X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=87c8cba7483e9ea22e07e042b967e34189eb4309;hb=d43d7f62ff83799b6d99221d881179814cb239a6;hp=0362386289b361901505252bf19f8f37e16b39a3;hpb=4b8aac300ee193cfa12011dfe0238cfe7d7ffce7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 0362386..87c8cba 100644 --- a/player_skate.c +++ b/player_skate.c @@ -4,6 +4,8 @@ #include "player.h" #include "audio.h" #include "vg/vg_perlin.h" +#include "menu.h" +#include "ent_skateshop.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -53,7 +55,7 @@ VG_STATIC int skate_collide_smooth( player_instance *player, m4x3f mtx, rb_sphere *sphere, rb_ct *man ) { - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); int len = 0; len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man ); @@ -90,7 +92,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos, v3f dir, float r, struct grind_info *inf ) { - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); v4f plane; v3_copy( dir, plane ); @@ -100,13 +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, @@ -122,18 +119,20 @@ 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_surface *surf = world_tri_index_surface(world,ptri[0]); -#if 0 - if( !(surf->info.flags & k_material_flag_skate_surface) ) + if( !(surf->info.flags & k_material_flag_grindable) ) continue; -#endif 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++ ){ int i0 = j, @@ -234,10 +233,8 @@ too_many_samples: float yi = v3_dot( player->basis[1], si->normal3 ), yj = v3_dot( player->basis[1], sj->normal3 ); - if( yi > yj ) - v3_add( si->normal3, average_normal, average_normal ); - else - v3_add( sj->normal3, average_normal, average_normal ); + if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); + else v3_add( sj->normal3, average_normal, average_normal ); passed_samples ++; } @@ -302,7 +299,7 @@ VG_STATIC int create_jumps_to_hit_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 ), @@ -348,7 +345,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, VG_STATIC void player__approximate_best_trajectory( player_instance *player ) { - world_instance *world = get_active_world(); + world_instance *world0 = world_current_instance(); struct player_skate *s = &player->_skate; float k_trace_delta = k_rb_delta * 10.0f; @@ -393,6 +390,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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; @@ -430,10 +428,9 @@ void player__approximate_best_trajectory( player_instance *player ) /* REFACTOR */ - v3f closest; + v3f closest={0.0f,0.0f,0.0f}; if( search_for_grind ){ - if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){ - + if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){ float min_dist = 0.75f; min_dist *= min_dist; @@ -492,14 +489,18 @@ void player__approximate_best_trajectory( player_instance *player ) } } - if( world->rendering_gate ){ - ent_gate *gate = world->rendering_gate; + 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->type == k_gate_type_nonlocel ){ + trace_world = &world_static.worlds[ gate->target ]; + } } } @@ -509,15 +510,16 @@ void player__approximate_best_trajectory( player_instance *player ) float scan_radius = k_board_radius; scan_radius *= vg_clampf( t, 0.02f, 1.0f ); - int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n ); + int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n); if( idx != -1 ){ v3f co; v3_lerp( co0, co1, t1, co ); v3_copy( co, inf->log[ inf->log_length ++ ] ); v3_copy( n, inf->n ); - u32 *tri = &world->scene_geo->arrindices[ idx*3 ]; - struct world_surface *surf = world_tri_index_surface(world, tri[0]); + u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ]; + struct world_surface *surf = + world_tri_index_surface( trace_world, tri[0] ); inf->type = k_prediction_land; @@ -528,11 +530,13 @@ void player__approximate_best_trajectory( player_instance *player ) inf->score = -v3_dot( ve, inf->n ); inf->land_dist = t + k_trace_delta * t1; - /* Bias prediction towords ramps */ - if( !(surf->info.flags & k_material_flag_skate_surface) ) + 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; } @@ -579,8 +583,6 @@ void player__approximate_best_trajectory( player_instance *player ) v3_add( launch_co, co0, co0 ); /* rough scan to make sure we dont collide with anything */ - /* NOTE this was rarely needed and ends up with false negatives. */ -#if 0 for( int j=1; j<=16; j++ ){ t = (float)j*(1.0f/16.0f); t *= 0.9f; @@ -594,15 +596,14 @@ void player__approximate_best_trajectory( player_instance *player ) float t1; v3f n; - int idx = spherecast_world( world, co0,co1, - k_board_radius*0.5f, &t1, n); + int idx = spherecast_world( world0, co0,co1, + k_board_radius*0.1f, &t1, n); if( idx != -1 ){ goto invalidated_grind; } v3_copy( co1, co0 ); } -#endif v3_copy( grind.n, jump->n ); @@ -614,10 +615,8 @@ void player__approximate_best_trajectory( player_instance *player ) s->possible_jumps[ s->possible_jump_count ++ ] = *jump; -#if 0 continue; invalidated_grind:; -#endif } } @@ -661,15 +660,16 @@ invalidated_grind:; v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); s->state.gravity_bias = best->gravity; 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->land_dist >= 1.5f) ){ s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) * s->state.reverse ; @@ -711,10 +711,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) 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 ); @@ -792,7 +788,7 @@ 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 ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, @@ -810,9 +806,12 @@ 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; @@ -891,9 +890,8 @@ 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; @@ -921,7 +919,7 @@ 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_to_grind ){ @@ -961,7 +959,10 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->grind_cooldown = 30; s->state.activity = k_skate_activity_ground; - float tilt = player->input_js1h->axis.value * 0.3f; + 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; @@ -975,12 +976,8 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.jump_charge = 0.0f; s->state.jump_time = vg.time; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - audio_lock(); - audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f ); + audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co, 40.0f, 1.0f ); audio_unlock(); } } @@ -996,7 +993,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) /* Throw / collect routine */ - if( player->input_grab->axis.value > 0.5f ){ + 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 ); @@ -1010,7 +1007,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) 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( 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 ); } @@ -1039,8 +1037,8 @@ 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 */ @@ -1107,17 +1105,17 @@ VG_STATIC void skate_copy_holdout( player_instance *player ) 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); + 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 ) { 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; @@ -1161,7 +1159,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) jump_info *jump = &s->possible_jumps[i]; if( jump->log_length == 0 ){ - vg_fatal_exit_loop( "assert: jump->log_length == 0\n" ); + vg_fatal_error( "assert: jump->log_length == 0\n" ); } for( int j=0; jlog_length - 1; j ++ ){ @@ -1191,10 +1189,10 @@ VG_STATIC void player__skate_post_update( player_instance *player ) slide = 0.0f; } - float - vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ), - vol_air = sqrtf( air *attn * 0.5f ), - vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ); + f32 gate = 1.0f-menu.factive, + 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; @@ -1227,7 +1225,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) vg_lerpf( 250.0f, 80.0f, attn ) ); if( s->sample_change_cooldown > 0.0f ){ - s->sample_change_cooldown -= vg.frame_delta; + s->sample_change_cooldown -= vg.time_frame_delta; } else{ int sample_type = k_skate_sample_concrete; @@ -1279,7 +1277,8 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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_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; @@ -1289,14 +1288,16 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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_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_slope_volume( s->aud_air, 0.05f, vol_air ); + audio_channel_edit_volume( s->aud_air, vol_air, 1 ); } audio_unlock(); @@ -1316,7 +1317,7 @@ int skate_compute_surface_alignment( player_instance *player, v3f surface_normal, v3f axel_dir ) { struct player_skate *s = &player->_skate; - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); v3f truck, left, right; m4x3_mulv( player->rb.to_world, ra, truck ); @@ -1396,11 +1397,11 @@ int skate_compute_surface_alignment( player_instance *player, if( idx != -1 ) { - u32 *tri = &world->scene_geo->arrindices[ idx * 3 ]; + 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 ); @@ -1443,14 +1444,16 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1; + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + if( s->state.manual_direction == 0 ){ - if( (player->input_js1v->axis.value > 0.7f) && - (s->state.activity == k_skate_activity_ground) && + 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 ){ + if( steer[1] < 0.1f ){ s->state.manual_direction = 0; } else{ @@ -1461,7 +1464,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) } if( s->state.manual_direction ){ - float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); + float amt = vg_minf( steer[1] * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; } @@ -1527,7 +1530,7 @@ 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( get_active_world(), origin, dir, &ray ) ) + if( ray_world( world_current_instance(), origin, dir, &ray ) ) return 0; return 1; @@ -1614,9 +1617,10 @@ 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 ); @@ -1659,6 +1663,10 @@ 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 ); @@ -1668,8 +1676,10 @@ VG_STATIC void skate_5050_apply( player_instance *player, 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; @@ -1685,6 +1695,8 @@ 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, @@ -1701,6 +1713,8 @@ 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 }, @@ -1943,7 +1957,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) struct player_skate *s = &player->_skate; if( s->grind_cooldown > 100 ){ - vg_fatal_exit_loop( "wth!\n" ); + vg_fatal_error( "wth!