X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=986be2d92f3fc27b6941b30521cd85eb7e847463;hb=53b534974303043efaf1d887711fcd349f6a2885;hp=a89783c7e15ef669355b154114b2ea6aa7a0ebcd;hpb=510bec78dcd9d91dd57d8995b573b1fff5256821;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index a89783c..986be2d 100644 --- a/player_skate.c +++ b/player_skate.c @@ -9,9 +9,7 @@ #include "addon.h" static void player__skate_bind(void){ - struct player_avatar *av = localplayer.playeravatar; - struct skeleton *sk = &av->sk; - + struct skeleton *sk = &localplayer.skeleton; rb_update_transform( &localplayer.rb ); struct { struct skeleton_anim **anim; const char *name; } @@ -119,7 +117,7 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r, support_max; v3f support_axis; - v3_cross( plane, localplayer.basis[1], support_axis ); + v3_cross( plane, (v3f){0,1,0}, support_axis ); v3_normalize( support_axis ); bh_iter it; @@ -156,9 +154,9 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r, v3_cross( va, vb, normal ); sample->normal[0] = v3_dot( support_axis, normal ); - sample->normal[1] = v3_dot( localplayer.basis[1], normal ); + sample->normal[1] = normal[1]; sample->co[0] = v3_dot( support_axis, d ); - sample->co[1] = v3_dot( localplayer.basis[1], d ); + sample->co[1] = d[1]; v3_copy( normal, sample->normal3 ); /* normalize later if we want to us it */ @@ -227,7 +225,7 @@ too_many_samples: v3_copy( sj->normal3, n1 ); v3_cross( n0, n1, dir ); - if( v3_length2( dir ) <= 0.001f ) + if( v3_length2( dir ) <= 0.000001f ) continue; v3_normalize( dir ); @@ -236,8 +234,8 @@ too_many_samples: v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir ); v3_add( average_direction, dir, average_direction ); - float yi = v3_dot( localplayer.basis[1], si->normal3 ), - yj = v3_dot( localplayer.basis[1], sj->normal3 ); + float yi = si->normal3[1], + yj = sj->normal3[1]; if( yi > yj ) v3_add( si->normal3, average_normal, average_normal ); else v3_add( sj->normal3, average_normal, average_normal ); @@ -289,18 +287,14 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3f v0; v3_sub( target, localplayer.rb.co, v0 ); - m3x3_mulv( localplayer.invbasis, v0, v0 ); v3f ax; v3_copy( v0, ax ); ax[1] = 0.0f; v3_normalize( ax ); - v3f v_local; - m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local ); - - v2f d = { v3_dot( ax, v0 ), v0[1] }, - v = { v3_dot( ax, v_local ), v_local[1] }; + v2f d = { v3_dot( ax, v0 ), v0[1] }, + v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] }; float a = atan2f( v[1], v[0] ), m = v2_length( v ), @@ -319,7 +313,6 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3_muls( ax, cosf( a0 ) * m, inf->v ); inf->v[1] += sinf( a0 ) * m; - m3x3_mulv( localplayer.basis, inf->v, inf->v ); inf->land_dist = d[0] / (cosf(a0)*m); inf->gravity = gravity; @@ -332,7 +325,6 @@ static int create_jumps_to_hit_target( jump_info *jumps, v3_muls( ax, cosf( a1 ) * m, inf->v ); inf->v[1] += sinf( a1 ) * m; - m3x3_mulv( localplayer.basis, inf->v, inf->v ); inf->land_dist = d[0] / (cosf(a1)*m); inf->gravity = gravity; @@ -360,7 +352,7 @@ static void player__approximate_best_trajectory(void){ v3_normalize( axis ); /* at high slopes, Y component is low */ - float upness = v3_dot( localplayer.rb.to_world[1], localplayer.basis[1] ), + float upness = localplayer.rb.to_world[1][1], angle_begin = -(1.0f-fabsf( upness )), angle_end = 1.0f; @@ -410,17 +402,14 @@ static void player__approximate_best_trajectory(void){ inf->gravity = gravity; v3_copy( launch_v, inf->v ); - m3x3f basis; - m3x3_copy( localplayer.basis, basis ); - for( int i=1; i<=50; i++ ){ float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); + co1[1] += -0.5f * gravity * t*t; v3_add( launch_co, co1, co1 ); - float launch_vy = v3_dot( launch_v,basis[1] ); + float launch_vy = launch_v[1]; int search_for_grind = 1; if( grind_located ) search_for_grind = 0; @@ -441,7 +430,7 @@ static void player__approximate_best_trajectory(void){ for( int j=0; j<2; j++ ){ v3_muls( launch_v_bounds[j], t, bound[j] ); - v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] ); + bound[j][1] += -0.5f*gravity*t*t; v3_add( launch_co, bound[j], bound[j] ); } @@ -460,14 +449,12 @@ static void player__approximate_best_trajectory(void){ if( search_for_grind ){ v3f ve; v3_copy( launch_v, ve ); - v3_muladds( ve, basis[1], -gravity * t, ve ); + ve[1] += -gravity * t; if( skate_grind_scansq( 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] ) }; + v2f v0 = { ve[0], ve[2] }, + v1 = { grind.dir[0], grind.dir[2] }; v2_normalize( v0 ); v2_normalize( v1 ); @@ -496,11 +483,9 @@ static void player__approximate_best_trajectory(void){ m4x3_mulv( gate->transport, co1, co1 ); m3x3_mulv( gate->transport, launch_v, launch_v); m4x3_mulv( gate->transport, launch_co, launch_co ); - m3x3_mul( gate->transport, basis, basis ); - if( gate->flags & k_ent_gate_nonlocal ){ + if( gate->flags & k_ent_gate_nonlocal ) trace_world = &world_static.instances[ gate->target ]; - } } } @@ -526,7 +511,7 @@ static void player__approximate_best_trajectory(void){ v3f ve; v3_copy( launch_v, ve ); - v3_muladds( ve, localplayer.basis[1], -gravity * t, ve ); + ve[1] += -gravity * t; inf->score = -v3_dot( ve, inf->n ); inf->land_dist = t + k_trace_delta * t1; @@ -573,13 +558,10 @@ static void player__approximate_best_trajectory(void){ v3_copy( jump->v, launch_v ); v3_copy( localplayer.rb.co, launch_co ); - - m3x3f basis; - m3x3_copy( localplayer.basis, basis ); float t = 0.05f * jump->land_dist; v3_muls( launch_v, t, co0 ); - v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 ); + co0[1] += -0.5f * jump->gravity * t*t; v3_add( launch_co, co0, co0 ); /* rough scan to make sure we dont collide with anything */ @@ -590,7 +572,7 @@ static void player__approximate_best_trajectory(void){ t *= jump->land_dist; v3_muls( launch_v, t, co1 ); - v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); + co1[1] += -0.5f * jump->gravity * t*t; v3_add( launch_co, co1, co1 ); float t1; @@ -611,8 +593,7 @@ static void player__approximate_best_trajectory(void){ /* determine score */ v3f ve; v3_copy( jump->v, ve ); - v3_muladds( ve, localplayer.basis[1], - -jump->gravity*jump->land_dist, ve ); + ve[1] += -jump->gravity*jump->land_dist; jump->score = -v3_dot( ve, grind.n ) * 0.9f; player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] = @@ -683,9 +664,8 @@ invalidated_grind:; v3_zero( state->flip_axis ); } } - else{ - v3_copy( localplayer.basis[1], state->land_normal ); - } + else + v3_copy( (v3f){0,1,0}, state->land_normal ); } /* @@ -735,7 +715,7 @@ static void skate_apply_trick_model(void){ if( v3_length2( state->trick_vel ) < 0.0001f ) return; - int carry_on = player_skate_trick_input(); + int carry_on = state->trick_type == player_skate_trick_input(); /* we assume velocities share a common divisor, in which case the * interval is the minimum value (if not zero) */ @@ -749,31 +729,36 @@ static void skate_apply_trick_model(void){ } float interval = 1.0f / min_rate, - current = floorf( state->trick_time / interval ), - next_end = (current+1.0f) * interval; + current = floorf( state->trick_time ), + next_end = current+1.0f; /* integrate trick velocities */ v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta, state->trick_euler ); - if( !carry_on && (state->trick_time + k_rb_delta >= next_end) ){ + if( !carry_on && (state->trick_time + k_rb_delta/interval >= next_end) ){ state->trick_time = 0.0f; state->trick_euler[0] = roundf( state->trick_euler[0] ); state->trick_euler[1] = roundf( state->trick_euler[1] ); state->trick_euler[2] = roundf( state->trick_euler[2] ); v3_copy( state->trick_vel, state->trick_residualv ); v3_zero( state->trick_vel ); - } - state->trick_time += k_rb_delta; + audio_lock(); + audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], + localplayer.rb.co, 40.0f, 1.0f ); + audio_unlock(); + } + else + state->trick_time += k_rb_delta / interval; } else{ if( (v3_length2(state->trick_vel) >= 0.0001f ) && state->trick_time > 0.2f) { player__skate_kill_audio(); - player__dead_transition(); + player__dead_transition( k_player_die_type_feet ); } state->trick_euler[0] = roundf( state->trick_euler[0] ); @@ -819,6 +804,8 @@ static void skate_apply_steering_model(void){ float