#define PLAYER_SKATE_C
#include "player.h"
+#include "audio.h"
+#include "vg/vg_perlin.h"
+#include "menu.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
struct skeleton *sk = &av->sk;
rb_update_transform( &player->rb );
+ s->anim_grind = skeleton_get_anim( sk, "pose_grind" );
+ s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" );
s->anim_stand = skeleton_get_anim( sk, "pose_stand" );
s->anim_highg = skeleton_get_anim( sk, "pose_highg" );
s->anim_air = skeleton_get_anim( sk, "pose_air" );
s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
+VG_STATIC void player__skate_kill_audio( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ audio_lock();
+ if( s->aud_main )
+ s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
+ if( s->aud_air )
+ s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
+ if( s->aud_slide )
+ s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ audio_unlock();
+}
+
/*
* Collision detection routines
*
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- debug_sphere( mtx, sphere->radius, VG__BLACK );
+ world_instance *world = get_active_world();
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 );
for( int i=0; i<len; i++ )
{
man[i].rbb = NULL;
}
- rb_manifold_filter_coplanar( man, len, 0.05f );
+ rb_manifold_filter_coplanar( man, len, 0.03f );
if( len > 1 )
{
rb_manifold_filter_backface( man, len );
- rb_manifold_filter_joint_edges( man, len, 0.05f );
- rb_manifold_filter_pairs( man, len, 0.05f );
+ rb_manifold_filter_joint_edges( man, len, 0.03f );
+ rb_manifold_filter_pairs( man, len, 0.03f );
}
int new_len = rb_manifold_apply_filtered( man, len );
if( len && !new_len )
return len;
}
-/*
- * Gets the closest grindable edge to the player within max_dist
- */
-VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
- v3f c0, v3f c1,
- float max_dist )
+
+struct grind_info
{
- bh_iter it;
- bh_iter_init( 0, &it );
+ v3f co, dir, n;
+};
- boxf region;
+VG_STATIC int skate_grind_scansq( player_instance *player,
+ v3f pos, v3f dir, float r,
+ struct grind_info *inf )
+{
+ world_instance *world = get_active_world();
- box_init_inf( region );
- box_addpt( region, p0 );
- box_addpt( region, p1 );
-
- float k_r = max_dist;
- v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
- v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+ v4f plane;
+ v3_copy( dir, plane );
+ v3_normalize( plane );
+ plane[3] = v3_dot( plane, pos );
- float closest = k_r*k_r;
- struct grind_edge *closest_edge = NULL;
+ boxf box;
+ v3_add( pos, (v3f){ r, r, r }, box[1] );
+ v3_sub( pos, (v3f){ r, r, r }, box[0] );
+ bh_iter it;
+ bh_iter_init( 0, &it );
int idx;
- while( bh_next( world.grind_bh, &it, region, &idx ) )
+
+ struct grind_sample
{
- struct grind_edge *edge = &world.grind_edges[ idx ];
+ v2f co;
+ v2f normal;
+ v3f normal3,
+ centroid;
+ }
+ samples[48];
+ int sample_count = 0;
- float s,t;
- v3f pa, pb;
+ v2f support_min,
+ support_max;
- float d2 =
- closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+ v3f support_axis;
+ v3_cross( plane, player->basis[1], support_axis );
+ v3_normalize( support_axis );
+
+ while( bh_next( world->geo_bh, &it, box, &idx ) ){
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
- if( d2 < closest )
- {
- closest = d2;
- closest_edge = edge;
- v3_copy( pa, c0 );
- v3_copy( pb, c1 );
- }
- }
+ struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+ if( !(surf->info.flags & k_material_flag_skate_surface) )
+ continue;
- return closest_edge;
-}
+ for( int j=0; j<3; j++ )
+ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
-VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
-{
- v3f p0, p1, c0, c1;
- v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 );
- v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
- v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 );
- v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 );
+ for( int j=0; j<3; j++ ){
+ int i0 = j,
+ i1 = (j+1) % 3;
+
+ struct grind_sample *sample = &samples[ sample_count ];
+ v3f co;
- float const k_r = 0.25f;
- struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1,
- c0, c1, k_r );
+ if( plane_segment( plane, tri[i0], tri[i1], co ) ){
+ v3f d;
+ v3_sub( co, pos, d );
+ if( v3_length2( d ) > r*r )
+ continue;
- if( closest_edge )
- {
- v3f delta;
- v3_sub( c1, c0, delta );
+ v3f va, vb, normal;
+ v3_sub( tri[1], tri[0], va );
+ v3_sub( tri[2], tri[0], vb );
+ v3_cross( va, vb, normal );
- if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
- {
- contact->p = v3_length( delta );
- contact->type = k_contact_type_edge;
- contact->element_id = 0;
- v3_copy( c1, contact->co );
- contact->rba = NULL;
- contact->rbb = NULL;
-
- v3f edge_dir, axis_dir;
- v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
- v3_normalize( edge_dir );
- v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
- v3_cross( edge_dir, axis_dir, contact->n );
+ sample->normal[0] = v3_dot( support_axis, normal );
+ sample->normal[1] = v3_dot( player->basis[1], normal );
+ sample->co[0] = v3_dot( support_axis, d );
+ sample->co[1] = v3_dot( player->basis[1], d );
- return 1;
+ v3_copy( normal, sample->normal3 ); /* normalize later
+ if we want to us it */
+
+ v3_muls( tri[0], 1.0f/3.0f, sample->centroid );
+ v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
+ v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
+
+ v2_normalize( sample->normal );
+ sample_count ++;
+
+ if( sample_count == vg_list_size( samples ) )
+ goto too_many_samples;
+ }
}
- else
- return 0;
}
- return 0;
-}
+too_many_samples:
-/*
- *
- * Prediction system
- *
- *
- */
+ if( sample_count < 2 )
+ return 0;
-/*
- * Trace a path given a velocity rotation.
- *
- * TODO: this MIGHT be worth doing RK4 on the gravity field.
- */
-VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
- struct land_prediction *prediction )
-{
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float k_bias = 0.96f;
+ v3f
+ average_direction,
+ average_normal;
- v3f pco, pco1, pv;
- v3_copy( co, pco );
- v3_muls( v, k_bias, pv );
+ v2f min_co, max_co;
+ v2_fill( min_co, INFINITY );
+ v2_fill( max_co, -INFINITY );
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
+ v3_zero( average_direction );
+ v3_zero( average_normal );
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
+ int passed_samples = 0;
+
+ for( int i=0; i<sample_count-1; i++ ){
+ struct grind_sample *si, *sj;
- float grind_score = INFINITY,
- air_score = INFINITY,
- time_to_impact = 0.0f;
+ si = &samples[i];
- prediction->log_length = 0;
- v3_copy( pco, prediction->apex );
+ for( int j=i+1; j<sample_count; j++ ){
+ if( i == j )
+ continue;
- for( int i=0; i<vg_list_size(prediction->log); i++ )
- {
- v3_copy( pco, pco1 );
+ sj = &samples[j];
- pv[1] += -k_gravity * pstep;
+ /* non overlapping */
+ if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
+ continue;
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
+ /* not sharp angle */
+ if( v2_dot( si->normal, sj->normal ) >= 0.7f )
+ continue;
- if( pco[1] > prediction->apex[1] )
- v3_copy( pco, prediction->apex );
-
- v3f vdir;
+ /* not convex */
+ v3f v0;
+ v3_sub( sj->centroid, si->centroid, v0 );
+ if( v3_dot( v0, si->normal3 ) >= 0.0f ||
+ v3_dot( v0, sj->normal3 ) <= 0.0f )
+ continue;
+
+ v2_minv( sj->co, min_co, min_co );
+ v2_maxv( sj->co, max_co, max_co );
+
+ v3f n0, n1, dir;
+ v3_copy( si->normal3, n0 );
+ v3_copy( sj->normal3, n1 );
+ v3_cross( n0, n1, dir );
+ v3_normalize( dir );
- v3_sub( pco, pco1, vdir );
+ /* 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 l = v3_length( vdir );
- v3_muls( vdir, 1.0f/l, vdir );
+ float yi = v3_dot( player->basis[1], si->normal3 ),
+ yj = v3_dot( player->basis[1], sj->normal3 );
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
+ if( yi > yj )
+ v3_add( si->normal3, average_normal, average_normal );
+ else
+ v3_add( sj->normal3, average_normal, average_normal );
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- float d2 = v3_dist2( c0, c1 );
- if( d2 < closest_grind )
- {
- closest_grind = d2;
- best_grind = ge;
- grind_score = closest_grind * 0.05f;
- }
+ passed_samples ++;
}
+ }
- v3f n1;
+ if( !passed_samples )
+ return 0;
- float t1;
- int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
- if( idx != -1 )
- {
- v3_copy( n1, prediction->n );
- air_score = -v3_dot( pv, n1 );
-
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
+ if( (v3_length2( average_direction ) <= 0.001f) ||
+ (v3_length2( average_normal ) <= 0.001f ) )
+ return 0;
- /* Bias prediction towords ramps */
- if( mat->info.flags & k_material_flag_skate_surface )
- air_score *= 0.1f;
+ float div = 1.0f/(float)passed_samples;
+ v3_normalize( average_direction );
+ v3_normalize( average_normal );
- v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] );
- time_to_impact += t1 * pstep;
- break;
- }
+ v2f average_coord;
+ v2_add( min_co, max_co, average_coord );
+ v2_muls( average_coord, 0.5f, average_coord );
- time_to_impact += pstep;
- v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
- }
+ v3_muls( support_axis, average_coord[0], inf->co );
+ inf->co[1] += average_coord[1];
+ v3_add( pos, inf->co, inf->co );
+ v3_copy( average_normal, inf->n );
+ v3_copy( average_direction, inf->dir );
- if( grind_score < air_score )
- {
- prediction->score = grind_score;
- prediction->type = k_prediction_grind;
- }
- else if( air_score < INFINITY )
- {
- prediction->score = air_score;
- prediction->type = k_prediction_land;
- }
- else
- {
- prediction->score = INFINITY;
- prediction->type = k_prediction_none;
- }
+ vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+ vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
+ vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
- prediction->land_dist = time_to_impact;
+ return passed_samples;
}
-VG_STATIC
-void player__approximate_best_trajectory( player_instance *player )
+VG_STATIC void reset_jump_info( jump_info *inf )
{
- struct player_skate *s = &player->_skate;
+ inf->log_length = 0;
+ inf->land_dist = 0.0f;
+ inf->score = 0.0f;
+ inf->type = k_prediction_unset;
+ v3_zero( inf->apex );
+}
- float pstep = VG_TIMESTEP_FIXED * 10.0f;
- float best_velocity_delta = -9999.9f;
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+ jump_info *jumps,
+ v3f target, float max_angle_delta,
+ float gravity )
+{
+ struct player_skate *s = &player->_skate;
- v3f axis;
- v3_cross( player->rb.to_world[1], player->rb.v, axis );
- v3_normalize( axis );
+ /* calculate the exact 2 solutions to jump onto that grind spot */
- s->prediction_count = 0;
- m3x3_identity( s->state.velocity_bias );
+ v3f v0;
+ v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
- float best_vmod = 0.0f,
- min_score = INFINITY,
- max_score = -INFINITY;
+ v3f ax;
+ v3_copy( v0, ax );
+ ax[1] = 0.0f;
+ v3_normalize( ax );
- v3_zero( s->state.apex );
- s->land_dist = 0.0f;
+ v3f v_local;
+ m3x3_mulv( player->invbasis, player->rb.v, v_local );
- /*
- * Search a broad selection of futures
- */
- for( int m=-3;m<=12; m++ )
- {
- struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
+ v2f d = { v3_dot( ax, v0 ), v0[1] },
+ v = { v3_dot( ax, v_local ), v_local[1] };
- float vmod = ((float)m / 15.0f)*0.09f;
+ float a = atan2f( v[1], v[0] ),
+ m = v2_length( v ),
+ root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- m3x3f bias;
- v4f bias_q;
+ int valid_count = 0;
- q_axis_angle( bias_q, axis, vmod );
- q_m3x3( bias_q, bias );
+ if( root > 0.0f ){
+ root = sqrtf( root );
+ float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (gravity * d[0]) );
- skate_score_biased_path( player->rb.co, player->rb.v, bias, p );
+ if( fabsf(a0-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- if( p->type != k_prediction_none )
