X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=1ef19a1b6af6d67bdbddc6ebcc634f118d683803;hb=9eb3de757a997becb8406417a4bf613f4cb04900;hp=e1971b2000725198264cf07b6d7ec5f65e675d40;hpb=f24a8cdd8ea6c3d762d26de2fc0700599bedbcad;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index e1971b2..1ef19a1 100644 --- a/player_skate.c +++ b/player_skate.c @@ -6,6 +6,7 @@ #include "vg/vg_perlin.h" #include "menu.h" #include "ent_skateshop.h" +#include "addon.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -55,7 +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 ); @@ -92,7 +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 ); @@ -102,13 +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, @@ -124,7 +120,11 @@ 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 ) ){ + 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]; @@ -234,10 +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 ++; } @@ -264,7 +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 ); @@ -348,7 +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; @@ -478,7 +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 */ @@ -502,7 +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 ]; } } } @@ -716,7 +714,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) q_mul( correction, player->rb.q, player->rb.q ); } -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 ); } @@ -853,6 +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 ), @@ -959,7 +961,7 @@ 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; v2f steer; @@ -972,7 +974,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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 ); @@ -980,7 +982,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.jump_time = vg.time; 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(); } } @@ -1106,7 +1108,7 @@ 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 (button_press( k_srbind_trick0 ) ) | (button_press( k_srbind_trick1 ) << 1) | @@ -1132,24 +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; } } } @@ -1178,7 +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(); @@ -1192,13 +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; @@ -1323,7 +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 ); @@ -1536,7 +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; @@ -1669,6 +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 ); @@ -1697,6 +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, @@ -1713,6 +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 }, @@ -1954,13 +1962,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->grind_cooldown > 100 ){ + 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; } @@ -2050,8 +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 ){ @@ -2078,10 +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 { @@ -2115,7 +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; @@ -2137,9 +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; @@ -2188,8 +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; } @@ -2199,7 +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(); @@ -2333,8 +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 * -------------------------------------------------------------------------- @@ -2402,7 +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 ){ @@ -2424,7 +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 ); @@ -2486,6 +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 ); @@ -2512,6 +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 ); @@ -2553,8 +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 ); } @@ -2573,11 +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 ); } } @@ -2594,8 +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], @@ -2643,6 +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; @@ -2668,22 +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 @@ -2696,7 +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 */ @@ -2711,10 +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]; @@ -2722,15 +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 ); @@ -2738,13 +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 ); @@ -2753,16 +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) ) @@ -2783,9 +2844,10 @@ VG_STATIC void player__skate_animate( player_instance *player, float target = -steer[1]; - s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); + 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; @@ -2808,7 +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], @@ -2832,19 +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 */ { @@ -2888,7 +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 ); @@ -2933,7 +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] ); @@ -2945,7 +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; @@ -2967,34 +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 ); - struct player_board *board = player_get_player_board( player ); + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); if( board ){ /* foot weight distribution */ - if( s->blend_weight > 0.0f ){ + 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*s->blend_weight ); + 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*s->blend_weight ); + -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 @@ -3003,8 +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] ); @@ -3024,7 +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 ); @@ -3097,34 +3183,32 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) 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 ); - - /* TODO: Extrapolate to_local matrix? */ } -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] ); } @@ -3158,8 +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 ); @@ -3184,10 +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 */