rate = 26.0f, top = 1.0f; + f32 skid_target = 0.0f; + if( state->activity <= k_skate_activity_air_to_grind ){ rate = 6.0f * fabsf(steer); top = 1.5f; @@ -848,12 +835,35 @@ static void skate_apply_steering_model(void){ rate = 35.0f; top = 1.5f; } - + else { + f32 skid = axis_state(k_sraxis_skid); + + /* skids on keyboard lock to the first direction pressed */ + if( vg_input.display_input_method == k_input_method_kbm ){ + if( button_down(k_srbind_skid) && (fabsf(state->skid)<0.01f) ){ + state->skid = vg_signf( steer ) * 0.01f; + } + + if( button_press(k_srbind_skid) ){ + skid_target = vg_signf( state->skid ); + } + } + else { + if( fabsf(skid) > 0.1f ){ + skid_target = skid; + } + } + } + if( grab < 0.5f ){ top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer; } } + vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) ); + steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f, + fabsf(state->skid*0.8f) ); + float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ), addspeed = (steer * -top) - current, maxaccel = rate * k_rb_delta, @@ -887,14 +897,19 @@ static void skate_apply_friction_model(void){ state->slip = slip; state->reverse = -vg_signf(vel[2]); + f32 lat = k_friction_lat; + + if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){ + lat = k_friction_lat * 2.0f; + } + vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta ); vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta ); /* Pushing additive force */ - if( !button_press( k_srbind_jump ) ){ - if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ) - { + if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){ + if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){ if( (vg.time - state->cur_push) > 0.25 ) state->start_push = vg.time; @@ -945,7 +960,7 @@ static void skate_apply_jump_model(void){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ - float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ), + float aup = localplayer.rb.to_world[1][1], mod = 0.5f, dir = mod + fabsf(aup)*(1.0f-mod); @@ -972,6 +987,7 @@ static void skate_apply_jump_model(void){ q_mulv( qtilt, jumpdir, jumpdir ); } state->surface_cooldown = 10; + state->trick_input_collect = 0.0f; float force = k_jump_force*state->jump_charge; v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v ); @@ -1055,9 +1071,7 @@ static void skate_apply_cog_model(void){ /* Apply forces & intergrate */ v3_muladds( state->cog_v, F, -rb, state->cog_v ); - v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta, - state->cog_v ); - + state->cog_v[1] += -9.8f * k_rb_delta; v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog ); } @@ -1117,12 +1131,23 @@ static void player__skate_pre_update(void){ return; } + enum trick_type trick = player_skate_trick_input(); + if( trick ) + state->trick_input_collect += vg.time_frame_delta; + else + state->trick_input_collect = 0.0f; + if( state->activity <= k_skate_activity_air_to_grind ){ - enum trick_type trick = k_trick_type_none; - if( (trick = player_skate_trick_input()) ){ - if( (vg.time - state->jump_time) < 0.1f ){ + if( trick && (state->trick_input_collect < 0.1f) ){ + if( state->trick_time == 0.0f ){ + audio_lock(); + audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], + localplayer.rb.co, 40.0f, 1.0f ); + audio_unlock(); + } + + if( state->trick_time < 0.1f ){ v3_zero( state->trick_vel ); - state->trick_time = 0.0f; if( trick == k_trick_type_kickflip ){ state->trick_vel[0] = 3.0f; @@ -1503,7 +1528,7 @@ static void skate_adjust_up_direction(void){ } else{ v3f avg; - v3_add( localplayer.rb.to_world[1], localplayer.basis[1], avg ); + v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg ); v3_normalize( avg ); v3_lerp( state->up_dir, avg, @@ -1562,7 +1587,6 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){ static void skate_grind_truck_apply( float sign, struct grind_info *inf, float strength ){ struct player_skate_state *state = &player_skate.state; - /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; @@ -2050,13 +2074,11 @@ static void player__skate_update(void){ if( world->water.enabled ){ if( localplayer.rb.co[1]+0.25f < world->water.height ){ -#if 0 player__networked_sfx( k_player_subsystem_walk, 32, k_player_walk_soundeffect_splash, localplayer.rb.co, 1.0f ); -#endif player__skate_kill_audio(); - player__dead_transition(); + player__dead_transition( k_player_die_type_generic ); return; } } @@ -2108,9 +2130,7 @@ static void player__skate_update(void){ } } min_dist -= 0.2f; - float vy = v3_dot( localplayer.basis[1], localplayer.rb.v ); - vy = vg_maxf( 0.0f, vy ); - + float vy = vg_maxf( 0.0f, localplayer.rb.v[1] ); slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; } state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta ); @@ -2311,9 +2331,7 @@ begin_collision:; } rb_update_transform( &localplayer.rb ); - v3_muladds( localplayer.rb.v, localplayer.basis[1], - -state->gravity_bias * player_skate.substep_delta, - localplayer.rb.v ); + localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta; player_skate.substep -= player_skate.substep_delta; @@ -2335,7 +2353,7 @@ begin_collision:; rb_update_transform( &localplayer.rb ); player__skate_kill_audio(); - player__dead_transition(); + player__dead_transition( k_player_die_type_head ); return; } @@ -2418,7 +2436,7 @@ begin_collision:; } /* yes, we are currently rebuilding mass matrices every frame. too bad! */ - v3f extent = { k_board_width, 0.1f, k_board_length }; + v3f extent = { k_board_width*10.0f, 0.1f, k_board_length }; float ex2 = k_board_interia*extent[0]*extent[0], ey2 = k_board_interia*extent[1]*extent[1], ez2 = k_board_interia*extent[2]*extent[2]; @@ -2503,7 +2521,7 @@ begin_collision:; if( nforce > 4.0f ){ if( nforce > 17.6f ){ v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v ); - player__dead_transition(); + player__dead_transition( k_player_die_type_feet ); player__skate_kill_audio(); return; } @@ -2598,6 +2616,27 @@ begin_collision:; } else if( stick_frames == 0 ){ /* TODO: EXIT SOUNDS */ } + + if( (state->activity_prev < k_skate_activity_grind_any) && + (state->activity >= k_skate_activity_grind_any) ){ + state->velocity_limit = v3_length( localplayer.rb.v )*1.0f; + state->grind_y_start = localplayer.rb.co[1]; + } + + if( state->activity >= k_skate_activity_grind_any ){ + f32 dy = localplayer.rb.co[1] - state->grind_y_start; + if( dy < 0.0f ){ + state->velocity_limit += -dy*0.2f; + } + state->grind_y_start = localplayer.rb.co[1]; + + + f32 speed_end = v3_length( localplayer.rb.v ); + if( speed_end > state->velocity_limit ){ + v3_muls( localplayer.rb.v, state->velocity_limit/speed_end, + localplayer.rb.v ); + } + } } static void player__skate_im_gui(void){ @@ -2637,7 +2676,8 @@ static void player__skate_im_gui(void){ state->trick_vel[0], state->trick_vel[1], state->trick_vel[2] ); - player__debugtext( 1, "tricke: %.2f %.2f %.2f", + player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f", + state->trick_time, state->trick_euler[0], state->trick_euler[1], state->trick_euler[2] ); @@ -2667,7 +2707,7 @@ static void player__skate_animate(void){ float curspeed = v3_length( localplayer.rb.v ), kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ), - kicks = (vg_randf64()-0.5f)*2.0f*kickspeed, + kicks = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed, sign = vg_signf( kicks ); animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, @@ -2687,7 +2727,6 @@ static void player__skate_animate(void){ v3f cam_offset; v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset ); - v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra ); /* localized vectors */ m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog ); @@ -2701,24 +2740,34 @@ static void player__skate_animate(void){ { float desired = 0.0f; if( state->activity == k_skate_activity_ground ) - desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f ); + desired = vg_clampf( vg_maxf(fabsf( state->slip ), + fabsf( state->skid ) ), 0.0f, 1.0f ); animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta); + + f32 dirx = 0.0f; + if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip; + if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid; + if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx ); + dirx = vg_signf( state->slip ); + vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta ); } + + cam_offset[0] += animator->slide * -animator->x; + v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra ); /* movement information */ int iair = state->activity <= k_skate_activity_air_to_grind; float dirz = state->reverse > 0.0f? 0.0f: 1.0f, - dirx = state->slip < 0.0f? 0.0f: 1.0f, - fly = iair? 1.0f: 0.0f, + fly = iair? 1.0f: 0.0f, wdist= player_skate.weight_distribution[2] / k_board_length; if( state->activity >= k_skate_activity_grind_any ) wdist = 0.0f; animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta ); - animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta ); + animator->skid = state->skid; animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta ); animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta ); @@ -2744,6 +2793,7 @@ static void player__skate_animate(void){ animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 5.0f*vg.time_delta ); + animator->activity = state->activity; /* pushing */ animator->push_time = vg.time - state->start_push; @@ -2812,10 +2862,14 @@ static void player__skate_animate(void){ animator->subslap = vg_lerpf( animator->subslap, slapm, vg.time_delta*10.0f ); +#if 0 f32 l = ((state->activity < k_skate_activity_ground) && v3_length2(state->trick_vel) > 0.1f )? 1: 0; animator->trick_foot = vg_lerpf( animator->trick_foot, l, 8.4f*vg.time_delta ); +#endif + + animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f ); /* grab */ v2f grab_input; @@ -2828,10 +2882,14 @@ static void player__skate_animate(void){ animator->grabbing = state->grabbing; /* steer */ - joystick_state( k_srjoystick_steer, animator->steer ); + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + animator->airdir = vg_lerpf( animator->airdir, + -steer[0], 2.4f*vg.time_delta ); - animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0], - 2.4f*vg.time_delta ); + animator->steer[0] = steer[0]; + animator->steer[1] = vg_lerpf( animator->steer[1], + steer[0], 4.0f*vg.time_delta ); /* flip angle */ @@ -2900,11 +2958,11 @@ static void player__skate_animate(void){ } else q_identity( animator->qfixuptotal ); rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q ); + v3_copy( localplayer.rb.v, animator->root_v ); } static void player__skate_pose( void *_animator, player_pose *pose ){ - struct player_avatar *av = localplayer.playeravatar; - struct skeleton *sk = &av->sk; + struct skeleton *sk = &localplayer.skeleton; struct player_skate_animator *animator = _animator; pose->type = k_player_pose_type_ik; @@ -2947,8 +3005,28 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose ); /* sliding */ - skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f, - bpose ); + f32 slide_frame = animator->x * 0.25f + 0.25f; + skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose ); + + mdl_keyframe mirrored[32]; + for( u32 i=1; ibone_count; i ++ ){ + + mdl_keyframe *dest = &mirrored[i-1]; + u8 mapping = localplayer.skeleton_mirror[i]; + + if( mapping ) *dest = bpose[mapping-1]; /* R */ + else *dest = bpose[i-1]; /* L */ + + dest->co[2] *= -1.0f; + dest->q[0] *= -1.0f; + dest->q[1] *= -1.0f; + } + skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose ); + + + + + skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose ); if( animator->reverse > 0.0f ){ @@ -2986,14 +3064,14 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, pose->keyframes ); - 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] }; + mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1], + *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1], + *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1], + *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1], + *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1], + *kf_hip = &pose->keyframes[localplayer.id_hip-1], + *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1], + &pose->keyframes[localplayer.id_wheel_l-1] }; mdl_keyframe grind_pose[32]; @@ -3009,11 +3087,11 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ float add_grab_mod = 1.0f - animator->fly; /* 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 }; + u32 apply_to[] = { localplayer.id_hip, + localplayer.id_ik_hand_l, + localplayer.id_ik_hand_r, + localplayer.id_ik_elbow_l, + localplayer.id_ik_elbow_r }; float apply_rates[] = { 1.0f, 0.75f, @@ -3028,11 +3106,11 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ /* angle 'correction' */ v3f origin; - v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); + v3_add( sk->bones[localplayer.