}
VG_STATIC
-void player_approximate_best_trajectory( player_instance *player )
+void player__approximate_best_trajectory( player_instance *player )
{
struct player_skate *s = &player->_skate;
return;
if( s->state.activity_prev != k_skate_activity_air )
- player_approximate_best_trajectory( player );
+ player__approximate_best_trajectory( player );
m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
ray_hit hit;
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;
+ }
+
float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
v3_muladds( player->rb.v, player->rb.to_world[1],
DOWNFORCE, player->rb.v );
}
}
+VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC void skate_apply_trick_model( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ v3f Fd, Fs, F;
+ v3f strength = { 3.7f, 3.6f, 8.0f };
+
+ v3_muls( s->board_trick_residualv, -4.0f , Fd );
+ v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_add( Fd, Fs, F );
+ v3_mul( strength, F, F );
+
+ v3_muladds( s->board_trick_residualv, F, k_rb_delta,
+ s->board_trick_residualv );
+ 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( v3_length2( s->state.trick_vel ) < 0.0001f )
+ return;
+
+ int carry_on = player_skate_trick_input( player );
+
+ /* we assume velocities share a common divisor, in which case the
+ * interval is the minimum value (if not zero) */
+
+ float min_rate = 99999.0f;
+
+ for( int i=0; i<3; i++ )
+ {
+ float v = s->state.trick_vel[i];
+ if( (v > 0.0f) && (v < min_rate) )
+ min_rate = v;
+ }
+
+ float interval = 1.0f / min_rate,
+ current = floorf( s->state.trick_time / interval ),
+ next_end = (current+1.0f) * interval;
+
+
+ /* integrate trick velocities */
+ 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) )
+ {
+ 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_euler[2] = roundf( s->state.trick_euler[2] );
+ v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_zero( s->state.trick_vel );
+ }
+
+ s->state.trick_time += k_rb_delta;
+ }
+ else
+ {
+ if( (s->state.lift_frames == 0)
+ && (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
+ s->state.trick_time > 0.2f)
+ {
+ player__dead_transition( player );
+ }
+
+ 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_euler[2] = roundf( s->state.trick_euler[2] );
+ s->state.trick_time = 0.0f;
+ v3_zero( s->state.trick_vel );
+ }
+}
+
VG_STATIC void skate_apply_grab_model( player_instance *player )
{
struct player_skate *s = &player->_skate;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
-
s->state.jump_time = vg.time;
v2f steer = { player->input_js1h->axis.value,
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
if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
{
- /* FIXME */
-#if 0
- player_kill();
+ player__dead_transition( player );
return;
-#endif
}
v3_add( impulse, player->rb.v, player->rb.v );
rb_update_transform( &player->rb );
}
+/*
+ * 1 2 or 3
+ */
+
+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;
player__walk_transition( player, angles );
return;
}
+
+ 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;
+
+ 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 )
skate_apply_friction_model( player );
skate_apply_jump_model( player );
skate_apply_air_model( player );
+ skate_apply_trick_model( player );
skate_integrate( player );
vg_line( player->rb.co, s->state.cog, VG__RED );
-
teleport_gate *gate;
if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
{
m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
- /*camera */
- m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
-
-#if 0
- mixedcam_transport( &s->state.cam, gate );
-#endif
-
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player->rb.q, player->rb.q );
player->rb.w[1],
player->rb.w[2] );
- player__debugtext( 1, "activity: %s\n",
+ player__debugtext( 1, "activity: %s",
(const char *[]){ "k_skate_activity_air",
"k_skate_activity_ground",
"k_skate_activity_grind }" }
[s->state.activity] );
- player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
+ 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 );
- player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate,
+ player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate,
s->state.flip_time );
+ player__debugtext( 1, "trickv: %.2f %.2f %.2f",
+ s->state.trick_vel[0],
+ s->state.trick_vel[1],
+ s->state.trick_vel[2] );
+ player__debugtext( 1, "tricke: %.2f %.2f %.2f",
+ s->state.trick_euler[0],
+ s->state.trick_euler[1],
+ s->state.trick_euler[2] );
}
VG_STATIC void player__skate_animate( player_instance *player,
m4x3_mulv( player->rb.to_local, s->state.cog, offset );
v3_muls( offset, -4.0f, offset );
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], speed_wobble, 2.4f*vg.time_delta);
+ s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
+ offset[0] += s->wobble[1]*3.0f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
v3_add( bo, kf_foot_l->co, kf_foot_l->co );
v3_add( bo, kf_foot_r->co, kf_foot_r->co );
+#if 0
m3x3f c;
q_m3x3( s->board_rotation, c );
+#endif
+
