#define PLAYER_SKATE_C
#include "player.h"
+#include "audio.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
+ 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++ )
{
v3f co, dir, n;
};
-VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
+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();
+
v4f plane;
v3_copy( dir, plane );
v3_normalize( plane );
support_max;
v3f support_axis;
- v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, 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 ];
+ while( bh_next( world->geo_bh, &it, box, &idx ) ){
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
v3f tri[3];
- struct world_material *mat = world_tri_index_material(ptri[0]);
- if( !(mat->info.flags & k_material_flag_skate_surface) )
+ struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+ if( !(surf->info.flags & k_material_flag_skate_surface) )
continue;
for( int j=0; j<3; j++ )
- v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
- for( int j=0; j<3; j++ )
- {
+ for( int j=0; j<3; j++ ){
int i0 = j,
i1 = (j+1) % 3;
struct grind_sample *sample = &samples[ sample_count ];
v3f co;
- if( plane_segment( plane, tri[i0], tri[i1], co ) )
- {
+ if( plane_segment( plane, tri[i0], tri[i1], co ) ){
v3f d;
v3_sub( co, pos, d );
if( v3_length2( d ) > r*r )
v3_cross( va, vb, normal );
sample->normal[0] = v3_dot( support_axis, normal );
- sample->normal[1] = normal[1];
+ sample->normal[1] = v3_dot( player->basis[1], normal );
sample->co[0] = v3_dot( support_axis, d );
- sample->co[1] = d[1];
+ sample->co[1] = v3_dot( player->basis[1], d );
v3_copy( normal, sample->normal3 ); /* normalize later
if we want to us it */
int passed_samples = 0;
- for( int i=0; i<sample_count-1; i++ )
- {
+ for( int i=0; i<sample_count-1; i++ ){
struct grind_sample *si, *sj;
si = &samples[i];
- for( int j=i+1; j<sample_count; j++ )
- {
+ for( int j=i+1; j<sample_count; j++ ){
if( i == j )
continue;
v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
v3_add( average_direction, dir, average_direction );
- if( si->normal3[1] > sj->normal3[1] )
+ float yi = v3_dot( player->basis[1], si->normal3 ),
+ yj = v3_dot( player->basis[1], sj->normal3 );
+
+ if( yi > yj )
v3_add( si->normal3, average_normal, average_normal );
else
v3_add( sj->normal3, average_normal, average_normal );
v3f v0;
v3_sub( target, player->rb.co, v0 );
+ m3x3_mulv( player->invbasis, v0, v0 );
v3f ax;
v3_copy( v0, ax );
ax[1] = 0.0f;
v3_normalize( ax );
- v2f d = { v3_dot( v0, ax ), v0[1] },
- v = { v3_dot( player->rb.v, ax ), player->rb.v[1] };
+ v3f v_local;
+ 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] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
v3_muls( ax, cosf( a0 ) * m, p->v );
p->v[1] += sinf( a0 ) * m;
+ m3x3_mulv( player->basis, p->v, p->v );
+
p->land_dist = d[0] / (cosf(a0)*m);
/* add a trace */
v3f p0;
v3_muls( p->v, t, p0 );
- p0[1] += -0.5f * p->gravity * t*t;
+ v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
}
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
+ world_instance *world = get_active_world();
+
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_normalize( axis );
/* at high slopes, Y component is low */
- float angle_begin = -(1.0f-fabsf( player->rb.to_world[1][1] )),
+ float upness = v3_dot( player->rb.to_world[1], player->basis[1] ),
+ angle_begin = -(1.0f-fabsf( upness )),
angle_end = 1.0f;
struct grind_info grind;
q_axis_angle( qbias, axis, ang );
q_mulv( qbias, launch_v, launch_v );
- float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]);
+ float yaw_sketch = 1.0f-fabsf(upness);
float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
float t = (float)i * k_trace_delta;
v3_muls( launch_v, t, co1 );
- co1[1] += -0.5f * gravity * t*t;
+ v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
v3_add( launch_co, co1, co1 );
- if( !grind_located && (launch_v[1] - gravity*t < 0.0f) )
+ float launch_vy = v3_dot( launch_v,player->basis[1] );
+ if( !grind_located && (launch_vy - gravity*t < 0.0f) )
{
v3f closest;
- if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 )
+ if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
{
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
- if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
{
- v2f v0 = { ve[0], ve[2] },
- v1 = { grind.dir[0], grind.dir[2] };
+ /* check alignment */
+ v2f v0 = { v3_dot( ve, player->basis[0] ),
+ v3_dot( ve, player->basis[2] ) },
+ v1 = { v3_dot( grind.dir, player->basis[0] ),
+ v3_dot( grind.dir, player->basis[2] ) };
v2_normalize( v0 );
v2_normalize( v1 );
float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.125f ) )
+ if( a >= cosf( VG_PIf * 0.185f ) )
{
grind_located = 1;
}
float t1;
v3f n;
- int idx = spherecast_world( co0, co1, k_board_radius, &t1, n );
+ int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
if( idx != -1 )
{
v3f co;
v3f ve;
v3_copy( launch_v, ve );
- ve[1] -= gravity * t;
+ v3_muladds( ve, player->basis[1], -gravity * t, ve );
struct grind_info replace_grind;
- if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) )
+ if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
{
v3_copy( replace_grind.n, p->n );
p->type = k_prediction_grind;
p->score = -v3_dot( ve, p->n );
p->land_dist = t + k_trace_delta * t1;
- u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
- struct world_material *mat = world_tri_index_material( vert_index );