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, + keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co, animator->qfixuptotal ); } @@ -3059,15 +3137,18 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ kf_board->co[1] += animator->slap * animator->subslap; kf_hip->co[1] += animator->slap * 0.25f; + /* kickflip and shuvit are in the wrong order for some reason */ if( animator->trick_type == k_trick_type_kickflip ){ - kf_foot_l->co[0] += animator->trick_foot * 0.2f; + kf_foot_l->co[0] += animator->trick_foot * 0.15f; + kf_foot_r->co[0] -= animator->trick_foot * 0.15f; kf_foot_l->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[1] -= animator->trick_foot * 0.18f; } else if( animator->trick_type == k_trick_type_shuvit ){ - kf_foot_l->co[0] += animator->trick_foot * 0.1f; - kf_foot_r->co[0] -= animator->trick_foot * 0.15f; + kf_foot_l->co[0] += animator->trick_foot * 0.2f; kf_foot_l->co[1] -= animator->trick_foot * 0.18f; - kf_foot_r->co[1] -= animator->trick_foot * 0.18f; + kf_foot_r->co[0] -= animator->trick_foot * 0.1f; + kf_foot_r->co[1] += animator->trick_foot * 0.09f; } else if( animator->trick_type == k_trick_type_treflip ){ kf_foot_l->co[0] += animator->trick_foot * 0.2f; @@ -3094,14 +3175,14 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ q_normalize( kf_wheels[i]->q ); } -#if 0 { 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]; + *kf_head = &pose->keyframes[localplayer.id_head-1], + *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1], + *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1], + *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1], + *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1], + *kf_hip = &pose->keyframes[localplayer.id_hip-1]; float warble = perlin1d( vg.time, 2.0f, 2, 300 ); warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f; @@ -3111,31 +3192,131 @@ static void player__skate_pose( void *_animator, player_pose *pose ){ 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 ); + sk->bones[localplayer.id_ik_hand_l].co, qrot ); keyframe_rotate_around( kf_hand_r, origin, - av->sk.bones[av->id_ik_hand_r].co, qrot ); + sk->bones[localplayer.id_ik_hand_r].co, qrot ); keyframe_rotate_around( kf_hip, origin, - av->sk.bones[av->id_hip].co, qrot ); + sk->bones[localplayer.id_hip].co, qrot ); keyframe_rotate_around( kf_elbow_r, origin, - av->sk.bones[av->id_ik_elbow_r].co, qrot ); + sk->bones[localplayer.id_ik_elbow_r].co, qrot ); keyframe_rotate_around( kf_elbow_l, origin, - av->sk.bones[av->id_ik_elbow_l].co, qrot ); + sk->bones[localplayer.id_ik_elbow_l].co, qrot ); q_inv( qrot, qrot ); q_mul( qrot, kf_head->q, kf_head->q ); q_normalize( kf_head->q ); + + + /* hand placement */ + + u32 hand_id = animator->z < 0.5f? + localplayer.id_ik_hand_l: localplayer.id_ik_hand_r; + + v3f sample_co; + m4x3f mmdl; + q_m3x3( pose->root_q, mmdl ); + q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] ); + v3_add( mmdl[3], pose->root_co, mmdl[3] ); + m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co ); + + v3_muladds( sample_co, mmdl[1], 0.3f, sample_co ); + vg_line_point( sample_co, 0.04f, 0xff0000ff ); + + v3f dir; + v3_muls( mmdl[1], -1.0f, dir ); + ray_hit hit = { .dist = 1.5f }; + if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){ + vg_line_cross( hit.pos, 0xff0000ff, 0.05f ); + vg_line( sample_co, hit.pos, 0xffffffff ); + + f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) * + 2.0f * fabsf(animator->z*2.0f-1.0f); + + f32 d = (hit.dist - 0.3f) * amt; + pose->keyframes[hand_id-1].co[1] -= d; + kf_hip->co[1] -= d*0.4f; + } + + /* skid */ + f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f); + u8 