- {
- if( p->score < min_score )
- {
- min_score = p->score;
- best_vmod = vmod;
- s->land_dist = p->land_dist;
- v3_copy( p->apex, s->state.apex );
- }
+ v3_muls( ax, cosf( a0 ) * m, inf->v );
+ inf->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a0)*m);
+ inf->gravity = gravity;
- if( p->score > max_score )
- max_score = p->score;
+ v3_copy( target, inf->log[inf->log_length ++] );
}
- }
- v4f vr_q;
- q_axis_angle( vr_q, axis, best_vmod*0.1f );
- q_m3x3( vr_q, s->state.velocity_bias );
+ if( fabsf(a1-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
- q_axis_angle( vr_q, axis, best_vmod );
- q_m3x3( vr_q, s->state.velocity_bias_pstep );
+ v3_muls( ax, cosf( a1 ) * m, inf->v );
+ inf->v[1] += sinf( a1 ) * m;
+ m3x3_mulv( player->basis, inf->v, inf->v );
+ inf->land_dist = d[0] / (cosf(a1)*m);
+ inf->gravity = gravity;
- /*
- * Logging
- */
- for( int i=0; i<s->prediction_count; i ++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ v3_copy( target, inf->log[inf->log_length ++] );
+ }
+ }
- float l = p->score;
+ return valid_count;
+}
- if( l < 0.0f )
- {
- vg_error( "negative score! (%f)\n", l );
- }
+VG_STATIC
+void player__approximate_best_trajectory( player_instance *player )
+{
+ world_instance *world = get_active_world();
- l -= min_score;
- l /= (max_score-min_score);
- l = 1.0f - l;
- l *= 255.0f;
+ struct player_skate *s = &player->_skate;
+ float k_trace_delta = k_rb_delta * 10.0f;
- p->colour = l;
- p->colour <<= 8;
- p->colour |= 0xff000000;
- }
+ s->state.air_start = vg.time;
+ v3_copy( player->rb.v, s->state.air_init_v );
+ v3_copy( player->rb.co, s->state.air_init_co );
+ s->possible_jump_count = 0;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
+ v3f axis;
+ v3_cross( player->rb.v, player->rb.to_world[1], axis );
+ v3_normalize( axis );
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
- {
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
- s->state.reverse ;
- s->state.flip_time = 0.0f;
- v3_copy( player->rb.to_world[0], s->state.flip_axis );
- }
- else
- {
- s->state.flip_rate = 0.0f;
- v3_zero( s->state.flip_axis );
- }
-}
+ /* at high slopes, Y component is low */
+ float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ angle_begin = -(1.0f-fabsf( upness )),
+ angle_end = 1.0f;
-/*
- *
- * Varius physics models
- * ------------------------------------------------
- */
+ struct grind_info grind;
+ int grind_located = 0;
+ float grind_located_gravity = k_gravity;
-VG_STATIC void skate_apply_grind_model( player_instance *player,
- rb_ct *manifold, int len )
-{
- struct player_skate *s = &player->_skate;
- /* FIXME: Queue audio events instead */
- if( len == 0 )
- {
- if( s->state.activity == k_skate_activity_grind )
- {
-#if 0
- audio_lock();
- audio_player_set_flags( &audio_player_extra,
- AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_board[6] );
- audio_unlock();
-#endif
+ v3f launch_v_bounds[2];
- s->state.activity = k_skate_activity_air;
- }
- return;
+ for( int i=0; i<2; i++ ){
+ v3_copy( player->rb.v, launch_v_bounds[i] );
+ float ang = (float[]){ angle_begin, angle_end }[ i ];
+ ang *= 0.15f;
+
+ v4f qbias;
+ q_axis_angle( qbias, axis, ang );
+ q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
}
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
+ for( int m=0;m<=30; m++ ){
+ jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+ reset_jump_info( inf );
- s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
- s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
-
-#if 0
- v4f rotate;
- q_axis_angle( rotate, player->rb.to_world[0], siX );
- q_mul( rotate, player.rb.q, player.rb.q );
-#endif
+ v3f launch_co, launch_v, co0, co1;
+ v3_copy( player->rb.co, launch_co );
+ v3_copy( player->rb.v, launch_v );
+ v3_copy( launch_co, co0 );
- s->state.slip = 0.0f;
- s->state.activity = k_skate_activity_grind;
+ float vt = (float)m * (1.0f/30.0f),
+ ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
- /* TODO: Compression */
- v3f up = { 0.0f, 1.0f, 0.0f };
- float angle = v3_dot( player->rb.to_world[1], up );
+ v4f qbias;
+ q_axis_angle( qbias, axis, ang );
+ q_mulv( qbias, launch_v, launch_v );
- if( fabsf(angle) < 0.99f )
- {
- v3f axis;
- v3_cross( player->rb.to_world[1], up, axis );
+ float yaw_sketch = 1.0f-fabsf(upness);
- v4f correction;
- q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
- q_mul( correction, player->rb.q, player->rb.q );
- }
+ float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
+ q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+ q_mulv( qbias, launch_v, launch_v );
- float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
+ float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+ gravity = k_gravity * gravity_bias;
+ inf->gravity = gravity;
+ v3_copy( launch_v, inf->v );
- if( s->state.activity_prev != k_skate_activity_grind )
- {
- /* FIXME: Queue audio events instead */
-#if 0
- audio_lock();
- audio_player_set_flags( &audio_player_extra,
- AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_board[5] );
- audio_unlock();
-#endif
- }
-}
+ m3x3f basis;
+ m3x3_copy( player->basis, basis );
-/*
- * Air control, no real physics
- */
-VG_STATIC void skate_apply_air_model( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+ for( int i=1; i<=50; i++ ){
+ float t = (float)i * k_trace_delta;
- if( s->state.activity != k_skate_activity_air )
- return;
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
- if( s->state.activity_prev != k_skate_activity_air )
- player__approximate_best_trajectory( player );
+ float launch_vy = v3_dot( launch_v,basis[1] );
- m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
- ray_hit hit;
+ int search_for_grind = 1;
+ if( grind_located ) search_for_grind = 0;
+ if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
- /*
- * Prediction
- */
- float pstep = VG_TIMESTEP_FIXED * 1.0f;
- float k_bias = 0.98f;
+ /* REFACTOR */
- v3f pco, pco1, pv;
- v3_copy( player->rb.co, pco );
- v3_muls( player->rb.v, 1.0f, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
+ v3f closest={0.0f,0.0f,0.0f};
+ if( search_for_grind ){
+ if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
- struct grind_edge *best_grind = NULL;
- float closest_grind = INFINITY;
+ float min_dist = 0.75f;
+ min_dist *= min_dist;
- v3f target_normal = { 0.0f, 1.0f, 0.0f };
- int has_target = 0;
+ if( v3_dist2( closest, launch_co ) < min_dist )
+ search_for_grind = 0;
- for( int i=0; i<250; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( s->state.velocity_bias, pv, pv );
+ v3f bound[2];
- pv[1] += -k_gravity * pstep;
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
+ 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] );
+ v3_add( launch_co, bound[j], bound[j] );
+ }
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
+ float limh = vg_minf( 2.0f, t ),
+ minh = vg_minf( bound[0][1], bound[1][1] )-limh,
+ maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
- v3f c0, c1;
- struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
- c0, c1, 0.4f );
+ if( (closest[1] < minh) || (closest[1] > maxh) ){
+ search_for_grind = 0;
+ }
+ }
+ else
+ search_for_grind = 0;
+ }
- if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
- {
- vg_line( ge->p0, ge->p1, 0xff0000ff );
- vg_line_cross( pco, 0xff0000ff, 0.25f );
- has_target = 1;
- break;
- }
-
- float orig_dist = contact.dist;
- if( ray_world( pco1, vdir, &contact ) )
- {
- v3_copy( contact.normal, target_normal );
- has_target = 1;
- time_to_impact += (contact.dist/orig_dist)*pstep;
- vg_line_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
+ if( search_for_grind ){
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, basis[1], -gravity * t, ve );
+
+ if( skate_grind_scansq( player, 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] ) };
+
+ v2_normalize( v0 );
+ v2_normalize( v1 );
+
+ float a = v2_dot( v0, v1 );
+
+ float a_min = cosf( VG_PIf * 0.185f );
+ if( s->grind_cooldown )
+ a_min = cosf( VG_PIf * 0.05f );
+
+ /* check speed */
+ if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+ (a >= a_min) &&
+ (fabsf(grind.dir[1]) < 0.70710678118654752f))
+ {
+ grind_located = 1;
+ grind_located_gravity = inf->gravity;
+ }
+ }
+ }
- if( has_target )
- {
- float angle = v3_dot( player->rb.to_world[1], target_normal );
- v3f axis;
- v3_cross( player->rb.to_world[1], target_normal, axis );
+ if( world->rendering_gate ){
+ ent_gate *gate = world->rendering_gate;
+ if( gate_intersect( gate, co1, co0 ) ){
+ m4x3_mulv( gate->transport, co0, co0 );
+ 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 );
+ }
+ }
- limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
- limiter = 1.0f-limiter;
- limiter *= limiter;
- limiter = 1.0f-limiter;
+ float t1;
+ v3f n;
- if( fabsf(angle) < 0.99f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
- }
+ float scan_radius = k_board_radius;
+ scan_radius *= vg_clampf( t, 0.02f, 1.0f );
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
+ int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
+ if( idx != -1 ){
+ v3f co;
+ v3_lerp( co0, co1, t1, co );
+ v3_copy( co, inf->log[ inf->log_length ++ ] );
- s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
- s->state.steerx += steer[1] * s->state.reverse * k_steer_air
- * limiter * k_rb_delta;
- s->land_dist = time_to_impact;
- v3_copy( target_normal, s->land_normal );
-}
+ v3_copy( n, inf->n );
+ u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
+ struct world_surface *surf = world_tri_index_surface(world, tri[0]);
-VG_STATIC void skate_get_board_points( player_instance *player,
- v3f front, v3f back )
-{
- v3f pos_front = {0.0f,0.0f,-k_board_length},
- pos_back = {0.0f,0.0f, k_board_length};
+ inf->type = k_prediction_land;
- m4x3_mulv( player->rb.to_world, pos_front, front );
- m4x3_mulv( player->rb.to_world, pos_back, back );
-}
+ v3f ve;
+ v3_copy( launch_v, ve );
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
-/*
- * Casts and pushes a sphere-spring model into the world
- */
-VG_STATIC int skate_simulate_spring( player_instance *player,
- v3f pos )
-{
- struct player_skate *s = &player->_skate;
+ inf->score = -v3_dot( ve, inf->n );
+ inf->land_dist = t + k_trace_delta * t1;
- float mod = 0.7f * player->input_grab->axis.value + 0.3f,
- spring_k = mod * k_spring_force,
- damp_k = mod * k_spring_dampener,
- disp_k = 0.4f;
+
+ /* Bias prediction towords ramps */
+ if( !(surf->info.flags & k_material_flag_skate_surface) )
+ inf->score *= 10.0f;
- v3f start, end;
- v3_copy( pos, start );
- v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
+ break;
+ }
+
+ if( i % 3 == 0 )
+ v3_copy( co1, inf->log[ inf->log_length ++ ] );
- float t;
- v3f n;
- int hit_info = spherecast_world( start, end, 0.2f, &t, n );
+ v3_copy( co1, co0 );
+ }
- if( hit_info != -1 )
- {
- v3f F, delta;
- v3_sub( start, player->rb.co, delta );
+ if( inf->type == k_prediction_unset )
+ s->possible_jump_count --;
+ }
+
+ if( grind_located ){
+ jump_info grind_jumps[2];
- float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
- damp =
- vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
+ int valid_count =
+ create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 0.175f*VG_PIf, grind_located_gravity );
+
+ /* knock out original landing points in the 1m area */
+ for( u32 j=0; j<s->possible_jump_count; j++ ){
+ jump_info *jump = &s->possible_jumps[ j ];
+ float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+ float descale = 1.0f-vg_minf(1.0f,dist);
+ jump->score += descale*3.0f;
+ }
- v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
- damp*damp_k*k_rb_delta, F );
+ for( int i=0; i<valid_count; i++ ){
+ jump_info *jump = &grind_jumps[i];
+ jump->type = k_prediction_grind;
