X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=e9a4f09f4b01cbaca4857b4b0e95c897f82218c4;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=3a78f4f9b3fed274b95417904edb590a05bba123;hpb=9d5997f1e611b66c7220f7eb388f427032d8da79;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 3a78f4f..e9a4f09 100644 --- a/player_skate.c +++ b/player_skate.c @@ -3,6 +3,8 @@ #include "player.h" #include "audio.h" +#include "vg/vg_perlin.h" +#include "menu.h" VG_STATIC void player__skate_bind( player_instance *player ) { @@ -11,6 +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" ); @@ -124,10 +128,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f tri[3]; struct world_surface *surf = world_tri_index_surface(world,ptri[0]); -#if 0 if( !(surf->info.flags & k_material_flag_skate_surface) ) continue; -#endif for( int j=0; j<3; j++ ) v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); @@ -299,7 +301,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, m3x3_mulv( player->invbasis, player->rb.v, v_local ); v2f d = { v3_dot( ax, v0 ), v0[1] }, - v = { v3_dot( ax, player->rb.v ), v_local[1] }; + v = { v3_dot( ax, v_local ), v_local[1] }; float a = atan2f( v[1], v[0] ), m = v2_length( v ), @@ -342,46 +344,10 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player, return valid_count; } -#if 0 -VG_STATIC -int create_jump_for_target( world_instance *world, player_instance *player, - v3f target, float max_angle, jump_info *jump ) -{ - - if( fabsf(a0-a) > fabsf(a1-a) ) - a0 = a1; - - if( fabsf(a0-a) > max_angle ) - return 0; - - /* TODO: sweep the path before chosing the smallest dist */ - - -#if 0 - /* add a trace */ - for( int i=0; i<=20; i++ ) - { - float t = (float)i * (1.0f/20.0f) * p->land_dist; - - v3f p0; - v3_muls( p->v, t, p0 ); - v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 ); - - v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); - } -#endif - - return 1; - } - else - return 0; -} -#endif - 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; @@ -405,6 +371,19 @@ void player__approximate_best_trajectory( player_instance *player ) int grind_located = 0; float grind_located_gravity = k_gravity; + + 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 ); @@ -413,6 +392,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.co, launch_co ); v3_copy( player->rb.v, launch_v ); v3_copy( launch_co, co0 ); + world_instance *trace_world = world0; float vt = (float)m * (1.0f/30.0f), ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; @@ -427,7 +407,6 @@ 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; inf->gravity = gravity; @@ -444,81 +423,105 @@ void player__approximate_best_trajectory( player_instance *player ) v3_add( launch_co, co1, co1 ); float launch_vy = v3_dot( launch_v,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, 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] ) }; + int search_for_grind = 1; + if( grind_located ) search_for_grind = 0; + if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0; - v2_normalize( v0 ); - v2_normalize( v1 ); + /* REFACTOR */ - float a = v2_dot( v0, v1 ); + 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; -#if 0 - if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){ -#endif - grind_located = 1; - grind_located_gravity = inf->gravity; + if( v3_dist2( closest, launch_co ) < min_dist ) + search_for_grind = 0; - vg_success( "Grind located\n" ); -#if 0 - } -#endif + v3f bound[2]; + + 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( world->rendering_gate ){ - ent_gate *gate = world->rendering_gate; + 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 ]; + } } } float t1; v3f n; - int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n ); + 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, inf->log[ inf->log_length ++ ] ); v3_copy( n, inf->n ); - u32 *tri = &world->scene_geo->arrindices[ idx*3 ]; - struct world_surface *surf = world_tri_index_surface(world, tri[0]); - -#if 0 - v3f v0, v1; - v3f pa, pb, pc; - - v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa ); - v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb ); - v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc ); - - v3_sub( pb, pa, v0 ); - v3_sub( pc, pa, v1 ); - v3_cross( v0, v1, inf->n ); - v3_normalize( inf->n ); -#endif - /* TODO: - * grind predictions, we want to FORCE it to land in the correct - * location, taking the cloest endpoint or midpoint to be the - * snapper. - */ + 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; @@ -554,8 +557,7 @@ void player__approximate_best_trajectory( player_instance *player ) 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 - * TODO: Make this a konstant */ + /* 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 ); @@ -580,7 +582,6 @@ void player__approximate_best_trajectory( player_instance *player ) v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 ); v3_add( launch_co, co0, co0 ); -#if 0 /* rough scan to make sure we dont collide with anything */ for( int j=1; j<=16; j++ ){ t = (float)j*(1.0f/16.0f); @@ -595,15 +596,14 @@ void player__approximate_best_trajectory( player_instance *player ) float t1; v3f n; - int idx = spherecast_world( world, co0,co1, - k_board_radius*0.5f, &t1, n); + int idx = spherecast_world( world0, co0,co1, + k_board_radius*0.1f, &t1, n); if( idx != -1 ){ goto invalidated_grind; } v3_copy( co1, co0 ); } -#endif v3_copy( grind.n, jump->n ); @@ -615,10 +615,8 @@ void player__approximate_best_trajectory( player_instance *player ) s->possible_jumps[ s->possible_jump_count ++ ] = *jump; -#if 0 continue; invalidated_grind:; -#endif } } @@ -959,8 +957,8 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) v3_normalize( jumpdir ); }else{ v3_copy( s->state.up_dir, jumpdir ); + s->grind_cooldown = 30; s->state.activity = k_skate_activity_ground; - s->grind_cooldown = 0; float tilt = player->input_js1h->axis.value * 0.3f; tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir )); @@ -969,6 +967,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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 ); @@ -995,8 +994,6 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Throw / collect routine - * - * TODO: Max speed boost */ if( player->input_grab->axis.value > 0.5f ){ if( s->state.activity == k_skate_activity_ground ){ @@ -1012,7 +1009,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); if( s->state.activity == k_skate_activity_ground ){ - v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); + if( v3_length2(player->rb.v)<(20.0f*20.0f) ) + v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v ); } @@ -1069,17 +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 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 ); @@ -1093,6 +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) | @@ -1112,22 +1124,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) 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_to_grind) && (trick_id = player_skate_trick_input( player )) ) @@ -1177,50 +1180,110 @@ VG_STATIC void player__skate_post_update( player_instance *player ) 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 ), + 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 ); - vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ), - vol_air = sqrtf( air *attn * 0.5f ), - vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ); + 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_main ) - s->aud_main = audio_request_channel( &audio_board[0], flags ); - if( !s->aud_air ) - s->aud_air = audio_request_channel( &audio_board[1], flags ); + 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_request_channel( &audio_board[2], 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 = speed * 2.0f; + hz = vg_maxf( speed * 2.0f, 2.0f ); - if( s->surface == k_surface_prop_tiles ) + 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 ) ); + 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_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; @@ -1230,14 +1293,16 @@ VG_STATIC void player__skate_post_update( player_instance *player ) if( s->aud_slide ){ s->aud_slide->colour = 0x00103efe; audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f ); - audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide ); + //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide ); + audio_channel_edit_volume( s->aud_slide, vol_slide, 1 ); audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); } if( s->aud_air ){ s->aud_air->colour = 0x00103efe; audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f ); - audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); + //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); + audio_channel_edit_volume( s->aud_air, vol_air, 1 ); } audio_unlock(); @@ -1407,8 +1472,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) (float)s->state.manual_direction; } - /* TODO: Fall back on land normal */ - /* TODO: Lerp weight distribution */ if( s->state.manual_direction ){ v3f plane_z; @@ -1478,7 +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] ); @@ -1519,7 +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 ); @@ -1610,7 +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 ); @@ -1707,7 +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; @@ -1778,7 +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 */ @@ -1790,6 +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, @@ -1849,8 +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; @@ -1884,9 +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->grind_cooldown < 20 ){ - s->grind_cooldown ++; + if( s->grind_cooldown ){ + s->grind_cooldown --; return k_skate_activity_undefined; } @@ -1898,25 +1966,56 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player ) res_front50 = 0, res_slide = 0; + 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 ){ 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 ){ 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 ); + 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{ 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( 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; @@ -1941,24 +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->grind_cooldown = 5; + 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 ); @@ -2045,8 +2142,12 @@ 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 ); @@ -2070,11 +2171,32 @@ 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( 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; @@ -2127,8 +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 ); @@ -2272,16 +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; + } } /* @@ -2386,7 +2510,7 @@ begin_collision:; rb_ct *ct = &manifold[i]; struct world_surface *surf = world_contact_surface( world, ct ); - if( surf->info.surface_prop != k_surface_prop_concrete ) + if( surf->info.surface_prop > s->surface ) s->surface = surf->info.surface_prop; } @@ -2429,23 +2553,36 @@ begin_collision:; /* FIXME: Rate limit */ static int stick_frames = 0; - if( s->state.activity == k_skate_activity_ground ) + 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( (fabsf(s->state.slip) > 0.75f) ){ - audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, - 40.0f, 1.0f ); + + 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_lands[rand()%3], player->rb.co, - 40.0f, 1.0f ); + audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f ); } + audio_unlock(); + } else if( stick_frames == 0 ){ + } } @@ -2470,8 +2607,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player ) "undefined (INVALID)", "grind_any (INVALID)", "grind_boardslide", - "grind_noseslide", - "grind_tailslide", + "grind_metallic (INVALID)", "grind_back50", "grind_front50", "grind_5050" @@ -2496,7 +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; @@ -2564,6 +2700,9 @@ VG_STATIC void player__skate_animate( player_instance *player, 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, 3.4f*vg.time_delta ); @@ -2634,11 +2773,7 @@ VG_STATIC void player__skate_animate( player_instance *player, { float target = -player->input_js1h->axis.value; -#if 1 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta ); -#else - s->blend_airdir = 0.0f; -#endif float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f); skeleton_sample_anim( sk, s->anim_air, air_frame, apose ); @@ -2664,6 +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 */ @@ -2735,15 +2904,8 @@ VG_STATIC void player__skate_animate( player_instance *player, for( int i=0; ipose[apply_to[i]-1]; - v3f v0, co; - v3_add( kf->co, av->sk.bones[apply_to[i]].co, co ); - v3_sub( co, origin, v0 ); - q_mulv( qtotal, v0, v0 ); - v3_add( v0, origin, co ); - v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co ); - - q_mul( qtotal, kf->q, kf->q ); - q_normalize( kf->q ); + keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co, + qtotal ); } v3f p1, p2; @@ -2752,18 +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_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] }; + } v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; @@ -2789,9 +2941,10 @@ VG_STATIC void player__skate_animate( player_instance *player, float jump_t = vg.time-s->state.jump_time; - float k=10.0f; + 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] + extra ); @@ -2813,11 +2966,14 @@ VG_STATIC void player__skate_animate( player_instance *player, 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; + kf_board->co[1] += s->state.slap * s->subslap; kf_hip->co[1] += s->state.slap * 0.25f; /* @@ -2840,6 +2996,37 @@ 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 ); @@ -2850,7 +3037,7 @@ VG_STATIC void player__skate_animate( player_instance *player, if( (s->state.activity <= k_skate_activity_air_to_grind) && (fabsf(s->state.flip_rate) > 0.01f) ) { - float t = s->state.flip_time; + 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 ) ); @@ -2874,7 +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 ) @@ -2902,45 +3089,65 @@ 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, 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->transform.q, player->rb.q ); s->state.activity = k_skate_activity_air; @@ -2953,4 +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 */