X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=3a78f4f9b3fed274b95417904edb590a05bba123;hb=9d5997f1e611b66c7220f7eb388f427032d8da79;hp=e9aeaa747b3bcf7473a9942f4a2522a0f3684205;hpb=f437be6ed58378d598d2408c12cc52fee3375a2b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index e9aeaa7..3a78f4f 100644 --- a/player_skate.c +++ b/player_skate.c @@ -2,6 +2,7 @@ #define PLAYER_SKATE_C #include "player.h" +#include "audio.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -21,6 +22,20 @@ 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 +50,10 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { + world_instance *world = get_active_world(); + int len = 0; - len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man ); + len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man ); for( int i=0; ibasis[1], support_axis ); v3_normalize( support_axis ); - while( bh_next( world.geo_bh, &it, box, &idx ) ) - { - u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + while( bh_next( world->geo_bh, &it, box, &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 0 + if( !(surf->info.flags & k_material_flag_skate_surface) ) + continue; +#endif 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 ) @@ -128,9 +151,9 @@ 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 */ @@ -166,14 +189,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; inormal3[1] > sj->normal3[1] ) + 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 ); @@ -244,32 +268,85 @@ too_many_samples: return passed_samples; } -VG_STATIC int solve_prediction_for_target( player_instance *player, - v3f target, float max_angle, - struct land_prediction *p ) +VG_STATIC void reset_jump_info( jump_info *inf ) { - /* calculate the exact solution(s) to jump onto that grind spot */ + inf->log_length = 0; + inf->land_dist = 0.0f; + inf->score = 0.0f; + inf->type = k_prediction_unset; + v3_zero( inf->apex ); +} + +VG_STATIC int create_jumps_to_hit_target( player_instance *player, + jump_info *jumps, + v3f target, float max_angle_delta, + float gravity ) +{ + struct player_skate *s = &player->_skate; + + /* calculate the exact 2 solutions to jump onto that grind spot */ v3f v0; v3_sub( target, player->rb.co, v0 ); + m3x3_mulv( player->invbasis, v0, v0 ); v3f ax; v3_copy( v0, ax ); ax[1] = 0.0f; v3_normalize( ax ); - v2f d = { v3_dot( v0, ax ), v0[1] }, - v = { v3_dot( player->rb.v, ax ), player->rb.v[1] }; + v3f v_local; + m3x3_mulv( player->invbasis, player->rb.v, v_local ); + + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, player->rb.v ), v_local[1] }; float a = atan2f( v[1], v[0] ), m = v2_length( v ), - root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m); + root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - if( root > 0.0f ) - { + int valid_count = 0; + + if( root > 0.0f ){ root = sqrtf( root ); - float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ), - a1 = atanf( (m*m - root) / (k_gravity * d[0]) ); + float a0 = atanf( (m*m + root) / (gravity * d[0]) ), + a1 = atanf( (m*m - root) / (gravity * d[0]) ); + + if( fabsf(a0-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); + + 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; + + v3_copy( target, inf->log[inf->log_length ++] ); + } + + if( fabsf(a1-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); + + 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; + + v3_copy( target, inf->log[inf->log_length ++] ); + } + } + + return valid_count; +} + +#if 0 +VG_STATIC +int create_jump_for_target( world_instance *world, player_instance *player, + v3f target, float max_angle, jump_info *jump ) +{ if( fabsf(a0-a) > fabsf(a1-a) ) a0 = a1; @@ -279,15 +356,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, /* TODO: sweep the path before chosing the smallest dist */ - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_grind; - - v3_muls( ax, cosf( a0 ) * m, p->v ); - p->v[1] += sinf( a0 ) * m; - p->land_dist = d[0] / (cosf(a0)*m); +#if 0 /* add a trace */ for( int i=0; i<=20; i++ ) { @@ -295,20 +365,24 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, v3f p0; v3_muls( p->v, t, p0 ); - p0[1] += -0.5f * k_gravity * t*t; + v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 ); v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); } +#endif return 1; } else return 0; } +#endif VG_STATIC void player__approximate_best_trajectory( player_instance *player ) { + world_instance *world = get_active_world(); + struct player_skate *s = &player->_skate; float k_trace_delta = k_rb_delta * 10.0f; @@ -316,139 +390,235 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.v, s->state.air_init_v ); v3_copy( player->rb.co, s->state.air_init_co ); - s->prediction_count = 0; + s->possible_jump_count = 0; v3f axis; v3_cross( player->rb.v, player->rb.to_world[1], axis ); v3_normalize( axis ); /* at high slopes, Y component is low */ - float angle_begin = -(1.0f-fabsf( player->rb.to_world[1][1] )), + 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; - for( int m=0;m<=15; m++ ) - { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; - - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_none; + for( int m=0;m<=30; m++ ){ + jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ]; + reset_jump_info( inf ); 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 ); - float vt = (float)m * (1.0f/15.0f), + float vt = (float)m * (1.0f/30.0f), ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; v4f qbias; q_axis_angle( qbias, axis, ang ); q_mulv( qbias, launch_v, launch_v ); - v3_copy( launch_v, p->v ); - for( int i=1; i<=50; i++ ) - { + float yaw_sketch = 1.0f-fabsf(upness); + + float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch; + q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); + q_mulv( qbias, launch_v, launch_v ); + + + float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), + gravity = k_gravity * gravity_bias; + inf->gravity = gravity; + v3_copy( launch_v, inf->v ); + + m3x3f basis; + m3x3_copy( player->basis, basis ); + + for( int i=1; i<=50; i++ ){ float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - co1[1] += -0.5f * k_gravity * t*t; + v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); v3_add( launch_co, co1, co1 ); - if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) ) - { + float launch_vy = v3_dot( launch_v,basis[1] ); + if( !grind_located && (launch_vy - gravity*t < 0.0f) ){ v3f closest; - if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 ) - { + if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){ v3f ve; v3_copy( launch_v, ve ); - ve[1] -= k_gravity * t; + v3_muladds( ve, basis[1], -gravity * t, ve ); - if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ) - { - v2f v0 = { ve[0], ve[2] }, - v1 = { grind.dir[0], grind.dir[2] }; + 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 ); - if( a >= cosf( VG_PIf * 0.125f ) ) - { +#if 0 + if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){ +#endif grind_located = 1; + grind_located_gravity = inf->gravity; + + vg_success( "Grind located\n" ); +#if 0 } +#endif } } } + if( world->rendering_gate ){ + ent_gate *gate = world->rendering_gate; + if( gate_intersect( gate, co1, co0 ) ){ + m4x3_mulv( gate->transport, co0, co0 ); + m4x3_mulv( gate->transport, co1, co1 ); + m3x3_mulv( gate->transport, launch_v, launch_v); + m4x3_mulv( gate->transport, launch_co, launch_co ); + m3x3_mul( gate->transport, basis, basis ); + } + } + float t1; v3f n; - int idx = spherecast_world( co0, co1, k_board_radius, &t1, n ); - if( idx != -1 ) - { + int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n ); + if( idx != -1 ){ v3f co; v3_lerp( co0, co1, t1, co ); - v3_copy( co, p->log[ p->log_length ++ ] ); + v3_copy( co, inf->log[ inf->log_length ++ ] ); - v3_copy( n, p->n ); - p->type = k_prediction_land; + v3_copy( n, inf->n ); + u32 *tri = &world->scene_geo->arrindices[ idx*3 ]; + struct world_surface *surf = world_tri_index_surface(world, tri[0]); + +#if 0 + v3f v0, v1; + v3f pa, pb, pc; + + v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa ); + v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb ); + v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc ); + + v3_sub( pb, pa, v0 ); + v3_sub( pc, pa, v1 ); + v3_cross( v0, v1, inf->n ); + v3_normalize( inf->n ); +#endif + /* TODO: + * grind predictions, we want to FORCE it to land in the correct + * location, taking the cloest endpoint or midpoint to be the + * snapper. + */ + + inf->type = k_prediction_land; v3f ve; v3_copy( launch_v, ve ); - ve[1] -= k_gravity * t; - - struct grind_info replace_grind; - if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) ) - { - v3_copy( replace_grind.n, p->n ); - p->type = k_prediction_grind; - } + v3_muladds( ve, player->basis[1], -gravity * t, ve ); - p->score = -v3_dot( ve, p->n ); - p->land_dist = t + k_trace_delta * t1; + inf->score = -v3_dot( ve, inf->n ); + inf->land_dist = t + k_trace_delta * t1; - u32 vert_index = world.scene_geo->arrindices[ idx*3 ]; - struct world_material *mat = world_tri_index_material( vert_index ); /* Bias prediction towords ramps */ - if( !(mat->info.flags & k_material_flag_skate_surface) ) - p->score *= 10.0f; + if( !