#include "addon.h"
static void player__skate_bind(void){
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
-
+ struct skeleton *sk = &localplayer.skeleton;
rb_update_transform( &localplayer.rb );
struct { struct skeleton_anim **anim; const char *name; }
support_max;
v3f support_axis;
- v3_cross( plane, localplayer.basis[1], support_axis );
+ v3_cross( plane, (v3f){0,1,0}, support_axis );
v3_normalize( support_axis );
bh_iter it;
v3_cross( va, vb, normal );
sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = v3_dot( localplayer.basis[1], normal );
+ sample->normal[1] = normal[1];
sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = v3_dot( localplayer.basis[1], d );
+ sample->co[1] = d[1];
v3_copy( normal, sample->normal3 ); /* normalize later
if we want to us it */
if( sample_count < 2 )
return 0;
- v3f
- average_direction,
+ v3f average_direction,
average_normal;
v2f min_co, max_co;
v3_copy( si->normal3, n0 );
v3_copy( sj->normal3, n1 );
v3_cross( n0, n1, dir );
+
+ if( v3_length2( dir ) <= 0.000001f )
+ continue;
+
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 );
- float yi = v3_dot( localplayer.basis[1], si->normal3 ),
- yj = v3_dot( localplayer.basis[1], sj->normal3 );
+ float yi = si->normal3[1],
+ yj = sj->normal3[1];
if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
else v3_add( sj->normal3, average_normal, average_normal );
v3f v0;
v3_sub( target, localplayer.rb.co, v0 );
- m3x3_mulv( localplayer.invbasis, v0, v0 );
v3f ax;
v3_copy( v0, ax );
ax[1] = 0.0f;
v3_normalize( ax );
- v3f v_local;
- m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local );
-
- v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, v_local ), v_local[1] };
+ v2f d = { v3_dot( ax, v0 ), v0[1] },
+ v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
v3_muls( ax, cosf( a0 ) * m, inf->v );
inf->v[1] += sinf( a0 ) * m;
- m3x3_mulv( localplayer.basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a0)*m);
inf->gravity = gravity;
v3_muls( ax, cosf( a1 ) * m, inf->v );
inf->v[1] += sinf( a1 ) * m;
- m3x3_mulv( localplayer.basis, inf->v, inf->v );
inf->land_dist = d[0] / (cosf(a1)*m);
inf->gravity = gravity;
v3_normalize( axis );
/* at high slopes, Y component is low */
- float upness = v3_dot( localplayer.rb.to_world[1], localplayer.basis[1] ),
+ float upness = localplayer.rb.to_world[1][1],
angle_begin = -(1.0f-fabsf( upness )),
angle_end = 1.0f;
inf->gravity = gravity;
v3_copy( launch_v, inf->v );
- m3x3f basis;
- m3x3_copy( localplayer.basis, basis );
-
for( int i=1; i<=50; i++ ){
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
+ co1[1] += -0.5f * gravity * t*t;
v3_add( launch_co, co1, co1 );
- float launch_vy = v3_dot( launch_v,basis[1] );
+ float launch_vy = launch_v[1];
int search_for_grind = 1;
if( grind_located ) search_for_grind = 0;
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] );
+ bound[j][1] += -0.5f*gravity*t*t;
v3_add( launch_co, bound[j], bound[j] );
}
if( search_for_grind ){
v3f ve;
v3_copy( launch_v, ve );
- v3_muladds( ve, basis[1], -gravity * t, ve );
+ ve[1] += -gravity * t;
if( skate_grind_scansq( 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] ) };
+ v2f v0 = { ve[0], ve[2] },
+ v1 = { grind.dir[0], grind.dir[2] };
v2_normalize( v0 );
v2_normalize( v1 );
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->flags & k_ent_gate_nonlocal ){
+ if( gate->flags & k_ent_gate_nonlocal )
trace_world = &world_static.instances[ gate->target ];
- }
}
}
v3f ve;
v3_copy( launch_v, ve );
- v3_muladds( ve, localplayer.basis[1], -gravity * t, ve );
+ ve[1] += -gravity * t;
inf->score = -v3_dot( ve, inf->n );
inf->land_dist = t + k_trace_delta * t1;
v3_copy( jump->v, launch_v );
v3_copy( localplayer.rb.co, launch_co );
-
- m3x3f basis;
- m3x3_copy( localplayer.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 );
+ co0[1] += -0.5f * jump->gravity * t*t;
v3_add( launch_co, co0, co0 );
/* rough scan to make sure we dont collide with anything */
t *= jump->land_dist;
v3_muls( launch_v, t, co1 );
- v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+ co1[1] += -0.5f * jump->gravity * t*t;
v3_add( launch_co, co1, co1 );
float t1;
/* determine score */
v3f ve;
v3_copy( jump->v, ve );
- v3_muladds( ve, localplayer.basis[1],
- -jump->gravity*jump->land_dist, ve );
