X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=7014c778afcdba4d3d0b49e465923e9f2b64d994;hb=1a194c3888293733939b2dd944251ae1b6c398ce;hp=74668282b51104bf70c52c6e3b110a94776a6d5b;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 7466828..7014c77 100644 --- a/player_skate.c +++ b/player_skate.c @@ -1,16 +1,46 @@ -#ifndef PLAYER_SKATE_C -#define PLAYER_SKATE_C - +#include "player_skate.h" #include "player.h" #include "audio.h" #include "vg/vg_perlin.h" +#include "vg/vg_lines.h" #include "menu.h" #include "ent_skateshop.h" #include "addon.h" +#include "input.h" +#include "ent_tornado.h" + +#include "vg/vg_rigidbody.h" +#include "scene_rigidbody.h" +#include "player_glide.h" +#include "player_dead.h" +#include "player_walk.h" + +struct player_skate player_skate; +struct player_subsystem_interface player_subsystem_skate = +{ + .system_register = player__skate_register, + .bind = player__skate_bind, + .pre_update = player__skate_pre_update, + .update = player__skate_update, + .post_update = player__skate_post_update, + .im_gui = player__skate_im_gui, + .animate = player__skate_animate, + .pose = player__skate_pose, + .effects = player__skate_effects, + .post_animate = player__skate_post_animate, + .network_animator_exchange = player__skate_animator_exchange, + .sfx_oneshot = player__skate_sfx_oneshot, + .sfx_comp = player__skate_comp_audio, + .sfx_kill = player__skate_kill_audio, + + .animator_data = &player_skate.animator, + .animator_size = sizeof(player_skate.animator), + .name = "Skate" +}; -static void player__skate_bind(void){ +void player__skate_bind(void){ struct skeleton *sk = &localplayer.skeleton; - rb_update_transform( &localplayer.rb ); + rb_update_matrices( &localplayer.rb ); struct { struct skeleton_anim **anim; const char *name; } bindings[] = { @@ -24,14 +54,15 @@ static void player__skate_bind(void){ { &player_skate.anim_push_reverse, "push_reverse" }, { &player_skate.anim_ollie, "ollie" }, { &player_skate.anim_ollie_reverse,"ollie_reverse" }, - { &player_skate.anim_grabs, "grabs" } + { &player_skate.anim_grabs, "grabs" }, + { &player_skate.anim_handplant, "handplant" }, }; for( u32 i=0; irb_geo.inf.scene, man, + len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man, k_material_flag_walking ); for( int i=0; inormal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = v3_dot( localplayer.basis[1], normal ); + sample->normal[1] = normal[1]; sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = v3_dot( localplayer.basis[1], d ); + sample->co[1] = d[1]; v3_copy( normal, sample->normal3 ); /* normalize later if we want to us it */ @@ -225,7 +256,7 @@ too_many_samples: v3_copy( sj->normal3, n1 ); v3_cross( n0, n1, dir ); - if( v3_length2( dir ) <= 0.001f ) + if( v3_length2( dir ) <= 0.000001f ) continue; v3_normalize( dir ); @@ -234,8 +265,8 @@ too_many_samples: v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); v3_add( average_direction, dir, average_direction ); - float yi = v3_dot( localplayer.basis[1], si->normal3 ), - yj = v3_dot( localplayer.basis[1], sj->normal3 ); + float yi = si->normal3[1], + yj = sj->normal3[1]; if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); else v3_add( sj->normal3, average_normal, average_normal ); @@ -287,18 +318,14 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3f v0; v3_sub( target, localplayer.rb.co, v0 ); - m3x3_mulv( localplayer.invbasis, v0, v0 ); v3f ax; v3_copy( v0, ax ); ax[1] = 0.0f; v3_normalize( ax ); - v3f v_local; - m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local ); - - v2f d = { v3_dot( ax, v0 ), v0[1] }, - v = { v3_dot( ax, v_local ), v_local[1] }; + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] }; float a = atan2f( v[1], v[0] ), m = v2_length( v ), @@ -317,7 +344,6 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3_muls( ax, cosf( a0 ) * m, inf->v ); inf->v[1] += sinf( a0 ) * m; - m3x3_mulv( localplayer.basis, inf->v, inf->v ); inf->land_dist = d[0] / (cosf(a0)*m); inf->gravity = gravity; @@ -330,7 +356,6 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3_muls( ax, cosf( a1 ) * m, inf->v ); inf->v[1] += sinf( a1 ) * m; - m3x3_mulv( localplayer.basis, inf->v, inf->v ); inf->land_dist = d[0] / (cosf(a1)*m); inf->gravity = gravity; @@ -341,10 +366,11 @@ static int create_jumps_to_hit_target( jump_info *jumps, return valid_count; } -static void player__approximate_best_trajectory(void){ +void player__approximate_best_trajectory(void) +{ world_instance *world0 = world_current_instance(); - float k_trace_delta = k_rb_delta * 10.0f; + float k_trace_delta = vg.time_fixed_delta * 10.0f; struct player_skate_state *state = &player_skate.state; state->air_start = vg.time; @@ -358,7 +384,7 @@ static void player__approximate_best_trajectory(void){ v3_normalize( axis ); /* at high slopes, Y component is low */ - float upness = v3_dot( localplayer.rb.to_world[1], localplayer.basis[1] ), + float upness = localplayer.rb.to_world[1][1], angle_begin = -(1.0f-fabsf( upness )), angle_end = 1.0f; @@ -408,21 +434,29 @@ static void player__approximate_best_trajectory(void){ inf->gravity = gravity; v3_copy( launch_v, inf->v ); - m3x3f basis; - m3x3_copy( localplayer.basis, basis ); + /* initial conditions */ + v3f v; + v3_copy( launch_v, v ); + v3_copy( launch_co, co1 ); for( int i=1; i<=50; i++ ){ - float t = (float)i * k_trace_delta; + f32 t = (f32)i * k_trace_delta; + + /* integrate forces */ + v3f a; + ent_tornado_forces( co1, v, a ); + a[1] -= gravity; - v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); - v3_add( launch_co, co1, co1 ); + /* position */ + v3_muladds( co1, v, k_trace_delta, co1 ); + v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 ); - float launch_vy = v3_dot( launch_v,basis[1] ); + /* velocity */ + v3_muladds( v, a, k_trace_delta, v ); int search_for_grind = 1; if( grind_located ) search_for_grind = 0; - if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; + if( v[1] > 0.0f ) search_for_grind = 0; /* REFACTOR */ @@ -439,7 +473,7 @@ static void player__approximate_best_trajectory(void){ for( int j=0; j<2; j++ ){ v3_muls( launch_v_bounds[j], t, bound[j] ); - v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] ); + bound[j][1] += -0.5f*gravity*t*t; v3_add( launch_co, bound[j], bound[j] ); } @@ -456,16 +490,10 @@ static void player__approximate_best_trajectory(void){ } if( search_for_grind ){ - v3f ve; - v3_copy( launch_v, ve ); - v3_muladds( ve, basis[1], -gravity * t, ve ); - - if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){ + if( skate_grind_scansq( closest, v, 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] ) }; + v2f v0 = { v[0], v[2] }, + v1 = { grind.dir[0], grind.dir[2] }; v2_normalize( v0 ); v2_normalize( v1 ); @@ -477,7 +505,7 @@ static void player__approximate_best_trajectory(void){ a_min = cosf( VG_PIf * 0.05f ); /* check speed */ - if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && + if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) && (a >= a_min) && (fabsf(grind.dir[1]) < 0.70710678118654752f)) { @@ -494,7 +522,9 @@ static void player__approximate_best_trajectory(void){ 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 ); + + if( gate->flags & k_ent_gate_nonlocal ) + trace_world = &world_static.instances[ gate->target ]; } } @@ -517,12 +547,7 @@ static void player__approximate_best_trajectory(void){ world_tri_index_surface( trace_world, tri[0] ); inf->type = k_prediction_land; - - v3f ve; - v3_copy( launch_v, ve ); - v3_muladds( ve, localplayer.basis[1], -gravity * t, ve ); - - inf->score = -v3_dot( ve, inf->n ); + inf->score = -v3_dot( v, inf->n ); inf->land_dist = t + k_trace_delta * t1; /* Bias prediction towords ramps */ @@ -567,13 +592,10 @@ static void player__approximate_best_trajectory(void){ v3_copy( jump->v, launch_v ); v3_copy( localplayer.rb.co, launch_co ); - - m3x3f basis; - m3x3_copy( localplayer.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 ); + co0[1] += -0.5f * jump->gravity * t*t; v3_add( launch_co, co0, co0 ); /* rough scan to make sure we dont collide with anything */ @@ -584,7 +606,7 @@ static void player__approximate_best_trajectory(void){ t *= jump->land_dist; v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); + co1[1] += -0.5f * jump->gravity * t*t; v3_add( launch_co, co1, co1 ); float t1; @@ -605,8 +627,7 @@ static void player__approximate_best_trajectory(void){ /* determine score */ v3f ve; v3_copy( jump->v, ve ); - v3_muladds( ve, localplayer.basis[1], - -jump->gravity*jump->land_dist, ve ); + ve[1] += -jump->gravity*jump->land_dist; jump->score = -v3_dot( ve, grind.n ) * 0.9f; player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] = @@ -677,9 +698,8 @@ invalidated_grind:; v3_zero( state->flip_axis ); } } - else{ - v3_copy( localplayer.basis[1], state->land_normal ); - } + else + v3_copy( (v3f){0,1,0}, state->land_normal ); } /* @@ -720,16 +740,16 @@ static void skate_apply_trick_model(void){ v3_add( Fd, Fs, F ); v3_mul( strength, F, F ); - v3_muladds( state->trick_residualv, F, k_rb_delta, + v3_muladds( state->trick_residualv, F, vg.time_fixed_delta, state->trick_residualv ); v3_muladds( state->trick_residuald, state->trick_residualv, - k_rb_delta, state->trick_residuald ); + vg.time_fixed_delta, state->trick_residuald ); if( state->activity <= k_skate_activity_air_to_grind ){ if( v3_length2( state->trick_vel ) < 0.0001f ) return; - int carry_on = player_skate_trick_input(); + int carry_on = state->trick_type == player_skate_trick_input(); /* we assume velocities share a common divisor, in which case the * interval is the minimum value (if not zero) */ @@ -743,31 +763,36 @@ static void skate_apply_trick_model(void){ } float interval = 1.0f / min_rate, - current = floorf( state->trick_time / interval ), - next_end = (current+1.0f) * interval; + current = floorf( state->trick_time ), + next_end = current+1.0f; /* integrate trick velocities */ - v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta, + v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta, state->trick_euler ); - if( !carry_on && (state->trick_time + k_rb_delta >= next_end) ){ + if( !carry_on && (state->trick_time + vg.time_fixed_delta/interval >= next_end) ){ state->trick_time = 0.0f; state->trick_euler[0] = roundf( state->trick_euler[0] ); state->trick_euler[1] = roundf( state->trick_euler[1] ); state->trick_euler[2] = roundf( state->trick_euler[2] ); v3_copy( state->trick_vel, state->trick_residualv ); v3_zero( state->trick_vel ); - } - state->trick_time += k_rb_delta; + audio_lock(); + audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], + localplayer.rb.co, 40.0f, 1.0f ); + audio_unlock(); + } + else + state->trick_time += vg.time_fixed_delta / interval; } else{ if( (v3_length2(state->trick_vel) >= 0.0001f ) && state->trick_time > 0.2f) { - player__skate_kill_audio(); - player__dead_transition(); + vg_info( "player fell off due to lack of skill\n" ); + player__dead_transition( k_player_die_type_feet ); } state->trick_euler[0] = roundf( state->trick_euler[0] ); @@ -792,7 +817,7 @@ static void skate_apply_grab_model(void){ else v2_zero( state->grab_mouse_delta ); - state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta ); + state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*vg.time_fixed_delta ); } static void skate_apply_steering_model(void){ @@ -813,6 +838,8 @@ static void skate_apply_steering_model(void){ float rate = 26.0f, top = 1.0f; + f32 skid_target = 0.0f; + if( state->activity <= k_skate_activity_air_to_grind ){ rate = 6.0f * fabsf(steer); top = 1.5f; @@ -829,7 +856,7 @@ static void skate_apply_steering_model(void){ else if( state->activity >= k_skate_activity_grind_any ){ rate *= fabsf(steer); - float a = 0.8f * -steer * k_rb_delta; + float a = 0.8f * -steer * vg.time_fixed_delta; v4f q; q_axis_angle( q, localplayer.rb.to_world[1], a ); @@ -842,15 +869,39 @@ static void skate_apply_steering_model(void){ rate = 35.0f; top = 1.5f; } - + else { + f32 skid = axis_state(k_sraxis_skid); + + /* skids on keyboard lock to the first direction pressed */ + if( vg_input.display_input_method == k_input_method_kbm ){ + if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) && + (fabsf(steer) > 0.4f) ){ + state->skid = vg_signf( steer ) * 0.02f; + } + + if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){ + skid_target = vg_signf( state->skid ); + } + } + else { + if( fabsf(skid) > 0.1f ){ + skid_target = skid; + } + } + } + if( grab < 0.5f ){ top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer; } } + vg_slewf( &state->skid, skid_target, vg.time_fixed_delta*(1.0f/0.1f) ); + steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f, + fabsf(state->skid*0.8f) ); + float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ), addspeed = (steer * -top) - current, - maxaccel = rate * k_rb_delta, + maxaccel = rate * vg.time_fixed_delta, accel = vg_clampf( addspeed, -maxaccel, maxaccel ); v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], @@ -881,14 +932,29 @@ static void skate_apply_friction_model(void){ state->slip = slip; state->reverse = -vg_signf(vel[2]); - vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta ); - vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta ); + f32 lat = k_friction_lat; + + if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){ + if( (player_skate.surface == k_surface_prop_snow) || + (player_skate.surface == k_surface_prop_sand) ){ + lat *= 8.0f; + } + else + lat *= 1.5f; + } + + if( player_skate.surface == k_surface_prop_snow ) + lat *= 0.5f; + else if( player_skate.surface == k_surface_prop_sand ) + lat *= 0.6f; + + vel[0] += vg_cfrictf( vel[0], lat * vg.time_fixed_delta ); + vel[2] += vg_cfrictf( vel[2], k_friction_resistance * vg.time_fixed_delta ); /* Pushing additive force */ - if( !button_press( k_srbind_jump ) ){ - if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ) - { + if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){ + if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){ if( (vg.time - state->cur_push) > 0.25 ) state->start_push = vg.time; @@ -923,13 +989,13 @@ static void skate_apply_jump_model(void){ } if( state->charging_jump ){ - state->jump_charge += k_rb_delta * k_jump_charge_speed; + state->jump_charge += vg.time_fixed_delta * k_jump_charge_speed; if( !charging_jump_prev ) state->jump_dir = state->reverse>0.0f? 1: 0; } else{ - state->jump_charge -= k_jump_charge_speed * k_rb_delta; + state->jump_charge -= k_jump_charge_speed * vg.time_fixed_delta; } state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f ); @@ -939,7 +1005,7 @@ static void skate_apply_jump_model(void){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ - float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ), + float aup = localplayer.rb.to_world[1][1], mod = 0.5f, dir = mod + fabsf(aup)*(1.0f-mod); @@ -966,6 +1032,7 @@ static void skate_apply_jump_model(void){ q_mulv( qtilt, jumpdir, jumpdir ); } state->surface_cooldown = 10; + state->trick_input_collect = 0.0f; float force = k_jump_force*state->jump_charge; v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v ); @@ -977,6 +1044,38 @@ static void skate_apply_jump_model(void){ } } +static void skate_apply_handplant_model(void){ + struct player_skate_state *state = &player_skate.state; + if( localplayer.rb.to_world[1][1] < -0.1f ) return; + if( localplayer.rb.to_world[1][1] > 0.6f ) return; + if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return; + + v3f lco = { 0.0f, -0.2f, -state->reverse }, + co, dir; + m4x3_mulv( localplayer.rb.to_world, lco, co ); + v3_muls( localplayer.rb.to_world[2], state->reverse, dir ); + vg_line_arrow( co, dir, 0.13f, 0xff000000 ); + + ray_hit hit = { .dist = 2.0f }; + if( ray_world( world_current_instance(), co, dir, + &hit, k_material_flag_ghosts )) { + vg_line( co, hit.pos, 0xff000000 ); + vg_line_point( hit.pos, 0.1f, 0xff000000 ); + + if( hit.normal[1] < 0.7f ) return; + if( hit.dist < 0.95f ) return; + + state->activity = k_skate_activity_handplant; + state->handplant_t = 0.0f; + v3_copy( localplayer.rb.co, state->store_co ); + v3_copy( localplayer.rb.v, state->air_init_v ); + v4_copy( localplayer.rb.q, state->store_q ); + v3_copy( state->cog, state->store_cog ); + v3_copy( state->cog_v, state->store_cog_v ); + v4_copy( state->smoothed_rotation, state->store_smoothed ); + } +} + static void skate_apply_pump_model(void){ struct player_skate_state *state = &player_skate.state; @@ -1020,7 +1119,7 @@ static void skate_apply_pump_model(void){ v3_normalize( dir ); float max = v3_dot( dir, state->throw_v ), - amt = vg_minf( k_mmdecay * k_rb_delta, max ); + amt = vg_minf( k_mmdecay * vg.time_fixed_delta, max ); v3_muladds( state->throw_v, dir, -amt, state->throw_v ); } } @@ -1041,31 +1140,29 @@ static void skate_apply_cog_model(void){ v3_sub( localplayer.rb.v, state->cog_v, rv ); v3f F; - v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F ); - v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F ); + v3_muls( ideal_diff, -k_cog_spring * 60.0f, F ); + v3_muladds( F, rv, -k_cog_damp * 60.0f, F ); float ra = k_cog_mass_ratio, rb = 1.0f-k_cog_mass_ratio; /* Apply forces & intergrate */ v3_muladds( state->cog_v, F, -rb, state->cog_v ); - v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta, - state->cog_v ); - - v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog ); + state->cog_v[1] += -9.8f * vg.time_fixed_delta; + v3_muladds( state->cog, state->cog_v, vg.time_fixed_delta, state->cog ); } static void skate_integrate(void){ struct player_skate_state *state = &player_skate.state; - float rate_x = 1.0f - (k_rb_delta * 3.0f), + float rate_x = 1.0f - (vg.time_fixed_delta * 3.0f), rate_z = rate_x, rate_y = 1.0f; if( state->activity >= k_skate_activity_grind_any ){ - rate_x = 1.0f-(16.0f*k_rb_delta); - rate_y = 1.0f-(10.0f*k_rb_delta); - rate_z = 1.0f-(40.0f*k_rb_delta); + rate_x = 1.0f-(16.0f*vg.time_fixed_delta); + rate_y = 1.0f-(10.0f*vg.time_fixed_delta); + rate_z = 1.0f-(40.0f*vg.time_fixed_delta); } float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x, @@ -1078,8 +1175,8 @@ static void skate_integrate(void){ v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz, localplayer.rb.w ); - state->flip_time += state->flip_rate * k_rb_delta; - rb_update_transform( &localplayer.rb ); + state->flip_time += state->flip_rate * vg.time_fixed_delta; + rb_update_matrices( &localplayer.rb ); } static enum trick_type player_skate_trick_input(void){ @@ -1089,12 +1186,76 @@ static enum trick_type player_skate_trick_input(void){ (button_press( k_srbind_trick2 ) ); } -static void player__skate_pre_update(void){ +void player__skate_pre_update(void){ struct player_skate_state *state = &player_skate.state; - if( button_down( k_srbind_use ) ){ + if( state->activity == k_skate_activity_handplant ){ + state->handplant_t += vg.time_delta; + mdl_keyframe hpose[32]; + + struct skeleton_anim *anim = player_skate.anim_handplant; + + int end = !skeleton_sample_anim_clamped( + &localplayer.skeleton, anim, + state->handplant_t, hpose ); + + if( state->reverse < 0.0f ) + player_mirror_pose( hpose, hpose ); + + mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ]; + m4x3f world, mmdl, world_view; + q_m3x3( kf_world->q, world ); + v3_copy( kf_world->co, world[3] ); + + /* original mtx */ + q_m3x3( state->store_q, mmdl ); + v3_copy( state->store_co, mmdl[3] ); + m4x3_mul( mmdl, world, world_view ); + + vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff ); + vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 ); + vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 ); + + m4x3f invworld; + m4x3_invert_affine( world, invworld ); + m4x3_mul( mmdl, invworld, world_view ); + + v3_copy( world_view[3], localplayer.rb.co ); + m3x3_q( world_view, localplayer.rb.q ); + + /* new * old^-1 = transfer function */ + m4x3f transfer; + m4x3_invert_affine( mmdl, transfer ); + m4x3_mul( world_view, transfer, transfer ); + + m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v ); + m3x3_mulv( transfer, state->store_cog_v, state->cog_v ); + + m4x3_mulv( transfer, state->store_cog, state->cog ); + v3_muladds( state->cog, localplayer.rb.to_world[1], + -state->handplant_t*0.5f, state->cog ); + + v4f qtransfer; + m3x3_q( transfer, qtransfer ); + q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation ); + q_normalize( state->smoothed_rotation ); + rb_update_matrices( &localplayer.rb ); + + if( end ){ + state->activity = k_skate_activity_air; + } + else return; + } + + if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){ localplayer.subsystem = k_player_subsystem_walk; + if( (state->activity <= k_skate_activity_air_to_grind) && + localplayer.have_glider ){ + player_glide_transition(); + return; + } + v3f angles; v3_copy( localplayer.cam.angles, localplayer.angles ); localplayer.angles[2] = 0.0f; @@ -1104,19 +1265,33 @@ static void player__skate_pre_update(void){ v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos ); v3_sub( localplayer.rb.co, newpos, offset ); v3_copy( newpos, localplayer.rb.co ); + v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f, + localplayer.rb.co ); player__begin_holdout( offset ); - player__skate_kill_audio(); - player__walk_transition(); + player__walk_transition( state->activity <= k_skate_activity_air_to_grind? + 0: 1, state->trick_euler[0] ); + return; } + enum trick_type trick = player_skate_trick_input(); + if( trick ) + state->trick_input_collect += vg.time_frame_delta; + else + state->trick_input_collect = 0.0f; + if( state->activity <= k_skate_activity_air_to_grind ){ - enum trick_type trick = k_trick_type_none; - if( (trick = player_skate_trick_input()) ){ - if( (vg.time - state->jump_time) < 0.1f ){ + if( trick && (state->trick_input_collect < 0.1f) ){ + if( state->trick_time == 0.0f ){ + audio_lock(); + audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], + localplayer.rb.co, 40.0f, 1.0f ); + audio_unlock(); + } + + if( state->trick_time < 0.1f ){ v3_zero( state->trick_vel ); - state->trick_time = 0.0f; if( trick == k_trick_type_kickflip ){ state->trick_vel[0] = 3.0f; @@ -1136,44 +1311,26 @@ static void player__skate_pre_update(void){ state->trick_type = k_trick_type_none; } -static void player__skate_post_update(void){ - struct player_skate_state *state = &player_skate.state; - - for( int i=0; ilog_length == 0 ){ - vg_fatal_error( "assert: jump->log_length == 0\n" ); - } - - for( int j=0; jlog_length - 1; j ++ ){ - float brightness = jump->score*jump->score*jump->score; - v3f p1; - v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); - vg_line( jump->log[j], p1, jump->colour ); - } - - vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); - - v3f p1; - v3_add( jump->log[jump->log_length-1], jump->n, p1 ); - vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); - - vg_line_point( jump->apex, 0.02f, 0xffffffff ); - } - +void player__skate_comp_audio( void *_animator ){ + struct player_skate_animator *animator = _animator; audio_lock(); - float air = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f, - speed = v3_length( localplayer.rb.v ), - attn = vg_minf( 1.0f, speed*0.1f ), - slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f ); + f32 air = ((animator->activity <= k_skate_activity_air_to_grind) || + (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f, + speed = v3_length( animator->root_v ), + attn = vg_minf( 1.0f, speed*0.1f ), + slide = animator->slide; - if( state->activity >= k_skate_activity_grind_any ){ + if( animator->activity >= k_skate_activity_grind_any ) slide = 0.0f; + + f32 gate = skaterift.time_rate; + + if( skaterift.activity == k_skaterift_replay ){ + gate = vg_minf( 1.0f, fabsf(player_replay.track_velocity) ); } - f32 gate = skaterift.time_rate, + f32 vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate, vol_air = sqrtf( air *attn * 0.5f ) * gate, vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate; @@ -1198,8 +1355,8 @@ static void player__skate_post_update(void){ float sidechain_amt = 0.0f, hz = vg_maxf( speed * 2.0f, 2.0f ); - if( (player_skate.surface == k_surface_prop_tiles) && - (state->activity < k_skate_activity_grind_any) ) + if( (animator->surface == k_surface_prop_tiles) && + (animator->activity < k_skate_activity_grind_any) ) sidechain_amt = 1.0f; else sidechain_amt = 0.0f; @@ -1214,29 +1371,33 @@ static void player__skate_post_update(void){ else{ int sample_type = k_skate_sample_concrete; - if( state->activity == k_skate_activity_grind_5050 ){ - if( player_skate.surface == k_surface_prop_metal ) + if( animator->activity == k_skate_activity_grind_5050 ){ + if( animator->surface == k_surface_prop_metal ) sample_type = k_skate_sample_metal_scrape_generic; else sample_type = k_skate_sample_concrete_scrape_metal; } - else if( (state->activity == k_skate_activity_grind_back50) || - (state->activity == k_skate_activity_grind_front50) ) + else if( (animator->activity == k_skate_activity_grind_back50) || + (animator->activity == k_skate_activity_grind_front50) ) { - if( player_skate.surface == k_surface_prop_metal ){ + if( animator->surface == k_surface_prop_metal ){ sample_type = k_skate_sample_metal_scrape_generic; } else{ +#if 0 float a = v3_dot( localplayer.rb.to_world[2], player_skate.grind_dir ); if( fabsf(a) > 0.70710678118654752f ) sample_type = k_skate_sample_concrete_scrape_wood; else sample_type = k_skate_sample_concrete_scrape_metal; +#endif + + sample_type = k_skate_sample_concrete_scrape_wood; } } - else if( state->activity == k_skate_activity_grind_boardslide ){ - if( player_skate.surface == k_surface_prop_metal ) + else if( animator->activity == k_skate_activity_grind_boardslide ){ + if( animator->surface == k_surface_prop_metal ) sample_type = k_skate_sample_metal_scrape_generic; else sample_type = k_skate_sample_concrete_scrape_wood; @@ -1265,7 +1426,7 @@ static void player__skate_post_update(void){ if( player_skate.aud_main ){ player_skate.aud_main->colour = 0x00103efe; audio_channel_set_spacial( player_skate.aud_main, - localplayer.rb.co, 40.0f ); + animator->root_co, 40.0f ); //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main ); audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 ); audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt ); @@ -1277,7 +1438,7 @@ static void player__skate_post_update(void){ if( player_skate.aud_slide ){ player_skate.aud_slide->colour = 0x00103efe; audio_channel_set_spacial( player_skate.aud_slide, - localplayer.rb.co, 40.0f ); + animator->root_co, 40.0f ); //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide ); audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 ); audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt ); @@ -1286,7 +1447,7 @@ static void player__skate_post_update(void){ if( player_skate.aud_air ){ player_skate.aud_air->colour = 0x00103efe; audio_channel_set_spacial( player_skate.aud_air, - localplayer.rb.co, 40.0f ); + animator->root_co, 40.0f ); //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air ); audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 ); } @@ -1294,6 +1455,33 @@ static void player__skate_post_update(void){ audio_unlock(); } +void player__skate_post_update(void){ + struct player_skate_state *state = &player_skate.state; + + for( int i=0; ilog_length == 0 ){ + vg_fatal_error( "assert: jump->log_length == 0\n" ); + } + + for( int j=0; jlog_length - 1; j ++ ){ + float brightness = jump->score*jump->score*jump->score; + v3f p1; + v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); + vg_line( jump->log[j], p1, jump->colour ); + } + + vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); + + v3f p1; + v3_add( jump->log[jump->log_length-1], jump->n, p1 ); + vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); + + vg_line_point( jump->apex, 0.02f, 0xffffffff ); + } +} + /* * truck alignment model at ra(local) * returns 1 if valid surface: @@ -1497,7 +1685,7 @@ static void skate_adjust_up_direction(void){ } else{ v3f avg; - v3_add( localplayer.rb.to_world[1], localplayer.basis[1], avg ); + v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg ); v3_normalize( avg ); v3_lerp( state->up_dir, avg, @@ -1536,7 +1724,7 @@ static void skate_grind_friction( struct grind_info *inf, float strength ){ dir = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ), F = a * -dir * k_grind_max_friction; - v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength, + v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength, localplayer.rb.v ); } @@ -1548,7 +1736,7 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){ v3f v_grind; m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind ); - float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength ); + float decay = 1.0f - ( vg.time_fixed_delta * k_grind_decayxy * strength ); v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind ); m3x3_mulv( mtx, v_grind, localplayer.rb.v ); } @@ -1556,7 +1744,6 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){ static void skate_grind_truck_apply( float sign, struct grind_info *inf, float strength ){ struct player_skate_state *state = &player_skate.state; - /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; @@ -1569,7 +1756,7 @@ static void skate_grind_truck_apply( float sign, struct grind_info *inf, v3_sub( inf->co, wsp, delta ); /* spring force */ - v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta, + v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta, localplayer.rb.v ); skate_grind_decay( inf, strength ); @@ -1609,12 +1796,12 @@ static void skate_grind_truck_apply( float sign, struct grind_info *inf, rb_effect_spring_target_vector( &localplayer.rb, up, target_up, k_grind_spring, k_grind_dampener, - k_rb_delta ); + vg.time_fixed_delta ); rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd, k_grind_spring*strength, k_grind_dampener*strength, - k_rb_delta ); + vg.time_fixed_delta ); vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN ); vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED ); @@ -1672,7 +1859,7 @@ static void skate_5050_apply( struct grind_info *inf_front, rb_effect_spring_target_vector( &localplayer.rb, up, target_up, k_grind_spring, k_grind_dampener, - k_rb_delta ); + vg.time_fixed_delta ); vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN ); vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN ); @@ -1690,7 +1877,7 @@ static void skate_5050_apply( struct grind_info *inf_front, rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane, 1000.0f, k_grind_dampener, - k_rb_delta ); + vg.time_fixed_delta ); vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED ); vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED ); @@ -1705,7 +1892,7 @@ static void skate_5050_apply( struct grind_info *inf_front, v3_sub( inf_back->co, pos_back, delta_back ); v3_add( delta_front, delta_back, delta_total ); - v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta, + v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta, localplayer.rb.v ); /* Fake contact */ @@ -1834,12 +2021,12 @@ static void skate_boardslide_apply( struct grind_info *inf ){ rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0], dir, k_grind_spring, k_grind_dampener, - k_rb_delta ); + vg.time_fixed_delta ); rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2], perp, k_grind_spring, k_grind_dampener, - k_rb_delta ); + vg.time_fixed_delta ); vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN ); vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE ); @@ -2038,19 +2225,21 @@ static enum skate_activity skate_availible_grind(void){ return new_activity; } -static void player__skate_update(void){ +void player__skate_update(void){ struct player_skate_state *state = &player_skate.state; world_instance *world = world_current_instance(); + if( state->activity == k_skate_activity_handplant ){ + return; + } + if( world->water.enabled ){ if( localplayer.rb.co[1]+0.25f < world->water.height ){ -#if 0 + vg_info( "player fell off due to being in water\n" ); player__networked_sfx( k_player_subsystem_walk, 32, k_player_walk_soundeffect_splash, localplayer.rb.co, 1.0f ); -#endif - player__skate_kill_audio(); - player__dead_transition(); + player__dead_transition( k_player_die_type_generic ); return; } } @@ -2102,12 +2291,10 @@ static void player__skate_update(void){ } } min_dist -= 0.2f; - float vy = v3_dot( localplayer.basis[1], localplayer.rb.v ); - vy = vg_maxf( 0.0f, vy ); - + float vy = vg_maxf( 0.0f, localplayer.rb.v[1] ); slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; } - state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta ); + state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta ); wheels[0].pos[1] = state->slap; wheels[1].pos[1] = state->slap; @@ -2115,7 +2302,7 @@ static void player__skate_update(void){ const int k_wheel_count = 2; - player_skate.substep = k_rb_delta; + player_skate.substep = vg.time_fixed_delta; player_skate.substep_delta = player_skate.substep; player_skate.limit_count = 0; @@ -2212,10 +2399,16 @@ grinding:; skate_adjust_up_direction(); skate_apply_cog_model(); skate_apply_jump_model(); + skate_apply_handplant_model(); skate_apply_grab_model(); skate_apply_trick_model(); skate_apply_pump_model(); + ent_tornado_debug(); + v3f a; + ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a ); + v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v ); + begin_collision:; /* @@ -2279,7 +2472,7 @@ begin_collision:; /* clamp to a fraction of delta, to prevent locking */ float rate_lock = substep_count; - rate_lock *= k_rb_delta * 0.1f; + rate_lock *= vg.time_fixed_delta * 0.1f; rate_lock *= rate_lock; max_time = vg_maxf( max_time, rate_lock ); @@ -2304,10 +2497,8 @@ begin_collision:; v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co ); } - rb_update_transform( &localplayer.rb ); - v3_muladds( localplayer.rb.v, localplayer.basis[1], - -state->gravity_bias * player_skate.substep_delta, - localplayer.rb.v ); + rb_update_matrices( &localplayer.rb ); + localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta; player_skate.substep -= player_skate.substep_delta; @@ -2326,10 +2517,10 @@ begin_collision:; k_material_flag_walking ) != -1) ) { v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co ); - rb_update_transform( &localplayer.rb ); + rb_update_matrices( &localplayer.rb ); - player__skate_kill_audio(); - player__dead_transition(); + vg_info( "player fell of due to hitting head\n" ); + player__dead_transition( k_player_die_type_head ); return; } @@ -2345,12 +2536,10 @@ begin_collision:; m4x3f mtx; m3x3_identity( mtx ); m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] ); - - rb_sphere collider = { .radius = wheels[i].radius }; rb_ct *man = &manifold[ manifold_len ]; - int l = skate_collide_smooth( mtx, &collider, man ); + int l = skate_collide_smooth( mtx, wheels[i].radius, man ); if( l ) wheels[i].state = k_collider_state_colliding; @@ -2358,8 +2547,8 @@ begin_collision:; } float grind_radius = k_board_radius * 0.75f; - rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, - .radius=grind_radius }; + rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f, + .r = grind_radius }; m4x3f mtx; v3_muls( localplayer.rb.to_world[0], 1.0f, mtx[0] ); v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] ); @@ -2369,7 +2558,7 @@ 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->geo_bh, cman, k_material_flag_walking ); /* weld joints */ @@ -2379,9 +2568,7 @@ begin_collision:; l = rb_manifold_apply_filtered( cman, l ); manifold_len += l; - - if( vg_lines.draw ) - vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); + vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE ); /* add limits */ if( state->activity >= k_skate_activity_grind_any ){ @@ -2412,7 +2599,7 @@ begin_collision:; } /* yes, we are currently rebuilding mass matrices every frame. too bad! */ - v3f extent = { k_board_width, 0.1f, k_board_length }; + v3f extent = { k_board_width*10.0f, 0.1f, k_board_length }; float ex2 = k_board_interia*extent[0]*extent[0], ey2 = k_board_interia*extent[1]*extent[1], ez2 = k_board_interia*extent[2]*extent[2]; @@ -2442,7 +2629,7 @@ begin_collision:; * regular dance; calculate velocity & total mass, apply impulse. */ - struct contact *ct = &manifold[i]; + rb_ct *ct = &manifold[i]; v3f rv, delta; v3_sub( ct->co, world_cog, delta ); @@ -2481,7 +2668,7 @@ begin_collision:; v3f dt; rb_depenetrate( manifold, manifold_len, dt ); v3_add( dt, localplayer.rb.co, localplayer.rb.co ); - rb_update_transform( &localplayer.rb ); + rb_update_matrices( &localplayer.rb ); substep_count ++; @@ -2496,9 +2683,9 @@ begin_collision:; f32 nforce = v3_length(normal_total); if( nforce > 4.0f ){ if( nforce > 17.6f ){ + vg_info( "player fell off due to hitting ground too hard\n" ); v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v ); - player__dead_transition(); - player__skate_kill_audio(); + player__dead_transition( k_player_die_type_feet ); return; } @@ -2552,7 +2739,9 @@ begin_collision:; q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q ); q_mul( transport_rotation, state->smoothed_rotation, state->smoothed_rotation ); - rb_update_transform( &localplayer.rb ); + q_normalize( localplayer.rb.q ); + q_normalize( state->smoothed_rotation ); + rb_update_matrices( &localplayer.rb ); player__pass_gate( id ); } @@ -2592,9 +2781,30 @@ begin_collision:; } else if( stick_frames == 0 ){ /* TODO: EXIT SOUNDS */ } + + if( (state->activity_prev < k_skate_activity_grind_any) && + (state->activity >= k_skate_activity_grind_any) ){ + state->velocity_limit = v3_length( localplayer.rb.v )*1.0f; + state->grind_y_start = localplayer.rb.co[1]; + } + + if( state->activity >= k_skate_activity_grind_any ){ + f32 dy = localplayer.rb.co[1] - state->grind_y_start; + if( dy < 0.0f ){ + state->velocity_limit += -dy*0.2f; + } + state->grind_y_start = localplayer.rb.co[1]; + + + f32 speed_end = v3_length( localplayer.rb.v ); + if( speed_end > state->velocity_limit ){ + v3_muls( localplayer.rb.v, state->velocity_limit/speed_end, + localplayer.rb.v ); + } + } } -static void player__skate_im_gui(void){ +void player__skate_im_gui(void){ struct player_skate_state *state = &player_skate.state; player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0], localplayer.rb.v[1], @@ -2610,6 +2820,7 @@ static void player__skate_im_gui(void){ "air", "air_to_grind", "ground", + "handplant", "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", @@ -2631,13 +2842,14 @@ static void player__skate_im_gui(void){ state->trick_vel[0], state->trick_vel[1], state->trick_vel[2] ); - player__debugtext( 1, "tricke: %.2f %.2f %.2f", + player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f", + state->trick_time, state->trick_euler[0], state->trick_euler[1], state->trick_euler[2] ); } -static void player__skate_animate(void){ +void player__skate_animate(void){ struct player_skate_state *state = &player_skate.state; struct player_skate_animator *animator = &player_skate.animator; @@ -2661,7 +2873,7 @@ static void player__skate_animate(void){ float curspeed = v3_length( localplayer.rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), - kicks = (vg_randf64()-0.5f)*2.0f*kickspeed, + kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, @@ -2681,7 +2893,6 @@ static void player__skate_animate(void){ v3f cam_offset; v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset ); - v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra ); /* localized vectors */ m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog ); @@ -2695,24 +2906,34 @@ static void player__skate_animate(void){ { float desired = 0.0f; if( state->activity == k_skate_activity_ground ) - desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f ); + desired = vg_clampf( vg_maxf(fabsf( state->slip ), + fabsf( state->skid ) ), 0.0f, 1.0f ); animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta); + + f32 dirx = 0.0f; + if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip; + if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid; + if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx ); + dirx = vg_signf( state->slip ); + vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta ); } + + cam_offset[0] += animator->slide * -animator->x; + v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra ); /* movement information */ int iair = state->activity <= k_skate_activity_air_to_grind; float dirz = state->reverse > 0.0f? 0.0f: 1.0f, - dirx = state->slip < 0.0f? 0.0f: 1.0f, - fly = iair? 1.0f: 0.0f, + fly = iair? 1.0f: 0.0f, wdist= player_skate.weight_distribution[2] / k_board_length; if( state->activity >= k_skate_activity_grind_any ) wdist = 0.0f; animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta ); - animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta ); + animator->skid = state->skid; animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta ); animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta ); @@ -2738,6 +2959,8 @@ static void player__skate_animate(void){ animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 5.0f*vg.time_delta ); + animator->activity = state->activity; + animator->surface = player_skate.surface; /* pushing */ animator->push_time = vg.time - state->start_push; @@ -2806,10 +3029,14 @@ static void player__skate_animate(void){ animator->subslap = vg_lerpf( animator->subslap, slapm, vg.time_delta*10.0f ); +#if 0 f32 l = ((state->activity < k_skate_activity_ground) && v3_length2(state->trick_vel) > 0.1f )? 1: 0; animator->trick_foot = vg_lerpf( animator->trick_foot, l, 8.4f*vg.time_delta ); +#endif + + animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f ); /* grab */ v2f grab_input; @@ -2822,17 +3049,21 @@ static void player__skate_animate(void){ animator->grabbing = state->grabbing; /* steer */ - joystick_state( k_srjoystick_steer, animator->steer ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + animator->airdir = vg_lerpf( animator->airdir, + -steer[0], 2.4f*vg.time_delta ); - animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0], - 2.4f*vg.time_delta ); + animator->steer[0] = steer[0]; + animator->steer[1] = vg_lerpf( animator->steer[1], + steer[0], 4.0f*vg.time_delta ); /* flip angle */ if( (state->activity <= k_skate_activity_air_to_grind) && (fabsf(state->flip_rate) > 0.01f) ){ float substep = vg.time_fixed_extrapolate; - float t = state->flip_time+state->flip_rate*substep*k_rb_delta; + float t = state->flip_time+state->flip_rate*substep*vg.time_fixed_delta; sign = vg_signf( t ); t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); @@ -2893,10 +3124,21 @@ static void player__skate_animate(void){ vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK ); } else q_identity( animator->qfixuptotal ); - rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); + + if( state->activity == k_skate_activity_handplant ){ + v3_copy( state->store_co, animator->root_co ); + v4_copy( state->store_q, animator->root_q ); + v3_zero( animator->root_v ); + } + else { + rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); + v3_copy( localplayer.rb.v, animator->root_v ); + } + + animator->handplant_t = state->handplant_t; } -static void player__skate_pose( void *_animator, player_pose *pose ){ +void player__skate_pose( void *_animator, player_pose *pose ){ struct skeleton *sk = &localplayer.skeleton; struct player_skate_animator *animator = _animator; @@ -2940,8 +3182,12 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); /* sliding */ - skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f, - bpose ); + f32 slide_frame = animator->x * 0.25f + 0.25f; + skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose ); + + mdl_keyframe mirrored[32]; + player_mirror_pose( bpose, mirrored ); + skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose ); skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose ); if( animator->reverse > 0.0f ){ @@ -3019,6 +3265,7 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod; } +#if 1 /* angle 'correction' */ v3f origin; v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin ); @@ -3028,6 +3275,49 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co, animator->qfixuptotal ); } +#endif + + + if( animator->activity == k_skate_activity_handplant ){ + struct skeleton_anim *anim = player_skate.anim_handplant; + + mdl_keyframe hpose[32]; + skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose ); + if( animator->reverse < 0.0f ) + player_mirror_pose( hpose, hpose ); + + mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ]; + m4x3f world, mmdl, world_view; + q_m3x3( kf_world->q, world ); + v3_copy( kf_world->co, world[3] ); + + q_m3x3( pose->root_q, mmdl ); + v3_copy( pose->root_co, mmdl[3] ); + + m4x3_mul( mmdl, world, world_view ); + + vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff ); + vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 ); + vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 ); + + m4x3f invworld; + m4x3_invert_affine( world, invworld ); + m4x3_mul( mmdl, invworld, world_view ); + + m3x3_q( world_view, pose->root_q ); + v3_copy( world_view[3], pose->root_co ); + + f32 t = animator->handplant_t, + frames = anim->length-1, + length = animator->activity == k_skate_activity_handplant? + frames / anim->rate: + 999999, + end_dist = vg_minf( t, length - t )/k_anim_transition, + blend = vg_smoothstepf( vg_minf(1,end_dist) ); + + skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes ); + } + /* trick rotation */ v4f qtrick, qyaw, qpitch, qroll; @@ -3052,15 +3342,18 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ kf_board->co[1] += animator->slap * animator->subslap; kf_hip->co[1] += animator->slap * 0.25f; + /* kickflip and shuvit are in the wrong order for some reason */ if( animator->trick_type == k_trick_type_kickflip ){ - kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_l->co[0] += animator->trick_foot * 0.15f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; kf_foot_l->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[1] -= animator->trick_foot * 0.18f; } else if( animator->trick_type == k_trick_type_shuvit ){ - kf_foot_l->co[0] += animator->trick_foot * 0.1f; - kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + kf_foot_l->co[0] += animator->trick_foot * 0.2f; kf_foot_l->co[1] -= animator->trick_foot * 0.18f; - kf_foot_r->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[0] -= animator->trick_foot * 0.1f; + kf_foot_r->co[1] += animator->trick_foot * 0.09f; } else if( animator->trick_type == k_trick_type_treflip ){ kf_foot_l->co[0] += animator->trick_foot * 0.2f; @@ -3086,16 +3379,18 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); q_normalize( kf_wheels[i]->q ); } - + +#if 1 { mdl_keyframe *kf_head = &pose->keyframes[localplayer.id_head-1], *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1], *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1], *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1], - *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1]; + *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1], + *kf_hip = &pose->keyframes[localplayer.id_hip-1]; - float warble = perlin1d( vg.time, 2.0f, 2, 300 ); + float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 ); warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f; v4f qrot; @@ -3116,12 +3411,127 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ q_inv( qrot, qrot ); q_mul( qrot, kf_head->q, kf_head->q ); q_normalize( kf_head->q ); + + + /* hand placement */ + + u32 hand_id = animator->z < 0.5f? + localplayer.id_ik_hand_l: localplayer.id_ik_hand_r; + + v3f sample_co; + m4x3f mmdl; + q_m3x3( pose->root_q, mmdl ); + q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] ); + v3_add( mmdl[3], pose->root_co, mmdl[3] ); + m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co ); + + v3_muladds( sample_co, mmdl[1], 0.3f, sample_co ); + vg_line_point( sample_co, 0.04f, 0xff0000ff ); + + v3f dir; + v3_muls( mmdl[1], -1.0f, dir ); + ray_hit hit = { .dist = 1.5f }; + if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){ + vg_line_cross( hit.pos, 0xff0000ff, 0.05f ); + vg_line( sample_co, hit.pos, 0xffffffff ); + + f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) * + 2.0f * fabsf(animator->z*2.0f-1.0f); + + f32 d = (hit.dist - 0.3f) * amt; + pose->keyframes[hand_id-1].co[1] -= d; + kf_hip->co[1] -= d*0.4f; + } + + /* skid */ + f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f); + u8 skidders[] = { localplayer.id_ik_foot_l, + localplayer.id_ik_foot_r, + localplayer.id_board }; + v4f qskid; + q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f ); + + for( u32 i=0; ikeyframes[ skidders[i]-1 ]; + keyframe_rotate_around( kf, + (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt}, + sk->bones[skidders[i]].co, qskid ); + } + } +#endif +} + +void player__skate_effects( void *_animator, m4x3f *final_mtx, + struct player_board *board, + struct player_effects_data *effect_data ){ + struct skeleton *sk = &localplayer.skeleton; + struct player_skate_animator *animator = _animator; + + v3f vp0, vp1, vpc; + if( board ){ + v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 ); + v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 ); + } + else{ + v3_zero( vp0 ); + v3_zero( vp1 ); + } + + v3f *board_mtx = final_mtx[ localplayer.id_board ]; + m4x3_mulv( board_mtx, vp0, vp0 ); + m4x3_mulv( board_mtx, vp1, vp1 ); + v3_add( vp0, vp1, vpc ); + v3_muls( vpc, 0.5f, vpc ); + + if( animator->surface == k_surface_prop_sand ){ + if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){ + v3f v, co; + v3_muls( animator->root_v, 0.5f, v ); + v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co ); + + effect_data->sand.colour = 0xff8ec4e6; + effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 ); + } + } + + if( animator->grind > 0.5f ){ + int back = 0, front = 0, mid = 0; + + if( animator->activity == k_skate_activity_grind_5050 ){ + back = 1; + front = 1; + } + else if( animator->activity == k_skate_activity_grind_back50 ){ + back = 1; + } + else if( animator->activity == k_skate_activity_grind_front50 ){ + front = 1; + } + else if( animator->activity == k_skate_activity_grind_boardslide ){ + mid = 1; + } + + if( back ){ + effect_spark_apply( &effect_data->spark, vp0, + animator->root_v, vg.time_delta ); + } + + if( front ){ + effect_spark_apply( &effect_data->spark, vp1, + animator->root_v, vg.time_delta ); + } + + if( mid ){ + effect_spark_apply( &effect_data->spark, vpc, + animator->root_v, vg.time_delta ); + } } } -static void player__skate_post_animate(void){ +void player__skate_post_animate(void){ struct player_skate_state *state = &player_skate.state; localplayer.cam_velocity_influence = 1.0f; + localplayer.cam_dist = 1.8f; v3f head = { 0.0f, 1.8f, 0.0f }; m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ], @@ -3130,7 +3540,7 @@ static void player__skate_post_animate(void){ state->head_position, state->head_position ); } -static void player__skate_reset_animator(void){ +void player__skate_reset_animator(void){ struct player_skate_state *state = &player_skate.state; memset( &player_skate.animator, 0, sizeof(player_skate.animator) ); @@ -3141,7 +3551,8 @@ static void player__skate_reset_animator(void){ player_skate.animator.fly = 0.0f; } -static void player__skate_clear_mechanics(void){ +void player__skate_clear_mechanics(void) +{ struct player_skate_state *state = &player_skate.state; state->jump_charge = 0.0f; state->charging_jump = 0; @@ -3176,11 +3587,14 @@ static void player__skate_clear_mechanics(void){ v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture ); v3_copy( localplayer.rb.co, state->prev_pos ); v3_zero( player_skate.weight_distribution ); + + v3f head = { 0.0f, 1.8f, 0.0f }; + m4x3_mulv( localplayer.rb.to_world, head, state->head_position ); } #include "network_compression.h" -static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ +void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ struct player_skate_animator *animator = data; bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co ); @@ -3189,7 +3603,7 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset ); bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog ); bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide ); - bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z ); bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x ); /* these could likely be pressed down into single bits if needed */ @@ -3227,22 +3641,29 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time ); bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time ); + bitpack_qf32( ctx, 16, 0.0f, 4.0f, &animator->handplant_t ); + bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v ); + bitpack_bytes( ctx, 1, &animator->activity ); } -static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){ +void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){ audio_lock(); if( id == k_player_skate_soundeffect_jump ){ - audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_tap ){ - audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_land_good ){ - audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_land_bad ){ - audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_grind_metal ){ audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume ); @@ -3253,5 +3674,3 @@ static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){ audio_unlock(); } - -#endif /* PLAYER_SKATE_C */