X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=player_skate.c;h=7029edc774f1fe9b6bdb722d7b0a31141d45a86f;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=b372aa2b487d449d23706d7f30b7ac86c29203aa;hpb=d3d41f80ec992fe4e40b8531721b7874b8a7c400;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index b372aa2..7029edc 100644 --- a/player_skate.c +++ b/player_skate.c @@ -4,6 +4,7 @@ #include "player.h" #include "audio.h" #include "vg/vg_perlin.h" +#include "menu.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -123,17 +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 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, @@ -302,7 +301,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, 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 ), @@ -345,46 +344,10 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, 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; @@ -429,6 +392,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -464,12 +428,11 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -528,14 +491,18 @@ void player__approximate_best_trajectory( player_instance *player ) } } - 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 ]; + } } } @@ -545,15 +512,16 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -564,11 +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; } @@ -589,8 +559,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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; jpossible_jump_count; j++ ){ jump_info *jump = &s->possible_jumps[ j ]; float dist = v3_dist2( jump->log[jump->log_length-1], grind.co ); @@ -615,7 +584,6 @@ void player__approximate_best_trajectory( player_instance *player ) 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); @@ -630,15 +598,14 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ); @@ -650,10 +617,8 @@ void player__approximate_best_trajectory( player_instance *player ) s->possible_jumps[ s->possible_jump_count ++ ] = *jump; -#if 0 continue; invalidated_grind:; -#endif } } @@ -1031,8 +996,6 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Throw / collect routine - * - * TODO: Max speed boost */ if( player->input_grab->axis.value > 0.5f ){ if( s->state.activity == k_skate_activity_ground ){ @@ -1048,7 +1011,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) 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 ); } @@ -1199,7 +1163,7 @@ 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; jlog_length - 1; j ++ ){ @@ -1229,18 +1193,27 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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 ), - 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 @@ -1259,7 +1232,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) vg_lerpf( 250.0f, 80.0f, attn ) ); if( s->sample_change_cooldown > 0.0f ){ - s->sample_change_cooldown -= vg.frame_delta; + s->sample_change_cooldown -= vg.time_frame_delta; } else{ int sample_type = k_skate_sample_concrete; @@ -1293,7 +1266,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) audio_clip *relevant_samples[] = { &audio_board[0], - &audio_board[0], /* TODO? */ + &audio_board[0], &audio_board[7], &audio_board[6], &audio_board[5] @@ -1311,7 +1284,8 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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; @@ -1321,14 +1295,16 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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(); @@ -1428,11 +1404,11 @@ 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 ); @@ -1498,8 +1474,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) (float)s->state.manual_direction; } - /* TODO: Fall back on land normal */ - /* TODO: Lerp weight distribution */ if( s->state.manual_direction ){ v3f plane_z; @@ -1569,7 +1543,6 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) 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] ); @@ -1610,7 +1583,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, { 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 ); @@ -1797,7 +1770,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, { 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; @@ -1943,8 +1916,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player, 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; @@ -1978,6 +1950,10 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { 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 ){ s->grind_cooldown --; @@ -2419,7 +2395,8 @@ begin_collision:; 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 ){ @@ -2765,11 +2742,10 @@ VG_STATIC void player__skate_animate( player_instance *player, (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 ); @@ -2837,7 +2813,6 @@ VG_STATIC void player__skate_animate( player_instance *player, 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 ){ @@ -2888,7 +2863,8 @@ VG_STATIC void player__skate_animate( player_instance *player, 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 ); @@ -2981,15 +2957,20 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( kf_board->q, qtrick, kf_board->q ); q_normalize( kf_board->q ); + struct player_board *board = player->playerboard; /* 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; + 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] += s->blend_weight * 0.3f; - kf_foot_l->co[2] += s->blend_weight * 0.1f; + 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 ); @@ -3055,15 +3036,18 @@ 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_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 ) ); @@ -3080,7 +3064,7 @@ 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 ); @@ -3101,6 +3085,8 @@ 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 ) @@ -3186,4 +3172,10 @@ VG_STATIC void player__skate_reset( player_instance *player, 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 */