skidders[] = { localplayer.id_ik_foot_l, + localplayer.id_ik_foot_r, + localplayer.id_board }; + v4f qskid; + q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f ); + + for( u32 i=0; ikeyframes[ skidders[i]-1 ]; + keyframe_rotate_around( kf, + (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt}, + sk->bones[skidders[i]].co, qskid ); + } + } +} + +static void player__skate_effects( void *_animator, m4x3f *final_mtx, + struct player_board *board, + struct player_effects_data *effect_data ){ + + struct skeleton *sk = &localplayer.skeleton; + struct player_skate_animator *animator = _animator; + + if( animator->grind > 0.5f ){ + v3f vp0, vp1, vpc; + if( board ){ + v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 ); + v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 ); + } + else{ + v3_zero( vp0 ); + v3_zero( vp1 ); + } + + v3f *board_mtx = final_mtx[ localplayer.id_board ]; + m4x3_mulv( board_mtx, vp0, vp0 ); + m4x3_mulv( board_mtx, vp1, vp1 ); + v3_add( vp0, vp1, vpc ); + v3_muls( vpc, 0.5f, vpc ); + + int back = 0, front = 0, mid = 0; + + if( animator->activity == k_skate_activity_grind_5050 ){ + back = 1; + front = 1; + } + else if( animator->activity == k_skate_activity_grind_back50 ){ + back = 1; + } + else if( animator->activity == k_skate_activity_grind_front50 ){ + front = 1; + } + else if( animator->activity == k_skate_activity_grind_boardslide ){ + mid = 1; + } + + if( back ){ + effect_spark_apply( &effect_data->spark, vp0, + animator->root_v, vg.time_delta ); + } + + if( front ){ + effect_spark_apply( &effect_data->spark, vp1, + animator->root_v, vg.time_delta ); + } + + if( mid ){ + effect_spark_apply( &effect_data->spark, vpc, + animator->root_v, vg.time_delta ); + } } -#endif } static void player__skate_post_animate(void){ - struct player_avatar *av = localplayer.playeravatar; struct player_skate_state *state = &player_skate.state; - localplayer.cam_velocity_influence = 1.0f; v3f head = { 0.0f, 1.8f, 0.0f }; - m4x3_mulv( localplayer.final_mtx[ av->id_head ], + m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ], head, state->head_position ); m4x3_mulv( localplayer.rb.to_local, state->head_position, state->head_position ); @@ -3189,21 +3370,6 @@ static void player__skate_clear_mechanics(void){ v3_zero( player_skate.weight_distribution ); } -static void player__skate_reset( ent_spawn *rp ){ - struct player_skate_state *state = &player_skate.state; - v3_zero( localplayer.rb.v ); - v4_copy( rp->transform.q, localplayer.rb.q ); - - state->activity = k_skate_activity_air; - state->activity_prev = k_skate_activity_air; - - player__skate_clear_mechanics(); - player__skate_reset_animator(); - - v3_zero( state->head_position ); - state->head_position[1] = 1.8f; -} - #include "network_compression.h" static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ @@ -3215,7 +3381,7 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset ); bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog ); bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide ); - bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z ); bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x ); /* these could likely be pressed down into single bits if needed */ @@ -3253,22 +3419,28 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time ); bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time ); + bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v ); + bitpack_bytes( ctx, 1, &animator->activity ); } static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){ audio_lock(); if( id == k_player_skate_soundeffect_jump ){ - audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_tap ){ - audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_land_good ){ - audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_land_bad ){ - audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume ); + audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3], + pos, 40.0f, volume ); } else if( id == k_player_skate_soundeffect_grind_metal ){ audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );