X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=e9a4f09f4b01cbaca4857b4b0e95c897f82218c4;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=098ce8ad42d1fe26e1bc138e3b193b5318f53278;hpb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 098ce8a..e9a4f09 100644 --- a/player_skate.c +++ b/player_skate.c @@ -2,6 +2,9 @@ #define PLAYER_SKATE_C #include "player.h" +#include "audio.h" +#include "vg/vg_perlin.h" +#include "menu.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -10,6 +13,8 @@ VG_STATIC void player__skate_bind( player_instance *player ) struct skeleton *sk = &av->sk; rb_update_transform( &player->rb ); + s->anim_grind = skeleton_get_anim( sk, "pose_grind" ); + s->anim_grind_jump = skeleton_get_anim( sk, "pose_grind_jump" ); s->anim_stand = skeleton_get_anim( sk, "pose_stand" ); s->anim_highg = skeleton_get_anim( sk, "pose_highg" ); s->anim_air = skeleton_get_anim( sk, "pose_air" ); @@ -21,6 +26,20 @@ VG_STATIC void player__skate_bind( player_instance *player ) s->anim_grabs = skeleton_get_anim( sk, "grabs" ); } +VG_STATIC void player__skate_kill_audio( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + + audio_lock(); + if( s->aud_main ) + s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f ); + if( s->aud_air ) + s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f ); + if( s->aud_slide ) + s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f ); + audio_unlock(); +} + /* * Collision detection routines * @@ -104,28 +123,25 @@ 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 ) @@ -175,14 +191,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; ilog_length = 0; + inf->land_dist = 0.0f; + inf->score = 0.0f; + inf->type = k_prediction_unset; + v3_zero( inf->apex ); +} + +VG_STATIC int create_jumps_to_hit_target( player_instance *player, + jump_info *jumps, + v3f target, float max_angle_delta, + float gravity ) +{ + struct player_skate *s = &player->_skate; + + /* calculate the exact 2 solutions to jump onto that grind spot */ v3f v0; v3_sub( target, player->rb.co, v0 ); @@ -275,59 +301,53 @@ VG_STATIC int solve_prediction_for_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 ), - root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - - if( root > 0.0f ) - { - root = sqrtf( root ); - float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ), - a1 = atanf( (m*m - root) / (p->gravity * d[0]) ); + root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m); - if( fabsf(a0-a) > fabsf(a1-a) ) - a0 = a1; + int valid_count = 0; - if( fabsf(a0-a) > max_angle ) - return 0; - - /* TODO: sweep the path before chosing the smallest dist */ + if( root > 0.0f ){ + root = sqrtf( root ); + float a0 = atanf( (m*m + root) / (gravity * d[0]) ), + a1 = atanf( (m*m - root) / (gravity * d[0]) ); - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_grind; + if( fabsf(a0-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - v3_muls( ax, cosf( a0 ) * m, p->v ); - p->v[1] += sinf( a0 ) * m; - m3x3_mulv( player->basis, p->v, p->v ); + v3_muls( ax, cosf( a0 ) * m, inf->v ); + inf->v[1] += sinf( a0 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a0)*m); + inf->gravity = gravity; - p->land_dist = d[0] / (cosf(a0)*m); + v3_copy( target, inf->log[inf->log_length ++] ); + } - /* add a trace */ - for( int i=0; i<=20; i++ ) - { - float t = (float)i * (1.0f/20.0f) * p->land_dist; + if( fabsf(a1-a) < max_angle_delta ){ + jump_info *inf = &jumps[ valid_count ++ ]; + reset_jump_info( inf ); - v3f p0; - v3_muls( p->v, t, p0 ); - v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 ); + v3_muls( ax, cosf( a1 ) * m, inf->v ); + inf->v[1] += sinf( a1 ) * m; + m3x3_mulv( player->basis, inf->v, inf->v ); + inf->land_dist = d[0] / (cosf(a1)*m); + inf->gravity = gravity; - v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); + v3_copy( target, inf->log[inf->log_length ++] ); } - - return 1; } - else - return 0; + + return valid_count; } VG_STATIC void player__approximate_best_trajectory( player_instance *player ) { - world_instance *world = get_active_world(); + world_instance *world0 = get_active_world(); struct player_skate *s = &player->_skate; float k_trace_delta = k_rb_delta * 10.0f; @@ -336,7 +356,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.v, s->state.air_init_v ); v3_copy( player->rb.co, s->state.air_init_co ); - s->prediction_count = 0; + s->possible_jump_count = 0; v3f axis; v3_cross( player->rb.v, player->rb.to_world[1], axis ); @@ -349,20 +369,30 @@ void player__approximate_best_trajectory( player_instance *player ) struct grind_info grind; int grind_located = 0; + float grind_located_gravity = k_gravity; - for( int m=0;m<=30; m++ ) - { - struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; - p->log_length = 0; - p->land_dist = 0.0f; - v3_zero( p->apex ); - p->type = k_prediction_none; + v3f launch_v_bounds[2]; + + for( int i=0; i<2; i++ ){ + v3_copy( player->rb.v, launch_v_bounds[i] ); + float ang = (float[]){ angle_begin, angle_end }[ i ]; + ang *= 0.15f; + + v4f qbias; + q_axis_angle( qbias, axis, ang ); + q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] ); + } + + for( int m=0;m<=30; m++ ){ + jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ]; + reset_jump_info( inf ); v3f launch_co, launch_v, co0, co1; 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; @@ -377,48 +407,101 @@ void player__approximate_best_trajectory( player_instance *player ) q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); q_mulv( qbias, launch_v, launch_v ); - float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), gravity = k_gravity * gravity_bias; - p->gravity = gravity; + inf->gravity = gravity; + v3_copy( launch_v, inf->v ); - v3_copy( launch_v, p->v ); + m3x3f basis; + m3x3_copy( player->basis, basis ); - for( int i=1; i<=50; i++ ) - { + for( int i=1; i<=50; i++ ){ float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 ); + v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 ); v3_add( launch_co, co1, co1 ); - float launch_vy = v3_dot( launch_v,player->basis[1] ); - if( !grind_located && (launch_vy - gravity*t < 0.0f) ) - { - v3f closest; - if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ) - { - v3f ve; - v3_copy( launch_v, ve ); - v3_muladds( ve, player->basis[1], -gravity * t, ve ); - - if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ) - { - /* check alignment */ - v2f v0 = { v3_dot( ve, player->basis[0] ), - v3_dot( ve, player->basis[2] ) }, - v1 = { v3_dot( grind.dir, player->basis[0] ), - v3_dot( grind.dir, player->basis[2] ) }; + float launch_vy = v3_dot( launch_v,basis[1] ); + + int search_for_grind = 1; + if( grind_located ) search_for_grind = 0; + if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; + + /* REFACTOR */ + + v3f closest={0.0f,0.0f,0.0f}; + if( search_for_grind ){ + if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){ + float min_dist = 0.75f; + min_dist *= min_dist; - v2_normalize( v0 ); - v2_normalize( v1 ); + if( v3_dist2( closest, launch_co ) < min_dist ) + search_for_grind = 0; - float a = v2_dot( v0, v1 ); + v3f bound[2]; - if( a >= cosf( VG_PIf * 0.185f ) ) - { - grind_located = 1; - } + 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] ); + v3_add( launch_co, bound[j], bound[j] ); + } + + float limh = vg_minf( 2.0f, t ), + minh = vg_minf( bound[0][1], bound[1][1] )-limh, + maxh = vg_maxf( bound[0][1], bound[1][1] )+limh; + + if( (closest[1] < minh) || (closest[1] > maxh) ){ + search_for_grind = 0; + } + } + else + search_for_grind = 0; + } + + if( search_for_grind ){ + v3f ve; + v3_copy( launch_v, ve ); + v3_muladds( ve, basis[1], -gravity * t, ve ); + + if( skate_grind_scansq( player, 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] ) }; + + v2_normalize( v0 ); + v2_normalize( v1 ); + + float a = v2_dot( v0, v1 ); + + float a_min = cosf( VG_PIf * 0.185f ); + if( s->grind_cooldown ) + a_min = cosf( VG_PIf * 0.05f ); + + /* check speed */ + if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) && + (a >= a_min) && + (fabsf(grind.dir[1]) < 0.70710678118654752f)) + { + grind_located = 1; + grind_located_gravity = inf->gravity; + } + } + } + + 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_global.worlds[ gate->target ]; } } } @@ -426,68 +509,114 @@ void player__approximate_best_trajectory( player_instance *player ) float t1; v3f n; - int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n ); - if( idx != -1 ) - { + float scan_radius = k_board_radius; + scan_radius *= vg_clampf( t, 0.02f, 1.0f ); + + 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, p->log[ p->log_length ++ ] ); + v3_copy( co, inf->log[ inf->log_length ++ ] ); - v3_copy( n, p->n ); - p->type = k_prediction_land; + v3_copy( n, inf->n ); + 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; v3f ve; v3_copy( launch_v, ve ); v3_muladds( ve, player->basis[1], -gravity * t, ve ); - struct grind_info replace_grind; - if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) ) - { - v3_copy( replace_grind.n, p->n ); - p->type = k_prediction_grind; - } - - p->score = -v3_dot( ve, p->n ); - p->land_dist = t + k_trace_delta * t1; + inf->score = -v3_dot( ve, inf->n ); + inf->land_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 ); /* Bias prediction towords ramps */ - if( !(mat->info.flags & k_material_flag_skate_surface) ) - p->score *= 10.0f; + if( !(surf->info.flags & k_material_flag_skate_surface) ) + inf->score *= 10.0f; break; } if( i % 3 == 0 ) - v3_copy( co1, p->log[ p->log_length ++ ] ); + v3_copy( co1, inf->log[ inf->log_length ++ ] ); v3_copy( co1, co0 ); } - if( p->type == k_prediction_none ) - s->prediction_count --; + if( inf->type == k_prediction_unset ) + s->possible_jump_count --; } - 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( grind_located ){ + jump_info grind_jumps[2]; + + int valid_count = + create_jumps_to_hit_target( player, grind_jumps, grind.co, + 0.175f*VG_PIf, grind_located_gravity ); + + /* knock out original landing points in the 1m area */ + for( u32 j=0; jpossible_jump_count; j++ ){ + jump_info *jump = &s->possible_jumps[ j ]; + float dist = v3_dist2( jump->log[jump->log_length-1], grind.co ); + float descale = 1.0f-vg_minf(1.0f,dist); + jump->score += descale*3.0f; + } - if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) - { - v3_copy( grind.n, p->n ); + for( int i=0; itype = k_prediction_grind; + + v3f launch_v, launch_co, co0, co1; + + v3_copy( jump->v, launch_v ); + v3_copy( player->rb.co, launch_co ); + + m3x3f basis; + m3x3_copy( player->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 ); + v3_add( launch_co, co0, co0 ); + + /* rough scan to make sure we dont collide with anything */ + for( int j=1; j<=16; j++ ){ + t = (float)j*(1.0f/16.0f); + t *= 0.9f; + t += 0.05f; + t *= jump->land_dist; + + v3_muls( launch_v, t, co1 ); + v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 ); + v3_add( launch_co, co1, co1 ); + + float t1; + v3f 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 ); + } + + v3_copy( grind.n, jump->n ); /* determine score */ v3f ve; - v3_copy( p->v, ve ); - v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve ); - p->score = -v3_dot( ve, grind.n ) * 0.85f; + v3_copy( jump->v, ve ); + v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve ); + jump->score = -v3_dot( ve, grind.n ) * 0.9f; - s->prediction_count ++; + s->possible_jumps[ s->possible_jump_count ++ ] = *jump; + + continue; +invalidated_grind:; } } @@ -495,41 +624,38 @@ void player__approximate_best_trajectory( player_instance *player ) float score_min = INFINITY, score_max = -INFINITY; - struct land_prediction *best = NULL; + jump_info *best = NULL; - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; - if( p->score < score_min ) - best = p; + if( jump->score < score_min ) + best = jump; - score_min = vg_minf( score_min, p->score ); - score_max = vg_maxf( score_max, p->score ); + score_min = vg_minf( score_min, jump->score ); + score_max = vg_maxf( score_max, jump->score ); } - for( int i=0; iprediction_count; i ++ ) - { - struct land_prediction *p = &s->predictions[i]; - float s = p->score; + for( int i=0; ipossible_jump_count; i ++ ){ + jump_info *jump = &s->possible_jumps[i]; + float s = jump->score; s -= score_min; s /= (score_max-score_min); s = 1.0f - s; - p->score = s; - p->colour = s * 255.0f; + jump->score = s; + jump->colour = s * 255.0f; - if( p == best ) - p->colour <<= 16; - else if( p->type == k_prediction_land ) - p->colour <<= 8; + if( jump == best ) + jump->colour <<= 16; + else if( jump->type == k_prediction_land ) + jump->colour <<= 8; - p->colour |= 0xff000000; + jump->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; @@ -539,21 +665,22 @@ 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( best->type == k_prediction_grind ){ + s->state.activity = k_skate_activity_air_to_grind; + } + + 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 ); } } @@ -571,7 +698,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity_prev != k_skate_activity_air ) + if( s->state.activity_prev > k_skate_activity_air_to_grind ) player__approximate_best_trajectory( player ); float angle = v3_dot( player->rb.to_world[1], s->land_normal ); @@ -607,8 +734,7 @@ 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_to_grind ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -619,8 +745,7 @@ 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; @@ -635,8 +760,7 @@ 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] ); @@ -647,11 +771,11 @@ 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) { + player__skate_kill_audio( player ); player__dead_transition( player ); } @@ -669,8 +793,7 @@ 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 ); @@ -698,24 +821,20 @@ 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_to_grind ){ 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; @@ -727,8 +846,7 @@ 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; } @@ -772,8 +890,7 @@ 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) ) { @@ -806,29 +923,25 @@ 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_to_grind ){ 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 */ @@ -836,39 +949,38 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) mod = 0.5f, dir = mod + fabsf(aup)*(1.0f-mod); - v3_copy( player->rb.v, jumpdir ); - v3_normalize( jumpdir ); - v3_muls( jumpdir, 1.0f-dir, jumpdir ); - v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); - v3_normalize( jumpdir ); + if( s->state.activity == k_skate_activity_ground ){ + v3_copy( player->rb.v, jumpdir ); + v3_normalize( jumpdir ); + v3_muls( jumpdir, 1.0f-dir, jumpdir ); + v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir ); + v3_normalize( jumpdir ); + }else{ + v3_copy( s->state.up_dir, jumpdir ); + s->grind_cooldown = 30; + s->state.activity = k_skate_activity_ground; + + float tilt = player->input_js1h->axis.value * 0.3f; + tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); + + v4f qtilt; + q_axis_angle( qtilt, s->grind_dir, tilt ); + q_mulv( qtilt, jumpdir, jumpdir ); + } + s->surface_cooldown = 10; 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; - s->state.activity = k_skate_activity_air; v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - -#if 0 - 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 ++; -#endif - - /* FIXME audio events */ -#if 0 audio_lock(); - audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D ); - audio_player_set_position( &audio_player_extra, player.rb.co ); - audio_player_set_vol( &audio_player_extra, 20.0f ); - audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%2] ); + audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f ); audio_unlock(); -#endif } } @@ -876,29 +988,29 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) { struct player_skate *s = &player->_skate; + if( s->state.activity != k_skate_activity_ground ){ + v3_zero( s->state.throw_v ); + return; + } + /* Throw / collect routine - * - * 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 ) - { - v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); + if( s->state.activity == k_skate_activity_ground ){ + 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 ); } @@ -908,8 +1020,7 @@ 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 ); @@ -956,18 +1067,23 @@ VG_STATIC void skate_integrate( player_instance *player ) { struct player_skate *s = &player->_skate; - float decay_rate = 1.0f - (k_rb_delta * 3.0f), + float decay_rate_x = 1.0f - (k_rb_delta * 3.0f), + decay_rate_z = decay_rate_x, decay_rate_y = 1.0f; - if( s->state.activity >= k_skate_activity_grind_any ) - { + if( s->state.activity >= k_skate_activity_grind_any ){ +#if 0 decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta; decay_rate_y = decay_rate; +#endif + decay_rate_x = 1.0f-(16.0f*k_rb_delta); + decay_rate_y = 1.0f-(10.0f*k_rb_delta); + decay_rate_z = 1.0f-(40.0f*k_rb_delta); } - float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate, + float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x, wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y, - wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate; + wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z; v3_muls( player->rb.to_world[0], wx, player->rb.w ); v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w ); @@ -981,6 +1097,14 @@ VG_STATIC void skate_integrate( player_instance *player ) * 1 2 or 3 */ +VG_STATIC void skate_copy_holdout( player_instance *player ) +{ + struct player_skate *s = &player->_skate; + struct player_avatar *av = player->playeravatar; + struct skeleton *sk = &av->sk; + skeleton_copy_pose( sk, s->holdout, player->holdout_pose ); +} + VG_STATIC int player_skate_trick_input( player_instance *player ) { return (player->input_trick0->button.value) | @@ -993,49 +1117,35 @@ 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; v3_copy( player->cam.angles, angles ); angles[2] = 0.0f; - player->holdout_time = 0.25f; + skate_copy_holdout( player ); + player->holdout_time = 0.34f; + player__skate_kill_audio( player ); player__walk_transition( player, angles ); return; } - 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 ); - v3_zero( player->rb.w ); - v3_zero( player->rb.v ); - - rb_update_transform( &player->rb ); - } - int trick_id; - if( (s->state.activity == k_skate_activity_air) && + if( (s->state.activity <= k_skate_activity_air_to_grind) && (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; } @@ -1047,30 +1157,155 @@ VG_STATIC void player__skate_post_update( player_instance *player ) { struct player_skate *s = &player->_skate; - for( int i=0; iprediction_count; i++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i++ ){ + jump_info *jump = &s->possible_jumps[i]; + + if( jump->log_length == 0 ){ + vg_fatal_exit_loop( "assert: jump->log_length == 0\n" ); + } - for( int j=0; jlog_length - 1; j ++ ) - { - float brightness = p->score*p->score*p->score; + for( int j=0; jlog_length - 1; j ++ ){ + float brightness = jump->score*jump->score*jump->score; v3f p1; - v3_lerp( p->log[j], p->log[j+1], brightness, p1 ); - vg_line( p->log[j], p1, p->colour ); + v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 ); + vg_line( jump->log[j], p1, jump->colour ); } - vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f ); + vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f ); v3f p1; - v3_add( p->log[p->log_length-1], p->n, p1 ); - vg_line( p->log[p->log_length-1], p1, 0xffffffff ); + v3_add( jump->log[jump->log_length-1], jump->n, p1 ); + vg_line( jump->log[jump->log_length-1], p1, 0xffffffff ); - vg_line_pt3( p->apex, 0.02f, 0xffffffff ); + vg_line_pt3( jump->apex, 0.02f, 0xffffffff ); } -#if 0 - vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff ); -#endif + audio_lock(); + + float air = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f, + speed = v3_length( player->rb.v ), + attn = vg_minf( 1.0f, speed*0.1f ), + slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ); + + if( s->state.activity >= k_skate_activity_grind_any ){ + slide = 0.0f; + } + + static float menu_gate = 1.0f; + menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f ); + + float + vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate, + vol_air = sqrtf( air *attn * 0.5f ) * menu_gate, + vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate; + + const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP; + + if( !s->aud_air ){ + s->aud_air = audio_get_first_idle_channel(); + if( s->aud_air ) + audio_channel_init( s->aud_air, &audio_board[1], flags ); + } + + if( !s->aud_slide ){ + s->aud_slide = audio_get_first_idle_channel(); + if( s->aud_slide ) + audio_channel_init( s->aud_slide, &audio_board[2], flags ); + } + + + /* brrrrrrrrrrrt sound for tiles and stuff + * --------------------------------------------------------*/ + float sidechain_amt = 0.0f, + hz = vg_maxf( speed * 2.0f, 2.0f ); + + if( (s->surface == k_surface_prop_tiles) && + (s->state.activity < k_skate_activity_grind_any) ) + sidechain_amt = 1.0f; + else + sidechain_amt = 0.0f; + + audio_set_lfo_frequency( 0, hz ); + audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, + vg_lerpf( 250.0f, 80.0f, attn ) ); + + if( s->sample_change_cooldown > 0.0f ){ + s->sample_change_cooldown -= vg.frame_delta; + } + else{ + int sample_type = k_skate_sample_concrete; + + if( s->state.activity == k_skate_activity_grind_5050 ){ + if( s->surface == k_surface_prop_metal ) + sample_type = k_skate_sample_metal_scrape_generic; + else + sample_type = k_skate_sample_concrete_scrape_metal; + } + else if( (s->state.activity == k_skate_activity_grind_back50) || + (s->state.activity == k_skate_activity_grind_front50) ) + { + if( s->surface == k_surface_prop_metal ){ + sample_type = k_skate_sample_metal_scrape_generic; + } + else{ + float a = v3_dot( player->rb.to_world[2], s->grind_dir ); + if( fabsf(a) > 0.70710678118654752f ) + sample_type = k_skate_sample_concrete_scrape_wood; + else + sample_type = k_skate_sample_concrete_scrape_metal; + } + } + else if( s->state.activity == k_skate_activity_grind_boardslide ){ + if( s->surface == k_surface_prop_metal ) + sample_type = k_skate_sample_metal_scrape_generic; + else + sample_type = k_skate_sample_concrete_scrape_wood; + } + + audio_clip *relevant_samples[] = { + &audio_board[0], + &audio_board[0], + &audio_board[7], + &audio_board[6], + &audio_board[5] + }; + + if( (s->main_sample_type != sample_type) || (!s->aud_main) ){ + s->aud_main = + audio_channel_crossfade( s->aud_main, relevant_samples[sample_type], + 0.06f, flags ); + s->sample_change_cooldown = 0.1f; + s->main_sample_type = sample_type; + } + } + + 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_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; + audio_channel_set_sampling_rate( s->aud_main, rate ); + } + + 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_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_edit_volume( s->aud_air, vol_air, 1 ); + } + + audio_unlock(); } /* @@ -1214,39 +1449,30 @@ 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; - if( s->state.manual_direction == 0 ) - { + if( s->state.manual_direction == 0 ){ if( (player->input_js1v->axis.value > 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 ) - { + else{ + if( player->input_js1v->axis.value < 0.1f ){ s->state.manual_direction = 0; } - else - { - if( reverse_dir != s->state.manual_direction ) - { + else{ + if( reverse_dir != s->state.manual_direction ){ return; } } } - if( s->state.manual_direction ) - { + if( s->state.manual_direction ){ float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f ); s->weight_distribution[2] = k_board_length * amt * (float)s->state.manual_direction; } - /* TODO: Fall back on land normal */ - /* TODO: Lerp weight distribution */ - if( s->state.manual_direction ) - { + if( s->state.manual_direction ){ v3f plane_z; m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z ); @@ -1277,8 +1503,7 @@ VG_STATIC void skate_adjust_up_direction( 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 ){ v3f target; v3_copy( s->surface_picture, target ); @@ -1288,13 +1513,11 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) v3_lerp( s->state.up_dir, target, 8.0f * s->substep_delta, s->state.up_dir ); } - else if( s->state.activity == k_skate_activity_air ) - { + else if( s->state.activity <= k_skate_activity_air_to_grind ){ v3_lerp( s->state.up_dir, player->rb.to_world[1], 8.0f * s->substep_delta, s->state.up_dir ); } - else - { + else{ v3_lerp( s->state.up_dir, player->basis[1], 12.0f * s->substep_delta, s->state.up_dir ); } @@ -1318,7 +1541,6 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target ) VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ) { - /* TODO: Is N and Dir really orthogonal? */ v3_copy( inf->dir, mtx[0] ); v3_copy( inf->n, mtx[1] ); v3_cross( mtx[0], mtx[1], mtx[2] ); @@ -1359,7 +1581,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player, { struct player_skate *s = &player->_skate; - /* TODO: Trash compactor this */ + /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; m3x3_mulv( player->rb.to_world, ra, raw ); @@ -1450,7 +1672,6 @@ VG_STATIC void skate_5050_apply( player_instance *player, v3_normalize( axis ); v3_cross( axis, inf_avg.dir, inf_avg.n ); - skate_grind_decay( player, &inf_avg, 1.0f ); @@ -1547,7 +1768,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign, { struct player_skate *s = &player->_skate; - /* TODO: Trash compactor this */ + /* REFACTOR */ v3f ra = { 0.0f, -k_board_radius, sign * k_board_length }; v3f raw, wsp; @@ -1618,7 +1839,7 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, intersection ); v3_copy( intersection, s->weight_distribution ); - skate_grind_decay( player, inf, 0.1f ); + skate_grind_decay( player, inf, 0.0125f ); skate_grind_friction( player, inf, 0.25f ); /* direction alignment */ @@ -1630,6 +1851,10 @@ VG_STATIC void skate_boardslide_apply( player_instance *player, m3x3_mulv( player->rb.to_world, dir, dir ); m3x3_mulv( player->rb.to_world, perp, perp ); + v4f qbalance; + q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance ); + q_mulv( qbalance, perp, perp ); + rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0], dir, k_grind_spring, k_grind_dampener, @@ -1661,7 +1886,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player, if( (fabsf(local_co[2]) <= k_board_length) && /* within wood area */ (local_co[1] >= 0.0f) && /* at deck level */ - (fabsf(local_dir[0]) >= 0.5f) ) /* perpendicular to us */ + (fabsf(local_dir[0]) >= 0.25f) ) /* perpendicular to us */ { if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel ) return 0; @@ -1689,8 +1914,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player, if( !skate_point_visible( vis, inf->co ) ) return 0; - /* Exit condition: minimum velocity not reached, but allow a bit of error - * TODO: trash compactor */ + /* Exit condition: minimum velocity not reached, but allow a bit of error */ float dv = fabsf(v3_dot( player->rb.v, inf->dir )), minv = k_grind_axel_min_vel*0.8f; @@ -1724,10 +1948,13 @@ 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" ); + } + /* debounces this state manager a little bit */ - if( s->frames_since_activity_change < 10 ) - { - s->frames_since_activity_change ++; + if( s->grind_cooldown ){ + s->grind_cooldown --; return k_skate_activity_undefined; } @@ -1739,33 +1966,58 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) res_front50 = 0, res_slide = 0; - if( s->state.activity == k_skate_activity_grind_boardslide ) + int allow_back = 1, + allow_front = 1; + + 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; + + 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 ) ); + + if( way < 0.0f ) allow_front = 0; + else allow_back = 0; + } + } + + if( s->state.activity == k_skate_activity_grind_boardslide ){ res_slide = skate_boardslide_renew( player, &inf_slide ); } - else if( s->state.activity == k_skate_activity_grind_back50 ) - { + else if( s->state.activity == k_skate_activity_grind_back50 ){ res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); - res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); + + if( allow_front ) + res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); } - else if( s->state.activity == k_skate_activity_grind_front50 ) - { + else if( s->state.activity == k_skate_activity_grind_front50 ){ res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); } - else if( s->state.activity == k_skate_activity_grind_5050 ) - { - res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + else if( s->state.activity == k_skate_activity_grind_5050 ){ + if( allow_front ) + res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 ); + if( allow_back ) + res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 ); } - else - { + else{ res_slide = skate_boardslide_entry( player, &inf_slide ); - res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); - res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 ); - if( res_back50 != res_front50 ) - { + if( allow_back ) + res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 ); + + if( allow_front ) + 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; res_back50 &= wants_to_do_that; @@ -1788,24 +2040,22 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) } , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ]; - if( new_activity == k_skate_activity_undefined ) - { - if( s->state.activity >= k_skate_activity_grind_any ) - s->frames_since_activity_change = 0; + if( new_activity == k_skate_activity_undefined ){ + if( s->state.activity >= k_skate_activity_grind_any ){ + s->grind_cooldown = 15; + s->surface_cooldown = 10; + } } - else if( new_activity == k_skate_activity_grind_boardslide ) - { + else if( new_activity == k_skate_activity_grind_boardslide ){ skate_boardslide_apply( player, &inf_slide ); } - else if( new_activity == k_skate_activity_grind_back50 ) - { + else if( new_activity == k_skate_activity_grind_back50 ){ if( s->state.activity != k_skate_activity_grind_back50 ) skate_store_grind_vec( player, &inf_back50 ); skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f ); } - else if( new_activity == k_skate_activity_grind_front50 ) - { + else if( new_activity == k_skate_activity_grind_front50 ){ if( s->state.activity != k_skate_activity_grind_front50 ) skate_store_grind_vec( player, &inf_front50 ); @@ -1854,6 +2104,34 @@ VG_STATIC void player__skate_update( player_instance *player ) } }; + float slap = 0.0f; + + if( s->state.activity <= k_skate_activity_air_to_grind ){ + + float min_dist = 0.6f; + for( int i=0; i<2; i++ ){ + v3f wpos, closest; + m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos ); + + if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){ + min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) ); + } + } + min_dist -= 0.2f; + float vy = v3_dot( player->basis[1], player->rb.v ); + vy = vg_maxf( 0.0f, vy ); + + slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f; + } + s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta ); + + wheels[0].pos[1] = s->state.slap; + wheels[1].pos[1] = s->state.slap; + + + + + const int