X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=1ef19a1b6af6d67bdbddc6ebcc634f118d683803;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=c300b3f579a67c95a1b95663d00d5b89b461726d;hpb=8c376ed2e4021a18b0a6c6e800109d67ad09d198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index c300b3f..1ef19a1 100644 --- a/player_skate.c +++ b/player_skate.c @@ -5,6 +5,8 @@ #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 ) { @@ -54,7 +56,7 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); int len = 0; len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man ); @@ -91,7 +93,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, v3f dir, float r, struct grind_info *inf ) { - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); v4f plane; v3_copy( dir, plane ); @@ -101,13 +103,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player, 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, @@ -123,16 +120,20 @@ VG_STATIC int skate_grind_scansq( player_instance *player, 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]; struct world_surface *surf = world_tri_index_surface(world,ptri[0]); - if( !(surf->info.flags & k_material_flag_skate_surface) ) + 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] ); + v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] ); for( int j=0; j<3; j++ ){ int i0 = j, @@ -233,10 +234,8 @@ too_many_samples: 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 ); + if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); + else v3_add( sj->normal3, average_normal, average_normal ); passed_samples ++; } @@ -263,7 +262,7 @@ 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 ); @@ -347,7 +346,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, VG_STATIC void player__approximate_best_trajectory( player_instance *player ) { - world_instance *world0 = get_active_world(); + world_instance *world0 = world_current_instance(); struct player_skate *s = &player->_skate; float k_trace_delta = k_rb_delta * 10.0f; @@ -477,7 +476,7 @@ void player__approximate_best_trajectory( player_instance *player ) float a = v2_dot( v0, v1 ); float a_min = cosf( VG_PIf * 0.185f ); - if( s->grind_cooldown ) + if( s->state.grind_cooldown ) a_min = cosf( VG_PIf * 0.05f ); /* check speed */ @@ -501,7 +500,7 @@ void player__approximate_best_trajectory( player_instance *player ) m3x3_mul( gate->transport, basis, basis ); if( gate->type == k_gate_type_nonlocel ){ - trace_world = &world_global.worlds[ gate->target ]; + trace_world = &world_static.worlds[ gate->target ]; } } } @@ -519,7 +518,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( co, inf->log[ inf->log_length ++ ] ); v3_copy( n, inf->n ); - u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ]; + u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ]; struct world_surface *surf = world_tri_index_surface( trace_world, tri[0] ); @@ -532,11 +531,13 @@ void player__approximate_best_trajectory( player_instance *player ) inf->score = -v3_dot( ve, inf->n ); inf->land_dist = t + k_trace_delta * t1; - /* Bias prediction towords ramps */ - if( !(surf->info.flags & k_material_flag_skate_surface) ) + if( !(surf->info.flags & k_material_flag_skate_target) ) inf->score *= 10.0f; + if( surf->info.flags & k_material_flag_boundary ) + s->possible_jump_count --; + break; } @@ -660,15 +661,16 @@ invalidated_grind:; v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); s->state.gravity_bias = best->gravity; if( best->type == k_prediction_grind ){ s->state.activity = k_skate_activity_air_to_grind; } + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + v2_normalize_clamp( steer ); + 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 ; @@ -710,13 +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 ); } -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; @@ -724,15 +722,15 @@ 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_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) @@ -765,7 +763,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) 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 ); } @@ -791,7 +789,7 @@ 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 ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, @@ -809,9 +807,12 @@ 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 steer = player->input_js1h->axis.value, - grab = player->input_grab->axis.value; + float steer = jsteer[0], + grab = axis_state( k_sraxis_grab ); steer = vg_signf( steer ) * steer*steer * k_steer_ground; @@ -850,6 +851,10 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) 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 ), @@ -890,9 +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 || - (vg.time-s->state.start_push<0.75) ) + 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; @@ -920,7 +924,7 @@ 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_to_grind ){ @@ -957,29 +961,28 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) v3_normalize( jumpdir ); }else{ v3_copy( s->state.up_dir, jumpdir ); - s->grind_cooldown = 30; + s->state.grind_cooldown = 30; s->state.activity = k_skate_activity_ground; - float tilt = player->input_js1h->axis.value * 0.3f; + 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->surface_cooldown = 10; + 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; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - audio_lock(); - audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f ); + audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f); audio_unlock(); } } @@ -995,7 +998,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) /* Throw / collect routine */ - if( player->input_grab->axis.value > 0.5f ){ + 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 ); @@ -1039,8 +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 */ @@ -1105,19 +1108,19 @@ VG_STATIC void skate_copy_holdout( player_instance *player ) skeleton_copy_pose( sk, s->holdout, player->holdout_pose ); } -VG_STATIC int player_skate_trick_input( player_instance *player ) +VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ) { - return (player->input_trick0->button.value) | - (player->input_trick1->button.value << 1) | - (player->input_trick2->button.value << 1) | - (player->input_trick2->button.value); + 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; @@ -1131,24 +1134,25 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) return; } - int trick_id; + enum trick_type trick = k_trick_type_none; if( (s->state.activity <= k_skate_activity_air_to_grind) && - (trick_id = player_skate_trick_input( player )) ) + (trick = player_skate_trick_input( player )) ) { if( (vg.time - s->state.jump_time) < 0.1f ){ v3_zero( s->state.trick_vel ); s->state.trick_time = 0.0f; - if( trick_id == 1 ){ + 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; } } } @@ -1161,7 +1165,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) jump_info *jump = &s->possible_jumps[i]; if( jump->log_length == 0 ){ - vg_fatal_exit_loop( "assert: jump->log_length == 0\n" ); + vg_fatal_error( "assert: jump->log_length == 0\n" ); } for( int j=0; jlog_length - 1; j ++ ){ @@ -1177,7 +1181,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) v3_add( jump->log[jump->log_length-1], jump->n, p1 ); vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); - vg_line_pt3( jump->apex, 0.02f, 0xffffffff ); + vg_line_point( jump->apex, 0.02f, 0xffffffff ); } audio_lock(); @@ -1191,13 +1195,10 @@ VG_STATIC void player__skate_post_update( player_instance *player ) slide = 0.0f; } - static float menu_gate = 1.0f; - menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f ); - - float - vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate, - vol_air = sqrtf( air *attn * 0.5f ) * menu_gate, - vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate; + 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; @@ -1322,7 +1323,7 @@ int skate_compute_surface_alignment( player_instance *player, v3f surface_normal, v3f axel_dir ) { struct player_skate *s = &player->_skate; - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); v3f truck, left, right; m4x3_mulv( player->rb.to_world, ra, truck ); @@ -1402,11 +1403,11 @@ int skate_compute_surface_alignment( player_instance *player, if( idx != -1 ) { - u32 *tri = &world->scene_geo->arrindices[ idx * 3 ]; + u32 *tri = &world->scene_geo.arrindices[ idx * 3 ]; v3f verts[3]; for( int j=0; j<3; j++ ) - v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] ); + v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] ); v3f vert0, vert1, n; v3_sub( verts[1], verts[0], vert0 ); @@ -1449,14 +1450,16 @@ 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; + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + if( s->state.manual_direction == 0 ){ - if( (player->input_js1v->axis.value > 0.7f) && - (s->state.activity == k_skate_activity_ground) && + 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 ){ + if( steer[1] < 0.1f ){ s->state.manual_direction = 0; } else{ @@ -1467,7 +1470,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) } if( s->state.manual_direction ){ - float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); + float amt = vg_minf( steer[1] * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; } @@ -1533,7 +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( get_active_world(), origin, dir, &ray ) ) + if( ray_world( world_current_instance(), origin, dir, &ray ) ) return 0; return 1; @@ -1620,9 +1623,10 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v3_normalize( target_fwd ); v3_normalize( fwd ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw_nplane, player->rb.v ) ); + 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 ); @@ -1665,6 +1669,10 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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 ); @@ -1674,8 +1682,10 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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 = player->input_js1v->axis.value * + float way = steer[1] * vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); v4f q; v3f up, target_up; @@ -1691,6 +1701,8 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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, @@ -1707,6 +1719,8 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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 }, @@ -1948,13 +1962,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->grind_cooldown > 100 ){ - vg_fatal_exit_loop( "wth!\n" ); + if( s->state.grind_cooldown > 100 ){ + vg_fatal_error( "wth!\n" ); } /* debounces this state manager a little bit */ - if( s->grind_cooldown ){ - s->grind_cooldown --; + if( s->state.grind_cooldown ){ + s->state.grind_cooldown --; return k_skate_activity_undefined; } @@ -1969,18 +1983,20 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) 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 ) { - float tilt = player->input_js1v->axis.value; + float tilt = steer[1]; if( fabsf(tilt) >= 0.25f ){ v3f raw = {0.0f,0.0f,tilt}; m3x3_mulv( player->rb.to_world, raw, raw ); - float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw, player->rb.v ) ); + float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) ); if( way < 0.0f ) allow_front = 0; else allow_back = 0; @@ -2018,7 +2034,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); if( res_back50 != res_front50 ){ - int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f; + int wants_to_do_that = fabsf(steer[1]) >= 0.25f; res_back50 &= wants_to_do_that; res_front50 &= wants_to_do_that; @@ -2042,8 +2058,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) if( new_activity == k_skate_activity_undefined ){ if( s->state.activity >= k_skate_activity_grind_any ){ - s->grind_cooldown = 15; - s->surface_cooldown = 10; + s->state.grind_cooldown = 15; + s->state.surface_cooldown = 10; } } else if( new_activity == k_skate_activity_grind_boardslide ){ @@ -2070,10 +2086,21 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) VG_STATIC void player__skate_update( player_instance *player ) { struct player_skate *s = &player->_skate; - world_instance *world = get_active_world(); + 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 { @@ -2107,7 +2134,6 @@ VG_STATIC void player__skate_update( player_instance *player ) 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; @@ -2129,9 +2155,6 @@ VG_STATIC void player__skate_update( player_instance *player ) wheels[1].pos[1] = s->state.slap; - - - const int k_wheel_count = 2; s->substep = k_rb_delta; @@ -2180,8 +2203,8 @@ VG_STATIC void player__skate_update( player_instance *player ) m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } - if( s->surface_cooldown ){ - s->surface_cooldown --; + if( s->state.surface_cooldown ){ + s->state.surface_cooldown --; contact_count = 0; } @@ -2191,7 +2214,7 @@ VG_STATIC void player__skate_update( player_instance *player ) if( !prev_contacts[i] ){ v3f co; m4x3_mulv( player->rb.to_world, wheels[i].pos, co ); - audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f ); + audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f ); } } audio_unlock(); @@ -2325,8 +2348,7 @@ begin_collision:; s->substep -= s->substep_delta; rb_ct manifold[128]; - int manifold_len = 0; - + int manifold_len = 0; /* * Phase -1: head detection * -------------------------------------------------------------------------- @@ -2394,7 +2416,7 @@ begin_collision:; manifold_len += l; if( vg_lines.draw ) - debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); + vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); /* add limits */ if( s->state.activity >= k_skate_activity_grind_any ){ @@ -2416,7 +2438,7 @@ begin_collision:; v3f world_cog; m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); - vg_line_pt3( world_cog, 0.02f, VG__BLACK ); + vg_line_point( world_cog, 0.02f, VG__BLACK ); for( int i=0; isubstep_delta ); @@ -2478,6 +2500,7 @@ begin_collision:; v3f impulse; v3_muls( ct->n, 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 ); @@ -2504,6 +2527,24 @@ begin_collision:; * -------------------------------------------------------------------------- */ + f32 nforce = v3_length(normal_total); + if( nforce > 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; 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 ); ent_gate *gate = world_intersect_gates(world, player->rb.co, s->state.prev_pos ); @@ -2545,8 +2586,6 @@ begin_collision:; 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 ); } @@ -2565,11 +2604,11 @@ begin_collision:; if( s->state.activity == k_skate_activity_ground ){ if( (fabsf(s->state.slip) > 0.75f) ){ - audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, + audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, 40.0f, 1.0f ); } else{ - audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, + audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, 40.0f, 1.0f ); } } @@ -2586,8 +2625,7 @@ begin_collision:; } } -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; player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], player->rb.v[1], @@ -2635,6 +2673,7 @@ VG_STATIC void player__skate_animate( player_instance *player, 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; @@ -2660,22 +2699,25 @@ 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, TEMP_TPV_EXTRA ); + v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra ); /* * Animation blending @@ -2688,7 +2730,8 @@ VG_STATIC void player__skate_animate( player_instance *player, if( s->state.activity == k_skate_activity_ground ) desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); - s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); + state->blend_slide = + vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta); } /* movement information */ @@ -2703,10 +2746,14 @@ VG_STATIC void player__skate_animate( player_instance *player, 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, 3.4f*vg.time_delta ); - s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*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]; @@ -2714,15 +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 ); @@ -2730,13 +2798,13 @@ 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 ); @@ -2745,16 +2813,17 @@ VG_STATIC void player__skate_animate( player_instance *player, else 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) ) @@ -2770,18 +2839,23 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { - float target = -player->input_js1h->axis.value; + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); + 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 @@ -2796,7 +2870,8 @@ 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], @@ -2820,19 +2895,22 @@ VG_STATIC void player__skate_animate( player_instance *player, } float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; - s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta ); - s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, - grind_frame, 5.0f*vg.time_delta ); + 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 = s->blend_grind_balance * (15.0f/30.0f); + 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, s->blend_jump, grind_pose ); + skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose ); } - skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->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 */ { @@ -2876,7 +2954,7 @@ VG_STATIC void player__skate_animate( player_instance *player, float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth); yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f); yaw_counter_rotate = acosf( yaw_counter_rotate ); - yaw_counter_rotate *= 1.0f-s->blend_fly; + yaw_counter_rotate *= 1.0f-state->blend_fly; v3f ndir; m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); @@ -2921,7 +2999,7 @@ VG_STATIC void player__skate_animate( player_instance *player, 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] ); @@ -2933,7 +3011,6 @@ 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; @@ -2955,27 +3032,55 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( kf_board->q, qtrick, kf_board->q ); q_normalize( kf_board->q ); - - /* foot weight distribution */ - if( s->blend_weight > 0.0f ){ - kf_foot_l->co[2] += s->blend_weight * 0.2f; - kf_foot_r->co[2] += s->blend_weight * 0.1f; - } - else{ - kf_foot_r->co[2] += s->blend_weight * 0.3f; - kf_foot_l->co[2] += s->blend_weight * 0.1f; + 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 ); - s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f ); + 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 * s->subslap; + 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 @@ -2984,8 +3089,7 @@ VG_STATIC void player__skate_animate( player_instance *player, */ /* truck rotation */ - for( int i=0; i<2; i++ ) - { + 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] ); @@ -3005,7 +3109,8 @@ VG_STATIC void player__skate_animate( player_instance *player, *kf_hand_r = &dest->pose[av->id_ik_hand_r-1]; float warble = perlin1d( vg.time, 2.0f, 2, 300 ); - warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f; + 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 ); @@ -3029,14 +3134,17 @@ VG_STATIC void player__skate_animate( player_instance *player, /* transform */ rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co ); - float substep = vg.time_fixed_extrapolate; + v3f ext_up,ext_co; + q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); + v3_copy( dest->root_co, ext_co ); + v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co ); v4f qflip; if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { + float substep = vg.time_fixed_extrapolate; float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; sign = vg_signf( t ); @@ -3054,7 +3162,7 @@ VG_STATIC void player__skate_animate( player_instance *player, q_normalize( dest->root_q ); v3f rotation_point, rco; - v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point ); + v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); v3_sub( dest->root_co, rotation_point, rco ); q_mulv( qflip, rco, rco ); @@ -3077,30 +3185,30 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) 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_to_grind ) - s->blend_fly = 1.0f; + 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_grind = 0.0f; - s->blend_grind_balance = 0.0f; - s->blend_stand = 0.0f; - s->blend_push = 0.0f; - s->blend_jump = 0.0f; - s->blend_airdir = 0.0f; - s->blend_weight = 0.0f; - s->subslap = 0.0f; - v2_zero( s->wobble ); - - v3_zero( s->board_trick_residuald ); - v3_zero( s->board_trick_residualv ); + 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] ); } @@ -3134,8 +3242,8 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) v3_zero( s->state.trick_vel ); v3_zero( s->state.trick_euler ); v3_zero( s->state.cog_v ); - s->grind_cooldown = 0; - s->surface_cooldown = 0; + 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 ); @@ -3160,10 +3268,4 @@ VG_STATIC void player__skate_reset( player_instance *player, s->state.head_position[1] = 1.8f; } -VG_STATIC void player__skate_restore( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - s->state = s->state_gate_storage; -} - #endif /* PLAYER_SKATE_C */