+ ve[1] += -jump->gravity*jump->land_dist;
jump->score = -v3_dot( ve, grind.n ) * 0.9f;
player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
v3_zero( state->flip_axis );
}
}
- else{
- v3_copy( localplayer.basis[1], state->land_normal );
- }
+ else
+ v3_copy( (v3f){0,1,0}, state->land_normal );
}
/*
if( v3_length2( state->trick_vel ) < 0.0001f )
return;
- int carry_on = player_skate_trick_input();
+ int carry_on = state->trick_type == player_skate_trick_input();
/* we assume velocities share a common divisor, in which case the
* interval is the minimum value (if not zero) */
}
float interval = 1.0f / min_rate,
- current = floorf( state->trick_time / interval ),
- next_end = (current+1.0f) * interval;
+ current = floorf( state->trick_time ),
+ next_end = current+1.0f;
/* integrate trick velocities */
v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
state->trick_euler );
- if( !carry_on && (state->trick_time + k_rb_delta >= next_end) ){
+ if( !carry_on && (state->trick_time + k_rb_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] );
state->trick_euler[2] = roundf( state->trick_euler[2] );
v3_copy( state->trick_vel, state->trick_residualv );
v3_zero( state->trick_vel );
- }
- state->trick_time += k_rb_delta;
+ audio_lock();
+ audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],
+ localplayer.rb.co, 40.0f, 1.0f );
+ audio_unlock();
+ }
+ else
+ state->trick_time += k_rb_delta / interval;
}
else{
if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
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] );
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;
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_down(k_srbind_skid) && (fabsf(state->skid)<0.01f) ){
+ state->skid = vg_signf( steer ) * 0.01f;
+ }
+
+ if( button_press(k_srbind_skid) ){
+ 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,
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;
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ),
+ float aup = localplayer.rb.to_world[1][1],
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
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 );
state->jump_charge = 0.0f;
state->jump_time = vg.time;
-
- audio_lock();
- audio_oneshot_3d( &audio_jumps[vg_randu32()%2],
- localplayer.rb.co,40.0f,1.0f);
- audio_unlock();
+ player__networked_sfx( k_player_subsystem_skate, 32,
+ k_player_skate_soundeffect_jump,
+ localplayer.rb.co, 1.0f );
}
}
/* Apply forces & intergrate */
v3_muladds( state->cog_v, F, -rb, state->cog_v );
- v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta,
- state->cog_v );
-
+ state->cog_v[1] += -9.8f * k_rb_delta;
v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
}
v3_copy( localplayer.cam.angles, localplayer.angles );
localplayer.angles[2] = 0.0f;
- player__begin_holdout();
+ v3f newpos, offset;
+ m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
+ v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
+ v3_sub( localplayer.rb.co, newpos, offset );
+ v3_copy( newpos, localplayer.rb.co );
+
+ player__begin_holdout( offset );
player__skate_kill_audio();
player__walk_transition();
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( (vg.time - state->jump_time) < 0.1f ){
+ 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],
+ localplayer.rb.co, 40.0f, 1.0f );
+ audio_unlock();
+ }
+
+ if( state->trick_time < 0.1f ){
v3_zero( state->trick_vel );
- state->trick_time = 0.0f;
if( trick == k_trick_type_kickflip ){
state->trick_vel[0] = 3.0f;
8.0f * player_skate.substep_delta, state->up_dir );
}
else{
- v3_lerp( state->up_dir, localplayer.basis[1],
- 12.0f * player_skate.substep_delta, state->up_dir );
+ v3f avg;
+ v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
+ v3_normalize( avg );
+
+ v3_lerp( state->up_dir, avg,
+ 6.0f * player_skate.substep_delta, state->up_dir );
}
}
static void skate_grind_truck_apply( float sign, struct grind_info *inf,
float strength ){
struct player_skate_state *state = &player_skate.state;
-
/* REFACTOR */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
v3f raw, wsp;
if( world->water.enabled ){
if( localplayer.rb.co[1]+0.25f < world->water.height ){
- audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
+ 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;
}
}
}
}
