X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=be356676872b52024c1c0002979749b6304f73c1;hb=c4c762ce6f3bbdcb770bbc42e349aebbc3390d9d;hp=4e354e5e8ed009f448a71754a89bcdc958548d97;hpb=33de52d9660ab86caafdd0ae4abb496dbc072778;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 4e354e5..be35667 100644 --- a/player_skate.c +++ b/player_skate.c @@ -263,7 +263,7 @@ 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 +458,7 @@ 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; @@ -684,6 +684,12 @@ 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 ); @@ -706,6 +712,81 @@ VG_STATIC void skate_apply_interface_model( player_instance *player, } } +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 ); + } +} + VG_STATIC void skate_apply_grab_model( player_instance *player ) { struct player_skate *s = &player->_skate; @@ -838,7 +919,6 @@ 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 +928,7 @@ 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 +1045,8 @@ 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 ); @@ -1042,8 +1120,22 @@ 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 +1147,31 @@ 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 ) @@ -1157,6 +1274,7 @@ VG_STATIC void player__skate_update( player_instance *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 +1286,6 @@ 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 +1295,6 @@ 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 +1320,24 @@ 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 +1357,16 @@ 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 +1515,58 @@ 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 +1603,72 @@ 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 */