- v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
-
- /* Angular velocity */
- v3f wa;
- v3_cross( delta, F, wa );
- v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
+ v3f launch_v, launch_co, co0, co1;
- v3_lerp( start, end, t, pos );
- return 1;
- }
- else
- {
- v3_copy( end, pos );
- return 0;
- }
-}
+ v3_copy( jump->v, launch_v );
+ v3_copy( player->rb.co, launch_co );
+ m3x3f basis;
+ m3x3_copy( player->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 );
+ v3_add( launch_co, co0, co0 );
+
+ /* rough scan to make sure we dont collide with anything */
+ for( int j=1; j<=16; j++ ){
+ t = (float)j*(1.0f/16.0f);
+ t *= 0.9f;
+ t += 0.05f;
+ t *= jump->land_dist;
+
+ v3_muls( launch_v, t, co1 );
+ v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+ v3_add( launch_co, co1, co1 );
+
+ float t1;
+ v3f n;
+
+ int idx = spherecast_world( world, co0,co1,
+ k_board_radius*0.1f, &t1, n);
+ if( idx != -1 ){
+ goto invalidated_grind;
+ }
+
+ v3_copy( co1, co0 );
+ }
-/*
- * Handles connection between the player and the ground
- *
- * TODO: Must save original velocity to use here
- */
-VG_STATIC void skate_apply_interface_model( player_instance *player,
- rb_ct *manifold, int len )
-{
- struct player_skate *s = &player->_skate;
+ v3_copy( grind.n, jump->n );
- if( !((s->state.activity == k_skate_activity_ground) ||
- (s->state.activity == k_skate_activity_air )) )
- return;
+ /* determine score */
+ v3f ve;
+ v3_copy( jump->v, ve );
+ v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+ jump->score = -v3_dot( ve, grind.n ) * 0.9f;
- if( s->state.activity == k_skate_activity_air )
- s->debug_normal_pressure = 0.0f;
- else
- s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v );
+ s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
- /* springs */
- v3f spring0, spring1;
+ continue;
+invalidated_grind:;
+ }
+ }
- skate_get_board_points( player, spring1, spring0 );
- int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
- spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
- v3f animavg, animdelta;
- v3_add( spring0, spring1, animavg );
- v3_muls( animavg, 0.5f, animavg );
+ float score_min = INFINITY,
+ score_max = -INFINITY;
- v3_sub( spring1, spring0, animdelta );
- v3_normalize( animdelta );
+ jump_info *best = NULL;
- m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
- float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
- dy = v3_dot( animdelta, player->rb.to_world[1] );
+ if( jump->score < score_min )
+ best = jump;
- float angle = -atan2f( dy, dx );
- q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
+ score_min = vg_minf( score_min, jump->score );
+ score_max = vg_maxf( score_max, jump->score );
+ }
- int lift_frames_limit = 6;
+ for( int i=0; i<s->possible_jump_count; i ++ ){
+ jump_info *jump = &s->possible_jumps[i];
+ float s = jump->score;
- /* Surface connection */
- if( len == 0 && !(spring_hit0 && spring_hit1) )
- {
- s->state.lift_frames ++;
+ s -= score_min;
+ s /= (score_max-score_min);
+ s = 1.0f - s;
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
- }
- else
- {
- v3f surface_avg;
- v3_zero( surface_avg );
+ jump->score = s;
+ jump->colour = s * 255.0f;
- for( int i=0; i<len; i++ )
- v3_add( surface_avg, manifold[i].n, surface_avg );
- v3_normalize( surface_avg );
+ if( jump == best )
+ jump->colour <<= 16;
+ else if( jump->type == k_prediction_land )
+ jump->colour <<= 8;
- if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
- {
- s->state.lift_frames ++;
+ jump->colour |= 0xff000000;
+ }
- if( s->state.lift_frames >= lift_frames_limit )
- s->state.activity = k_skate_activity_air;
+ if( best ){
+ v3_copy( best->n, s->land_normal );
+ v3_copy( best->v, player->rb.v );
+ s->land_dist = best->land_dist;
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
+ s->state.gravity_bias = best->gravity;
+
+ if( best->type == k_prediction_grind ){
+ s->state.activity = k_skate_activity_air_to_grind;
}
- else
- {
- s->state.activity = k_skate_activity_ground;
- s->state.lift_frames = 0;
- v3f projected, axis;
- if( s->state.activity_prev == k_skate_activity_air )
- {
- player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
- k_cam_punch;
- }
+ if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
+ s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+ s->state.reverse ;
+ s->state.flip_time = 0.0f;
+ v3_copy( player->rb.to_world[0], s->state.flip_axis );
+ }
+ else{
+ s->state.flip_rate = 0.0f;
+ v3_zero( s->state.flip_axis );
+ }
+ }
+ else{
+ v3_copy( player->basis[1], s->land_normal );
+ }
+}
+
+/*
+ *
+ * Varius physics models
+ * ------------------------------------------------
+ */
- float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
- v3_muladds( player->rb.v, player->rb.to_world[1],
- DOWNFORCE, player->rb.v );
+/*
+ * Air control, no real physics
+ */
+VG_STATIC void skate_apply_air_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
- float d = v3_dot( player->rb.to_world[2], surface_avg );
- v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
- v3_normalize( projected );
+ if( s->state.activity_prev > k_skate_activity_air_to_grind )
+ player__approximate_best_trajectory( player );
- float angle = v3_dot( player->rb.to_world[1], projected );
- v3_cross( player->rb.to_world[1], projected, axis );
+ float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+ angle = vg_clampf( angle, -1.0f, 1.0f );
+ v3f axis;
+ v3_cross( player->rb.to_world[1], s->land_normal, axis );
-#if 0
- if( fabsf(angle) < 0.9999f )
- {
- v4f correction;
- q_axis_angle( correction, axis,
- acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
- q_mul( correction, player->rb.q, player->rb.q );
- }
-#endif
- }
- }
+ v4f correction;
+ q_axis_angle( correction, axis,
+ acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
+ q_mul( correction, player->rb.q, player->rb.q );
+
+ v2f steer = { player->input_js1h->axis.value,
+ player->input_js1v->axis.value };
+ v2_normalize_clamp( steer );
}
VG_STATIC int player_skate_trick_input( player_instance *player );
v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
k_rb_delta, s->board_trick_residuald );
- if( s->state.activity == k_skate_activity_air )
- {
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
return;
float min_rate = 99999.0f;
- for( int i=0; i<3; i++ )
- {
+ for( int i=0; i<3; i++ ){
float v = s->state.trick_vel[i];
if( (v > 0.0f) && (v < min_rate) )
min_rate = v;
v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
s->state.trick_euler );
- if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) )
- {
+ if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
s->state.trick_time = 0.0f;
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_time += k_rb_delta;
}
- else
- {
- if( (s->state.lift_frames == 0)
- && (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
+ else{
+ if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
+ player__skate_kill_audio( player );
player__dead_transition( player );
}
float grabt = player->input_grab->axis.value;
- if( grabt > 0.5f )
- {
+ if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
s->state.grab_mouse_delta );
s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
}
-/*
- * Computes friction and surface interface model
- */
-VG_STATIC void skate_apply_friction_model( player_instance *player )
+VG_STATIC void skate_apply_steering_model( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( s->state.activity != k_skate_activity_ground )
- return;
+ /* Steering */
+ float steer = player->input_js1h->axis.value,
+ grab = player->input_grab->axis.value;
+
+ steer = vg_signf( steer ) * steer*steer * k_steer_ground;
+
+ v3f steer_axis;
+ v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
+
+ float rate = 26.0f,
+ top = 1.0f;
+
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
+ rate = 6.0f * fabsf(steer);
+ top = 1.5f;
+ }
+ else{
+ /* rotate slower when grabbing on ground */
+ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
+
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ rate = 0.0f;
+ top = 0.0f;
+ }
+
+ else if( s->state.activity >= k_skate_activity_grind_any ){
+ rate *= fabsf(steer);
+
+ float a = 0.8f * -steer * k_rb_delta;
+
+ v4f q;
+ q_axis_angle( q, player->rb.to_world[1], a );
+ q_mulv( q, s->grind_vec, s->grind_vec );
+
+ v3_normalize( s->grind_vec );
+ }
+
+ else if( s->state.manual_direction ){
+ rate = 35.0f;
+ top = 1.5f;
+ }
+ }
+
+ float current = v3_dot( player->rb.to_world[1], player->rb.w ),
+ addspeed = (steer * -top) - current,
+ maxaccel = rate * k_rb_delta,
+ accel = vg_clampf( addspeed, -maxaccel, maxaccel );
+
+ v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
+}
+
+/*
+ * Computes friction and surface interface model
+ */
+VG_STATIC void skate_apply_friction_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
/*
* Computing localized friction forces for controlling the character
/* Pushing additive force */
- if( !player->input_jump->button.value )
- {
- if( player->input_push->button.value )
+ if( !player->input_jump->button.value ){
+ if( player->input_push->button.value ||
+ (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
/* Send back to velocity */
m3x3_mulv( player->rb.to_world, vel, player->rb.v );
-
- /* Steering */
- float input = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value,
- steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
- steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
-
- s->state.steery -= steer_scaled * k_rb_delta;
}
VG_STATIC void skate_apply_jump_model( player_instance *player )
s->state.charging_jump = player->input_jump->button.value;
/* Cannot charge this in air */
- if( s->state.activity != k_skate_activity_ground )
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
s->state.charging_jump = 0;
+ return;
+ }
- if( s->state.charging_jump )
- {
+ if( s->state.charging_jump ){
s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
if( !charging_jump_prev )
s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
}
- else
- {
- s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED;
+ else{
+ s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
}
s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
- if( s->state.activity == k_skate_activity_air )
- return;
-
/* player let go after charging past 0.2: trigger jump */
- if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
- {
+ if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
v3f jumpdir;
/* Launch more up if alignment is up else improve velocity */
- float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ),
+ float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
mod = 0.5f,
dir = mod + fabsf(aup)*(1.0f-mod);
- v3_copy( player->rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
- v3_normalize( jumpdir );
+ if( s->state.activity == k_skate_activity_ground ){
+ v3_copy( player->rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+ v3_normalize( jumpdir );
+ }else{
+ v3_copy( s->state.up_dir, jumpdir );
+ s->grind_cooldown = 30;
+ s->state.activity = k_skate_activity_ground;
+
+ float tilt = player->input_js1h->axis.value * 0.3f;
+ tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+ v4f qtilt;
+ q_axis_angle( qtilt, s->grind_dir, tilt );
+ q_mulv( qtilt, jumpdir, jumpdir );
+ }
+ s->surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
- float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
- s->state.steery_s = -steer[0] * maxspin;
- s->state.steerx = s->state.steerx_s;
- s->state.lift_frames ++;
-
- /* FIXME audio events */
-#if 0
audio_lock();
- audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_vol( &audio_player_extra, 20.0f );
- audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] );
+ audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
audio_unlock();
-#endif
}
}
{
struct player_skate *s = &player->_skate;
+ if( s->state.activity != k_skate_activity_ground ){
+ v3_zero( s->state.throw_v );
+ return;
+ }
+
/* Throw / collect routine
- *
- * TODO: Max speed boost
*/
- if( player->input_grab->axis.value > 0.5f )
- {
- if( s->state.activity == k_skate_activity_ground )
- {
+ if( player->input_grab->axis.value > 0.5f ){
+ if( s->state.activity == k_skate_activity_ground ){
/* Throw */
v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
}
}
- else
- {
+ else{
/* Collect */
float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
v3f Fl, Fv;
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
- if( s->state.activity == k_skate_activity_ground )
- {
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( s->state.activity == k_skate_activity_ground ){
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
}
}
/* Decay */
- if( v3_length2( s->state.throw_v ) > 0.0001f )
- {
+ if( v3_length2( s->state.throw_v ) > 0.0001f ){
v3f dir;
v3_copy( s->state.throw_v, dir );
v3_normalize( dir );
{
struct player_skate *s = &player->_skate;
- v3f ideal_cog, ideal_diff;
- v3_muladds( player->rb.co, player->rb.to_world[1],
+ v3f ideal_cog, ideal_diff, ideal_dir;
+ v3_copy( s->state.up_dir, ideal_dir );
+ v3_normalize( ideal_dir );
+
+ v3_muladds( player->rb.co, ideal_dir,
1.0f-player->input_grab->axis.value, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
/* Apply forces & intergrate */
v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v );
- s->state.cog_v[1] += -9.8f * k_rb_delta;
+ v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta,
+ s->state.cog_v );
+
v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
}
-VG_STATIC void skate_collision_response( player_instance *player,
- rb_ct *manifold, int len )
+
+VG_STATIC void skate_integrate( player_instance *player )
{
struct player_skate *s = &player->_skate;
- for( int j=0; j<10; j++ )
+ float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
+ decay_rate_z = decay_rate_x,
+ decay_rate_y = 1.0f;
+
+ if( s->state.activity >= k_skate_activity_grind_any ){
+#if 0
+ decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
+ decay_rate_y = decay_rate;
+#endif
+ decay_rate_x = 1.0f-(16.0f*k_rb_delta);
+ decay_rate_y = 1.0f-(10.0f*k_rb_delta);
+ decay_rate_z = 1.0f-(40.0f*k_rb_delta);
+ }
+
+ float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
+ wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
+ wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
+
+ v3_muls( player->rb.to_world[0], wx, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
+ v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+
+ s->state.flip_time += s->state.flip_rate * k_rb_delta;
+ rb_update_transform( &player->rb );
+}
+
+/*
+ * 1 2 or 3
+ */
+
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ struct player_avatar *av = player->playeravatar;
+ struct skeleton *sk = &av->sk;
+ skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
+VG_STATIC int player_skate_trick_input( player_instance *player )
+{
+ return (player->input_trick0->button.value) |
+ (player->input_trick1->button.value << 1) |
+ (player->input_trick2->button.value << 1) |
+ (player->input_trick2->button.value);
+}
+
+VG_STATIC void player__skate_pre_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( vg_input_button_down( player->input_use ) ){
+ player->subsystem = k_player_subsystem_walk;
+
+ v3f angles;
+ v3_copy( player->cam.angles, angles );
+ angles[2] = 0.0f;
+
+ skate_copy_holdout( player );
+ player->holdout_time = 0.34f;
+ player__skate_kill_audio( player );
+ player__walk_transition( player, angles );
+ return;
+ }
+
+ int trick_id;
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+ (trick_id = player_skate_trick_input( player )) )
{
- for( int i=0; i<len; i++ )
+ if( (vg.time - s->state.jump_time) < 0.1f ){
+ v3_zero( s->state.trick_vel );
+ s->state.trick_time = 0.0f;
+
+ if( trick_id == 1 ){
+ s->state.trick_vel[0] = 3.0f;
+ }
+ else if( trick_id == 2 ){
+ s->state.trick_vel[2] = 3.0f;
+ }
+ else if( trick_id == 3 ){
+ s->state.trick_vel[0] = 2.0f;
+ s->state.trick_vel[2] = 2.0f;
+ }
+ }
+ }
+}
+
+VG_STATIC void player__skate_post_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ for( int i=0; i<s->possible_jump_count; i++ ){
+ jump_info *jump = &s->possible_jumps[i];
+
+ if( jump->log_length == 0 ){
+ vg_fatal_exit_loop( "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_pt3( jump->apex, 0.02f, 0xffffffff );
+ }
+
+ audio_lock();
+
+ float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
+ speed = v3_length( player->rb.v ),
+ attn = vg_minf( 1.0f, speed*0.1f ),
+ slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
+
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ slide = 0.0f;
+ }
+
+ static float menu_gate = 1.0f;
+ menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
+
+ float
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+
+ const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
+
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
+
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
+
+
+ /* brrrrrrrrrrrt sound for tiles and stuff
+ * --------------------------------------------------------*/
+ float sidechain_amt = 0.0f,
+ hz = vg_maxf( speed * 2.0f, 2.0f );
+
+ if( (s->surface == k_surface_prop_tiles) &&
+ (s->state.activity < k_skate_activity_grind_any) )
+ sidechain_amt = 1.0f;
+ else
+ sidechain_amt = 0.0f;
+
+ audio_set_lfo_frequency( 0, hz );
+ audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar,
+ vg_lerpf( 250.0f, 80.0f, attn ) );
+
+ if( s->sample_change_cooldown > 0.0f ){
+ s->sample_change_cooldown -= vg.frame_delta;
+ }
+ else{
+ int sample_type = k_skate_sample_concrete;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ else if( (s->state.activity == k_skate_activity_grind_back50) ||
+ (s->state.activity == k_skate_activity_grind_front50) )
{
- struct contact *ct = &manifold[i];
-
- v3f dv, delta;
- v3_sub( ct->co, player->rb.co, delta );
- v3_cross( player->rb.w, delta, dv );
- v3_add( player->rb.v, dv, dv );
+ if( s->surface == k_surface_prop_metal ){
+ sample_type = k_skate_sample_metal_scrape_generic;
+ }
+ else{
+ float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+ if( fabsf(a) > 0.70710678118654752f )
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ }
+ else if( s->state.activity == k_skate_activity_grind_boardslide ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ }
- float vn = -v3_dot( dv, ct->n );
- vn += ct->bias;
+ audio_clip *relevant_samples[] = {
+ &audio_board[0],
+ &audio_board[0],
+ &audio_board[7],
+ &audio_board[6],
+ &audio_board[5]
+ };
+
+ if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
+ s->aud_main =
+ audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+ 0.06f, flags );
+ s->sample_change_cooldown = 0.1f;
+ s->main_sample_type = sample_type;
+ }
+ }
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
+ if( s->aud_main ){
+ s->aud_main->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
+ audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
+ float rate = 1.0f + (attn-0.5f)*0.2f;
+ audio_channel_set_sampling_rate( s->aud_main, rate );
+ }
+
+ if( s->aud_slide ){
+ s->aud_slide->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
+ audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
+ }
+
+ if( s->aud_air ){
+ s->aud_air->colour = 0x00103efe;
+ audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
+ }
+
+ audio_unlock();
+}
+
+/*
+ * truck alignment model at ra(local)
+ * returns 1 if valid surface:
+ * surface_normal will be filled out with an averaged normal vector
+ * axel_dir will be the direction from left to right wheels
+ *
+ * returns 0 if no good surface found
+ */
+VG_STATIC
+int skate_compute_surface_alignment( player_instance *player,
+ v3f ra, u32 colour,
+ v3f surface_normal, v3f axel_dir )
+{
+ struct player_skate *s = &player->_skate;
+ world_instance *world = get_active_world();
+
+ v3f truck, left, right;
+ m4x3_mulv( player->rb.to_world, ra, truck );
+
+ v3_muladds( truck, player->rb.to_world[0], -k_board_width, left );
+ v3_muladds( truck, player->rb.to_world[0], k_board_width, right );
+ vg_line( left, right, colour );
+
+ float k_max_truck_flex = VG_PIf * 0.25f;
+
+ ray_hit ray_l, ray_r;
- if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
- fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
- {
- player__dead_transition( player );
+ v3f dir;
+ v3_muls( player->rb.to_world[1], -1.0f, dir );
+
+ int res_l = 0, res_r = 0;
+
+ for( int i=0; i<8; i++ )
+ {
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
+ 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 );
+
+ if( res_l )
+ break;
+ }
+
+ for( int i=0; i<8; i++ )
+ {
+ float t = 1.0f - (float)i * (1.0f/8.0f);
+ v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right );
+ 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 );
+
+ if( res_r )
+ break;
+ }
+
+ v3f v0;
+ v3f midpoint;
+ v3f tangent_average;
+ v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
+ v3_zero( tangent_average );
+
+ if( res_l || res_r )
+ {
+ v3f p0, p1, t;
+ v3_copy( midpoint, p0 );
+ v3_copy( midpoint, p1 );
+
+ if( res_l )
+ {
+ v3_copy( ray_l.pos, p0 );
+ v3_cross( ray_l.normal, player->rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+ if( res_r )
+ {
+ v3_copy( ray_r.pos, p1 );
+ v3_cross( ray_r.normal, player->rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+
+ v3_sub( p1, p0, v0 );
+ v3_normalize( v0 );
+ }
+ else
+ {
+ /* fallback: use the closes point to the trucks */
+ v3f closest;
+ int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
+
+ if( idx != -1 )
+ {
+ u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+ v3f verts[3];
+
+ for( int j=0; j<3; j++ )
+ v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+
+ v3f vert0, vert1, n;
+ v3_sub( verts[1], verts[0], vert0 );
+ v3_sub( verts[2], verts[0], vert1 );
+ v3_cross( vert0, vert1, n );
+ v3_normalize( n );
+
+ if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
+ return 0;
+
+ v3_cross( n, player->rb.to_world[2], v0 );
+ v3_muladds( v0, player->rb.to_world[2],
+ -v3_dot( player->rb.to_world[2], v0 ), v0 );
+ v3_normalize( v0 );
+
+ v3f t;
+ v3_cross( n, player->rb.to_world[0], t );
+ v3_add( t, tangent_average, tangent_average );
+ }
+ else
+ return 0;
+ }
+
+ v3_muladds( truck, v0, k_board_width, right );
+ v3_muladds( truck, v0, -k_board_width, left );
+
+ vg_line( left, right, VG__WHITE );
+
+ v3_normalize( tangent_average );
+ v3_cross( v0, tangent_average, surface_normal );
+ v3_copy( v0, axel_dir );
+
+ return 1;
+}
+
+VG_STATIC void skate_weight_distribute( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ v3_zero( s->weight_distribution );
+
+ int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+
+ if( s->state.manual_direction == 0 ){
+ if( (player->input_js1v->axis.value > 0.7f) &&
+ (s->state.activity == k_skate_activity_ground) &&
+ (s->state.jump_charge <= 0.01f) )
+ s->state.manual_direction = reverse_dir;
+ }
+ else{
+ if( player->input_js1v->axis.value < 0.1f ){
+ s->state.manual_direction = 0;
+ }
+ else{
+ if( reverse_dir != s->state.manual_direction ){
return;
}
+ }
+ }
- v3_add( impulse, player->rb.v, player->rb.v );
- v3_cross( delta, impulse, impulse );
+ if( s->state.manual_direction ){
+ float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ s->weight_distribution[2] = k_board_length * amt *
+ (float)s->state.manual_direction;
+ }
- /*
- * W Impulses are limited to the Y and X axises, we don't really want
- * roll angular velocities being included.