min_dist -= 0.2f;
- float vy = v3_dot( localplayer.basis[1], localplayer.rb.v );
- vy = vg_maxf( 0.0f, vy );
-
+ 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 );
}
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( localplayer.rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
+ player__networked_sfx( k_player_subsystem_skate, 32,
+ k_player_skate_soundeffect_tap,
+ localplayer.rb.co, 0.75f );
}
}
- audio_unlock();
}
if( contact_count ){
}
rb_update_transform( &localplayer.rb );
- v3_muladds( localplayer.rb.v, localplayer.basis[1],
- -state->gravity_bias * player_skate.substep_delta,
- localplayer.rb.v );
+ localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
player_skate.substep -= player_skate.substep_delta;
rb_update_transform( &localplayer.rb );
player__skate_kill_audio();
- player__dead_transition();
+ player__dead_transition( k_player_die_type_head );
return;
}
}
/* yes, we are currently rebuilding mass matrices every frame. too bad! */
- v3f extent = { k_board_width, 0.1f, k_board_length };
+ v3f extent = { k_board_width*10.0f, 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];
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;
}
if( stick_frames > 5 ) stick_frames = 5;
if( stick_frames == 4 ){
- audio_lock();
-
if( state->activity == k_skate_activity_ground ){
if( (fabsf(state->slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], localplayer.rb.co,
- 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_land_bad,
+ localplayer.rb.co, 0.6f );
}
else{
- audio_oneshot_3d( &audio_lands[vg_randu32()%3], localplayer.rb.co,
- 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_land_good,
+ localplayer.rb.co, 1.0f );
}
}
else if( player_skate.surface == k_surface_prop_metal ){
- audio_oneshot_3d( &audio_board[3], localplayer.rb.co, 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_grind_metal,
+ localplayer.rb.co, 1.0f );
}
else{
- audio_oneshot_3d( &audio_board[8], localplayer.rb.co, 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_grind_wood,
+ localplayer.rb.co, 1.0f );
}
-
- audio_unlock();
} else if( stick_frames == 0 ){
-
+ /* TODO: EXIT SOUNDS */
+ }
+
+ if( (state->activity_prev < k_skate_activity_grind_any) &&
+ (state->activity >= k_skate_activity_grind_any) ){
+ state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
+ state->grind_y_start = localplayer.rb.co[1];
+ }
+
+ if( state->activity >= k_skate_activity_grind_any ){
+ f32 dy = localplayer.rb.co[1] - state->grind_y_start;
+ if( dy < 0.0f ){
+ state->velocity_limit += -dy*0.2f;
+ }
+ state->grind_y_start = localplayer.rb.co[1];
+
+
+ f32 speed_end = v3_length( localplayer.rb.v );
+ if( speed_end > state->velocity_limit ){
+ v3_muls( localplayer.rb.v, state->velocity_limit/speed_end,
+ localplayer.rb.v );
+ }
}
}
state->trick_vel[0],
state->trick_vel[1],
state->trick_vel[2] );
- player__debugtext( 1, "tricke: %.2f %.2f %.2f",
+ player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f",
+ state->trick_time,
state->trick_euler[0],
state->trick_euler[1],
state->trick_euler[2] );
float curspeed = v3_length( localplayer.rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign,
(1.0f-fabsf(animator->slide)*0.9f);
animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
- v3_muls( animator->offset, 0.3f, localplayer.cam_control.tpv_offset_extra );
+ v3f cam_offset;
+ v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
/* localized vectors */
m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
{
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 );
animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
5.0f*vg.time_delta );
+ animator->activity = state->activity;
/* pushing */
animator->push_time = vg.time - state->start_push;
animator->subslap = vg_lerpf( animator->subslap, slapm,
vg.time_delta*10.0f );
+#if 0
f32 l = ((state->activity < k_skate_activity_ground) &&
v3_length2(state->trick_vel) > 0.1f )? 1: 0;
animator->trick_foot = vg_lerpf( animator->trick_foot, l,
8.4f*vg.time_delta );
+#endif
+
+ animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
/* grab */
v2f grab_input;
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 */
}
else q_identity( animator->qfixuptotal );
rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+ v3_copy( localplayer.rb.v, animator->root_v );
