#include "player.h"
#include "audio.h"
+#include "vg/vg_perlin.h"
+#include "menu.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
v3_normalize( support_axis );
while( bh_next( world->geo_bh, &it, box, &idx ) ){
- u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
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) )
+ if( !(surf->info.flags & k_material_flag_grindable) )
continue;
-#endif
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++ ){
int i0 = 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;
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;
inf->gravity = gravity;
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( v3_dist2( closest, launch_co ) < min_dist )
+ search_for_grind = 0;
+
v3f bound[2];
for( int j=0; j<2; j++ ){
v3_add( launch_co, bound[j], bound[j] );
}
- float minh = vg_minf( bound[0][1], bound[1][1] ),
- maxh = vg_maxf( bound[0][1], bound[1][1] );
-
- vg_info( "%f [%f:%f]\n", closest[1], minh, maxh );
+ float limh = vg_minf( 2.0f, t ),
+ minh = vg_minf( bound[0][1], bound[1][1] )-limh,
+ maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
if( (closest[1] < minh) || (closest[1] > maxh) ){
search_for_grind = 0;
float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.185f ) ){
+ float a_min = cosf( VG_PIf * 0.185f );
+ if( s->grind_cooldown )
+ a_min = cosf( VG_PIf * 0.05f );
+
+ /* check speed */
+ if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+ (a >= a_min) &&
+ (fabsf(grind.dir[1]) < 0.70710678118654752f))
+ {
grind_located = 1;
grind_located_gravity = inf->gravity;
-
- vg_success( "Grind located\n" );
}
}
}
- 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 t1;
v3f n;
- int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
+ float scan_radius = k_board_radius;
+ scan_radius *= vg_clampf( t, 0.02f, 1.0f );
+
+ 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]);
-
-#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.
- */
+ 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;
inf->score = -v3_dot( ve, inf->n );
inf->land_dist = t + k_trace_delta * t1;
-
/* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_skate_target) )
inf->score *= 10.0f;
+ if( surf->info.flags & k_material_flag_boundary )
+ s->possible_jump_count --;
+
break;
}
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
}
}
v3_copy( best->v, player->rb.v );
s->land_dist = best->land_dist;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
if( best->type == k_prediction_grind ){
s->state.activity = k_skate_activity_air_to_grind;
}
+ v2f steer;
+ v2_copy( srinput.joy_steer, steer );
+ v2_normalize_clamp( steer );
+
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 ;
q_axis_angle( correction, axis,
acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
q_mul( correction, player->rb.q, player->rb.q );
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
}
VG_STATIC int player_skate_trick_input( player_instance *player );
{
struct player_skate *s = &player->_skate;
- float grabt = player->input_grab->axis.value;
+ float grabt = srinput.axis_grab;
if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
struct player_skate *s = &player->_skate;
/* Steering */
- float steer = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value;
+ float steer = srinput.joy_steer[0],
+ grab = srinput.axis_grab;
steer = vg_signf( steer ) * steer*steer * k_steer_ground;
s->state.slip = slip;
s->state.reverse = -vg_signf(vel[2]);
- float S = (float)s->grind_cooldown * (1.0f/20.0f);
- S = vg_minf( S, 1.0f );
-
- vel[0] += vg_cfrictf( vel[0], S * k_friction_lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], S * k_friction_resistance * k_rb_delta );
+ vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
+ vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
/* Pushing additive force */
- if( !player->input_jump->button.value ){
- if( player->input_push->button.value ||
- (vg.time-s->state.start_push<0.75) )
+ if( !button_press( k_srbind_jump ) ){
+ if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
{
struct player_skate *s = &player->_skate;
int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
+ s->state.charging_jump = button_press( k_srbind_jump );
/* Cannot charge this in air */
if( s->state.activity <= k_skate_activity_air_to_grind ){
v3_normalize( jumpdir );
}else{
v3_copy( s->state.up_dir, jumpdir );
+ s->grind_cooldown = 30;
s->state.activity = k_skate_activity_ground;
- s->grind_cooldown = 0;
- float tilt = player->input_js1h->axis.value * 0.3f;
+ float tilt = srinput.joy_steer[0] * 0.4f;
tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
v4f qtilt;
q_axis_angle( qtilt, s->grind_dir, tilt );
q_mulv( qtilt, jumpdir, jumpdir );
}
+ s->surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
s->state.jump_time = vg.time;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
audio_lock();
audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
audio_unlock();
}
/* Throw / collect routine
- *
- * TODO: Max speed boost
*/
- if( player->input_grab->axis.value > 0.5f ){
+ if( srinput.axis_grab > 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 );
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 );
}
