random
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index e9aeaa747b3bcf7473a9942f4a2522a0f3684205..f6ecc10d6a0dfe9f955e6c28ff52f9104d2ba3ec 100644 (file)
@@ -104,6 +104,10 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
       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) )
+         continue;
+
       for( int j=0; j<3; j++ )
          v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
 
@@ -263,13 +267,13 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
-         root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+         root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
 
    if( root > 0.0f )
    {
       root = sqrtf( root );
-      float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ),
-            a1 = atanf( (m*m - root) / (k_gravity * d[0]) );
+      float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
+            a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
 
       if( fabsf(a0-a) > fabsf(a1-a) )
          a0 = a1;
@@ -295,7 +299,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
 
          v3f p0;
          v3_muls( p->v, t, p0 );
-         p0[1] += -0.5f * k_gravity * t*t;
+         p0[1] += -0.5f * p->gravity * t*t;
 
          v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
       }
@@ -329,7 +333,7 @@ void player__approximate_best_trajectory( player_instance *player )
    struct grind_info grind;
    int grind_located = 0;
 
-   for( int m=0;m<=15; m++ )
+   for( int m=0;m<=30; m++ )
    {
       struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
 
@@ -343,12 +347,24 @@ void player__approximate_best_trajectory( player_instance *player )
       v3_copy( player->rb.v,  launch_v );
       v3_copy( launch_co, co0 );
 
-      float vt  = (float)m * (1.0f/15.0f),
+      float vt  = (float)m * (1.0f/30.0f),
             ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
 
       v4f qbias;
       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_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
+      q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+      q_mulv( qbias, launch_v, launch_v );
+
+
+      float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+            gravity      = k_gravity * gravity_bias;
+      p->gravity = gravity;
+
       v3_copy( launch_v, p->v );
 
       for( int i=1; i<=50; i++ )
@@ -356,17 +372,17 @@ void player__approximate_best_trajectory( player_instance *player )
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
-         co1[1] += -0.5f * k_gravity * t*t;
+         co1[1] += -0.5f * gravity * t*t;
          v3_add( launch_co, co1, co1 );
 
-         if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) )
+         if( !grind_located && (launch_v[1] - gravity*t < 0.0f) )
          {
             v3f closest;
             if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 )
             {
                v3f ve;
                v3_copy( launch_v, ve );
-               ve[1] -= k_gravity * t;
+               ve[1] -= gravity * t;
 
                if( skate_grind_scansq( closest, ve, 0.5f, &grind ) )
                {
@@ -401,7 +417,7 @@ void player__approximate_best_trajectory( player_instance *player )
 
             v3f ve;
             v3_copy( launch_v, ve );
-            ve[1] -= k_gravity * t;
+            ve[1] -= gravity * t;
 
             struct grind_info replace_grind;
             if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) )
@@ -422,8 +438,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
             break;
          }
+         
+         if( i % 3 == 0 )
+            v3_copy( co1, p->log[ p->log_length ++ ] ); 
 
-         v3_copy( co1, p->log[ p->log_length ++ ] ); 
          v3_copy( co1, co0 );
       }
 
@@ -431,12 +449,11 @@ void player__approximate_best_trajectory( player_instance *player )
          s->prediction_count --;
    }
 
-
-
    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 ) )
       {
@@ -445,7 +462,7 @@ void player__approximate_best_trajectory( player_instance *player )
          /* determine score */
          v3f ve;
          v3_copy( p->v, ve );
-         ve[1] -= k_gravity * p->land_dist;
+         ve[1] -= p->gravity * p->land_dist;
          p->score = -v3_dot( ve, grind.n ) * 0.85f;
 
          s->prediction_count ++;
@@ -498,6 +515,7 @@ void player__approximate_best_trajectory( player_instance *player )
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
+      s->state.gravity_bias = best->gravity;
 
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) )
       {
@@ -547,7 +565,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    v2f steer = { player->input_js1h->axis.value,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
-   s->land_dist = 1.0f;
 }
 
 VG_STATIC int player_skate_trick_input( player_instance *player );
@@ -1839,6 +1856,8 @@ VG_STATIC void player__skate_update( player_instance *player )
    for( int i=0; i<2; i++ )
    {
       v3f normal, axel;
+      v3_copy( player->rb.to_world[0], axel );
+
       if( skate_compute_surface_alignment( player, wheels[i].pos, 
                                            wheels[i].colour, normal, axel ) )
       {
@@ -1850,11 +1869,14 @@ VG_STATIC void player__skate_update( player_instance *player )
          v3_add( normal, s->surface_picture, s->surface_picture );
          contact_count ++;
       }
+
+      m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
    if( contact_count )
    {
       s->state.activity = k_skate_activity_ground;
+      s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
 
       skate_apply_friction_model( player );
@@ -1977,7 +1999,7 @@ begin_collision:;
    }
 
    rb_update_transform( &player->rb );
-   player->rb.v[1] += -k_gravity * s->substep_delta;
+   player->rb.v[1] += -s->state.gravity_bias * s->substep_delta;
 
    s->substep -= s->substep_delta;
 
@@ -2419,8 +2441,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
 
 
-
-
       /* angle correction */
       if( v3_length2( s->state.up_dir ) > 0.001f )
       {
@@ -2464,15 +2484,15 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
 
 
-      mdl_keyframe *kf_board  = &dest->pose[av->id_board-1],
-                   *kf_foot_l = &dest->pose[av->id_ik_foot_l-1],
-                   *kf_foot_r = &dest->pose[av->id_ik_foot_r-1];
-
+      mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
+                   *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
+                   *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
+                   *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
+                                    &dest->pose[av->id_wheel_l-1] };
 
       v4f qtotal;
       v4f qtrickr, qyawr, qpitchr, qrollr;
       v3f eulerr;
-      
 
       v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
 
@@ -2512,6 +2532,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
          kf_foot_r->co[2] += s->blend_weight * 0.3f;
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
+
+      /* truck rotation */
+      for( int i=0; i<2; i++ )
+      {
+         float a = vg_minf( s->truckv0[i][0], 1.0f );
+         a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
+
+         v4f q;
+         q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+         q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+         q_normalize( kf_wheels[i]->q );
+      }
    }
 
    /* transform */