X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=f6ecc10d6a0dfe9f955e6c28ff52f9104d2ba3ec;hb=47a76e9a5151ef020e8554d805e313650718981f;hp=e9aeaa747b3bcf7473a9942f4a2522a0f3684205;hpb=f437be6ed58378d598d2408c12cc52fee3375a2b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index e9aeaa7..f6ecc10 100644 --- a/player_skate.c +++ b/player_skate.c @@ -104,6 +104,10 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; v3f tri[3]; + struct world_material *mat = world_tri_index_material(ptri[0]); + if( !(mat->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] ); @@ -263,13 +267,13 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, float a = atan2f( v[1], v[0] ), m = v2_length( v ), - root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m); + 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) / (k_gravity * d[0]) ), - a1 = atanf( (m*m - root) / (k_gravity * d[0]) ); + float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ), + a1 = atanf( (m*m - root) / (p->gravity * d[0]) ); if( fabsf(a0-a) > fabsf(a1-a) ) a0 = a1; @@ -295,7 +299,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, v3f p0; v3_muls( p->v, t, p0 ); - p0[1] += -0.5f * k_gravity * t*t; + p0[1] += -0.5f * p->gravity * t*t; v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); } @@ -329,7 +333,7 @@ void player__approximate_best_trajectory( player_instance *player ) struct grind_info grind; int grind_located = 0; - for( int m=0;m<=15; m++ ) + for( int m=0;m<=30; m++ ) { struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; @@ -343,12 +347,24 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.v, launch_v ); v3_copy( launch_co, co0 ); - float vt = (float)m * (1.0f/15.0f), + float vt = (float)m * (1.0f/30.0f), ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; v4f qbias; q_axis_angle( qbias, axis, ang ); q_mulv( qbias, launch_v, launch_v ); + + float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]); + + float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch; + 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; + v3_copy( launch_v, p->v ); for( int i=1; i<=50; i++ ) @@ -356,17 +372,17 @@ void player__approximate_best_trajectory( player_instance *player ) float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - co1[1] += -0.5f * k_gravity * t*t; + co1[1] += -0.5f * gravity * t*t; v3_add( launch_co, co1, co1 ); - if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) ) + if( !grind_located && (launch_v[1] - 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 ); - ve[1] -= k_gravity * t; + ve[1] -= gravity * t; if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ) { @@ -401,7 +417,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3f ve; v3_copy( launch_v, ve ); - ve[1] -= k_gravity * t; + ve[1] -= gravity * t; struct grind_info replace_grind; if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) ) @@ -422,8 +438,10 @@ void player__approximate_best_trajectory( player_instance *player ) break; } + + if( i % 3 == 0 ) + v3_copy( co1, p->log[ p->log_length ++ ] ); - v3_copy( co1, p->log[ p->log_length ++ ] ); v3_copy( co1, co0 ); } @@ -431,12 +449,11 @@ void player__approximate_best_trajectory( player_instance *player ) s->prediction_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( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) { @@ -445,7 +462,7 @@ void player__approximate_best_trajectory( player_instance *player ) /* determine score */ v3f ve; v3_copy( p->v, ve ); - ve[1] -= k_gravity * p->land_dist; + ve[1] -= p->gravity * p->land_dist; p->score = -v3_dot( ve, grind.n ) * 0.85f; s->prediction_count ++; @@ -498,6 +515,7 @@ void player__approximate_best_trajectory( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); + s->state.gravity_bias = best->gravity; if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ) { @@ -547,7 +565,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - s->land_dist = 1.0f; } VG_STATIC int player_skate_trick_input( player_instance *player ); @@ -1839,6 +1856,8 @@ VG_STATIC void player__skate_update( player_instance *player ) for( int i=0; i<2; i++ ) { v3f normal, axel; + v3_copy( player->rb.to_world[0], axel ); + if( skate_compute_surface_alignment( player, wheels[i].pos, wheels[i].colour, normal, axel ) ) { @@ -1850,11 +1869,14 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_add( normal, s->surface_picture, s->surface_picture ); contact_count ++; } + + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } 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 ); @@ -1977,7 +1999,7 @@ begin_collision:; } rb_update_transform( &player->rb ); - player->rb.v[1] += -k_gravity * s->substep_delta; + player->rb.v[1] += -s->state.gravity_bias * s->substep_delta; s->substep -= s->substep_delta; @@ -2419,8 +2441,6 @@ VG_STATIC void player__skate_animate( player_instance *player, } - - /* angle correction */ if( v3_length2( s->state.up_dir ) > 0.001f ) { @@ -2464,15 +2484,15 @@ VG_STATIC void player__skate_animate( player_instance *player, - 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]; - + 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; v3f eulerr; - v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); @@ -2512,6 +2532,18 @@ VG_STATIC void player__skate_animate( player_instance *player, kf_foot_r->co[2] += s->blend_weight * 0.3f; kf_foot_l->co[2] += s->blend_weight * 0.1f; } + + /* truck rotation */ + for( int i=0; i<2; i++ ) + { + float a = vg_minf( s->truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); + + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); + } } /* transform */