v3_normalize( ideal_dir );
v3_muladds( player->rb.co, ideal_dir,
- 1.0f-player->input_grab->axis.value, ideal_cog );
+ 1.0f-srinput.axis_grab, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
/* Apply velocities */
{
struct player_skate *s = &player->_skate;
- float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+ float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
+ decay_rate_z = decay_rate_x,
decay_rate_y = 1.0f;
if( s->state.activity >= k_skate_activity_grind_any ){
+#if 0
decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
decay_rate_y = decay_rate;
+#endif
+ decay_rate_x = 1.0f-(16.0f*k_rb_delta);
+ decay_rate_y = 1.0f-(10.0f*k_rb_delta);
+ decay_rate_z = 1.0f-(40.0f*k_rb_delta);
}
- float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+ float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
- wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
+ wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
v3_muls( player->rb.to_world[0], wx, player->rb.w );
v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
* 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) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
+ return (button_press( k_srbind_trick0 ) ) |
+ (button_press( k_srbind_trick1 ) << 1) |
+ (button_press( k_srbind_trick2 ) << 1) |
+ (button_press( k_srbind_trick2 ) );
}
VG_STATIC void player__skate_pre_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) ){
+ if( button_down( k_srbind_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
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 )) )
jump_info *jump = &s->possible_jumps[i];
if( jump->log_length == 0 ){
- vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
}
for( int j=0; j<jump->log_length - 1; j ++ ){
vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
}
-#if 0
- vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
-#endif
-
audio_lock();
float air = s->state.activity <= k_skate_activity_air_to_grind? 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 ),
+ 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 );
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ slide = 0.0f;
+ }
+
+ static float menu_gate = 1.0f;
+ menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
+
+ float
+ 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_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_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
* --------------------------------------------------------*/
float sidechain_amt = 0.0f,
- hz = speed * 2.0f;
+ hz = vg_maxf( speed * 2.0f, 2.0f );
- if( s->surface == k_surface_prop_tiles )
+ if( (s->surface == k_surface_prop_tiles) &&
+ (s->state.activity < k_skate_activity_grind_any) )
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 ) );
+ vg_lerpf( 250.0f, 80.0f, attn ) );
+
+ if( s->sample_change_cooldown > 0.0f ){
+ s->sample_change_cooldown -= vg.time_frame_delta;
+ }
+ else{
+ int sample_type = k_skate_sample_concrete;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ else if( (s->state.activity == k_skate_activity_grind_back50) ||
+ (s->state.activity == k_skate_activity_grind_front50) )
+ {
+ if( s->surface == k_surface_prop_metal ){
+ sample_type = k_skate_sample_metal_scrape_generic;
+ }
+ else{
+ float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+ if( fabsf(a) > 0.70710678118654752f )
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ else
+ sample_type = k_skate_sample_concrete_scrape_metal;
+ }
+ }
+ else if( s->state.activity == k_skate_activity_grind_boardslide ){
+ if( s->surface == k_surface_prop_metal )
+ sample_type = k_skate_sample_metal_scrape_generic;
+ else
+ sample_type = k_skate_sample_concrete_scrape_wood;
+ }
+
+ audio_clip *relevant_samples[] = {
+ &audio_board[0],
+ &audio_board[0],
+ &audio_board[7],
+ &audio_board[6],
+ &audio_board[5]
+ };
+
+ if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
+ s->aud_main =
+ audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+ 0.06f, flags );
+ s->sample_change_cooldown = 0.1f;
+ s->main_sample_type = sample_type;
+ }
+ }
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();
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 );
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
if( s->state.manual_direction == 0 ){
- if( (player->input_js1v->axis.value > 0.7f) &&
+ if( (srinput.joy_steer[1] > 0.7f) &&
(s->state.activity == k_skate_activity_ground) &&
(s->state.jump_charge <= 0.01f) )
s->state.manual_direction = reverse_dir;
}
else{
- if( player->input_js1v->axis.value < 0.1f ){
+ if( srinput.joy_steer[1] < 0.1f ){
s->state.manual_direction = 0;
}
else{
}
if( s->state.manual_direction ){
- float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ float amt = vg_minf( srinput.joy_steer[1] * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(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 );
v3_normalize( fwd );
- float way = player->input_js1v->axis.value *
+ float way = srinput.joy_steer[1] *
vg_signf( v3_dot( raw_nplane, player->rb.v ) );
v4f q;
skate_grind_decay( player, &inf_avg, 1.0f );
- float way = player->input_js1v->axis.value *
+ float way = srinput.joy_steer[1] *
vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
v4f q;
v3f up, target_up;
{
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_error( "wth!\n" );
+ }
+
/* debounces this state manager a little bit */
- if( s->grind_cooldown < 20 ){
- s->grind_cooldown ++;
+ if( s->grind_cooldown ){
+ s->grind_cooldown --;
return k_skate_activity_undefined;
}
res_front50 = 0,
res_slide = 0;
+ int allow_back = 1,
+ allow_front = 1;
+
+ if( s->state.activity == k_skate_activity_grind_5050 ||
+ s->state.activity == k_skate_activity_grind_back50 ||
+ s->state.activity == k_skate_activity_grind_front50 )
+ {
+ float tilt = srinput.joy_steer[1];
+
+ if( fabsf(tilt) >= 0.25f ){
+ v3f raw = {0.0f,0.0f,tilt};
+ m3x3_mulv( player->rb.to_world, raw, raw );
+
+ float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
+
+ if( way < 0.0f ) allow_front = 0;
+ else allow_back = 0;
+ }
+ }
+
if( s->state.activity == k_skate_activity_grind_boardslide ){
res_slide = skate_boardslide_renew( player, &inf_slide );
}
else if( s->state.activity == k_skate_activity_grind_back50 ){
res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
- res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
}
else if( s->state.activity == k_skate_activity_grind_front50 ){
res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
- res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
}
else if( s->state.activity == k_skate_activity_grind_5050 ){
- res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
- res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+ if( allow_front )
+ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+ if( allow_back )
+ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
}
else{
res_slide = skate_boardslide_entry( player, &inf_slide );
- res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
- res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+ if( allow_back )
+ res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
+
+ if( allow_front )
+ res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
if( res_back50 != res_front50 ){
- int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+ int wants_to_do_that = fabsf(srinput.joy_steer[1]) >= 0.25f;
res_back50 &= wants_to_do_that;
res_front50 &= wants_to_do_that;
, new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
if( new_activity == k_skate_activity_undefined ){
- if( s->state.activity >= k_skate_activity_grind_any )
- s->grind_cooldown = 5;
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ s->grind_cooldown = 15;
+ s->surface_cooldown = 10;
+ }
}
else if( new_activity == k_skate_activity_grind_boardslide ){
skate_boardslide_apply( player, &inf_slide );
v3_zero( s->surface_picture );
- for( int i=0; i<k_wheel_count; i++ )
+ int prev_contacts[2];
+
+ for( int i=0; i<k_wheel_count; i++ ){
wheels[i].state = k_collider_state_default;
+ prev_contacts[i] = s->wheel_contacts[i];
+ }
/* check if we can enter or continue grind */
enum skate_activity grindable_activity = skate_availible_grind( player );
v3_add( normal, s->surface_picture, s->surface_picture );
contact_count ++;
+ s->wheel_contacts[i] = 1;
+ }
+ else{
+ s->wheel_contacts[i] = 0;
}
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
+ if( s->surface_cooldown ){
+ s->surface_cooldown --;
+ contact_count = 0;
+ }
+
+ if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
+ audio_lock();
+ for( int i=0; i<2; i++ ){
+ if( !prev_contacts[i] ){
+ v3f co;
+ m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
+ audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ }
+ }
+ audio_unlock();
+ }
+
if( contact_count ){
s->state.activity = k_skate_activity_ground;
s->state.gravity_bias = k_gravity;
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 */
- for( int i=0; i<s->limit_count; i++ ){
- struct grind_limit *limit = &s->limits[i];
- rb_ct *ct = &manifold[ manifold_len ++ ];
- m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
- m3x3_mulv( player->rb.to_world, limit->n, ct->n );
- ct->p = limit->p;
- ct->type = k_contact_type_default;
+ if( s->state.activity >= k_skate_activity_grind_any ){
+ for( int i=0; i<s->limit_count; i++ ){
+ struct grind_limit *limit = &s->limits[i];
+ rb_ct *ct = &manifold[ manifold_len ++ ];
+ m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
+ m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+ ct->p = limit->p;
+ ct->type = k_contact_type_default;
+ }
}
/*
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_noseslide",
- "grind_tailslide",
+ "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;
(vg.time - s->state.cur_push) < 0.125,
6.0f*vg.time_delta );
- float pt = push_time + vg.accumulator;
if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
mdl_keyframe air_pose[32];
{
- float target = -player->input_js1h->axis.value;
+ float target = -srinput.joy_steer[1];
-#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 );
static v2f grab_choice;
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
+ v2f grab_input;
+ v2_copy( srinput.joy_grab, grab_input );
v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+
if( v2_length2( grab_input ) <= 0.001f )
grab_input[0] = -1.0f;
else
skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+ 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_knee_l = &dest->pose[av->id_ik_knee_l-1],
+ *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
+ *kf_hip = &dest->pose[av->id_hip-1],
+ *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
+ &dest->pose[av->id_wheel_l-1] };
+
+
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 ){
vg_warn( "FIX THIS! CARROT\n" );
v4_copy( player->rb.q, s->state.smoothed_rotation );
}
- v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ v4_lerp( s->state.smoothed_rotation, player->rb.q,
+ 2.0f*vg.time_frame_delta,
s->state.smoothed_rotation );
q_normalize( s->state.smoothed_rotation );
for( int i=0; i<vg_list_size(apply_to); i ++ ){
mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
- v3f v0, co;
- v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
- v3_sub( co, origin, v0 );
- q_mulv( qtotal, v0, v0 );
- v3_add( v0, origin, co );
- v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
-
- q_mul( qtotal, kf->q, kf->q );
- q_normalize( kf->q );
+ keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ qtotal );
}
v3f p1, p2;
vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
- }
-
-
- 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_knee_l = &dest->pose[av->id_ik_knee_l-1],
- *kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
- *kf_hip = &dest->pose[av->id_hip-1],
- *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
- &dest->pose[av->id_wheel_l-1] };
+ }
v4f qtotal;
v4f qtrickr, qyawr, qpitchr, qrollr;
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
-
- /* foot weight distribution */
- if( s->blend_weight > 0.0f ){
- kf_foot_l->co[2] += s->blend_weight * 0.2f;
- kf_foot_r->co[2] += s->blend_weight * 0.1f;
- }
- else{
- kf_foot_r->co[2] += s->blend_weight * 0.3f;
- kf_foot_l->co[2] += s->blend_weight * 0.1f;
+ struct player_board *board = player->board;
+
+ if( board ){
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f ){
+ kf_foot_l->co[2] =
+ vg_lerpf( kf_foot_l->co[2],
+ board->truck_positions[k_board_truck_back][2]+0.3f,
+ 0.5f*s->blend_weight );
+ }
+ else{
+ kf_foot_r->co[2] =
+ vg_lerpf( kf_foot_r->co[2],
+ board->truck_positions[k_board_truck_front][2]-0.3f,
+ -0.5f*s->blend_weight );
+ }
}
+ float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+ s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+
kf_foot_l->co[1] += s->state.slap;
kf_foot_r->co[1] += s->state.slap;
kf_knee_l->co[1] += s->state.slap;
kf_knee_r->co[1] += s->state.slap;
- kf_board->co[1] += s->state.slap;
+ kf_board->co[1] += s->state.slap * s->subslap;
kf_hip->co[1] += s->state.slap * 0.25f;
/*
}
}
+ {
+ mdl_keyframe
+ *kf_head = &dest->pose[av->id_head-1],
+ *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
+ *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
+ *kf_hand_l = &dest->pose[av->id_ik_hand_l-1],
+ *kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
+
+ float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+ warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+
+ v4f qrot;
+ q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
+
+ v3f origin = {0.0f,0.2f,0.0f};
+ keyframe_rotate_around( kf_hand_l, origin,
+ av->sk.bones[av->id_ik_hand_l].co, qrot );
+ keyframe_rotate_around( kf_hand_r, origin,
+ av->sk.bones[av->id_ik_hand_r].co, qrot );
+ keyframe_rotate_around( kf_hip, origin,
+ av->sk.bones[av->id_hip].co, qrot );
+ keyframe_rotate_around( kf_elbow_r, origin,
+ av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ keyframe_rotate_around( kf_elbow_l, origin,
+ av->sk.bones[av->id_ik_elbow_l].co, qrot );
+
+ q_inv( qrot, qrot );
+ q_mul( qrot, kf_head->q, kf_head->q );
+ q_normalize( kf_head->q );
+ }
+
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- 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 );
+ v3f ext_up,ext_co;
+ q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+ v3_copy( dest->root_co, ext_co );
+ v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
v4f qflip;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time;
+ float substep = vg.time_fixed_extrapolate;
+ 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 ) );
q_normalize( dest->root_q );
v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+ v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
q_mulv( qflip, rco, rco );
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 )
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 );
+
+ /* TODO: Extrapolate to_local matrix? */
}
VG_STATIC void player__skate_reset_animator( 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.lift_frames = 0;
+ 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;
-#if 0
- s->state.steery = 0.0f;
- s->state.steerx = 0.0f;
- s->state.steery_s = 0.0f;
- s->state.steerx_s = 0.0f;
-#endif
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 );
-
-#if 0
- m3x3_identity( s->state.velocity_bias );
- m3x3_identity( s->state.velocity_bias_pstep );
-#endif
-
+ 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,
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->transform.q, player->rb.q );
s->state.activity = k_skate_activity_air;
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 */