X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=7088cf1377a24f29453a49839bc43d1540bf7469;hb=b1557496a922904b7abcd47d5a59a6da44d70fe8;hp=eb4e27e0cbbe37495939dbc1815c77fe10bfed59;hpb=964a1608fd269bda5fc632a618a861a527c6f868;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index eb4e27e..7088cf1 100644 --- a/player_skate.c +++ b/player_skate.c @@ -149,13 +149,11 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) return 0; } -VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) +VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, + v3f result_co, v3f result_dir, v3f result_n ) { - v3f pos; - m4x3_mulv( player->rb.to_world, ra, pos ); - v4f plane; - v3_copy( player->rb.to_world[2], plane ); + v3_copy( player->rb.v, plane ); v3_normalize( plane ); plane[3] = v3_dot( plane, pos ); @@ -253,10 +251,12 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) return 0; v3f average_position, - average_direction; + average_direction, + average_normal; v3_zero( average_position ); v3_zero( average_direction ); + v3_zero( average_normal ); int passed_samples = 0; @@ -302,8 +302,13 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) /* 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 ++; } } @@ -311,9 +316,14 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) 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_muls( average_position, div, average_position ); - v3_muls( average_direction, div, average_direction ); /* !! not normed */ + v3_normalize( average_direction ); + v3_normalize( average_normal ); v3_add( pos, average_position, average_position ); vg_line_pt3( average_position, 0.02f, VG__GREEN ); @@ -323,38 +333,9 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra ) v3_muladds( average_position, average_direction, -0.35f, p1 ); vg_line( p0, p1, VG__PINK ); -#if 0 - if( passed_samples ) - { - v3f displacement, dir; - v3_sub( pos, average_position, displacement ); - v3_copy( displacement, dir ); - v3_normalize( dir ); - - v3f rv, raW; - q_mulv( player->rb.q, ra, raW ); - - v3_cross( player->rb.w, raW, rv ); - v3_add( player->rb.v, rv, rv ); - - v3_muladds( rv, player->rb.to_world[2], - -v3_dot( rv, player->rb.to_world[2] ), rv ); - - v3f Fd, Fs, F; - v3_muls( displacement, -k_grind_spring, Fs ); - v3_muls( rv, -k_grind_dampener, Fd ); - - v3_add( Fd, Fs, F ); - v3_muls( F, k_rb_delta, F ); - - v3_add( player->rb.v, F, player->rb.v ); - v3f wa; - v3_cross( raW, F, wa ); - v3_add( player->rb.w, wa, player->rb.w ); - - /* Constraint based */ - } -#endif + v3_copy( average_position, result_co ); + v3_copy( average_normal, result_n ); + v3_copy( average_direction, result_dir ); return passed_samples; } @@ -1230,8 +1211,11 @@ VG_STATIC void skate_apply_cog_model( player_instance *player ) { struct player_skate *s = &player->_skate; - v3f ideal_cog, ideal_diff; - v3_muladds( player->rb.co, player->rb.to_world[1], + v3f ideal_cog, ideal_diff, ideal_dir; + v3_copy( s->state.up_dir, ideal_dir ); + v3_normalize( ideal_dir ); + + v3_muladds( player->rb.co, ideal_dir, 1.0f-player->input_grab->axis.value, ideal_cog ); v3_sub( ideal_cog, s->state.cog, ideal_diff ); @@ -1475,38 +1459,53 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; - float l = k_board_length, - w = 0.13f; - -#if 0 - v3f wheel_positions[] = + struct board_collider { - { -w, 0.0f, -l }, - { w, 0.0f, -l }, - { -w, 0.0f, l }, - { w, 0.0f, l }, - }; -#else - v3f wheel_positions[] = - { - { 0.0f, 0.0f, -l }, - { 0.0f, 0.0f, l }, - }; -#endif + v3f pos; + float radius; - u32 wheel_colours[] = - { - VG__RED, VG__GREEN, VG__BLUE, VG__YELOW - }; + int apply_angular; + u32 colour; - int wheel_states[] = + enum board_collider_state + { + k_collider_state_default, + k_collider_state_disabled, + k_collider_state_colliding + } + state; + } + wheels[] = { - 1, 1, 1, 1 + { + { 0.0f, 0.0f, -k_board_length }, + .radius = 0.07f, + .apply_angular = 1, + .colour = VG__RED + }, + { + { 0.0f, 0.0f, k_board_length }, + .radius = 0.07f, + .