rail targeting
authorhgn <hgodden00@gmail.com>
Sun, 27 Nov 2022 16:29:40 +0000 (16:29 +0000)
committerhgn <hgodden00@gmail.com>
Sun, 27 Nov 2022 16:29:40 +0000 (16:29 +0000)
maps_src/mp_gridmap.mdl
player.h
player_animation.h
player_physics.h
skaterift.c

index 04238034f13e29f12ba4ac066ed1cf9f5555b084..78b0dd0e485b2b75e71c77ecd23b7a9b467653a0 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
index 0edbbdd44493b66ca2f29808c65edf1dcc68b90f..b2a69bd4090ec7a6b157324f49051d2497076366 100644 (file)
--- a/player.h
+++ b/player.h
@@ -90,8 +90,14 @@ VG_STATIC struct gplayer
    int rewind_sound_wait;
 
    v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
+
+   struct land_log
+   {
+      v3f positions[50];
+      u32 colour;
+      int count;
+   } 
+   land_log[22];
    int land_log_count;
 
    v3f handl_target, handr_target,
@@ -560,8 +566,14 @@ VG_STATIC void player_update_fixed(void)                                 /* 2 */
 VG_STATIC void player_update_post(void)
 {
    for( int i=0; i<player.land_log_count; i++ )
-      vg_line_cross( player.land_target_log[i], 
-            player.land_target_colours[i], 0.25f);
+   {
+      struct land_log *log = &player.land_log[i];
+      
+      for( int j=0; j<log->count - 1; j ++ )
+         vg_line( log->positions[j], log->positions[j+1], log->colour );
+
+      vg_line_cross( log->positions[log->count-1], log->colour, 0.25f );
+   }
 
    if( player.is_dead )
    {
index b9e28de2b5ad10398acc75fc666fba18fb1efdcb..e08991014629b05224ab5babd4754873af2cdc6a 100644 (file)
@@ -161,7 +161,7 @@ VG_STATIC void player_animate(void)
    {
       float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
             dirx = phys->slip < 0.0f?    0.0f: 1.0f,
-            fly  = phys->in_air?         1.0f: 0.0f;
+            fly  = (phys->in_air|phys->grind)?  1.0f: 0.0f;
 
       player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
       player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
index 52c51da75257e6a4f92b41d4f48879d53bf4b67b..80a07b2d450f54cd2d5e03c85e534d702ad8c0ad 100644 (file)
@@ -14,6 +14,51 @@ VG_STATIC void apply_gravity( v3f vel, float const timestep )
    v3_muladds( vel, gravity, timestep, vel );
 }
 
+VG_STATIC struct 
+grind_edge *player_grind_collect_edge( v3f p0, v3f p1,
+                                       v3f c0, v3f c1, float max_dist )
+{
+   struct player_phys *phys = &player.phys;
+
+   bh_iter it;
+   bh_iter_init( 0, &it );
+
+   boxf region;
+
+   box_init_inf( region );
+   box_addpt( region, p0 );
+   box_addpt( region, p1 );
+   
+   float k_r = max_dist;
+   v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
+   v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+
+   float closest = k_r*k_r;
+   struct grind_edge *closest_edge = NULL;
+   
+   int idx;
+   while( bh_next( world.grind_bh, &it, region, &idx ) )
+   {
+      struct grind_edge *edge = &world.grind_edges[ idx ];
+
+      float s,t;
+      v3f pa, pb;
+
+      float d2 = 
+         closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
+
+      if( d2 < closest )
+      {
+         closest = d2;
+         closest_edge = edge;
+         v3_copy( pa, c0 );
+         v3_copy( pb, c1 );
+      }
+   }
+
+   return closest_edge;
+}
+
 /*
  * Called when launching into the air to predict and adjust trajectories
  */
@@ -34,6 +79,10 @@ VG_STATIC void player_start_air(void)
 
    for( int m=-3;m<=12; m++ )
    {
+      struct land_log *log = &player.land_log[ player.land_log_count ++ ];
+      log->count = 0;
+      log->colour = 0xff000000;
+
       float vmod = ((float)m / 15.0f)*0.09f;
 
       v3f pco, pco1, pv;
@@ -55,6 +104,9 @@ VG_STATIC void player_start_air(void)
       m3x3_mulv( vr, pv, pv );
       v3_muladds( pco, pv, pstep, pco );
 
+      struct grind_edge *best_grind = NULL;
+      float closest_grind = INFINITY;
+
       for( int i=0; i<50; i++ )
       {
          v3_copy( pco, pco1 );
@@ -70,6 +122,20 @@ VG_STATIC void player_start_air(void)
          contact.dist = v3_length( vdir );
          v3_divs( vdir, contact.dist, vdir);
 
