X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=7da738ef6419013c0bff9dc460d94abc9bb62d47;hb=1d06671f87a9d24596fc6808d8e0db889a818750;hp=542f105225453f9f56e964fb663e02131a6f237f;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 542f105..7da738e 100644 --- a/player_skate.c +++ b/player_skate.c @@ -2,6 +2,11 @@ #define PLAYER_SKATE_C #include "player.h" +#include "audio.h" +#include "vg/vg_perlin.h" +#include "menu.h" +#include "ent_skateshop.h" +#include "addon.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -10,6 +15,8 @@ VG_STATIC void player__skate_bind( player_instance *player ) struct skeleton *sk = &av->sk; rb_update_transform( &player->rb ); + s->anim_grind = skeleton_get_anim( sk, "pose_grind" ); + s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" ); s->anim_stand = skeleton_get_anim( sk, "pose_stand" ); s->anim_highg = skeleton_get_anim( sk, "pose_highg" ); s->anim_air = skeleton_get_anim( sk, "pose_air" ); @@ -21,6 +28,20 @@ VG_STATIC void player__skate_bind( player_instance *player ) s->anim_grabs = skeleton_get_anim( sk, "grabs" ); } +VG_STATIC void player__skate_kill_audio( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + audio_lock(); + if( s->aud_main ) + s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f ); + if( s->aud_air ) + s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f ); + if( s->aud_slide ) + s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f ); + audio_unlock(); +} + /* * Collision detection routines * @@ -35,19 +56,20 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { + world_instance *world = world_current_instance(); + int len = 0; - len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man ); + len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man, + k_material_flag_walking ); - for( int i=0; irb; man[i].rbb = NULL; } rb_manifold_filter_coplanar( man, len, 0.03f ); - if( len > 1 ) - { + if( len > 1 ){ rb_manifold_filter_backface( man, len ); rb_manifold_filter_joint_edges( man, len, 0.03f ); rb_manifold_filter_pairs( man, len, 0.03f ); @@ -70,6 +92,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, v3f dir, float r, struct grind_info *inf ) { + world_instance *world = world_current_instance(); + v4f plane; v3_copy( dir, plane ); v3_normalize( plane ); @@ -78,13 +102,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player, boxf box; v3_add( pos, (v3f){ r, r, r }, box[1] ); v3_sub( pos, (v3f){ r, r, r }, box[0] ); - - bh_iter it; - bh_iter_init( 0, &it ); - int idx; - struct grind_sample - { + struct grind_sample{ v2f co; v2f normal; v3f normal3, @@ -100,28 +119,29 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3_cross( plane, player->basis[1], support_axis ); v3_normalize( support_axis ); - while( bh_next( world.geo_bh, &it, box, &idx ) ) - { - u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + bh_iter it; + bh_iter_init_box( 0, &it, box ); + i32 idx; + + while( bh_next( world->geo_bh, &it, &idx ) ){ + 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) ) + struct world_surface *surf = world_tri_index_surface(world,ptri[0]); + if( !(surf->info.flags & k_material_flag_grindable) ) continue; for( int j=0; j<3; j++ ) - v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] ); - for( int j=0; j<3; j++ ) - { + for( int j=0; j<3; j++ ){ int i0 = j, i1 = (j+1) % 3; struct grind_sample *sample = &samples[ sample_count ]; v3f co; - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { + if( plane_segment( plane, tri[i0], tri[i1], co ) ){ v3f d; v3_sub( co, pos, d ); if( v3_length2( d ) > r*r ) @@ -171,14 +191,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; ibasis[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 ); + if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); + else v3_add( sj->normal3, average_normal, average_normal ); passed_samples ++; } @@ -245,18 +261,30 @@ too_many_samples: v3_copy( average_normal, inf->n ); v3_copy( average_direction, inf->dir ); - vg_line_pt3( inf->co, 0.02f, VG__GREEN ); + vg_line_point( inf->co, 0.02f, VG__GREEN ); vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN ); vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN ); return passed_samples; } -VG_STATIC int solve_prediction_for_target( player_instance *player, - v3f target, float max_angle, - struct land_prediction *p ) +VG_STATIC void reset_jump_info( jump_info *inf ) { - /* calculate the exact solution(s) to jump onto that grind spot */ + inf->log_length = 0; + inf->land_dist = 0.0f; + inf->score = 0.0f; + inf->type = k_prediction_unset; + v3_zero( inf->apex ); +} + +VG_STATIC int create_jumps_to_hit_target( player_instance *player, + jump_info *jumps, + v3f target, float max_angle_delta, + float gravity ) +{ + struct player_skate *s = &player->_skate; + + /* calculate the exact 2 solutions to jump onto that grind spot */ v3f v0; v3_sub( target, player->rb.co, v0 ); @@ -271,58 +299,54 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, m3x3_mulv( player->invbasis, player->rb.v, v_local ); v2f d = { v3_dot( ax, v0 ), v0[1] }, - v = { v3_dot( ax, player->rb.v ), v_local[1] }; + v = { v3_dot( ax, v_local ), v_local[1] }; 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); + root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - if( root > 0.0f ) - { - root = sqrtf( root ); - float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ), - a1 = atanf( (m*m - root) / (p->gravity * d[0]) ); - - if( fabsf(a0-a) > fabsf(a1-a) ) - a0 = a1; - - if( fabsf(a0-a) > max_angle ) - return 0; + int valid_count = 0; - /* TODO: sweep the path before chosing the smallest dist */ + if( root > 0.0f ){ + root = sqrtf( root ); + float a0 = atanf( (m*m + root) / (gravity * d[0]) ), + a1 = atanf( (m*m - root) / (gravity * d[0]) ); - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_grind; + if( fabsf(a0-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - v3_muls( ax, cosf( a0 ) * m, p->v ); - p->v[1] += sinf( a0 ) * m; - m3x3_mulv( player->basis, p->v, p->v ); + v3_muls( ax, cosf( a0 ) * m, inf->v ); + inf->v[1] += sinf( a0 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a0)*m); + inf->gravity = gravity; - p->land_dist = d[0] / (cosf(a0)*m); + v3_copy( target, inf->log[inf->log_length ++] ); + } - /* add a trace */ - for( int i=0; i<=20; i++ ) - { - float t = (float)i * (1.0f/20.0f) * p->land_dist; + if( fabsf(a1-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - v3f p0; - v3_muls( p->v, t, p0 ); - v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 ); + v3_muls( ax, cosf( a1 ) * m, inf->v ); + inf->v[1] += sinf( a1 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a1)*m); + inf->gravity = gravity; - v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); + v3_copy( target, inf->log[inf->log_length ++] ); } - - return 1; } - else - return 0; + + return valid_count; } VG_STATIC void player__approximate_best_trajectory( player_instance *player ) { + world_instance *world0 = world_current_instance(); + struct player_skate *s = &player->_skate; float k_trace_delta = k_rb_delta * 10.0f; @@ -330,7 +354,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.v, s->state.air_init_v ); v3_copy( player->rb.co, s->state.air_init_co ); - s->prediction_count = 0; + s->possible_jump_count = 0; v3f axis; v3_cross( player->rb.v, player->rb.to_world[1], axis ); @@ -343,20 +367,30 @@ void player__approximate_best_trajectory( player_instance *player ) struct grind_info grind; int grind_located = 0; + float grind_located_gravity = k_gravity; - for( int m=0;m<=30; m++ ) - { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_none; + v3f launch_v_bounds[2]; + + for( int i=0; i<2; i++ ){ + v3_copy( player->rb.v, launch_v_bounds[i] ); + float ang = (float[]){ angle_begin, angle_end }[ i ]; + ang *= 0.15f; + + v4f qbias; + q_axis_angle( qbias, axis, ang ); + q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] ); + } + + for( int m=0;m<=30; m++ ){ + jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ]; + reset_jump_info( inf ); 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 ); + world_instance *trace_world = world0; float vt = (float)m * (1.0f/30.0f), ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; @@ -371,48 +405,101 @@ void player__approximate_best_trajectory( player_instance *player ) q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); q_mulv( qbias, launch_v, launch_v ); - float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), gravity = k_gravity * gravity_bias; - p->gravity = gravity; + inf->gravity = gravity; + v3_copy( launch_v, inf->v ); - v3_copy( launch_v, p->v ); + m3x3f basis; + m3x3_copy( player->basis, basis ); - for( int i=1; i<=50; i++ ) - { + for( int i=1; i<=50; i++ ){ float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 ); + v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); v3_add( launch_co, co1, co1 ); - float launch_vy = v3_dot( launch_v,player->basis[1] ); - if( !grind_located && (launch_vy - gravity*t < 0.0f) ) - { - v3f closest; - if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 ) - { - 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] ) }; + float launch_vy = v3_dot( launch_v,basis[1] ); + + int search_for_grind = 1; + if( grind_located ) search_for_grind = 0; + if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; - v2_normalize( v0 ); - v2_normalize( v1 ); + /* REFACTOR */ - float a = v2_dot( v0, v1 ); + v3f closest={0.0f,0.0f,0.0f}; + if( search_for_grind ){ + if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){ + float min_dist = 0.75f; + min_dist *= min_dist; - if( a >= cosf( VG_PIf * 0.185f ) ) - { - grind_located = 1; - } + if( v3_dist2( closest, launch_co ) < min_dist ) + search_for_grind = 0; + + v3f bound[2]; + + 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] ); + v3_add( launch_co, bound[j], bound[j] ); + } + + float limh = vg_minf( 2.0f, t ), + minh = vg_minf( bound[0][1], bound[1][1] )-limh, + maxh = vg_maxf( bound[0][1], bound[1][1] )+limh; + + if( (closest[1] < minh) || (closest[1] > maxh) ){ + search_for_grind = 0; + } + } + else + search_for_grind = 0; + } + + if( search_for_grind ){ + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, basis[1], -gravity * t, ve ); + + if( skate_grind_scansq( player, closest, ve, 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] ) }; + + v2_normalize( v0 ); + v2_normalize( v1 ); + + float a = v2_dot( v0, v1 ); + + float a_min = cosf( VG_PIf * 0.185f ); + if( s->state.grind_cooldown ) + a_min = cosf( VG_PIf * 0.05f ); + + /* check speed */ + if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && + (a >= a_min) && + (fabsf(grind.dir[1]) < 0.70710678118654752f)) + { + grind_located = 1; + grind_located_gravity = inf->gravity; + } + } + } + + if( trace_world->rendering_gate ){ + ent_gate *gate = trace_world->rendering_gate; + if( gate_intersect( gate, co1, co0 ) ){ + m4x3_mulv( gate->transport, co0, co0 ); + 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 ]; } } } @@ -420,67 +507,118 @@ void player__approximate_best_trajectory( player_instance *player ) float t1; v3f n; - int idx = spherecast_world( co0, co1, k_board_radius, &t1, n ); - if( idx != -1 ) - { + float scan_radius = k_board_radius; + scan_radius *= vg_clampf( t, 0.02f, 1.0f ); + + int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n, + k_material_flag_walking ); + if( idx != -1 ){ v3f co; v3_lerp( co0, co1, t1, co ); - v3_copy( co, p->log[ p->log_length ++ ] ); + v3_copy( co, inf->log[ inf->log_length ++ ] ); + + v3_copy( n, inf->n ); + u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ]; + struct world_surface *surf = + world_tri_index_surface( trace_world, tri[0] ); - v3_copy( n, p->n ); - p->type = k_prediction_land; + inf->type = k_prediction_land; v3f ve; v3_copy( launch_v, ve ); v3_muladds( ve, player->basis[1], -gravity * t, ve ); - struct grind_info replace_grind; - if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) ) - { - v3_copy( replace_grind.n, p->n ); - p->type = k_prediction_grind; - } - - p->score = -v3_dot( ve, p->n ); - p->land_dist = t + k_trace_delta * t1; + inf->score = -v3_dot( ve, inf->n ); + inf->land_dist = t + k_trace_delta * t1; - u32 vert_index = world.scene_geo->arrindices[ idx*3 ]; - struct world_material *mat = world_tri_index_material( vert_index ); - /* Bias prediction towords ramps */ - if( !(mat->info.flags & k_material_flag_skate_surface) ) - p->score *= 10.0f; + if( !(surf->info.flags & k_material_flag_skate_target) ) + inf->score *= 10.0f; + + if( surf->info.flags & k_material_flag_boundary ) + s->possible_jump_count --; break; } if( i % 3 == 0 ) - v3_copy( co1, p->log[ p->log_length ++ ] ); + v3_copy( co1, inf->log[ inf->log_length ++ ] ); v3_copy( co1, co0 ); } - if( p->type == k_prediction_none ) - s->prediction_count --; + if( inf->type == k_prediction_unset ) + s->possible_jump_count --; } - if( grind_located ) - { - /* calculate the exact solution(s) to jump onto that grind spot */ - struct land_prediction *p = &s->predictions[ s->prediction_count ]; - p->gravity = k_gravity; + if( grind_located ){ + jump_info grind_jumps[2]; + + int valid_count = + create_jumps_to_hit_target( player, grind_jumps, grind.co, + 0.175f*VG_PIf, grind_located_gravity ); + + /* knock out original landing points in the 1m area */ + for( u32 j=0; jpossible_jump_count; j++ ){ + jump_info *jump = &s->possible_jumps[ j ]; + float dist = v3_dist2( jump->log[jump->log_length-1], grind.co ); + float descale = 1.0f-vg_minf(1.0f,dist); + jump->score += descale*3.0f; + } - if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) - { - v3_copy( grind.n, p->n ); + for( int i=0; itype = k_prediction_grind; + + v3f launch_v, launch_co, co0, co1; + + v3_copy( jump->v, launch_v ); + v3_copy( player->rb.co, launch_co ); + + m3x3f basis; + m3x3_copy( player->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 ); + v3_add( launch_co, co0, co0 ); + + /* rough scan to make sure we dont collide with anything */ + for( int j=1; j<=16; j++ ){ + t = (float)j*(1.0f/16.0f); + t *= 0.9f; + t += 0.05f; + t *= jump->land_dist; + + v3_muls( launch_v, t, co1 ); + v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); + + float t1; + v3f n; + + int idx = spherecast_world( world0, co0,co1, + k_board_radius*0.1f, &t1, n, + k_material_flag_walking ); + if( idx != -1 ){ + goto invalidated_grind; + } + + v3_copy( co1, co0 ); + } + + v3_copy( grind.n, jump->n ); /* 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; + v3_copy( jump->v, ve ); + v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve ); + jump->score = -v3_dot( ve, grind.n ) * 0.9f; + + s->possible_jumps[ s->possible_jump_count ++ ] = *jump; - s->prediction_count ++; + continue; +invalidated_grind:; } } @@ -488,66 +626,65 @@ void player__approximate_best_trajectory( player_instance *player ) float score_min = INFINITY, score_max = -INFINITY; - struct land_prediction *best = NULL; + jump_info *best = NULL; - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; - if( p->score < score_min ) - best = p; + if( jump->score < score_min ) + best = jump; - score_min = vg_minf( score_min, p->score ); - score_max = vg_maxf( score_max, p->score ); + score_min = vg_minf( score_min, jump->score ); + score_max = vg_maxf( score_max, jump->score ); } - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; - float s = p->score; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; + float s = jump->score; s -= score_min; s /= (score_max-score_min); s = 1.0f - s; - p->score = s; - p->colour = s * 255.0f; + jump->score = s; + jump->colour = s * 255.0f; - if( p == best ) - p->colour <<= 16; - else if( p->type == k_prediction_land ) - p->colour <<= 8; + if( jump == best ) + jump->colour <<= 16; + else if( jump->type == k_prediction_land ) + jump->colour <<= 8; - p->colour |= 0xff000000; + jump->colour |= 0xff000000; } - if( best ) - { - v3_copy( best->n, s->land_normal ); + if( best ){ + v3_copy( best->n, s->state.land_normal ); v3_copy( best->v, player->rb.v ); - s->land_dist = best->land_dist; + s->state.land_dist = best->land_dist; - 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 >= 1.5f) ) - { - s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) * + if( best->type == k_prediction_grind ){ + s->state.activity = k_skate_activity_air_to_grind; + } + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + v2_normalize_clamp( steer ); + + if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){ + s->state.flip_rate = (1.0f/s->state.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 - { + else{ s->state.flip_rate = 0.0f; v3_zero( s->state.flip_axis ); } } - else - { - v3_copy( player->basis[1], s->land_normal ); + else{ + v3_copy( player->basis[1], s->state.land_normal ); } } @@ -564,25 +701,21 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity_prev != k_skate_activity_air ) + if( s->state.activity_prev > k_skate_activity_air_to_grind ) player__approximate_best_trajectory( player ); - float angle = v3_dot( player->rb.to_world[1], s->land_normal ); + float angle = v3_dot( player->rb.to_world[1], s->state.land_normal ); angle = vg_clampf( angle, -1.0f, 1.0f ); v3f axis; - v3_cross( player->rb.to_world[1], s->land_normal, axis ); + v3_cross( player->rb.to_world[1], s->state.land_normal, axis ); v4f correction; q_axis_angle( correction, axis, acosf(angle)*2.0f*VG_TIMESTEP_FIXED ); q_mul( correction, player->rb.q, player->rb.q ); - - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); } -VG_STATIC int player_skate_trick_input( player_instance *player ); +VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ); VG_STATIC void skate_apply_trick_model( player_instance *player ) { struct player_skate *s = &player->_skate; @@ -590,18 +723,17 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3f Fd, Fs, F; v3f strength = { 3.7f, 3.6f, 8.0f }; - v3_muls( s->board_trick_residualv, -4.0f , Fd ); - v3_muls( s->board_trick_residuald, -10.0f, Fs ); + v3_muls( s->state.trick_residualv, -4.0f , Fd ); + v3_muls( s->state.trick_residuald, -10.0f, Fs ); v3_add( Fd, Fs, F ); v3_mul( strength, F, F ); - v3_muladds( s->board_trick_residualv, F, k_rb_delta, - s->board_trick_residualv ); - v3_muladds( s->board_trick_residuald, s->board_trick_residualv, - k_rb_delta, s->board_trick_residuald ); + v3_muladds( s->state.trick_residualv, F, k_rb_delta, + s->state.trick_residualv ); + v3_muladds( s->state.trick_residuald, s->state.trick_residualv, + k_rb_delta, s->state.trick_residuald ); - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -612,8 +744,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) float min_rate = 99999.0f; - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ float v = s->state.trick_vel[i]; if( (v > 0.0f) && (v < min_rate) ) min_rate = v; @@ -628,23 +759,22 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta, s->state.trick_euler ); - if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ) - { + if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){ s->state.trick_time = 0.0f; s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); s->state.trick_euler[2] = roundf( s->state.trick_euler[2] ); - v3_copy( s->state.trick_vel, s->board_trick_residualv ); + v3_copy( s->state.trick_vel, s->state.trick_residualv ); v3_zero( s->state.trick_vel ); } s->state.trick_time += k_rb_delta; } - else - { + else{ if( (v3_length2(s->state.trick_vel) >= 0.0001f ) && s->state.trick_time > 0.2f) { + player__skate_kill_audio( player ); player__dead_transition( player ); } @@ -660,10 +790,9 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) { struct player_skate *s = &player->_skate; - float grabt = player->input_grab->axis.value; + float grabt = axis_state( k_sraxis_grab ); - if( grabt > 0.5f ) - { + if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, s->state.grab_mouse_delta ); @@ -679,9 +808,12 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) { struct player_skate *s = &player->_skate; + v2f jsteer; + joystick_state( k_srjoystick_steer, jsteer ); + /* Steering */ - float steer = player->input_js1h->axis.value, - grab = player->input_grab->axis.value; + float steer = jsteer[0], + grab = axis_state( k_sraxis_grab ); steer = vg_signf( steer ) * steer*steer * k_steer_ground; @@ -691,24 +823,20 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) float rate = 26.0f, top = 1.0f; - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ rate = 6.0f * fabsf(steer); top = 1.5f; } - else - { + else{ /* 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 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ rate = 0.0f; top = 0.0f; } - else if( s->state.activity >= k_skate_activity_grind_any ) - { + else if( s->state.activity >= k_skate_activity_grind_any ){ rate *= fabsf(steer); float a = 0.8f * -steer * k_rb_delta; @@ -720,11 +848,14 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) v3_normalize( s->grind_vec ); } - else if( s->state.manual_direction ) - { + else if( s->state.manual_direction ){ rate = 35.0f; top = 1.5f; } + + if( grab < 0.5f ){ + top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer; + } } float current = v3_dot( player->rb.to_world[1], player->rb.w ), @@ -765,10 +896,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ) - { - if( player->input_push->button.value || - (vg.time-s->state.start_push<0.75) ) + if( !button_press( k_srbind_jump ) ){ + if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) ) { if( (vg.time - s->state.cur_push) > 0.25 ) s->state.start_push = vg.time; @@ -796,32 +925,28 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) { struct player_skate *s = &player->_skate; int charging_jump_prev = s->state.charging_jump; - s->state.charging_jump = player->input_jump->button.value; + s->state.charging_jump = button_press( k_srbind_jump ); /* Cannot charge this in air */ - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity <= k_skate_activity_air_to_grind ){ s->state.charging_jump = 0; return; } - if( s->state.charging_jump ) - { + if( s->state.charging_jump ){ s->state.jump_charge += k_rb_delta * k_jump_charge_speed; if( !charging_jump_prev ) s->state.jump_dir = s->state.reverse>0.0f? 1: 0; } - else - { + else{ s->state.jump_charge -= k_jump_charge_speed * k_rb_delta; } s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f ); /* player let go after charging past 0.2: trigger jump */ - if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ) - { + if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ @@ -829,39 +954,37 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) mod = 0.5f, dir = mod + fabsf(aup)*(1.0f-mod); - v3_copy( player->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); - v3_normalize( jumpdir ); + if( s->state.activity == k_skate_activity_ground ){ + v3_copy( player->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); + v3_normalize( jumpdir ); + }else{ + v3_copy( s->state.up_dir, jumpdir ); + s->state.grind_cooldown = 30; + s->state.activity = k_skate_activity_ground; + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float tilt = steer[0] * 0.3f; + tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); + + v4f qtilt; + q_axis_angle( qtilt, s->grind_dir, tilt ); + q_mulv( qtilt, jumpdir, jumpdir ); + } + s->state.surface_cooldown = 10; float force = k_jump_force*s->state.jump_charge; v3_muladds( player->rb.v, jumpdir, force, player->rb.v ); s->state.jump_charge = 0.0f; s->state.jump_time = vg.time; - s->state.activity = k_skate_activity_air; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - - -#if 0 - float maxspin = k_steer_air * k_rb_delta * k_spin_boost; - s->state.steery_s = -steer[0] * maxspin; - s->state.steerx = s->state.steerx_s; - s->state.lift_frames ++; -#endif - - /* FIXME audio events */ -#if 0 audio_lock(); - audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, player.rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); + audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f); audio_unlock(); -#endif } } @@ -869,29 +992,29 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) { struct player_skate *s = &player->_skate; + if( s->state.activity != k_skate_activity_ground ){ + v3_zero( s->state.throw_v ); + return; + } + /* Throw / collect routine - * - * TODO: Max speed boost */ - if( player->input_grab->axis.value > 0.5f ) - { - if( s->state.activity == k_skate_activity_ground ) - { + if( axis_state( k_sraxis_grab ) > 0.5f ){ + if( s->state.activity == k_skate_activity_ground ){ /* Throw */ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); } } - else - { + else{ /* Collect */ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); v3f Fl, Fv; v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); - if( s->state.activity == k_skate_activity_ground ) - { - v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); + if( s->state.activity == k_skate_activity_ground ){ + if( v3_length2(player->rb.v)<(20.0f*20.0f) ) + v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v ); } @@ -901,8 +1024,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Decay */ - if( v3_length2( s->state.throw_v ) > 0.0001f ) - { + if( v3_length2( s->state.throw_v ) > 0.0001f ){ v3f dir; v3_copy( s->state.throw_v, dir ); v3_normalize( dir ); @@ -921,8 +1043,8 @@ VG_STATIC void skate_apply_cog_model( player_instance *player ) 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 ); + float grab = axis_state( k_sraxis_grab ); + v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog ); v3_sub( ideal_cog, s->state.cog, ideal_diff ); /* Apply velocities */ @@ -949,18 +1071,23 @@ VG_STATIC void skate_integrate( player_instance *player ) { struct player_skate *s = &player->_skate; - float decay_rate = 1.0f - (k_rb_delta * 3.0f), + float decay_rate_x = 1.0f - (k_rb_delta * 3.0f), + decay_rate_z = decay_rate_x, decay_rate_y = 1.0f; - if( s->state.activity >= k_skate_activity_grind_any ) - { + if( s->state.activity >= k_skate_activity_grind_any ){ +#if 0 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta; decay_rate_y = decay_rate; +#endif + decay_rate_x = 1.0f-(16.0f*k_rb_delta); + decay_rate_y = 1.0f-(10.0f*k_rb_delta); + decay_rate_z = 1.0f-(40.0f*k_rb_delta); } - float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate, + float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x, wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y, - wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate; + wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z; v3_muls( player->rb.to_world[0], wx, player->rb.w ); v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w ); @@ -970,100 +1097,203 @@ VG_STATIC void skate_integrate( player_instance *player ) rb_update_transform( &player->rb ); } -/* - * 1 2 or 3 - */ - -VG_STATIC int player_skate_trick_input( player_instance *player ) -{ - return (player->input_trick0->button.value) | - (player->input_trick1->button.value << 1) | - (player->input_trick2->button.value << 1) | - (player->input_trick2->button.value); +VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){ + return (button_press( k_srbind_trick0 ) ) | + (button_press( k_srbind_trick1 ) << 1) | + (button_press( k_srbind_trick2 ) << 1) | + (button_press( k_srbind_trick2 ) ); } -VG_STATIC void player__skate_pre_update( player_instance *player ) -{ +VG_STATIC void player__skate_pre_update( player_instance *player ){ struct player_skate *s = &player->_skate; - if( vg_input_button_down( player->input_use ) ) - { + if( button_down( k_srbind_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; - v3_copy( player->cam.angles, angles ); - angles[2] = 0.0f; + v3_copy( player->cam.angles, player->angles ); + player->angles[2] = 0.0f; - player->holdout_time = 0.25f; - player__walk_transition( player, angles ); + player__begin_holdout( player ); + player__skate_kill_audio( player ); + player__walk_transition( player ); return; } - if( vg_input_button_down( player->input_reset ) ) - { - player->rb.co[1] += 2.0f; - s->state.cog[1] += 2.0f; - q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f ); - v3_zero( player->rb.w ); - v3_zero( player->rb.v ); - - rb_update_transform( &player->rb ); - } - - int trick_id; - if( (s->state.activity == k_skate_activity_air) && - (trick_id = player_skate_trick_input( player )) ) - { - if( (vg.time - s->state.jump_time) < 0.1f ) - { - v3_zero( s->state.trick_vel ); - s->state.trick_time = 0.0f; + if( s->state.activity <= k_skate_activity_air_to_grind ){ + enum trick_type trick = k_trick_type_none; + if( (trick = player_skate_trick_input( player )) ){ + if( (vg.time - s->state.jump_time) < 0.1f ){ + v3_zero( s->state.trick_vel ); + s->state.trick_time = 0.0f; - if( trick_id == 1 ) - { - s->state.trick_vel[0] = 3.0f; - } - else if( trick_id == 2 ) - { - s->state.trick_vel[2] = 3.0f; - } - else if( trick_id == 3 ) - { - s->state.trick_vel[0] = 2.0f; - s->state.trick_vel[2] = 2.0f; + if( trick == k_trick_type_kickflip ){ + s->state.trick_vel[0] = 3.0f; + } + else if( trick == k_trick_type_shuvit ){ + s->state.trick_vel[2] = 3.0f; + } + else if( trick == k_trick_type_treflip ){ + s->state.trick_vel[0] = 2.0f; + s->state.trick_vel[2] = 2.0f; + } + s->state.trick_type = trick; } } } + else + s->state.trick_type = k_trick_type_none; } -VG_STATIC void player__skate_post_update( player_instance *player ) -{ +VG_STATIC void player__skate_post_update( player_instance *player ){ struct player_skate *s = &player->_skate; - for( int i=0; iprediction_count; i++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i++ ){ + jump_info *jump = &s->possible_jumps[i]; + + if( jump->log_length == 0 ){ + vg_fatal_error( "assert: jump->log_length == 0\n" ); + } - for( int j=0; jlog_length - 1; j ++ ) - { - float brightness = p->score*p->score*p->score; + for( int j=0; jlog_length - 1; j ++ ){ + float brightness = jump->score*jump->score*jump->score; v3f p1; - v3_lerp( p->log[j], p->log[j+1], brightness, p1 ); - vg_line( p->log[j], p1, p->colour ); + v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); + vg_line( jump->log[j], p1, jump->colour ); } - vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); + vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); v3f p1; - v3_add( p->log[p->log_length-1], p->n, p1 ); - vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + v3_add( jump->log[jump->log_length-1], jump->n, p1 ); + vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); - vg_line_pt3( p->apex, 0.02f, 0xffffffff ); + vg_line_point( jump->apex, 0.02f, 0xffffffff ); } -#if 0 - vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff ); -#endif + audio_lock(); + + float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f, + speed = v3_length( player->rb.v ), + attn = vg_minf( 1.0f, speed*0.1f ), + slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ); + + if( s->state.activity >= k_skate_activity_grind_any ){ + slide = 0.0f; + } + + f32 gate = skaterift.time_rate, + 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; + + const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP; + + if( !s->aud_air ){ + s->aud_air = audio_get_first_idle_channel(); + if( s->aud_air ) + audio_channel_init( s->aud_air, &audio_board[1], flags ); + } + + if( !s->aud_slide ){ + s->aud_slide = audio_get_first_idle_channel(); + if( s->aud_slide ) + audio_channel_init( s->aud_slide, &audio_board[2], flags ); + } + + + /* brrrrrrrrrrrt sound for tiles and stuff + * --------------------------------------------------------*/ + float sidechain_amt = 0.0f, + hz = vg_maxf( speed * 2.0f, 2.0f ); + + if( (s->surface == k_surface_prop_tiles) && + (s->state.activity < k_skate_activity_grind_any) ) + sidechain_amt = 1.0f; + else + sidechain_amt = 0.0f; + + audio_set_lfo_frequency( 0, hz ); + audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, + vg_lerpf( 250.0f, 80.0f, attn ) ); + + if( s->sample_change_cooldown > 0.0f ){ + s->sample_change_cooldown -= vg.time_frame_delta; + } + else{ + int sample_type = k_skate_sample_concrete; + + if( s->state.activity == k_skate_activity_grind_5050 ){ + if( s->surface == k_surface_prop_metal ) + sample_type = k_skate_sample_metal_scrape_generic; + else + sample_type = k_skate_sample_concrete_scrape_metal; + } + else if( (s->state.activity == k_skate_activity_grind_back50) || + (s->state.activity == k_skate_activity_grind_front50) ) + { + if( s->surface == k_surface_prop_metal ){ + sample_type = k_skate_sample_metal_scrape_generic; + } + else{ + float a = v3_dot( player->rb.to_world[2], s->grind_dir ); + if( fabsf(a) > 0.70710678118654752f ) + sample_type = k_skate_sample_concrete_scrape_wood; + else + sample_type = k_skate_sample_concrete_scrape_metal; + } + } + else if( s->state.activity == k_skate_activity_grind_boardslide ){ + if( s->surface == k_surface_prop_metal ) + sample_type = k_skate_sample_metal_scrape_generic; + else + sample_type = k_skate_sample_concrete_scrape_wood; + } + + audio_clip *relevant_samples[] = { + &audio_board[0], + &audio_board[0], + &audio_board[7], + &audio_board[6], + &audio_board[5] + }; + + if( (s->main_sample_type != sample_type) || (!s->aud_main) ){ + s->aud_main = + audio_channel_crossfade( s->aud_main, relevant_samples[sample_type], + 0.06f, flags ); + s->sample_change_cooldown = 0.1f; + s->main_sample_type = sample_type; + } + } + + if( s->aud_main ){ + s->aud_main->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f ); + //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main ); + audio_channel_edit_volume( s->aud_main, vol_main, 1 ); + audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt ); + + float rate = 1.0f + (attn-0.5f)*0.2f; + audio_channel_set_sampling_rate( s->aud_main, rate ); + } + + if( s->aud_slide ){ + s->aud_slide->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f ); + //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide ); + audio_channel_edit_volume( s->aud_slide, vol_slide, 1 ); + audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); + } + + if( s->aud_air ){ + s->aud_air->colour = 0x00103efe; + audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f ); + //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); + audio_channel_edit_volume( s->aud_air, vol_air, 1 ); + } + + audio_unlock(); } /* @@ -1077,9 +1307,9 @@ VG_STATIC void player__skate_post_update( player_instance *player ) VG_STATIC int skate_compute_surface_alignment( player_instance *player, v3f ra, u32 colour, - v3f surface_normal, v3f axel_dir ) -{ + v3f surface_normal, v3f axel_dir ){ struct player_skate *s = &player->_skate; + world_instance *world = world_current_instance(); v3f truck, left, right; m4x3_mulv( player->rb.to_world, ra, truck ); @@ -1097,27 +1327,25 @@ int skate_compute_surface_alignment( player_instance *player, int res_l = 0, res_r = 0; - for( int i=0; i<8; i++ ) - { + 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; - res_l = ray_world( left, dir, &ray_l ); + res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking ); if( res_l ) break; } - for( int i=0; i<8; i++ ) - { + 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 ); + res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking ); if( res_r ) break; @@ -1129,20 +1357,17 @@ int skate_compute_surface_alignment( player_instance *player, v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint ); v3_zero( tangent_average ); - if( res_l || res_r ) - { + if( res_l || res_r ){ v3f p0, p1, t; v3_copy( midpoint, p0 ); v3_copy( midpoint, p1 ); - if( res_l ) - { + if( res_l ){ v3_copy( ray_l.pos, p0 ); v3_cross( ray_l.normal, player->rb.to_world[0], t ); v3_add( t, tangent_average, tangent_average ); } - if( res_r ) - { + if( res_r ){ v3_copy( ray_r.pos, p1 ); v3_cross( ray_r.normal, player->rb.to_world[0], t ); v3_add( t, tangent_average, tangent_average ); @@ -1151,19 +1376,17 @@ int skate_compute_surface_alignment( player_instance *player, v3_sub( p1, p0, v0 ); v3_normalize( v0 ); } - else - { + else{ /* fallback: use the closes point to the trucks */ v3f closest; - int idx = bh_closest_point( world.geo_bh, midpoint, closest, 0.1f ); + int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f ); - if( idx != -1 ) - { - u32 *tri = &world.scene_geo->arrindices[ idx * 3 ]; + 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] ); + v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] ); v3f vert0, vert1, n; v3_sub( verts[1], verts[0], vert0 ); @@ -1199,46 +1422,38 @@ int skate_compute_surface_alignment( player_instance *player, return 1; } -VG_STATIC void skate_weight_distribute( player_instance *player ) -{ +VG_STATIC void skate_weight_distribute( player_instance *player ){ struct player_skate *s = &player->_skate; v3_zero( s->weight_distribution ); 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) && + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + if( s->state.manual_direction == 0 ){ + if( (steer[1] > 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 ) - { + else{ + if( steer[1] < 0.1f ){ s->state.manual_direction = 0; } - else - { - if( reverse_dir != s->state.manual_direction ) - { + else{ + if( reverse_dir != s->state.manual_direction ){ return; } } } - if( s->state.manual_direction ) - { - float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); + if( s->state.manual_direction ){ + float amt = vg_minf( steer[1] * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; } - /* TODO: Fall back on land normal */ - /* TODO: Lerp weight distribution */ - if( s->state.manual_direction ) - { + if( s->state.manual_direction ){ v3f plane_z; m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z ); @@ -1265,12 +1480,10 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) } } -VG_STATIC void skate_adjust_up_direction( player_instance *player ) -{ +VG_STATIC void skate_adjust_up_direction( player_instance *player ){ struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ v3f target; v3_copy( s->surface_picture, target ); @@ -1280,20 +1493,17 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) v3_lerp( s->state.up_dir, target, 8.0f * s->substep_delta, s->state.up_dir ); } - else if( s->state.activity == k_skate_activity_air ) - { + else if( s->state.activity <= k_skate_activity_air_to_grind ){ v3_lerp( s->state.up_dir, player->rb.to_world[1], 8.0f * s->substep_delta, s->state.up_dir ); } - else - { + else{ v3_lerp( s->state.up_dir, player->basis[1], 12.0f * s->substep_delta, s->state.up_dir ); } } -VG_STATIC int skate_point_visible( v3f origin, v3f target ) -{ +VG_STATIC int skate_point_visible( v3f origin, v3f target ){ v3f dir; v3_sub( target, origin, dir ); @@ -1302,23 +1512,21 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) v3_muls( dir, 1.0f/ray.dist, dir ); ray.dist -= 0.025f; - if( ray_world( origin, dir, &ray ) ) + if( ray_world( world_current_instance(), origin, dir, &ray, + k_material_flag_walking ) ) return 0; return 1; } -VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ) -{ - /* TODO: Is N and Dir really orthogonal? */ +VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){ v3_copy( inf->dir, mtx[0] ); v3_copy( inf->n, mtx[1] ); v3_cross( mtx[0], mtx[1], mtx[2] ); } VG_STATIC void skate_grind_friction( player_instance *player, - struct grind_info *inf, float strength ) -{ + struct grind_info *inf, float strength ){ v3f v2; v3_muladds( player->rb.to_world[2], inf->n, -v3_dot( player->rb.to_world[2], inf->n ), v2 ); @@ -1331,8 +1539,7 @@ VG_STATIC void skate_grind_friction( player_instance *player, } VG_STATIC void skate_grind_decay( player_instance *player, - struct grind_info *inf, float strength ) -{ + struct grind_info *inf, float strength ){ m3x3f mtx, mtx_inv; skate_grind_orient( inf, mtx ); m3x3_transpose( mtx, mtx_inv ); @@ -1347,11 +1554,10 @@ VG_STATIC void skate_grind_decay( player_instance *player, VG_STATIC void skate_grind_truck_apply( player_instance *player, float sign, struct grind_info *inf, - float strength ) -{ + float strength ){ struct player_skate *s = &player->_skate; - /* TODO: Trash compactor this */ + /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; m3x3_mulv( player->rb.to_world, ra, raw ); @@ -1390,9 +1596,10 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, v3_normalize( target_fwd ); v3_normalize( fwd ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw_nplane, player->rb.v ) ); + float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) ); v4f q; q_axis_angle( q, axis, VG_PIf*0.125f * way ); @@ -1435,6 +1642,10 @@ VG_STATIC void skate_5050_apply( player_instance *player, v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co ); v3_normalize( inf_avg.dir ); + /* dont ask */ + v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)), + 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 ); @@ -1442,11 +1653,12 @@ VG_STATIC void skate_5050_apply( player_instance *player, v3_normalize( axis ); v3_cross( axis, inf_avg.dir, inf_avg.n ); - skate_grind_decay( player, &inf_avg, 1.0f ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); - float way = player->input_js1v->axis.value * + float way = steer[1] * vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); v4f q; v3f up, target_up; @@ -1462,6 +1674,8 @@ VG_STATIC void skate_5050_apply( player_instance *player, k_grind_spring, k_grind_dampener, k_rb_delta ); + vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN ); + vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN ); v3f fwd_nplane, dir_nplane; v3_muladds( player->rb.to_world[2], inf_avg.n, @@ -1478,6 +1692,8 @@ VG_STATIC void skate_5050_apply( player_instance *player, 1000.0f, k_grind_dampener, k_rb_delta ); + vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED ); + vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED ); 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 }, @@ -1539,7 +1755,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, { struct player_skate *s = &player->_skate; - /* TODO: Trash compactor this */ + /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; @@ -1610,7 +1826,7 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, intersection ); v3_copy( intersection, s->weight_distribution ); - skate_grind_decay( player, inf, 0.1f ); + skate_grind_decay( player, inf, 0.0125f ); skate_grind_friction( player, inf, 0.25f ); /* direction alignment */ @@ -1622,6 +1838,10 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, m3x3_mulv( player->rb.to_world, dir, dir ); m3x3_mulv( player->rb.to_world, perp, perp ); + v4f qbalance; + q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance ); + q_mulv( qbalance, perp, perp ); + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], dir, k_grind_spring, k_grind_dampener, @@ -1653,7 +1873,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player, 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 */ + (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */ { if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) return 0; @@ -1681,8 +1901,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player, if( !skate_point_visible( vis, inf->co ) ) return 0; - /* Exit condition: minimum velocity not reached, but allow a bit of error - * TODO: trash compactor */ + /* Exit condition: minimum velocity not reached, but allow a bit of error */ float dv = fabsf(v3_dot( player->rb.v, inf->dir )), minv = k_grind_axel_min_vel*0.8f; @@ -1716,10 +1935,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) { struct player_skate *s = &player->_skate; + if( s->state.grind_cooldown > 100 ){ + vg_fatal_error( "wth!\n" ); + } + /* debounces this state manager a little bit */ - if( s->frames_since_activity_change < 10 ) - { - s->frames_since_activity_change ++; + if( s->state.grind_cooldown ){ + s->state.grind_cooldown --; return k_skate_activity_undefined; } @@ -1731,34 +1953,61 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) res_front50 = 0, res_slide = 0; - if( s->state.activity == k_skate_activity_grind_boardslide ) + int allow_back = 1, + allow_front = 1; + + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + if( s->state.activity == k_skate_activity_grind_5050 || + s->state.activity == k_skate_activity_grind_back50 || + s->state.activity == k_skate_activity_grind_front50 ) { + float tilt = steer[1]; + + if( fabsf(tilt) >= 0.25f ){ + v3f raw = {0.0f,0.0f,tilt}; + m3x3_mulv( player->rb.to_world, raw, raw ); + + float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) ); + + if( way < 0.0f ) allow_front = 0; + else allow_back = 0; + } + } + + if( s->state.activity == k_skate_activity_grind_boardslide ){ res_slide = skate_boardslide_renew( player, &inf_slide ); } - else if( s->state.activity == k_skate_activity_grind_back50 ) - { + else if( s->state.activity == k_skate_activity_grind_back50 ){ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); - res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); + + if( allow_front ) + res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); } - else if( s->state.activity == k_skate_activity_grind_front50 ) - { + else if( s->state.activity == k_skate_activity_grind_front50 ){ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); } - else if( s->state.activity == k_skate_activity_grind_5050 ) - { - 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 ){ + if( allow_front ) + res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); + if( allow_back ) + res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); } - else - { + else{ 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( res_back50 != res_front50 ) - { - int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f; + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + + if( allow_front ) + res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); + + if( res_back50 != res_front50 ){ + int wants_to_do_that = fabsf(steer[1]) >= 0.25f; res_back50 &= wants_to_do_that; res_front50 &= wants_to_do_that; @@ -1780,24 +2029,22 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) } , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ]; - if( new_activity == k_skate_activity_undefined ) - { - if( s->state.activity >= k_skate_activity_grind_any ) - s->frames_since_activity_change = 0; + if( new_activity == k_skate_activity_undefined ){ + if( s->state.activity >= k_skate_activity_grind_any ){ + s->state.grind_cooldown = 15; + s->state.surface_cooldown = 10; + } } - else if( new_activity == k_skate_activity_grind_boardslide ) - { + else if( new_activity == k_skate_activity_grind_boardslide ){ skate_boardslide_apply( player, &inf_slide ); } - else if( new_activity == k_skate_activity_grind_back50 ) - { + 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 ) - { + 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 ); @@ -1812,8 +2059,21 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) VG_STATIC void player__skate_update( player_instance *player ) { struct player_skate *s = &player->_skate; + world_instance *world = world_current_instance(); + + if( world->water.enabled ){ + if( player->rb.co[1]+0.25f < world->water.height ){ + audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f ); + player__skate_kill_audio( player ); + player__dead_transition( player ); + return; + } + } + v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; + v3f normal_total; + v3_zero( normal_total ); struct board_collider { @@ -1844,6 +2104,30 @@ VG_STATIC void player__skate_update( player_instance *player ) } }; + float slap = 0.0f; + + if( s->state.activity <= k_skate_activity_air_to_grind ){ + float min_dist = 0.6f; + for( int i=0; i<2; i++ ){ + v3f wpos, closest; + m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos ); + + if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){ + min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) ); + } + } + min_dist -= 0.2f; + float vy = v3_dot( player->basis[1], player->rb.v ); + vy = vg_maxf( 0.0f, vy ); + + slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; + } + s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta ); + + wheels[0].pos[1] = s->state.slap; + wheels[1].pos[1] = s->state.slap; + + const int k_wheel_count = 2; s->substep = k_rb_delta; @@ -1854,20 +2138,22 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_zero( s->surface_picture ); - for( int i=0; iwheel_contacts[i]; + } /* check if we can enter or continue grind */ enum skate_activity grindable_activity = skate_availible_grind( player ); - if( grindable_activity != k_skate_activity_undefined ) - { + if( grindable_activity != k_skate_activity_undefined ){ s->state.activity = grindable_activity; goto grinding; } int contact_count = 0; - for( int i=0; i<2; i++ ) - { + for( int i=0; i<2; i++ ){ v3f normal, axel; v3_copy( player->rb.to_world[0], axel ); @@ -1876,29 +2162,49 @@ VG_STATIC void player__skate_update( player_instance *player ) { rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], axel, - k_board_spring, k_board_dampener, + k_surface_spring, k_surface_dampener, s->substep_delta ); v3_add( normal, s->surface_picture, s->surface_picture ); contact_count ++; + s->wheel_contacts[i] = 1; + } + else{ + s->wheel_contacts[i] = 0; } m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } - if( contact_count ) - { + if( s->state.surface_cooldown ){ + s->state.surface_cooldown --; + contact_count = 0; + } + + if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){ + audio_lock(); + for( int i=0; i<2; i++ ){ + if( !prev_contacts[i] ){ + v3f co; + m4x3_mulv( player->rb.to_world, wheels[i].pos, co ); + audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f ); + } + } + audio_unlock(); + } + + 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 ); skate_weight_distribute( player ); - skate_apply_pump_model( player ); } - else - { - s->state.activity = k_skate_activity_air; + else{ + if( s->state.activity > k_skate_activity_air_to_grind ) + s->state.activity = k_skate_activity_air; + v3_zero( s->weight_distribution ); skate_apply_air_model( player ); } @@ -1909,8 +2215,7 @@ grinding:; wheels[1].state = k_collider_state_disabled; if( s->state.activity == k_skate_activity_grind_front50 ) wheels[0].state = k_collider_state_disabled; - if( s->state.activity == k_skate_activity_grind_5050 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ wheels[0].state = k_collider_state_disabled; wheels[1].state = k_collider_state_disabled; } @@ -1922,6 +2227,7 @@ grinding:; skate_apply_jump_model( player ); skate_apply_grab_model( player ); skate_apply_trick_model( player ); + skate_apply_pump_model( player ); begin_collision:; @@ -1939,8 +2245,7 @@ begin_collision:; v4f future_q; v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -1962,8 +2267,7 @@ begin_collision:; /* calculate the minimum time we can move */ float max_time = s->substep; - for( int i=0; isubstep ); } @@ -1994,8 +2299,7 @@ begin_collision:; /* integrate */ v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -2018,8 +2322,7 @@ begin_collision:; s->substep -= s->substep_delta; rb_ct manifold[128]; - int manifold_len = 0; - + int manifold_len = 0; /* * Phase -1: head detection * -------------------------------------------------------------------------- @@ -2029,11 +2332,13 @@ begin_collision:; float t; v3f n; if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) && - (spherecast_world( head_wp0, head_wp1, 0.2f, &t, n ) != -1) ) + (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n, + k_material_flag_walking ) != -1) ) { v3_lerp( start_co, player->rb.co, t, player->rb.co ); rb_update_transform( &player->rb ); + player__skate_kill_audio( player ); player__dead_transition( player ); return; } @@ -2043,8 +2348,7 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; irb.to_world[2], -1.0f, mtx[1] ); v3_muls( player->rb.to_world[1], 1.0f, mtx[2] ); v3_muladds( player->rb.to_world[3], player->rb.to_world[1], - grind_radius + k_board_radius*0.25f, mtx[3] ); + grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] ); rb_ct *cman = &manifold[manifold_len]; - int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene, - cman ); + int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene, + cman, k_material_flag_walking ); /* weld joints */ for( int i=0; ilimit_count; i++ ) - { - struct grind_limit *limit = &s->limits[i]; - rb_ct *ct = &manifold[ manifold_len ++ ]; - m4x3_mulv( player->rb.to_world, limit->ra, ct->co ); - m3x3_mulv( player->rb.to_world, limit->n, ct->n ); - ct->p = limit->p; - ct->type = k_contact_type_default; + if( s->state.activity >= k_skate_activity_grind_any ){ + for( int i=0; ilimit_count; i++ ){ + struct grind_limit *limit = &s->limits[i]; + rb_ct *ct = &manifold[ manifold_len ++ ]; + m4x3_mulv( player->rb.to_world, limit->ra, ct->co ); + m3x3_mulv( player->rb.to_world, limit->n, ct->n ); + ct->p = limit->p; + ct->type = k_contact_type_default; + } } /* @@ -2107,10 +2413,9 @@ 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 ); + vg_line_point( world_cog, 0.02f, VG__BLACK ); - for( int i=0; isubstep_delta ); rb_debug_contact( &manifold[i] ); } @@ -2140,10 +2445,8 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); - for( int j=0; j<10; j++ ) - { - for( int i=0; in, lambda, impulse ); + v3_muladds( normal_total, impulse, inv_mass, normal_total ); v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v ); v3_cross( delta, impulse, impulse ); m3x3_mulv( iIw, impulse, impulse ); @@ -2198,22 +2502,50 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; i 4.0f ){ + if( nforce > 17.6f ){ + v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v ); + player__dead_transition(player); + player__skate_kill_audio(player); + return; + } + + f32 amt = k_cam_punch; + if( player->cam_control.camera_mode == k_cam_firstperson ){ + amt *= 0.25f; + } + + v3_muladds( player->cam_land_punch_v, normal_total, amt, + player->cam_land_punch_v ); + } + + s->surface = k_surface_prop_concrete; + + for( int i=0; iinfo.surface_prop > s->surface ) + s->surface = surf->info.surface_prop; + } + + for( int i=0; irb.to_world, mtx ); m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); - debug_sphere( mtx, wheels[i].radius, - (u32[]){ VG__WHITE, VG__BLACK, + vg_line_sphere( mtx, wheels[i].radius, + (u32[]){ VG__WHITE, VG__BLACK, wheels[i].colour }[ wheels[i].state ]); } skate_integrate( player ); - vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); + vg_line_point( s->state.cog, 0.02f, VG__WHITE ); - teleport_gate *gate; - if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) - { + ent_gate *gate = + world_intersect_gates(world, player->rb.co, s->state.prev_pos ); + + if( gate ){ m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); @@ -2226,18 +2558,50 @@ begin_collision:; v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); + q_mul( transport_rotation, s->state.smoothed_rotation, + s->state.smoothed_rotation ); rb_update_transform( &player->rb ); - - s->state_gate_storage = s->state; player__pass_gate( player, gate ); } + + /* FIXME: Rate limit */ + static int stick_frames = 0; + + if( s->state.activity >= k_skate_activity_ground ) + stick_frames ++; + else + stick_frames = 0; + + if( stick_frames > 5 ) stick_frames = 5; + + if( stick_frames == 4 ){ + audio_lock(); + + if( s->state.activity == k_skate_activity_ground ){ + if( (fabsf(s->state.slip) > 0.75f) ){ + audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, + 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, + 40.0f, 1.0f ); + } + } + else if( s->surface == k_surface_prop_metal ){ + audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f ); + } + + audio_unlock(); + } else if( stick_frames == 0 ){ + + } } -VG_STATIC void player__skate_im_gui( player_instance *player ) -{ +VG_STATIC void player__skate_im_gui( player_instance *player ){ struct player_skate *s = &player->_skate; - - /* FIXME: Compression */ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], player->rb.v[1], player->rb.v[2] ); @@ -2251,12 +2615,12 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) const char *activity_txt[] = { "air", + "air_to_grind", "ground", "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", - "grind_noseslide", - "grind_tailslide", + "grind_metallic (INVALID)", "grind_back50", "grind_front50", "grind_5050" @@ -2280,19 +2644,16 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) s->state.trick_euler[2] ); } -VG_STATIC void player__skate_animate( player_instance *player, - player_animation *dest ) -{ +VG_STATIC void player__skate_animate( player_instance *player ){ struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; + struct player_skate_state *state = &player->_skate.state; + struct player_skate_animator *animator = &s->animator; /* Head */ float kheight = 2.0f, kleg = 0.6f; - v3f offset; - v3_zero( offset ); + v3_zero( animator->offset ); v3f cog_local, cog_ideal; m4x3_mulv( player->rb.to_local, s->state.cog, cog_local ); @@ -2301,28 +2662,35 @@ VG_STATIC void player__skate_animate( player_instance *player, v3_normalize( cog_ideal ); m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal ); - v3_sub( cog_ideal, cog_local, offset ); + v3_sub( cog_ideal, cog_local, animator->offset ); - - v3_muls( offset, 4.0f, offset ); - offset[1] *= -1.0f; + v3_muls( animator->offset, 4.0f, animator->offset ); + animator->offset[1] *= -1.0f; float curspeed = v3_length( player->rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), - kicks = (vg_randf()-0.5f)*2.0f*kickspeed, + kicks = (vg_randf64()-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); - s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta); - s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta); + animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, + 6.0f*vg.time_delta); + animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0], + 2.4f*vg.time_delta); + + animator->offset[0] *= 0.26f; + animator->offset[0] += animator->wobble[1]*3.0f; - offset[0] *= 0.26f; - offset[0] += s->wobble[1]*3.0f; + animator->offset[1] *= -0.3f; + animator->offset[2] *= 0.01f; - offset[1] *= -0.3f; - offset[2] *= 0.01f; + animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)* + (1.0f-fabsf(animator->slide)*0.9f); + animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f); - offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f); - offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( animator->offset, 0.3f, player->cam_control.tpv_offset_extra ); + + /* localized vectors */ + m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog ); /* * Animation blending @@ -2331,277 +2699,430 @@ VG_STATIC void player__skate_animate( player_instance *player, /* sliding */ { - float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); - s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); + float desired = 0.0f; + if( s->state.activity == k_skate_activity_ground ) + desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + + animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta); } /* movement information */ - { - int iair = s->state.activity == k_skate_activity_air; + int iair = s->state.activity <= k_skate_activity_air_to_grind; - 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, - wdist= s->weight_distribution[2] / k_board_length; + 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, + 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_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta ); - } + if( s->state.activity >= k_skate_activity_grind_any ) + wdist = 0.0f; - mdl_keyframe apose[32], bpose[32]; - mdl_keyframe ground_pose[32]; - { - /* when the player is moving fast he will crouch down a little bit */ - float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f ); - s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta ); + 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->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta ); + animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta ); - /* stand/crouch */ - float dir_frame = s->blend_z * (15.0f/30.0f), - stand_blend = offset[1]*-2.0f; + float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f ); + animator->stand = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta ); + animator->reverse = s->state.reverse; - v3f local_cog; - m4x3_mulv( player->rb.to_local, s->state.cog, local_cog ); + if( fabsf(s->state.slip) > 0.3f ){ + f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0])); + s->state.delayed_slip_dir = slide_dir; + } - stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 ); + /* grinding */ + f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; + animator->grind = vg_lerpf( animator->grind, grind, 5.0f*vg.time_delta ); - skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose ); - skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); + f32 grind_frame = 0.5f; - /* sliding */ - float slide_frame = s->blend_x * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose ); - - /* pushing */ - double push_time = vg.time - s->state.start_push; - s->blend_push = vg_lerpf( s->blend_push, - (vg.time - s->state.cur_push) < 0.125, - 6.0f*vg.time_delta ); - - float pt = push_time + vg.accumulator; - if( s->state.reverse > 0.0f ) - skeleton_sample_anim( sk, s->anim_push, pt, bpose ); - else - skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose ); + if( s->state.activity == k_skate_activity_grind_front50 ) + grind_frame = 0.0f; + else if( s->state.activity == k_skate_activity_grind_back50 ) + grind_frame = 1.0f; + + animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, + 5.0f*vg.time_delta ); + + /* pushing */ + animator->push_time = vg.time - s->state.start_push; + animator->push = vg_lerpf( animator->push, + (vg.time - s->state.cur_push) < 0.125, + 6.0f*vg.time_delta ); + + /* jumping */ + animator->jump_charge = s->state.jump_charge; + animator->jump = vg_lerpf( animator->jump, animator->jump_charge, + 8.4f*vg.time_delta ); + + /* trick setup */ + animator->jump_dir = s->state.jump_dir; + f32 jump_start_frame = 14.0f/30.0f; + animator->jump_time = animator->jump_charge * jump_start_frame; + f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame; + if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) + animator->jump_time = jump_frame; + + /* trick */ + float jump_t = vg.time-s->state.jump_time; + float k=17.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); + extra *= s->state.slap * 4.0f; + + v3_add( s->state.trick_euler, s->state.trick_residuald, + animator->board_euler ); + v3_muls( animator->board_euler, VG_TAUf, animator->board_euler ); + + animator->board_euler[0] *= 0.5f; + animator->board_euler[1] += extra; + animator->trick_type = s->state.trick_type; + + /* board lean */ + f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f, + lean; + + lean1 = animator->slide * animator->delayed_slip_dir; + if( fabsf(lean1)>fabsf(lean2) ) lean = lean1; + else lean = lean2; + + if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean; + lean = vg_clampf( lean, -1.0f, 1.0f ); + animator->board_lean = + vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f); + + /* feet placement */ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); + if( board ){ + if( animator->weight > 0.0f ){ + animator->foot_offset[0] = + board->truck_positions[k_board_truck_back][2]+0.3f; + } + else{ + animator->foot_offset[1] = + board->truck_positions[k_board_truck_front][2]-0.3f; + } + } - skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose ); + f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); + animator->slap = s->state.slap; + animator->subslap = vg_lerpf( animator->subslap, slapm, + vg.time_delta*10.0f ); - /* trick setup */ - float jump_start_frame = 14.0f/30.0f; + f32 l = ((s->state.activity < k_skate_activity_ground) && + v3_length2(s->state.trick_vel) > 0.1f )? 1: 0; + animator->trick_foot = vg_lerpf( animator->trick_foot, l, + 8.4f*vg.time_delta ); - float charge = s->state.jump_charge; - s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta ); + /* grab */ + v2f grab_input; + joystick_state( k_srjoystick_grab, grab_input ); + v2_add( s->state.grab_mouse_delta, grab_input, grab_input ); - float setup_frame = charge * jump_start_frame, - setup_blend = vg_minf( s->blend_jump, 1.0f ); + if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f; + else v2_normalize_clamp( grab_input ); + v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab ); + animator->grabbing = s->state.grabbing; + + /* steer */ + joystick_state( k_srjoystick_steer, animator->steer ); + + animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0], + 2.4f*vg.time_delta ); - float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame; - if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) ) - setup_frame = jump_frame; - struct skeleton_anim *jump_anim = s->state.jump_dir? - s->anim_ollie: - s->anim_ollie_reverse; + /* flip angle */ + if( (s->state.activity <= k_skate_activity_air_to_grind) && + (fabsf(s->state.flip_rate) > 0.01f) ){ + float substep = vg.time_fixed_extrapolate; + float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta; + sign = vg_signf( t ); + + t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) ); + t = sign * (1.0f-t*t); + + f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, + distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f, + blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); + angle = vg_lerpf( angle, vg_signf(s->state.flip_rate)*VG_TAUf, blend ); + q_axis_angle( animator->qflip, s->state.flip_axis, angle ); + } + else + q_identity( animator->qflip ); + + /* counter-rotation */ + if( v3_length2( s->state.up_dir ) > 0.001f ){ + v4_lerp( s->state.smoothed_rotation, player->rb.q, + 2.0f*vg.time_frame_delta, + s->state.smoothed_rotation ); + q_normalize( s->state.smoothed_rotation ); + + v3f yaw_smooth = {1.0f,0.0f,0.0f}; + q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth ); + yaw_smooth[1] = 0.0f; + v3_normalize( yaw_smooth ); + + f32 yaw_counter_rotate = yaw_smooth[0]; + yaw_counter_rotate = vg_maxf( 0.7f, yaw_counter_rotate ); + yaw_counter_rotate = acosf( yaw_counter_rotate ); + yaw_counter_rotate *= 1.0f-animator->fly; + + 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 ) ); - skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); - } - - mdl_keyframe air_pose[32]; - { - float target = -player->input_js1h->axis.value; - s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); + v3f axis; + v4f qcounteryaw, qfixup; - float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); - skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); + v3_cross( up, ndir, axis ); + q_axis_angle( qfixup, axis, a*2.0f ); - static v2f grab_choice; + v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis ); + q_axis_angle( qcounteryaw, axis, yaw_counter_rotate ); - v2f grab_input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; - v2_add( s->state.grab_mouse_delta, grab_input, grab_input ); - if( v2_length2( grab_input ) <= 0.001f ) - grab_input[0] = -1.0f; - else - v2_normalize_clamp( grab_input ); - v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice ); + q_mul( qcounteryaw, qfixup, animator->qfixuptotal ); + q_normalize( animator->qfixuptotal ); - float ang = atan2f( grab_choice[0], grab_choice[1] ), - ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), - grab_frame = ang_unit * (15.0f/30.0f); + v3f p1, p2; + m3x3_mulv( player->rb.to_world, up, p1 ); + m3x3_mulv( player->rb.to_world, ndir, p2 ); - skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose ); - skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose ); + vg_line_arrow( player->rb.co, p1, 0.5f, VG__PINK ); + vg_line_arrow( player->rb.co, p2, 0.5f, VG__PINK ); } + else q_identity( animator->qfixuptotal ); + rb_extrapolate( &player->rb, animator->root_co, animator->root_q ); +} + +VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){ + struct player_avatar *av = player->playeravatar; + struct skeleton *sk = &av->sk; + struct player_skate *s = &player->_skate; + struct player_skate_animator *animator = &s->animator; + pose->type = k_player_pose_type_ik; + v3_copy( animator->root_co, pose->root_co ); + v4_copy( animator->root_q, pose->root_q ); - skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose ); + /* transform */ + v3f ext_up,ext_co; + q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); + v3_copy( pose->root_co, ext_co ); + v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co ); + + /* apply flip rotation at midpoint */ + q_mul( animator->qflip, pose->root_q, pose->root_q ); + q_normalize( pose->root_q ); + + v3f rotation_point, rco; + v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); + v3_sub( pose->root_co, rotation_point, rco ); + + q_mulv( animator->qflip, rco, rco ); + v3_add( rco, rotation_point, pose->root_co ); - float add_grab_mod = 1.0f - s->blend_fly; + /* ANIMATIONS + * ---------------------------------------------------------------------- */ - /* additive effects */ + mdl_keyframe apose[32], bpose[32]; + mdl_keyframe ground_pose[32]; { - u32 apply_to[] = { av->id_hip, - av->id_ik_hand_l, - av->id_ik_hand_r, - av->id_ik_elbow_l, - av->id_ik_elbow_r }; - - for( int i=0; ipose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; - 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]; + /* stand/crouch */ + f32 dir_frame = animator->z * (15.0f/30.0f), + stand_blend = animator->offset[1]*-2.0f; - v3f v0; - v3_sub( kf->co, kf_hip->co, v0 ); - q_mulv( q, v0, v0 ); - v3_add( v0, kf_hip->co, kf->co ); + pose->board.lean = animator->board_lean; - q_mul( q, kf->q, kf->q ); - q_normalize( kf->q ); - } + stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 ); - v3f p1, p2; - m3x3_mulv( player->rb.to_world, up, p1 ); - m3x3_mulv( player->rb.to_world, ndir, p2 ); + skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose ); + skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); - vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); - vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); + /* sliding */ + skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose ); + + if( animator->reverse > 0.0f ) + skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose ); + else{ + skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time, + bpose ); } + skeleton_lerp_pose( sk, apose, bpose, animator->push, apose ); + struct skeleton_anim *jump_anim = animator->jump_dir? + s->anim_ollie: + s->anim_ollie_reverse; + f32 setup_blend = vg_minf( animator->jump, 1.0f ); + skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose ); + skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose ); + } + + mdl_keyframe air_pose[32]; + { + float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f); + skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); - 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 ); + float ang = atan2f( animator->grab[0], animator->grab[1] ), + ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf), + grab_frame = ang_unit * (15.0f/30.0f); - q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f ); - q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] ); - q_axis_angle( qrollr, (v3f){0.0f,0.0f,1.0f}, eulerr[2] ); + skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose ); + } - q_mul( qpitchr, qrollr, qtrickr ); - q_mul( qyawr, qtrickr, qtotal ); - q_normalize( qtotal ); + skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, + pose->keyframes ); - q_mul( qtotal, kf_board->q, kf_board->q ); + mdl_keyframe *kf_board = &pose->keyframes[av->id_board-1], + *kf_foot_l = &pose->keyframes[av->id_ik_foot_l-1], + *kf_foot_r = &pose->keyframes[av->id_ik_foot_r-1], + *kf_knee_l = &pose->keyframes[av->id_ik_knee_l-1], + *kf_knee_r = &pose->keyframes[av->id_ik_knee_r-1], + *kf_hip = &pose->keyframes[av->id_hip-1], + *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1], + &pose->keyframes[av->id_wheel_l-1] }; - /* trick rotation */ - v4f qtrick, qyaw, qpitch, qroll; - v3f euler; - v3_muls( s->state.trick_euler, VG_TAUf, euler ); + mdl_keyframe grind_pose[32]; + { + f32 frame = animator->grind_balance * 0.5f; - q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f ); - q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] ); - q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] ); + skeleton_sample_anim( sk, s->anim_grind, frame, apose ); + skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose ); + } + skeleton_lerp_pose( sk, pose->keyframes, grind_pose, + animator->grind, pose->keyframes ); + float add_grab_mod = 1.0f - animator->fly; - q_mul( qpitch, qroll, qtrick ); - q_mul( qyaw, qtrick, qtrick ); - q_mul( kf_board->q, qtrick, kf_board->q ); - q_normalize( kf_board->q ); + /* additive effects */ + u32 apply_to[] = { av->id_hip, + av->id_ik_hand_l, + av->id_ik_hand_r, + av->id_ik_elbow_l, + av->id_ik_elbow_r }; + + float apply_rates[] = { 1.0f, + 0.75f, + 0.75f, + 0.75f, + 0.75f }; + + for( int i=0; ikeyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod; + pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod; + } + + /* angle 'correction' */ + v3f origin; + v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); + + for( int i=0; ikeyframes[apply_to[i]-1]; + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + animator->qfixuptotal ); + } + + /* trick rotation */ + v4f qtrick, qyaw, qpitch, qroll; + q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] ); + q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] ); + q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] ); + + q_mul( qyaw, qroll, qtrick ); + q_mul( qpitch, qtrick, qtrick ); + q_mul( kf_board->q, qtrick, kf_board->q ); + q_normalize( kf_board->q ); + + kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0], + 0.5f * animator->weight ); + kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1], + -0.5f * animator->weight ); + + kf_foot_l->co[1] += animator->slap; + kf_foot_r->co[1] += animator->slap; + kf_knee_l->co[1] += animator->slap; + kf_knee_r->co[1] += animator->slap; + kf_board->co[1] += animator->slap * animator->subslap; + kf_hip->co[1] += animator->slap * 0.25f; + + if( animator->trick_type == k_trick_type_kickflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_l->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[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[1] -= animator->trick_foot * 0.18f; + } + else if( animator->trick_type == k_trick_type_treflip ){ + kf_foot_l->co[0] += animator->trick_foot * 0.2f; + 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; + } - /* 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; - } + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ - /* 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] ); + /* 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 ); - } + 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 */ - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); - v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co ); - - float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f ); #if 0 - v4f qresy, qresx, qresidual; - m3x3f mtx_residual; - q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep ); - q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep ); - - q_mul( qresy, qresx, qresidual ); - q_normalize( qresidual ); - q_mul( dest->root_q, qresidual, dest->root_q ); - q_normalize( dest->root_q ); -#endif - - v4f qflip; - if( (s->state.activity == k_skate_activity_air) && - (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta, - angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, - distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f, - blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); - - angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend ); - - q_axis_angle( qflip, s->state.flip_axis, angle ); - q_mul( qflip, dest->root_q, dest->root_q ); - q_normalize( dest->root_q ); - - v3f rotation_point, rco; - v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point ); - v3_sub( dest->root_co, rotation_point, rco ); - - q_mulv( qflip, rco, rco ); - v3_add( rco, rotation_point, dest->root_co ); + mdl_keyframe + *kf_head = &pose->keyframes[av->id_head-1], + *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1], + *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1], + *kf_hand_l = &pose->keyframes[av->id_ik_hand_l-1], + *kf_hand_r = &pose->keyframes[av->id_ik_hand_r-1]; + + float warble = perlin1d( vg.time, 2.0f, 2, 300 ); + warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f; + + v4f qrot; + q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble ); + + v3f origin = {0.0f,0.2f,0.0f}; + keyframe_rotate_around( kf_hand_l, origin, + av->sk.bones[av->id_ik_hand_l].co, qrot ); + keyframe_rotate_around( kf_hand_r, origin, + av->sk.bones[av->id_ik_hand_r].co, qrot ); + keyframe_rotate_around( kf_hip, origin, + av->sk.bones[av->id_hip].co, qrot ); + keyframe_rotate_around( kf_elbow_r, origin, + av->sk.bones[av->id_ik_elbow_r].co, qrot ); + keyframe_rotate_around( kf_elbow_l, origin, + av->sk.bones[av->id_ik_elbow_l].co, qrot ); + + q_inv( qrot, qrot ); + q_mul( qrot, kf_head->q, kf_head->q ); + q_normalize( kf_head->q ); } - - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); +#endif } VG_STATIC void player__skate_post_animate( player_instance *player ) @@ -2611,64 +3132,68 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) player->cam_velocity_influence = 1.0f; - v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */ + v3f head = { 0.0f, 1.8f, 0.0f }; m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position ); m4x3_mulv( player->rb.to_local, s->state.head_position, s->state.head_position ); } -VG_STATIC void player__skate_reset_animator( player_instance *player ) -{ +VG_STATIC void player__skate_reset_animator( player_instance *player ){ struct player_skate *s = &player->_skate; + struct player_skate_state *state = &s->state; - if( s->state.activity == k_skate_activity_air ) - s->blend_fly = 1.0f; - else - s->blend_fly = 0.0f; - - s->blend_slide = 0.0f; - s->blend_z = 0.0f; - s->blend_x = 0.0f; - s->blend_stand = 0.0f; - s->blend_push = 0.0f; - s->blend_jump = 0.0f; - s->blend_airdir = 0.0f; + memset( &s->animator, 0, sizeof(s->animator) ); + + if( s->state.activity <= k_skate_activity_air_to_grind ) + s->animator.fly = 1.0f; + else + s->animator.fly = 0.0f; } VG_STATIC void player__skate_clear_mechanics( player_instance *player ) { struct player_skate *s = &player->_skate; s->state.jump_charge = 0.0f; - s->state.lift_frames = 0; + s->state.charging_jump = 0; + s->state.jump_dir = 0; + v3_zero( s->state.flip_axis ); + s->state.flip_time = 0.0f; s->state.flip_rate = 0.0f; -#if 0 - s->state.steery = 0.0f; - s->state.steerx = 0.0f; - s->state.steery_s = 0.0f; - s->state.steerx_s = 0.0f; -#endif s->state.reverse = 0.0f; s->state.slip = 0.0f; + s->state.grabbing = 0.0f; + v2_zero( s->state.grab_mouse_delta ); + s->state.slap = 0.0f; + s->state.jump_time = 0.0; + s->state.start_push = 0.0; + s->state.cur_push = 0.0; + s->state.air_start = 0.0; + + v3_zero( s->state.air_init_v ); + v3_zero( s->state.air_init_co ); + + s->state.gravity_bias = k_gravity; 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 - + v4_copy( player->rb.q, s->state.smoothed_rotation ); v3_zero( s->state.throw_v ); v3_zero( s->state.trick_vel ); v3_zero( s->state.trick_euler ); + v3_zero( s->state.cog_v ); + s->state.grind_cooldown = 0; + s->state.surface_cooldown = 0; + v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); + v3_copy( player->rb.to_world[1], s->state.up_dir ); + v3_copy( player->rb.to_world[1], s->surface_picture ); + v3_zero( s->weight_distribution ); + v3_copy( player->rb.co, s->state.prev_pos ); } VG_STATIC void player__skate_reset( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { struct player_skate *s = &player->_skate; - v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); v3_zero( player->rb.v ); - v3_zero( s->state.cog_v ); - v4_copy( rp->q, player->rb.q ); + v4_copy( rp->transform.q, player->rb.q ); s->state.activity = k_skate_activity_air; s->state.activity_prev = k_skate_activity_air;