X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=5350b2eff84e185e0b8845e78e0d40de0d9c0861;hb=0136a935c00e3ea1f231fd88b38b44982fd409ac;hp=32e792f5ba51c46d9c6cc9b999e8a4821abfdf72;hpb=e939ba5c4c1658ad057cf28d63828ee1d7ee1ef6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 32e792f..5350b2e 100644 --- a/player_skate.c +++ b/player_skate.c @@ -35,8 +35,10 @@ 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 ) ) + while( bh_next( world->geo_bh, &it, box, &idx ) ) { - u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; v3f tri[3]; - struct world_material *mat = world_tri_index_material(ptri[0]); + struct world_material *mat = world_tri_index_material(world,ptri[0]); if( !(mat->info.flags & k_material_flag_skate_surface) ) 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++ ) { @@ -132,9 +137,9 @@ 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 */ @@ -211,7 +216,10 @@ too_many_samples: v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); v3_add( average_direction, dir, average_direction ); - if( si->normal3[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 ); @@ -256,14 +264,18 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, 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 ), @@ -290,6 +302,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, v3_muls( ax, cosf( a0 ) * m, p->v ); p->v[1] += sinf( a0 ) * m; + m3x3_mulv( player->basis, p->v, p->v ); + p->land_dist = d[0] / (cosf(a0)*m); /* add a trace */ @@ -299,7 +313,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, v3f p0; v3_muls( p->v, t, p0 ); - p0[1] += -0.5f * p->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 ++ ] ); } @@ -313,6 +327,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, 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; @@ -327,7 +343,8 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -354,7 +371,7 @@ void player__approximate_best_trajectory( player_instance *player ) q_axis_angle( qbias, axis, ang ); q_mulv( qbias, launch_v, launch_v ); - float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]); + 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 ); @@ -372,29 +389,33 @@ void player__approximate_best_trajectory( player_instance *player ) float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - co1[1] += -0.5f * gravity * t*t; + v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 ); v3_add( launch_co, co1, co1 ); - if( !grind_located && (launch_v[1] - gravity*t < 0.0f) ) + float launch_vy = v3_dot( launch_v,player->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] -= gravity * t; + v3_muladds( ve, player->basis[1], -gravity * t, ve ); - if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ) + if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ) { - v2f v0 = { ve[0], ve[2] }, - v1 = { grind.dir[0], grind.dir[2] }; + /* check alignment */ + v2f v0 = { v3_dot( ve, player->basis[0] ), + v3_dot( ve, player->basis[2] ) }, + v1 = { v3_dot( grind.dir, player->basis[0] ), + v3_dot( grind.dir, player->basis[2] ) }; v2_normalize( v0 ); v2_normalize( v1 ); float a = v2_dot( v0, v1 ); - if( a >= cosf( VG_PIf * 0.125f ) ) + if( a >= cosf( VG_PIf * 0.185f ) ) { grind_located = 1; } @@ -405,7 +426,7 @@ void player__approximate_best_trajectory( player_instance *player ) float t1; v3f n; - int idx = spherecast_world( co0, co1, k_board_radius, &t1, n ); + int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n ); if( idx != -1 ) { v3f co; @@ -417,10 +438,10 @@ void player__approximate_best_trajectory( player_instance *player ) v3f ve; v3_copy( launch_v, ve ); - ve[1] -= gravity * t; + v3_muladds( ve, player->basis[1], -gravity * t, ve ); struct grind_info replace_grind; - if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) ) + if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) ) { v3_copy( replace_grind.n, p->n ); p->type = k_prediction_grind; @@ -429,8 +450,9 @@ void player__approximate_best_trajectory( player_instance *player ) p->score = -v3_dot( ve, p->n ); p->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 ); + u32 vert_index = world->scene_geo->arrindices[ idx*3 ]; + struct world_material *mat = + world_tri_index_material( world, vert_index ); /* Bias prediction towords ramps */ if( !(mat->info.flags & k_material_flag_skate_surface) ) @@ -462,7 +484,7 @@ void player__approximate_best_trajectory( player_instance *player ) /* determine score */ v3f ve; v3_copy( p->v, ve ); - ve[1] -= p->gravity * p->land_dist; + v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve ); p->score = -v3_dot( ve, grind.n ) * 0.85f; s->prediction_count ++; @@ -532,7 +554,7 @@ void player__approximate_best_trajectory( player_instance *player ) } else { - v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal ); + v3_copy( player->basis[1], s->land_normal ); } } @@ -810,7 +832,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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); @@ -829,7 +851,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - + skate_apply_air_model( player ); #if 0 float maxspin = k_steer_air * k_rb_delta * k_spin_boost; @@ -854,6 +876,12 @@ 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 @@ -923,7 +951,9 @@ 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 ); } @@ -1063,6 +1093,7 @@ 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 ); @@ -1087,7 +1118,7 @@ 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; @@ -1100,7 +1131,7 @@ 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; @@ -1138,15 +1169,15 @@ 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 ); @@ -1270,7 +1301,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) } else { - v3_lerp( s->state.up_dir, (v3f){0.0f,1.0f,0.0f}, + v3_lerp( s->state.up_dir, player->basis[1], 12.0f * s->substep_delta, s->state.up_dir ); } } @@ -1285,7 +1316,7 @@ 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; @@ -1374,8 +1405,6 @@ 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 ) ); @@ -1498,7 +1527,7 @@ 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 */ @@ -1531,7 +1560,7 @@ 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; @@ -1628,7 +1657,7 @@ 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 ) ) { @@ -1655,7 +1684,7 @@ 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; @@ -1797,6 +1826,8 @@ 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; @@ -1861,7 +1892,7 @@ VG_STATIC void player__skate_update( player_instance *player ) { 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 ); @@ -1879,7 +1910,6 @@ VG_STATIC void player__skate_update( player_instance *player ) skate_apply_friction_model( player ); skate_weight_distribute( player ); - skate_apply_pump_model( player ); } else { @@ -1907,6 +1937,7 @@ grinding:; skate_apply_jump_model( player ); skate_apply_grab_model( player ); skate_apply_trick_model( player ); + skate_apply_pump_model( player ); begin_collision:; @@ -1965,7 +1996,7 @@ begin_collision:; v3f n; float cast_radius = wheels[i].radius - k_penetration_slop * 2.0f; - if( spherecast_world( current, future, cast_radius, &t, n ) != -1) + if( spherecast_world( world, current, future, cast_radius, &t, n ) != -1) max_time = vg_minf( max_time, t * s->substep ); } @@ -1997,7 +2028,8 @@ begin_collision:; } rb_update_transform( &player->rb ); - player->rb.v[1] += -s->state.gravity_bias * 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; @@ -2013,7 +2045,7 @@ 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 ); @@ -2059,7 +2091,7 @@ begin_collision:; 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 */ @@ -2193,11 +2225,12 @@ 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 )) ) + struct gate_hit hit; + if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) ) { + teleport_gate *gate = hit.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 ); @@ -2205,6 +2238,7 @@ 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 ); @@ -2212,15 +2246,13 @@ begin_collision:; rb_update_transform( &player->rb ); s->state_gate_storage = s->state; - player__pass_gate( player, gate ); + player__pass_gate( player, &hit ); } } 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] ); @@ -2549,24 +2581,18 @@ 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) && (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 ); @@ -2594,7 +2620,7 @@ 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 );