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 wheel_count = 2; - - if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) ) + const int k_wheel_count = 2; +#if 0 + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -k_board_length } ) ) { #if 0 wheel_states[0] = 0; @@ -1514,37 +1513,246 @@ VG_STATIC void player__skate_update( player_instance *player ) #endif } - if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, l } ) ) + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, k_board_length } ) ) { #if 0 wheel_states[2] = 0; wheel_states[3] = 0; #endif } - - rb_sphere collider; - collider.radius = 0.07f; +#endif s->substep = k_rb_delta; + s->substep_delta = s->substep; + int substep_count = 0; + - int substep_count = 0; -begin_collision:; + /* + * Phase 2: Truck alignment (spring/dampener model) + * it uses the first two colliders as truck positions + * -------------------------------------------------------------------------- + */ - for( int i=0; irb.to_world, mtx ); - m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); - debug_sphere( mtx, collider.radius, - (u32[]){ VG__BLACK, VG__WHITE, - wheel_colours[i] }[ wheel_states[i] ]); + if( wheels[i].state == k_collider_state_disabled ) + continue; + + v3f truck, left, right; + m4x3_mulv( player->rb.to_world, wheels[i].pos, 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, wheels[i].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 ); + + /* ignore bad normals */ + if( res_l ) + { + if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f ) + res_l = 0; + else + v3_add( ray_l.normal, surface_picture, surface_picture ); + } + + if( res_r ) + { + if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f ) + res_r = 0; + else + v3_add( ray_r.normal, surface_picture, surface_picture ); + } + + v3f v0; + v3f midpoint; + v3_muladds( truck, player->rb.to_world[1], -wheels[i].radius, midpoint ); + + if( res_l || res_r ) + { + v3f p0, p1; + v3_copy( midpoint, p0 ); + v3_copy( midpoint, p1 ); + + if( res_l ) v3_copy( ray_l.pos, p0 ); + if( res_r ) v3_copy( ray_r.pos, p1 ); + + v3_sub( p1, p0, v0 ); + v3_normalize( v0 ); + } + else + { + /* fallback: use the closes point to the trucks */ + v3f closest; + int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f ); + + if( idx != -1 ) + { + u32 *tri = &world.scene_geo->arrindices[ idx * 3 ]; + v3f verts[3]; + + for( int j=0; j<3; j++ ) + v3_copy( world.scene_geo->arrvertices[ tri[j] ].co, verts[j] ); + + v3f vert0, vert1, n; + v3_sub( verts[1], verts[0], vert0 ); + v3_sub( verts[2], verts[0], vert1 ); + v3_cross( vert0, vert1, n ); + v3_normalize( n ); + + if( v3_dot( n, player->rb.to_world[1] ) < 0.3f ) + continue; + + v3_cross( n, player->rb.to_world[2], v0 ); + v3_muladds( v0, player->rb.to_world[2], + -v3_dot( player->rb.to_world[2], v0 ), v0 ); + v3_normalize( v0 ); + } + else + continue; + } + + v3_muladds( truck, v0, k_board_width, right ); + v3_muladds( truck, v0, -k_board_width, left ); + + vg_line( left, right, VG__WHITE ); + + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], v0, + k_board_spring, k_board_dampener, + s->substep_delta ); } + /* + * Phase 2a: Manual alignment (spring/dampener model) + * -------------------------------------------------------------------------- + */ + + v3f weight, world_cog; + v3_zero( weight ); + + int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1; + + if( s->state.manual_direction == 0 ) + { + if( (player->input_js1v->axis.value > 0.7f) && + (s->state.activity == k_skate_activity_ground) && + (s->state.jump_charge <= 0.01f) ) + s->state.manual_direction = reverse_dir; + } + else + { + if( player->input_js1v->axis.value < 0.1f ) + { + s->state.manual_direction = 0; + } + else + { + if( reverse_dir != s->state.manual_direction ) + { + player__dead_transition( player ); + return; + } + } + } + + if( s->state.manual_direction ) + { + float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); + weight[2] = k_board_length * amt * (float)s->state.manual_direction; + } + + if( v3_length2( surface_picture ) > 0.001f ) + { + v3_normalize( surface_picture ); + + v3f target; + v3_copy( surface_picture, target ); + + target[1] += 2.0f * surface_picture[1]; + v3_normalize( target ); + + v3_lerp( s->state.up_dir, target, + 8.0f * s->substep_delta, s->state.up_dir ); + } + else + { + v3_lerp( s->state.up_dir, player->rb.to_world[1], + 8.0f * s->substep_delta, s->state.up_dir ); + } + + + /* TODO: Fall back on land normal */ + /* TODO: Lerp weight distribution */ + /* TODO: Can start manual only if not charge jump */ + if( v3_length2( surface_picture ) > 0.001f && + v3_length2( weight ) > 0.001f && + s->state.manual_direction ) + { + v3f plane_z; + + m3x3_mulv( player->rb.to_world, weight, plane_z ); + v3_negate( plane_z, plane_z ); + + v3_muladds( plane_z, surface_picture, + -v3_dot( plane_z, surface_picture ), plane_z ); + v3_normalize( plane_z ); + + v3_muladds( plane_z, surface_picture, 0.3f, plane_z ); + v3_normalize( plane_z ); + + v3f p1; + v3_muladds( player->rb.co, plane_z, 1.5f, p1 ); + vg_line( player->rb.co, p1, VG__GREEN ); + + v3f refdir; + v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction, + refdir ); + + rb_effect_spring_target_vector( &player->rb, refdir, plane_z, + k_manul_spring, k_manul_dampener, + s->substep_delta ); + } + + + + + + + + + +begin_collision:; + + /* + * Phase 0: Continous collision detection + * -------------------------------------------------------------------------- + */ + + v3f head_wp0, head_wp1, start_co; + m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp0 ); + v3_copy( player->rb.co, start_co ); -#ifdef SKATE_CCD + for( int i=0; isubstep, - cast_radius = collider.radius - k_penetration_slop*1.2f; + float max_time = s->substep; - for( int i=0; irb.q, wheel_positions[i], current ); + q_mulv( player->rb.q, wheels[i].pos, current ); v3_add( current, player->rb.co, current ); - float t; /* TODO: ignore lightly grazing normals? */ + float t; v3f n; + + float cast_radius = wheels[i].radius - k_penetration_slop * 1.2f; if( spherecast_world( current, future, cast_radius, &t, n ) != -1) - { max_time = vg_minf( max_time, t * s->substep ); - } } /* clamp to a fraction of delta, to prevent locking */ @@ -1615,123 +1822,182 @@ begin_collision:; v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v ); -#else - - s->substep_delta = k_rb_delta; - -#endif - s->substep -= s->substep_delta; - /* create manifold(s) */ rb_ct manifold[128]; + int manifold_len = 0; - int manifold_len = 0, - manifold_front = 0, - manifold_back = 0, - manifold_interface = 0; + /* + * Phase -1: head detection + * -------------------------------------------------------------------------- + */ + m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 ); + vg_line( head_wp0, head_wp1, VG__RED ); - rb_ct *cmanifold = manifold; + float t; + v3f n; + if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) && + (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) ) + { + v3_lerp( start_co, player->rb.co, t, player->rb.co ); + rb_update_transform( &player->rb ); - for( int i=0; irb.co, + grind_co, grind_dir, grind_n ) ) + { +#if 0 + rb_ct *ct = &manifold[ manifold_len ++ ]; - m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); - - int l = skate_collide_smooth( player, mtx, &collider, cmanifold ); + v3_copy( truck, ct->co ); + v3_copy( grind_n, ct->n ); + ct->p = vg_maxf( 0.0f, ct->co[1] - truck[1] ); +#endif - if( l ) - wheel_states[i] = 2; + v3f target_dir; + v3_cross( grind_dir, (v3f){0.0f,1.0f,0.0f}, target_dir ); + target_dir[1] = 0.0f; - cmanifold += l; - manifold_len += l; - manifold_interface += l; + if( v3_length2( target_dir ) <= 0.001f ) + continue; + + if( fabsf(v3_dot( player->rb.v, grind_dir )) < 0.7071f ) + continue; + + v3_copy( grind_co, player->rb.co ); + + q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, + -atan2f( target_dir[2], target_dir[0] ) ); + + wheels[0].state = k_collider_state_disabled; + wheels[1].state = k_collider_state_disabled; + v3_muls( grind_dir, v3_dot(player->rb.v,grind_dir), player->rb.v ); + v3_zero( player->rb.w ); + + rb_update_transform( &player->rb ); - if( i<=1 ) - manifold_front ++; - else - manifold_back ++; - } #if 0 - /* try to slap both wheels onto the ground when landing to prevent mega - * angular velocities being added */ - if( (s->state.activity == k_skate_activity_air) && - (manifold_front != manifold_back ) ) - { - v3f trace_from, trace_dir; - v3_muls( player->rb.to_world[1], -1.0f, trace_dir ); + v3f displacement, dir; + v3_sub( truck, grind_co, displacement ); + v3_copy( displacement, dir ); + v3_normalize( dir ); - if( manifold_front ) - v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from ); - else - v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from ); - m4x3_mulv( player->rb.to_world, trace_from, trace_from ); + v3f rv, raW; + q_mulv( player->rb.q, wheels[i].pos, raW ); - ray_hit ray; - ray.dist = 0.6f; + v3_cross( player->rb.w, raW, rv ); + v3_add( player->rb.v, rv, rv ); - if( ray_world( trace_from, trace_dir, &ray ) ) - { - rb_ct *ct = cmanifold; + v3_muladds( rv, player->rb.to_world[2], + -v3_dot( rv, player->rb.to_world[2] ), rv ); + + v3f Fd, Fs, F; + v3_muls( displacement, -k_grind_spring, Fs ); + v3_muls( rv, -k_grind_dampener, Fd ); - v3_copy( ray.pos, ct->co ); - v3_copy( ray.normal, ct->n ); - ct->p = 0.0f; + v3_add( Fd, Fs, F ); + v3_muls( F, s->substep_delta, F ); + + v3_add( player->rb.v, F, player->rb.v ); + v3f wa; + v3_cross( raW, F, wa ); + v3_add( player->rb.w, wa, player->rb.w ); + + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[1], + grind_n, + k_board_spring, k_board_dampener, + s->substep_delta ); + + v3f adj; + v3_cross( grind_dir, (v3f){0.0f,1.0f,0.0f}, adj ); + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2], + adj, + k_grind_spring, k_grind_dampener, + s->substep_delta ); +#endif - manifold_len ++; - manifold_interface ++; + s->state.activity = k_skate_activity_grind; } + else + s->state.activity = k_skate_activity_ground; } - int grind_len = skate_grind_collide( player, cmanifold ); - manifold_len += grind_len; -#endif - - int grind_len = 0; - v3f surface_normal = {0.0f,0.0f,0.0f}; + /* + * 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. + * -------------------------------------------------------------------------- + */ - for( int i=0; ibias = -0.2f * - (s->substep_delta * 3600.0f) - * vg_minf( 0.0f, -ct->p+k_penetration_slop ); - rb_tangent_basis( ct->n, ct->t[0], ct->t[1] ); - ct->norm_impulse = 0.0f; - ct->tangent_impulse[0] = 0.0f; - ct->tangent_impulse[1] = 0.0f; + if( wheels[i].state == k_collider_state_disabled ) + continue; - v3_add( ct->n, surface_normal, surface_normal ); - } + m4x3f mtx; + m3x3_identity( mtx ); + m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); + + rb_sphere collider = { .radius = wheels[i].radius }; - if( manifold_len ) - { - v3_muls( surface_normal, 1.0f/(float)manifold_len, surface_normal ); + rb_ct *man = &manifold[ manifold_len ]; - float a = v3_dot( player->rb.to_world[1], surface_normal ); + int l = skate_collide_smooth( player, mtx, &collider, man ); + if( l ) + wheels[i].state = k_collider_state_colliding; - if( a <= 0.9999f ) + /* for non-angular contacts we just want Y. contact positions are + * snapped to the local xz plane */ + if( !wheels[i].apply_angular ) { - v3f axis; - v3_cross( surface_normal, player->rb.to_world[1], axis ); - - float Fs = -a * k_board_spring, - Fd = -v3_dot( player->rb.w, axis ) * k_board_dampener; + for( int j=0; jrb.co, ra ); - v3_muladds( player->rb.w, axis, (Fs+Fd) * s->substep_delta, - player->rb.w ); + 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; + } + + /* + * Phase 3: Dynamics + * -------------------------------------------------------------------------- + */ + + for( int i=0; isubstep_delta ); + rb_debug_contact( &manifold[i] ); } - v3f extent = { w, 0.1f, k_board_length }; + /* yes, we are currently rebuilding mass matrices every frame. too bad! */ + v3f extent = { k_board_width, 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]; @@ -1755,14 +2021,21 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); + m4x3_mulv( player->rb.to_world, weight, world_cog ); + vg_line_pt3( world_cog, 0.1f, VG__BLACK ); + for( int j=0; j<10; j++ ) { for( int i=0; ico, player->rb.co, delta ); + v3_sub( ct->co, world_cog, delta ); v3_cross( player->rb.w, delta, rv ); v3_add( player->rb.v, rv, rv ); @@ -1772,13 +2045,12 @@ begin_collision:; v3f raCnI, rbCnI; m3x3_mulv( iIw, raCn, raCnI ); - float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)); - float vn = v3_dot( rv, ct->n ); - + float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)), + vn = v3_dot( rv, ct->n ), + lambda = normal_mass * ( -vn ); - - - float lambda = normal_mass * ( -vn + ct->bias ); + /* FIXME! */ + v3_muladds( player->rb.co, ct->n, ct->bias*0.02f, player->rb.co ); float temp = ct->norm_impulse; ct->norm_impulse = vg_maxf( temp + lambda, 0.0f ); @@ -1787,15 +2059,6 @@ begin_collision:; v3f impulse; v3_muls( ct->n, lambda, impulse ); -#if 0 - if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f || - fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f ) - { - player__dead_transition( player ); - return; - } -#endif - v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); v3_cross( delta, impulse, impulse ); m3x3_mulv( iIw, impulse, impulse ); @@ -1804,42 +2067,34 @@ begin_collision:; v3_cross( player->rb.w, delta, rv ); v3_add( player->rb.v, rv, rv ); vn = v3_dot( rv, ct->n ); - } } - - - - - - substep_count ++; - if( s->substep >= 0.0001f ) - goto begin_collision; - + goto begin_collision; /* again! */ + /* + * End of collision and dynamics routine + * -------------------------------------------------------------------------- + */ - for( int i=0; irb.to_world, mtx ); - m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); - debug_sphere( mtx, collider.radius, - (u32[]){ VG__BLACK, VG__WHITE, - wheel_colours[i] }[ wheel_states[i] ]); + m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); + debug_sphere( mtx, wheels[i].radius, + (u32[]){ VG__WHITE, VG__BLACK, + wheels[i].colour }[ wheels[i].state ]); } +#if 0 + skate_apply_grind_model( player, &manifold[manifold_len], grind_len ); +#endif - - - - - - skate_apply_grind_model( player, &manifold[manifold_interface], grind_len ); - skate_apply_interface_model( player, manifold, manifold_interface ); + skate_apply_interface_model( player, manifold, manifold_len ); skate_apply_pump_model( player ); skate_apply_cog_model( player ); @@ -1868,6 +2123,8 @@ begin_collision:; m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); + m3x3_mulv( gate->transport, s->state.head_position, + s->state.head_position ); v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); @@ -1930,8 +2187,18 @@ VG_STATIC void player__skate_animate( player_instance *player, v3f offset; v3_zero( offset ); - m4x3_mulv( player->rb.to_local, s->state.cog, offset ); - v3_muls( offset, -4.0f, offset ); + v3f cog_local, cog_ideal; + m4x3_mulv( player->rb.to_local, s->state.cog, cog_local ); + + v3_copy( s->state.up_dir, cog_ideal ); + v3_normalize( cog_ideal ); + m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal ); + + v3_sub( cog_ideal, cog_local, offset ); + + + v3_muls( offset, 4.0f, offset ); + offset[1] *= -1.0f; float curspeed = v3_length( player->rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), @@ -2080,6 +2347,52 @@ VG_STATIC void player__skate_animate( player_instance *player, dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } + + + + /* angle correction */ + if( v3_length2( s->state.up_dir ) > 0.001f ) + { + v3f ndir; + m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); + v3_normalize( ndir ); + + v3f up = { 0.0f, 1.0f, 0.0f }; + + float a = v3_dot( ndir, up ); + a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); + + v3f axis; + v4f q; + + v3_cross( up, ndir, axis ); + q_axis_angle( q, axis, a ); + + mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1]; + + for( int i=0; ipose[apply_to[i]-1]; + + v3f v0; + v3_sub( kf->co, kf_hip->co, v0 ); + q_mulv( q, v0, v0 ); + v3_add( v0, kf_hip->co, kf->co ); + + q_mul( q, kf->q, kf->q ); + q_normalize( kf->q ); + } + + v3f p1, p2; + m4x3_mulv( player->rb.to_world, up, p1 ); + m4x3_mulv( player->rb.to_world, ndir, p2 ); + + vg_line( player->rb.co, p1, VG__PINK ); + vg_line( player->rb.co, p2, VG__CYAN ); + } + + + 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]; @@ -2192,6 +2505,11 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) struct player_avatar *av = player->playeravatar; player->cam_velocity_influence = 1.0f; + + v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */ + m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position ); + m4x3_mulv( player->rb.to_local, s->state.head_position, + s->state.head_position ); } VG_STATIC void player__skate_reset_animator( player_instance *player ) @@ -2249,6 +2567,9 @@ VG_STATIC void player__skate_reset( player_instance *player, player__skate_clear_mechanics( player ); player__skate_reset_animator( player ); + + v3_zero( s->state.head_position ); + s->state.head_position[1] = 1.8f; } #endif /* PLAYER_SKATE_C */