+         v3f c0, c1;
+         struct grind_edge *ge = player_grind_collect_edge( pco, pco1,
+                                                            c0, c1, 0.4f );
+
+         if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) )
+         {
+            float d2 = v3_dist2( c0, c1 );
+            if( d2 < closest_grind )
+            {
+               closest_grind = d2;
+               best_grind = ge;
+            }
+         }
+
          if( ray_world( pco1, vdir, &contact ))
          {
             float land_delta = v3_dot( pv, contact.normal );
@@ -94,14 +160,27 @@ VG_STATIC void player_start_air(void)
                q_m3x3( vr_q, phys->vr );
             }
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+            v3_copy( contact.pos, log->positions[ log->count ++ ] );
+            log->colour = 0xff000000 | scolour;
+            break;
+         }
+
+         v3_copy( pco, log->positions[ log->count ++ ] );
+      }
 
-            player.land_log_count ++;
+      if( best_grind )
+      {
+         log->colour = 0xff0000ff;
+         
+         float score = -closest_grind * 0.05f;
 
-            break;
+         if( score > best_velocity_delta )
+         {
+            best_velocity_delta = score;
+            
+            m3x3_copy( vr, phys->vr_pstep );
+            q_axis_angle( vr_q, axis, vmod*0.1f );
+            q_m3x3( vr_q, phys->vr );
          }
       }
    }
@@ -605,50 +684,18 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact )
 {
    struct player_phys *phys = &player.phys;
 
-   bh_iter it;
-   bh_iter_init( 0, &it );
-
-   boxf region;
-
    v3f p0, p1, c0, c1;
    v3_muladds( phys->rb.co, phys->rb.forward,  0.5f, p0 );
    v3_muladds( phys->rb.co, phys->rb.forward, -0.5f, p1 );
    v3_muladds( p0, phys->rb.up, 0.125f, p0 );
    v3_muladds( p1, phys->rb.up, 0.125f, p1 );
 
-   box_init_inf( region );
-   box_addpt( region, p0 );
-   box_addpt( region, p1 );
-   
    float const k_r = 0.25f;
-   v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
-   v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
+   struct grind_edge *closest_edge = player_grind_collect_edge( p0, p1, 
+                                                                c0, c1, k_r );
 
-   vg_line( p0, p1, 0xff0000ff );
-   vg_line_boxf( region, 0xff0000ff );
-
-   float closest = k_r*k_r;
-   struct grind_edge *closest_edge = NULL;
    
-   int idx;
-   while( bh_next( world.grind_bh, &it, region, &idx ) )
-   {
-      struct grind_edge *edge = &world.grind_edges[ idx ];
-
-      float s,t;
-      v3f pa, pb;
-
-      float d2 = 
-         closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
-      if( d2 < closest )
-      {
-         closest = d2;
-         closest_edge = edge;
-         v3_copy( pa, c0 );
-         v3_copy( pb, c1 );
-      }
-   }
+   vg_line( p0, p1, 0xff0000ff );
 
    if( closest_edge )
    {
@@ -684,37 +731,6 @@ VG_STATIC int player_update_grind_collision( rb_ct *contact )
    }
 
    return 0;
-
-#if 0
-   v3f closest;
-   int idx = bh_closest_point( world.grind_bh, phys->rb.co, closest, INFINITY );
-   if( idx != -1 )
-   {
-      struct grind_edge *edge = &world.grind_edges[ idx ];
-
-      vg_line( phys->rb.co, closest, 0xff000000 );
-      vg_line_cross( closest, 0xff000000, 0.3f );
-      vg_line( edge->p0, edge->p1, 0xff000000 );
-
-      v3f delta;
-      v3_sub( closest, phys->rb.co, delta );
-
-      if( v3_length2(delta) < 0.5f*0.5f )
-      {
-         v3_copy( closest, phys->rb.co );
-
-         v3f line_dir;
-         v3_sub( edge->p1, edge->p0, line_dir );
-         v3_normalize( line_dir );
-
-         float p = v3_dot( phys->rb.v, line_dir );
-         v3_muls( line_dir, p, phys->rb.v );
-         phys->grind = 1;
-      }
-      else
-         phys->grind = 0;
-   }
-#endif
 }
 
 /* Manifold must be able to hold at least 64 elements */
@@ -975,6 +991,8 @@ VG_STATIC void player_do_motion(void)
 
          float const DOWNFORCE = -k_downforce*2.0f*VG_TIMESTEP_FIXED;
          v3_muladds( phys->rb.v, phys->rb.up, DOWNFORCE, phys->rb.v );
+         m3x3_identity( phys->vr );
+         m3x3_identity( phys->vr_pstep );
       }
       else
       {
@@ -988,7 +1006,10 @@ VG_STATIC void player_do_motion(void)
       player_physics_control_passive();
 
       if( grind_col )
+      {
+         phys->in_air = 0;
          player_physics_control_grind();
+      }
       else
       {
          if( phys->in_air )
index 5f782d70877f5eca72cdd935554a331042e717b9..ba26edd6ed97c61d444c948f1ef7541279c43532 100644 (file)
@@ -243,6 +243,7 @@ VG_STATIC void render_main_game(void)
 VG_STATIC void vg_render(void)
 {
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
    glViewport( 0,0, vg.window_x, vg.window_y );
    glDisable( GL_DEPTH_TEST );
 
@@ -251,7 +252,6 @@ VG_STATIC void vg_render(void)
 
    render_main_game();
    
-   
    /* Other shite */
    glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );