X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=c6e5db6ab6c188cd3cc901301b751fa530829ecb;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=744b5eb050ca27c7fb5c040c21cffb2843b0aabf;hpb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 744b5eb..c6e5db6 100644 --- a/player_skate.c +++ b/player_skate.c @@ -105,28 +105,25 @@ 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 ) ) - { + while( bh_next( world->geo_bh, &it, box, &idx ) ){ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; v3f tri[3]; - struct world_material *mat = world_tri_index_material(world,ptri[0]); - if( !(mat->info.flags & k_material_flag_skate_surface) ) + struct world_surface *surf = world_tri_index_surface(world,ptri[0]); + if( !(surf->info.flags & k_material_flag_skate_surface) ) continue; 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++ ) - { + for( int j=0; j<3; j++ ){ int i0 = j, i1 = (j+1) % 3; struct grind_sample *sample = &samples[ sample_count ]; v3f co; - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { + if( plane_segment( plane, tri[i0], tri[i1], co ) ){ v3f d; v3_sub( co, pos, d ); if( v3_length2( d ) > r*r ) @@ -176,14 +173,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; iland_dist = t + k_trace_delta * t1; u32 vert_index = world->scene_geo->arrindices[ idx*3 ]; - struct world_material *mat = - world_tri_index_material( world, vert_index ); + struct world_surface *surf = + world_tri_index_surface( world, vert_index ); /* Bias prediction towords ramps */ - if( !(mat->info.flags & k_material_flag_skate_surface) ) + if( !(surf->info.flags & k_material_flag_skate_surface) ) p->score *= 10.0f; break; @@ -472,14 +467,12 @@ void player__approximate_best_trajectory( player_instance *player ) s->prediction_count --; } - if( grind_located ) - { + if( grind_located ){ /* calculate the exact solution(s) to jump onto that grind spot */ struct land_prediction *p = &s->predictions[ s->prediction_count ]; p->gravity = k_gravity; - if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) - { + if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){ v3_copy( grind.n, p->n ); /* determine score */ @@ -498,8 +491,7 @@ void player__approximate_best_trajectory( player_instance *player ) struct land_prediction *best = NULL; - for( int i=0; iprediction_count; i ++ ) - { + for( int i=0; iprediction_count; i ++ ){ struct land_prediction *p = &s->predictions[i]; if( p->score < score_min ) @@ -509,8 +501,7 @@ void player__approximate_best_trajectory( player_instance *player ) score_max = vg_maxf( score_max, p->score ); } - for( int i=0; iprediction_count; i ++ ) - { + for( int i=0; iprediction_count; i ++ ){ struct land_prediction *p = &s->predictions[i]; float s = p->score; @@ -529,8 +520,7 @@ void player__approximate_best_trajectory( player_instance *player ) p->colour |= 0xff000000; } - if( best ) - { + if( best ){ v3_copy( best->n, s->land_normal ); v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; @@ -540,21 +530,18 @@ void player__approximate_best_trajectory( player_instance *player ) v2_normalize_clamp( steer ); s->state.gravity_bias = best->gravity; - if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ) - { + 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 ; s->state.flip_time = 0.0f; v3_copy( player->rb.to_world[0], s->state.flip_axis ); } - else - { + else{ s->state.flip_rate = 0.0f; v3_zero( s->state.flip_axis ); } } - else - { + else{ v3_copy( player->basis[1], s->land_normal ); } } @@ -608,8 +595,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) 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( s->state.activity == k_skate_activity_air ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -620,8 +606,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) float min_rate = 99999.0f; - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ float v = s->state.trick_vel[i]; if( (v > 0.0f) && (v < min_rate) ) min_rate = v; @@ -636,8 +621,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta, s->state.trick_euler ); - if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ) - { + if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){ s->state.trick_time = 0.0f; s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); @@ -648,8 +632,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) s->state.trick_time += k_rb_delta; } - else - { + else{ if( (v3_length2(s->state.trick_vel) >= 0.0001f ) && s->state.trick_time > 0.2f) { @@ -670,8 +653,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) float grabt = player->input_grab->axis.value; - if( grabt > 0.5f ) - { + if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, s->state.grab_mouse_delta ); @@ -699,24 +681,20 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) float rate = 26.0f, top = 1.0f; - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity == k_skate_activity_air ){ rate = 6.0f * fabsf(steer); top = 1.5f; } - else - { + else{ /* rotate slower when grabbing on ground */ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f); - if( s->state.activity == k_skate_activity_grind_5050 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ rate = 0.0f; top = 0.0f; } - else if( s->state.activity >= k_skate_activity_grind_any ) - { + else if( s->state.activity >= k_skate_activity_grind_any ){ rate *= fabsf(steer); float a = 0.8f * -steer * k_rb_delta; @@ -728,8 +706,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) v3_normalize( s->grind_vec ); } - else if( s->state.manual_direction ) - { + else if( s->state.manual_direction ){ rate = 35.0f; top = 1.5f; } @@ -773,8 +750,7 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ) - { + if( !player->input_jump->button.value ){ if( player->input_push->button.value || (vg.time-s->state.start_push<0.75) ) { @@ -807,29 +783,25 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.charging_jump = player->input_jump->button.value; /* Cannot charge this in air */ - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity == k_skate_activity_air ){ s->state.charging_jump = 0; return; } - if( s->state.charging_jump ) - { + if( s->state.charging_jump ){ s->state.jump_charge += k_rb_delta * k_jump_charge_speed; if( !charging_jump_prev ) s->state.jump_dir = s->state.reverse>0.0f? 1: 0; } - else - { + else{ s->state.jump_charge -= k_jump_charge_speed * k_rb_delta; } s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f ); /* player let go after charging past 0.2: trigger jump */ - if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ) - { + if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ @@ -871,8 +843,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity != k_skate_activity_ground ) - { + if( s->state.activity != k_skate_activity_ground ){ v3_zero( s->state.throw_v ); return; } @@ -881,24 +852,20 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) * * TODO: Max speed boost */ - if( player->input_grab->axis.value > 0.5f ) - { - if( s->state.activity == k_skate_activity_ground ) - { + if( player->input_grab->axis.value > 0.5f ){ + if( s->state.activity == k_skate_activity_ground ){ /* Throw */ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); } } - else - { + else{ /* Collect */ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); v3f Fl, Fv; v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ 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 ); } @@ -909,8 +876,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Decay */ - if( v3_length2( s->state.throw_v ) > 0.0001f ) - { + if( v3_length2( s->state.throw_v ) > 0.0001f ){ v3f dir; v3_copy( s->state.throw_v, dir ); v3_normalize( dir ); @@ -960,8 +926,7 @@ VG_STATIC void skate_integrate( player_instance *player ) float decay_rate = 1.0f - (k_rb_delta * 3.0f), decay_rate_y = 1.0f; - if( s->state.activity >= k_skate_activity_grind_any ) - { + if( s->state.activity >= k_skate_activity_grind_any ){ decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta; decay_rate_y = decay_rate; } @@ -994,8 +959,7 @@ 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( vg_input_button_down( player->input_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; @@ -1007,8 +971,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) return; } - if( vg_input_button_down( player->input_reset ) ) - { + if( vg_input_button_down( player->input_reset ) ){ player->rb.co[1] += 2.0f; s->state.cog[1] += 2.0f; q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f ); @@ -1022,21 +985,17 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) if( (s->state.activity == k_skate_activity_air) && (trick_id = player_skate_trick_input( player )) ) { - if( (vg.time - s->state.jump_time) < 0.1f ) - { + 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 ) - { + if( trick_id == 1 ){ s->state.trick_vel[0] = 3.0f; } - else if( trick_id == 2 ) - { + else if( trick_id == 2 ){ s->state.trick_vel[2] = 3.0f; } - else if( trick_id == 3 ) - { + else if( trick_id == 3 ){ s->state.trick_vel[0] = 2.0f; s->state.trick_vel[2] = 2.0f; } @@ -1109,8 +1068,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, vg_lerpf( 250.0f, 80.0f, attn ) ); - if( s->aud_main ) - { + 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 ); @@ -1120,16 +1078,14 @@ VG_STATIC void player__skate_post_update( player_instance *player ) audio_channel_set_sampling_rate( s->aud_main, rate ); } - if( s->aud_slide ) - { + 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_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); } - if( s->aud_air ) - { + 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 ); @@ -2275,17 +2231,15 @@ begin_collision:; s->surface = k_surface_prop_concrete; - for( int i=0; iinfo.surface_prop != k_surface_prop_concrete ) - s->surface = surface_mat->info.surface_prop; + if( surf->info.surface_prop != k_surface_prop_concrete ) + s->surface = surf->info.surface_prop; } - for( int i=0; irb.to_world, mtx ); m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); @@ -2297,10 +2251,10 @@ begin_collision:; skate_integrate( player ); vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); - struct gate_hit hit; - if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) ) - { - teleport_gate *gate = hit.gate; + ent_gate *gate = + world_intersect_gates(world, player->rb.co, s->state.prev_pos ); + + if( gate ){ m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); @@ -2316,7 +2270,7 @@ begin_collision:; rb_update_transform( &player->rb ); s->state_gate_storage = s->state; - player__pass_gate( player, &hit ); + player__pass_gate( player, gate ); } /* FIXME: Rate limit */ @@ -2766,13 +2720,13 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) } VG_STATIC void player__skate_reset( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { struct player_skate *s = &player->_skate; v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); v3_zero( player->rb.v ); v3_zero( s->state.cog_v ); - v4_copy( rp->q, player->rb.q ); + v4_copy( rp->transform.q, player->rb.q ); s->state.activity = k_skate_activity_air; s->state.activity_prev = k_skate_activity_air;