input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index c300b3f579a67c95a1b95663d00d5b89b461726d..fed00580d88dedfa414942e23710ea2b1c64f2de 100644 (file)
@@ -124,15 +124,15 @@ VG_STATIC int skate_grind_scansq( 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( !(surf->info.flags & k_material_flag_skate_surface) )
+      if( !(surf->info.flags & k_material_flag_grindable) )
          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++ ){
          int i0 = j,
@@ -519,7 +519,7 @@ void player__approximate_best_trajectory( player_instance *player )
             v3_copy( co, inf->log[ inf->log_length ++ ] ); 
 
             v3_copy( n, inf->n );
-            u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ];
+            u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
             struct world_surface *surf = 
                world_tri_index_surface( trace_world, tri[0] );
 
@@ -532,11 +532,13 @@ void player__approximate_best_trajectory( player_instance *player )
             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;
          }
          
@@ -660,15 +662,16 @@ invalidated_grind:;
       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 ;
@@ -710,10 +713,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    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 );
@@ -791,7 +790,7 @@ VG_STATIC void skate_apply_grab_model( 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, 
@@ -810,8 +809,8 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    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;
 
@@ -890,9 +889,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 
    /* 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;
@@ -920,7 +918,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
 {
    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 ){
@@ -960,7 +958,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          s->grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
 
-         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;
@@ -974,10 +972,6 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       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();
@@ -995,7 +989,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
 
    /* Throw / collect routine 
     */
-   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 );
@@ -1040,7 +1034,7 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
    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 */
@@ -1107,17 +1101,17 @@ VG_STATIC void skate_copy_holdout( player_instance *player )
 
 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;
@@ -1161,7 +1155,7 @@ VG_STATIC void player__skate_post_update( player_instance *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 ++ ){
@@ -1402,11 +1396,11 @@ int skate_compute_surface_alignment( player_instance *player,
 
       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 );
@@ -1450,13 +1444,13 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    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{
@@ -1467,7 +1461,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    }
 
    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;
    }
@@ -1621,7 +1615,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    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;
@@ -1675,7 +1669,7 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    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;
@@ -1949,7 +1943,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    struct player_skate *s = &player->_skate;
 
    if( s->grind_cooldown > 100 ){
-      vg_fatal_exit_loop( "wth!\n" );
+      vg_fatal_error( "wth!\n" );
    }
 
    /* debounces this state manager a little bit */
@@ -1973,14 +1967,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        s->state.activity == k_skate_activity_grind_back50 ||
        s->state.activity == k_skate_activity_grind_front50 )
    {
-      float tilt = player->input_js1v->axis.value;
+      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 = player->input_js1v->axis.value *
-                        vg_signf( v3_dot( raw, player->rb.v ) );
+         float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
 
          if( way < 0.0f ) allow_front = 0;
          else allow_back = 0;
@@ -2018,7 +2011,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
          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;
@@ -2770,7 +2763,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    mdl_keyframe air_pose[32];
    {
-      float target = -player->input_js1h->axis.value;
+      float target = -srinput.joy_steer[1];
 
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
       
@@ -2779,9 +2772,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       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
@@ -2955,15 +2949,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
       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 );
@@ -3029,14 +3030,17 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    /* 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.time_fixed_extrapolate;
+   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 substep = vg.time_fixed_extrapolate;
       float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
             sign  = vg_signf( t );
 
@@ -3054,7 +3058,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       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 );
@@ -3075,6 +3079,8 @@ 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 )