@ -804,6 +805,8 @@ static void skate_apply_steering_model(void){
    float rate = 26.0f,
          top  = 1.0f;
 
+   f32 skid_target = 0.0f;
+
    if( state->activity <= k_skate_activity_air_to_grind ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
@@ -833,12 +836,36 @@ static void skate_apply_steering_model(void){
          rate = 35.0f;
          top  = 1.5f;
       }
-      
+      else {
+         f32 skid = axis_state(k_sraxis_skid);
+
+         /* skids on keyboard lock to the first direction pressed */
+         if( vg_input.display_input_method == k_input_method_kbm ){
+            if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
+                (fabsf(steer) > 0.4f) ){
+               state->skid = vg_signf( steer ) * 0.02f;
+            }
+
+            if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
+               skid_target = vg_signf( state->skid );
+            }
+         }
+         else {
+            if( fabsf(skid) > 0.1f ){
+               skid_target = skid;
+            }
+         }
+      }
+
       if( grab < 0.5f ){
          top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
       }
    }
 
+   vg_slewf( &state->skid, skid_target, k_rb_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,
@@ -872,14 +899,19 @@ static void skate_apply_friction_model(void){
    state->slip = slip;
    state->reverse = -vg_signf(vel[2]);
 
+   f32 lat = k_friction_lat;
+
+   if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
+      lat = k_friction_lat * 2.0f;
+   }
+
    vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
    vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
 
    /* Pushing additive force */
 
-   if( !button_press( k_srbind_jump ) ){
-      if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
-      {
+   if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
+      if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
          if( (vg.time - state->cur_push) > 0.25 )
             state->start_push = vg.time;
 
@@ -957,6 +989,7 @@ static void skate_apply_jump_model(void){
          q_mulv( qtilt, jumpdir, jumpdir );
       }
       state->surface_cooldown = 10;
+      state->trick_input_collect = 0.0f;
       
       float force = k_jump_force*state->jump_charge;
       v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
@@ -968,6 +1001,38 @@ static void skate_apply_jump_model(void){
    }
 }
 
+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;
 
@@ -1081,7 +1146,65 @@ static enum trick_type player_skate_trick_input(void){
 static 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_transform( &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;
 
       v3f angles;
@@ -1093,16 +1216,24 @@ static void player__skate_pre_update(void){
       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;
    }
 
+   enum trick_type trick = player_skate_trick_input();
+   if( trick )
+      state->trick_input_collect += vg.time_frame_delta;
+   else 
+      state->trick_input_collect = 0.0f;
+
    if( state->activity <= k_skate_activity_air_to_grind ){
-      enum trick_type trick = k_trick_type_none;
-      if( (trick = player_skate_trick_input()) ){
+      if( trick && (state->trick_input_collect < 0.1f) ){
          if( state->trick_time == 0.0f ){
             audio_lock();
             audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], 
@@ -1159,7 +1290,8 @@ static void player__skate_post_update(void){
 
    audio_lock();
 
-   float air   = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+   float air   = ((state->activity <= k_skate_activity_air_to_grind) ||
+                  (state->activity == k_skate_activity_handplant))? 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 );
@@ -2036,13 +2168,17 @@ static void player__skate_update(void){
    struct player_skate_state *state = &player_skate.state;
    world_instance *world = world_current_instance();
 
+   if( state->activity == k_skate_activity_handplant ){
+      return;
+   }
+
    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();
+         player__dead_transition( k_player_die_type_generic );
          return;
       }
    }
@@ -2202,6 +2338,7 @@ grinding:;
    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();
@@ -2317,7 +2454,7 @@ begin_collision:;
       rb_update_transform( &localplayer.rb );
 
       player__skate_kill_audio();
-      player__dead_transition();
+      player__dead_transition( k_player_die_type_head );
       return;
    }
 
@@ -2485,7 +2622,7 @@ begin_collision:;
    if( nforce > 4.0f ){
       if( nforce > 17.6f ){
          v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
-         player__dead_transition();
+         player__dead_transition( k_player_die_type_feet );
          player__skate_kill_audio();
          return;
       }
@@ -2619,6 +2756,7 @@ static void player__skate_im_gui(void){
       "air",
       "air_to_grind",
       "ground",
+      "handplant",
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
@@ -2691,7 +2829,6 @@ static void player__skate_animate(void){
 
    v3f cam_offset;
    v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
-   v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
 
