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" );
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 );
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;
+
+ int search_for_grind = 1;
+ if( grind_located ) search_for_grind = 0;
+ if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+
+ /* TODO Cleanup */
+
+ v3f closest;
+ if( search_for_grind ){
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 );
+ v3f bound[2];
- 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] ) };
+ 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] );
+ }
- v2_normalize( v0 );
- v2_normalize( v1 );
+ float minh = vg_minf( bound[0][1], bound[1][1] ),
+ maxh = vg_maxf( bound[0][1], bound[1][1] );
- float a = v2_dot( v0, v1 );
+ vg_info( "%f [%f:%f]\n", closest[1], minh, maxh );
-#if 0
- if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
-#endif
- grind_located = 1;
- grind_located_gravity = inf->gravity;
+ if( (closest[1] < minh) || (closest[1] > maxh) ){
+ search_for_grind = 0;
+ }
+ }
+ else
+ search_for_grind = 0;
+ }
- vg_success( "Grind located\n" );
-#if 0
- }
-#endif
+ 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 );
+
+ if( a >= cosf( VG_PIf * 0.185f ) ){
+ grind_located = 1;
+ grind_located_gravity = inf->gravity;
+
+ vg_success( "Grind located\n" );
}
}
}
s->state.slip = slip;
s->state.reverse = -vg_signf(vel[2]);
- vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
- vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+ float S = (float)s->grind_cooldown * (1.0f/20.0f);
+ S = vg_minf( S, 1.0f );
+
+ vel[0] += vg_cfrictf( vel[0], S * k_friction_lat * k_rb_delta );
+ vel[2] += vg_cfrictf( vel[2], S * k_friction_resistance * k_rb_delta );
/* Pushing additive force */
v3_normalize( axis );
v3_cross( axis, inf_avg.dir, inf_avg.n );
-
skate_grind_decay( player, &inf_avg, 1.0f );
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 */
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,
}
, new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
- if( new_activity == k_skate_activity_undefined )
- {
+ if( new_activity == k_skate_activity_undefined ){
if( s->state.activity >= k_skate_activity_grind_any )
s->grind_cooldown = 5;
}
- 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 );
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 );
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 );
skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+
+ mdl_keyframe grind_pose[32];
+ {
+ /* TODO: factor balance into this sampler */
+ 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 */
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 );