+ u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( world, vert_index );
/* Bias prediction towords ramps */
- if( !(mat->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_skate_surface) )
p->score *= 10.0f;
break;
s->prediction_count --;
}
- if( grind_located )
- {
+ if( grind_located ){
/* calculate the exact solution(s) to jump onto that grind spot */
struct land_prediction *p = &s->predictions[ s->prediction_count ];
p->gravity = k_gravity;
- if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
- {
+ if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
v3_copy( grind.n, p->n );
/* determine score */
v3f ve;
v3_copy( p->v, ve );
- ve[1] -= p->gravity * p->land_dist;
+ v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
p->score = -v3_dot( ve, grind.n ) * 0.85f;
s->prediction_count ++;
struct land_prediction *best = NULL;
- for( int i=0; i<s->prediction_count; i ++ )
- {
+ for( int i=0; i<s->prediction_count; i ++ ){
struct land_prediction *p = &s->predictions[i];
if( p->score < score_min )
score_max = vg_maxf( score_max, p->score );
}
- for( int i=0; i<s->prediction_count; i ++ )
- {
+ for( int i=0; i<s->prediction_count; i ++ ){
struct land_prediction *p = &s->predictions[i];
float s = p->score;
p->colour |= 0xff000000;
}
- if( best )
- {
+ if( best ){
v3_copy( best->n, s->land_normal );
v3_copy( best->v, player->rb.v );
s->land_dist = best->land_dist;
v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) )
- {
+ 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
- {
+ else{
s->state.flip_rate = 0.0f;
v3_zero( s->state.flip_axis );
}
}
- else
- {
- v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );
+ else{
+ v3_copy( player->basis[1], s->land_normal );
}
}
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 ){
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
- {
+ else{
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
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 );
float rate = 26.0f,
top = 1.0f;
- if( s->state.activity == k_skate_activity_air )
- {
+ if( s->state.activity == k_skate_activity_air ){
rate = 6.0f * fabsf(steer);
top = 1.5f;
}
- else
- {
+ 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 )
- {
+ 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 )
- {
+ else if( s->state.activity >= k_skate_activity_grind_any ){
rate *= fabsf(steer);
float a = 0.8f * -steer * k_rb_delta;
v3_normalize( s->grind_vec );
}
- else if( s->state.manual_direction )
- {
+ else if( s->state.manual_direction ){
rate = 35.0f;
top = 1.5f;
}
/* Pushing additive force */
- if( !player->input_jump->button.value )
- {
+ if( !player->input_jump->button.value ){
if( player->input_push->button.value ||
(vg.time-s->state.start_push<0.75) )
{
s->state.charging_jump = player->input_jump->button.value;
/* Cannot charge this in air */
- if( s->state.activity == k_skate_activity_air )
- {
+ if( s->state.activity == k_skate_activity_air ){
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
- {
+ 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 );
/* 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);
v2f steer = { player->input_js1h->axis.value,
player->input_js1v->axis.value };
v2_normalize_clamp( steer );
-
+ skate_apply_air_model( player );
#if 0
float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
s->state.lift_frames ++;
#endif
- /* 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 )
- {
+ if( s->state.activity == k_skate_activity_ground ){
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 );
/* 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 );
}
float decay_rate = 1.0f - (k_rb_delta * 3.0f),
decay_rate_y = 1.0f;
- if( s->state.activity >= k_skate_activity_grind_any )
- {
+ if( s->state.activity >= k_skate_activity_grind_any ){
decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
decay_rate_y = decay_rate;
}
{
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) )
- {
+ if( vg_input_button_down( player->input_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
return;
}
- if( vg_input_button_down( player->input_reset ) )
- {
+ 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 );
if( (s->state.activity == k_skate_activity_air) &&
(trick_id = player_skate_trick_input( player )) )
{
- if( (vg.time - s->state.jump_time) < 0.1f )
- {
+ 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 )
- {
+ if( trick_id == 1 ){
s->state.trick_vel[0] = 3.0f;
}
- else if( trick_id == 2 )
- {
+ else if( trick_id == 2 ){
s->state.trick_vel[2] = 3.0f;
}
- else if( trick_id == 3 )
- {
+ else if( trick_id == 3 ){
s->state.trick_vel[0] = 2.0f;
s->state.trick_vel[2] = 2.0f;
}
#if 0
vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
#endif
+
+ audio_lock();
+
+ float air = s->state.activity == k_skate_activity_air? 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 ),
+
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
+ vol_air = sqrtf( air *attn * 0.5f ),
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+
+ const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
+ if( !s->aud_main )
+ s->aud_main = audio_request_channel( &audio_board[0], flags );
+
+ if( !s->aud_air )
+ s->aud_air = audio_request_channel( &audio_board[1], flags );
+
+ if( !s->aud_slide )
+ s->aud_slide = audio_request_channel( &audio_board[2], flags );
+
+
+ /* brrrrrrrrrrrt sound for tiles and stuff