}
static void player__skate_pose( void *_animator, player_pose *pose ){
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
+ struct skeleton *sk = &localplayer.skeleton;
struct player_skate_animator *animator = _animator;
pose->type = k_player_pose_type_ik;
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];
+ 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;
+ }
+ skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
+
+
+
+
+
skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
if( animator->reverse > 0.0f ){
skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
pose->keyframes );
- mdl_keyframe *kf_board = &pose->keyframes[av->id_board-1],
- *kf_foot_l = &pose->keyframes[av->id_ik_foot_l-1],
- *kf_foot_r = &pose->keyframes[av->id_ik_foot_r-1],
- *kf_knee_l = &pose->keyframes[av->id_ik_knee_l-1],
- *kf_knee_r = &pose->keyframes[av->id_ik_knee_r-1],
- *kf_hip = &pose->keyframes[av->id_hip-1],
- *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
- &pose->keyframes[av->id_wheel_l-1] };
+ mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
+ *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
+ *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
+ *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
+ *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
+ *kf_hip = &pose->keyframes[localplayer.id_hip-1],
+ *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
+ &pose->keyframes[localplayer.id_wheel_l-1] };
mdl_keyframe grind_pose[32];
float add_grab_mod = 1.0f - animator->fly;
/* additive effects */
- u32 apply_to[] = { av->id_hip,
- av->id_ik_hand_l,
- av->id_ik_hand_r,
- av->id_ik_elbow_l,
- av->id_ik_elbow_r };
+ u32 apply_to[] = { localplayer.id_hip,
+ localplayer.id_ik_hand_l,
+ localplayer.id_ik_hand_r,
+ localplayer.id_ik_elbow_l,
+ localplayer.id_ik_elbow_r };
float apply_rates[] = { 1.0f,
0.75f,
/* angle 'correction' */
v3f origin;
- v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+ v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
for( int i=0; i<vg_list_size(apply_to); i ++ ){
mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
- keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
animator->qfixuptotal );
}
kf_board->co[1] += animator->slap * animator->subslap;
kf_hip->co[1] += animator->slap * 0.25f;
+ /* kickflip and shuvit are in the wrong order for some reason */
if( animator->trick_type == k_trick_type_kickflip ){
- kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+ kf_foot_l->co[0] += animator->trick_foot * 0.15f;
+ 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_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[0] += animator->trick_foot * 0.2f;
kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
- kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
+ kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
+ kf_foot_r->co[1] += animator->trick_foot * 0.09f;
}
else if( animator->trick_type == k_trick_type_treflip ){
kf_foot_l->co[0] += animator->trick_foot * 0.2f;
q_normalize( kf_wheels[i]->q );
}
-#if 0
{
mdl_keyframe
- *kf_head = &pose->keyframes[av->id_head-1],
- *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
- *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
- *kf_hand_l = &pose->keyframes[av->id_ik_hand_l-1],
- *kf_hand_r = &pose->keyframes[av->id_ik_hand_r-1];
+ *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_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;
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 );
+ sk->bones[localplayer.id_ik_hand_l].co, qrot );
keyframe_rotate_around( kf_hand_r, origin,
- av->sk.bones[av->id_ik_hand_r].co, qrot );
+ sk->bones[localplayer.id_ik_hand_r].co, qrot );
keyframe_rotate_around( kf_hip, origin,
- av->sk.bones[av->id_hip].co, qrot );
+ sk->bones[localplayer.id_hip].co, qrot );
keyframe_rotate_around( kf_elbow_r, origin,
- av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ sk->bones[localplayer.id_ik_elbow_r].co, qrot );
keyframe_rotate_around( kf_elbow_l, origin,
- av->sk.bones[av->id_ik_elbow_l].co, qrot );
+ sk->bones[localplayer.id_ik_elbow_l].co, qrot );
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 );
+ }
+ }
+}
+
+static 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 *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 );
