X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=542f105225453f9f56e964fb663e02131a6f237f;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=9609b7fa0fb9b7601740f9c474fcb78c381eef92;hpb=fc1d543772607ab0643e54ebd2db9ec9dce614d1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 9609b7f..542f105 100644 --- a/player_skate.c +++ b/player_skate.c @@ -60,99 +60,14 @@ VG_STATIC int skate_collide_smooth( player_instance *player, return len; } -/* - * Gets the closest grindable edge to the player within max_dist - */ -VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1, - v3f c0, v3f c1, - float max_dist ) -{ - bh_iter it; - bh_iter_init( 0, &it ); - - boxf region; - - box_init_inf( region ); - box_addpt( region, p0 ); - box_addpt( region, p1 ); - - float k_r = max_dist; - v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] ); - v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] ); - - float closest = k_r*k_r; - struct grind_edge *closest_edge = NULL; - - int idx; - while( bh_next( world.grind_bh, &it, region, &idx ) ) - { - struct grind_edge *edge = &world.grind_edges[ idx ]; - - float s,t; - v3f pa, pb; - - float d2 = - closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb ); - - if( d2 < closest ) - { - closest = d2; - closest_edge = edge; - v3_copy( pa, c0 ); - v3_copy( pb, c1 ); - } - } - - return closest_edge; -} - -VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) -{ - v3f p0, p1, c0, c1; - v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 ); - v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 ); - v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 ); - v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 ); - - float const k_r = 0.25f; - struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, - c0, c1, k_r ); - - if( closest_edge ) - { - v3f delta; - v3_sub( c1, c0, delta ); - - if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f ) - { - contact->p = v3_length( delta ); - contact->type = k_contact_type_edge; - contact->element_id = 0; - v3_copy( c1, contact->co ); - contact->rba = NULL; - contact->rbb = NULL; - - v3f edge_dir, axis_dir; - v3_sub( closest_edge->p1, closest_edge->p0, edge_dir ); - v3_normalize( edge_dir ); - v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir ); - v3_cross( edge_dir, axis_dir, contact->n ); - - return 1; - } - else - return 0; - } - - return 0; -} struct grind_info { v3f co, dir, n; }; -VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, +VG_STATIC int skate_grind_scansq( player_instance *player, + v3f pos, v3f dir, float r, struct grind_info *inf ) { v4f plane; @@ -182,7 +97,7 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, support_max; v3f support_axis; - v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis ); + v3_cross( plane, player->basis[1], support_axis ); v3_normalize( support_axis ); while( bh_next( world.geo_bh, &it, box, &idx ) ) @@ -190,6 +105,10 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; v3f tri[3]; + struct world_material *mat = world_tri_index_material(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] ); @@ -214,9 +133,9 @@ 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 */ @@ -293,7 +212,10 @@ 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 ); @@ -330,524 +252,302 @@ too_many_samples: return passed_samples; } -#if 0 -static inline void skate_grind_coordv2i( v2f co, v2i d ) +VG_STATIC int solve_prediction_for_target( player_instance *player, + v3f target, float max_angle, + struct land_prediction *p ) { - const float k_inv_res = 1.0f/0.01f; - d[0] = floorf( co[0] * k_inv_res ); - d[1] = floorf( co[1] * k_inv_res ); -} + /* calculate the exact solution(s) to jump onto that grind spot */ -static inline u32 skate_grind_hashv2i( v2i d ) -{ - return (d[0] * 92837111) ^ (d[1] * 689287499); -} + v3f v0; + v3_sub( target, player->rb.co, v0 ); + m3x3_mulv( player->invbasis, v0, v0 ); -static inline u32 skate_grind_hashv2f( v2f co ) -{ - v2i d; - skate_grind_coordv2i( co, d ); - return skate_grind_hashv2i( d ); -} + v3f ax; + v3_copy( v0, ax ); + ax[1] = 0.0f; + v3_normalize( ax ); -VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, - v3f result_co, v3f result_dir, v3f result_n ) -{ - v4f plane; - v3_copy( player->rb.v, plane ); - v3_normalize( plane ); - plane[3] = v3_dot( plane, pos ); + v3f v_local; + m3x3_mulv( player->invbasis, player->rb.v, v_local ); - boxf box; - float r = k_board_length; - v3_add( pos, (v3f){ r, r, r }, box[1] ); - v3_sub( pos, (v3f){ r, r, r }, box[0] ); + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, player->rb.v ), v_local[1] }; - vg_line_boxf( box, VG__BLACK ); + float a = atan2f( v[1], v[0] ), + m = v2_length( v ), + root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - m4x3f mtx; - m3x3_copy( player->rb.to_world, mtx ); - v3_copy( pos, mtx[3] ); - - bh_iter it; - bh_iter_init( 0, &it ); - int idx; - - struct grind_sample + if( root > 0.0f ) { - v2f co; - v2f normal; - v3f normal3, - centroid; - } - samples[48]; + root = sqrtf( root ); + float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ), + a1 = atanf( (m*m - root) / (p->gravity * d[0]) ); - int sample_count = 0; + if( fabsf(a0-a) > fabsf(a1-a) ) + a0 = a1; - v2f support_min, - support_max; + if( fabsf(a0-a) > max_angle ) + return 0; - v3f support_axis; - v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis ); - v3_normalize( support_axis ); - - while( bh_next( world.geo_bh, &it, box, &idx ) ) - { - u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; - v3f tri[3]; + /* TODO: sweep the path before chosing the smallest dist */ - for( int j=0; j<3; j++ ) - v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + p->log_length = 0; + p->land_dist = 0.0f; + v3_zero( p->apex ); + p->type = k_prediction_grind; - for( int j=0; j<3; j++ ) - { - int i0 = j, - i1 = (j+1) % 3; - - struct grind_sample *sample = &samples[ sample_count ]; - v3f co; + v3_muls( ax, cosf( a0 ) * m, p->v ); + p->v[1] += sinf( a0 ) * m; + m3x3_mulv( player->basis, p->v, p->v ); - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { - v3f d; - v3_sub( co, pos, d ); - if( v3_length2( d ) > r*r ) - continue; + p->land_dist = d[0] / (cosf(a0)*m); - v3f va, vb, normal; - v3_sub( tri[1], tri[0], va ); - v3_sub( tri[2], tri[0], vb ); - v3_cross( va, vb, normal ); - - sample->normal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = normal[1]; - sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = d[1]; - - v3_copy( normal, sample->normal3 ); /* normalize later - if we want to us it */ - - v3_muls( tri[0], 1.0f/3.0f, sample->centroid ); - v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid ); - v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid ); + /* add a trace */ + for( int i=0; i<=20; i++ ) + { + float t = (float)i * (1.0f/20.0f) * p->land_dist; - v2_normalize( sample->normal ); - sample_count ++; + v3f p0; + v3_muls( p->v, t, p0 ); + v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 ); - if( sample_count == vg_list_size( samples ) ) - { - break; - } - } + v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); } - } - if( sample_count < 2 ) + return 1; + } + else return 0; +} +VG_STATIC +void player__approximate_best_trajectory( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + float k_trace_delta = k_rb_delta * 10.0f; + s->state.air_start = vg.time; + v3_copy( player->rb.v, s->state.air_init_v ); + v3_copy( player->rb.co, s->state.air_init_co ); - /* spacial hashing */ + s->prediction_count = 0; - const int k_hashmap_size = 128; - u32 hashmap[k_hashmap_size+1]; - u32 entries[48]; + v3f axis; + v3_cross( player->rb.v, player->rb.to_world[1], axis ); + v3_normalize( axis ); - for( int i=0; irb.to_world[1], player->basis[1] ), + angle_begin = -(1.0f-fabsf( upness )), + angle_end = 1.0f; - for( int i=0; ipredictions[ s->prediction_count ++ ]; - /* trash compactor */ - for( int i=0; ilog_length = 0; + p->land_dist = 0.0f; + v3_zero( p->apex ); + p->type = k_prediction_none; - entries[ hashmap[h] ] = i; - } + 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/30.0f), + ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; - v3f - average_direction, - average_normal; + v4f qbias; + q_axis_angle( qbias, axis, ang ); + q_mulv( qbias, launch_v, launch_v ); - v2f min_co, max_co; - v2_fill( min_co, INFINITY ); - v2_fill( max_co, -INFINITY ); + float yaw_sketch = 1.0f-fabsf(upness); - v3_zero( average_direction ); - v3_zero( average_normal ); + 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 ); - int passed_samples = 0; - - for( int i=0; ico, start ); + float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), + gravity = k_gravity * gravity_bias; + p->gravity = gravity; - v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1}, - {-1, 0},{ 0, 0},{ 1, 0}, - {-1, 1},{ 0, 1},{ 1, 1} }; + v3_copy( launch_v, p->v ); - for( int j=0; jbasis[1], -0.5f * gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); - for( int k=start; kbasis[1] ); + if( !grind_located && (launch_vy - gravity*t < 0.0f) ) { - int idx = entries[ k ]; - if( idx <= i ) - continue; - - sj = &samples[idx]; - - /* non overlapping */ - if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) ) - continue; - - /* not sharp angle */ - if( v2_dot( si->normal, sj->normal ) >= 0.7f ) - continue; - - /* not convex */ - v3f v0; - v3_sub( sj->centroid, si->centroid, v0 ); - if( v3_dot( v0, si->normal3 ) >= 0.0f || - v3_dot( v0, sj->normal3 ) <= 0.0f ) - continue; - - v2_minv( sj->co, min_co, min_co ); - v2_maxv( sj->co, max_co, max_co ); - - v3f n0, n1, dir; - v3_copy( si->normal3, n0 ); - v3_copy( sj->normal3, n1 ); - v3_cross( n0, n1, dir ); - v3_normalize( dir ); - - /* make sure the directions all face a common hemisphere */ - v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); - v3_add( average_direction, dir, average_direction ); - - if( si->normal3[1] > sj->normal3[1] ) - v3_add( si->normal3, average_normal, average_normal ); - else - v3_add( sj->normal3, average_normal, average_normal ); - - passed_samples ++; + v3f closest; + if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 ) + { + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, player->basis[1], -gravity * t, ve ); + + if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ) + { + /* 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 * 0.185f ) ) + { + grind_located = 1; + } + } + } } - } - } - - if( !passed_samples ) - return 0; - - if( (v3_length2( average_direction ) <= 0.001f) || - (v3_length2( average_normal ) <= 0.001f ) ) - return 0; - float div = 1.0f/(float)passed_samples; - v3_normalize( average_direction ); - v3_normalize( average_normal ); + float t1; + v3f n; - v2f average_coord; - v2_add( min_co, max_co, average_coord ); - v2_muls( average_coord, 0.5f, average_coord ); - - - v3_muls( support_axis, average_coord[0], result_co ); - result_co[1] += average_coord[1]; - v3_add( pos, result_co, result_co ); - -#if 0 - vg_line_pt3( result_co, 0.02f, VG__GREEN ); - - v3f p0, p1; - v3_muladds( result_co, average_direction, 0.35f, p0 ); - v3_muladds( result_co, average_direction, -0.35f, p1 ); - vg_line( p0, p1, VG__PINK ); -#endif - - v3_copy( average_normal, result_n ); - v3_copy( average_direction, result_dir ); - - return passed_samples; -} - -#endif - -/* - * - * Prediction system - * - * - */ - -/* - * Trace a path given a velocity rotation. - * - * TODO: this MIGHT be worth doing RK4 on the gravity field. - */ -VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr, - struct land_prediction *prediction ) -{ - float pstep = VG_TIMESTEP_FIXED * 10.0f; - float k_bias = 0.96f; - - v3f pco, pco1, pv; - v3_copy( co, pco ); - v3_muls( v, k_bias, pv ); - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; - - float grind_score = INFINITY, - air_score = INFINITY, - time_to_impact = 0.0f; - - v3f ground_normal, - grind_normal; - - v3_copy( (v3f){0.0f,1.0f,0.0f}, ground_normal ); - v3_copy( (v3f){0.0f,1.0f,0.0f}, grind_normal ); - - prediction->log_length = 0; - v3_copy( pco, prediction->apex ); - - for( int i=0; ilog); i++ ) - { - v3_copy( pco, pco1 ); - - pv[1] += -k_gravity * pstep; - - m3x3_mulv( vr, pv, pv ); - v3_muladds( pco, pv, pstep, pco ); - - if( pco[1] > prediction->apex[1] ) - v3_copy( pco, prediction->apex ); - - v3f vdir; - - v3_sub( pco, pco1, vdir ); - - float l = v3_length( vdir ); - v3_muls( vdir, 1.0f/l, vdir ); - -#if 0 - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); - - if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) - { - float d2 = v3_dist2( c0, c1 ); - if( d2 < closest_grind ) + int idx = spherecast_world( co0, co1, k_board_radius, &t1, n ); + if( idx != -1 ) { - closest_grind = d2; - best_grind = ge; - grind_score = closest_grind * 0.05f; - } - } -#endif + v3f co; + v3_lerp( co0, co1, t1, co ); + v3_copy( co, p->log[ p->log_length ++ ] ); - /* TODO: binary search grind once we find it, do not need to - * recompute scansq, or collision. only distance - */ + v3_copy( n, p->n ); + p->type = k_prediction_land; - v3f closest; - if( bh_closest_point( world.geo_bh, pco, closest, k_board_length ) != -1 ) - { - struct grind_info inf; - if( skate_grind_scansq( closest, vdir, 0.5f, &inf ) ) - { - float score = -v3_dot( pv, inf.n ) * 0.06f; + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, player->basis[1], -gravity * t, ve ); - if( (score > 0.0f) && (score < grind_score) ) + struct grind_info replace_grind; + if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) ) { - grind_score = score; + v3_copy( replace_grind.n, p->n ); + p->type = k_prediction_grind; } - } - } - v3f n1; + p->score = -v3_dot( ve, p->n ); + p->land_dist = t + k_trace_delta * t1; - float t1; - int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 ); - if( idx != -1 ) - { - v3_copy( n1, ground_normal ); - air_score = -v3_dot( pv, n1 ); - - 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( vert_index ); + + /* Bias prediction towords ramps */ + if( !(mat->info.flags & k_material_flag_skate_surface) ) + p->score *= 10.0f; - /* Bias prediction towords ramps */ - if( mat->info.flags & k_material_flag_skate_surface ) - air_score *= 0.1f; + break; + } + + if( i % 3 == 0 ) + v3_copy( co1, p->log[ p->log_length ++ ] ); - v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); - time_to_impact += t1 * pstep; - break; + v3_copy( co1, co0 ); } - time_to_impact += pstep; - v3_copy( pco, prediction->log[ prediction->log_length ++ ] ); + if( p->type == k_prediction_none ) + s->prediction_count --; } - if( grind_score < air_score ) - { - prediction->score = grind_score; - prediction->type = k_prediction_grind; - v3_copy( grind_normal, prediction->n ); - } - else if( air_score < INFINITY ) - { - prediction->score = air_score; - prediction->type = k_prediction_land; - v3_copy( ground_normal, prediction->n ); - } - else + if( grind_located ) { - prediction->score = INFINITY; - prediction->type = k_prediction_none; - } - - prediction->land_dist = time_to_impact; -} + /* calculate the exact solution(s) to jump onto that grind spot */ + struct land_prediction *p = &s->predictions[ s->prediction_count ]; + p->gravity = k_gravity; -VG_STATIC -void player__approximate_best_trajectory( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - - float pstep = VG_TIMESTEP_FIXED * 10.0f; - float best_velocity_delta = -9999.9f; + if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) + { + v3_copy( grind.n, p->n ); - v3f axis; - v3_cross( player->rb.to_world[1], player->rb.v, axis ); - v3_normalize( axis ); + /* determine score */ + v3f ve; + v3_copy( p->v, ve ); + v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve ); + p->score = -v3_dot( ve, grind.n ) * 0.85f; - s->prediction_count = 0; - m3x3_identity( s->state.velocity_bias ); + s->prediction_count ++; + } + } - float best_vmod = 0.0f, - min_score = INFINITY, - max_score = -INFINITY; - v3_zero( s->state.apex ); - v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal ); - /* TODO: Make part of state */ + float score_min = INFINITY, + score_max = -INFINITY; - s->land_dist = 0.0f; + struct land_prediction *best = NULL; - /* - * Search a broad selection of futures - */ - for( int m=-3;m<=12; m++ ) + for( int i=0; iprediction_count; i ++ ) { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; - - float vmod = ((float)m / 15.0f)*0.09f; - - m3x3f bias; - v4f bias_q; - - q_axis_angle( bias_q, axis, vmod ); - q_m3x3( bias_q, bias ); - - skate_score_biased_path( player->rb.co, player->rb.v, bias, p ); + struct land_prediction *p = &s->predictions[i]; - if( p->type != k_prediction_none ) - { - if( p->score < min_score ) - { - min_score = p->score; - best_vmod = vmod; - s->land_dist = p->land_dist; - v3_copy( p->apex, s->state.apex ); - v3_copy( p->n, s->land_normal ); + if( p->score < score_min ) + best = p; - /* TODO: Store this as pointer? */ - } - - if( p->score > max_score ) - max_score = p->score; - } + score_min = vg_minf( score_min, p->score ); + score_max = vg_maxf( score_max, p->score ); } - v4f vr_q; - q_axis_angle( vr_q, axis, best_vmod*0.1f ); - q_m3x3( vr_q, s->state.velocity_bias ); - - q_axis_angle( vr_q, axis, best_vmod ); - q_m3x3( vr_q, s->state.velocity_bias_pstep ); - - /* - * Logging - */ for( int i=0; iprediction_count; i ++ ) { struct land_prediction *p = &s->predictions[i]; + float s = p->score; - float l = p->score; + s -= score_min; + s /= (score_max-score_min); + s = 1.0f - s; - if( l < 0.0f ) - { - vg_error( "negative score! (%f)\n", l ); - } + p->score = s; + p->colour = s * 255.0f; - l -= min_score; - l /= (max_score-min_score); - l = 1.0f - l; - - p->score = l; - p->colour = l * 255.0f; - - if( p->type == k_prediction_land ) + if( p == best ) + p->colour <<= 16; + else if( p->type == k_prediction_land ) p->colour <<= 8; p->colour |= 0xff000000; } + if( best ) + { + v3_copy( best->n, s->land_normal ); + v3_copy( best->v, player->rb.v ); + s->land_dist = best->land_dist; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); + 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 >= 1.0f) ) - { - 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 ); + 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 + { + s->state.flip_rate = 0.0f; + v3_zero( s->state.flip_axis ); + } } else { - s->state.flip_rate = 0.0f; - v3_zero( s->state.flip_axis ); + v3_copy( player->basis[1], s->land_normal ); } } @@ -867,69 +567,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) if( s->state.activity_prev != k_skate_activity_air ) player__approximate_best_trajectory( player ); - m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v ); - -#if 0 - ray_hit hit; - /* - * Prediction - */ - float pstep = VG_TIMESTEP_FIXED * 1.0f; - float k_bias = 0.98f; - - v3f pco, pco1, pv; - v3_copy( player->rb.co, pco ); - v3_muls( player->rb.v, 1.0f, pv ); - - float time_to_impact = 0.0f; - float limiter = 1.0f; - - struct grind_edge *best_grind = NULL; - float closest_grind = INFINITY; - - v3f target_normal = { 0.0f, 1.0f, 0.0f }; - int has_target = 0; - - for( int i=0; i<250; i++ ) - { - v3_copy( pco, pco1 ); - m3x3_mulv( s->state.velocity_bias, pv, pv ); - - pv[1] += -k_gravity * pstep; - v3_muladds( pco, pv, pstep, pco ); - - ray_hit contact; - v3f vdir; - - v3_sub( pco, pco1, vdir ); - contact.dist = v3_length( vdir ); - v3_divs( vdir, contact.dist, vdir); - - v3f c0, c1; - struct grind_edge *ge = skate_collect_grind_edge( pco, pco1, - c0, c1, 0.4f ); - - if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) - { - vg_line( ge->p0, ge->p1, 0xff0000ff ); - vg_line_cross( pco, 0xff0000ff, 0.25f ); - has_target = 1; - break; - } - - float orig_dist = contact.dist; - if( ray_world( pco1, vdir, &contact ) ) - { - v3_copy( contact.normal, target_normal ); - has_target = 1; - time_to_impact += (contact.dist/orig_dist)*pstep; - vg_line_cross( contact.pos, 0xffff0000, 0.25f ); - break; - } - time_to_impact += pstep; - } -#endif - float angle = v3_dot( player->rb.to_world[1], s->land_normal ); angle = vg_clampf( angle, -1.0f, 1.0f ); v3f axis; @@ -943,9 +580,6 @@ 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 = time_to_impact; - s->land_dist = 1.0f; } VG_STATIC int player_skate_trick_input( player_instance *player ); @@ -1046,46 +680,55 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) struct player_skate *s = &player->_skate; /* Steering */ - float input = player->input_js1h->axis.value, - grab = player->input_grab->axis.value, - steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f), - steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground; + float steer = player->input_js1h->axis.value, + grab = player->input_grab->axis.value; + + steer = vg_signf( steer ) * steer*steer * k_steer_ground; v3f steer_axis; - v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis ); + v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis ); float rate = 26.0f, top = 1.0f; if( s->state.activity == k_skate_activity_air ) { - rate = 6.0f * fabsf(steer_scaled); + rate = 6.0f * fabsf(steer); top = 1.5f; } - - else if( s->state.activity >= k_skate_activity_grind_any ) + else { - rate *= fabsf(steer_scaled); + /* 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 ) + { + rate = 0.0f; + top = 0.0f; + } - float a = 0.8f * -steer_scaled * k_rb_delta; + else if( s->state.activity >= k_skate_activity_grind_any ) + { + rate *= fabsf(steer); - v4f q; - q_axis_angle( q, player->rb.to_world[1], a ); - q_mulv( q, s->grind_vec, s->grind_vec ); + float a = 0.8f * -steer * k_rb_delta; -#if 0 - float tilt = player->input_js1v->axis.value; - tilt *= tilt * 0.8f * k_rb_delta; + v4f q; + q_axis_angle( q, player->rb.to_world[1], a ); + q_mulv( q, s->grind_vec, s->grind_vec ); - q_axis_angle( q, player->rb.to_world[0], tilt ); - q_mulv( q, s->grind_vec, s->grind_vec ); -#endif + v3_normalize( s->grind_vec ); + } - v3_normalize( s->grind_vec ); + else if( s->state.manual_direction ) + { + rate = 35.0f; + top = 1.5f; + } } float current = v3_dot( player->rb.to_world[1], player->rb.w ), - addspeed = (steer_scaled * -top) - current, + addspeed = (steer * -top) - current, maxaccel = rate * k_rb_delta, accel = vg_clampf( addspeed, -maxaccel, maxaccel ); @@ -1124,7 +767,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) if( !player->input_jump->button.value ) { - if( player->input_push->button.value ) + if( player->input_push->button.value || + (vg.time-s->state.start_push<0.75) ) { if( (vg.time - s->state.cur_push) > 0.25 ) s->state.start_push = vg.time; @@ -1181,7 +825,7 @@ 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); @@ -1294,7 +938,9 @@ 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 ); } @@ -1348,6 +994,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) v3_copy( player->cam.angles, angles ); angles[2] = 0.0f; + player->holdout_time = 