- *
- * Can also tweak the resistance of each axis here by scaling the wx,wy
- * components.
- */
-
- float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
- wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f,
- wz = v3_dot( player->rb.to_world[2], impulse ) * 2.0f;
+ if( s->state.manual_direction ){
+ v3f plane_z;
- v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
- v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
- v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
- }
+ m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
+ v3_negate( plane_z, plane_z );
+
+ v3_muladds( plane_z, s->surface_picture,
+ -v3_dot( plane_z, s->surface_picture ), plane_z );
+ v3_normalize( plane_z );
+
+ v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
+ v3_normalize( plane_z );
+
+ v3f p1;
+ v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
+ vg_line( player->rb.co, p1, VG__GREEN );
+
+ v3f refdir;
+ v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
+ refdir );
+
+ rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
+ k_manul_spring, k_manul_dampener,
+ s->substep_delta );
}
}
-VG_STATIC void skate_integrate( player_instance *player )
+VG_STATIC void skate_adjust_up_direction( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( s->state.activity == k_skate_activity_ground ){
+ v3f target;
+ v3_copy( s->surface_picture, target );
+
+ target[1] += 2.0f * s->surface_picture[1];
+ v3_normalize( target );
+
+ v3_lerp( s->state.up_dir, target,
+ 8.0f * s->substep_delta, s->state.up_dir );
+ }
+ else if( s->state.activity <= k_skate_activity_air_to_grind ){
+ v3_lerp( s->state.up_dir, player->rb.to_world[1],
+ 8.0f * s->substep_delta, s->state.up_dir );
+ }
+ else{
+ v3_lerp( s->state.up_dir, player->basis[1],
+ 12.0f * s->substep_delta, s->state.up_dir );
+ }
+}
+
+VG_STATIC int skate_point_visible( v3f origin, v3f target )
+{
+ v3f dir;
+ v3_sub( target, origin, dir );
+
+ ray_hit ray;
+ ray.dist = v3_length( dir );
+ v3_muls( dir, 1.0f/ray.dist, dir );
+ ray.dist -= 0.025f;
+
+ if( ray_world( get_active_world(), origin, dir, &ray ) )
+ return 0;
+
+ return 1;
+}
+
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
+{
+ v3_copy( inf->dir, mtx[0] );
+ v3_copy( inf->n, mtx[1] );
+ v3_cross( mtx[0], mtx[1], mtx[2] );
+}
+
+VG_STATIC void skate_grind_friction( player_instance *player,
+ struct grind_info *inf, float strength )
+{
+ v3f v2;
+ v3_muladds( player->rb.to_world[2], inf->n,
+ -v3_dot( player->rb.to_world[2], inf->n ), v2 );
+
+ float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
+ dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
+ F = a * -dir * k_grind_max_friction;
+
+ v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+}
+
+VG_STATIC void skate_grind_decay( player_instance *player,
+ struct grind_info *inf, float strength )
+{
+ m3x3f mtx, mtx_inv;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx_inv );
+
+ v3f v_grind;
+ m3x3_mulv( mtx_inv, player->rb.v, v_grind );
+
+ float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
+ v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
+ m3x3_mulv( mtx, v_grind, player->rb.v );
+}
+
+VG_STATIC void skate_grind_truck_apply( player_instance *player,
+ float sign, struct grind_info *inf,
+ float strength )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* REFACTOR */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+ v3f raw, wsp;
+ m3x3_mulv( player->rb.to_world, ra, raw );
+ v3_add( player->rb.co, raw, wsp );
+
+ v3_copy( ra, s->weight_distribution );
+
+ v3f delta;
+ v3_sub( inf->co, wsp, delta );
+
+ /* spring force */
+ v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
+ player->rb.v );
+
+ skate_grind_decay( player, inf, strength );
+ skate_grind_friction( player, inf, strength );
+
+ /* yeah yeah yeah yeah */
+ v3f raw_nplane, axis;
+ v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane );
+ v3_cross( raw_nplane, inf->n, axis );
+ v3_normalize( axis );
+
+ /* orientation */
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ v3f target_fwd, fwd, up, target_up;
+ m3x3_mulv( mtx, s->grind_vec, target_fwd );
+ v3_copy( raw_nplane, fwd );
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf->n, target_up );
+
+ v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
+ v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
+
+ v3_normalize( target_fwd );
+ v3_normalize( fwd );
+
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+
+ v4f q;
+ q_axis_angle( q, axis, VG_PIf*0.125f * way );
+ q_mulv( q, target_up, target_up );
+ q_mulv( q, target_fwd, target_fwd );
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
+ k_grind_spring*strength,
+ k_grind_dampener*strength,
+ k_rb_delta );
+
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
+
+ s->grind_strength = strength;
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ m4x3_mulv( player->rb.to_local, wsp, limit->ra );
+ m3x3_mulv( player->rb.to_local, inf->n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC void skate_5050_apply( player_instance *player,
+ struct grind_info *inf_front,
+ struct grind_info *inf_back )
{
struct player_skate *s = &player->_skate;
+ struct grind_info inf_avg;
+
+ v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+ v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+ v3_normalize( inf_avg.dir );
+
+ v3f axis_front, axis_back, axis;
+ v3_cross( inf_front->dir, inf_front->n, axis_front );
+ v3_cross( inf_back->dir, inf_back->n, axis_back );
+ v3_add( axis_front, axis_back, axis );
+ v3_normalize( axis );
- /* integrate rigidbody velocities */
-#ifndef SKATE_CCD
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
- v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+ v3_cross( axis, inf_avg.dir, inf_avg.n );
+ skate_grind_decay( player, &inf_avg, 1.0f );
+
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+ v4f q;
+ v3f up, target_up;
+ v3_copy( player->rb.to_world[1], up );
+ v3_copy( inf_avg.n, target_up );
+ q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+ q_mulv( q, target_up, target_up );
+
+ v3_zero( s->weight_distribution );
+ s->weight_distribution[2] = k_board_length * -way;
+
+ rb_effect_spring_target_vector( &player->rb, up, target_up,
+ k_grind_spring,
+ k_grind_dampener,
+ k_rb_delta );
+
+ v3f fwd_nplane, dir_nplane;
+ v3_muladds( player->rb.to_world[2], inf_avg.n,
+ -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+ v3f dir;
+ v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+ v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+ v3_normalize( fwd_nplane );
+ v3_normalize( dir_nplane );
+
+ rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
+ 1000.0f,
+ k_grind_dampener,
+ k_rb_delta );
+
+ v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
+ pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
+ delta_front, delta_back, delta_total;
+
+ m4x3_mulv( player->rb.to_world, pos_front, pos_front );
+ m4x3_mulv( player->rb.to_world, pos_back, pos_back );
+
+ v3_sub( inf_front->co, pos_front, delta_front );
+ v3_sub( inf_back->co, pos_back, delta_back );
+ v3_add( delta_front, delta_back, delta_total );
+
+ v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+
+ /* Fake contact */
+ struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+ v3_zero( limit->ra );
+ m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
+ limit->p = 0.0f;
+
+ v3_copy( inf_avg.dir, s->grind_dir );
+}
+
+VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
+ grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
+
+ m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
+ m4x3_mulv( player->rb.to_world, grind_co, grind_co );
+
+ /* Exit condition: lost grind tracking */
+ if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
+ return 0;
+
+ /* Exit condition: cant see grind target directly */
+ if( !skate_point_visible( wheel_co, inf->co ) )
+ return 0;
+
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
+
+ if( dv < minv )
+ return 0;
+
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ v3_copy( inf->dir, s->grind_dir );
+ return 1;
+}
+
+VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ /* REFACTOR */
+ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
+
+ v3f raw, wsp;
+ m3x3_mulv( player->rb.to_world, ra, raw );
+ v3_add( player->rb.co, raw, wsp );
+
+ if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
+ {
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
+
+ /* velocity should be at least 60% aligned */
+ v3f pv, axis;
+ v3_cross( inf->n, inf->dir, axis );
+ v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
+
+ if( v3_length2( pv ) < 0.0001f )
+ return 0;
+ v3_normalize( pv );
+
+ if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
+ return 0;
+
+ if( v3_dot( player->rb.v, inf->n ) > 0.5f )
+ return 0;
+
+#if 0
+ /* check for vertical alignment */
+ if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
+ return 0;
#endif
+
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->rb.to_local, inf->n, local_n );
+
+ v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
+
+ float truck_height = -(k_board_radius+0.03f);
- float decay_rate = 0.5f*0.125f;
+ v3f rv;
+ v3_cross( player->rb.w, raw, rv );
+ v3_add( player->rb.v, rv, rv );
- if( s->state.activity == k_skate_activity_air )
+ if( (local_co[1] >= truck_height) &&
+ (v2_length2( delta ) <= k_board_radius*k_board_radius) )
+ {
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+VG_STATIC void skate_boardslide_apply( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f local_co, local_dir, local_n;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+ m3x3_mulv( player->rb.to_local, inf->n, local_n );
+
+ v3f intersection;
+ v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
+ intersection );
+ v3_copy( intersection, s->weight_distribution );
+
+ skate_grind_decay( player, inf, 0.0125f );
+ skate_grind_friction( player, inf, 0.25f );
+
+ /* direction alignment */
+ v3f dir, perp;
+ v3_cross( local_dir, local_n, perp );
+ v3_muls( local_dir, vg_signf(local_dir[0]), dir );
+ v3_muls( perp, vg_signf(perp[2]), perp );
+
+ m3x3_mulv( player->rb.to_world, dir, dir );
+ m3x3_mulv( player->rb.to_world, perp, perp );
+
+ v4f qbalance;
+ q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
+ q_mulv( qbalance, perp, perp );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+ dir,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+ perp,
+ k_grind_spring, k_grind_dampener,
+ k_rb_delta );
+
+ vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
+ vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC int skate_boardslide_entry( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( skate_grind_scansq( player, player->rb.co,
+ player->rb.to_world[0], k_board_length,
+ inf ) )
{
- float dist = 1.0f-(s->land_dist/4.0f);
- decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
+ v3f local_co, local_dir;
+ m4x3_mulv( player->rb.to_local, inf->co, local_co );
+ m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+
+ if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */
+ (local_co[1] >= 0.0f) && /* at deck level */
+ (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */
+ {
+ if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
+ return 0;
+
+ return 1;
+ }
}
- v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+ return 0;
+}
+
+VG_STATIC int skate_boardslide_renew( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( !skate_grind_scansq( player, player->rb.co,
+ player->rb.to_world[0], k_board_length,
+ inf ) )
+ return 0;
-#ifndef SKATE_CCD
- if( v3_length2( player->rb.w ) > 0.0f )
+ /* Exit condition: cant see grind target directly */
+ v3f vis;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
+ if( !skate_point_visible( vis, inf->co ) )
+ return 0;
+
+ /* Exit condition: minimum velocity not reached, but allow a bit of error */
