X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=0362386289b361901505252bf19f8f37e16b39a3;hb=4b8aac300ee193cfa12011dfe0238cfe7d7ffce7;hp=af41d53b99cbd6cf90a594f2e088a760445ad27f;hpb=620beae94b362ae4d4c42e5ba3329a6211d67a8f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index af41d53..0362386 100644 --- a/player_skate.c +++ b/player_skate.c @@ -345,42 +345,6 @@ 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 ) { @@ -464,7 +428,7 @@ 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; if( search_for_grind ){ @@ -502,7 +466,6 @@ void player__approximate_best_trajectory( player_instance *player ) v3_muladds( ve, basis[1], -gravity * t, ve ); if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){ - /* check alignment */ v2f v0 = { v3_dot( ve, basis[0] ), v3_dot( ve, basis[2] ) }, @@ -520,9 +483,9 @@ void player__approximate_best_trajectory( player_instance *player ) /* check speed */ if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && - (a >= a_min) ) + (a >= a_min) && + (fabsf(grind.dir[1]) < 0.70710678118654752f)) { - vg_success( "ding\n" ); grind_located = 1; grind_located_gravity = inf->gravity; } @@ -556,25 +519,6 @@ void player__approximate_best_trajectory( player_instance *player ) 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. - */ - inf->type = k_prediction_land; v3f ve; @@ -609,8 +553,7 @@ 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 ); @@ -635,8 +578,9 @@ 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 */ + /* NOTE this was rarely needed and ends up with false negatives. */ +#if 0 for( int j=1; j<=16; j++ ){ t = (float)j*(1.0f/16.0f); t *= 0.9f; @@ -1051,8 +995,6 @@ 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 ){ @@ -1155,6 +1097,14 @@ VG_STATIC void skate_integrate( player_instance *player ) * 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) | @@ -1174,22 +1124,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) 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 )) ) @@ -1257,11 +1198,17 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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 @@ -1314,7 +1261,7 @@ 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] @@ -1519,8 +1466,6 @@ 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; @@ -1590,7 +1535,6 @@ 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] ); @@ -1631,7 +1575,7 @@ 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 ); @@ -1818,7 +1762,7 @@ 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; @@ -1964,8 +1908,7 @@ 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; @@ -1999,6 +1942,10 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { struct player_skate *s = &player->_skate; + if( s->grind_cooldown > 100 ){ + vg_fatal_exit_loop( "wth!\n" ); + } + /* debounces this state manager a little bit */ if( s->grind_cooldown ){ s->grind_cooldown --; @@ -2678,7 +2625,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) } 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; @@ -2819,11 +2766,7 @@ VG_STATIC void player__skate_animate( player_instance *player, { float target = -player->input_js1h->axis.value; -#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 ); @@ -2862,7 +2805,6 @@ 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 ){ @@ -3112,7 +3054,7 @@ VG_STATIC void player__skate_animate( player_instance *player, 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 ) @@ -3140,19 +3082,45 @@ 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.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; 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 ); v4_copy( player->rb.q, s->state.smoothed_rotation ); v3_zero( s->state.throw_v ); @@ -3162,6 +3130,10 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) 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,