+ 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( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
+ 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_normalize( qtotal );
+
+ q_mul( qtotal, kf_board->q, kf_board->q );
+
v3f d;
v3_sub( kf_foot_l->co, bo, d );
- m3x3_mulv( c, d, d );
+ q_mulv( qtotal, d, d );
v3_add( bo, d, kf_foot_l->co );
v3_sub( kf_foot_r->co, bo, d );
- m3x3_mulv( c, d, 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 );
+
+ 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( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
+
+ q_mul( qpitch, qroll, qtrick );
+ q_mul( qyaw, qtrick, qtrick );
+ q_mul( kf_board->q, qtrick, kf_board->q );
+ q_normalize( kf_board->q );
}
/* transform */
v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
- /* FIXME: q_mul v3 */
- m3x3f TEMP;
- q_m3x3( qflip, TEMP );
- m3x3_mulv( TEMP, rco, rco );
+ q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
}
-VG_STATIC void skate_camera_firstperson( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
-
- /* FIXME: viewpoint entity */
- v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos );
- v3_zero( player->fpv_angles );
-
- v3f flat_dir,
- vel_dir,
- look_dir;
-
- v3_copy( player->rb.v, vel_dir );
- //v3_normalize( vel_dir );
-
- float tti = s->land_dist;
- v3f norm;
- v3_copy( s->land_normal, norm );
-
- if( s->state.activity == k_skate_activity_ground )
- {
- tti = 0.0f;
- v3_copy( player->rb.to_world[1], norm );
- }
-
- v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
- //v3_normalize( flat_dir );
-
- v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
- v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
- player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
-}
-
-VG_STATIC void skate_camera_thirdperson( player_instance *player )
+VG_STATIC void player__skate_post_animate( player_instance *player )
{
struct player_skate *s = &player->_skate;
struct player_avatar *av = player->playeravatar;
- v3f origin, dir, target;
- v3_copy( player->rb.co, origin );
- v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
- player_set_follower_subject( player, origin );
+ player->cam_velocity_influence = 1.0f;
}
-VG_STATIC void player__skate_post_animate( player_instance *player )
+VG_STATIC void player__skate_reset_animator( player_instance *player )
{
struct player_skate *s = &player->_skate;
- struct player_avatar *av = player->playeravatar;
-
- skate_camera_thirdperson( player );
- skate_camera_firstperson( player );
- player->cam_angles_override_strength = 0.0f;
- player->cam_position_override_strength = 0.0f;
-
-
+ if( s->state.activity == k_skate_activity_air )
+ s->blend_fly = 1.0f;
+ else
+ s->blend_fly = 0.0f;
- /* FIXME: Organize this. Its int wrong fucking place */
- v3f vp0 = {0.0f,0.1f, 0.6f},
- vp1 = {0.0f,0.1f,-0.6f};
-
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ s->blend_slide = 0.0f;
+ s->blend_z = 0.0f;
+ s->blend_x = 0.0f;
+ s->blend_stand = 0.0f;
+ s->blend_push = 0.0f;
+ s->blend_jump = 0.0f;
+ s->blend_airdir = 0.0f;
}
-VG_STATIC void player__skate_reset( player_instance *player,
- struct respawn_point *rp )
+VG_STATIC void player__skate_clear_mechanics( player_instance *player )
{
struct player_skate *s = &player->_skate;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+ s->state.jump_charge = 0.0f;
+ s->state.lift_frames = 0;
+ 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;
+ v3_copy( player->rb.co, s->state.prev_pos );
-#if 0
- mixedcam_reset( player, &s->state.cam );
-#endif
+ m3x3_identity( s->state.velocity_bias );
+ m3x3_identity( s->state.velocity_bias_pstep );
+ v3_zero( s->state.throw_v );
+ v3_zero( s->state.trick_vel );
+ v3_zero( s->state.trick_euler );
}
-VG_STATIC void player__skate_transition( player_instance *player,
- v3f init_velocity,
- enum skate_activity init_acitivity )
+VG_STATIC void player__skate_reset( player_instance *player,
+ struct respawn_point *rp )
{
struct player_skate *s = &player->_skate;
- s->state.activity_prev = k_skate_activity_ground;
- s->state.activity = init_acitivity;
-
- v3f dir;
- v3_copy( init_velocity, dir );
- v3_normalize( dir );
-
- vg_info( "init velocity: %f %f %f\n", init_velocity[0],
- init_velocity[1],
- init_velocity[2] );
-
- q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f},
- atan2f( -dir[0], -dir[2] ) );
-
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( init_velocity, s->state.cog_v );
- v3_copy( init_velocity, s->state.vl );
- v3_copy( init_velocity, player->rb.v );
+ v3_zero( player->rb.v );
+ v3_zero( s->state.cog_v );
+ v4_copy( rp->q, player->rb.q );
- rb_update_transform( &player->rb );
+ s->state.activity = k_skate_activity_air;
+ s->state.activity_prev = k_skate_activity_air;
- if( init_acitivity == k_skate_activity_air )
- {
- player_approximate_best_trajectory( player );
- 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_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
+ player__skate_clear_mechanics( player );
+ player__skate_reset_animator( player );
}
#endif /* PLAYER_SKATE_C */