+ float dv = fabsf(v3_dot( player->rb.v, inf->dir )),
+ minv = k_grind_axel_min_vel*0.8f;
+
+ if( dv < minv )
+ return 0;
+
+ if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
+ return 0;
+
+ return 1;
+}
+
+VG_STATIC void skate_store_grind_vec( player_instance *player,
+ struct grind_info *inf )
+{
+ struct player_skate *s = &player->_skate;
+
+ m3x3f mtx;
+ skate_grind_orient( inf, mtx );
+ m3x3_transpose( mtx, mtx );
+
+ v3f raw;
+ v3_sub( inf->co, player->rb.co, raw );
+
+ m3x3_mulv( mtx, raw, s->grind_vec );
+ v3_normalize( s->grind_vec );
+ v3_copy( inf->dir, s->grind_dir );
+}
+
+VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ if( s->grind_cooldown > 100 ){
+ vg_fatal_exit_loop( "wth!\n" );
+ }
+
+ /* debounces this state manager a little bit */
+ if( s->grind_cooldown ){
+ s->grind_cooldown --;
+ return k_skate_activity_undefined;
+ }
+
+ struct grind_info inf_back50,
+ inf_front50,
+ inf_slide;
+
+ int res_back50 = 0,
+ res_front50 = 0,
+ res_slide = 0;
+
+ int allow_back = 1,
+ allow_front = 1;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ||
+ s->state.activity == k_skate_activity_grind_back50 ||
+ s->state.activity == k_skate_activity_grind_front50 )
{
- v4f rotation;
- v3f axis;
- v3_copy( player->rb.w, axis );
-
- float mag = v3_length( axis );
- v3_divs( axis, mag, axis );
- q_axis_angle( rotation, axis, mag*k_rb_delta );
- q_mul( rotation, player->rb.q, player->rb.q );
+ float tilt = player->input_js1v->axis.value;
+
+ if( fabsf(tilt) >= 0.25f ){
+ v3f raw = {0.0f,0.0f,tilt};
+ m3x3_mulv( player->rb.to_world, raw, raw );
+
+ float way = player->input_js1v->axis.value *
+ vg_signf( v3_dot( raw, player->rb.v ) );
+
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
+ }
+
+ if( s->state.activity == k_skate_activity_grind_boardslide ){
+ res_slide = skate_boardslide_renew( player, &inf_slide );
+ }
+ else if( s->state.activity == k_skate_activity_grind_back50 ){
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+ }
+ else if( s->state.activity == k_skate_activity_grind_front50 ){
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+ }
+ else if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
+ }
+ else{
+ res_slide = skate_boardslide_entry( player, &inf_slide );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+ if( res_back50 != res_front50 ){
+ int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+
+ res_back50 &= wants_to_do_that;
+ res_front50 &= wants_to_do_that;
+ }
+ }
+
+ const enum skate_activity table[] =
+ { /* slide | back | front */
+ k_skate_activity_undefined, /* 0 0 0 */
+ k_skate_activity_grind_front50, /* 0 0 1 */
+ k_skate_activity_grind_back50, /* 0 1 0 */
+ k_skate_activity_grind_5050, /* 0 1 1 */
+
+ /* slide has priority always */
+ k_skate_activity_grind_boardslide, /* 1 0 0 */
+ k_skate_activity_grind_boardslide, /* 1 0 1 */
+ k_skate_activity_grind_boardslide, /* 1 1 0 */
+ k_skate_activity_grind_boardslide, /* 1 1 1 */
+ }
+ , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
+
+ if( new_activity == k_skate_activity_undefined ){
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ s->grind_cooldown = 15;
+ s->surface_cooldown = 10;
+ }
+ }
+ else if( new_activity == k_skate_activity_grind_boardslide ){
+ skate_boardslide_apply( player, &inf_slide );
+ }
+ else if( new_activity == k_skate_activity_grind_back50 ){
+ if( s->state.activity != k_skate_activity_grind_back50 )
+ skate_store_grind_vec( player, &inf_back50 );
+
+ skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_front50 ){
+ if( s->state.activity != k_skate_activity_grind_front50 )
+ skate_store_grind_vec( player, &inf_front50 );
+
+ skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
+ }
+ else if( new_activity == k_skate_activity_grind_5050 )
+ skate_5050_apply( player, &inf_front50, &inf_back50 );
+
+ return new_activity;
+}
+
+VG_STATIC void player__skate_update( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ world_instance *world = get_active_world();
+
+ v3_copy( player->rb.co, s->state.prev_pos );
+ s->state.activity_prev = s->state.activity;
+
+ struct board_collider
+ {
+ v3f pos;
+ float radius;
+
+ u32 colour;
+
+ enum board_collider_state
+ {
+ k_collider_state_default,
+ k_collider_state_disabled,
+ k_collider_state_colliding
+ }
+ state;
+ }
+ wheels[] =
+ {
+ {
+ { 0.0f, 0.0f, -k_board_length },
+ .radius = k_board_radius,
+ .colour = VG__RED
+ },
+ {
+ { 0.0f, 0.0f, k_board_length },
+ .radius = k_board_radius,
+ .colour = VG__GREEN
+ }
+ };
+
+ float slap = 0.0f;
+
+ if( s->state.activity <= k_skate_activity_air_to_grind ){
+
+ float min_dist = 0.6f;
+ for( int i=0; i<2; i++ ){
+ v3f wpos, closest;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+ if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+ min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+ }
+ }
+ min_dist -= 0.2f;
+ float vy = v3_dot( player->basis[1], player->rb.v );
+ vy = vg_maxf( 0.0f, vy );
+
+ slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
}
-#endif
+ s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
- /* integrate steering velocities */
- v4f rotate;
- float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
+ wheels[0].pos[1] = s->state.slap;
+ wheels[1].pos[1] = s->state.slap;
- s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
- s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
- q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s );
- q_mul( rotate, player->rb.q, player->rb.q );
- q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s );
- q_mul( rotate, player->rb.q, player->rb.q );
- s->state.steerx = 0.0f;
- s->state.steery = 0.0f;
- s->state.flip_time += s->state.flip_rate * k_rb_delta;
- rb_update_transform( &player->rb );
-}
+ const int k_wheel_count = 2;
-/*
- * 1 2 or 3
- */
+ s->substep = k_rb_delta;
+ s->substep_delta = s->substep;
+ s->limit_count = 0;
-VG_STATIC int player_skate_trick_input( player_instance *player )
-{
- return (player->input_trick0->button.value) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
-}
+ int substep_count = 0;
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
+ v3_zero( s->surface_picture );
- if( vg_input_button_down( player->input_use ) )
- {
- player->subsystem = k_player_subsystem_walk;
+ int prev_contacts[2];
- v3f angles;
- v3_copy( player->cam.angles, angles );
- angles[2] = 0.0f;
+ for( int i=0; i<k_wheel_count; i++ ){
+ wheels[i].state = k_collider_state_default;
+ prev_contacts[i] = s->wheel_contacts[i];
+ }
- player__walk_transition( player, angles );
- return;
+ /* check if we can enter or continue grind */
+ enum skate_activity grindable_activity = skate_availible_grind( player );
+ if( grindable_activity != k_skate_activity_undefined ){
+ s->state.activity = grindable_activity;
+ goto grinding;
}
- int trick_id;
- if( (s->state.lift_frames > 0) &&
- (trick_id = player_skate_trick_input( player )) )
- {
- if( (vg.time - s->state.jump_time) < 0.1f )
- {
- v3_zero( s->state.trick_vel );
- s->state.trick_time = 0.0f;
+ int contact_count = 0;
+ for( int i=0; i<2; i++ ){
+ v3f normal, axel;
+ v3_copy( player->rb.to_world[0], axel );
- if( trick_id == 1 )
- {
- s->state.trick_vel[0] = 3.0f;
- }
- else if( trick_id == 2 )
- {
- s->state.trick_vel[2] = 3.0f;
- }
- else if( trick_id == 3 )
- {
- s->state.trick_vel[0] = 2.0f;
- s->state.trick_vel[2] = 2.0f;
- }
+ if( skate_compute_surface_alignment( player, wheels[i].pos,
+ wheels[i].colour, normal, axel ) )
+ {
+ rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+ axel,
+ k_surface_spring, k_surface_dampener,
+ s->substep_delta );
+
+ v3_add( normal, s->surface_picture, s->surface_picture );
+ contact_count ++;
+ s->wheel_contacts[i] = 1;
+ }
+ else{
+ s->wheel_contacts[i] = 0;
}
- }
-}
-
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
-
- for( int j=0; j<p->log_length - 1; j ++ )
- vg_line( p->log[j], p->log[j+1], p->colour );
- vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+ m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
+ }
- v3f p1;
- v3_add( p->log[p->log_length-1], p->n, p1 );
- vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+ if( s->surface_cooldown ){
+ s->surface_cooldown --;
+ contact_count = 0;
+ }
- vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+ 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( player->rb.to_world, wheels[i].pos, co );
+ audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ }
+ }
+ audio_unlock();
}
- vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
- vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
-}
+ if( contact_count ){
+ s->state.activity = k_skate_activity_ground;
+ s->state.gravity_bias = k_gravity;
+ v3_normalize( s->surface_picture );
-VG_STATIC void player__skate_update( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- v3_copy( player->rb.co, s->state.prev_pos );
- s->state.activity_prev = s->state.activity;
+ skate_apply_friction_model( player );
+ skate_weight_distribute( player );
+ }
+ else{
+ if( s->state.activity > k_skate_activity_air_to_grind )
+ s->state.activity = k_skate_activity_air;
- float l = k_board_length,
- w = 0.13f;
+ v3_zero( s->weight_distribution );
+ skate_apply_air_model( player );
+ }
- v3f wheel_positions[] =
- {
- { -w, 0.0f, -l },
- { w, 0.0f, -l },
- { -w, 0.0f, l },
- { w, 0.0f, l },
- };
+grinding:;
- rb_sphere collider;
- collider.radius = 0.07f;
+ if( s->state.activity == k_skate_activity_grind_back50 )
+ wheels[1].state = k_collider_state_disabled;
+ if( s->state.activity == k_skate_activity_grind_front50 )
+ wheels[0].state = k_collider_state_disabled;
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ wheels[0].state = k_collider_state_disabled;
+ wheels[1].state = k_collider_state_disabled;
+ }
- s->substep = k_rb_delta;
+ /* all activities */
+ skate_apply_steering_model( player );
+ skate_adjust_up_direction( player );
+ skate_apply_cog_model( player );
+ skate_apply_jump_model( player );
+ skate_apply_grab_model( player );
+ skate_apply_trick_model( player );
+ skate_apply_pump_model( player );
begin_collision:;
-#ifdef SKATE_CCD
+ /*
+ * Phase 0: Continous collision detection
+ * --------------------------------------------------------------------------
+ */
+
+ v3f head_wp0, head_wp1, start_co;
+ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 );
+ v3_copy( player->rb.co, start_co );
/* calculate transform one step into future */
v3f future_co;
v4f future_q;
v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
q_mul( rotation, player->rb.q, future_q );
q_normalize( future_q );
}
+ else
+ v4_copy( player->rb.q, future_q );
+
+ v3f future_cg, current_cg, cg_offset;
+ q_mulv( player->rb.q, s->weight_distribution, current_cg );
+ q_mulv( future_q, s->weight_distribution, future_cg );
+ v3_sub( future_cg, current_cg, cg_offset );
/* calculate the minimum time we can move */
- float max_time = s->substep,
- cast_radius = collider.radius - 0.05f;
+ float max_time = s->substep;
- for( int i=0; i<4; i++ )
- {
- v3f current, future;
- q_mulv( future_q, wheel_positions[i], future );
+ for( int i=0; i<k_wheel_count; i++ ){
+ if( wheels[i].state == k_collider_state_disabled )
+ continue;
+
+ v3f current, future, r_cg;
+
+ q_mulv( future_q, wheels[i].pos, future );
v3_add( future, future_co, future );
+ v3_add( cg_offset, future, future );
- q_mulv( player->rb.q, wheel_positions[i], current );
+ q_mulv( player->rb.q, wheels[i].pos, current );
v3_add( current, player->rb.co, current );
- float t; /* TODO: ignore lightly grazing normals? */
+ float t;
v3f n;
- if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
- {
+
+ float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
+ if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
max_time = vg_minf( max_time, t * s->substep );
- }
}
/* clamp to a fraction of delta, to prevent locking */
- max_time = vg_minf( vg_maxf( max_time, k_rb_delta*0.025f ), s->substep );
+ float rate_lock = substep_count;
+ rate_lock *= k_rb_delta * 0.1f;
+ rate_lock *= rate_lock;
+
+ max_time = vg_maxf( max_time, rate_lock );
s->substep_delta = max_time;
/* integrate */
v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
- if( v3_length2( player->rb.w ) > 0.0f )
- {
+ if( v3_length2( player->rb.w ) > 0.0f ){
v4f rotation;
v3f axis;
v3_copy( player->rb.w, axis );
v3_divs( axis, mag, axis );
q_axis_angle( rotation, axis, mag*s->substep_delta );
q_mul( rotation, player->rb.q, player->rb.q );
+ q_normalize( player->rb.q );
+
+ q_mulv( player->rb.q, s->weight_distribution, future_cg );
+ v3_sub( current_cg, future_cg, cg_offset );
+ v3_add( player->rb.co, cg_offset, player->rb.co );
}
rb_update_transform( &player->rb );
+ v3_muladds( player->rb.v, player->basis[1],
+ -s->state.gravity_bias * s->substep_delta, player->rb.v );
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v );
-
-#else
-
- s->substep_delta = k_rb_delta;
+ s->substep -= s->substep_delta;
-#endif
+ rb_ct manifold[128];
+ int manifold_len = 0;
- s->substep -= s->substep_delta;
+ /*
+ * Phase -1: head detection
+ * --------------------------------------------------------------------------
+ */
+ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
+ 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) )
+ {
+ v3_lerp( start_co, player->rb.co, t, player->rb.co );
+ rb_update_transform( &player->rb );
- /* create manifold(s) */
- rb_ct manifold[128];
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
- int manifold_len = 0,
- manifold_front = 0,
- manifold_back = 0,
- manifold_interface = 0;
+ /*
+ * Phase 1: Regular collision detection
+ * --------------------------------------------------------------------------
+ */
- rb_ct *cmanifold = manifold;
+ for( int i=0; i<k_wheel_count; i++ ){
+ if( wheels[i].state == k_collider_state_disabled )
+ continue;
- for( int i=0; i<4; i++ )
- {
m4x3f mtx;
m3x3_identity( mtx );
-
- m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
- int l = skate_collide_smooth( player, mtx, &collider, cmanifold );
+ rb_sphere collider = { .radius = wheels[i].radius };
+
+ rb_ct *man = &manifold[ manifold_len ];
+
+ int l = skate_collide_smooth( player, mtx, &collider, man );
+ if( l )
+ wheels[i].state = k_collider_state_colliding;
- cmanifold += l;
manifold_len += l;
- manifold_interface += l;
+ }
- if( i<=1 )
- manifold_front ++;
- else
- manifold_back ++;
+ float grind_radius = k_board_radius * 0.75f;
+ rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f,
+ .radius=grind_radius };
+ m4x3f mtx;
+ v3_muls( player->rb.to_world[0], 1.0f, mtx[0] );
+ v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
+ v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
+ v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
+ grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
+
+ rb_ct *cman = &manifold[manifold_len];
+
+ int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
+ cman );
+
+ /* weld joints */
+ for( int i=0; i<l; i ++ )
+ cman[l].type = k_contact_type_edge;
+ rb_manifold_filter_joint_edges( cman, l, 0.03f );
+ l = rb_manifold_apply_filtered( cman, l );
+
+ manifold_len += l;
+
+ debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+
+ /* add limits */
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ for( int i=0; i<s->limit_count; i++ ){
+ struct grind_limit *limit = &s->limits[i];
+ rb_ct *ct = &manifold[ manifold_len ++ ];
+ m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
+ m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+ ct->p = limit->p;
+ ct->type = k_contact_type_default;
+ }
}
- /* try to slap both wheels onto the ground when landing to prevent mega
- * angular velocities being added */
- if( (s->state.activity == k_skate_activity_air) &&
- (manifold_front != manifold_back ) )
- {
- v3f trace_from, trace_dir;
- v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+ /*
+ * Phase 3: Dynamics
+ * --------------------------------------------------------------------------
+ */
- if( manifold_front )
- v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from );
- else
- v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from );
- m4x3_mulv( player->rb.to_world, trace_from, trace_from );
- ray_hit ray;
- ray.dist = 0.6f;
+ v3f world_cog;
+ m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
+ vg_line_pt3( world_cog, 0.02f, VG__BLACK );
- if( ray_world( trace_from, trace_dir, &ray ) )
- {
- rb_ct *ct = cmanifold;
+ for( int i=0; i<manifold_len; i ++ ){
+ rb_prepare_contact( &manifold[i], s->substep_delta );
+ rb_debug_contact( &manifold[i] );
+ }
- v3_copy( ray.pos, ct->co );
- v3_copy( ray.normal, ct->n );
- ct->p = 0.0f;
+ /* yes, we are currently rebuilding mass matrices every frame. too bad! */
+ v3f extent = { k_board_width, 0.1f, k_board_length };
+ float ex2 = k_board_interia*extent[0]*extent[0],
+ ey2 = k_board_interia*extent[1]*extent[1],
+ ez2 = k_board_interia*extent[2]*extent[2];
+
+ float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
+ float inv_mass = 1.0f/mass;
+
+ v3f I;
+ I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
+ I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
+ I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
+
+ m3x3f iI;
+ m3x3_identity( iI );
+ iI[0][0] = I[0];
+ iI[1][1] = I[1];
+ iI[2][2] = I[2];
+ m3x3_inv( iI, iI );
+
+ m3x3f iIw;
+ m3x3_mul( iI, player->rb.to_local, iIw );
+ m3x3_mul( player->rb.to_world, iIw, iIw );
+
+ for( int j=0; j<10; j++ ){
+ for( int i=0; i<manifold_len; i++ ){
+ /*
+ * regular dance; calculate velocity & total mass, apply impulse.
+ */
- manifold_len ++;
- manifold_interface ++;
- }
- }
+ struct contact *ct = &manifold[i];
+
+ v3f rv, delta;
+ v3_sub( ct->co, world_cog, delta );
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
- int grind_len = skate_grind_collide( player, cmanifold );
- manifold_len += grind_len;
+ v3f raCn;
+ v3_cross( delta, ct->n, raCn );
- for( int i=0; i<manifold_len; i ++ )
- {
-#ifdef SKATE_CCD
- rb_ct *ct = &manifold[i];
- ct->bias = -0.2f *
- (s->substep_delta * 3600.0f)
- * vg_minf( 0.0f, -ct->p+k_penetration_slop );
- rb_tangent_basis( ct->n, ct->t[0], ct->t[1] );
- ct->norm_impulse = 0.0f;
- ct->tangent_impulse[0] = 0.0f;
- ct->tangent_impulse[1] = 0.0f;
-#else
- rb_prepare_contact( &manifold[i] );
-#endif
- rb_debug_contact( &manifold[i] );
+ v3f raCnI, rbCnI;
+ m3x3_mulv( iIw, raCn, raCnI );
+
+ float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
+ vn = v3_dot( rv, ct->n ),
+ lambda = normal_mass * ( -vn );
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+ lambda = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, lambda, impulse );
+
+ v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
+ v3_cross( delta, impulse, impulse );
+ m3x3_mulv( iIw, impulse, impulse );
+ v3_add( impulse, player->rb.w, player->rb.w );
+
+ v3_cross( player->rb.w, delta, rv );
+ v3_add( player->rb.v, rv, rv );
+ vn = v3_dot( rv, ct->n );
+ }
}
- skate_collision_response( player, manifold, manifold_len );
+ v3f dt;
+ rb_depenetrate( manifold, manifold_len, dt );
+ v3_add( dt, player->rb.co, player->rb.co );
+ rb_update_transform( &player->rb );
+
+ substep_count ++;
if( s->substep >= 0.0001f )
- goto begin_collision;
+ goto begin_collision; /* again! */
- skate_apply_grind_model( player, &manifold[manifold_interface], grind_len );
- skate_apply_interface_model( player, manifold, manifold_interface );
-
- skate_apply_pump_model( player );
- skate_apply_cog_model( player );
+ /*
+ * End of collision and dynamics routine
+ * --------------------------------------------------------------------------
+ */
- skate_apply_grab_model( player );
- skate_apply_friction_model( player );
- skate_apply_jump_model( player );
- skate_apply_air_model( player );
- skate_apply_trick_model( player );
+ s->surface = k_surface_prop_concrete;
- skate_integrate( player );
+ for( int i=0; i<manifold_len; i++ ){
+ rb_ct *ct = &manifold[i];
+ struct world_surface *surf = world_contact_surface( world, ct );
+
+ if( surf->info.surface_prop > s->surface )
+ s->surface = surf->info.surface_prop;
+ }
+
+ for( int i=0; i<k_wheel_count; i++ ){
+ m4x3f mtx;
+ m3x3_copy( player->rb.to_world, mtx );
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
+ debug_sphere( mtx, wheels[i].radius,
+ (u32[]){ VG__WHITE, VG__BLACK,
+ wheels[i].colour }[ wheels[i].state ]);
+ }
- vg_line_pt3( s->state.cog, 0.1f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.11f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.12f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.13f, VG__WHITE );
- vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
+ skate_integrate( player );
+ vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
- vg_line( player->rb.co, s->state.cog, VG__RED );
+ ent_gate *gate =
+ world_intersect_gates(world, player->rb.co, s->state.prev_pos );
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
- {
+ if( gate ){
m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
m4x3_mulv( gate->transport, s->state.cog, s->state.cog );
m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+ m3x3_mulv( gate->transport, s->state.head_position,
+ s->state.head_position );
+ m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir );
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player->rb.q, player->rb.q );
+ q_mul( transport_rotation, s->state.smoothed_rotation,
+ s->state.smoothed_rotation );
rb_update_transform( &player->rb );
s->state_gate_storage = s->state;
player__pass_gate( player, gate );
}
+
+ /* FIXME: Rate limit */
+ static int stick_frames = 0;
+
+ if( s->state.activity >= k_skate_activity_ground )
+ stick_frames ++;
+ else
+ stick_frames = 0;
+
+ if( stick_frames > 5 ) stick_frames = 5;
+
+ if( stick_frames == 4 ){
+ audio_lock();
+
+ if( s->state.activity == k_skate_activity_ground ){
+ if( (fabsf(s->state.slip) > 0.75f) ){
+ audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ }
+ else if( s->surface == k_surface_prop_metal ){
+ audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
+ }
+ else{
+ audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
+ }
+
+ audio_unlock();
+ } else if( stick_frames == 0 ){
+
+ }
}
VG_STATIC void player__skate_im_gui( player_instance *player )
{
struct player_skate *s = &player->_skate;
-
- /* FIXME: Compression */
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
player->rb.v[2] );
player->rb.w[1],
player->rb.w[2] );
- player__debugtext( 1, "activity: %s",
- (const char *[]){ "k_skate_activity_air",
- "k_skate_activity_ground",
- "k_skate_activity_grind }" }
- [s->state.activity] );
+ const char *activity_txt[] =
+ {
+ "air",
+ "air_to_grind",
+ "ground",
+ "undefined (INVALID)",
+ "grind_any (INVALID)",
+ "grind_boardslide",
+ "grind_metallic (INVALID)",
+ "grind_back50",
+ "grind_front50",
+ "grind_5050"
+ };
+
+ player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
+#if 0
player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
s->state.steerx_s, s->state.steery_s,
k_steer_ground, k_steer_air );
+#endif
player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
s->state.flip_time );
player__debugtext( 1, "trickv: %.2f %.2f %.2f",
}
VG_STATIC void player__skate_animate( player_instance *player,
- player_animation *dest )
+ player_animation *dest )
{
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
v3f offset;
v3_zero( offset );
- m4x3_mulv( player->rb.to_local, s->state.cog, offset );
- v3_muls( offset, -4.0f, offset );
+ v3f cog_local, cog_ideal;
+ m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
+
+ v3_copy( s->state.up_dir, cog_ideal );
+ v3_normalize( cog_ideal );
+ m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
+