+
+ int back = 0, front = 0, mid = 0;
+
+ if( animator->activity == k_skate_activity_grind_5050 ){
+ back = 1;
+ front = 1;
+ }
+ else if( animator->activity == k_skate_activity_grind_back50 ){
+ back = 1;
+ }
+ else if( animator->activity == k_skate_activity_grind_front50 ){
+ front = 1;
+ }
+ else if( animator->activity == k_skate_activity_grind_boardslide ){
+ mid = 1;
+ }
+
+ if( back ){
+ effect_spark_apply( &effect_data->spark, vp0,
+ animator->root_v, vg.time_delta );
+ }
+
+ if( front ){
+ effect_spark_apply( &effect_data->spark, vp1,
+ animator->root_v, vg.time_delta );
+ }
+
+ if( mid ){
+ effect_spark_apply( &effect_data->spark, vpc,
+ animator->root_v, vg.time_delta );
+ }
}
-#endif
}
static void player__skate_post_animate(void){
- struct player_avatar *av = localplayer.playeravatar;
struct player_skate_state *state = &player_skate.state;
-
localplayer.cam_velocity_influence = 1.0f;
v3f head = { 0.0f, 1.8f, 0.0f };
- m4x3_mulv( localplayer.final_mtx[ av->id_head ],
+ m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
head, state->head_position );
m4x3_mulv( localplayer.rb.to_local,
state->head_position, state->head_position );
v3_zero( player_skate.weight_distribution );
}
-static void player__skate_reset( ent_spawn *rp ){
- struct player_skate_state *state = &player_skate.state;
- v3_zero( localplayer.rb.v );
- v4_copy( rp->transform.q, localplayer.rb.q );
+#include "network_compression.h"
- state->activity = k_skate_activity_air;
- state->activity_prev = k_skate_activity_air;
+static 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_qquat( ctx, animator->root_q );
+
+ 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, 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 */
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->stand );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->push );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump ); /*??*/
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->jump_charge ); /*??*/
+
+ /* just the sign bit? */
+ bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
+ bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
+ bitpack_bytes( ctx, 1, &animator->jump_dir );
+ bitpack_bytes( ctx, 1, &animator->trick_type );
+
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grind_balance );
+ bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
+ bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->trick_foot );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slap );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->subslap );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->grabbing );
+
+ /* animator->wobble is ommited */
+
+ bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
+ bitpack_qquat( ctx, animator->qfixuptotal );
+ bitpack_qquat( ctx, animator->qflip );
+
+ bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
+ bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
+ bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
+ bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
+
+ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
+ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
+ bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
+ bitpack_bytes( ctx, 1, &animator->activity );
+}
- player__skate_clear_mechanics();
- player__skate_reset_animator();
+static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+ audio_lock();
- v3_zero( state->head_position );
- state->head_position[1] = 1.8f;
+ if( id == k_player_skate_soundeffect_jump ){
+ audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2],
+ pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_tap ){
+ audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4],
+ pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_land_good ){
+ audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3],
+ pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_land_bad ){
+ audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3],
+ pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_grind_metal ){
+ audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_grind_wood ){
+ audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
+ }
+
+ audio_unlock();
}
#endif /* PLAYER_SKATE_C */