X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=5350b2eff84e185e0b8845e78e0d40de0d9c0861;hb=0136a935c00e3ea1f231fd88b38b44982fd409ac;hp=542f105225453f9f56e964fb663e02131a6f237f;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 542f105..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++ ) { @@ -323,6 +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; @@ -390,7 +396,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ); @@ -420,7 +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; @@ -444,8 +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) ) @@ -844,7 +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; @@ -869,6 +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 @@ -1080,6 +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 ); @@ -1104,7 +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; @@ -1117,7 +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; @@ -1155,15 +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 ); @@ -1302,7 +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; @@ -1812,6 +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; @@ -1876,7 +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 ); @@ -1894,7 +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 { @@ -1922,6 +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:; @@ -1980,7 +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 ); } @@ -2029,7 +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 ); @@ -2075,7 +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 */ @@ -2209,11 +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 ); @@ -2229,15 +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] ); @@ -2566,24 +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 ); @@ -2611,7 +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 );