\n" ); } /* debounces this state manager a little bit */ @@ -1963,18 +1977,20 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) 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 = player->input_js1v->axis.value; + 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 = player->input_js1v->axis.value * - vg_signf( v3_dot( raw, player->rb.v ) ); + float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) ); if( way < 0.0f ) allow_front = 0; else allow_back = 0; @@ -2012,7 +2028,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) 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; + int wants_to_do_that = fabsf(steer[1]) >= 0.25f; res_back50 &= wants_to_do_that; res_front50 &= wants_to_do_that; @@ -2064,7 +2080,7 @@ 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 = get_active_world(); + world_instance *world = world_current_instance(); v3_copy( player->rb.co, s->state.prev_pos ); s->state.activity_prev = s->state.activity; @@ -2185,7 +2201,7 @@ VG_STATIC void player__skate_update( player_instance *player ) if( !prev_contacts[i] ){ v3f co; m4x3_mulv( player->rb.to_world, wheels[i].pos, co ); - audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f ); + audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f ); } } audio_unlock(); @@ -2387,7 +2403,8 @@ begin_collision:; manifold_len += l; - debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); + if( vg_lines.draw ) + debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); /* add limits */ if( s->state.activity >= k_skate_activity_grind_any ){ @@ -2558,11 +2575,11 @@ begin_collision:; if( s->state.activity == k_skate_activity_ground ){ if( (fabsf(s->state.slip) > 0.75f) ){ - audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, + audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, 40.0f, 1.0f ); } else{ - audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, + audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, 40.0f, 1.0f ); } } @@ -2653,7 +2670,7 @@ VG_STATIC void player__skate_animate( player_instance *player, 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); @@ -2733,11 +2750,10 @@ VG_STATIC void player__skate_animate( player_instance *player, (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 ); + skeleton_sample_anim( sk, s->anim_push, push_time, bpose ); else - skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose ); + skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose ); skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose ); @@ -2764,7 +2780,10 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { - float target = -player->input_js1h->axis.value; + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + + float target = -steer[1]; s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); @@ -2773,9 +2792,10 @@ VG_STATIC void player__skate_animate( player_instance *player, static v2f grab_choice; - v2f grab_input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; + v2f grab_input; + joystick_state( k_srjoystick_grab, grab_input ); v2_add( s->state.grab_mouse_delta, grab_input, grab_input ); + if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f; else @@ -2855,7 +2875,8 @@ VG_STATIC void player__skate_animate( player_instance *player, vg_warn( "FIX THIS! CARROT\n" ); v4_copy( player->rb.q, s->state.smoothed_rotation ); } - v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta, + 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 ); @@ -2948,15 +2969,22 @@ VG_STATIC void player__skate_animate( player_instance *player, q_mul( kf_board->q, qtrick, kf_board->q ); q_normalize( kf_board->q ); - - /* foot weight distribution */ - if( s->blend_weight > 0.0f ){ - kf_foot_l->co[2] += s->blend_weight * 0.2f; - kf_foot_r->co[2] += s->blend_weight * 0.1f; - } - else{ - kf_foot_r->co[2] += s->blend_weight * 0.3f; - kf_foot_l->co[2] += s->blend_weight * 0.1f; + struct player_board *board = player_get_player_board( player ); + + if( board ){ + /* foot weight distribution */ + if( s->blend_weight > 0.0f ){ + kf_foot_l->co[2] = + vg_lerpf( kf_foot_l->co[2], + board->truck_positions[k_board_truck_back][2]+0.3f, + 0.5f*s->blend_weight ); + } + else{ + kf_foot_r->co[2] = + vg_lerpf( kf_foot_r->co[2], + board->truck_positions[k_board_truck_front][2]-0.3f, + -0.5f*s->blend_weight ); + } } float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); @@ -3022,15 +3050,18 @@ VG_STATIC void player__skate_animate( player_instance *player, /* 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 ); + v3f ext_up,ext_co; + q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up ); + v3_copy( dest->root_co, ext_co ); + v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co ); v4f qflip; if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time; + 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 ) ); @@ -3047,7 +3078,7 @@ VG_STATIC void player__skate_animate( player_instance *player, q_normalize( dest->root_q ); v3f rotation_point, rco; - v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point ); + v3_muladds( ext_co, ext_up, 0.5f, rotation_point ); v3_sub( dest->root_co, rotation_point, rco ); q_mulv( qflip, rco, rco ); @@ -3068,6 +3099,8 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) 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 ); + + /* TODO: Extrapolate to_local matrix? */ } VG_STATIC void player__skate_reset_animator( player_instance *player ) @@ -3153,4 +3186,10 @@ VG_STATIC void player__skate_reset( player_instance *player, s->state.head_position[1] = 1.8f; } +VG_STATIC void player__skate_restore( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + s->state = s->state_gate_storage; +} + #endif /* PLAYER_SKATE_C */