k_wheel_count = 2; s->substep = k_rb_delta; @@ -1864,20 +2142,22 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_zero( s->surface_picture ); - for( int i=0; iwheel_contacts[i]; + } /* check if we can enter or continue grind */ enum skate_activity grindable_activity = skate_availible_grind( player ); - if( grindable_activity != k_skate_activity_undefined ) - { + if( grindable_activity != k_skate_activity_undefined ){ s->state.activity = grindable_activity; goto grinding; } int contact_count = 0; - for( int i=0; i<2; i++ ) - { + for( int i=0; i<2; i++ ){ v3f normal, axel; v3_copy( player->rb.to_world[0], axel ); @@ -1891,24 +2171,44 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_add( normal, s->surface_picture, s->surface_picture ); contact_count ++; + s->wheel_contacts[i] = 1; + } + else{ + s->wheel_contacts[i] = 0; } m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } - if( contact_count ) - { + if( s->surface_cooldown ){ + s->surface_cooldown --; + contact_count = 0; + } + + if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){ + audio_lock(); + for( int i=0; i<2; i++ ){ + 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_unlock(); + } + + if( contact_count ){ s->state.activity = k_skate_activity_ground; s->state.gravity_bias = k_gravity; v3_normalize( s->surface_picture ); skate_apply_friction_model( player ); skate_weight_distribute( player ); - skate_apply_pump_model( player ); } - else - { - s->state.activity = k_skate_activity_air; + else{ + if( s->state.activity > k_skate_activity_air_to_grind ) + s->state.activity = k_skate_activity_air; + v3_zero( s->weight_distribution ); skate_apply_air_model( player ); } @@ -1919,8 +2219,7 @@ grinding:; wheels[1].state = k_collider_state_disabled; if( s->state.activity == k_skate_activity_grind_front50 ) wheels[0].state = k_collider_state_disabled; - if( s->state.activity == k_skate_activity_grind_5050 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ wheels[0].state = k_collider_state_disabled; wheels[1].state = k_collider_state_disabled; } @@ -1932,6 +2231,7 @@ grinding:; skate_apply_jump_model( player ); skate_apply_grab_model( player ); skate_apply_trick_model( player ); + skate_apply_pump_model( player ); begin_collision:; @@ -1949,8 +2249,7 @@ begin_collision:; v4f future_q; v3_muladds( player->rb.co, player->rb.v, s->substep, future_co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -1972,8 +2271,7 @@ begin_collision:; /* calculate the minimum time we can move */ float max_time = s->substep; - for( int i=0; irb.co, player->rb.v, s->substep_delta, player->rb.co ); - if( v3_length2( player->rb.w ) > 0.0f ) - { + if( v3_length2( player->rb.w ) > 0.0f ){ v4f rotation; v3f axis; v3_copy( player->rb.w, axis ); @@ -2044,6 +2341,7 @@ begin_collision:; v3_lerp( start_co, player->rb.co, t, player->rb.co ); rb_update_transform( &player->rb ); + player__skate_kill_audio( player ); player__dead_transition( player ); return; } @@ -2053,8 +2351,7 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; irb.to_world[2], -1.0f, mtx[1] ); v3_muls( player->rb.to_world[1], 1.0f, mtx[2] ); v3_muladds( player->rb.to_world[3], player->rb.to_world[1], - grind_radius + k_board_radius*0.25f, mtx[3] ); + grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] ); rb_ct *cman = &manifold[manifold_len]; @@ -2096,17 +2393,19 @@ 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 */ - for( int i=0; ilimit_count; i++ ) - { - struct grind_limit *limit = &s->limits[i]; - rb_ct *ct = &manifold[ manifold_len ++ ]; - m4x3_mulv( player->rb.to_world, limit->ra, ct->co ); - m3x3_mulv( player->rb.to_world, limit->n, ct->n ); - ct->p = limit->p; - ct->type = k_contact_type_default; + if( s->state.activity >= k_skate_activity_grind_any ){ + for( int i=0; ilimit_count; i++ ){ + struct grind_limit *limit = &s->limits[i]; + rb_ct *ct = &manifold[ manifold_len ++ ]; + m4x3_mulv( player->rb.to_world, limit->ra, ct->co ); + m3x3_mulv( player->rb.to_world, limit->n, ct->n ); + ct->p = limit->p; + ct->type = k_contact_type_default; + } } /* @@ -2119,8 +2418,7 @@ begin_collision:; m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - for( int i=0; isubstep_delta ); rb_debug_contact( &manifold[i] ); } @@ -2150,10 +2448,8 @@ begin_collision:; m3x3_mul( iI, player->rb.to_local, iIw ); m3x3_mul( player->rb.to_world, iIw, iIw ); - for( int j=0; j<10; j++ ) - { - for( int i=0; isurface = k_surface_prop_concrete; + + for( int i=0; iinfo.surface_prop > s->surface ) + 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] ); @@ -2219,11 +2524,12 @@ begin_collision:; } skate_integrate( player ); - vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); + vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); - teleport_gate *gate; - if( (gate = world_intersect_gates(world, player->rb.co, s->state.prev_pos)) ) - { + 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 ); @@ -2236,18 +2542,53 @@ begin_collision:; v4f transport_rotation; m3x3_q( gate->transport, transport_rotation ); q_mul( transport_rotation, player->rb.q, player->rb.q ); + q_mul( transport_rotation, s->state.smoothed_rotation, + s->state.smoothed_rotation ); rb_update_transform( &player->rb ); s->state_gate_storage = s->state; player__pass_gate( player, gate ); } + + /* FIXME: Rate limit */ + static int stick_frames = 0; + + if( s->state.activity >= k_skate_activity_ground ) + stick_frames ++; + else + stick_frames = 0; + + if( stick_frames > 5 ) stick_frames = 5; + + if( stick_frames == 4 ){ + audio_lock(); + + 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, + 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, + 40.0f, 1.0f ); + } + } + else if( s->surface == k_surface_prop_metal ){ + audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f ); + } + else{ + audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f ); + } + + audio_unlock(); + } else if( stick_frames == 0 ){ + + } } VG_STATIC void player__skate_im_gui( player_instance *player ) { struct player_skate *s = &player->_skate; - - /* FIXME: Compression */ player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0], player->rb.v[1], player->rb.v[2] ); @@ -2261,12 +2602,12 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) const char *activity_txt[] = { "air", + "air_to_grind", "ground", "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", - "grind_noseslide", - "grind_tailslide", + "grind_metallic (INVALID)", "grind_back50", "grind_front50", "grind_5050" @@ -2291,7 +2632,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) } VG_STATIC void player__skate_animate( player_instance *player, - player_animation *dest ) + player_animation *dest ) { struct player_skate *s = &player->_skate; struct player_avatar *av = player->playeravatar; @@ -2334,6 +2675,8 @@ VG_STATIC void player__skate_animate( player_instance *player, offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f); offset[1]=vg_clampf(offset[1],-0.5f,0.0f); + v3_muls( offset, 0.3f, TEMP_TPV_EXTRA ); + /* * Animation blending * =========================================== @@ -2341,22 +2684,28 @@ VG_STATIC void player__skate_animate( player_instance *player, /* sliding */ { - float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + float desired = 0.0f; + if( s->state.activity == k_skate_activity_ground ) + desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f ); + s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta); } /* movement information */ { - int iair = s->state.activity == k_skate_activity_air; + int iair = s->state.activity <= k_skate_activity_air_to_grind; float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f, dirx = s->state.slip < 0.0f? 0.0f: 1.0f, fly = iair? 1.0f: 0.0f, wdist= s->weight_distribution[2] / k_board_length; + if( s->state.activity >= k_skate_activity_grind_any ) + wdist = 0.0f; + s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta ); s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta ); - s->blend_fly = vg_lerpf( s->blend_fly, fly, 2.4f*vg.time_delta ); + s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta ); s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta ); } @@ -2423,6 +2772,7 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { float target = -player->input_js1h->axis.value; + s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); @@ -2449,6 +2799,40 @@ VG_STATIC void player__skate_animate( player_instance *player, skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose ); + + mdl_keyframe *kf_board = &dest->pose[av->id_board-1], + *kf_foot_l = &dest->pose[av->id_ik_foot_l-1], + *kf_foot_r = &dest->pose[av->id_ik_foot_r-1], + *kf_knee_l = &dest->pose[av->id_ik_knee_l-1], + *kf_knee_r = &dest->pose[av->id_ik_knee_r-1], + *kf_hip = &dest->pose[av->id_hip-1], + *kf_wheels[] = { &dest->pose[av->id_wheel_r-1], + &dest->pose[av->id_wheel_l-1] }; + + + mdl_keyframe grind_pose[32]; + { + float grind_frame = 0.5f; + + if( s->state.activity == k_skate_activity_grind_front50 ){ + grind_frame = 0.0f; + } else if( s->state.activity == k_skate_activity_grind_back50 ){ + grind_frame = 1.0f; + } + + float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f; + s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta ); + s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, + grind_frame, 5.0f*vg.time_delta ); + + grind_frame = s->blend_grind_balance * (15.0f/30.0f); + + skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose ); + skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose ); + skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose ); + } + skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose ); + float add_grab_mod = 1.0f - s->blend_fly; /* additive effects */ @@ -2459,16 +2843,41 @@ VG_STATIC void player__skate_animate( player_instance *player, av->id_ik_elbow_l, av->id_ik_elbow_r }; - for( int i=0; ipose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod; dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod; } - /* angle correction */ - if( v3_length2( s->state.up_dir ) > 0.001f ) - { + if( v3_length2( s->state.up_dir ) > 0.001f ){ + + if( v4_length(s->state.smoothed_rotation) <= 0.1f || + v4_length(s->state.smoothed_rotation) >= 1.1f ){ + 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, + s->state.smoothed_rotation ); + q_normalize( s->state.smoothed_rotation ); + + v3f yaw_ref = {1.0f,0.0f,0.0f}, + yaw_smooth = {1.0f,0.0f,0.0f}; + q_mulv( player->rb.q, yaw_ref, yaw_ref ); + q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth ); + m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref ); + + float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth); + yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f); + yaw_counter_rotate = acosf( yaw_counter_rotate ); + yaw_counter_rotate *= 1.0f-s->blend_fly; + v3f ndir; m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir ); v3_normalize( ndir ); @@ -2479,24 +2888,24 @@ VG_STATIC void player__skate_animate( player_instance *player, a = acosf( vg_clampf( a, -1.0f, 1.0f ) ); v3f axis; - v4f q; + v4f qfixup, qcounteryaw, qtotal; v3_cross( up, ndir, axis ); - q_axis_angle( q, axis, a ); + q_axis_angle( qfixup, axis, a ); + + q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate ); + q_mul( qcounteryaw, qfixup, qtotal ); + q_normalize( qtotal ); mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1]; - - for( int i=0; ipose[apply_to[i]-1]; + v3f origin; + v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin ); - v3f v0; - v3_sub( kf->co, kf_hip->co, v0 ); - q_mulv( q, v0, v0 ); - v3_add( v0, kf_hip->co, kf->co ); + for( int i=0; ipose[apply_to[i]-1]; - q_mul( q, kf->q, kf->q ); - q_normalize( kf->q ); + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + qtotal ); } v3f p1, p2; @@ -2505,15 +2914,8 @@ VG_STATIC void player__skate_animate( player_instance *player, vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK ); vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK ); - } - - - mdl_keyframe *kf_board = &dest->pose[av->id_board-1], - *kf_foot_l = &dest->pose[av->id_ik_foot_l-1], - *kf_foot_r = &dest->pose[av->id_ik_foot_r-1], - *kf_wheels[] = { &dest->pose[av->id_wheel_r-1], - &dest->pose[av->id_wheel_l-1] }; + } v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; @@ -2537,27 +2939,50 @@ VG_STATIC void player__skate_animate( player_instance *player, v3f euler; v3_muls( s->state.trick_euler, VG_TAUf, euler ); + float jump_t = vg.time-s->state.jump_time; + + float k=17.0f; + float h = k*jump_t; + float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f); + extra *= s->state.slap * 4.0f; + 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( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra ); 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( qyaw, qroll, qtrick ); + q_mul( qpitch, qtrick, qtrick ); q_mul( kf_board->q, qtrick, kf_board->q ); q_normalize( kf_board->q ); + /* foot weight distribution */ - if( s->blend_weight > 0.0f ) - { + 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 - { + else{ kf_foot_r->co[2] += s->blend_weight * 0.3f; kf_foot_l->co[2] += s->blend_weight * 0.1f; } + float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f ); + s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f ); + + kf_foot_l->co[1] += s->state.slap; + kf_foot_r->co[1] += s->state.slap; + kf_knee_l->co[1] += s->state.slap; + kf_knee_r->co[1] += s->state.slap; + kf_board->co[1] += s->state.slap * s->subslap; + kf_hip->co[1] += s->state.slap * 0.25f; + + /* + * animation wishlist: + * boardslide/grind jump animations + * when tricking the slap should not appply or less apply + * not animations however DONT target grinds that are vertically down. + */ + /* truck rotation */ for( int i=0; i<2; i++ ) { @@ -2571,29 +2996,54 @@ VG_STATIC void player__skate_animate( player_instance *player, } } + { + mdl_keyframe + *kf_head = &dest->pose[av->id_head-1], + *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1], + *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1], + *kf_hand_l = &dest->pose[av->id_ik_hand_l-1], + *kf_hand_r = &dest->pose[av->id_ik_hand_r-1]; + + float warble = perlin1d( vg.time, 2.0f, 2, 300 ); + warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f; + + v4f qrot; + q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble ); + + 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 ); + keyframe_rotate_around( kf_hand_r, origin, + av->sk.bones[av->id_ik_hand_r].co, qrot ); + keyframe_rotate_around( kf_hip, origin, + av->sk.bones[av->id_hip].co, qrot ); + keyframe_rotate_around( kf_elbow_r, origin, + av->sk.bones[av->id_ik_elbow_r].co, qrot ); + keyframe_rotate_around( kf_elbow_l, origin, + av->sk.bones[av->id_ik_elbow_l].co, qrot ); + + q_inv( qrot, qrot ); + q_mul( qrot, kf_head->q, kf_head->q ); + q_normalize( kf_head->q ); + } + /* 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 ); -#if 0 - v4f qresy, qresx, qresidual; - m3x3f mtx_residual; - q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep ); - q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep ); - - q_mul( qresy, qresx, qresidual ); - q_normalize( qresidual ); - q_mul( dest->root_q, qresidual, dest->root_q ); - q_normalize( dest->root_q ); -#endif v4f qflip; - if( (s->state.activity == k_skate_activity_air) && + if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time + s->state.flip_rate*substep*k_rb_delta, - angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, + 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 ) ); + t = sign * (1.0f-t*t); + + float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf, distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f, blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f ); @@ -2611,7 +3061,7 @@ VG_STATIC void player__skate_animate( player_instance *player, v3_add( rco, rotation_point, dest->root_co ); } - skeleton_copy_pose( sk, dest->pose, player->holdout_pose ); + skeleton_copy_pose( sk, dest->pose, s->holdout ); } VG_STATIC void player__skate_post_animate( player_instance *player ) @@ -2621,7 +3071,7 @@ VG_STATIC void player__skate_post_animate( player_instance *player ) player->cam_velocity_influence = 1.0f; - v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */ + v3f head = { 0.0f, 1.8f, 0.0f }; 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 ); @@ -2631,7 +3081,7 @@ VG_STATIC void player__skate_reset_animator( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity == k_skate_activity_air ) + if( s->state.activity <= k_skate_activity_air_to_grind ) s->blend_fly = 1.0f; else s->blend_fly = 0.0f; @@ -2639,46 +3089,66 @@ VG_STATIC void player__skate_reset_animator( player_instance *player ) s->blend_slide = 0.0f; s->blend_z = 0.0f; s->blend_x = 0.0f; + s->blend_grind = 0.0f; + s->blend_grind_balance = 0.0f; s->blend_stand = 0.0f; s->blend_push = 0.0f; s->blend_jump = 0.0f; s->blend_airdir = 0.0f; + s->blend_weight = 0.0f; + s->subslap = 0.0f; + v2_zero( s->wobble ); + + v3_zero( s->board_trick_residuald ); + v3_zero( s->board_trick_residualv ); + v3_zero( s->truckv0[0] ); + v3_zero( s->truckv0[1] ); } VG_STATIC void player__skate_clear_mechanics( player_instance *player ) { struct player_skate *s = &player->_skate; s->state.jump_charge = 0.0f; - s->state.lift_frames = 0; + s->state.charging_jump = 0; + s->state.jump_dir = 0; + v3_zero( s->state.flip_axis ); + s->state.flip_time = 0.0f; s->state.flip_rate = 0.0f; -#if 0 - s->state.steery = 0.0f; - s->state.steerx = 0.0f; - s->state.steery_s = 0.0f; - s->state.steerx_s = 0.0f; -#endif s->state.reverse = 0.0f; s->state.slip = 0.0f; + s->state.grabbing = 0.0f; + v2_zero( s->state.grab_mouse_delta ); + s->state.slap = 0.0f; + s->state.jump_time = 0.0; + s->state.start_push = 0.0; + s->state.cur_push = 0.0; + s->state.air_start = 0.0; + + v3_zero( s->state.air_init_v ); + v3_zero( s->state.air_init_co ); + + s->state.gravity_bias = k_gravity; v3_copy( player->rb.co, s->state.prev_pos ); - -#if 0 - m3x3_identity( s->state.velocity_bias ); - m3x3_identity( s->state.velocity_bias_pstep ); -#endif - + v4_copy( player->rb.q, s->state.smoothed_rotation ); v3_zero( s->state.throw_v ); v3_zero( s->state.trick_vel ); v3_zero( s->state.trick_euler ); + v3_zero( s->state.cog_v ); + s->grind_cooldown = 0; + s->surface_cooldown = 0; + v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); + v3_copy( player->rb.to_world[1], s->state.up_dir ); + v3_copy( player->rb.to_world[1], s->surface_picture ); + v3_zero( s->weight_distribution ); + v3_copy( player->rb.co, s->state.prev_pos ); } 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; @@ -2690,4 +3160,10 @@ 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 */