    /* localized vectors */
    m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
@@ -2705,24 +2842,34 @@ static void player__skate_animate(void){
    {
       float desired = 0.0f;
       if( state->activity == k_skate_activity_ground )
-         desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
+         desired = vg_clampf( vg_maxf(fabsf( state->slip ),
+                                      fabsf( state->skid ) ), 0.0f, 1.0f );
 
       animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
+
+      f32 dirx = 0.0f;
+      if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
+      if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
+      if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
+         dirx = vg_signf( state->slip );
+      vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
    }
+
+   cam_offset[0] += animator->slide * -animator->x;
+   v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
    
    /* movement information */
    int iair = state->activity <= k_skate_activity_air_to_grind;
 
    float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
-         dirx = state->slip < 0.0f?    0.0f: 1.0f,
-         fly  = iair?                    1.0f: 0.0f,
+         fly  = iair?                  1.0f: 0.0f,
          wdist= player_skate.weight_distribution[2] / k_board_length;
 
    if( state->activity >= k_skate_activity_grind_any )
       wdist = 0.0f;
 
    animator->z      = vg_lerpf( animator->z,      dirz,  2.4f*vg.time_delta );
-   animator->x      = vg_lerpf( animator->x,      dirx,  0.6f*vg.time_delta );
+   animator->skid = state->skid;
    animator->fly    = vg_lerpf( animator->fly,    fly,   3.4f*vg.time_delta );
    animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
 
@@ -2837,10 +2984,14 @@ static void player__skate_animate(void){
    animator->grabbing = state->grabbing;
 
    /* steer */
-   joystick_state( k_srjoystick_steer, animator->steer );
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+   animator->airdir = vg_lerpf( animator->airdir, 
+                                -steer[0], 2.4f*vg.time_delta );
 
-   animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
-                                2.4f*vg.time_delta );
+   animator->steer[0] = steer[0];
+   animator->steer[1] = vg_lerpf( animator->steer[1], 
+                                  steer[0], 4.0f*vg.time_delta );
       
 
    /* flip angle */
@@ -2908,8 +3059,18 @@ static void player__skate_animate(void){
       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 ){
@@ -2956,8 +3117,12 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
       /* sliding */
-      skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f, 
-                            bpose );
+      f32 slide_frame = animator->x * 0.25f + 0.25f;
+      skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
+
+      mdl_keyframe mirrored[32];
+      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 ){
@@ -3035,6 +3200,7 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       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 );
@@ -3044,6 +3210,49 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       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;
@@ -3105,14 +3314,16 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       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_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
          *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
          *kf_hand_l  = &pose->keyframes[localplayer.id_ik_hand_l-1],
-         *kf_hand_r  = &pose->keyframes[localplayer.id_ik_hand_r-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 );
             warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
@@ -3135,7 +3346,54 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       q_inv( qrot, qrot );
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
+
+
+      /* hand placement */
+
+      u32 hand_id = animator->z < 0.5f? 
+                    localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
+
+      v3f sample_co;
+      m4x3f mmdl;
+      q_m3x3( pose->root_q, mmdl );
+      q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
+      v3_add( mmdl[3], pose->root_co, mmdl[3] );
+      m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
+
+      v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
+      vg_line_point( sample_co, 0.04f, 0xff0000ff );
+
+      v3f dir;
+      v3_muls( mmdl[1], -1.0f, dir );
+      ray_hit hit = { .dist = 1.5f };
+      if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
+         vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
+         vg_line( sample_co, hit.pos, 0xffffffff );
+
+         f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) * 
+                   2.0f * fabsf(animator->z*2.0f-1.0f);
+
+         f32 d = (hit.dist - 0.3f) * amt;
+         pose->keyframes[hand_id-1].co[1] -= d;
+         kf_hip->co[1] -= d*0.4f;
+      }
+
+      /* skid */
+      f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
+      u8 skidders[] = { localplayer.id_ik_foot_l, 
+                        localplayer.id_ik_foot_r,
+                        localplayer.id_board };
+      v4f qskid;
+      q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
+
+      for( u32 i=0; i<vg_list_size(skidders); i ++ ){
+         mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
+         keyframe_rotate_around( kf, 
+               (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt}, 
+                                 sk->bones[skidders[i]].co, qskid );
+      }
    }
+#endif
 }
 
 static void player__skate_effects( void *_animator, m4x3f *final_mtx,
@@ -3265,7 +3523,7 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
    bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
    bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
    bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->slide );
-   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->z );
    bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
 
    /* these could likely be pressed down into single bits if needed */
@@ -3303,6 +3561,7 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
 
    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 );
 }