X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=0362386289b361901505252bf19f8f37e16b39a3;hb=4b8aac300ee193cfa12011dfe0238cfe7d7ffce7;hp=be356676872b52024c1c0002979749b6304f73c1;hpb=c4c762ce6f3bbdcb770bbc42e349aebbc3390d9d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index be35667..0362386 100644 --- a/player_skate.c +++ b/player_skate.c @@ -2,6 +2,8 @@ #define PLAYER_SKATE_C #include "player.h" +#include "audio.h" +#include "vg/vg_perlin.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -10,6 +12,8 @@ VG_STATIC void player__skate_bind( player_instance *player ) struct skeleton *sk = &av->sk; rb_update_transform( &player->rb ); + s->anim_grind = skeleton_get_anim( sk, "pose_grind" ); + s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" ); s->anim_stand = skeleton_get_anim( sk, "pose_stand" ); s->anim_highg = skeleton_get_anim( sk, "pose_highg" ); s->anim_air = skeleton_get_anim( sk, "pose_air" ); @@ -21,6 +25,20 @@ VG_STATIC void player__skate_bind( player_instance *player ) s->anim_grabs = skeleton_get_anim( sk, "grabs" ); } +VG_STATIC void player__skate_kill_audio( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + audio_lock(); + if( s->aud_main ) + s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f ); + if( s->aud_air ) + s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f ); + if( s->aud_slide ) + s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f ); + audio_unlock(); +} + /* * Collision detection routines * @@ -35,10 +53,10 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { - debug_sphere( mtx, sphere->radius, VG__BLACK ); + world_instance *world = get_active_world(); int len = 0; - len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man ); + len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man ); for( int i=0; i 1 ) { rb_manifold_filter_backface( man, len ); - rb_manifold_filter_joint_edges( man, len, 0.05f ); - rb_manifold_filter_pairs( man, len, 0.05f ); + rb_manifold_filter_joint_edges( man, len, 0.03f ); + rb_manifold_filter_pairs( man, len, 0.03f ); } int new_len = rb_manifold_apply_filtered( man, len ); if( len && !new_len ) @@ -62,656 +80,643 @@ VG_STATIC int skate_collide_smooth( player_instance *player, return len; } -/* - * Gets the closest grindable edge to the player within max_dist - */ -VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1, - v3f c0, v3f c1, - float max_dist ) + +struct grind_info { - bh_iter it; - bh_iter_init( 0, &it ); + v3f co, dir, n; +}; - boxf region; +VG_STATIC int skate_grind_scansq( player_instance *player, + v3f pos, v3f dir, float r, + struct grind_info *inf ) +{ + world_instance *world = get_active_world(); - box_init_inf( region ); - box_addpt( region, p0 ); - box_addpt( region, p1 ); - - float k_r = max_dist; - v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] ); - v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] ); + v4f plane; + v3_copy( dir, plane ); + v3_normalize( plane ); + plane[3] = v3_dot( plane, pos ); - float closest = k_r*k_r; - struct grind_edge *closest_edge = NULL; + boxf box; + v3_add( pos, (v3f){ r, r, r }, box[1] ); + v3_sub( pos, (v3f){ r, r, r }, box[0] ); + bh_iter it; + bh_iter_init( 0, &it ); int idx; - while( bh_next( world.grind_bh, &it, region, &idx ) ) + + struct grind_sample { - struct grind_edge *edge = &world.grind_edges[ idx ]; + v2f co; + v2f normal; + v3f normal3, + centroid; + } + samples[48]; + int sample_count = 0; - float s,t; - v3f pa, pb; + v2f support_min, + support_max; - float d2 = - closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb ); + v3f support_axis; + v3_cross( plane, player->basis[1], support_axis ); + v3_normalize( support_axis ); + + while( bh_next( world->geo_bh, &it, box, &idx ) ){ + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; - if( d2 < closest ) - { - closest = d2; - closest_edge = edge; - v3_copy( pa, c0 ); - v3_copy( pb, c1 ); - } - } + struct world_surface *surf = world_tri_index_surface(world,ptri[0]); +#if 0 + if( !(surf->info.flags & k_material_flag_skate_surface) ) + continue; +#endif - return closest_edge; -} + for( int j=0; j<3; j++ ) + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); -VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) -{ - v3f p0, p1, c0, c1; - v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 ); - v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 ); - v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 ); - v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 ); + for( int j=0; j<3; j++ ){ + int i0 = j, + i1 = (j+1) % 3; + + struct grind_sample *sample = &samples[ sample_count ]; + v3f co; - float const k_r = 0.25f; - struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, - c0, c1, k_r ); + if( plane_segment( plane, tri[i0], tri[i1], co ) ){ + v3f d; + v3_sub( co, pos, d ); + if( v3_length2( d ) > r*r ) + continue; - if( closest_edge ) - { - v3f delta; - v3_sub( c1, c0, delta ); + v3f va, vb, normal; + v3_sub( tri[1], tri[0], va ); + v3_sub( tri[2], tri[0], vb ); + v3_cross( va, vb, normal ); - if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f ) - { - contact->p = v3_length( delta ); - contact->type = k_contact_type_edge; - contact->element_id = 0; - v3_copy( c1, contact->co ); - contact->rba = NULL; - contact->rbb = NULL; - - v3f edge_dir, axis_dir; - v3_sub( closest_edge->p1, closest_edge->p0, edge_dir ); - v3_normalize( edge_dir ); - v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir ); - v3_cross( edge_dir, axis_dir, contact->n ); + sample->normal[0] = v3_dot( support_axis, normal ); + sample->normal[1] = v3_dot( player->basis[1], normal ); + sample->co[0] = v3_dot( support_axis, d ); + sample->co[1] = v3_dot( player->basis[1], d ); - return 1; + v3_copy( normal, sample->normal3 ); /* normalize later + if we want to us it */ + + v3_muls( tri[0], 1.0f/3.0f, sample->centroid ); + v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid ); + v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid ); + + v2_normalize( sample->normal ); + sample_count ++; + + if( sample_count == vg_list_size( samples ) ) + goto too_many_samples; + } } - else - return 0; } - return 0; -} +too_many_samples: -/* - * - * Prediction system - * - * - */ + if( sample_count < 2 ) + return 0; -/* - * Trace a path given a velocity rotation. - * - * TODO: this MIGHT be worth doing RK4 on the gravity field. - */ -VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr, - struct land_prediction *prediction ) -{ - float pstep = VG_TIMESTEP_FIXED * 10.0f; - float k_bias = 0.96f; + v3f + average_direction, + average_normal; - v3f pco, pco1, pv; - v3_copy( co, pco ); - v3_muls( v, k_bias, pv ); + v2f min_co, max_co; + v2_fill( min_co, INFINITY ); + v2_fill( max_co, -INFINITY ); - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + v3_zero( average_direction ); + v3_zero( average_normal ); - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; + int passed_samples = 0; + + for( int i=0; ilog_length = 0; - v3_copy( pco, prediction->apex ); + for( int j=i+1; jlog); i++ ) - { - v3_copy( pco, pco1 ); + sj = &samples[j]; - pv[1] += -k_gravity * pstep; + /* non overlapping */ + if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) ) + continue; - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + /* not sharp angle */ + if( v2_dot( si->normal, sj->normal ) >= 0.7f ) + continue; - if( pco[1] > prediction->apex[1] ) - v3_copy( pco, prediction->apex ); - - v3f vdir; + /* not convex */ + v3f v0; + v3_sub( sj->centroid, si->centroid, v0 ); + if( v3_dot( v0, si->normal3 ) >= 0.0f || + v3_dot( v0, sj->normal3 ) <= 0.0f ) + continue; - v3_sub( pco, pco1, vdir ); + v2_minv( sj->co, min_co, min_co ); + v2_maxv( sj->co, max_co, max_co ); + + v3f n0, n1, dir; + v3_copy( si->normal3, n0 ); + v3_copy( sj->normal3, n1 ); + v3_cross( n0, n1, dir ); + v3_normalize( dir ); - float l = v3_length( vdir ); - v3_muls( vdir, 1.0f/l, vdir ); + /* make sure the directions all face a common hemisphere */ + v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); + v3_add( average_direction, dir, average_direction ); - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); + float yi = v3_dot( player->basis[1], si->normal3 ), + yj = v3_dot( player->basis[1], sj->normal3 ); - if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) - { - float d2 = v3_dist2( c0, c1 ); - if( d2 < closest_grind ) - { - closest_grind = d2; - best_grind = ge; - grind_score = closest_grind * 0.05f; - } + if( yi > yj ) + v3_add( si->normal3, average_normal, average_normal ); + else + v3_add( sj->normal3, average_normal, average_normal ); + + passed_samples ++; } + } - v3f n1; + if( !passed_samples ) + return 0; - float t1; - int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 ); - if( idx != -1 ) - { - v3_copy( n1, prediction->n ); - air_score = -v3_dot( pv, n1 ); - - u32 vert_index = world.scene_geo->arrindices[ idx*3 ]; - struct world_material *mat = world_tri_index_material( vert_index ); + if( (v3_length2( average_direction ) <= 0.001f) || + (v3_length2( average_normal ) <= 0.001f ) ) + return 0; - /* Bias prediction towords ramps */ - if( mat->info.flags & k_material_flag_skate_surface ) - air_score *= 0.1f; + float div = 1.0f/(float)passed_samples; + v3_normalize( average_direction ); + v3_normalize( average_normal ); - v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); - time_to_impact += t1 * pstep; - break; - } + v2f average_coord; + v2_add( min_co, max_co, average_coord ); + v2_muls( average_coord, 0.5f, average_coord ); - time_to_impact += pstep; - v3_copy( pco, prediction->log[ prediction->log_length ++ ] ); - } + v3_muls( support_axis, average_coord[0], inf->co ); + inf->co[1] += average_coord[1]; + v3_add( pos, inf->co, inf->co ); + v3_copy( average_normal, inf->n ); + v3_copy( average_direction, inf->dir ); - if( grind_score < air_score ) - { - prediction->score = grind_score; - prediction->type = k_prediction_grind; - } - else if( air_score < INFINITY ) - { - prediction->score = air_score; - prediction->type = k_prediction_land; - } - else - { - prediction->score = INFINITY; - prediction->type = k_prediction_none; - } + vg_line_pt3( inf->co, 0.02f, VG__GREEN ); + vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN ); + vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN ); - prediction->land_dist = time_to_impact; + return passed_samples; } -VG_STATIC -void player__approximate_best_trajectory( player_instance *player ) +VG_STATIC void reset_jump_info( jump_info *inf ) { - struct player_skate *s = &player->_skate; + inf->log_length = 0; + inf->land_dist = 0.0f; + inf->score = 0.0f; + inf->type = k_prediction_unset; + v3_zero( inf->apex ); +} - float pstep = VG_TIMESTEP_FIXED * 10.0f; - float best_velocity_delta = -9999.9f; +VG_STATIC int create_jumps_to_hit_target( player_instance *player, + jump_info *jumps, + v3f target, float max_angle_delta, + float gravity ) +{ + struct player_skate *s = &player->_skate; - v3f axis; - v3_cross( player->rb.to_world[1], player->rb.v, axis ); - v3_normalize( axis ); + /* calculate the exact 2 solutions to jump onto that grind spot */ - s->prediction_count = 0; - m3x3_identity( s->state.velocity_bias ); + v3f v0; + v3_sub( target, player->rb.co, v0 ); + m3x3_mulv( player->invbasis, v0, v0 ); - float best_vmod = 0.0f, - min_score = INFINITY, - max_score = -INFINITY; + v3f ax; + v3_copy( v0, ax ); + ax[1] = 0.0f; + v3_normalize( ax ); - v3_zero( s->state.apex ); - s->land_dist = 0.0f; + v3f v_local; + m3x3_mulv( player->invbasis, player->rb.v, v_local ); - /* - * Search a broad selection of futures - */ - for( int m=-3;m<=12; m++ ) - { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, player->rb.v ), v_local[1] }; - float vmod = ((float)m / 15.0f)*0.09f; + float a = atan2f( v[1], v[0] ), + m = v2_length( v ), + root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - m3x3f bias; - v4f bias_q; + int valid_count = 0; - q_axis_angle( bias_q, axis, vmod ); - q_m3x3( bias_q, bias ); + if( root > 0.0f ){ + root = sqrtf( root ); + float a0 = atanf( (m*m + root) / (gravity * d[0]) ), + a1 = atanf( (m*m - root) / (gravity * d[0]) ); - skate_score_biased_path( player->rb.co, player->rb.v, bias, p ); + if( fabsf(a0-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - if( p->type != k_prediction_none ) - { - if( p->score < min_score ) - { - min_score = p->score; - best_vmod = vmod; - s->land_dist = p->land_dist; - v3_copy( p->apex, s->state.apex ); - } + v3_muls( ax, cosf( a0 ) * m, inf->v ); + inf->v[1] += sinf( a0 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a0)*m); + inf->gravity = gravity; - if( p->score > max_score ) - max_score = p->score; + v3_copy( target, inf->log[inf->log_length ++] ); } - } - v4f vr_q; - q_axis_angle( vr_q, axis, best_vmod*0.1f ); - q_m3x3( vr_q, s->state.velocity_bias ); + if( fabsf(a1-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - q_axis_angle( vr_q, axis, best_vmod ); - q_m3x3( vr_q, s->state.velocity_bias_pstep ); + v3_muls( ax, cosf( a1 ) * m, inf->v ); + inf->v[1] += sinf( a1 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a1)*m); + inf->gravity = gravity; - /* - * Logging - */ - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; + v3_copy( target, inf->log[inf->log_length ++] ); + } + } - float l = p->score; + return valid_count; +} - if( l < 0.0f ) - { - vg_error( "negative score! (%f)\n", l ); - } +VG_STATIC +void player__approximate_best_trajectory( player_instance *player ) +{ + world_instance *world = get_active_world(); - l -= min_score; - l /= (max_score-min_score); - l = 1.0f - l; - l *= 255.0f; + struct player_skate *s = &player->_skate; + float k_trace_delta = k_rb_delta * 10.0f; - p->colour = l; - p->colour <<= 8; - p->colour |= 0xff000000; - } + s->state.air_start = vg.time; + v3_copy( player->rb.v, s->state.air_init_v ); + v3_copy( player->rb.co, s->state.air_init_co ); + s->possible_jump_count = 0; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); + v3f axis; + v3_cross( player->rb.v, player->rb.to_world[1], axis ); + v3_normalize( axis ); - if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) ) - { - s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) * - s->state.reverse ; - s->state.flip_time = 0.0f; - v3_copy( player->rb.to_world[0], s->state.flip_axis ); - } - else - { - s->state.flip_rate = 0.0f; - v3_zero( s->state.flip_axis ); - } -} + /* at high slopes, Y component is low */ + float upness = v3_dot( player->rb.to_world[1], player->basis[1] ), + angle_begin = -(1.0f-fabsf( upness )), + angle_end = 1.0f; -/* - * - * Varius physics models - * ------------------------------------------------ - */ + struct grind_info grind; + int grind_located = 0; + float grind_located_gravity = k_gravity; -VG_STATIC void skate_apply_grind_model( player_instance *player, - rb_ct *manifold, int len ) -{ - struct player_skate *s = &player->_skate; - /* FIXME: Queue audio events instead */ - if( len == 0 ) - { - if( s->state.activity == k_skate_activity_grind ) - { -#if 0 - audio_lock(); - audio_player_set_flags( &audio_player_extra, - AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, player.rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_board[6] ); - audio_unlock(); -#endif + v3f launch_v_bounds[2]; - s->state.activity = k_skate_activity_air; - } - return; - } + for( int i=0; i<2; i++ ){ + v3_copy( player->rb.v, launch_v_bounds[i] ); + float ang = (float[]){ angle_begin, angle_end }[ i ]; + ang *= 0.15f; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); + v4f qbias; + q_axis_angle( qbias, axis, ang ); + q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] ); + } - s->state.steery -= steer[0] * k_steer_air * k_rb_delta; - s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta; - -#if 0 - v4f rotate; - q_axis_angle( rotate, player->rb.to_world[0], siX ); - q_mul( rotate, player.rb.q, player.rb.q ); -#endif + for( int m=0;m<=30; m++ ){ + jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ]; + reset_jump_info( inf ); - s->state.slip = 0.0f; - s->state.activity = k_skate_activity_grind; + v3f launch_co, launch_v, co0, co1; + v3_copy( player->rb.co, launch_co ); + v3_copy( player->rb.v, launch_v ); + v3_copy( launch_co, co0 ); - /* TODO: Compression */ - v3f up = { 0.0f, 1.0f, 0.0f }; - float angle = v3_dot( player->rb.to_world[1], up ); + float vt = (float)m * (1.0f/30.0f), + ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; - if( fabsf(angle) < 0.99f ) - { - v3f axis; - v3_cross( player->rb.to_world[1], up, axis ); + v4f qbias; + q_axis_angle( qbias, axis, ang ); + q_mulv( qbias, launch_v, launch_v ); - v4f correction; - q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) ); - q_mul( correction, player->rb.q, player->rb.q ); - } + float yaw_sketch = 1.0f-fabsf(upness); - float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED; - v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v ); - m3x3_identity( s->state.velocity_bias ); - m3x3_identity( s->state.velocity_bias_pstep ); + float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch; + q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); + q_mulv( qbias, launch_v, launch_v ); - if( s->state.activity_prev != k_skate_activity_grind ) - { - /* FIXME: Queue audio events instead */ -#if 0 - audio_lock(); - audio_player_set_flags( &audio_player_extra, - AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, player.rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_board[5] ); - audio_unlock(); -#endif - } -} + float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), + gravity = k_gravity * gravity_bias; + inf->gravity = gravity; + v3_copy( launch_v, inf->v ); -/* - * Air control, no real physics - */ -VG_STATIC void skate_apply_air_model( player_instance *player ) -{ - struct player_skate *s = &player->_skate; + m3x3f basis; + m3x3_copy( player->basis, basis ); - if( s->state.activity != k_skate_activity_air ) - return; + for( int i=1; i<=50; i++ ){ + float t = (float)i * k_trace_delta; - if( s->state.activity_prev != k_skate_activity_air ) - player__approximate_best_trajectory( player ); + v3_muls( launch_v, t, co1 ); + v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); - m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v ); - ray_hit hit; + float launch_vy = v3_dot( launch_v,basis[1] ); - /* - * Prediction - */ - float pstep = VG_TIMESTEP_FIXED * 1.0f; - float k_bias = 0.98f; + int search_for_grind = 1; + if( grind_located ) search_for_grind = 0; + if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; - v3f pco, pco1, pv; - v3_copy( player->rb.co, pco ); - v3_muls( player->rb.v, 1.0f, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; + /* REFACTOR */ - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; + v3f closest; + if( search_for_grind ){ + if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){ - v3f target_normal = { 0.0f, 1.0f, 0.0f }; - int has_target = 0; + float min_dist = 0.75f; + min_dist *= min_dist; - for( int i=0; i<250; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( s->state.velocity_bias, pv, pv ); + if( v3_dist2( closest, launch_co ) < min_dist ) + search_for_grind = 0; - pv[1] += -k_gravity * pstep; - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; + v3f bound[2]; - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); + for( int j=0; j<2; j++ ){ + v3_muls( launch_v_bounds[j], t, bound[j] ); + v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] ); + v3_add( launch_co, bound[j], bound[j] ); + } - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); + 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( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) - { - vg_line( ge->p0, ge->p1, 0xff0000ff ); - vg_line_cross( pco, 0xff0000ff, 0.25f ); - has_target = 1; - break; - } - - float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact ) ) - { - v3_copy( contact.normal, target_normal ); - has_target = 1; - time_to_impact += (contact.dist/orig_dist)*pstep; - vg_line_cross( contact.pos, 0xffff0000, 0.25f ); - break; - } - time_to_impact += pstep; - } + if( (closest[1] < minh) || (closest[1] > maxh) ){ + search_for_grind = 0; + } + } + else + search_for_grind = 0; + } - if( has_target ) - { - float angle = v3_dot( player->rb.to_world[1], target_normal ); - v3f axis; - v3_cross( player->rb.to_world[1], target_normal, axis ); + if( search_for_grind ){ + v3f ve; + v3_copy( launch_v, ve ); + 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] ) }, + v1 = { v3_dot( grind.dir, basis[0] ), + v3_dot( grind.dir, basis[2] ) }; + + v2_normalize( v0 ); + v2_normalize( v1 ); + + float a = v2_dot( v0, v1 ); + + 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; + } + } + } - limiter = vg_minf( 5.0f, time_to_impact )/5.0f; - limiter = 1.0f-limiter; - limiter *= limiter; - limiter = 1.0f-limiter; + if( world->rendering_gate ){ + ent_gate *gate = 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( fabsf(angle) < 0.99f ) - { - v4f correction; - q_axis_angle( correction, axis, - acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED ); - q_mul( correction, player->rb.q, player->rb.q ); - } - } + float t1; + v3f n; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); + float scan_radius = k_board_radius; + scan_radius *= vg_clampf( t, 0.02f, 1.0f ); - s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED; - s->state.steerx += steer[1] * s->state.reverse * k_steer_air - * limiter * k_rb_delta; - s->land_dist = time_to_impact; - v3_copy( target_normal, s->land_normal ); -} + int idx = spherecast_world( 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 ++ ] ); -VG_STATIC void skate_get_board_points( player_instance *player, - v3f front, v3f back ) -{ - v3f pos_front = {0.0f,0.0f,-k_board_length}, - pos_back = {0.0f,0.0f, k_board_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]); - m4x3_mulv( player->rb.to_world, pos_front, front ); - m4x3_mulv( player->rb.to_world, pos_back, back ); -} + inf->type = k_prediction_land; -/* - * Casts and pushes a sphere-spring model into the world - */ -VG_STATIC int skate_simulate_spring( player_instance *player, - v3f pos ) -{ - struct player_skate *s = &player->_skate; + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, player->basis[1], -gravity * t, ve ); - float mod = 0.7f * player->input_grab->axis.value + 0.3f, - spring_k = mod * k_spring_force, - damp_k = mod * k_spring_dampener, - disp_k = 0.4f; + inf->score = -v3_dot( ve, inf->n ); + inf->land_dist = t + k_trace_delta * t1; - v3f start, end; - v3_copy( pos, start ); - v3_muladds( pos, player->rb.to_world[1], -disp_k, end ); + + /* Bias prediction towords ramps */ + if( !