#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
+#include "menu.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-#if 0
if( !(surf->info.flags & k_material_flag_skate_surface) )
continue;
-#endif
for( int j=0; j<3; j++ )
v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
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 )
{
- world_instance *world = get_active_world();
+ world_instance *world0 = get_active_world();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_copy( player->rb.co, launch_co );
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
+ world_instance *trace_world = world0;
float vt = (float)m * (1.0f/30.0f),
ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
if( grind_located ) search_for_grind = 0;
if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
- /* TODO Cleanup */
+ /* REFACTOR */
- v3f closest;
+ v3f closest={0.0f,0.0f,0.0f};
if( search_for_grind ){
- if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
-
+ if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
float min_dist = 0.75f;
min_dist *= min_dist;
}
}
- if( world->rendering_gate ){
- ent_gate *gate = world->rendering_gate;
+ if( trace_world->rendering_gate ){
+ ent_gate *gate = trace_world->rendering_gate;
if( gate_intersect( gate, co1, co0 ) ){
m4x3_mulv( gate->transport, co0, co0 );
m4x3_mulv( gate->transport, co1, co1 );
m3x3_mulv( gate->transport, launch_v, launch_v);
m4x3_mulv( gate->transport, launch_co, launch_co );
m3x3_mul( gate->transport, basis, basis );
+
+ if( gate->type == k_gate_type_nonlocel ){
+ trace_world = &world_global.worlds[ gate->target ];
+ }
}
}
float scan_radius = k_board_radius;
scan_radius *= vg_clampf( t, 0.02f, 1.0f );
- int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
+ int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
if( idx != -1 ){
v3f co;
v3_lerp( co0, co1, t1, co );
v3_copy( co, inf->log[ inf->log_length ++ ] );
v3_copy( n, inf->n );
- u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
- struct world_surface *surf = world_tri_index_surface(world, tri[0]);
+ u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( trace_world, tri[0] );
inf->type = k_prediction_land;
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 */
for( int j=1; j<=16; j++ ){
t = (float)j*(1.0f/16.0f);
float t1;
v3f n;
- int idx = spherecast_world( world, co0,co1,
- k_board_radius*0.5f, &t1, n);
+ int idx = spherecast_world( world0, co0,co1,
+ k_board_radius*0.1f, &t1, n);
if( idx != -1 ){
goto invalidated_grind;
}
v3_copy( co1, co0 );
}
-#endif
v3_copy( grind.n, jump->n );
s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
-#if 0
continue;
invalidated_grind:;
-#endif
}
}
}
/* Throw / collect routine
- *
- * TODO: Max speed boost
*/
if( player->input_grab->axis.value > 0.5f ){
if( s->state.activity == k_skate_activity_ground ){
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
if( s->state.activity == k_skate_activity_ground ){
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ 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 );
}
slide = 0.0f;
}
+ static float menu_gate = 1.0f;
+ menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
+
float
- 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 );
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
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 --;
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
if( s->state.activity >= k_skate_activity_grind_any ){
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 ){
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
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 */