+ v3_sub( cog_ideal, cog_local, offset );
+
+
+ v3_muls( offset, 4.0f, offset );
+ offset[1] *= -1.0f;
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+ v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+
/*
* Animation blending
* ===========================================
/* sliding */
{
- float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ float desired = 0.0f;
+ if( s->state.activity == k_skate_activity_ground )
+ desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
{
- int iair = (s->state.activity == k_skate_activity_air) ||
- (s->state.activity == k_skate_activity_grind );
+ int iair = s->state.activity <= k_skate_activity_air_to_grind;
float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
dirx = s->state.slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f;
+ fly = iair? 1.0f: 0.0f,
+ wdist= s->weight_distribution[2] / k_board_length;
+
+ if( s->state.activity >= k_skate_activity_grind_any )
+ wdist = 0.0f;
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta );
+ s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
+ s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
+ s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
+ s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
mdl_keyframe air_pose[32];
{
float target = -player->input_js1h->axis.value;
+
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+
+ mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
+ *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
+ *kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
+ *kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
+ *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
+ *kf_hip = &dest->pose[av->id_hip-1],
+ *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
+ &dest->pose[av->id_wheel_l-1] };
+
+
+ mdl_keyframe grind_pose[32];
+ {
+ float grind_frame = 0.5f;
+
+ if( s->state.activity == k_skate_activity_grind_front50 ){
+ grind_frame = 0.0f;
+ } else if( s->state.activity == k_skate_activity_grind_back50 ){
+ grind_frame = 1.0f;
+ }
+
+ float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+ s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
+ s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
+
+ grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
+ skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ }
+ skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+
float add_grab_mod = 1.0f - s->blend_fly;
/* additive effects */
av->id_ik_elbow_l,
av->id_ik_elbow_r };
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ float apply_rates[] = { 1.0f,
+ 0.75f,
+ 0.75f,
+ 0.75f,
+ 0.75f };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
- mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
- *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
- *kf_foot_r = &dest->pose[av->id_ik_foot_r-1];
+ /* angle correction */
+ if( v3_length2( s->state.up_dir ) > 0.001f ){
- v3f bo;
- v3_muls( s->board_offset, add_grab_mod, bo );
+ if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+ v4_length(s->state.smoothed_rotation) >= 1.1f ){
+ vg_warn( "FIX THIS! CARROT\n" );
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
+ }
+ v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ s->state.smoothed_rotation );
+ q_normalize( s->state.smoothed_rotation );
- v3_add( bo, kf_board->co, kf_board->co );
- v3_add( bo, kf_foot_l->co, kf_foot_l->co );
- v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+ 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 );
+ 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 );
-#if 0
- m3x3f c;
- q_m3x3( s->board_rotation, c );
-#endif
+ float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
+ yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
+ yaw_counter_rotate = acosf( yaw_counter_rotate );
+ yaw_counter_rotate *= 1.0f-s->blend_fly;
- v4f qtotal;
+ v3f ndir;
+ m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
+ v3_normalize( ndir );
+
+ v3f up = { 0.0f, 1.0f, 0.0f };
+
+ float a = v3_dot( ndir, up );
+ a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+ v3f axis;
+ v4f qfixup, qcounteryaw, qtotal;
+
+ v3_cross( up, ndir, axis );
+ q_axis_angle( qfixup, axis, a );
+
+ q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+ q_mul( qcounteryaw, qfixup, qtotal );
+ q_normalize( qtotal );
+
+ mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
+ v3f origin;
+ v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
+ mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
+
+ keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ qtotal );
+ }
+
+ v3f p1, p2;
+ 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 );
+
+ }
+
+ v4f qtotal;
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
-
-
v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
q_mul( qpitchr, qrollr, qtrickr );
- q_mul( qyawr, qtrickr, qtrickr );
- q_mul( s->board_rotation, qtrickr, qtotal );
+ q_mul( qyawr, qtrickr, qtotal );
q_normalize( qtotal );
q_mul( qtotal, kf_board->q, kf_board->q );
- v3f d;
- v3_sub( kf_foot_l->co, bo, d );
- q_mulv( qtotal, d, d );
- v3_add( bo, d, kf_foot_l->co );
-
- v3_sub( kf_foot_r->co, bo, d );
- q_mulv( qtotal, d, d );
- v3_add( bo, d, kf_foot_r->co );
-
- q_mul( s->board_rotation, kf_board->q, kf_board->q );
- q_normalize( kf_board->q );
-
-
/* trick rotation */
v4f qtrick, qyaw, qpitch, qroll;
v3f euler;
v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ float jump_t = vg.time-s->state.jump_time;
+
+ float k=17.0f;
+ float h = k*jump_t;
+ float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+ extra *= s->state.slap * 4.0f;
+
q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
- q_mul( qpitch, qroll, qtrick );
- q_mul( qyaw, qtrick, qtrick );
+ q_mul( qyaw, qroll, qtrick );
+ q_mul( qpitch, qtrick, qtrick );
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
+
+
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f ){
+ kf_foot_l->co[2] += s->blend_weight * 0.2f;
+ kf_foot_r->co[2] += s->blend_weight * 0.1f;
+ }
+ else{
+ kf_foot_r->co[2] += s->blend_weight * 0.3f;
+ kf_foot_l->co[2] += s->blend_weight * 0.1f;
+ }
+
+ float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+ s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+
+ kf_foot_l->co[1] += s->state.slap;
+ kf_foot_r->co[1] += s->state.slap;
+ kf_knee_l->co[1] += s->state.slap;
+ kf_knee_r->co[1] += s->state.slap;
+ kf_board->co[1] += s->state.slap * s->subslap;
+ kf_hip->co[1] += s->state.slap * 0.25f;
+
+ /*
+ * animation wishlist:
+ * boardslide/grind jump animations
+ * when tricking the slap should not appply or less apply
+ * not animations however DONT target grinds that are vertically down.
+ */
+
+ /* truck rotation */
+ for( int i=0; i<2; i++ )
+ {
+ float a = vg_minf( s->truckv0[i][0], 1.0f );
+ a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+
+ v4f q;
+ q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+ q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+ q_normalize( kf_wheels[i]->q );
+ }
+ }
+
+ {
+ mdl_keyframe
+ *kf_head = &dest->pose[av->id_head-1],
+ *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
+ *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
+ *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
+ *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
+
+ float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+
+ v4f qrot;
+ q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
+
+ 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 );
+ keyframe_rotate_around( kf_hand_r, origin,
+ av->sk.bones[av->id_ik_hand_r].co, qrot );
+ keyframe_rotate_around( kf_hip, origin,
+ av->sk.bones[av->id_hip].co, qrot );
+ keyframe_rotate_around( kf_elbow_r, origin,
+ av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ keyframe_rotate_around( kf_elbow_l, origin,
+ av->sk.bones[av->id_ik_elbow_l].co, qrot );
+
+ q_inv( qrot, qrot );
+ q_mul( qrot, kf_head->q, kf_head->q );
+ q_normalize( kf_head->q );
}
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
+ v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
- v4f qresy, qresx, qresidual;
- m3x3f mtx_residual;
float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
- q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
- q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
-
- q_mul( qresy, qresx, qresidual );
- q_normalize( qresidual );
- q_mul( dest->root_q, qresidual, dest->root_q );
- q_normalize( dest->root_q );
v4f qflip;
- if( (s->state.activity == k_skate_activity_air) &&
+ if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta,
- angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+ float t = s->state.flip_time;
+ sign = vg_signf( t );
+
+ t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+ t = sign * (1.0f-t*t);
+
+ float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
+
+ skeleton_copy_pose( sk, dest->pose, s->holdout );
}
VG_STATIC void player__skate_post_animate( player_instance *player )
struct player_avatar *av = player->playeravatar;
player->cam_velocity_influence = 1.0f;
+
+ v3f head = { 0.0f, 1.8f, 0.0f };
+ m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
+ m4x3_mulv( player->rb.to_local, s->state.head_position,
+ s->state.head_position );
}
VG_STATIC void player__skate_reset_animator( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( s->state.activity == k_skate_activity_air )
+ if( s->state.activity <= k_skate_activity_air_to_grind )
s->blend_fly = 1.0f;
else
s->blend_fly = 0.0f;
s->blend_slide = 0.0f;
s->blend_z = 0.0f;
s->blend_x = 0.0f;
+ s->blend_grind = 0.0f;
+ s->blend_grind_balance = 0.0f;
s->blend_stand = 0.0f;
s->blend_push = 0.0f;
s->blend_jump = 0.0f;
s->blend_airdir = 0.0f;
+ s->blend_weight = 0.0f;
+ s->subslap = 0.0f;
+ v2_zero( s->wobble );
+
+ v3_zero( s->board_trick_residuald );
+ v3_zero( s->board_trick_residualv );
+ v3_zero( s->truckv0[0] );
+ v3_zero( s->truckv0[1] );
}
VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
s->state.jump_charge = 0.0f;
- s->state.lift_frames = 0;
+ s->state.charging_jump = 0;
+ s->state.jump_dir = 0;
+ v3_zero( s->state.flip_axis );
+ s->state.flip_time = 0.0f;
s->state.flip_rate = 0.0f;
- s->state.steery = 0.0f;
- s->state.steerx = 0.0f;
- s->state.steery_s = 0.0f;
- s->state.steerx_s = 0.0f;
s->state.reverse = 0.0f;
s->state.slip = 0.0f;
+ s->state.grabbing = 0.0f;
+ v2_zero( s->state.grab_mouse_delta );
+ s->state.slap = 0.0f;
+ s->state.jump_time = 0.0;
+ s->state.start_push = 0.0;
+ s->state.cur_push = 0.0;
+ s->state.air_start = 0.0;
+
+ v3_zero( s->state.air_init_v );
+ v3_zero( s->state.air_init_co );
+
+ s->state.gravity_bias = k_gravity;
v3_copy( player->rb.co, s->state.prev_pos );
-
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
v3_zero( s->state.throw_v );
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
+ v3_zero( s->state.cog_v );
+ s->grind_cooldown = 0;
+ s->surface_cooldown = 0;
+ v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ v3_copy( player->rb.to_world[1], s->state.up_dir );
+ v3_copy( player->rb.to_world[1], s->surface_picture );
+ v3_zero( s->weight_distribution );
+ v3_copy( player->rb.co, s->state.prev_pos );
}
VG_STATIC void player__skate_reset( player_instance *player,
- struct respawn_point *rp )
+ ent_spawn *rp )
{
struct player_skate *s = &player->_skate;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_zero( player->rb.v );
- v3_zero( s->state.cog_v );
- v4_copy( rp->q, player->rb.q );
+ v4_copy( rp->transform.q, player->rb.q );
s->state.activity = k_skate_activity_air;
s->state.activity_prev = k_skate_activity_air;
player__skate_clear_mechanics( player );
player__skate_reset_animator( player );
+
+ v3_zero( s->state.head_position );
+ s->state.head_position[1] = 1.8f;
+}
+
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ s->state = s->state_gate_storage;
}
#endif /* PLAYER_SKATE_C */