X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_device_skate.h;h=13f6398a0b549d37f338b2b25ffd0bacb7062320;hb=2f1dca88d325b4eebd030232c694627f5791ebce;hp=5370c291d7e98b384b99cfa156f9e50e9f414666;hpb=c5b57b50f0a67361fa4c49feb05750d1cd0ae2ba;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_device_skate.h b/player_device_skate.h index 5370c29..13f6398 100644 --- a/player_device_skate.h +++ b/player_device_skate.h @@ -4,6 +4,7 @@ #include "player_interface.h" #include "skeleton.h" #include "player_model.h" +#include "player_device_common.h" struct player_device_skate { @@ -43,7 +44,11 @@ struct player_device_skate double start_push, cur_push; - v3f vl; + v3f prev_pos; + + + v3f vl, /* 1st */ + posl; /* 3rd */ } state, state_gate_storage; @@ -1100,6 +1105,7 @@ VG_STATIC void player_skate_update( player_interface *player, player_attachment *at ) { struct player_device_skate *s = at->storage; + v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; /* Setup colliders */ @@ -1122,9 +1128,35 @@ VG_STATIC void player_skate_update( player_interface *player, &s->sphere_front, manifold ), len_back = skate_collide_smooth( player, mtx_back, &s->sphere_back, &manifold[len_front] ), - interface_len = len_front + len_back; + /* try to slap both wheels onto the ground when landing to prevent mega + * angular velocities being added */ + if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) ) + { + v3f trace_from, trace_dir; + v3_muls( player->rb.to_world[1], -1.0f, trace_dir ); + + if( len_front ) + v3_copy( mtx_back[3], trace_from ); + else + v3_copy( mtx_front[3], trace_from ); + + ray_hit ray; + ray.dist = 0.6f; + + if( ray_world( trace_from, trace_dir, &ray ) ) + { + rb_ct *ct = &manifold[ interface_len ]; + + v3_copy( ray.pos, ct->co ); + v3_copy( ray.normal, ct->n ); + ct->p = 0.0f; + + interface_len ++; + } + } + interface_manifold = manifold; grind_manifold = manifold + interface_len; @@ -1157,6 +1189,31 @@ VG_STATIC void player_skate_update( player_interface *player, vg_line_pt3( s->state.cog, 0.14f, VG__WHITE ); vg_line( player->rb.co, s->state.cog, VG__RED ); + + + teleport_gate *gate; + if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) + { + m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); + m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); + m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); + m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); + m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); + m4x3_mulv( gate->transport, s->state.posl, s->state.posl ); + m3x3_mulv( gate->transport, s->state.vl, s->state.vl ); + +#if 0 + mixedcam_transport( &s->state.cam, gate ); +#endif + + v4f transport_rotation; + m3x3_q( gate->transport, transport_rotation ); + q_mul( transport_rotation, player->rb.q, player->rb.q ); + rb_update_transform( &player->rb ); + + s->state_gate_storage = s->state; + player_pass_gate( player, gate ); + } } VG_STATIC void player_skate_post_update( player_interface *player, @@ -1190,9 +1247,8 @@ VG_STATIC void player_skate_ui( player_interface *player, k_steer_ground, k_steer_air ); } -VG_STATIC void player_skate_pose( player_interface *player, - player_attachment *at, - player_pose pose, m4x3f transform ) +VG_STATIC void player_skate_animate( player_interface *player, + player_attachment *at ) { struct player_device_skate *s = at->storage; struct player_avatar *av = player->playeravatar; @@ -1357,7 +1413,7 @@ VG_STATIC void player_skate_pose( player_interface *player, skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); } - skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose ); + skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, at->pose ); float add_grab_mod = 1.0f - s->blend_fly; @@ -1371,13 +1427,13 @@ VG_STATIC void player_skate_pose( player_interface *player, for( int i=0; ipose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; + at->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } - mdl_keyframe *kf_board = &pose[av->id_board-1], - *kf_foot_l = &pose[av->id_ik_foot_l-1], - *kf_foot_r = &pose[av->id_ik_foot_r-1]; + mdl_keyframe *kf_board = &at->pose[av->id_board-1], + *kf_foot_l = &at->pose[av->id_ik_foot_l-1], + *kf_foot_r = &at->pose[av->id_ik_foot_r-1]; v3f bo; v3_muls( s->board_offset, add_grab_mod, bo ); @@ -1403,12 +1459,10 @@ VG_STATIC void player_skate_pose( player_interface *player, } /* transform */ - rb_extrapolate_transform( &player->rb, transform ); + rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q ); -#if 0 - v3_muladds( player.visual_transform[3], phys->rb.up, -0.2f, - player.visual_transform[3] ); -#endif + v3_muladds( at->pose_root_co, player->rb.to_world[1], -0.28f, + at->pose_root_co ); v4f qresy, qresx, qresidual; m3x3f mtx_residual; @@ -1417,22 +1471,51 @@ VG_STATIC void player_skate_pose( player_interface *player, q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep ); q_mul( qresy, qresx, qresidual ); - q_m3x3( qresidual, mtx_residual ); - m3x3_mul( transform, mtx_residual, transform ); + q_normalize( qresidual ); + q_mul( at->pose_root_q, qresidual, at->pose_root_q ); + q_normalize( at->pose_root_q ); + +#if 0 + if( cl_thirdperson ) + { + if( !followcam_will_hit_gate( player, &s->state.cam ) ) + { + m4x3f inverse; + m4x3_invert_affine( s->state.cam.gate->transport, inverse ); + m4x3_mul( inverse, transform, transform ); + } + } +#endif } -VG_STATIC void player_skate_get_camera( player_interface *player, - player_attachment *at, camera *cam ) +VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k ) +{ + float yaw = atan2f( v[0], -v[2] ), + pitch = atan2f + ( + -v[1], + sqrtf + ( + v[0]*v[0] + v[2]*v[2] + ) + ) * C + k; + + cam->angles[0] = yaw; + cam->angles[1] = pitch; +} + +VG_STATIC void skate_camera_firstperson( player_interface *player, + player_attachment *at ) { struct player_device_skate *s = at->storage; struct player_avatar *av = player->playeravatar; /* FIXME: viewpoint entity */ v3f vp = {-0.1f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos ); + m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos ); - v3_zero( cam->angles ); - cam->fov = 119.0f; + v3_zero( at->cam_1st.angles ); + at->cam_1st.fov = 119.0f; v3f flat_dir, vel_dir, @@ -1457,41 +1540,58 @@ VG_STATIC void player_skate_get_camera( player_interface *player, v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir ); v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl ); - float *v = s->state.vl, - yaw = atan2f( v[0], -v[2] ), - pitch = atan2f - ( - -v[1], - sqrtf - ( - v[0]*v[0] + v[2]*v[2] - ) - ) - * 0.7f + 0.5f; + skate_camera_vector_look( &at->cam_1st, s->state.vl, 1.0f, 0.25f ); +} - cam->angles[0] = yaw; - cam->angles[1] = pitch; +VG_STATIC void skate_camera_thirdperson( player_interface *player, + player_attachment *at ) +{ + struct player_device_skate *s = at->storage; + struct player_avatar *av = player->playeravatar; + + v3f origin, dir, target; + v3_copy( player->rb.co, origin ); + v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin ); + v3_sub( origin, s->state.posl, dir ); + + if( v3_length2( dir ) < 0.1f*0.1f ) + v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir ); /* FIXME */ + else + v3_normalize( dir ); + + v3_muladds( origin, dir, -2.0f, target ); + v3_lerp( s->state.posl, target, vg.frame_delta * 12.0f, s->state.posl ); + + v3_copy( s->state.posl, at->cam_3rd.pos ); + skate_camera_vector_look( &at->cam_3rd, dir, 1.0f, 0.0f ); + at->cam_3rd.fov = 100.0f; } -VG_STATIC void player_skate_transport( player_interface *player, - player_attachment *at, - teleport_gate *gate ) +VG_STATIC void player_skate_post_animate( player_interface *player, + player_attachment *at ) { struct player_device_skate *s = at->storage; + struct player_avatar *av = player->playeravatar; - m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); - m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); - m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); - m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); - m3x3_mulv( gate->transport, s->state.vl, s->state.vl ); - m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); + v3_zero( at->cam_1st.pos ); + v3_zero( at->cam_1st.angles ); + at->cam_1st.fov = 90.0f; - v4f transport_rotation; - m3x3_q( gate->transport, transport_rotation ); - q_mul( transport_rotation, player->rb.q, player->rb.q ); - rb_update_transform( &player->rb ); + skate_camera_thirdperson( player, at ); + skate_camera_firstperson( player, at ); - s->state_gate_storage = s->state; + /* FIXME: Organize this. Its int wrong fucking place */ + v3f vp0 = {0.0f,0.1f, 0.6f}, + vp1 = {0.0f,0.1f,-0.6f}; + + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); + m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); +} + +VG_STATIC void player_skate_transport( player_interface *player, + player_attachment *at, + teleport_gate *gate ) +{ } VG_STATIC void player_skate_reset( player_interface *player, @@ -1500,6 +1600,10 @@ VG_STATIC void player_skate_reset( player_interface *player, { struct player_device_skate *s = at->storage; v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); + +#if 0 + mixedcam_reset( player, &s->state.cam ); +#endif } VG_STATIC player_device player_device_skate = @@ -1507,11 +1611,10 @@ VG_STATIC player_device player_device_skate = .pre_update = player_skate_pre_update, .update = player_skate_update, .post_update = player_skate_post_update, - .get_camera = player_skate_get_camera, + .animate = player_skate_animate, + .post_animate = player_skate_post_animate, .debug_ui = player_skate_ui, .bind = player_skate_bind, - .pose = player_skate_pose, - .gate_transport= player_skate_transport, .reset = player_skate_reset };