X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=87777631ae3e2b42d6477a682f82d2026a7c33cc;hb=185ff7755bb44b98fe502b1b1c54d3870c45dfa1;hp=32a367064eb4701f9c65e588713b9d1a6e626a7a;hpb=5a6199fecf8afcff4b4ef2d341a0dfd0e220420d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 32a3670..8777763 100644 --- a/player_skate.c +++ b/player_skate.c @@ -35,8 +35,6 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { - debug_sphere( mtx, sphere->radius, VG__BLACK ); - int len = 0; len = rb_sphere__scene( mtx, sphere, NULL, &world.rb_geo.inf.scene, man ); @@ -113,8 +111,8 @@ VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact ) v3f p0, p1, c0, c1; v3_muladds( player->rb.co, player->rb.to_world[2], 0.5f, p0 ); v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 ); - v3_muladds( p0, player->rb.to_world[1], 0.125f-0.15f, p0 ); - v3_muladds( p1, player->rb.to_world[1], 0.125f-0.15f, p1 ); + v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 ); + v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 ); float const k_r = 0.25f; struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, @@ -149,6 +147,196 @@ 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 ) +{ + v3f pos; + m4x3_mulv( player->rb.to_world, ra, pos ); + + v4f plane; + v3_copy( player->rb.to_world[2], plane ); + v3_normalize( plane ); + plane[3] = v3_dot( plane, pos ); + + boxf box; + float r = 0.3f; + v3_add( pos, (v3f){ r, r, r }, box[1] ); + v3_sub( pos, (v3f){ r, r, r }, box[0] ); + +#if 0 + vg_line_boxf( box, VG__BLUE ); +#endif + + m4x3f mtx; + m3x3_copy( player->rb.to_world, mtx ); + v3_copy( pos, mtx[3] ); + + debug_sphere( mtx, r, VG__CYAN ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + + struct grind_sample + { + v2f co; + v2f normal; + v3f normal3; + } + samples[48]; + + int sample_count = 0; + + v2f support_min, + support_max; + + v3f support_axis; + v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis ); + v3_normalize( support_axis ); + + while( bh_next( world.geo_bh, &it, box, &idx ) ) + { + u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + for( int j=0; j<3; j++ ) + v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[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 ) ) + { + v3f d; + v3_sub( co, pos, d ); + if( v3_length2( d ) > r*r ) + continue; + + v3f va, vb, normal; + v3_sub( tri[1], tri[0], va ); + v3_sub( tri[2], tri[0], vb ); + v3_cross( va, vb, normal ); + + sample->normal[0] = v3_dot( support_axis, normal ); + sample->normal[1] = normal[1]; + sample->co[0] = v3_dot( support_axis, d ); + sample->co[1] = d[1]; + + v3_copy( normal, sample->normal3 ); /* normalize later + if we want to us it */ + + v2_normalize( sample->normal ); + sample_count ++; + + if( sample_count == vg_list_size( samples ) ) + { + break; + } + } + } + } + + if( sample_count < 2 ) + return 0; + + v3f average_position, + average_direction; + + v3_zero( average_position ); + v3_zero( average_direction ); + + int passed_samples = 0; + + for( int i=0; ico, sj->co ) <= (0.01f*0.01f) && + v2_dot( si->normal, sj->normal ) < 0.7f ) + { + /* TODO: Filter concave */ + + v3f p0; + v3_muls( support_axis, sj->co[0], p0 ); + p0[1] += sj->co[1]; + + v3_add( average_position, p0, average_position ); + + v3f n0, n1, dir; + v3_copy( si->normal3, n0 ); + v3_copy( sj->normal3, n1 ); + v3_cross( n0, n1, dir ); + v3_normalize( dir ); + + /* make sure the directions all face a common hemisphere */ + v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); + + v3_add( average_direction, dir, average_direction ); + passed_samples ++; + } + } + } + + if( !passed_samples ) + 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_add( pos, average_position, average_position ); + vg_line_pt3( average_position, 0.02f, VG__GREEN ); + + v3f p0, p1; + v3_muladds( average_position, average_direction, 0.35f, p0 ); + v3_muladds( average_position, average_direction, -0.35f, p1 ); + vg_line( p0, p1, VG__PINK ); + + 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 */ + } +} + /* * * Prediction system @@ -263,7 +451,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr, } VG_STATIC -void player_approximate_best_trajectory( player_instance *player ) +void player__approximate_best_trajectory( player_instance *player ) { struct player_skate *s = &player->_skate; @@ -458,7 +646,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) return; if( s->state.activity_prev != k_skate_activity_air ) - player_approximate_best_trajectory( player ); + player__approximate_best_trajectory( player ); m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v ); ray_hit hit; @@ -615,6 +803,8 @@ VG_STATIC int skate_simulate_spring( player_instance *player, /* * Handles connection between the player and the ground + * + * TODO: Must save original velocity to use here */ VG_STATIC void skate_apply_interface_model( player_instance *player, rb_ct *manifold, int len ) @@ -684,6 +874,12 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, s->state.lift_frames = 0; v3f projected, axis; + if( s->state.activity_prev == k_skate_activity_air ) + { + player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) * + k_cam_punch; + } + float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED; v3_muladds( player->rb.v, player->rb.to_world[1], DOWNFORCE, player->rb.v ); @@ -695,6 +891,7 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, float angle = v3_dot( player->rb.to_world[1], projected ); v3_cross( player->rb.to_world[1], projected, axis ); +#if 0 if( fabsf(angle) < 0.9999f ) { v4f correction; @@ -702,7 +899,83 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, acosf(angle)*4.0f*VG_TIMESTEP_FIXED ); q_mul( correction, player->rb.q, player->rb.q ); } +#endif + } + } +} + +VG_STATIC int player_skate_trick_input( player_instance *player ); +VG_STATIC void skate_apply_trick_model( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + 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_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 ); + + if( s->state.activity == k_skate_activity_air ) + { + if( v3_length2( s->state.trick_vel ) < 0.0001f ) + return; + + int carry_on = player_skate_trick_input( player ); + + /* we assume velocities share a common divisor, in which case the + * interval is the minimum value (if not zero) */ + + float min_rate = 99999.0f; + + for( int i=0; i<3; i++ ) + { + float v = s->state.trick_vel[i]; + if( (v > 0.0f) && (v < min_rate) ) + min_rate = v; + } + + float interval = 1.0f / min_rate, + current = floorf( s->state.trick_time / interval ), + next_end = (current+1.0f) * interval; + + + /* integrate trick velocities */ + 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) ) + { + 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_zero( s->state.trick_vel ); } + + s->state.trick_time += k_rb_delta; + } + else + { + if( (s->state.lift_frames == 0) + && (v3_length2(s->state.trick_vel) >= 0.0001f ) && + s->state.trick_time > 0.2f) + { + player__dead_transition( player ); + } + + 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] ); + s->state.trick_time = 0.0f; + v3_zero( s->state.trick_vel ); } } @@ -838,7 +1111,6 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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; v2f steer = { player->input_js1h->axis.value, @@ -848,6 +1120,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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 ++; /* FIXME audio events */ #if 0 @@ -964,11 +1237,8 @@ VG_STATIC void skate_collision_response( player_instance *player, if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f || fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f ) { - /* FIXME */ -#if 0 - player_kill(); + player__dead_transition( player ); return; -#endif } v3_add( impulse, player->rb.v, player->rb.v ); @@ -983,10 +1253,12 @@ VG_STATIC void skate_collision_response( player_instance *player, */ float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f, - wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f; + wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f, + wz = v3_dot( player->rb.to_world[2], impulse ) * 2.0f; v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w ); v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w ); + v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w ); } } } @@ -996,9 +1268,11 @@ VG_STATIC void skate_integrate( player_instance *player ) struct player_skate *s = &player->_skate; /* integrate rigidbody velocities */ +#ifndef SKATE_CCD v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v ); v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); +#endif float decay_rate = 0.5f*0.125f; @@ -1010,6 +1284,7 @@ VG_STATIC void skate_integrate( player_instance *player ) v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w ); +#ifndef SKATE_CCD if( v3_length2( player->rb.w ) > 0.0f ) { v4f rotation; @@ -1021,6 +1296,7 @@ VG_STATIC void skate_integrate( player_instance *player ) q_axis_angle( rotation, axis, mag*k_rb_delta ); q_mul( rotation, player->rb.q, player->rb.q ); } +#endif /* integrate steering velocities */ v4f rotate; @@ -1042,8 +1318,22 @@ 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 void player__skate_pre_update( player_instance *player ) { + struct player_skate *s = &player->_skate; + if( vg_input_button_down( player->input_use ) ) { player->subsystem = k_player_subsystem_walk; @@ -1055,6 +1345,31 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) player__walk_transition( player, angles ); return; } + + int trick_id; + if( (s->state.lift_frames > 0) && + (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( 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; + } + } + } } VG_STATIC void player__skate_post_update( player_instance *player ) @@ -1086,77 +1401,224 @@ 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; - /* Setup colliders */ - m4x3f mtx_front, mtx_back; - m3x3_identity( mtx_front ); - m3x3_identity( mtx_back ); + float l = k_board_length, + w = 0.13f; - skate_get_board_points( player, mtx_front[3], mtx_back[3] ); + v3f wheel_positions[] = + { + { -w, 0.0f, -l }, + { w, 0.0f, -l }, + { -w, 0.0f, l }, + { w, 0.0f, l }, + }; + + int wheel_states[] = + { + 1, 1, 1, 1 + }; + + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) ) + { + wheel_states[0] = 0; + wheel_states[1] = 0; + } + + if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, l } ) ) + { + wheel_states[2] = 0; + wheel_states[3] = 0; + } + + rb_sphere collider; + collider.radius = 0.07f; + + s->substep = k_rb_delta; + + for( int i=0; i<4; i++ ) + { + m4x3f mtx; + m3x3_copy( player->rb.to_world, mtx ); + m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); + debug_sphere( mtx, collider.radius, wheel_states[i]? VG__WHITE: + VG__BLACK ); + } + + +begin_collision:; + +#ifdef SKATE_CCD + + /* calculate transform one step into future */ + v3f future_co; + v4f future_q; + v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); + + if( v3_length2( player->rb.w ) > 0.0f ) + { + v4f rotation; + v3f axis; + v3_copy( player->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*s->substep ); + q_mul( rotation, player->rb.q, future_q ); + q_normalize( future_q ); + } + + /* calculate the minimum time we can move */ + float max_time = s->substep, + cast_radius = collider.radius - 0.05f; + + for( int i=0; i<4; i++ ) + { + if( !wheel_states[i] ) + continue; + + v3f current, future; + q_mulv( future_q, wheel_positions[i], future ); + v3_add( future, future_co, future ); + + q_mulv( player->rb.q, wheel_positions[i], current ); + v3_add( current, player->rb.co, current ); + + float t; /* TODO: ignore lightly grazing normals? */ + v3f n; + 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 */ + max_time = vg_minf( vg_maxf( max_time, k_rb_delta*0.025f ), s->substep ); + s->substep_delta = max_time; + + /* integrate */ + v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co ); + if( v3_length2( player->rb.w ) > 0.0f ) + { + v4f rotation; + v3f axis; + v3_copy( player->rb.w, axis ); + + float mag = v3_length( axis ); + v3_divs( axis, mag, axis ); + q_axis_angle( rotation, axis, mag*s->substep_delta ); + q_mul( rotation, player->rb.q, player->rb.q ); + } + + rb_update_transform( &player->rb ); + + v3f gravity = { 0.0f, -9.6f, 0.0f }; + v3_muladds( player->rb.v, gravity, s->substep_delta, player->rb.v ); + +#else + + s->substep_delta = k_rb_delta; + +#endif + + s->substep -= s->substep_delta; - s->sphere_back.radius = 0.3f; - s->sphere_front.radius = 0.3f; /* create manifold(s) */ - rb_ct manifold[72], - *interface_manifold = NULL, - *grind_manifold = NULL; + rb_ct manifold[128]; + + int manifold_len = 0, + manifold_front = 0, + manifold_back = 0, + manifold_interface = 0; + + rb_ct *cmanifold = manifold; + + for( int i=0; i<4; i++ ) + { + if( !wheel_states[i] ) + continue; + + m4x3f mtx; + m3x3_identity( mtx ); + + m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] ); + + int l = skate_collide_smooth( player, mtx, &collider, cmanifold ); - int - len_front = skate_collide_smooth( player, mtx_front, - &s->sphere_front, manifold ), - len_back = skate_collide_smooth( player, mtx_back, - &s->sphere_back, &manifold[len_front] ), - interface_len = len_front + len_back; + cmanifold += l; + manifold_len += l; + manifold_interface += l; + + if( i<=1 ) + manifold_front ++; + else + manifold_back ++; + } /* 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) && (len_front != len_back) ) + 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 ); - if( len_front ) - v3_copy( mtx_back[3], trace_from ); + if( manifold_front ) + v3_copy( (v3f){0.0f,0.0f, k_board_length}, trace_from ); else - v3_copy( mtx_front[3], trace_from ); + v3_copy( (v3f){0.0f,0.0f,-k_board_length}, trace_from ); + m4x3_mulv( player->rb.to_world, trace_from, trace_from ); ray_hit ray; ray.dist = 0.6f; if( ray_world( trace_from, trace_dir, &ray ) ) { - rb_ct *ct = &manifold[ interface_len ]; + rb_ct *ct = cmanifold; v3_copy( ray.pos, ct->co ); v3_copy( ray.normal, ct->n ); ct->p = 0.0f; - interface_len ++; + manifold_len ++; + manifold_interface ++; } } - interface_manifold = manifold; - grind_manifold = manifold + interface_len; + int grind_len = skate_grind_collide( player, cmanifold ); + manifold_len += grind_len; - int grind_len = skate_grind_collide( player, grind_manifold ); - - 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; +#else rb_prepare_contact( &manifold[i] ); - rb_debug_contact( &manifold[i] ); +#endif } - skate_apply_grind_model( player, grind_manifold, grind_len ); - skate_apply_interface_model( player, manifold, interface_len ); + skate_collision_response( player, manifold, manifold_len ); + + if( s->substep >= 0.0001f ) + goto begin_collision; + + skate_apply_grind_model( player, &manifold[manifold_interface], grind_len ); + skate_apply_interface_model( player, manifold, manifold_interface ); skate_apply_pump_model( player ); skate_apply_cog_model( player ); - skate_collision_response( player, manifold, interface_len + grind_len ); skate_apply_grab_model( player ); skate_apply_friction_model( player ); skate_apply_jump_model( player ); skate_apply_air_model( player ); + skate_apply_trick_model( player ); skate_integrate( player ); @@ -1168,7 +1630,6 @@ VG_STATIC void player__skate_update( player_instance *player ) vg_line( player->rb.co, s->state.cog, VG__RED ); - teleport_gate *gate; if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) ) { @@ -1178,13 +1639,6 @@ VG_STATIC void player__skate_update( player_instance *player ) m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v ); m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v ); - /*camera */ - m3x3_mulv( gate->transport, s->state.vl, s->state.vl ); - -#if 0 - mixedcam_transport( &s->state.cam, gate ); -#endif - v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); @@ -1210,16 +1664,24 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) player->rb.w[1], player->rb.w[2] ); - player__debugtext( 1, "activity: %s\n", + player__debugtext( 1, "activity: %s", (const char *[]){ "k_skate_activity_air", "k_skate_activity_ground", "k_skate_activity_grind }" } [s->state.activity] ); - player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n", + player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]", s->state.steerx_s, s->state.steery_s, k_steer_ground, k_steer_air ); - player__debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate, + player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate, s->state.flip_time ); + player__debugtext( 1, "trickv: %.2f %.2f %.2f", + s->state.trick_vel[0], + s->state.trick_vel[1], + s->state.trick_vel[2] ); + player__debugtext( 1, "tricke: %.2f %.2f %.2f", + s->state.trick_euler[0], + s->state.trick_euler[1], + s->state.trick_euler[2] ); } VG_STATIC void player__skate_animate( player_instance *player, @@ -1239,18 +1701,16 @@ VG_STATIC void player__skate_animate( player_instance *player, m4x3_mulv( player->rb.to_local, s->state.cog, offset ); v3_muls( offset, -4.0f, offset ); - static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f; - 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, 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], speed_wobble, 2.4f*vg.time_delta); + s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta); offset[0] *= 0.26f; - offset[0] += speed_wobble_2*3.0f; + offset[0] += s->wobble[1]*3.0f; offset[1] *= -0.3f; offset[2] *= 0.01f; @@ -1399,20 +1859,58 @@ VG_STATIC void player__skate_animate( player_instance *player, v3_add( bo, kf_foot_l->co, kf_foot_l->co ); v3_add( bo, kf_foot_r->co, kf_foot_r->co ); +#if 0 m3x3f c; q_m3x3( s->board_rotation, c ); +#endif + + v4f qtotal; + + v4f qtrickr, qyawr, qpitchr, qrollr; + v3f eulerr; + + + + v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); + + 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] ); + + q_mul( qpitchr, qrollr, qtrickr ); + q_mul( qyawr, qtrickr, qtrickr ); + q_mul( s->board_rotation, qtrickr, qtotal ); + q_normalize( qtotal ); + + q_mul( qtotal, kf_board->q, kf_board->q ); + v3f d; v3_sub( kf_foot_l->co, bo, d ); - m3x3_mulv( c, d, d ); + q_mulv( qtotal, d, d ); v3_add( bo, d, kf_foot_l->co ); v3_sub( kf_foot_r->co, bo, d ); - m3x3_mulv( c, d, d ); + q_mulv( qtotal, d, d ); v3_add( bo, d, kf_foot_r->co ); q_mul( s->board_rotation, kf_board->q, kf_board->q ); q_normalize( kf_board->q ); + + + /* trick rotation */ + v4f qtrick, qyaw, qpitch, qroll; + v3f euler; + v3_muls( s->state.trick_euler, VG_TAUf, euler ); + + 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] ); + + q_mul( qpitch, qroll, qtrick ); + q_mul( qyaw, qtrick, qtrick ); + q_mul( kf_board->q, qtrick, kf_board->q ); + q_normalize( kf_board->q ); } /* transform */ @@ -1449,133 +1947,72 @@ VG_STATIC void player__skate_animate( player_instance *player, v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point ); v3_sub( dest->root_co, rotation_point, rco ); - /* FIXME: q_mul v3 */ - m3x3f TEMP; - q_m3x3( qflip, TEMP ); - m3x3_mulv( TEMP, rco, rco ); + q_mulv( qflip, rco, rco ); v3_add( rco, rotation_point, dest->root_co ); } } -VG_STATIC void skate_camera_firstperson( player_instance *player ) -{ - struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - - /* FIXME: viewpoint entity */ - v3f vp = {-0.1f,1.8f,0.0f}; - m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->fpv_pos ); - v3_zero( player->fpv_angles ); - - v3f flat_dir, - vel_dir, - look_dir; - - v3_copy( player->rb.v, vel_dir ); - //v3_normalize( vel_dir ); - - float tti = s->land_dist; - v3f norm; - v3_copy( s->land_normal, norm ); - - if( s->state.activity == k_skate_activity_ground ) - { - tti = 0.0f; - v3_copy( player->rb.to_world[1], norm ); - } - - v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir ); - //v3_normalize( flat_dir ); - - v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir ); - v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl ); - player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f ); -} - -VG_STATIC void skate_camera_thirdperson( player_instance *player ) +VG_STATIC void player__skate_post_animate( player_instance *player ) { struct player_skate *s = &player->_skate; struct player_avatar *av = player->playeravatar; - v3f origin, dir, target; - v3_copy( player->rb.co, origin ); - v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin ); - player_set_follower_subject( player, origin ); + player->cam_velocity_influence = 1.0f; } -VG_STATIC void player__skate_post_animate( player_instance *player ) +VG_STATIC void player__skate_reset_animator( player_instance *player ) { struct player_skate *s = &player->_skate; - struct player_avatar *av = player->playeravatar; - - skate_camera_thirdperson( player ); - skate_camera_firstperson( player ); - player->cam_angles_override_strength = 0.0f; - player->cam_position_override_strength = 0.0f; - + if( s->state.activity == k_skate_activity_air ) + s->blend_fly = 1.0f; + else + s->blend_fly = 0.0f; - - /* FIXME: Organize this. Its int wrong fucking place */ - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; - - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); + 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; } -VG_STATIC void player__skate_reset( player_instance *player, - struct respawn_point *rp ) +VG_STATIC void player__skate_clear_mechanics( player_instance *player ) { struct player_skate *s = &player->_skate; - v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); + s->state.jump_charge = 0.0f; + s->state.lift_frames = 0; + s->state.flip_rate = 0.0f; + s->state.steery = 0.0f; + s->state.steerx = 0.0f; + s->state.steery_s = 0.0f; + s->state.steerx_s = 0.0f; + s->state.reverse = 0.0f; + s->state.slip = 0.0f; + v3_copy( player->rb.co, s->state.prev_pos ); -#if 0 - mixedcam_reset( player, &s->state.cam ); -#endif + m3x3_identity( s->state.velocity_bias ); + m3x3_identity( s->state.velocity_bias_pstep ); + v3_zero( s->state.throw_v ); + v3_zero( s->state.trick_vel ); + v3_zero( s->state.trick_euler ); } -VG_STATIC void player__skate_transition( player_instance *player, - v3f init_velocity, - enum skate_activity init_acitivity ) +VG_STATIC void player__skate_reset( player_instance *player, + struct respawn_point *rp ) { struct player_skate *s = &player->_skate; - s->state.activity_prev = k_skate_activity_ground; - s->state.activity = init_acitivity; - - v3f dir; - v3_copy( init_velocity, dir ); - v3_normalize( dir ); - - vg_info( "init velocity: %f %f %f\n", init_velocity[0], - init_velocity[1], - init_velocity[2] ); - - q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, - atan2f( dir[0], dir[2] ) ); - v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); - v3_copy( init_velocity, s->state.cog_v ); - v3_copy( init_velocity, s->state.vl ); - v3_copy( init_velocity, player->rb.v ); + v3_zero( player->rb.v ); + v3_zero( s->state.cog_v ); + v4_copy( rp->q, player->rb.q ); - rb_update_transform( &player->rb ); + s->state.activity = k_skate_activity_air; + s->state.activity_prev = k_skate_activity_air; - if( init_acitivity == k_skate_activity_air ) - { - player_approximate_best_trajectory( player ); - 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; + player__skate_clear_mechanics( player ); + player__skate_reset_animator( player ); } #endif /* PLAYER_SKATE_C */