(surf->info.flags & k_material_flag_skate_surface) ) + inf->score *= 10.0f; break; } + + if( i % 3 == 0 ) + v3_copy( co1, inf->log[ inf->log_length ++ ] ); - v3_copy( co1, p->log[ p->log_length ++ ] ); v3_copy( co1, co0 ); } - if( p->type == k_prediction_none ) - s->prediction_count --; + if( inf->type == k_prediction_unset ) + s->possible_jump_count --; } + if( grind_located ){ + jump_info grind_jumps[2]; + + 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 + * TODO: Make this a konstant */ + 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; + } + for( int i=0; itype = k_prediction_grind; - if( grind_located ) - { - /* calculate the exact solution(s) to jump onto that grind spot */ - struct land_prediction *p = &s->predictions[ s->prediction_count ]; + v3f launch_v, launch_co, co0, co1; - if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) - { - v3_copy( grind.n, p->n ); + v3_copy( jump->v, launch_v ); + v3_copy( player->rb.co, launch_co ); + + m3x3f basis; + m3x3_copy( player->basis, basis ); + + float t = 0.05f * jump->land_dist; + v3_muls( launch_v, t, co0 ); + v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 ); + v3_add( launch_co, co0, co0 ); + +#if 0 + /* 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; + + int idx = spherecast_world( world, co0,co1, + k_board_radius*0.5f, &t1, n); + if( idx != -1 ){ + goto invalidated_grind; + } + + v3_copy( co1, co0 ); + } +#endif + + v3_copy( grind.n, jump->n ); /* determine score */ v3f ve; - v3_copy( p->v, ve ); - ve[1] -= k_gravity * p->land_dist; - p->score = -v3_dot( ve, grind.n ) * 0.85f; + 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; - s->prediction_count ++; + s->possible_jumps[ s->possible_jump_count ++ ] = *jump; + +#if 0 + continue; +invalidated_grind:; +#endif } } @@ -456,41 +626,38 @@ void player__approximate_best_trajectory( player_instance *player ) float score_min = INFINITY, score_max = -INFINITY; - struct land_prediction *best = NULL; + jump_info *best = NULL; - 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( p->score < score_min ) - best = p; + if( jump->score < score_min ) + best = jump; - score_min = vg_minf( score_min, p->score ); - score_max = vg_maxf( score_max, p->score ); + score_min = vg_minf( score_min, jump->score ); + score_max = vg_maxf( score_max, jump->score ); } - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; - float s = p->score; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; + float s = jump->score; s -= score_min; s /= (score_max-score_min); s = 1.0f - s; - p->score = s; - p->colour = s * 255.0f; + jump->score = s; + jump->colour = s * 255.0f; - if( p == best ) - p->colour <<= 16; - else if( p->type == k_prediction_land ) - p->colour <<= 8; + if( jump == best ) + jump->colour <<= 16; + else if( jump->type == k_prediction_land ) + jump->colour <<= 8; - p->colour |= 0xff000000; + jump->colour |= 0xff000000; } - if( best ) - { + if( best ){ v3_copy( best->n, s->land_normal ); v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; @@ -498,23 +665,25 @@ void player__approximate_best_trajectory( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); + s->state.gravity_bias = best->gravity; - if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ) - { + if( best->type == k_prediction_grind ){ + s->state.activity = k_skate_activity_air_to_grind; + } + + 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 - { + else{ s->state.flip_rate = 0.0f; v3_zero( s->state.flip_axis ); } } - else - { - v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal ); + else{ + v3_copy( player->basis[1], s->land_normal ); } } @@ -531,7 +700,7 @@ 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 ); float angle = v3_dot( player->rb.to_world[1], s->land_normal ); @@ -547,7 +716,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - s->land_dist = 1.0f; } VG_STATIC int player_skate_trick_input( player_instance *player ); @@ -568,8 +736,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->board_trick_residuald, s->board_trick_residualv, k_rb_delta, s->board_trick_residuald ); - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -580,8 +747,7 @@ 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; @@ -596,8 +762,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta, s->state.trick_euler ); - if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ) - { + if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){ s->state.trick_time = 0.0f; s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); @@ -608,11 +773,11 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) 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 ); } @@ -630,8 +795,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) float