commit
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 446c4bff10a37ba932eb8a808ad6e1c0fd28461d..b372aa2b487d449d23706d7f30b7ac86c29203aa 100644 (file)
@@ -3,6 +3,7 @@
 
 #include "player.h"
 #include "audio.h"
+#include "vg/vg_perlin.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -501,7 +502,6 @@ void player__approximate_best_trajectory( player_instance *player )
             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] ) },
@@ -519,12 +519,11 @@ void player__approximate_best_trajectory( player_instance *player )
 
                /* check speed */
                if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
-                   (a >= a_min) )
+                   (a >= a_min) && 
+                   (fabsf(grind.dir[1]) < 0.70710678118654752f))
                {
                   grind_located = 1;
                   grind_located_gravity = inf->gravity;
-
-                  vg_success( "Grind located\n" );
                }
             }
          }
@@ -556,25 +555,6 @@ void player__approximate_best_trajectory( player_instance *player )
             u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
             struct world_surface *surf = world_tri_index_surface(world, tri[0]);
 
-#if 0
-            v3f v0, v1;
-            v3f pa, pb, pc;
-
-            v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
-            v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
-            v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
-
-            v3_sub( pb, pa, v0 );
-            v3_sub( pc, pa, v1 );
-            v3_cross( v0, v1, inf->n );
-            v3_normalize( inf->n );
-#endif
-            /* TODO:
-             *   grind predictions, we want to FORCE it to land in the correct
-             *   location, taking the cloest endpoint or midpoint to be the 
-             *   snapper.
-             */
-
             inf->type = k_prediction_land;
 
             v3f ve;
@@ -1031,8 +1011,6 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       s->state.jump_charge = 0.0f;
       s->state.jump_time = vg.time;
 
-      vg_success( PRINTF_v3f( jumpdir ) );
-
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
@@ -1127,7 +1105,8 @@ VG_STATIC void skate_integrate( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+   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 ){
@@ -1135,13 +1114,14 @@ VG_STATIC void skate_integrate( player_instance *player )
       decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
       decay_rate_y = decay_rate;
 #endif
-      decay_rate = 1.0f-(40.0f*k_rb_delta);
+      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,
+   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;
+         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 );
@@ -1155,6 +1135,14 @@ VG_STATIC void skate_integrate( player_instance *player )
  * 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) |
@@ -1174,22 +1162,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
-      player->holdout_time = 0.25f;
+      skate_copy_holdout( player );
+      player->holdout_time = 0.34f;
       player__skate_kill_audio( player );
       player__walk_transition( player, angles );
       return;
    }
 
-   if( vg_input_button_down( player->input_reset ) ){
-      player->rb.co[1] += 2.0f;
-      s->state.cog[1] += 2.0f;
-      q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
-      v3_zero( player->rb.w );
-      v3_zero( player->rb.v );
-
-      rb_update_transform( &player->rb );
-   }
-
    int trick_id; 
    if( (s->state.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
@@ -1292,15 +1271,14 @@ VG_STATIC void player__skate_post_update( player_instance *player )
             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) ){
-
-         float d = v3_dot( player->rb.to_world[2], s->grind_dir );
-
+               (s->state.activity == k_skate_activity_grind_front50) )
+      {
          if( s->surface == k_surface_prop_metal ){
             sample_type = k_skate_sample_metal_scrape_generic;
          }
          else{
-            if( d > 0.70710678118654752f )
+            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;
@@ -2014,25 +1992,56 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        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 )
+   {
+      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 );
-      res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+      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 );
-      res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
+
+      if( allow_back )
+         res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
    else if( s->state.activity == k_skate_activity_grind_5050 ){
-      res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
-      res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
+      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 );
-      res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
-      res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+      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;
@@ -2526,7 +2535,7 @@ begin_collision:;
       rb_ct *ct = &manifold[i];
       struct world_surface *surf = world_contact_surface( world, ct );
 
-      if( surf->info.surface_prop != k_surface_prop_concrete )
+      if( surf->info.surface_prop > s->surface )
          s->surface = surf->info.surface_prop;
    }
 
@@ -2569,23 +2578,36 @@ begin_collision:;
    /* FIXME: Rate limit */
    static int stick_frames = 0;
 
-   if( s->state.activity == k_skate_activity_ground )
+   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( (fabsf(s->state.slip) > 0.75f) ){
-         audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
-                           40.0f, 1.0f );
+
+      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_lands[rand()%3], player->rb.co, 
-                           40.0f, 1.0f );
+         audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
       }
+
       audio_unlock();
+   } else if( stick_frames == 0 ){
+      
    }
 }
 
@@ -2610,6 +2632,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
+      "grind_metallic (INVALID)",
       "grind_back50",
       "grind_front50",
       "grind_5050"
@@ -2634,7 +2657,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
 }
 
 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;
@@ -2775,11 +2798,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       float target = -player->input_js1h->axis.value;
 
-#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-#else
-      s->blend_airdir = 0.0f;
-#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -2806,6 +2825,16 @@ VG_STATIC void player__skate_animate( player_instance *player,
    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];
    {
       /* TODO: factor balance into this sampler */
@@ -2901,15 +2930,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
          for( int i=0; i<vg_list_size(apply_to); i ++ ){
             mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
 
-            v3f v0, co;
-            v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
-            v3_sub( co, origin, v0 );
-            q_mulv( qtotal, v0, v0 );
-            v3_add( v0, origin, co );
-            v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
-
-            q_mul( qtotal, kf->q, kf->q );
-            q_normalize( kf->q );
+            keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+                                    qtotal );
          }
 
          v3f p1, p2;
@@ -2918,18 +2940,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
          vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
          vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
-      }
-
 
-
-      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] };
+      }
 
       v4f qtotal;
       v4f qtrickr, qyawr, qpitchr, qrollr;
@@ -2980,11 +2992,14 @@ VG_STATIC void player__skate_animate( player_instance *player,
          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;
+      kf_board->co[1] += s->state.slap * s->subslap;
       kf_hip->co[1] += s->state.slap * 0.25f;
 
       /* 
@@ -3007,6 +3022,37 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
    }
 
+   {
+      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], -0.1f, dest->root_co );
@@ -3041,7 +3087,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_add( rco, rotation_point, dest->root_co );
    }
 
-   skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+   skeleton_copy_pose( sk, dest->pose, s->holdout );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -3069,44 +3115,65 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
    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.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;
-#if 0
-   s->state.steery         = 0.0f;
-   s->state.steerx         = 0.0f;
-   s->state.steery_s       = 0.0f;
-   s->state.steerx_s       = 0.0f;
-#endif
    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 );
-
-#if 0
-   m3x3_identity( s->state.velocity_bias );
-   m3x3_identity( s->state.velocity_bias_pstep );
-#endif
-
+   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,
                                     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->transform.q, player->rb.q );
 
    s->state.activity = k_skate_activity_air;