m3x3_mulv( player->invbasis, player->rb.v, v_local );
v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, player->rb.v ), v_local[1] };
+ v = { v3_dot( ax, v_local ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
return valid_count;
}
-#if 0
-VG_STATIC
-int create_jump_for_target( world_instance *world, player_instance *player,
- v3f target, float max_angle, jump_info *jump )
-{
-
- if( fabsf(a0-a) > fabsf(a1-a) )
- a0 = a1;
-
- if( fabsf(a0-a) > max_angle )
- return 0;
-
- /* TODO: sweep the path before chosing the smallest dist */
-
-
-#if 0
- /* add a trace */
- for( int i=0; i<=20; i++ )
- {
- float t = (float)i * (1.0f/20.0f) * p->land_dist;
-
- v3f p0;
- v3_muls( p->v, t, p0 );
- v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
-
- v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
- }
-#endif
-
- return 1;
- }
- else
- return 0;
-}
-#endif
-
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
if( grind_located ) search_for_grind = 0;
if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
- /* TODO Cleanup */
+ /* REFACTOR */
v3f closest;
if( search_for_grind ){
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
- * TODO: Make this a konstant */
+ /* 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 );
v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
v3_add( launch_co, co0, co0 );
-#if 0
/* rough scan to make sure we dont collide with anything */
+ /* NOTE this was rarely needed and ends up with false negatives. */
+#if 0
for( int j=1; j<=16; j++ ){
t = (float)j*(1.0f/16.0f);
t *= 0.9f;
}
/* Throw / collect routine
- *
- * TODO: Max speed boost
*/
if( player->input_grab->axis.value > 0.5f ){
if( s->state.activity == k_skate_activity_ground ){
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_air )
- s->aud_air = audio_request_channel( &audio_board[1], flags );
+ 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_request_channel( &audio_board[2], 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
audio_clip *relevant_samples[] = {
&audio_board[0],
- &audio_board[0], /* TODO? */
+ &audio_board[0],
&audio_board[7],
&audio_board[6],
&audio_board[5]
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_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 );
float rate = 1.0f + (attn-0.5f)*0.2f;
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_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_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
}
audio_unlock();
(float)s->state.manual_direction;
}
- /* TODO: Fall back on land normal */
- /* TODO: Lerp weight distribution */
if( s->state.manual_direction ){
v3f plane_z;
VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
{
- /* TODO: Is N and Dir really orthogonal? */
v3_copy( inf->dir, mtx[0] );
v3_copy( inf->n, mtx[1] );
v3_cross( mtx[0], mtx[1], mtx[2] );
{
struct player_skate *s = &player->_skate;
- /* TODO: Trash compactor this */
+ /* REFACTOR */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
v3f raw, wsp;
m3x3_mulv( player->rb.to_world, ra, raw );
{
struct player_skate *s = &player->_skate;
- /* TODO: Trash compactor this */
+ /* REFACTOR */
v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
v3f raw, wsp;
if( !skate_point_visible( vis, inf->co ) )
return 0;
- /* Exit condition: minimum velocity not reached, but allow a bit of error
- * TODO: trash compactor */
+ /* 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;
{
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 --;
mdl_keyframe grind_pose[32];
{
- /* TODO: factor balance into this sampler */
float grind_frame = 0.5f;
if( s->state.activity == k_skate_activity_grind_front50 ){
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 */