(surf->info.flags & k_material_flag_skate_surface) ) + inf->score *= 10.0f; - float t; - v3f n; - int hit_info = spherecast_world( start, end, 0.2f, &t, n ); + break; + } + + if( i % 3 == 0 ) + v3_copy( co1, inf->log[ inf->log_length ++ ] ); - if( hit_info != -1 ) - { - v3f F, delta; - v3_sub( start, player->rb.co, delta ); - - float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ), - damp = - vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) ); + v3_copy( co1, co0 ); + } - v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta - - damp*damp_k*k_rb_delta, F ); + if( inf->type == k_prediction_unset ) + s->possible_jump_count --; + } - v3_muladds( player->rb.v, F, 1.0f, player->rb.v ); + if( grind_located ){ + jump_info grind_jumps[2]; - /* Angular velocity */ - v3f wa; - v3_cross( delta, F, wa ); - v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w ); + int valid_count = + 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 */ + 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 ); + float descale = 1.0f-vg_minf(1.0f,dist); + jump->score += descale*3.0f; + } - v3_lerp( start, end, t, pos ); - return 1; - } - else - { - v3_copy( end, pos ); - return 0; - } -} + for( int i=0; itype = k_prediction_grind; + v3f launch_v, launch_co, co0, co1; -/* - * Handles connection between the player and the ground - */ -VG_STATIC void skate_apply_interface_model( player_instance *player, - rb_ct *manifold, int len ) -{ - struct player_skate *s = &player->_skate; + v3_copy( jump->v, launch_v ); + v3_copy( player->rb.co, launch_co ); - if( !((s->state.activity == k_skate_activity_ground) || - (s->state.activity == k_skate_activity_air )) ) - return; + m3x3f basis; + m3x3_copy( player->basis, basis ); + + float t = 0.05f * jump->land_dist; + v3_muls( launch_v, t, co0 ); + v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 ); + v3_add( launch_co, co0, co0 ); - if( s->state.activity == k_skate_activity_air ) - s->debug_normal_pressure = 0.0f; - else - s->debug_normal_pressure = v3_dot( player->rb.to_world[1], player->rb.v ); + /* 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; + t += 0.05f; + t *= jump->land_dist; + + v3_muls( launch_v, t, co1 ); + v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); + + float t1; + v3f n; + + int idx = spherecast_world( world, co0,co1, + k_board_radius*0.5f, &t1, n); + if( idx != -1 ){ + goto invalidated_grind; + } + + v3_copy( co1, co0 ); + } +#endif - /* springs */ - v3f spring0, spring1; + v3_copy( grind.n, jump->n ); - skate_get_board_points( player, spring1, spring0 ); - int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ), - spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 ); + /* determine score */ + v3f ve; + v3_copy( jump->v, ve ); + v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve ); + jump->score = -v3_dot( ve, grind.n ) * 0.9f; - v3f animavg, animdelta; - v3_add( spring0, spring1, animavg ); - v3_muls( animavg, 0.5f, animavg ); + s->possible_jumps[ s->possible_jump_count ++ ] = *jump; - v3_sub( spring1, spring0, animdelta ); - v3_normalize( animdelta ); +#if 0 + continue; +invalidated_grind:; +#endif + } + } - m4x3_mulv( player->rb.to_local, animavg, s->board_offset ); - float dx = -v3_dot( animdelta, player->rb.to_world[2] ), - dy = v3_dot( animdelta, player->rb.to_world[1] ); + float score_min = INFINITY, + score_max = -INFINITY; - float angle = -atan2f( dy, dx ); - q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle ); + jump_info *best = NULL; - int lift_frames_limit = 6; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; - /* Surface connection */ - if( len == 0 && !(spring_hit0 && spring_hit1) ) - { - s->state.lift_frames ++; + if( jump->score < score_min ) + best = jump; - if( s->state.lift_frames >= lift_frames_limit ) - s->state.activity = k_skate_activity_air; + score_min = vg_minf( score_min, jump->score ); + score_max = vg_maxf( score_max, jump->score ); } - else - { - v3f surface_avg; - v3_zero( surface_avg ); - for( int i=0; irb.v, surface_avg ) > 0.7f ) - { - s->state.lift_frames ++; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; + float s = jump->score; - if( s->state.lift_frames >= lift_frames_limit ) - s->state.activity = k_skate_activity_air; - } - else - { - s->state.activity = k_skate_activity_ground; - s->state.lift_frames = 0; - v3f projected, axis; + s -= score_min; + s /= (score_max-score_min); + s = 1.0f - s; - if( s->state.activity_prev == k_skate_activity_air ) - { - player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) * - k_cam_punch; - } + jump->score = s; + jump->colour = s * 255.0f; - float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; - v3_muladds( player->rb.v, player->rb.to_world[1], - DOWNFORCE, player->rb.v ); + if( jump == best ) + jump->colour <<= 16; + else if( jump->type == k_prediction_land ) + jump->colour <<= 8; + + jump->colour |= 0xff000000; + } - float d = v3_dot( player->rb.to_world[2], surface_avg ); - v3_muladds( surface_avg, player->rb.to_world[2], -d, projected ); - v3_normalize( projected ); + if( best ){ + v3_copy( best->n, s->land_normal ); + 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; - float angle = v3_dot( player->rb.to_world[1], projected ); - v3_cross( player->rb.to_world[1], projected, axis ); + if( best->type == k_prediction_grind ){ + s->state.activity = k_skate_activity_air_to_grind; + } - if( fabsf(angle) < 0.9999f ) - { - v4f correction; - q_axis_angle( correction, axis, - acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); - q_mul( correction, player->rb.q, player->rb.q ); - } + 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 ; + s->state.flip_time = 0.0f; + v3_copy( player->rb.to_world[0], s->state.flip_axis ); } + else{ + s->state.flip_rate = 0.0f; + v3_zero( s->state.flip_axis ); + } + } + else{ + v3_copy( player->basis[1], s->land_normal ); } } +/* + * + * Varius physics models + * ------------------------------------------------ + */ + +/* + * Air control, no real physics + */ +VG_STATIC void skate_apply_air_model( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + if( s->state.activity_prev > k_skate_activity_air_to_grind ) + player__approximate_best_trajectory( player ); + + float angle = v3_dot( player->rb.to_world[1], s->land_normal ); + angle = vg_clampf( angle, -1.0f, 1.0f ); + v3f axis; + v3_cross( player->rb.to_world[1], s->land_normal, axis ); + + v4f correction; + 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 ); VG_STATIC void skate_apply_trick_model( player_instance *player ) { @@ -730,8 +735,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->board_trick_residuald, s->board_trick_residualv, k_rb_delta, s->board_trick_residuald ); - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -742,8 +746,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) float min_rate = 99999.0f; - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ float v = s->state.trick_vel[i]; if( (v > 0.0f) && (v < min_rate) ) min_rate = v; @@ -758,8 +761,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta, s->state.trick_euler ); - if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ) - { + if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){ s->state.trick_time = 0.0f; s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); @@ -770,12 +772,11 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) s->state.trick_time += k_rb_delta; } - else - { - if( (s->state.lift_frames == 0) - && (v3_length2(s->state.trick_vel) >= 0.0001f ) && + else{ + if( (v3_length2(s->state.trick_vel) >= 0.0001f ) && s->state.trick_time > 0.2f) { + player__skate_kill_audio( player ); player__dead_transition( player ); } @@ -793,8 +794,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) float grabt = player->input_grab->axis.value; - if( grabt > 0.5f ) - { + if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, s->state.grab_mouse_delta ); @@ -806,16 +806,68 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta ); } -/* - * Computes friction and surface interface model +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; + + steer = vg_signf( steer ) * steer*steer * k_steer_ground; + + v3f steer_axis; + v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis ); + + float rate = 26.0f, + top = 1.0f; + + if( s->state.activity <= k_skate_activity_air_to_grind ){ + rate = 6.0f * fabsf(steer); + top = 1.5f; + } + else{ + /* rotate slower when grabbing on ground */ + steer *= (1.0f-(s->state.jump_charge+grab)*0.4f); + + if( s->state.activity == k_skate_activity_grind_5050 ){ + rate = 0.0f; + top = 0.0f; + } + + else if( s->state.activity >= k_skate_activity_grind_any ){ + rate *= fabsf(steer); + + float a = 0.8f * -steer * k_rb_delta; + + v4f q; + q_axis_angle( q, player->rb.to_world[1], a ); + q_mulv( q, s->grind_vec, s->grind_vec ); + + v3_normalize( s->grind_vec ); + } + + else if( s->state.manual_direction ){ + rate = 35.0f; + top = 1.5f; + } + } + + float current = v3_dot( player->rb.to_world[1], player->rb.w ), + addspeed = (steer * -top) - current, + maxaccel = rate * k_rb_delta, + accel = vg_clampf( addspeed, -maxaccel, maxaccel ); + + v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w ); +} + +/* + * Computes friction and surface interface model */ VG_STATIC void skate_apply_friction_model( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity != k_skate_activity_ground ) - return; - /* * Computing localized friction forces for controlling the character * Friction across X is significantly more than Z @@ -839,9 +891,9 @@ 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 ) + if( !player->input_jump->button.value ){ + if( player->input_push->button.value || + (vg.time-s->state.start_push<0.75) ) { if( (vg.time - s->state.cur_push) > 0.25 ) s->state.start_push = vg.time; @@ -863,14 +915,6 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Send back to velocity */ m3x3_mulv( player->rb.to_world, vel, player->rb.v ); - - /* Steering */ - float input = player->input_js1h->axis.value, - grab = player->input_grab->axis.value, - steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f), - steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; - - s->state.steery -= steer_scaled * k_rb_delta; } VG_STATIC void skate_apply_jump_model( player_instance *player ) @@ -880,41 +924,51 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.charging_jump = player->input_jump->button.value; /* Cannot charge this in air */ - if( s->state.activity != k_skate_activity_ground ) + if( s->state.activity <= k_skate_activity_air_to_grind ){ s->state.charging_jump = 0; + return; + } - if( s->state.charging_jump ) - { + if( s->state.charging_jump ){ s->state.jump_charge += k_rb_delta * k_jump_charge_speed; if( !charging_jump_prev ) s->state.jump_dir = s->state.reverse>0.0f? 1: 0; } - else - { - s->state.jump_charge -= k_jump_charge_speed * VG_TIMESTEP_FIXED; + else{ + s->state.jump_charge -= k_jump_charge_speed * k_rb_delta; } s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f ); - if( s->state.activity == k_skate_activity_air ) - return; - /* player let go after charging past 0.2: trigger jump */ - if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ) - { + if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ - float aup = v3_dot( (v3f){0.0f,1.0f,0.0f}, player->rb.to_world[1] ), + float aup = v3_dot( player->basis[1], player->rb.to_world[1] ), mod = 0.5f, dir = mod + fabsf(aup)*(1.0f-mod); - v3_copy( player->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); - v3_normalize( jumpdir ); + if( s->state.activity == k_skate_activity_ground ){ + v3_copy( player->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); + v3_normalize( jumpdir ); + }else{ + v3_copy( s->state.up_dir, jumpdir ); + s->grind_cooldown = 30; + s->state.activity = k_skate_activity_ground; + + float tilt = player->input_js1h->axis.value * 0.3f; + 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 ); @@ -925,20 +979,9 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - float maxspin = k_steer_air * k_rb_delta * k_spin_boost; - s->state.steery_s = -steer[0] * maxspin; - s->state.steerx = s->state.steerx_s; - s->state.lift_frames ++; - - /* FIXME audio events */ -#if 0 audio_lock(); - audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, player.rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); + audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f ); audio_unlock(); -#endif } } @@ -946,28 +989,27 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) { struct player_skate *s = &player->_skate; + if( s->state.activity != k_skate_activity_ground ){ + v3_zero( s->state.throw_v ); + return; + } + /* Throw / collect routine - * - * TODO: Max speed boost */ - if( player->input_grab->axis.value > 0.5f ) - { - if( s->state.activity == k_skate_activity_ground ) - { + if( player->input_grab->axis.value > 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 ); } } - else - { + else{ /* Collect */ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); v3f Fl, Fv; v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ 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 ); } @@ -978,8 +1020,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Decay */ - if( v3_length2( s->state.throw_v ) > 0.0001f ) - { + if( v3_length2( s->state.throw_v ) > 0.0001f ){ v3f dir; v3_copy( s->state.throw_v, dir ); v3_normalize( dir ); @@ -994,322 +1035,1553 @@ VG_STATIC void skate_apply_cog_model( player_instance *player ) { struct player_skate *s = &player->_skate; - v3f ideal_cog, ideal_diff; - v3_muladds( player->rb.co, player->rb.to_world[1], + v3f ideal_cog, ideal_diff, ideal_dir; + v3_copy( s->state.up_dir, ideal_dir ); + v3_normalize( ideal_dir ); + + v3_muladds( player->rb.co, ideal_dir, 1.0f-player->input_grab->axis.value, ideal_cog ); v3_sub( ideal_cog, s->state.cog, ideal_diff ); - /* Apply velocities */ - v3f rv; - v3_sub( player->rb.v, s->state.cog_v, rv ); + /* Apply velocities */ + v3f rv; + v3_sub( player->rb.v, s->state.cog_v, rv ); + + v3f F; + v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F ); + v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); + + float ra = k_cog_mass_ratio, + rb = 1.0f-k_cog_mass_ratio; + + /* Apply forces & intergrate */ + v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v ); + v3_muladds( s->state.cog_v, player->basis[1], -9.8f * k_rb_delta, + s->state.cog_v ); + + v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog ); +} + + +VG_STATIC void skate_integrate( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + 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_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_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 ); + v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w ); + + s->state.flip_time += s->state.flip_rate * k_rb_delta; + rb_update_transform( &player->rb ); +} + +/* + * 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); +} + +VG_STATIC void player__skate_pre_update( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + if( vg_input_button_down( player->input_use ) ){ + player->subsystem = k_player_subsystem_walk; + + v3f angles; + v3_copy( player->cam.angles, angles ); + angles[2] = 0.0f; + + skate_copy_holdout( player ); + player->holdout_time = 0.34f; + player__skate_kill_audio( player ); + player__walk_transition( player, angles ); + return; + } + + int trick_id; + if( (s->state.activity <= k_skate_activity_air_to_grind) && + (trick_id = player_skate_trick_input( player )) ) + { + if( (vg.time - s->state.jump_time) < 0.1f ){ + v3_zero( s->state.trick_vel ); + s->state.trick_time = 0.0f; + + if( trick_id == 1 ){ + s->state.trick_vel[0] = 3.0f; + } + else if( trick_id == 2 ){ + s->state.trick_vel[2] = 3.0f; + } + else if( trick_id == 3 ){ + s->state.trick_vel[0] = 2.0f; + s->state.trick_vel[2] = 2.0f; + } + } + } +} + +VG_STATIC void player__skate_post_update( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + for( int i=0; ipossible_jump_count; i++ ){ + jump_info *jump = &s->possible_jumps[i]; + + if( jump->log_length == 0 ){ + vg_fatal_exit_loop( "assert: jump->log_length == 0\n" ); + } + + for( int j=0; jlog_length - 1; j ++ ){ + float brightness = jump->score*jump->score*jump->score; + v3f p1; + v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); + vg_line( jump->log[j], p1, jump->colour ); + } + + vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); + + v3f p1; + v3_add( jump->log[jump->log_length-1], jump->n, p1 ); + vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); + + vg_line_pt3( jump->apex, 0.02f, 0xffffffff ); + } + + 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 ); + + if( s->state.activity >= k_skate_activity_grind_any ){ + slide = 0.0f; + } + + 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 ); + + const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP; + + 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_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 = vg_maxf( speed * 2.0f, 2.0f ); + + 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 ) ); + + if( s->sample_change_cooldown > 0.0f ){ + s->sample_change_cooldown -= vg.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_sidechain_lfo( s->aud_main, 0, sidechain_amt ); + + float rate = 1.0f + (attn-0.5f)*0.2f; + audio_channel_set_sampling_rate( s->aud_main, rate ); + } + + 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_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_unlock(); +} + +/* + * truck alignment model at ra(local) + * returns 1 if valid surface: + * surface_normal will be filled out with an averaged normal vector + * axel_dir will be the direction from left to right wheels + * + * returns 0 if no good surface found + */ +VG_STATIC +int skate_compute_surface_alignment( player_instance *player, + v3f ra, u32 colour, + v3f surface_normal, v3f axel_dir ) +{ + struct player_skate *s = &player->_skate; + world_instance *world = get_active_world(); + + v3f truck, left, right; + m4x3_mulv( player->rb.to_world, ra, truck ); + + v3_muladds( truck, player->rb.to_world[0], -k_board_width, left ); + v3_muladds( truck, player->rb.to_world[0], k_board_width, right ); + vg_line( left, right, colour ); + + float k_max_truck_flex = VG_PIf * 0.25f; + + ray_hit ray_l, ray_r; + + v3f dir; + v3_muls( player->rb.to_world[1], -1.0f, dir ); + + int res_l = 0, res_r = 0; + + for( int i=0; i<8; i++ ) + { + float t = 1.0f - (float)i * (1.0f/8.0f); + v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left ); + v3_muladds( left, player->rb.to_world[1], k_board_radius, left ); + ray_l.dist = 2.1f * k_board_radius; + + res_l = ray_world( world, left, dir, &ray_l ); + + if( res_l ) + break; + } + + for( int i=0; i<8; i++ ) + { + float t = 1.0f - (float)i * (1.0f/8.0f); + v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right ); + v3_muladds( right, player->rb.to_world[1], k_board_radius, right ); + ray_r.dist = 2.1f * k_board_radius; + + res_r = ray_world( world, right, dir, &ray_r ); + + if( res_r ) + break; + } + + v3f v0; + v3f midpoint; + v3f tangent_average; + v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint ); + v3_zero( tangent_average ); + + if( res_l || res_r ) + { + v3f p0, p1, t; + v3_copy( midpoint, p0 ); + v3_copy( midpoint, p1 ); + + if( res_l ) + { + v3_copy( ray_l.pos, p0 ); + v3_cross( ray_l.normal, player->rb.to_world[0], t ); + v3_add( t, tangent_average, tangent_average ); + } + if( res_r ) + { + v3_copy( ray_r.pos, p1 ); + v3_cross( ray_r.normal, player->rb.to_world[0], t ); + v3_add( t, tangent_average, tangent_average ); + } + + v3_sub( p1, p0, v0 ); + v3_normalize( v0 ); + } + else + { + /* fallback: use the closes point to the trucks */ + v3f closest; + int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f ); + + if( idx != -1 ) + { + 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] ); + + v3f vert0, vert1, n; + v3_sub( verts[1], verts[0], vert0 ); + v3_sub( verts[2], verts[0], vert1 ); + v3_cross( vert0, vert1, n ); + v3_normalize( n ); + + if( v3_dot( n, player->rb.to_world[1] ) < 0.3f ) + return 0; + + v3_cross( n, player->rb.to_world[2], v0 ); + v3_muladds( v0, player->rb.to_world[2], + -v3_dot( player->rb.to_world[2], v0 ), v0 ); + v3_normalize( v0 ); + + v3f t; + v3_cross( n, player->rb.to_world[0], t ); + v3_add( t, tangent_average, tangent_average ); + } + else + return 0; + } + + v3_muladds( truck, v0, k_board_width, right ); + v3_muladds( truck, v0, -k_board_width, left ); + + vg_line( left, right, VG__WHITE ); + + v3_normalize( tangent_average ); + v3_cross( v0, tangent_average, surface_normal ); + v3_copy( v0, axel_dir ); + + return 1; +} + +VG_STATIC void skate_weight_distribute( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + v3_zero( s->weight_distribution ); + + 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) && + (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 ){ + s->state.manual_direction = 0; + } + else{ + if( reverse_dir != s->state.manual_direction ){ + return; + } + } + } + + if( s->state.manual_direction ){ + float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); + s->weight_distribution[2] = k_board_length * amt * + (float)s->state.manual_direction; + } + + if( s->state.manual_direction ){ + v3f plane_z; + + m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z ); + v3_negate( plane_z, plane_z ); + + v3_muladds( plane_z, s->surface_picture, + -v3_dot( plane_z, s->surface_picture ), plane_z ); + v3_normalize( plane_z ); + + v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z ); + v3_normalize( plane_z ); + + v3f p1; + v3_muladds( player->rb.co, plane_z, 1.5f, p1 ); + vg_line( player->rb.co, p1, VG__GREEN ); + + v3f refdir; + v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction, + refdir ); + + rb_effect_spring_target_vector( &player->rb, refdir, plane_z, + k_manul_spring, k_manul_dampener, + s->substep_delta ); + } +} + +VG_STATIC void skate_adjust_up_direction( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + if( s->state.activity == k_skate_activity_ground ){ + v3f target; + v3_copy( s->surface_picture, target ); + + target[1] += 2.0f * s->surface_picture[1]; + v3_normalize( target ); + + v3_lerp( s->state.up_dir, target, + 8.0f * s->substep_delta, s->state.up_dir ); + } + else if( s->state.activity <= k_skate_activity_air_to_grind ){ + v3_lerp( s->state.up_dir, player->rb.to_world[1], + 8.0f * s->substep_delta, s->state.up_dir ); + } + else{ + v3_lerp( s->state.up_dir, player->basis[1], + 12.0f * s->substep_delta, s->state.up_dir ); + } +} + +VG_STATIC int skate_point_visible( v3f origin, v3f target ) +{ + v3f dir; + v3_sub( target, origin, dir ); + + ray_hit ray; + ray.dist = v3_length( dir ); + v3_muls( dir, 1.0f/ray.dist, dir ); + ray.dist -= 0.025f; + + if( ray_world( get_active_world(), origin, dir, &ray ) ) + return 0; + + return 1; +} + +VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ) +{ + v3_copy( inf->dir, mtx[0] ); + v3_copy( inf->n, mtx[1] ); + v3_cross( mtx[0], mtx[1], mtx[2] ); +} + +VG_STATIC void skate_grind_friction( player_instance *player, + struct grind_info *inf, float strength ) +{ + v3f v2; + v3_muladds( player->rb.to_world[2], inf->n, + -v3_dot( player->rb.to_world[2], inf->n ), v2 ); + + float a = 1.0f-fabsf( v3_dot( v2, inf->dir ) ), + dir = vg_signf( v3_dot( player->rb.v, inf->dir ) ), + F = a * -dir * k_grind_max_friction; + + v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v ); +} + +VG_STATIC void skate_grind_decay( player_instance *player, + struct grind_info *inf, float strength ) +{ + m3x3f mtx, mtx_inv; + skate_grind_orient( inf, mtx ); + m3x3_transpose( mtx, mtx_inv ); + + v3f v_grind; + m3x3_mulv( mtx_inv, player->rb.v, v_grind ); + + float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength ); + v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind ); + m3x3_mulv( mtx, v_grind, player->rb.v ); +} + +VG_STATIC void skate_grind_truck_apply( player_instance *player, + float sign, struct grind_info *inf, + float strength ) +{ + struct player_skate *s = &player->_skate; + + /* REFACTOR */ + v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; + v3f raw, wsp; + m3x3_mulv( player->rb.to_world, ra, raw ); + v3_add( player->rb.co, raw, wsp ); + + v3_copy( ra, s->weight_distribution ); + + v3f delta; + v3_sub( inf->co, wsp, delta ); + + /* spring force */ + v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta, + player->rb.v ); + + skate_grind_decay( player, inf, strength ); + skate_grind_friction( player, inf, strength ); + + /* yeah yeah yeah yeah */ + v3f raw_nplane, axis; + v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane ); + v3_cross( raw_nplane, inf->n, axis ); + v3_normalize( axis ); + + /* orientation */ + m3x3f mtx; + skate_grind_orient( inf, mtx ); + v3f target_fwd, fwd, up, target_up; + m3x3_mulv( mtx, s->grind_vec, target_fwd ); + v3_copy( raw_nplane, fwd ); + v3_copy( player->rb.to_world[1], up ); + v3_copy( inf->n, target_up ); + + v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd ); + v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd ); + + v3_normalize( target_fwd ); + v3_normalize( fwd ); + + + float way = player->input_js1v->axis.value * + vg_signf( v3_dot( raw_nplane, player->rb.v ) ); + + v4f q; + q_axis_angle( q, axis, VG_PIf*0.125f * way ); + q_mulv( q, target_up, target_up ); + q_mulv( q, target_fwd, target_fwd ); + + rb_effect_spring_target_vector( &player->rb, up, target_up, + k_grind_spring, + k_grind_dampener, + k_rb_delta ); + + rb_effect_spring_target_vector( &player->rb, fwd, target_fwd, + k_grind_spring*strength, + k_grind_dampener*strength, + k_rb_delta ); + + vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN ); + vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED ); + vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW ); + + s->grind_strength = strength; + + /* Fake contact */ + struct grind_limit *limit = &s->limits[ s->limit_count ++ ]; + m4x3_mulv( player->rb.to_local, wsp, limit->ra ); + m3x3_mulv( player->rb.to_local, inf->n, limit->n ); + limit->p = 0.0f; + + v3_copy( inf->dir, s->grind_dir ); +} + +VG_STATIC void skate_5050_apply( player_instance *player, + struct grind_info *inf_front, + struct grind_info *inf_back ) +{ + struct player_skate *s = &player->_skate; + struct grind_info inf_avg; + + v3_sub( inf_front->co, inf_back->co, inf_avg.dir ); + v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co ); + v3_normalize( inf_avg.dir ); + + v3f axis_front, axis_back, axis; + v3_cross( inf_front->dir, inf_front->n, axis_front ); + v3_cross( inf_back->dir, inf_back->n, axis_back ); + v3_add( axis_front, axis_back, axis ); + v3_normalize( axis ); + + v3_cross( axis, inf_avg.dir, inf_avg.n ); + skate_grind_decay( player, &inf_avg, 1.0f ); + + + float way = player->input_js1v->axis.value * + vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); + v4f q; + v3f up, target_up; + v3_copy( player->rb.to_world[1], up ); + v3_copy( inf_avg.n, target_up ); + q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way ); + q_mulv( q, target_up, target_up ); + + v3_zero( s->weight_distribution ); + s->weight_distribution[2] = k_board_length * -way; + + rb_effect_spring_target_vector( &player->rb, up, target_up, + k_grind_spring, + k_grind_dampener, + k_rb_delta ); + + v3f fwd_nplane, dir_nplane; + v3_muladds( player->rb.to_world[2], inf_avg.n, + -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane ); + + v3f dir; + v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir ); + v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane ); + + v3_normalize( fwd_nplane ); + v3_normalize( dir_nplane ); + + rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane, + 1000.0f, + k_grind_dampener, + k_rb_delta ); + + v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length }, + pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length }, + delta_front, delta_back, delta_total; + + m4x3_mulv( player->rb.to_world, pos_front, pos_front ); + m4x3_mulv( player->rb.to_world, pos_back, pos_back ); + + v3_sub( inf_front->co, pos_front, delta_front ); + v3_sub( inf_back->co, pos_back, delta_back ); + v3_add( delta_front, delta_back, delta_total ); + + v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v ); + + /* Fake contact */ + struct grind_limit *limit = &s->limits[ s->limit_count ++ ]; + v3_zero( limit->ra ); + m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n ); + limit->p = 0.0f; + + v3_copy( inf_avg.dir, s->grind_dir ); +} + +VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length }, + grind_co = { 0.0f, -k_board_radius, sign * k_board_length }; + + m4x3_mulv( player->rb.to_world, wheel_co, wheel_co ); + m4x3_mulv( player->rb.to_world, grind_co, grind_co ); + + /* Exit condition: lost grind tracking */ + if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) ) + return 0; + + /* Exit condition: cant see grind target directly */ + if( !skate_point_visible( wheel_co, inf->co ) ) + return 0; + + /* 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; + + if( dv < minv ) + return 0; + + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) + return 0; + + v3_copy( inf->dir, s->grind_dir ); + return 1; +} + +VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + /* REFACTOR */ + v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; + + v3f raw, wsp; + m3x3_mulv( player->rb.to_world, ra, raw ); + v3_add( player->rb.co, raw, wsp ); + + if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) ) + { + if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) + return 0; + + /* velocity should be at least 60% aligned */ + v3f pv, axis; + v3_cross( inf->n, inf->dir, axis ); + v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv ); + + if( v3_length2( pv ) < 0.0001f ) + return 0; + v3_normalize( pv ); + + if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle ) + return 0; + + if( v3_dot( player->rb.v, inf->n ) > 0.5f ) + return 0; + +#if 0 + /* check for vertical alignment */ + if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle ) + return 0; +#endif + + v3f local_co, local_dir, local_n; + m4x3_mulv( player->rb.to_local, inf->co, local_co ); + m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); + m3x3_mulv( player->rb.to_local, inf->n, local_n ); + + v2f delta = { local_co[0], local_co[2] - k_board_length*sign }; + + float truck_height = -(k_board_radius+0.03f); + + v3f rv; + v3_cross( player->rb.w, raw, rv ); + v3_add( player->rb.v, rv, rv ); + + if( (local_co[1] >= truck_height) && + (v2_length2( delta ) <= k_board_radius*k_board_radius) ) + { + return 1; + } + } + + return 0; +} + +VG_STATIC void skate_boardslide_apply( player_instance *player, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + v3f local_co, local_dir, local_n; + m4x3_mulv( player->rb.to_local, inf->co, local_co ); + m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); + m3x3_mulv( player->rb.to_local, inf->n, local_n ); + + v3f intersection; + v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0], + intersection ); + v3_copy( intersection, s->weight_distribution ); + + skate_grind_decay( player, inf, 0.0125f ); + skate_grind_friction( player, inf, 0.25f ); + + /* direction alignment */ + v3f dir, perp; + v3_cross( local_dir, local_n, perp ); + v3_muls( local_dir, vg_signf(local_dir[0]), dir ); + v3_muls( perp, vg_signf(perp[2]), perp ); + + m3x3_mulv( player->rb.to_world, dir, dir ); + m3x3_mulv( player->rb.to_world, perp, perp ); + + v4f qbalance; + q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance ); + q_mulv( qbalance, perp, perp ); + + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], + dir, + k_grind_spring, k_grind_dampener, + k_rb_delta ); + + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2], + perp, + k_grind_spring, k_grind_dampener, + k_rb_delta ); + + vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN ); + vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE ); + + v3_copy( inf->dir, s->grind_dir ); +} + +VG_STATIC int skate_boardslide_entry( player_instance *player, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + if( skate_grind_scansq( player, player->rb.co, + player->rb.to_world[0], k_board_length, + inf ) ) + { + v3f local_co, local_dir; + m4x3_mulv( player->rb.to_local, inf->co, local_co ); + m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); + + if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */ + (local_co[1] >= 0.0f) && /* at deck level */ + (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */ + { + if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) + return 0; + + return 1; + } + } + + return 0; +} + +VG_STATIC int skate_boardslide_renew( player_instance *player, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + if( !skate_grind_scansq( player, player->rb.co, + player->rb.to_world[0], k_board_length, + inf ) ) + return 0; + + /* Exit condition: cant see grind target directly */ + v3f vis; + v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis ); + if( !skate_point_visible( vis, inf->co ) ) + return 0; + + /* 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; + + if( dv < minv ) + return 0; + + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) + return 0; + + return 1; +} + +VG_STATIC void skate_store_grind_vec( player_instance *player, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + m3x3f mtx; + skate_grind_orient( inf, mtx ); + m3x3_transpose( mtx, mtx ); + + v3f raw; + v3_sub( inf->co, player->rb.co, raw ); + + m3x3_mulv( mtx, raw, s->grind_vec ); + v3_normalize( s->grind_vec ); + v3_copy( inf->dir, s->grind_dir ); +} + +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 --; + return k_skate_activity_undefined; + } + + struct grind_info inf_back50, + inf_front50, + inf_slide; + + int res_back50 = 0, + 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 = player->input_js1v->axis.value; + + 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 ) ); + + 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 ); + + 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 ); + + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + } + else if( s->state.activity == k_skate_activity_grind_5050 ){ + 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 ); + + 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; + + res_back50 &= wants_to_do_that; + res_front50 &= wants_to_do_that; + } + } + + const enum skate_activity table[] = + { /* slide | back | front */ + k_skate_activity_undefined, /* 0 0 0 */ + k_skate_activity_grind_front50, /* 0 0 1 */ + k_skate_activity_grind_back50, /* 0 1 0 */ + k_skate_activity_grind_5050, /* 0 1 1 */ + + /* slide has priority always */ + k_skate_activity_grind_boardslide, /* 1 0 0 */ + k_skate_activity_grind_boardslide, /* 1 0 1 */ + k_skate_activity_grind_boardslide, /* 1 1 0 */ + k_skate_activity_grind_boardslide, /* 1 1 1 */ + } + , 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 = 15; + s->surface_cooldown = 10; + } + } + else if( new_activity == k_skate_activity_grind_boardslide ){ + skate_boardslide_apply( player, &inf_slide ); + } + else if( new_activity == k_skate_activity_grind_back50 ){ + if( s->state.activity != k_skate_activity_grind_back50 ) + skate_store_grind_vec( player, &inf_back50 ); + + skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f ); + } + else if( new_activity == k_skate_activity_grind_front50 ){ + if( s->state.activity != k_skate_activity_grind_front50 ) + skate_store_grind_vec( player, &inf_front50 ); + + skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f ); + } + else if( new_activity == k_skate_activity_grind_5050 ) + skate_5050_apply( player, &inf_front50, &inf_back50 ); + + return new_activity; +} + +VG_STATIC void player__skate_update( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + world_instance *world = get_active_world(); + + v3_copy( player->rb.co, s->state.prev_pos ); + s->state.activity_prev = s->state.activity; + + struct board_collider + { + v3f pos; + float radius; + + u32 colour; + + enum board_collider_state + { + k_collider_state_default, + k_collider_state_disabled, + k_collider_state_colliding + } + state; + } + wheels[] = + { + { + { 0.0f, 0.0f, -k_board_length }, + .radius = k_board_radius, + .colour = VG__RED + }, + { + { 0.0f, 0.0f, k_board_length }, + .radius = k_board_radius, + .colour = VG__GREEN + } + }; + + float slap = 0.0f; + + if( s->state.activity <= k_skate_activity_air_to_grind ){ + + float min_dist = 0.6f; + for( int i=0; i<2; i++ ){ + v3f wpos, closest; + m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos ); + + if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){ + min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) ); + } + } + min_dist -= 0.2f; + float vy = v3_dot( player->basis[1], player->rb.v ); + vy = vg_maxf( 0.0f, vy ); + + slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; + } + s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta ); + + wheels[0].pos[1] = s->state.slap; + wheels[1].pos[1] = s->state.slap; + + + + - v3f F; - v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F ); - v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); + const int k_wheel_count = 2; - float ra = k_cog_mass_ratio, - rb = 1.0f-k_cog_mass_ratio; + s->substep = k_rb_delta; + s->substep_delta = s->substep; + s->limit_count = 0; - /* Apply forces & intergrate */ - v3_muladds( s->state.cog_v, F, -rb, s->state.cog_v ); - s->state.cog_v[1] += -9.8f * k_rb_delta; - v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog ); -} + int substep_count = 0; -VG_STATIC void skate_collision_response( player_instance *player, - rb_ct *manifold, int len ) -{ - struct player_skate *s = &player->_skate; + v3_zero( s->surface_picture ); - for( int j=0; j<10; j++ ) - { - for( int i=0; ico, player->rb.co, delta ); - v3_cross( player->rb.w, delta, dv ); - v3_add( player->rb.v, dv, dv ); + int prev_contacts[2]; - float vn = -v3_dot( dv, ct->n ); - vn += ct->bias; + for( int i=0; iwheel_contacts[i]; + } - float temp = ct->norm_impulse; - ct->norm_impulse = vg_maxf( temp + vn, 0.0f ); - vn = ct->norm_impulse - temp; + /* check if we can enter or continue grind */ + enum skate_activity grindable_activity = skate_availible_grind( player ); + if( grindable_activity != k_skate_activity_undefined ){ + s->state.activity = grindable_activity; + goto grinding; + } - v3f impulse; - v3_muls( ct->n, vn, impulse ); + int contact_count = 0; + for( int i=0; i<2; i++ ){ + v3f normal, axel; + v3_copy( player->rb.to_world[0], axel ); - if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f || - fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f ) - { - player__dead_transition( player ); - return; - } + if( skate_compute_surface_alignment( player, wheels[i].pos, + wheels[i].colour, normal, axel ) ) + { + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], + axel, + k_surface_spring, k_surface_dampener, + s->substep_delta ); + + v3_add( normal, s->surface_picture, s->surface_picture ); + contact_count ++; + s->wheel_contacts[i] = 1; + } + else{ + s->wheel_contacts[i] = 0; + } - v3_add( impulse, player->rb.v, player->rb.v ); - v3_cross( delta, impulse, impulse ); + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); + } - /* - * W Impulses are limited to the Y and X axises, we don't really want - * roll angular velocities being included. - * - * Can also tweak the resistance of each axis here by scaling the wx,wy - * components. - */ - - float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f, - wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f; + if( s->surface_cooldown ){ + s->surface_cooldown --; + contact_count = 0; + } - v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w ); - v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w ); + 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(); } -} -VG_STATIC void skate_integrate( player_instance *player ) -{ - struct player_skate *s = &player->_skate; + if( contact_count ){ + s->state.activity = k_skate_activity_ground; + s->state.gravity_bias = k_gravity; + v3_normalize( s->surface_picture ); + + skate_apply_friction_model( player ); + skate_weight_distribute( player ); + } + else{ + if( s->state.activity > k_skate_activity_air_to_grind ) + s->state.activity = k_skate_activity_air; - /* integrate rigidbody velocities */ - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v ); - v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); + v3_zero( s->weight_distribution ); + skate_apply_air_model( player ); + } - float decay_rate = 0.5f*0.125f; +grinding:; - if( s->state.activity == k_skate_activity_air ) - { - float dist = 1.0f-(s->land_dist/4.0f); - decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f ); + if( s->state.activity == k_skate_activity_grind_back50 ) + wheels[1].state = k_collider_state_disabled; + if( s->state.activity == k_skate_activity_grind_front50 ) + wheels[0].state = k_collider_state_disabled; + if( s->state.activity == k_skate_activity_grind_5050 ){ + wheels[0].state = k_collider_state_disabled; + wheels[1].state = k_collider_state_disabled; } - v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w ); + /* all activities */ + skate_apply_steering_model( player ); + skate_adjust_up_direction( player ); + skate_apply_cog_model( player ); + skate_apply_jump_model( player ); + skate_apply_grab_model( player ); + skate_apply_trick_model( player ); + skate_apply_pump_model( player ); + +begin_collision:; - if( v3_length2( player->rb.w ) > 0.0f ) - { + /* + * Phase 0: Continous collision detection + * -------------------------------------------------------------------------- + */ + + v3f head_wp0, head_wp1, start_co; + m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 ); + v3_copy( player->rb.co, start_co ); + + /* calculate transform one step into future */ + v3f future_co; + v4f future_q; + v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); + + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); float mag = v3_length( axis ); v3_divs( axis, mag, axis ); - q_axis_angle( rotation, axis, mag*k_rb_delta ); - q_mul( rotation, player->rb.q, player->rb.q ); + q_axis_angle( rotation, axis, mag*s->substep ); + q_mul( rotation, player->rb.q, future_q ); + q_normalize( future_q ); } + else + v4_copy( player->rb.q, future_q ); + + v3f future_cg, current_cg, cg_offset; + q_mulv( player->rb.q, s->weight_distribution, current_cg ); + q_mulv( future_q, s->weight_distribution, future_cg ); + v3_sub( future_cg, current_cg, cg_offset ); + + /* calculate the minimum time we can move */ + float max_time = s->substep; - /* integrate steering velocities */ - v4f rotate; - float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f; + for( int i=0; istate.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l ); - s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l ); + v3f current, future, r_cg; + + q_mulv( future_q, wheels[i].pos, future ); + v3_add( future, future_co, future ); + v3_add( cg_offset, future, future ); - q_axis_angle( rotate, player->rb.to_world[1], s->state.steery_s ); - q_mul( rotate, player->rb.q, player->rb.q ); + q_mulv( player->rb.q, wheels[i].pos, current ); + v3_add( current, player->rb.co, current ); + + float t; + v3f n; - q_axis_angle( rotate, player->rb.to_world[0], s->state.steerx_s ); - q_mul( rotate, player->rb.q, player->rb.q ); + float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f; + if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1) + max_time = vg_minf( max_time, t * s->substep ); + } - s->state.steerx = 0.0f; - s->state.steery = 0.0f; + /* clamp to a fraction of delta, to prevent locking */ + float rate_lock = substep_count; + rate_lock *= k_rb_delta * 0.1f; + rate_lock *= rate_lock; + + max_time = vg_maxf( max_time, rate_lock ); + s->substep_delta = max_time; + + /* integrate */ + v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co ); + if( v3_length2( player->rb.w ) > 0.0f ){ + v4f rotation; + v3f axis; + v3_copy( player->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*s->substep_delta ); + q_mul( rotation, player->rb.q, player->rb.q ); + q_normalize( player->rb.q ); + + q_mulv( player->rb.q, s->weight_distribution, future_cg ); + v3_sub( current_cg, future_cg, cg_offset ); + v3_add( player->rb.co, cg_offset, player->rb.co ); + } - s->state.flip_time += s->state.flip_rate * k_rb_delta; rb_update_transform( &player->rb ); -} + v3_muladds( player->rb.v, player->basis[1], + -s->state.gravity_bias * s->substep_delta, player->rb.v ); -/* - * 1 2 or 3 - */ + s->substep -= s->substep_delta; -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); -} + rb_ct manifold[128]; + int manifold_len = 0; -VG_STATIC void player__skate_pre_update( player_instance *player ) -{ - struct player_skate *s = &player->_skate; + /* + * Phase -1: head detection + * -------------------------------------------------------------------------- + */ + m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 ); - if( vg_input_button_down( player->input_use ) ) + float t; + v3f n; + if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) && + (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) ) { - player->subsystem = k_player_subsystem_walk; - - v3f angles; - v3_copy( player->cam.angles, angles ); - angles[2] = 0.0f; + v3_lerp( start_co, player->rb.co, t, player->rb.co ); + rb_update_transform( &player->rb ); - player__walk_transition( player, angles ); + player__skate_kill_audio( player ); + player__dead_transition( player ); return; } - int trick_id; - if( (s->state.lift_frames > 0) && - (trick_id = player_skate_trick_input( player )) ) - { - if( (vg.time - s->state.jump_time) < 0.1f ) - { - v3_zero( s->state.trick_vel ); - s->state.trick_time = 0.0f; + /* + * Phase 1: Regular collision detection + * -------------------------------------------------------------------------- + */ - if( trick_id == 1 ) - { - s->state.trick_vel[0] = 3.0f; - } - else if( trick_id == 2 ) - { - s->state.trick_vel[2] = 3.0f; - } - else if( trick_id == 3 ) - { - s->state.trick_vel[0] = 2.0f; - s->state.trick_vel[2] = 2.0f; - } - } - } -} + for( int i=0; i_skate; - for( int i=0; iprediction_count; i++ ) - { - struct land_prediction *p = &s->predictions[i]; + m4x3f mtx; + m3x3_identity( mtx ); + m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); - for( int j=0; jlog_length - 1; j ++ ) - vg_line( p->log[j], p->log[j+1], p->colour ); + rb_sphere collider = { .radius = wheels[i].radius }; - vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); + rb_ct *man = &manifold[ manifold_len ]; - v3f p1; - v3_add( p->log[p->log_length-1], p->n, p1 ); - vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + int l = skate_collide_smooth( player, mtx, &collider, man ); + if( l ) + wheels[i].state = k_collider_state_colliding; - vg_line_pt3( p->apex, 0.02f, 0xffffffff ); + manifold_len += l; } - vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff ); - vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff ); -} + float grind_radius = k_board_radius * 0.75f; + rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, + .radius=grind_radius }; + m4x3f mtx; + v3_muls( player->rb.to_world[0], 1.0f, mtx[0] ); + v3_muls( player->rb.to_world[2], -1.0f, mtx[1] ); + v3_muls( player->rb.to_world[1], 1.0f, mtx[2] ); + v3_muladds( player->rb.to_world[3], player->rb.to_world[1], + grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] ); + + rb_ct *cman = &manifold[manifold_len]; + + int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene, + cman ); + + /* weld joints */ + for( int i=0; istate.activity >= k_skate_activity_grind_any ){ + for( int i=0; ilimit_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; + } + } + + /* + * Phase 3: Dynamics + * -------------------------------------------------------------------------- + */ -VG_STATIC void player__skate_update( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - v3_copy( player->rb.co, s->state.prev_pos ); - s->state.activity_prev = s->state.activity; - /* Setup colliders */ - m4x3f mtx_front, mtx_back; - m3x3_identity( mtx_front ); - m3x3_identity( mtx_back ); + v3f world_cog; + m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); + vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - skate_get_board_points( player, mtx_front[3], mtx_back[3] ); + for( int i=0; isubstep_delta ); + rb_debug_contact( &manifold[i] ); + } - s->sphere_back.radius = 0.3f; - s->sphere_front.radius = 0.3f; + /* yes, we are currently rebuilding mass matrices every frame. too bad! */ + v3f extent = { k_board_width, 0.1f, k_board_length }; + float ex2 = k_board_interia*extent[0]*extent[0], + ey2 = k_board_interia*extent[1]*extent[1], + ez2 = k_board_interia*extent[2]*extent[2]; + + float mass = 2.0f * (extent[0]*extent[1]*extent[2]); + float inv_mass = 1.0f/mass; + + v3f I; + I[0] = ((1.0f/12.0f) * mass * (ey2+ez2)); + I[1] = ((1.0f/12.0f) * mass * (ex2+ez2)); + I[2] = ((1.0f/12.0f) * mass * (ex2+ey2)); + + m3x3f iI; + m3x3_identity( iI ); + iI[0][0] = I[0]; + iI[1][1] = I[1]; + iI[2][2] = I[2]; + m3x3_inv( iI, iI ); + + m3x3f iIw; + m3x3_mul( iI, player->rb.to_local, iIw ); + m3x3_mul( player->rb.to_world, iIw, iIw ); + + for( int j=0; j<10; j++ ){ + for( int i=0; ico, world_cog, delta ); + v3_cross( player->rb.w, delta, rv ); + v3_add( player->rb.v, rv, rv ); - int - len_front = skate_collide_smooth( player, mtx_front, - &s->sphere_front, manifold ), - len_back = skate_collide_smooth( player, mtx_back, - &s->sphere_back, &manifold[len_front] ), - interface_len = len_front + len_back; + v3f raCn; + v3_cross( delta, ct->n, raCn ); - /* 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 ); + v3f raCnI, rbCnI; + m3x3_mulv( iIw, raCn, raCnI ); - if( len_front ) - v3_copy( mtx_back[3], trace_from ); - else - v3_copy( mtx_front[3], trace_from ); + float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)), + vn = v3_dot( rv, ct->n ), + lambda = normal_mass * ( -vn ); - ray_hit ray; - ray.dist = 0.6f; + float temp = ct->norm_impulse; + ct->norm_impulse = vg_maxf( temp + lambda, 0.0f ); + lambda = ct->norm_impulse - temp; - if( ray_world( trace_from, trace_dir, &ray ) ) - { - rb_ct *ct = &manifold[ interface_len ]; + v3f impulse; + v3_muls( ct->n, lambda, impulse ); - v3_copy( ray.pos, ct->co ); - v3_copy( ray.normal, ct->n ); - ct->p = 0.0f; + v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); + v3_cross( delta, impulse, impulse ); + m3x3_mulv( iIw, impulse, impulse ); + v3_add( impulse, player->rb.w, player->rb.w ); - interface_len ++; + v3_cross( player->rb.w, delta, rv ); + v3_add( player->rb.v, rv, rv ); + vn = v3_dot( rv, ct->n ); } } - interface_manifold = manifold; - grind_manifold = manifold + interface_len; + v3f dt; + rb_depenetrate( manifold, manifold_len, dt ); + v3_add( dt, player->rb.co, player->rb.co ); + rb_update_transform( &player->rb ); - int grind_len = skate_grind_collide( player, grind_manifold ); + substep_count ++; - for( int i=0; isubstep >= 0.0001f ) + goto begin_collision; /* again! */ - skate_apply_grind_model( player, grind_manifold, grind_len ); - skate_apply_interface_model( player, manifold, interface_len ); - - skate_apply_pump_model( player ); - skate_apply_cog_model( player ); - skate_collision_response( player, manifold, interface_len + grind_len ); + /* + * End of collision and dynamics routine + * -------------------------------------------------------------------------- + */ - skate_apply_grab_model( player ); - skate_apply_friction_model( player ); - skate_apply_jump_model( player ); - skate_apply_air_model( player ); - skate_apply_trick_model( player ); + s->surface = k_surface_prop_concrete; - skate_integrate( player ); + for( int i=0; iinfo.surface_prop > s->surface ) + s->surface = surf->info.surface_prop; + } - vg_line_pt3( s->state.cog, 0.1f, VG__WHITE ); - vg_line_pt3( s->state.cog, 0.11f, VG__WHITE ); - vg_line_pt3( s->state.cog, 0.12f, VG__WHITE ); - vg_line_pt3( s->state.cog, 0.13f, VG__WHITE ); - vg_line_pt3( s->state.cog, 0.14f, VG__WHITE ); + for( int i=0; irb.to_world, mtx ); + m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); + debug_sphere( mtx, wheels[i].radius, + (u32[]){ VG__WHITE, VG__BLACK, + wheels[i].colour }[ wheels[i].state ]); + } + + skate_integrate( player ); + vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); - vg_line( player->rb.co, s->state.cog, VG__RED ); + ent_gate *gate = + world_intersect_gates(world, player->rb.co, s->state.prev_pos ); - teleport_gate *gate; - if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) - { + if( gate ){ 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 ); + m3x3_mulv( gate->transport, s->state.head_position, + s->state.head_position ); + m3x3_mulv( gate->transport, s->state.up_dir, s->state.up_dir ); v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); + q_mul( transport_rotation, s->state.smoothed_rotation, + s->state.smoothed_rotation ); rb_update_transform( &player->rb ); s->state_gate_storage = s->state; player__pass_gate( player, gate ); } + + /* FIXME: Rate limit */ + static int stick_frames = 0; + + 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( 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_board[8], player->rb.co, 40.0f, 1.0f ); + } + + audio_unlock(); + } else if( stick_frames == 0 ){ + + } } VG_STATIC void player__skate_im_gui( player_instance *player ) { struct player_skate *s = &player->_skate; - - /* FIXME: Compression */ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], player->rb.v[1], player->rb.v[2] ); @@ -1320,14 +2592,26 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) player->rb.w[1], player->rb.w[2] ); - player__debugtext( 1, "activity: %s", - (const char *[]){ "k_skate_activity_air", - "k_skate_activity_ground", - "k_skate_activity_grind }" } - [s->state.activity] ); + const char *activity_txt[] = + { + "air", + "air_to_grind", + "ground", + "undefined (INVALID)", + "grind_any (INVALID)", + "grind_boardslide", + "grind_metallic (INVALID)", + "grind_back50", + "grind_front50", + "grind_5050" + }; + + player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] ); +#if 0 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]", s->state.steerx_s, s->state.steery_s, k_steer_ground, k_steer_air ); +#endif player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate, s->state.flip_time ); player__debugtext( 1, "trickv: %.2f %.2f %.2f", @@ -1341,7 +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; @@ -1354,8 +2638,18 @@ VG_STATIC void player__skate_animate( player_instance *player, v3f offset; v3_zero( offset ); - m4x3_mulv( player->rb.to_local, s->state.cog, offset ); - v3_muls( offset, -4.0f, offset ); + v3f cog_local, cog_ideal; + m4x3_mulv( player->rb.to_local, s->state.cog, cog_local ); + + v3_copy( s->state.up_dir, cog_ideal ); + v3_normalize( cog_ideal ); + m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal ); + + v3_sub( cog_ideal, cog_local, offset ); + + + v3_muls( offset, 4.0f, offset ); + offset[1] *= -1.0f; float curspeed = v3_length( player->rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), @@ -1374,6 +2668,8 @@ VG_STATIC void player__skate_animate( player_instance *player, offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f); offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( offset, 0.3f, TEMP_TPV_EXTRA ); + /* * Animation blending * =========================================== @@ -1381,22 +2677,29 @@ VG_STATIC void player__skate_animate( player_instance *player, /* sliding */ { - float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + float desired = 0.0f; + if( s->state.activity == k_skate_activity_ground ) + desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); } /* movement information */ { - int iair = (s->state.activity == k_skate_activity_air) || - (s->state.activity == k_skate_activity_grind ); + int iair = s->state.activity <= k_skate_activity_air_to_grind; float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f, dirx = s->state.slip < 0.0f? 0.0f: 1.0f, - fly = iair? 1.0f: 0.0f; + fly = iair? 1.0f: 0.0f, + wdist= s->weight_distribution[2] / k_board_length; + + if( s->state.activity >= k_skate_activity_grind_any ) + wdist = 0.0f; - s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta ); - s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta ); - s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta ); + s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta ); + s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta ); + s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta ); + s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta ); } mdl_keyframe apose[32], bpose[32]; @@ -1462,6 +2765,7 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { float target = -player->input_js1h->axis.value; + s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); @@ -1488,6 +2792,40 @@ VG_STATIC void player__skate_animate( player_instance *player, 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]; + { + float grind_frame = 0.5f; + + if( s->state.activity == k_skate_activity_grind_front50 ){ + grind_frame = 0.0f; + } else if( s->state.activity == k_skate_activity_grind_back50 ){ + grind_frame = 1.0f; + } + + float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; + s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta ); + s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, + grind_frame, 5.0f*vg.time_delta ); + + grind_frame = s->blend_grind_balance * (15.0f/30.0f); + + skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose ); + skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose ); + } + skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose ); + float add_grab_mod = 1.0f - s->blend_fly; /* additive effects */ @@ -1498,35 +2836,84 @@ VG_STATIC void player__skate_animate( player_instance *player, av->id_ik_elbow_l, av->id_ik_elbow_r }; - for( int i=0; ipose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } - 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]; + /* angle correction */ + if( v3_length2( s->state.up_dir ) > 0.001f ){ - v3f bo; - v3_muls( s->board_offset, add_grab_mod, bo ); + if( v4_length(s->state.smoothed_rotation) <= 0.1f || + v4_length(s->state.smoothed_rotation) >= 1.1f ){ + 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, + s->state.smoothed_rotation ); + q_normalize( s->state.smoothed_rotation ); - v3_add( bo, kf_board->co, kf_board->co ); - v3_add( bo, kf_foot_l->co, kf_foot_l->co ); - v3_add( bo, kf_foot_r->co, kf_foot_r->co ); + v3f yaw_ref = {1.0f,0.0f,0.0f}, + yaw_smooth = {1.0f,0.0f,0.0f}; + q_mulv( player->rb.q, yaw_ref, yaw_ref ); + q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref ); -#if 0 - m3x3f c; - q_m3x3( s->board_rotation, c ); -#endif + float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth); + yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f); + yaw_counter_rotate = acosf( yaw_counter_rotate ); + yaw_counter_rotate *= 1.0f-s->blend_fly; - v4f qtotal; + v3f ndir; + m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); + v3_normalize( ndir ); + + v3f up = { 0.0f, 1.0f, 0.0f }; + + float a = v3_dot( ndir, up ); + a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); + + v3f axis; + v4f qfixup, qcounteryaw, qtotal; + + v3_cross( up, ndir, axis ); + q_axis_angle( qfixup, axis, a ); + + q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); + q_mul( qcounteryaw, qfixup, qtotal ); + q_normalize( qtotal ); + + mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1]; + v3f origin; + v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); + for( int i=0; ipose[apply_to[i]-1]; + + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + qtotal ); + } + + v3f p1, p2; + m3x3_mulv( player->rb.to_world, up, p1 ); + m3x3_mulv( player->rb.to_world, ndir, p2 ); + + vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); + vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); + + } + + v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; v3f eulerr; - - v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f ); @@ -1534,62 +2921,122 @@ VG_STATIC void player__skate_animate( player_instance *player, q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] ); q_mul( qpitchr, qrollr, qtrickr ); - q_mul( qyawr, qtrickr, qtrickr ); - q_mul( s->board_rotation, qtrickr, qtotal ); + q_mul( qyawr, qtrickr, qtotal ); q_normalize( qtotal ); q_mul( qtotal, kf_board->q, kf_board->q ); - v3f d; - v3_sub( kf_foot_l->co, bo, d ); - q_mulv( qtotal, d, d ); - v3_add( bo, d, kf_foot_l->co ); - - v3_sub( kf_foot_r->co, bo, d ); - q_mulv( qtotal, d, d ); - v3_add( bo, d, kf_foot_r->co ); - - q_mul( s->board_rotation, kf_board->q, kf_board->q ); - q_normalize( kf_board->q ); - - /* trick rotation */ v4f qtrick, qyaw, qpitch, qroll; v3f euler; v3_muls( s->state.trick_euler, VG_TAUf, euler ); + float jump_t = vg.time-s->state.jump_time; + + float k=17.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); + extra *= s->state.slap * 4.0f; + q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f ); - q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] ); + q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra ); q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] ); - q_mul( qpitch, qroll, qtrick ); - q_mul( qyaw, qtrick, qtrick ); + q_mul( qyaw, qroll, qtrick ); + q_mul( qpitch, qtrick, qtrick ); 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; + } + + 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 * s->subslap; + kf_hip->co[1] += s->state.slap * 0.25f; + + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ + + /* truck rotation */ + for( int i=0; i<2; i++ ) + { + float a = vg_minf( s->truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); + + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); + } + } + + { + 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], -0.28f, dest->root_co ); + v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co ); - v4f qresy, qresx, qresidual; - m3x3f mtx_residual; float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f ); - q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep ); - q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep ); - - q_mul( qresy, qresx, qresidual ); - q_normalize( qresidual ); - q_mul( dest->root_q, qresidual, dest->root_q ); - q_normalize( dest->root_q ); v4f qflip; - if( (s->state.activity == k_skate_activity_air) && + if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta, - angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, + float t = s->state.flip_time; + sign = vg_signf( t ); + + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + t = sign * (1.0f-t*t); + + float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f, blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); @@ -1606,6 +3053,8 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mulv( qflip, rco, rco ); v3_add( rco, rotation_point, dest->root_co ); } + + skeleton_copy_pose( sk, dest->pose, s->holdout ); } VG_STATIC void player__skate_post_animate( player_instance *player ) @@ -1614,13 +3063,18 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) struct player_avatar *av = player->playeravatar; player->cam_velocity_influence = 1.0f; + + v3f head = { 0.0f, 1.8f, 0.0f }; + 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 ); } VG_STATIC void player__skate_reset_animator( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_air ) + if( s->state.activity <= k_skate_activity_air_to_grind ) s->blend_fly = 1.0f; else s->blend_fly = 0.0f; @@ -1628,47 +3082,75 @@ 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; - s->state.steery = 0.0f; - s->state.steerx = 0.0f; - s->state.steery_s = 0.0f; - s->state.steerx_s = 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 ); - - m3x3_identity( s->state.velocity_bias ); - m3x3_identity( s->state.velocity_bias_pstep ); + 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, - struct respawn_point *rp ) + 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->q, player->rb.q ); + v4_copy( rp->transform.q, player->rb.q ); s->state.activity = k_skate_activity_air; s->state.activity_prev = k_skate_activity_air; player__skate_clear_mechanics( player ); player__skate_reset_animator( player ); + + v3_zero( s->state.head_position ); + s->state.head_position[1] = 1.8f; } #endif /* PLAYER_SKATE_C */