+ * --------------------------------------------------------*/
+ float sidechain_amt = 0.0f,
+ hz = speed * 2.0f;
+
+ if( s->surface == k_surface_prop_tiles )
+ 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->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_sidechain_lfo( s->aud_main, 0, sidechain_amt );
+
+ 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_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_unlock();
}
/*
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( left, player->rb.to_world[1], k_board_radius, left );
ray_l.dist = 2.1f * k_board_radius;
- res_l = ray_world( left, dir, &ray_l );
+ res_l = ray_world( world, left, dir, &ray_l );
if( res_l )
break;
v3_muladds( right, player->rb.to_world[1], k_board_radius, right );
ray_r.dist = 2.1f * k_board_radius;
- res_r = ray_world( right, dir, &ray_r );
+ res_r = ray_world( world, right, dir, &ray_r );
if( res_r )
break;
{
/* fallback: use the closes point to the trucks */
v3f closest;
- int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f );
+ int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
if( idx != -1 )
{
- u32 *tri = &world.scene_geo->arrindices[ idx * 3 ];
+ 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] );
+ v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
v3f vert0, vert1, n;
v3_sub( verts[1], verts[0], vert0 );
}
else
{
- v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f},
+ v3_lerp( s->state.up_dir, player->basis[1],
12.0f * s->substep_delta, s->state.up_dir );
}
}
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( origin, dir, &ray ) )
+ if( ray_world( get_active_world(), origin, dir, &ray ) )
return 0;
return 1;
v3_normalize( fwd );
-
-
float way = player->input_js1v->axis.value *
vg_signf( v3_dot( raw_nplane, player->rb.v ) );
m4x3_mulv( player->rb.to_world, grind_co, grind_co );
/* Exit condition: lost grind tracking */
- if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, inf ) )
+ if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
return 0;
/* Exit condition: cant see grind target directly */
m3x3_mulv( player->rb.to_world, ra, raw );
v3_add( player->rb.co, raw, wsp );
- if( skate_grind_scansq( wsp, player->rb.v, 0.3, inf ) )
+ 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;
{
struct player_skate *s = &player->_skate;
- if( skate_grind_scansq( player->rb.co,
+ if( skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
{
{
struct player_skate *s = &player->_skate;
- if( !skate_grind_scansq( player->rb.co,
+ if( !skate_grind_scansq( player, player->rb.co,
player->rb.to_world[0], k_board_length,
inf ) )
return 0;
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;
{
rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
axel,
- k_board_spring, k_board_dampener,
+ k_surface_spring, k_surface_dampener,
s->substep_delta );
v3_add( normal, s->surface_picture, s->surface_picture );
skate_apply_friction_model( player );
skate_weight_distribute( player );
- skate_apply_pump_model( player );
}
else
{
skate_apply_jump_model( player );
skate_apply_grab_model( player );
skate_apply_trick_model( player );
+ skate_apply_pump_model( player );
begin_collision:;
v3f n;
float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f;
- if( spherecast_world( current, future, cast_radius, &t, n ) != -1)
+ if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1)
max_time = vg_minf( max_time, t * s->substep );
}
}
rb_update_transform( &player->rb );
- player->rb.v[1] += -s->state.gravity_bias * s->substep_delta;
+ v3_muladds( player->rb.v, player->basis[1],
+ -s->state.gravity_bias * s->substep_delta, player->rb.v );
s->substep -= s->substep_delta;
float t;
v3f n;
if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
- (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
+ (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 );
rb_ct *cman = &manifold[manifold_len];
- int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene,
+ int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
cman );
/* weld joints */
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ s->surface = k_surface_prop_concrete;
+
+ 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 != k_surface_prop_concrete )
+ 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] );
}
skate_integrate( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
- teleport_gate *gate;
- if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
- {
+ ent_gate *gate =
+ world_intersect_gates(world, 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.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 );
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 == 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 );
+ }
+ else
+ {
+ audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ 40.0f, 1.0f );
+ }
+ audio_unlock();
+ }
}
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] );
v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
-#if 0
- v4f qresy, qresx, qresidual;
- m3x3f mtx_residual;
- 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 );
-#endif
v4f qflip;
if( (s->state.activity == k_skate_activity_air) &&
(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 );
player->cam_velocity_influence = 1.0f;
- v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+ 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( 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;