0.25f; player__walk_transition( player, angles ); return; } @@ -1414,7 +1061,9 @@ VG_STATIC void player__skate_post_update( player_instance *player ) vg_line_pt3( p->apex, 0.02f, 0xffffffff ); } +#if 0 vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff ); +#endif } /* @@ -1434,34 +1083,45 @@ int skate_compute_surface_alignment( player_instance *player, v3f truck, left, right; m4x3_mulv( player->rb.to_world, ra, truck ); + v3_muladds( truck, player->rb.to_world[0], -k_board_width, left ); v3_muladds( truck, player->rb.to_world[0], k_board_width, right ); - vg_line( left, right, colour ); - v3_muladds( left, player->rb.to_world[1], 0.1f, left ); - v3_muladds( right, player->rb.to_world[1], 0.1f, right ); - float k_max_truck_flex = VG_PIf * 0.25f; ray_hit ray_l, ray_r; - ray_l.dist = 0.2f; - ray_r.dist = 0.2f; v3f dir; v3_muls( player->rb.to_world[1], -1.0f, dir ); - int res_l = ray_world( left, dir, &ray_l ), - res_r = ray_world( right, dir, &ray_r ); + int res_l = 0, res_r = 0; - /* ignore bad normals */ - if( res_l ) - if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f ) - res_l = 0; + for( int i=0; i<8; i++ ) + { + float t = 1.0f - (float)i * (1.0f/8.0f); + v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left ); + v3_muladds( left, player->rb.to_world[1], k_board_radius, left ); + ray_l.dist = 2.1f * k_board_radius; - if( res_r ) - if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f ) - res_r = 0; + res_l = ray_world( left, dir, &ray_l ); + + if( res_l ) + break; + } + + for( int i=0; i<8; i++ ) + { + float t = 1.0f - (float)i * (1.0f/8.0f); + v3_muladds( truck, player->rb.to_world[0], k_board_radius*t, right ); + 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 ); + + if( res_r ) + break; + } v3f v0; v3f midpoint; @@ -1563,9 +1223,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) { if( reverse_dir != s->state.manual_direction ) { -#if 0 - player__dead_transition( player ); -#endif return; } } @@ -1580,7 +1237,6 @@ 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 ) { v3f plane_z; @@ -1631,10 +1287,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) } else { - /* FIXME UNDEFINED! */ - vg_warn( "Undefined up target!\n" ); - - 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 ); } } @@ -1693,13 +1346,21 @@ VG_STATIC void skate_grind_decay( player_instance *player, } VG_STATIC void skate_grind_truck_apply( player_instance *player, - v3f grind_co, struct grind_info *inf, + float sign, struct grind_info *inf, float strength ) { struct player_skate *s = &player->_skate; + /* TODO: Trash compactor this */ + v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; + v3f raw, wsp; + m3x3_mulv( player->rb.to_world, ra, raw ); + v3_add( player->rb.co, raw, wsp ); + + v3_copy( ra, s->weight_distribution ); + v3f delta; - v3_sub( inf->co, grind_co, delta ); + v3_sub( inf->co, wsp, delta ); /* spring force */ v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta, @@ -1709,10 +1370,9 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, skate_grind_friction( player, inf, strength ); /* yeah yeah yeah yeah */ - v3f raw, axis; - v3_sub( grind_co, player->rb.co, raw ); - v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw ); - v3_cross( raw, inf->n, axis ); + v3f raw_nplane, axis; + v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw_nplane ); + v3_cross( raw_nplane, inf->n, axis ); v3_normalize( axis ); /* orientation */ @@ -1720,7 +1380,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, skate_grind_orient( inf, mtx ); v3f target_fwd, fwd, up, target_up; m3x3_mulv( mtx, s->grind_vec, target_fwd ); - v3_copy( raw, fwd ); + v3_copy( raw_nplane, fwd ); v3_copy( player->rb.to_world[1], up ); v3_copy( inf->n, target_up ); @@ -1730,9 +1390,10 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v3_normalize( target_fwd ); v3_normalize( fwd ); + float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw, player->rb.v ) ); - + vg_signf( v3_dot( raw_nplane, player->rb.v ) ); + v4f q; q_axis_angle( q, axis, VG_PIf*0.125f * way ); q_mulv( q, target_up, target_up ); @@ -1756,15 +1417,94 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, /* Fake contact */ struct grind_limit *limit = &s->limits[ s->limit_count ++ ]; - m4x3_mulv( player->rb.to_local, grind_co, limit->ra ); + m4x3_mulv( player->rb.to_local, wsp, limit->ra ); m3x3_mulv( player->rb.to_local, inf->n, limit->n ); limit->p = 0.0f; + + v3_copy( inf->dir, s->grind_dir ); } -VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign ) +VG_STATIC void skate_5050_apply( player_instance *player, + struct grind_info *inf_front, + struct grind_info *inf_back ) +{ + struct player_skate *s = &player->_skate; + struct grind_info inf_avg; + + v3_sub( inf_front->co, inf_back->co, inf_avg.dir ); + v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co ); + v3_normalize( 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 ); + 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 ); + + + float way = player->input_js1v->axis.value * + vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); + v4f q; + v3f up, target_up; + v3_copy( player->rb.to_world[1], up ); + v3_copy( inf_avg.n, target_up ); + q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way ); + q_mulv( q, target_up, target_up ); + + v3_zero( s->weight_distribution ); + s->weight_distribution[2] = k_board_length * -way; + + rb_effect_spring_target_vector( &player->rb, up, target_up, + k_grind_spring, + k_grind_dampener, + k_rb_delta ); + + v3f fwd_nplane, dir_nplane; + v3_muladds( player->rb.to_world[2], inf_avg.n, + -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane ); + + v3f dir; + v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir ); + v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane ); + + v3_normalize( fwd_nplane ); + v3_normalize( dir_nplane ); + + rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane, + 1000.0f, + k_grind_dampener, + k_rb_delta ); + + 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 }, + delta_front, delta_back, delta_total; + + m4x3_mulv( player->rb.to_world, pos_front, pos_front ); + m4x3_mulv( player->rb.to_world, pos_back, pos_back ); + + v3_sub( inf_front->co, pos_front, delta_front ); + v3_sub( inf_back->co, pos_back, delta_back ); + v3_add( delta_front, delta_back, delta_total ); + + v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v ); + + /* Fake contact */ + struct grind_limit *limit = &s->limits[ s->limit_count ++ ]; + v3_zero( limit->ra ); + m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n ); + limit->p = 0.0f; + + v3_copy( inf_avg.dir, s->grind_dir ); +} + +VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length }, grind_co = { 0.0f, -k_board_radius, sign * k_board_length }; @@ -1773,34 +1513,31 @@ VG_STATIC int skate_grind_truck_singular( 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 */ - if( !skate_point_visible( wheel_co, inf.co ) ) + if( !skate_point_visible( wheel_co, inf->co ) ) return 0; /* Exit condition: minimum velocity not reached, but allow a bit of error */ - float dv = fabsf(v3_dot( player->rb.v, inf.dir )), + float dv = fabsf(v3_dot( player->rb.v, inf->dir )), minv = k_grind_axel_min_vel*0.8f; if( dv < minv ) return 0; - if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle ) + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) return 0; - v3_copy( inf.dir, s->grind_dir ); - - float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f ); - skate_grind_truck_apply( player, grind_co, &inf, t ); + v3_copy( inf->dir, s->grind_dir ); return 1; } -VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign ) +VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; /* TODO: Trash compactor this */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; @@ -1809,33 +1546,36 @@ VG_STATIC int skate_truck_entry_condition( 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 ) + if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) return 0; /* velocity should be at least 60% aligned */ v3f pv, axis; - v3_cross( inf.n, inf.dir, axis ); - v3_muladds( player->rb.v, inf.n, -v3_dot( player->rb.v, inf.n ), pv ); + v3_cross( inf->n, inf->dir, axis ); + v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv ); if( v3_length2( pv ) < 0.0001f ) return 0; v3_normalize( pv ); - if( fabsf(v3_dot( pv, inf.dir )) < k_grind_axel_max_angle ) + if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle ) return 0; + if( v3_dot( player->rb.v, inf->n ) > 0.5f ) + return 0; + +#if 0 /* check for vertical alignment */ - if( v3_dot( player->rb.to_world[1], inf.n ) < k_grind_axel_max_vangle ) + if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle ) return 0; - - /* TODO: new condition, opposite wheel MUST be in-air or close to it */ +#endif v3f local_co, local_dir, local_n; - m4x3_mulv( player->rb.to_local, inf.co, local_co ); - m3x3_mulv( player->rb.to_local, inf.dir, local_dir ); - m3x3_mulv( player->rb.to_local, inf.n, local_n ); + m4x3_mulv( player->rb.to_local, inf->co, local_co ); + m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); + m3x3_mulv( player->rb.to_local, inf->n, local_n ); v2f delta = { local_co[0], local_co[2] - k_board_length*sign }; @@ -1846,17 +1586,8 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign ) v3_add( player->rb.v, rv, rv ); if( (local_co[1] >= truck_height) && - (v2_length2( delta ) <= k_board_radius*k_board_radius) && - (v3_dot( rv, inf.n ) < 0.1f) ) + (v2_length2( delta ) <= k_board_radius*k_board_radius) ) { - m3x3f mtx; - skate_grind_orient( &inf, mtx ); - m3x3_transpose( mtx, mtx ); - m3x3_mulv( mtx, raw, s->grind_vec ); - v3_normalize( s->grind_vec ); - v3_copy( inf.dir, s->grind_dir ); - - skate_grind_truck_apply( player, wsp, &inf, 1.0f ); return 1; } } @@ -1903,31 +1634,30 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN ); vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE ); + + v3_copy( inf->dir, s->grind_dir ); } -VG_STATIC int skate_boardslide_entry_condition( player_instance *player ) +VG_STATIC int skate_boardslide_entry( player_instance *player, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; - if( skate_grind_scansq( player->rb.co, + if( skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, - &inf ) ) + inf ) ) { v3f local_co, local_dir; - m4x3_mulv( player->rb.to_local, inf.co, local_co ); - m3x3_mulv( player->rb.to_local, inf.dir, local_dir ); + m4x3_mulv( player->rb.to_local, inf->co, local_co ); + m3x3_mulv( player->rb.to_local, inf->dir, local_dir ); 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 */ { - if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel ) + if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) return 0; - v3_copy( inf.dir, s->grind_dir ); - - skate_boardslide_apply( player, &inf ); return 1; } } @@ -1935,113 +1665,148 @@ VG_STATIC int skate_boardslide_entry_condition( player_instance *player ) return 0; } -VG_STATIC int skate_boardslide_singular( player_instance *player ) +VG_STATIC int skate_boardslide_renew( player_instance *player, + struct grind_info *inf ) { struct player_skate *s = &player->_skate; - struct grind_info inf; - if( !skate_grind_scansq( player->rb.co, + if( !skate_grind_scansq( player, player->rb.co, player->rb.to_world[0], k_board_length, - &inf ) ) + inf ) ) return 0; /* Exit condition: cant see grind target directly */ v3f vis; v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis ); - if( !skate_point_visible( vis, inf.co ) ) + if( !skate_point_visible( vis, inf->co ) ) return 0; /* Exit condition: minimum velocity not reached, but allow a bit of error * TODO: trash compactor */ - float dv = fabsf(v3_dot( player->rb.v, inf.dir )), + float dv = fabsf(v3_dot( player->rb.v, inf->dir )), minv = k_grind_axel_min_vel*0.8f; if( dv < minv ) return 0; - if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle ) + if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle ) return 0; - v3_copy( inf.dir, s->grind_dir ); - - float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f ); - skate_boardslide_apply( player, &inf ); return 1; } +VG_STATIC void skate_store_grind_vec( player_instance *player, + struct grind_info *inf ) +{ + struct player_skate *s = &player->_skate; + + m3x3f mtx; + skate_grind_orient( inf, mtx ); + m3x3_transpose( mtx, mtx ); + + v3f raw; + v3_sub( inf->co, player->rb.co, raw ); + + m3x3_mulv( mtx, raw, s->grind_vec ); + v3_normalize( s->grind_vec ); + v3_copy( inf->dir, s->grind_dir ); +} + VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_grind_boardslide ) + /* debounces this state manager a little bit */ + if( s->frames_since_activity_change < 10 ) { - int result = skate_boardslide_singular( player ); + s->frames_since_activity_change ++; + return k_skate_activity_undefined; + } - const enum skate_activity table[] = - { - k_skate_activity_undefined, - k_skate_activity_grind_boardslide - }; + struct grind_info inf_back50, + inf_front50, + inf_slide; + + int res_back50 = 0, + res_front50 = 0, + res_slide = 0; - return table[ result ]; + if( s->state.activity == k_skate_activity_grind_boardslide ) + { + res_slide = skate_boardslide_renew( player, &inf_slide ); } - if( s->state.activity == k_skate_activity_grind_back50 ) + else if( s->state.activity == k_skate_activity_grind_back50 ) { - int result = skate_grind_truck_singular( player, 1.0f ), - front = 0;//skate_truck_entry_condition( player, -1.0f ); - - const enum skate_activity table[] = - { /* result | front */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_front50, /* 0 1 */ - k_skate_activity_grind_back50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; - - return table[ result<<1 | front ]; + 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 ) { - int result = skate_grind_truck_singular( player, -1.0f ), - back = 0;//skate_truck_entry_condition( player, 1.0f ); - - const enum skate_activity table[] = - { /* result | back */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_back50, /* 0 1 */ - k_skate_activity_grind_front50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; - - return table[ result<<1 | back ]; + 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 ) { - /* FIXME */ - return k_skate_activity_grind_back50; + res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); } else { - int slide = skate_boardslide_entry_condition( player ); + 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( slide ) - return k_skate_activity_grind_boardslide; + if( res_back50 != res_front50 ) + { + int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f; - int front = skate_truck_entry_condition( player, -1.0f ), - back = skate_truck_entry_condition( player, 1.0f ); + res_back50 &= wants_to_do_that; + res_front50 &= wants_to_do_that; + } + } - const enum skate_activity table[] = - { /* front | back */ - k_skate_activity_undefined, /* 0 0 */ - k_skate_activity_grind_back50, /* 0 1 */ - k_skate_activity_grind_front50, /* 1 0 */ - k_skate_activity_grind_5050 /* 1 1 */ - }; + const enum skate_activity table[] = + { /* slide | back | front */ + k_skate_activity_undefined, /* 0 0 0 */ + k_skate_activity_grind_front50, /* 0 0 1 */ + k_skate_activity_grind_back50, /* 0 1 0 */ + k_skate_activity_grind_5050, /* 0 1 1 */ - return table[ front<<1 | back ]; + /* slide has priority always */ + k_skate_activity_grind_boardslide, /* 1 0 0 */ + k_skate_activity_grind_boardslide, /* 1 0 1 */ + k_skate_activity_grind_boardslide, /* 1 1 0 */ + k_skate_activity_grind_boardslide, /* 1 1 1 */ } + , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ]; - return 0; + if( new_activity == k_skate_activity_undefined ) + { + if( s->state.activity >= k_skate_activity_grind_any ) + s->frames_since_activity_change = 0; + } + else if( new_activity == k_skate_activity_grind_boardslide ) + { + skate_boardslide_apply( player, &inf_slide ); + } + else if( new_activity == k_skate_activity_grind_back50 ) + { + if( s->state.activity != k_skate_activity_grind_back50 ) + skate_store_grind_vec( player, &inf_back50 ); + + skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f ); + } + else if( new_activity == k_skate_activity_grind_front50 ) + { + if( s->state.activity != k_skate_activity_grind_front50 ) + skate_store_grind_vec( player, &inf_front50 ); + + skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f ); + } + else if( new_activity == k_skate_activity_grind_5050 ) + skate_5050_apply( player, &inf_front50, &inf_back50 ); + + return new_activity; } VG_STATIC void player__skate_update( player_instance *player ) @@ -2055,7 +1820,6 @@ VG_STATIC void player__skate_update( player_instance *player ) v3f pos; float radius; - int apply_angular; u32 colour; enum board_collider_state @@ -2071,27 +1835,13 @@ VG_STATIC void player__skate_update( player_instance *player ) { { 0.0f, 0.0f, -k_board_length }, .radius = k_board_radius, - .apply_angular = 1, .colour = VG__RED }, { { 0.0f, 0.0f, k_board_length }, .radius = k_board_radius, - .apply_angular = 1, .colour = VG__GREEN - }, - { - { 0.0f, 0.2f, -k_board_length - k_board_end_radius }, - .radius = k_board_end_radius, - .apply_angular = 0, - .colour = VG__YELOW - }, - { - { 0.0f, 0.2f, k_board_length + k_board_end_radius }, - .radius = k_board_end_radius, - .apply_angular = 0, - .colour = VG__YELOW - }, + } }; const int k_wheel_count = 2; @@ -2119,6 +1869,8 @@ VG_STATIC void player__skate_update( player_instance *player ) 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 ) ) { @@ -2130,11 +1882,14 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_add( normal, s->surface_picture, s->surface_picture ); contact_count ++; } + + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } 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 ); @@ -2144,6 +1899,7 @@ VG_STATIC void player__skate_update( player_instance *player ) else { s->state.activity = k_skate_activity_air; + v3_zero( s->weight_distribution ); skate_apply_air_model( player ); } @@ -2167,7 +1923,6 @@ grinding:; skate_apply_grab_model( player ); skate_apply_trick_model( player ); - begin_collision:; /* @@ -2196,6 +1951,13 @@ begin_collision:; q_mul( rotation, player->rb.q, future_q ); q_normalize( future_q ); } + else + v4_copy( player->rb.q, future_q ); + + v3f future_cg, current_cg, cg_offset; + q_mulv( player->rb.q, s->weight_distribution, current_cg ); + q_mulv( future_q, s->weight_distribution, future_cg ); + v3_sub( future_cg, current_cg, cg_offset ); /* calculate the minimum time we can move */ float max_time = s->substep; @@ -2205,9 +1967,11 @@ begin_collision:; if( wheels[i].state == k_collider_state_disabled ) continue; - v3f current, future; + v3f current, future, r_cg; + q_mulv( future_q, wheels[i].pos, future ); v3_add( future, future_co, future ); + v3_add( cg_offset, future, future ); q_mulv( player->rb.q, wheels[i].pos, current ); v3_add( current, player->rb.co, current ); @@ -2240,16 +2004,19 @@ begin_collision:; v3_divs( axis, mag, axis ); q_axis_angle( rotation, axis, mag*s->substep_delta ); q_mul( rotation, player->rb.q, player->rb.q ); + q_normalize( player->rb.q ); + + q_mulv( player->rb.q, s->weight_distribution, future_cg ); + v3_sub( current_cg, future_cg, cg_offset ); + v3_add( player->rb.co, cg_offset, player->rb.co ); } rb_update_transform( &player->rb ); - - v3f gravity = { 0.0f, -9.6f, 0.0f }; - v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v ); + v3_muladds( player->rb.v, player->basis[1], + -s->state.gravity_bias * s->substep_delta, player->rb.v ); s->substep -= s->substep_delta; - rb_ct manifold[128]; int manifold_len = 0; @@ -2259,7 +2026,6 @@ begin_collision:; */ m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 ); -#if 0 float t; v3f n; if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) && @@ -2271,13 +2037,9 @@ begin_collision:; player__dead_transition( player ); return; } -#endif /* * Phase 1: Regular collision detection - * TODO: Me might want to automatically add contacts from CCD, - * since at high angular velocities, theres a small change - * that discreet detection will miss. * -------------------------------------------------------------------------- */ @@ -2298,20 +2060,6 @@ begin_collision:; if( l ) wheels[i].state = k_collider_state_colliding; - /* for non-angular contacts we just want Y. contact positions are - * snapped to the local xz plane */ - if( !wheels[i].apply_angular ) - { - for( int j=0; jrb.co, ra ); - - float dy = v3_dot( player->rb.to_world[1], ra ); - v3_muladds( man[j].co, player->rb.to_world[1], -dy, man[j].co ); - } - } - manifold_len += l; } @@ -2356,6 +2104,11 @@ 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 ); + for( int i=0; isubstep_delta ); @@ -2387,10 +2140,6 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); - v3f world_cog; - m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); - vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - for( int j=0; j<10; j++ ) { for( int i=0; itransport, 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 ); @@ -2591,11 +2341,13 @@ VG_STATIC void player__skate_animate( player_instance *player, float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f, dirx = s->state.slip < 0.0f? 0.0f: 1.0f, - fly = iair? 1.0f: 0.0f; + fly = iair? 1.0f: 0.0f, + wdist= s->weight_distribution[2] / k_board_length; - 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_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_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta ); } mdl_keyframe apose[32], bpose[32]; @@ -2704,8 +2456,6 @@ VG_STATIC void player__skate_animate( player_instance *player, } - - /* angle correction */ if( v3_length2( s->state.up_dir ) > 0.001f ) { @@ -2749,15 +2499,15 @@ 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_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 ); @@ -2785,6 +2535,30 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( qyaw, 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 ) + { + kf_foot_l->co[2] += s->blend_weight * 0.2f; + kf_foot_r->co[2] += s->blend_weight * 0.1f; + } + else + { + kf_foot_r->co[2] += s->blend_weight * 0.3f; + kf_foot_l->co[2] += s->blend_weight * 0.1f; + } + + /* 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 */ @@ -2826,6 +2600,8 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mulv( qflip, rco, rco ); v3_add( rco, rotation_point, dest->root_co ); } + + skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); } VG_STATIC void player__skate_post_animate( player_instance *player ) @@ -2875,8 +2651,11 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) s->state.slip = 0.0f; v3_copy( player->rb.co, s->state.prev_pos ); +#if 0 m3x3_identity( s->state.velocity_bias ); m3x3_identity( s->state.velocity_bias_pstep ); +#endif + v3_zero( s->state.throw_v ); v3_zero( s->state.trick_vel ); v3_zero( s->state.trick_euler );