X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=1ef19a1b6af6d67bdbddc6ebcc634f118d683803;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=9609b7fa0fb9b7601740f9c474fcb78c381eef92;hpb=fc1d543772607ab0643e54ebd2db9ec9dce614d1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 9609b7f..1ef19a1 100644 --- a/player_skate.c +++ b/player_skate.c @@ -2,6 +2,11 @@ #define PLAYER_SKATE_C #include "player.h" +#include "audio.h" +#include "vg/vg_perlin.h" +#include "menu.h" +#include "ent_skateshop.h" +#include "addon.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -10,6 +15,8 @@ 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 +28,20 @@ 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 * @@ -35,8 +56,10 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { + world_instance *world = world_current_instance(); + 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; ip0, edge->p1, &s,&t, pa, pb ); - - if( d2 < closest ) - { - closest = d2; - closest_edge = edge; - v3_copy( pa, c0 ); - v3_copy( pb, c1 ); - } - } - - return closest_edge; -} - -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], 0.08f, p0 ); - v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 ); - - float const k_r = 0.25f; - struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, - c0, c1, k_r ); - - if( closest_edge ) - { - v3f delta; - v3_sub( c1, c0, delta ); - - 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 ); - - return 1; - } - else - return 0; - } - - return 0; -} struct grind_info { v3f co, dir, n; }; -VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, +VG_STATIC int skate_grind_scansq( player_instance *player, + v3f pos, v3f dir, float r, struct grind_info *inf ) { + world_instance *world = world_current_instance(); + v4f plane; v3_copy( dir, plane ); v3_normalize( plane ); @@ -163,13 +103,8 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, 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; - struct grind_sample - { + struct grind_sample{ v2f co; v2f normal; v3f normal3, @@ -182,27 +117,32 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, support_max; v3f support_axis; - v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, 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 ]; + bh_iter it; + bh_iter_init_box( 0, &it, box ); + i32 idx; + + while( bh_next( world->geo_bh, &it, &idx ) ){ + u32 *ptri = &world->scene_geo.arrindices[ idx*3 ]; v3f tri[3]; - for( int j=0; j<3; j++ ) - v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + struct world_surface *surf = world_tri_index_surface(world,ptri[0]); + if( !(surf->info.flags & k_material_flag_grindable) ) + continue; for( int j=0; j<3; j++ ) - { + v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] ); + + for( int j=0; j<3; j++ ){ int i0 = j, i1 = (j+1) % 3; struct grind_sample *sample = &samples[ sample_count ]; v3f co; - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { + if( plane_segment( plane, tri[i0], tri[i1], co ) ){ v3f d; v3_sub( co, pos, d ); if( v3_length2( d ) > r*r ) @@ -214,9 +154,9 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, v3_cross( va, vb, normal ); sample->normal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = normal[1]; + sample->normal[1] = v3_dot( player->basis[1], normal ); sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = d[1]; + sample->co[1] = v3_dot( player->basis[1], d ); v3_copy( normal, sample->normal3 ); /* normalize later if we want to us it */ @@ -252,14 +192,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; inormal3[1] > sj->normal3[1] ) - v3_add( si->normal3, average_normal, average_normal ); - else - v3_add( sj->normal3, average_normal, average_normal ); + float yi = v3_dot( player->basis[1], si->normal3 ), + yj = v3_dot( player->basis[1], sj->normal3 ); + + if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); + else v3_add( sj->normal3, average_normal, average_normal ); passed_samples ++; } @@ -323,531 +262,428 @@ too_many_samples: v3_copy( average_normal, inf->n ); v3_copy( average_direction, inf->dir ); - vg_line_pt3( inf->co, 0.02f, VG__GREEN ); + vg_line_point( 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 ); return passed_samples; } -#if 0 -static inline void skate_grind_coordv2i( v2f co, v2i d ) +VG_STATIC void reset_jump_info( jump_info *inf ) { - const float k_inv_res = 1.0f/0.01f; - d[0] = floorf( co[0] * k_inv_res ); - d[1] = floorf( co[1] * k_inv_res ); + inf->log_length = 0; + inf->land_dist = 0.0f; + inf->score = 0.0f; + inf->type = k_prediction_unset; + v3_zero( inf->apex ); } -static inline u32 skate_grind_hashv2i( v2i d ) +VG_STATIC int create_jumps_to_hit_target( player_instance *player, + jump_info *jumps, + v3f target, float max_angle_delta, + float gravity ) { - return (d[0] * 92837111) ^ (d[1] * 689287499); -} - -static inline u32 skate_grind_hashv2f( v2f co ) -{ - v2i d; - skate_grind_coordv2i( co, d ); - return skate_grind_hashv2i( d ); -} + struct player_skate *s = &player->_skate; -VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, - v3f result_co, v3f result_dir, v3f result_n ) -{ - v4f plane; - v3_copy( player->rb.v, plane ); - v3_normalize( plane ); - plane[3] = v3_dot( plane, pos ); + /* calculate the exact 2 solutions to jump onto that grind spot */ - boxf box; - float r = k_board_length; - v3_add( pos, (v3f){ r, r, r }, box[1] ); - v3_sub( pos, (v3f){ r, r, r }, box[0] ); + v3f v0; + v3_sub( target, player->rb.co, v0 ); + m3x3_mulv( player->invbasis, v0, v0 ); - vg_line_boxf( box, VG__BLACK ); + v3f ax; + v3_copy( v0, ax ); + ax[1] = 0.0f; + v3_normalize( ax ); - m4x3f mtx; - m3x3_copy( player->rb.to_world, mtx ); - v3_copy( pos, mtx[3] ); - - bh_iter it; - bh_iter_init( 0, &it ); - int idx; + v3f v_local; + m3x3_mulv( player->invbasis, player->rb.v, v_local ); - struct grind_sample - { - v2f co; - v2f normal; - v3f normal3, - centroid; - } - samples[48]; + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, v_local ), v_local[1] }; - int sample_count = 0; + 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); - v2f support_min, - support_max; + int valid_count = 0; - v3f support_axis; - v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, 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( root > 0.0f ){ + root = sqrtf( root ); + float a0 = atanf( (m*m + root) / (gravity * d[0]) ), + a1 = atanf( (m*m - root) / (gravity * d[0]) ); - for( int j=0; j<3; j++ ) - v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + if( fabsf(a0-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - for( int j=0; j<3; j++ ) - { - int i0 = j, - i1 = (j+1) % 3; - - struct grind_sample *sample = &samples[ sample_count ]; - v3f co; - - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { - v3f d; - v3_sub( co, pos, d ); - if( v3_length2( d ) > r*r ) - continue; - - v3f va, vb, normal; - v3_sub( tri[1], tri[0], va ); - v3_sub( tri[2], tri[0], vb ); - v3_cross( va, vb, normal ); + 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; - sample->normal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = normal[1]; - sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = d[1]; - - v3_copy( normal, sample->normal3 ); /* normalize later - if we want to us it */ + v3_copy( target, inf->log[inf->log_length ++] ); + } - 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 ); + if( fabsf(a1-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - v2_normalize( sample->normal ); - sample_count ++; + 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; - if( sample_count == vg_list_size( samples ) ) - { - break; - } - } + v3_copy( target, inf->log[inf->log_length ++] ); } } - if( sample_count < 2 ) - return 0; - - - - /* spacial hashing */ + return valid_count; +} - const int k_hashmap_size = 128; - u32 hashmap[k_hashmap_size+1]; - u32 entries[48]; +VG_STATIC +void player__approximate_best_trajectory( player_instance *player ) +{ + world_instance *world0 = world_current_instance(); - for( int i=0; i_skate; + float k_trace_delta = k_rb_delta * 10.0f; - for( int i=0; istate.air_start = vg.time; + v3_copy( player->rb.v, s->state.air_init_v ); + v3_copy( player->rb.co, s->state.air_init_co ); - /* partial sums */ - for( int i=0; ipossible_jump_count = 0; - /* trash compactor */ - for( int i=0; irb.v, player->rb.to_world[1], axis ); + v3_normalize( axis ); - entries[ hashmap[h] ] = i; - } + /* 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; + struct grind_info grind; + int grind_located = 0; + float grind_located_gravity = k_gravity; - v3f - average_direction, - average_normal; - v2f min_co, max_co; - v2_fill( min_co, INFINITY ); - v2_fill( max_co, -INFINITY ); + v3f launch_v_bounds[2]; - v3_zero( average_direction ); - v3_zero( average_normal ); + 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; - int passed_samples = 0; - - for( int i=0; ico, start ); + for( int m=0;m<=30; m++ ){ + jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ]; + reset_jump_info( inf ); - v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1}, - {-1, 0},{ 0, 0},{ 1, 0}, - {-1, 1},{ 0, 1},{ 1, 1} }; + 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 ); + world_instance *trace_world = world0; - for( int j=0; jrb.to_world[1], yaw_bias ); + q_mulv( qbias, launch_v, launch_v ); - /* non overlapping */ - if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) ) - continue; + float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), + gravity = k_gravity * gravity_bias; + inf->gravity = gravity; + v3_copy( launch_v, inf->v ); - /* not sharp angle */ - if( v2_dot( si->normal, sj->normal ) >= 0.7f ) - continue; + m3x3f basis; + m3x3_copy( player->basis, basis ); - /* 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; + for( int i=1; i<=50; i++ ){ + float t = (float)i * k_trace_delta; - 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 ); - - /* 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 ); - - if( si->normal3[1] > sj->normal3[1] ) - v3_add( si->normal3, average_normal, average_normal ); - else - v3_add( sj->normal3, average_normal, average_normal ); + v3_muls( launch_v, t, co1 ); + v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); - passed_samples ++; - } - } - } + float launch_vy = v3_dot( launch_v,basis[1] ); - if( !passed_samples ) - return 0; + int search_for_grind = 1; + if( grind_located ) search_for_grind = 0; + if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; - if( (v3_length2( average_direction ) <= 0.001f) || - (v3_length2( average_normal ) <= 0.001f ) ) - return 0; + /* REFACTOR */ - float div = 1.0f/(float)passed_samples; - v3_normalize( average_direction ); - v3_normalize( average_normal ); + v3f closest={0.0f,0.0f,0.0f}; + if( search_for_grind ){ + if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){ + float min_dist = 0.75f; + min_dist *= min_dist; - v2f average_coord; - v2_add( min_co, max_co, average_coord ); - v2_muls( average_coord, 0.5f, average_coord ); + if( v3_dist2( closest, launch_co ) < min_dist ) + search_for_grind = 0; + v3f bound[2]; - v3_muls( support_axis, average_coord[0], result_co ); - result_co[1] += average_coord[1]; - v3_add( pos, result_co, result_co ); - -#if 0 - vg_line_pt3( result_co, 0.02f, VG__GREEN ); + 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 p0, p1; - v3_muladds( result_co, average_direction, 0.35f, p0 ); - v3_muladds( result_co, average_direction, -0.35f, p1 ); - vg_line( p0, p1, VG__PINK ); -#endif + 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; - v3_copy( average_normal, result_n ); - v3_copy( average_direction, result_dir ); + if( (closest[1] < minh) || (closest[1] > maxh) ){ + search_for_grind = 0; + } + } + else + search_for_grind = 0; + } - return passed_samples; -} + 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->state.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; + } + } + } -#endif + if( trace_world->rendering_gate ){ + ent_gate *gate = trace_world->rendering_gate; + if( gate_intersect( gate, co1, co0 ) ){ + m4x3_mulv( gate->transport, co0, co0 ); + m4x3_mulv( gate->transport, co1, co1 ); + m3x3_mulv( gate->transport, launch_v, launch_v); + m4x3_mulv( gate->transport, launch_co, launch_co ); + m3x3_mul( gate->transport, basis, basis ); + + if( gate->type == k_gate_type_nonlocel ){ + trace_world = &world_static.worlds[ gate->target ]; + } + } + } -/* - * - * Prediction system - * - * - */ + float t1; + v3f n; -/* - * 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; + float scan_radius = k_board_radius; + scan_radius *= vg_clampf( t, 0.02f, 1.0f ); - v3f pco, pco1, pv; - v3_copy( co, pco ); - v3_muls( v, k_bias, pv ); + int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n); + if( idx != -1 ){ + v3f co; + v3_lerp( co0, co1, t1, co ); + v3_copy( co, inf->log[ inf->log_length ++ ] ); - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + v3_copy( n, inf->n ); + u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ]; + struct world_surface *surf = + world_tri_index_surface( trace_world, tri[0] ); - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; + inf->type = k_prediction_land; - float grind_score = INFINITY, - air_score = INFINITY, - time_to_impact = 0.0f; + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, player->basis[1], -gravity * t, ve ); - v3f ground_normal, - grind_normal; + inf->score = -v3_dot( ve, inf->n ); + inf->land_dist = t + k_trace_delta * t1; - v3_copy( (v3f){0.0f,1.0f,0.0f}, ground_normal ); - v3_copy( (v3f){0.0f,1.0f,0.0f}, grind_normal ); + /* Bias prediction towords ramps */ + if( !(surf->info.flags & k_material_flag_skate_target) ) + inf->score *= 10.0f; - prediction->log_length = 0; - v3_copy( pco, prediction->apex ); + if( surf->info.flags & k_material_flag_boundary ) + s->possible_jump_count --; - for( int i=0; ilog); i++ ) - { - v3_copy( pco, pco1 ); + break; + } + + if( i % 3 == 0 ) + v3_copy( co1, inf->log[ inf->log_length ++ ] ); - pv[1] += -k_gravity * pstep; + v3_copy( co1, co0 ); + } - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); + if( inf->type == k_prediction_unset ) + s->possible_jump_count --; + } - if( pco[1] > prediction->apex[1] ) - v3_copy( pco, prediction->apex ); + if( grind_located ){ + jump_info grind_jumps[2]; - v3f vdir; - - v3_sub( pco, pco1, vdir ); + 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; + } - float l = v3_length( vdir ); - v3_muls( vdir, 1.0f/l, vdir ); + for( int i=0; itype = k_prediction_grind; -#if 0 - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); + v3f launch_v, launch_co, co0, co1; - 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; - } - } -#endif + v3_copy( jump->v, launch_v ); + v3_copy( player->rb.co, launch_co ); - /* TODO: binary search grind once we find it, do not need to - * recompute scansq, or collision. only distance - */ + 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 ); + + /* rough scan to make sure we dont collide with anything */ + 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; - v3f closest; - if( bh_closest_point( world.geo_bh, pco, closest, k_board_length ) != -1 ) - { - struct grind_info inf; - if( skate_grind_scansq( closest, vdir, 0.5f, &inf ) ) - { - float score = -v3_dot( pv, inf.n ) * 0.06f; - - if( (score > 0.0f) && (score < grind_score) ) - { - grind_score = score; + int idx = spherecast_world( world0, co0,co1, + k_board_radius*0.1f, &t1, n); + if( idx != -1 ){ + goto invalidated_grind; } + + v3_copy( co1, co0 ); } - } - v3f n1; + v3_copy( grind.n, jump->n ); - float t1; - int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 ); - if( idx != -1 ) - { - v3_copy( n1, ground_normal ); - 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 ); + /* 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; - /* Bias prediction towords ramps */ - if( mat->info.flags & k_material_flag_skate_surface ) - air_score *= 0.1f; + s->possible_jumps[ s->possible_jump_count ++ ] = *jump; - v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); - time_to_impact += t1 * pstep; - break; + continue; +invalidated_grind:; } - - time_to_impact += pstep; - v3_copy( pco, prediction->log[ prediction->log_length ++ ] ); - } - - if( grind_score < air_score ) - { - prediction->score = grind_score; - prediction->type = k_prediction_grind; - v3_copy( grind_normal, prediction->n ); } - else if( air_score < INFINITY ) - { - prediction->score = air_score; - prediction->type = k_prediction_land; - v3_copy( ground_normal, prediction->n ); - } - else - { - prediction->score = INFINITY; - prediction->type = k_prediction_none; - } - - prediction->land_dist = time_to_impact; -} - -VG_STATIC -void player__approximate_best_trajectory( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - float pstep = VG_TIMESTEP_FIXED * 10.0f; - float best_velocity_delta = -9999.9f; - - v3f axis; - v3_cross( player->rb.to_world[1], player->rb.v, axis ); - v3_normalize( axis ); - s->prediction_count = 0; - m3x3_identity( s->state.velocity_bias ); - float best_vmod = 0.0f, - min_score = INFINITY, - max_score = -INFINITY; + float score_min = INFINITY, + score_max = -INFINITY; - v3_zero( s->state.apex ); - v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal ); - /* TODO: Make part of state */ + jump_info *best = NULL; - s->land_dist = 0.0f; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; - /* - * Search a broad selection of futures - */ - for( int m=-3;m<=12; m++ ) - { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; + if( jump->score < score_min ) + best = jump; - float vmod = ((float)m / 15.0f)*0.09f; + score_min = vg_minf( score_min, jump->score ); + score_max = vg_maxf( score_max, jump->score ); + } - m3x3f bias; - v4f bias_q; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; + float s = jump->score; - q_axis_angle( bias_q, axis, vmod ); - q_m3x3( bias_q, bias ); + s -= score_min; + s /= (score_max-score_min); + s = 1.0f - s; - skate_score_biased_path( player->rb.co, player->rb.v, bias, p ); + jump->score = s; + jump->colour = s * 255.0f; - 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_copy( p->n, s->land_normal ); - - /* TODO: Store this as pointer? */ - } - - if( p->score > max_score ) - max_score = p->score; - } + if( jump == best ) + jump->colour <<= 16; + else if( jump->type == k_prediction_land ) + jump->colour <<= 8; + + jump->colour |= 0xff000000; } - v4f vr_q; - q_axis_angle( vr_q, axis, best_vmod*0.1f ); - q_m3x3( vr_q, s->state.velocity_bias ); - - q_axis_angle( vr_q, axis, best_vmod ); - q_m3x3( vr_q, s->state.velocity_bias_pstep ); - - /* - * Logging - */ - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; + if( best ){ + v3_copy( best->n, s->land_normal ); + v3_copy( best->v, player->rb.v ); + s->land_dist = best->land_dist; - float l = p->score; + s->state.gravity_bias = best->gravity; - if( l < 0.0f ) - { - vg_error( "negative score! (%f)\n", l ); + if( best->type == k_prediction_grind ){ + s->state.activity = k_skate_activity_air_to_grind; } - l -= min_score; - l /= (max_score-min_score); - l = 1.0f - l; - - p->score = l; - p->colour = l * 255.0f; - - if( p->type == k_prediction_land ) - p->colour <<= 8; - - p->colour |= 0xff000000; - } - - - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + v2_normalize_clamp( steer ); - 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 ); + 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 - { - s->state.flip_rate = 0.0f; - v3_zero( s->state.flip_axis ); + else{ + v3_copy( player->basis[1], s->land_normal ); } } @@ -864,72 +700,9 @@ 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 ) + if( s->state.activity_prev > k_skate_activity_air_to_grind ) player__approximate_best_trajectory( player ); - m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v ); - -#if 0 - ray_hit hit; - /* - * Prediction - */ - float pstep = VG_TIMESTEP_FIXED * 1.0f; - float k_bias = 0.98f; - - 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; - - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; - - v3f target_normal = { 0.0f, 1.0f, 0.0f }; - int has_target = 0; - - for( int i=0; i<250; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( s->state.velocity_bias, pv, pv ); - - pv[1] += -k_gravity * pstep; - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); - - 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; - } -#endif - float angle = v3_dot( player->rb.to_world[1], s->land_normal ); angle = vg_clampf( angle, -1.0f, 1.0f ); v3f axis; @@ -939,16 +712,9 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) q_axis_angle( correction, axis, acosf(angle)*2.0f*VG_TIMESTEP_FIXED ); q_mul( correction, player->rb.q, player->rb.q ); - - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - - //s->land_dist = time_to_impact; - s->land_dist = 1.0f; } -VG_STATIC int player_skate_trick_input( player_instance *player ); +VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ); VG_STATIC void skate_apply_trick_model( player_instance *player ) { struct player_skate *s = &player->_skate; @@ -956,18 +722,17 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3f Fd, Fs, F; v3f strength = { 3.7f, 3.6f, 8.0f }; - v3_muls( s->board_trick_residualv, -4.0f , Fd ); - v3_muls( s->board_trick_residuald, -10.0f, Fs ); + v3_muls( s->state.board_trick_residualv, -4.0f , Fd ); + v3_muls( s->state.board_trick_residuald, -10.0f, Fs ); v3_add( Fd, Fs, F ); v3_mul( strength, F, F ); - v3_muladds( s->board_trick_residualv, F, k_rb_delta, - s->board_trick_residualv ); - v3_muladds( s->board_trick_residuald, s->board_trick_residualv, - k_rb_delta, s->board_trick_residuald ); + v3_muladds( s->state.board_trick_residualv, F, k_rb_delta, + s->state.board_trick_residualv ); + v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv, + k_rb_delta, s->state.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; @@ -978,8 +743,7 @@ 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; @@ -994,23 +758,22 @@ 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] ); s->state.trick_euler[2] = roundf( s->state.trick_euler[2] ); - v3_copy( s->state.trick_vel, s->board_trick_residualv ); + v3_copy( s->state.trick_vel, s->state.board_trick_residualv ); v3_zero( s->state.trick_vel ); } s->state.trick_time += k_rb_delta; } - else - { + 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 ); } @@ -1026,10 +789,9 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) { struct player_skate *s = &player->_skate; - float grabt = player->input_grab->axis.value; + float grabt = axis_state( k_sraxis_grab ); - 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 ); @@ -1045,47 +807,58 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) { struct player_skate *s = &player->_skate; + v2f jsteer; + joystick_state( k_srjoystick_steer, jsteer ); + /* 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; + float steer = jsteer[0], + grab = axis_state( k_sraxis_grab ); + + steer = vg_signf( steer ) * steer*steer * k_steer_ground; v3f steer_axis; - v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), 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 ) - { - rate = 6.0f * fabsf(steer_scaled); + 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); - else if( s->state.activity >= k_skate_activity_grind_any ) - { - rate *= fabsf(steer_scaled); + if( s->state.activity == k_skate_activity_grind_5050 ){ + rate = 0.0f; + top = 0.0f; + } - float a = 0.8f * -steer_scaled * k_rb_delta; + else if( s->state.activity >= k_skate_activity_grind_any ){ + rate *= fabsf(steer); - v4f q; - q_axis_angle( q, player->rb.to_world[1], a ); - q_mulv( q, s->grind_vec, s->grind_vec ); + float a = 0.8f * -steer * k_rb_delta; -#if 0 - float tilt = player->input_js1v->axis.value; - tilt *= tilt * 0.8f * k_rb_delta; + v4f q; + q_axis_angle( q, player->rb.to_world[1], a ); + q_mulv( q, s->grind_vec, s->grind_vec ); - q_axis_angle( q, player->rb.to_world[0], tilt ); - q_mulv( q, s->grind_vec, s->grind_vec ); -#endif + v3_normalize( s->grind_vec ); + } - v3_normalize( s->grind_vec ); + else if( s->state.manual_direction ){ + rate = 35.0f; + top = 1.5f; + } + + if( grab < 0.5f ){ + top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer; + } } float current = v3_dot( player->rb.to_world[1], player->rb.w ), - addspeed = (steer_scaled * -top) - current, + addspeed = (steer * -top) - current, maxaccel = rate * k_rb_delta, accel = vg_clampf( addspeed, -maxaccel, maxaccel ); @@ -1122,9 +895,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ) - { - if( player->input_push->button.value ) + if( !button_press( k_srbind_jump ) ){ + if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) ) { if( (vg.time - s->state.cur_push) > 0.25 ) s->state.start_push = vg.time; @@ -1152,72 +924,66 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) { struct player_skate *s = &player->_skate; int charging_jump_prev = s->state.charging_jump; - s->state.charging_jump = player->input_jump->button.value; + s->state.charging_jump = button_press( k_srbind_jump ); /* Cannot charge this in air */ - if( s->state.activity == k_skate_activity_air ) - { + 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 - { + 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 ); /* 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->state.grind_cooldown = 30; + s->state.activity = k_skate_activity_ground; + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float tilt = steer[0] * 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->state.surface_cooldown = 10; float force = k_jump_force*s->state.jump_charge; v3_muladds( player->rb.v, jumpdir, force, player->rb.v ); s->state.jump_charge = 0.0f; s->state.jump_time = vg.time; - s->state.activity = k_skate_activity_air; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - - -#if 0 - 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 ++; -#endif - - /* 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[vg_randu32()%2], player->rb.co,40.0f,1.0f); audio_unlock(); -#endif } } @@ -1225,29 +991,29 @@ 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( axis_state( k_sraxis_grab ) > 0.5f ){ + if( s->state.activity == k_skate_activity_ground ){ /* Throw */ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); } } - 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 ) - { - v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); + if( s->state.activity == k_skate_activity_ground ){ + if( v3_length2(player->rb.v)<(20.0f*20.0f) ) + v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v ); } @@ -1257,8 +1023,7 @@ 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 ); @@ -1277,8 +1042,8 @@ VG_STATIC void skate_apply_cog_model( player_instance *player ) 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 ); + float grab = axis_state( k_sraxis_grab ); + v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog ); v3_sub( ideal_cog, s->state.cog, ideal_diff ); /* Apply velocities */ @@ -1294,7 +1059,9 @@ VG_STATIC void skate_apply_cog_model( player_instance *player ) /* 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_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 ); } @@ -1303,18 +1070,23 @@ VG_STATIC void skate_integrate( player_instance *player ) { struct player_skate *s = &player->_skate; - float decay_rate = 1.0f - (k_rb_delta * 3.0f), + 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( 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, + 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; + 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 ); @@ -1328,63 +1100,59 @@ VG_STATIC void skate_integrate( player_instance *player ) * 1 2 or 3 */ -VG_STATIC int player_skate_trick_input( player_instance *player ) +VG_STATIC void skate_copy_holdout( 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); + 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 enum trick_type player_skate_trick_input( player_instance *player ) +{ + return (button_press( k_srbind_trick0 ) ) | + (button_press( k_srbind_trick1 ) << 1) | + (button_press( k_srbind_trick2 ) << 1) | + (button_press( k_srbind_trick2 ) ); } VG_STATIC void player__skate_pre_update( player_instance *player ) { struct player_skate *s = &player->_skate; - if( vg_input_button_down( player->input_use ) ) - { + if( button_down( k_srbind_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; 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; } - if( vg_input_button_down( player->input_reset ) ) + enum trick_type trick = k_trick_type_none; + if( (s->state.activity <= k_skate_activity_air_to_grind) && + (trick = player_skate_trick_input( player )) ) { - player->rb.co[1] += 2.0f; - s->state.cog[1] += 2.0f; - q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f ); - v3_zero( player->rb.w ); - v3_zero( player->rb.v ); - - rb_update_transform( &player->rb ); - } - - int trick_id; - if( (s->state.activity == k_skate_activity_air) && - (trick_id = player_skate_trick_input( player )) ) - { - if( (vg.time - s->state.jump_time) < 0.1f ) - { + 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 ) - { + if( trick == k_trick_type_kickflip ){ s->state.trick_vel[0] = 3.0f; } - else if( trick_id == 2 ) - { + else if( trick == k_trick_type_shuvit ){ s->state.trick_vel[2] = 3.0f; } - else if( trick_id == 3 ) - { + else if( trick == k_trick_type_treflip ){ s->state.trick_vel[0] = 2.0f; s->state.trick_vel[2] = 2.0f; } + s->state.trick_type = trick; } } } @@ -1393,28 +1161,152 @@ VG_STATIC void player__skate_post_update( player_instance *player ) { struct player_skate *s = &player->_skate; - for( int i=0; iprediction_count; i++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i++ ){ + jump_info *jump = &s->possible_jumps[i]; + + if( jump->log_length == 0 ){ + vg_fatal_error( "assert: jump->log_length == 0\n" ); + } - for( int j=0; jlog_length - 1; j ++ ) - { - float brightness = p->score*p->score*p->score; + for( int j=0; jlog_length - 1; j ++ ){ + float brightness = jump->score*jump->score*jump->score; v3f p1; - v3_lerp( p->log[j], p->log[j+1], brightness, p1 ); - vg_line( p->log[j], p1, p->colour ); + v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); + vg_line( jump->log[j], p1, jump->colour ); } - vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); + vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); v3f p1; - v3_add( p->log[p->log_length-1], p->n, p1 ); - vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + v3_add( jump->log[jump->log_length-1], jump->n, p1 ); + vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); + + vg_line_point( 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; + } + + f32 gate = skaterift.time_rate, + vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate, + vol_air = sqrtf( air *attn * 0.5f ) * gate, + vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate; + + 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 ); + } - vg_line_pt3( p->apex, 0.02f, 0xffffffff ); + + /* 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.time_frame_delta; } + else{ + int sample_type = k_skate_sample_concrete; - vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff ); + 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_edit_volume( s->aud_main, vol_main, 1 ); + audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt ); + + float rate = 1.0f + (attn-0.5f)*0.2f; + 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_edit_volume( s->aud_slide, vol_slide, 1 ); + audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); + } + + if( s->aud_air ){ + s->aud_air->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f ); + //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); + audio_channel_edit_volume( s->aud_air, vol_air, 1 ); + } + + audio_unlock(); } /* @@ -1431,37 +1323,49 @@ int skate_compute_surface_alignment( player_instance *player, v3f surface_normal, v3f axel_dir ) { struct player_skate *s = &player->_skate; + world_instance *world = world_current_instance(); 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 ); - v3_muladds( left, player->rb.to_world[1], 0.1f, left ); - v3_muladds( right, player->rb.to_world[1], 0.1f, right ); - float k_max_truck_flex = VG_PIf * 0.25f; ray_hit ray_l, ray_r; - ray_l.dist = 0.2f; - ray_r.dist = 0.2f; v3f dir; v3_muls( player->rb.to_world[1], -1.0f, dir ); - int res_l = ray_world( left, dir, &ray_l ), - res_r = ray_world( right, dir, &ray_r ); + int res_l = 0, res_r = 0; - /* ignore bad normals */ - if( res_l ) - if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f ) - res_l = 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; - if( res_r ) - if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f ) - res_r = 0; + 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; @@ -1495,15 +1399,15 @@ int skate_compute_surface_alignment( player_instance *player, { /* fallback: use the closes point to the trucks */ v3f closest; - int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f ); + int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f ); if( idx != -1 ) { - u32 *tri = &world.scene_geo->arrindices[ idx * 3 ]; + u32 *tri = &world->scene_geo.arrindices[ idx * 3 ]; v3f verts[3]; for( int j=0; j<3; j++ ) - v3_copy( world.scene_geo->arrvertices[ tri[j] ].co, verts[j] ); + v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] ); v3f vert0, vert1, n; v3_sub( verts[1], verts[0], vert0 ); @@ -1546,43 +1450,32 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1; - if( s->state.manual_direction == 0 ) - { - if( (player->input_js1v->axis.value > 0.7f) && - (s->state.activity == k_skate_activity_ground) && + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + if( s->state.manual_direction == 0 ){ + if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) && (s->state.jump_charge <= 0.01f) ) s->state.manual_direction = reverse_dir; } - else - { - if( player->input_js1v->axis.value < 0.1f ) - { + else{ + if( steer[1] < 0.1f ){ s->state.manual_direction = 0; } - else - { - if( reverse_dir != s->state.manual_direction ) - { -#if 0 - player__dead_transition( player ); -#endif + 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 ); + if( s->state.manual_direction ){ + float amt = vg_minf( steer[1] * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; } - /* TODO: Fall back on land normal */ - /* TODO: Lerp weight distribution */ - /* TODO: Can start manual only if not charge jump */ - if( s->state.manual_direction ) - { + if( s->state.manual_direction ){ v3f plane_z; m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z ); @@ -1613,8 +1506,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ v3f target; v3_copy( s->surface_picture, target ); @@ -1624,17 +1516,12 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) 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 ) - { + 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 - { - /* FIXME UNDEFINED! */ - vg_warn( "Undefined up target!\n" ); - - v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f}, + else{ + v3_lerp( s->state.up_dir, player->basis[1], 12.0f * s->substep_delta, s->state.up_dir ); } } @@ -1649,7 +1536,7 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) v3_muls( dir, 1.0f/ray.dist, dir ); ray.dist -= 0.025f; - if( ray_world( origin, dir, &ray ) ) + if( ray_world( world_current_instance(), origin, dir, &ray ) ) return 0; return 1; @@ -1657,7 +1544,6 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ) { - /* TODO: Is N and Dir really orthogonal? */ v3_copy( inf->dir, mtx[0] ); v3_copy( inf->n, mtx[1] ); v3_cross( mtx[0], mtx[1], mtx[2] ); @@ -1693,13 +1579,21 @@ VG_STATIC void skate_grind_decay( player_instance *player, } VG_STATIC void skate_grind_truck_apply( player_instance *player, - v3f grind_co, struct grind_info *inf, + 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, grind_co, delta ); + v3_sub( inf->co, wsp, delta ); /* spring force */ v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta, @@ -1709,10 +1603,9 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, skate_grind_friction( player, inf, strength ); /* yeah yeah yeah yeah */ - v3f raw, axis; - v3_sub( grind_co, player->rb.co, raw ); - v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw ); - v3_cross( raw, inf->n, axis ); + 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 */ @@ -1720,7 +1613,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, skate_grind_orient( inf, mtx ); v3f target_fwd, fwd, up, target_up; m3x3_mulv( mtx, s->grind_vec, target_fwd ); - v3_copy( raw, fwd ); + v3_copy( raw_nplane, fwd ); v3_copy( player->rb.to_world[1], up ); v3_copy( inf->n, target_up ); @@ -1730,9 +1623,11 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v3_normalize( target_fwd ); v3_normalize( fwd ); - float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw, player->rb.v ) ); - + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float way = steer[1] * 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 ); @@ -1752,19 +1647,107 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, 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; + 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 ); + + /* dont ask */ + v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)), + 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 ); + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float way = steer[1] * + 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 ); + vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN ); + vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN ); + + 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 ); + vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED ); + vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED ); + + 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 ++ ]; - m4x3_mulv( player->rb.to_local, grind_co, limit->ra ); - m3x3_mulv( player->rb.to_local, inf->n, limit->n ); + 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_singular( player_instance *player, float sign ) +VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length }, grind_co = { 0.0f, -k_board_radius, sign * k_board_length }; @@ -1773,69 +1756,69 @@ VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign ) m4x3_mulv( player->rb.to_world, grind_co, grind_co ); /* Exit condition: lost grind tracking */ - if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, &inf ) ) + 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 ) ) + 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 )), + 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 ) + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) return 0; - v3_copy( inf.dir, s->grind_dir ); - - float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f ); - skate_grind_truck_apply( player, grind_co, &inf, t ); + v3_copy( inf->dir, s->grind_dir ); return 1; } -VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign ) +VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; - /* TODO: Trash compactor this */ + /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; m3x3_mulv( player->rb.to_world, ra, raw ); v3_add( player->rb.co, raw, wsp ); - if( skate_grind_scansq( wsp, player->rb.v, 0.3, &inf ) ) + 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 ) + 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 ); + 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 ) + 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 ) + if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle ) return 0; - - /* TODO: new condition, opposite wheel MUST be in-air or close to it */ +#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 ); + 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 }; @@ -1846,17 +1829,8 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign ) v3_add( player->rb.v, rv, rv ); if( (local_co[1] >= truck_height) && - (v2_length2( delta ) <= k_board_radius*k_board_radius) && - (v3_dot( rv, inf.n ) < 0.1f) ) + (v2_length2( delta ) <= k_board_radius*k_board_radius) ) { - m3x3f mtx; - skate_grind_orient( &inf, mtx ); - m3x3_transpose( mtx, mtx ); - m3x3_mulv( mtx, raw, s->grind_vec ); - v3_normalize( s->grind_vec ); - v3_copy( inf.dir, s->grind_dir ); - - skate_grind_truck_apply( player, wsp, &inf, 1.0f ); return 1; } } @@ -1879,7 +1853,7 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, intersection ); v3_copy( intersection, s->weight_distribution ); - skate_grind_decay( player, inf, 0.1f ); + skate_grind_decay( player, inf, 0.0125f ); skate_grind_friction( player, inf, 0.25f ); /* direction alignment */ @@ -1891,6 +1865,10 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, 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, @@ -1903,31 +1881,30 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, 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_condition( player_instance *player ) +VG_STATIC int skate_boardslide_entry( player_instance *player, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; - if( skate_grind_scansq( player->rb.co, + if( skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, - &inf ) ) + 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 ); + 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]) >= 0.5f) ) /* perpendicular to us */ + (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */ { - if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel ) + if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) return 0; - v3_copy( inf.dir, s->grind_dir ); - - skate_boardslide_apply( player, &inf ); return 1; } } @@ -1935,127 +1912,201 @@ VG_STATIC int skate_boardslide_entry_condition( player_instance *player ) return 0; } -VG_STATIC int skate_boardslide_singular( player_instance *player ) +VG_STATIC int skate_boardslide_renew( player_instance *player, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; - if( !skate_grind_scansq( player->rb.co, + if( !skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, - &inf ) ) + 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 ) ) + if( !skate_point_visible( vis, inf->co ) ) return 0; - /* Exit condition: minimum velocity not reached, but allow a bit of error - * TODO: trash compactor */ - float dv = fabsf(v3_dot( player->rb.v, inf.dir )), + /* 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 ) + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) return 0; - v3_copy( inf.dir, s->grind_dir ); - float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f ); - - skate_boardslide_apply( player, &inf ); 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->state.activity == k_skate_activity_grind_boardslide ) + if( s->state.grind_cooldown > 100 ){ + vg_fatal_error( "wth!\n" ); + } + + /* debounces this state manager a little bit */ + if( s->state.grind_cooldown ){ + s->state.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; + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + 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 ) { - int result = skate_boardslide_singular( player ); + float tilt = steer[1]; - const enum skate_activity table[] = - { - k_skate_activity_undefined, - k_skate_activity_grind_boardslide - }; + if( fabsf(tilt) >= 0.25f ){ + v3f raw = {0.0f,0.0f,tilt}; + m3x3_mulv( player->rb.to_world, raw, raw ); - return table[ result ]; + float way = tilt * 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_back50 ) - { - int result = skate_grind_truck_singular( player, 1.0f ), - front = 0;//skate_truck_entry_condition( player, -1.0f ); - - const enum skate_activity table[] = - { /* result | front */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_front50, /* 0 1 */ - k_skate_activity_grind_back50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; - return table[ result<<1 | front ]; + 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_front50 ) - { - int result = skate_grind_truck_singular( player, -1.0f ), - back = 0;//skate_truck_entry_condition( player, 1.0f ); - - const enum skate_activity table[] = - { /* result | back */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_back50, /* 0 1 */ - k_skate_activity_grind_front50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; + else if( s->state.activity == k_skate_activity_grind_back50 ){ + res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); - return table[ result<<1 | back ]; + if( allow_front ) + res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); } - else if( s->state.activity == k_skate_activity_grind_5050 ) - { - /* FIXME */ - return k_skate_activity_grind_back50; + 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 - { - int slide = skate_boardslide_entry_condition( player ); + 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( slide ) - return k_skate_activity_grind_boardslide; + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); - int front = skate_truck_entry_condition( player, -1.0f ), - back = skate_truck_entry_condition( player, 1.0f ); + if( allow_front ) + res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); - const enum skate_activity table[] = - { /* front | back */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_back50, /* 0 1 */ - k_skate_activity_grind_front50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; + if( res_back50 != res_front50 ){ + int wants_to_do_that = fabsf(steer[1]) >= 0.25f; + + res_back50 &= wants_to_do_that; + res_front50 &= wants_to_do_that; + } + } - return table[ front<<1 | back ]; + 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 ]; - return 0; + if( new_activity == k_skate_activity_undefined ){ + if( s->state.activity >= k_skate_activity_grind_any ){ + s->state.grind_cooldown = 15; + s->state.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 = world_current_instance(); + + if( world->water.enabled ){ + if( player->rb.co[1]+0.25f < world->water.height ){ + audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f ); + player__skate_kill_audio( player ); + player__dead_transition( player ); + return; + } + } + v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; + v3f normal_total; + v3_zero( normal_total ); struct board_collider { v3f pos; float radius; - int apply_angular; u32 colour; enum board_collider_state @@ -2071,29 +2122,39 @@ VG_STATIC void player__skate_update( player_instance *player ) { { 0.0f, 0.0f, -k_board_length }, .radius = k_board_radius, - .apply_angular = 1, .colour = VG__RED }, { { 0.0f, 0.0f, k_board_length }, .radius = k_board_radius, - .apply_angular = 1, .colour = VG__GREEN - }, - { - { 0.0f, 0.2f, -k_board_length - k_board_end_radius }, - .radius = k_board_end_radius, - .apply_angular = 0, - .colour = VG__YELOW - }, - { - { 0.0f, 0.2f, k_board_length + k_board_end_radius }, - .radius = k_board_end_radius, - .apply_angular = 0, - .colour = VG__YELOW - }, + } }; + 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; + + const int k_wheel_count = 2; s->substep = k_rb_delta; @@ -2104,46 +2165,74 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_zero( s->surface_picture ); - for( int i=0; iwheel_contacts[i]; + } /* check if we can enter or continue grind */ enum skate_activity grindable_activity = skate_availible_grind( player ); - if( grindable_activity != k_skate_activity_undefined ) - { + if( grindable_activity != k_skate_activity_undefined ){ s->state.activity = grindable_activity; goto grinding; } int contact_count = 0; - for( int i=0; i<2; i++ ) - { + for( int i=0; i<2; i++ ){ v3f normal, axel; + v3_copy( player->rb.to_world[0], axel ); + 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_board_spring, k_board_dampener, + 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; } + + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } - if( contact_count ) - { + if( s->state.surface_cooldown ){ + s->state.surface_cooldown --; + contact_count = 0; + } + + 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[vg_randu32()%4], co, 40.0f, 0.75f ); + } + } + audio_unlock(); + } + + 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 ); - skate_apply_pump_model( player ); } - else - { - s->state.activity = k_skate_activity_air; + else{ + if( s->state.activity > k_skate_activity_air_to_grind ) + s->state.activity = k_skate_activity_air; + + v3_zero( s->weight_distribution ); skate_apply_air_model( player ); } @@ -2153,8 +2242,7 @@ grinding:; 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 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ wheels[0].state = k_collider_state_disabled; wheels[1].state = k_collider_state_disabled; } @@ -2166,7 +2254,7 @@ grinding:; skate_apply_jump_model( player ); skate_apply_grab_model( player ); skate_apply_trick_model( player ); - + skate_apply_pump_model( player ); begin_collision:; @@ -2184,8 +2272,7 @@ begin_collision:; v4f future_q; v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -2196,18 +2283,26 @@ begin_collision:; 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; - for( int i=0; irb.q, wheels[i].pos, current ); v3_add( current, player->rb.co, current ); @@ -2216,7 +2311,7 @@ begin_collision:; v3f n; float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f; - if( spherecast_world( current, future, cast_radius, &t, n ) != -1) + if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1) max_time = vg_minf( max_time, t * s->substep ); } @@ -2230,8 +2325,7 @@ begin_collision:; /* integrate */ v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -2240,49 +2334,46 @@ begin_collision:; 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 ); } rb_update_transform( &player->rb ); - - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v ); + v3_muladds( player->rb.v, player->basis[1], + -s->state.gravity_bias * s->substep_delta, player->rb.v ); s->substep -= s->substep_delta; - rb_ct manifold[128]; - int manifold_len = 0; - + int manifold_len = 0; /* * Phase -1: head detection * -------------------------------------------------------------------------- */ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 ); -#if 0 float t; v3f n; if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) && - (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) ) + (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) ) { v3_lerp( start_co, player->rb.co, t, player->rb.co ); rb_update_transform( &player->rb ); + player__skate_kill_audio( player ); player__dead_transition( player ); return; } -#endif /* * Phase 1: Regular collision detection - * TODO: Me might want to automatically add contacts from CCD, - * since at high angular velocities, theres a small change - * that discreet detection will miss. * -------------------------------------------------------------------------- */ - for( int i=0; irb.co, ra ); - - float dy = v3_dot( player->rb.to_world[1], ra ); - v3_muladds( man[j].co, player->rb.to_world[1], -dy, man[j].co ); - } - } - manifold_len += l; } @@ -2323,11 +2400,11 @@ begin_collision:; 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, mtx[3] ); + 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, + int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene, cman ); /* weld joints */ @@ -2338,17 +2415,19 @@ begin_collision:; manifold_len += l; - debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); + if( vg_lines.draw ) + vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); /* add limits */ - 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; + if( s->state.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; + } } /* @@ -2356,8 +2435,12 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; irb.to_world, s->weight_distribution, world_cog ); + vg_line_point( world_cog, 0.02f, VG__BLACK ); + + for( int i=0; isubstep_delta ); rb_debug_contact( &manifold[i] ); } @@ -2387,14 +2470,8 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); - v3f world_cog; - m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); - vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - - for( int j=0; j<10; j++ ) - { - for( int i=0; in, lambda, impulse ); + v3_muladds( normal_total, impulse, inv_mass, normal_total ); v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); v3_cross( delta, impulse, impulse ); m3x3_mulv( iIw, impulse, impulse ); @@ -2449,22 +2527,50 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; i 4.0f ){ + if( nforce > 17.6f ){ + v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v ); + player__dead_transition(player); + player__skate_kill_audio(player); + return; + } + + f32 amt = k_cam_punch; + if( player->cam_control.camera_mode == k_cam_firstperson ){ + amt *= 0.25f; + } + + v3_muladds( player->cam_land_punch_v, normal_total, amt, + player->cam_land_punch_v ); + } + + s->surface = k_surface_prop_concrete; + + for( int i=0; iinfo.surface_prop > s->surface ) + s->surface = surf->info.surface_prop; + } + + 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, + vg_line_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_point( s->state.cog, 0.02f, VG__WHITE ); - teleport_gate *gate; - if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) - { + ent_gate *gate = + world_intersect_gates(world, 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 ); @@ -2472,22 +2578,55 @@ begin_collision:; 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[vg_randu32()%2+3], player->rb.co, + 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_lands[vg_randu32()%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 ) -{ +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] ); @@ -2501,12 +2640,12 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) const char *activity_txt[] = { "air", + "air_to_grind", "ground", "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", - "grind_noseslide", - "grind_tailslide", + "grind_metallic (INVALID)", "grind_back50", "grind_front50", "grind_5050" @@ -2531,9 +2670,10 @@ 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_skate_state *state = &player->_skate.state; struct player_avatar *av = player->playeravatar; struct skeleton *sk = &av->sk; @@ -2559,21 +2699,26 @@ VG_STATIC void player__skate_animate( player_instance *player, float curspeed = v3_length( player->rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), - kicks = (vg_randf()-0.5f)*2.0f*kickspeed, + kicks = (vg_randf64()-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); - s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta); - s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta); + state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, + 6.0f*vg.time_delta); + state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0], + 2.4f*vg.time_delta); offset[0] *= 0.26f; - offset[0] += s->wobble[1]*3.0f; + offset[0] += state->wobble[1]*3.0f; offset[1] *= -0.3f; offset[2] *= 0.01f; - offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f); + offset[0]=vg_clampf(offset[0],-0.8f,0.8f) + *(1.0f-fabsf(state->blend_slide)*0.9f); offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra ); + /* * Animation blending * =========================================== @@ -2581,21 +2726,34 @@ VG_STATIC void player__skate_animate( player_instance *player, /* sliding */ { - float 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); + float desired = 0.0f; + if( s->state.activity == k_skate_activity_ground ) + desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + + state->blend_slide = + vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta); } /* movement information */ { - int iair = s->state.activity == k_skate_activity_air; + 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 ); + state->blend_z = + vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta ); + state->blend_x = + vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta ); + state->blend_fly = + vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta ); + state->blend_weight = + vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta ); } mdl_keyframe apose[32], bpose[32]; @@ -2603,15 +2761,36 @@ VG_STATIC void player__skate_animate( player_instance *player, { /* when the player is moving fast he will crouch down a little bit */ float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f ); - s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta ); + state->blend_stand = + vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta ); /* stand/crouch */ - float dir_frame = s->blend_z * (15.0f/30.0f), + float dir_frame = state->blend_z * (15.0f/30.0f), stand_blend = offset[1]*-2.0f; + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + f32 lean1, + lean2 = steer[0] * s->state.reverse * -0.36f, + lean; + + if( fabsf(s->state.slip) > 0.3f ){ + f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0])); + s->state.delayed_slip_dir = slide_dir; + } + lean1 = state->blend_slide * s->state.delayed_slip_dir; + + if( fabsf(lean1)>fabsf(lean2) ) lean = lean1; + else lean = lean2; + + if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean; + lean = vg_clampf( lean, -1.0f, 1.0f ); + + player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean, + vg.time_delta * 18.0f ); + v3f local_cog; m4x3_mulv( player->rb.to_local, s->state.cog, local_cog ); - stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 ); skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose ); @@ -2619,32 +2798,32 @@ VG_STATIC void player__skate_animate( player_instance *player, skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); /* sliding */ - float slide_frame = s->blend_x * (15.0f/30.0f); + float slide_frame = state->blend_x * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose ); + skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose ); /* pushing */ double push_time = vg.time - s->state.start_push; - s->blend_push = vg_lerpf( s->blend_push, + state->blend_push = vg_lerpf( state->blend_push, (vg.time - s->state.cur_push) < 0.125, 6.0f*vg.time_delta ); - float pt = push_time + vg.accumulator; if( s->state.reverse > 0.0f ) - skeleton_sample_anim( sk, s->anim_push, pt, bpose ); + skeleton_sample_anim( sk, s->anim_push, push_time, bpose ); else - skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose ); + skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose ); + skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose ); /* trick setup */ float jump_start_frame = 14.0f/30.0f; float charge = s->state.jump_charge; - s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta ); + state->blend_jump = + vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta ); float setup_frame = charge * jump_start_frame, - setup_blend = vg_minf( s->blend_jump, 1.0f ); + setup_blend = vg_minf( state->blend_jump, 1.0f ); float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame; if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) @@ -2660,17 +2839,23 @@ 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 ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float target = -steer[1]; + + state->blend_airdir = + vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta ); - float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); + float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); static v2f grab_choice; - v2f grab_input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; + v2f grab_input; + joystick_state( k_srjoystick_grab, grab_input ); v2_add( s->state.grab_mouse_delta, grab_input, grab_input ); + if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f; else @@ -2685,9 +2870,47 @@ VG_STATIC void player__skate_animate( player_instance *player, skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); } - skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose ); + skeleton_lerp_pose( sk, ground_pose, air_pose, + state->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; + state->blend_grind = + vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta ); + state->blend_grind_balance = + vg_lerpf( state->blend_grind_balance, + grind_frame, 5.0f*vg.time_delta ); + + grind_frame = state->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, state->blend_jump, grind_pose ); + } + skeleton_lerp_pose( sk, dest->pose, grind_pose, + state->blend_grind, dest->pose ); - float add_grab_mod = 1.0f - s->blend_fly; + float add_grab_mod = 1.0f - state->blend_fly; /* additive effects */ { @@ -2697,18 +2920,42 @@ 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; } + /* angle correction */ + if( v3_length2( s->state.up_dir ) > 0.001f ){ + 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.time_frame_delta, + s->state.smoothed_rotation ); + q_normalize( s->state.smoothed_rotation ); + + 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 ); + + 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-state->blend_fly; - - /* angle correction */ - if( v3_length2( s->state.up_dir ) > 0.001f ) - { v3f ndir; m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); v3_normalize( ndir ); @@ -2719,24 +2966,24 @@ VG_STATIC void player__skate_animate( player_instance *player, a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); v3f axis; - v4f q; + v4f qfixup, qcounteryaw, qtotal; v3_cross( up, ndir, axis ); - q_axis_angle( q, axis, a ); + 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]; - - for( int i=0; ipose[apply_to[i]-1]; + v3f origin; + v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); - v3f v0; - v3_sub( kf->co, kf_hip->co, v0 ); - q_mulv( q, v0, v0 ); - v3_add( v0, kf_hip->co, kf->co ); + for( int i=0; ipose[apply_to[i]-1]; - q_mul( q, kf->q, kf->q ); - q_normalize( kf->q ); + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + qtotal ); } v3f p1, p2; @@ -2745,21 +2992,14 @@ VG_STATIC void player__skate_animate( player_instance *player, vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); - } - - - - 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]; + } v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; v3f eulerr; - - v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); + v3_muls( state->board_trick_residuald, VG_TAUf, eulerr ); q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f ); q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] ); @@ -2771,45 +3011,147 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( qtotal, kf_board->q, 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 ); + + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); + + if( board ){ + /* foot weight distribution */ + if( state->blend_weight > 0.0f ){ + kf_foot_l->co[2] = + vg_lerpf( kf_foot_l->co[2], + board->truck_positions[k_board_truck_back][2]+0.3f, + 0.5f*state->blend_weight ); + } + else{ + kf_foot_r->co[2] = + vg_lerpf( kf_foot_r->co[2], + board->truck_positions[k_board_truck_front][2]-0.3f, + -0.5f*state->blend_weight ); + } + } + + float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); + state->subslap = vg_lerpf( state->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 * state->subslap; + kf_hip->co[1] += s->state.slap * 0.25f; + + + f32 l = ((s->state.activity < k_skate_activity_ground) && + v3_length2(s->state.trick_vel) > 0.1f )? 1: 0; + state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l, + 8.4f*vg.time_delta ); + + if( s->state.trick_type == k_trick_type_kickflip ){ + kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; + } + else if( s->state.trick_type == k_trick_type_shuvit ){ + kf_foot_l->co[0] += state->blend_trick_foot * 0.1f; + kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; + } + else if( s->state.trick_type == k_trick_type_treflip ){ + kf_foot_l->co[0] += state->blend_trick_foot * 0.2f; + kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f; + } + + + /* + * 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(state->blend_grind, + fabsf(state->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], -0.1f, dest->root_co ); - float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f ); -#if 0 - v4f qresy, qresx, qresidual; - m3x3f mtx_residual; - 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 ); -#endif + v3f ext_up,ext_co; + q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); + v3_copy( dest->root_co, ext_co ); + v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co ); v4f qflip; - if( (s->state.activity == k_skate_activity_air) && + 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 substep = vg.time_fixed_extrapolate; + float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; + sign = vg_signf( t ); + + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + 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 ); @@ -2820,12 +3162,14 @@ VG_STATIC void player__skate_animate( player_instance *player, q_normalize( dest->root_q ); v3f rotation_point, rco; - v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point ); + v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); v3_sub( dest->root_co, rotation_point, rco ); q_mulv( qflip, rco, rco ); 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 ) @@ -2835,61 +3179,84 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) player->cam_velocity_influence = 1.0f; - v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */ + 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 ) -{ +VG_STATIC void player__skate_reset_animator( player_instance *player ){ struct player_skate *s = &player->_skate; + struct player_skate_state *state = &s->state; - if( s->state.activity == k_skate_activity_air ) - s->blend_fly = 1.0f; + if( s->state.activity <= k_skate_activity_air_to_grind ) + state->blend_fly = 1.0f; else - s->blend_fly = 0.0f; - - s->blend_slide = 0.0f; - s->blend_z = 0.0f; - s->blend_x = 0.0f; - s->blend_stand = 0.0f; - s->blend_push = 0.0f; - s->blend_jump = 0.0f; - s->blend_airdir = 0.0f; + state->blend_fly = 0.0f; + + state->blend_slide = 0.0f; + state->blend_z = 0.0f; + state->blend_x = 0.0f; + state->blend_grind = 0.0f; + state->blend_grind_balance = 0.0f; + state->blend_stand = 0.0f; + state->blend_push = 0.0f; + state->blend_jump = 0.0f; + state->blend_airdir = 0.0f; + state->blend_weight = 0.0f; + state->subslap = 0.0f; + v2_zero( state->wobble ); + + v3_zero( state->board_trick_residuald ); + v3_zero( state->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; -#if 0 - s->state.steery = 0.0f; - s->state.steerx = 0.0f; - s->state.steery_s = 0.0f; - s->state.steerx_s = 0.0f; -#endif 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->state.grind_cooldown = 0; + s->state.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;