grabt = player->input_grab->axis.value; - if( grabt > 0.5f ) - { + if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, s->state.grab_mouse_delta ); @@ -659,24 +823,20 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) float rate = 26.0f, top = 1.0f; - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ rate = 6.0f * fabsf(steer); top = 1.5f; } - else - { + else{ /* rotate slower when grabbing on ground */ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f); - if( s->state.activity == k_skate_activity_grind_5050 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ rate = 0.0f; top = 0.0f; } - else if( s->state.activity >= k_skate_activity_grind_any ) - { + else if( s->state.activity >= k_skate_activity_grind_any ){ rate *= fabsf(steer); float a = 0.8f * -steer * k_rb_delta; @@ -688,8 +848,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) v3_normalize( s->grind_vec ); } - else if( s->state.manual_direction ) - { + else if( s->state.manual_direction ){ rate = 35.0f; top = 1.5f; } @@ -733,8 +892,7 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ) - { + if( !player->input_jump->button.value ){ if( player->input_push->button.value || (vg.time-s->state.start_push<0.75) ) { @@ -767,69 +925,63 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.charging_jump = player->input_jump->button.value; /* Cannot charge this in air */ - if( s->state.activity == k_skate_activity_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.activity = k_skate_activity_ground; + s->grind_cooldown = 0; + + float tilt = player->input_js1h->axis.value * 0.3f; + tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); + + v4f qtilt; + q_axis_angle( qtilt, s->grind_dir, tilt ); + q_mulv( qtilt, jumpdir, jumpdir ); + } 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[rand()%2], player->rb.co, 40.0f, 1.0f ); audio_unlock(); -#endif } } @@ -837,28 +989,29 @@ 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( player->input_grab->axis.value > 0.5f ){ + if( s->state.activity == k_skate_activity_ground ){ /* Throw */ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); } } - else - { + else{ /* Collect */ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); v3f Fl, Fv; v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v ); } @@ -869,8 +1022,7 @@ 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 ); @@ -906,7 +1058,9 @@ 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 ); } @@ -918,8 +1072,7 @@ VG_STATIC void skate_integrate( player_instance *player ) float decay_rate = 1.0f - (k_rb_delta * 3.0f), decay_rate_y = 1.0f; - if( s->state.activity >= k_skate_activity_grind_any ) - { + if( s->state.activity >= k_skate_activity_grind_any ){ decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta; decay_rate_y = decay_rate; } @@ -952,8 +1105,7 @@ 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( vg_input_button_down( player->input_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; @@ -961,12 +1113,12 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) angles[2] = 0.0f; player->holdout_time = 0.25f; + player__skate_kill_audio( player ); player__walk_transition( player, angles ); return; } - if( vg_input_button_down( player->input_reset ) ) - { + if( vg_input_button_down( player->input_reset ) ){ player->rb.co[1] += 2.0f; s->state.cog[1] += 2.0f; q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f ); @@ -977,24 +1129,20 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) } int trick_id; - if( (s->state.activity == k_skate_activity_air) && + if( (s->state.activity <= k_skate_activity_air_to_grind) && (trick_id = player_skate_trick_input( player )) ) { - if( (vg.time - s->state.jump_time) < 0.1f ) - { + 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_id == 1 ){ s->state.trick_vel[0] = 3.0f; } - else if( trick_id == 2 ) - { + else if( trick_id == 2 ){ s->state.trick_vel[2] = 3.0f; } - else if( trick_id == 3 ) - { + else if( trick_id == 3 ){ s->state.trick_vel[0] = 2.0f; s->state.trick_vel[2] = 2.0f; } @@ -1006,30 +1154,93 @@ 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_exit_loop( "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_pt3( p->apex, 0.02f, 0xffffffff ); + vg_line_pt3( jump->apex, 0.02f, 0xffffffff ); } #if 0 vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff ); #endif + + 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 ), + + vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ), + vol_air = sqrtf( air *attn * 0.5f ), + vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ); + + const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP; + if( !s->aud_main ) + s->aud_main = audio_request_channel( &audio_board[0], flags ); + + if( !s->aud_air ) + s->aud_air = audio_request_channel( &audio_board[1], flags ); + + if( !s->aud_slide ) + s->aud_slide = audio_request_channel( &audio_board[2], flags ); + + + /* brrrrrrrrrrrt sound for tiles and stuff + * --------------------------------------------------------*/ + float sidechain_amt = 0.0f, + hz = speed * 2.0f; + + if( s->surface == k_surface_prop_tiles ) + 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->aud_main ){ + s->aud_main->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f ); + audio_channel_slope_volume( s->aud_main, 0.05f, vol_main ); + audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt ); + + float rate = 1.0f + (attn-0.5f)*0.2f; + audio_channel_set_sampling_rate( s->aud_main, rate ); + } + + if( s->aud_slide ){ + s->aud_slide->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f ); + audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide ); + audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); + } + + if( s->aud_air ){ + s->aud_air->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f ); + audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); + } + + audio_unlock(); } /* @@ -1046,6 +1257,7 @@ 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(); v3f truck, left, right; m4x3_mulv( player->rb.to_world, ra, truck ); @@ -1070,7 +1282,7 @@ int skate_compute_surface_alignment( player_instance *player, v3_muladds( left, player->rb.to_world[1], k_board_radius, left ); ray_l.dist = 2.1f * k_board_radius; - res_l = ray_world( left, dir, &ray_l ); + res_l = ray_world( world, left, dir, &ray_l ); if( res_l ) break; @@ -1083,7 +1295,7 @@ int skate_compute_surface_alignment( player_instance *player, v3_muladds( right, player->rb.to_world[1], k_board_radius, right ); ray_r.dist = 2.1f * k_board_radius; - res_r = ray_world( right, dir, &ray_r ); + res_r = ray_world( world, right, dir, &ray_r ); if( res_r ) break; @@ -1121,15 +1333,15 @@ 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 ); @@ -1172,33 +1384,24 @@ 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( s->state.manual_direction == 0 ){ if( (player->input_js1v->axis.value > 0.7f) && (s->state.activity == k_skate_activity_ground) && (s->state.jump_charge <= 0.01f) ) s->state.manual_direction = reverse_dir; } - else - { - if( player->input_js1v->axis.value < 0.1f ) - { + else{ + if( player->input_js1v->axis.value < 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 ) - { + if( s->state.manual_direction ){ float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; @@ -1206,9 +1409,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) /* 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 ); @@ -1239,8 +1440,7 @@ 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 ); @@ -1250,17 +1450,12 @@ 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 ); } } @@ -1275,7 +1470,7 @@ 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( get_active_world(), origin, dir, &ray ) ) return 0; return 1; @@ -1364,8 +1559,6 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v3_normalize( fwd ); - - float way = player->input_js1v->axis.value * vg_signf( v3_dot( raw_nplane, player->rb.v ) ); @@ -1410,8 +1603,13 @@ 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 ); - /* FIXME */ - v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n ); + 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 ); @@ -1483,7 +1681,7 @@ VG_STATIC int skate_grind_truck_renew( 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 */ @@ -1516,7 +1714,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, 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 ) return 0; @@ -1613,7 +1811,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player, { struct player_skate *s = &player->_skate; - if( skate_grind_scansq( player->rb.co, + if( skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, inf ) ) { @@ -1623,7 +1821,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player, 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 ) return 0; @@ -1640,7 +1838,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player, { struct player_skate *s = &player->_skate; - if( !skate_grind_scansq( player->rb.co, + if( !skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, inf ) ) return 0; @@ -1687,9 +1885,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) struct player_skate *s = &player->_skate; /* debounces this state manager a little bit */ - if( s->frames_since_activity_change < 10 ) - { - s->frames_since_activity_change ++; + if( s->grind_cooldown < 20 ){ + s->grind_cooldown ++; return k_skate_activity_undefined; } @@ -1701,33 +1898,27 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) res_front50 = 0, res_slide = 0; - if( s->state.activity == k_skate_activity_grind_boardslide ) - { + if( s->state.activity == k_skate_activity_grind_boardslide ){ res_slide = skate_boardslide_renew( player, &inf_slide ); } - else if( s->state.activity == k_skate_activity_grind_back50 ) - { + else if( s->state.activity == k_skate_activity_grind_back50 ){ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); } - else if( s->state.activity == k_skate_activity_grind_front50 ) - { + else if( s->state.activity == k_skate_activity_grind_front50 ){ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); } - else if( s->state.activity == k_skate_activity_grind_5050 ) - { + else if( s->state.activity == k_skate_activity_grind_5050 ){ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); } - else - { + else{ res_slide = skate_boardslide_entry( player, &inf_slide ); res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); - if( res_back50 != res_front50 ) - { + if( res_back50 != res_front50 ){ int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f; res_back50 &= wants_to_do_that; @@ -1753,7 +1944,7 @@ 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->frames_since_activity_change = 0; + s->grind_cooldown = 5; } else if( new_activity == k_skate_activity_grind_boardslide ) { @@ -1782,6 +1973,8 @@ 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(); + v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; @@ -1814,6 +2007,34 @@ 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; + 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; @@ -1829,41 +2050,43 @@ VG_STATIC void player__skate_update( player_instance *player ) /* 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 ++; } + + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } - if( contact_count ) - { + 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 ); } @@ -1874,8 +2097,7 @@ 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; } @@ -1887,6 +2109,7 @@ grinding:; skate_apply_jump_model( player ); skate_apply_grab_model( player ); skate_apply_trick_model( player ); + skate_apply_pump_model( player ); begin_collision:; @@ -1927,8 +2150,7 @@ begin_collision:; /* calculate the minimum time we can move */ float max_time = s->substep; - for( int i=0; isubstep ); } @@ -1959,8 +2181,7 @@ 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 ); @@ -1977,7 +2198,8 @@ begin_collision:; } rb_update_transform( &player->rb ); - player->rb.v[1] += -k_gravity * s->substep_delta; + v3_muladds( player->rb.v, player->basis[1], + -s->state.gravity_bias * s->substep_delta, player->rb.v ); s->substep -= s->substep_delta; @@ -1993,11 +2215,12 @@ begin_collision:; 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; } @@ -2007,8 +2230,7 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; irb.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 */ @@ -2053,8 +2275,7 @@ begin_collision:; debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); /* add limits */ - for( int i=0; ilimit_count; i++ ) - { + 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 ); @@ -2073,8 +2294,7 @@ begin_collision:; m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - for( int i=0; isubstep_delta ); rb_debug_contact( &manifold[i] ); } @@ -2104,10 +2324,8 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); - for( int j=0; j<10; j++ ) - { - for( int i=0; isurface = k_surface_prop_concrete; + + for( int i=0; iinfo.surface_prop != k_surface_prop_concrete ) + 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] ); @@ -2173,11 +2400,12 @@ begin_collision:; } skate_integrate( player ); - vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); + vg_line_pt3( 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 ); @@ -2185,22 +2413,45 @@ 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 == 4 ){ + audio_lock(); + if( (fabsf(s->state.slip) > 0.75f) ){ + audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, + 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, + 40.0f, 1.0f ); + } + audio_unlock(); + } } 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] ); @@ -2214,6 +2465,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) const char *activity_txt[] = { "air", + "air_to_grind", "ground", "undefined (INVALID)", "grind_any (INVALID)", @@ -2287,6 +2539,8 @@ VG_STATIC void player__skate_animate( player_instance *player, offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f); offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( offset, 0.3f, TEMP_TPV_EXTRA ); + /* * Animation blending * =========================================== @@ -2294,13 +2548,16 @@ VG_STATIC void player__skate_animate( player_instance *player, /* sliding */ { - float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + float desired = 0.0f; + if( s->state.activity == k_skate_activity_ground ) + desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); } /* movement information */ { - int iair = s->state.activity == k_skate_activity_air; + 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, @@ -2309,7 +2566,7 @@ VG_STATIC void player__skate_animate( player_instance *player, s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta ); s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta ); - s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta ); + s->blend_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 ); } @@ -2376,7 +2633,12 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { float target = -player->input_js1h->axis.value; + +#if 1 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); +#else + s->blend_airdir = 0.0f; +#endif float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); @@ -2412,18 +2674,41 @@ 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.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-s->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 ); @@ -2434,23 +2719,30 @@ 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; isk.bones[av->id_hip].co, kf_hip->co, origin ); + + for( int i=0; ipose[apply_to[i]-1]; - v3f v0; - v3_sub( kf->co, kf_hip->co, v0 ); - q_mulv( q, v0, v0 ); - v3_add( v0, kf_hip->co, kf->co ); + v3f v0, co; + v3_add( kf->co, av->sk.bones[apply_to[i]].co, co ); + v3_sub( co, origin, v0 ); + q_mulv( qtotal, v0, v0 ); + v3_add( v0, origin, co ); + v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co ); - q_mul( q, kf->q, kf->q ); + q_mul( qtotal, kf->q, kf->q ); q_normalize( kf->q ); } @@ -2464,15 +2756,18 @@ VG_STATIC void player__skate_animate( player_instance *player, - 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]; - + 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] }; v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; v3f eulerr; - v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); @@ -2492,26 +2787,57 @@ VG_STATIC void player__skate_animate( player_instance *player, v3f euler; v3_muls( s->state.trick_euler, VG_TAUf, euler ); + float jump_t = vg.time-s->state.jump_time; + + float k=10.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); + q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f ); - q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] ); + q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra ); q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] ); - q_mul( qpitch, qroll, qtrick ); - q_mul( qyaw, qtrick, qtrick ); + q_mul( qyaw, qroll, qtrick ); + q_mul( qpitch, qtrick, qtrick ); q_mul( kf_board->q, qtrick, kf_board->q ); q_normalize( kf_board->q ); + /* foot weight distribution */ - if( s->blend_weight > 0.0f ) - { + 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 - { + else{ kf_foot_r->co[2] += s->blend_weight * 0.3f; kf_foot_l->co[2] += s->blend_weight * 0.1f; } + + 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; + kf_hip->co[1] += s->state.slap * 0.25f; + + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ + + /* truck rotation */ + for( int i=0; i<2; i++ ) + { + float a = vg_minf( s->truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); + + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); + } } /* transform */ @@ -2519,24 +2845,18 @@ VG_STATIC void player__skate_animate( player_instance *player, 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 v4f qflip; - if( (s->state.activity == k_skate_activity_air) && + if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta, - angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, + float t = s->state.flip_time; + sign = vg_signf( t ); + + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + t = sign * (1.0f-t*t); + + float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f, blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); @@ -2564,7 +2884,7 @@ 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 ); @@ -2574,7 +2894,7 @@ VG_STATIC void player__skate_reset_animator( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_air ) + if( s->state.activity <= k_skate_activity_air_to_grind ) s->blend_fly = 1.0f; else s->blend_fly = 0.0f; @@ -2615,13 +2935,13 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) } 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;