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 ){
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] ) },
/* 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;
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;
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 ){
* 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) |
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 )) )
audio_clip *relevant_samples[] = {
&audio_board[0],
- &audio_board[0], /* TODO? */
+ &audio_board[0],
&audio_board[7],
&audio_board[6],
&audio_board[5]
(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 --;
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;
}
/* 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 ){
+
}
}
"undefined (INVALID)",
"grind_any (INVALID)",
"grind_boardslide",
+ "grind_metallic (INVALID)",
"grind_back50",
"grind_front50",
"grind_5050"
}
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;
{
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 );
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 ){
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 )
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;
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 );
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,