+++ /dev/null
-#if 0
-#ifndef PLAYER_INTERFACE_H
-#define PLAYER_INTERFACE_H
-
-#include "model.h"
-#include "camera.h"
-#include "rigidbody.h"
-#include "player_ragdoll.h"
-#include "player_model.h"
-#include "world.h"
-
-typedef struct player_device player_device;
-typedef struct player_interface player_interface;
-typedef struct player_device_transition player_device_transition;
-typedef mdl_keyframe player_pose[32];
-
-#define PLAYER_DEVICE_API VG_STATIC
-
-struct player_interface
-{
- rigidbody rb;
- camera cam;
-
- player_device *devices[ 8 ];
- u32 active_device,
- device_count;
-
- /*
- * Camera management
- * ---------------------------
- */
- enum camera_mode
- {
- k_camera_mode_firstperson,
- k_camera_mode_thirdperson
- }
- camera_mode;
- float camera_type_blend;
-
- teleport_gate *gate_waiting;
-
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
-
- /*
- * Animation
- * --------------------------------------------------
- */
-
- struct player_avatar *playeravatar;
- glmesh *playermesh;
- struct player_ragdoll ragdoll;
-};
-
-enum player_device_event_type
-{
- k_player_device_event_bind,
- k_player_device_event_respawn,
- k_player_device_event_custom_transition,
-
- k_player_device_event_pre_update,
- k_player_device_event_update,
- k_player_device_event_post_update,
- k_player_device_event_animate,
- k_player_device_event_post_animate,
- k_player_device_event_debug_ui,
- k_player_device_event_restore_state,
-};
-
-/* FIXME: yo */
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-struct player_device
-{
- const char *name;
- int (* event ) ( player_device *dev, player_interface *player,
- enum player_device_event_type ev, void *data );
-
- void *storage;
-
- /* animation driven */
- player_pose pose;
- v3f pose_root_co;
- v4f pose_root_q;
- camera cam_1st, cam_3rd;
-};
-
-VG_STATIC void player_interface_create_player( player_interface *inst )
-{
- static int only_once = 0;
- assert( only_once == 0 );
- only_once ++;
-
- inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
- inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
- inst->input_push = vg_create_named_input( "push", k_input_type_button );
- inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
- inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
- inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
- inst->input_use = vg_create_named_input( "use", k_input_type_button );
- inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
- inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
-
- const char *default_cfg[] =
- {
- "bind steer-h gp-ls-h",
- "bind -steer-h a",
- "bind +steer-h d",
-
- "bind steer-v gp-ls-v",
- "bind -steer-v w",
- "bind +steer-v s",
-
- "bind grab gp-rt",
- "bind +grab shift",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
-
- "bind jump space",
- "bind jump gp-a",
-
- "bind push gp-b",
- "bind push w",
-
- "bind walk shift",
- "bind walk gp-ls",
-
- "bind walk-h gp-ls-h",
- "bind walk-v -gp-ls-v",
- "bind +walk-h d",
- "bind -walk-h a",
- "bind +walk-v w",
- "bind -walk-v s",
-
- "bind reset gp-lb",
- "bind reset r",
-
- "bind use gp-y",
- "bind use e",
- "bind camera c"
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- vg_execute_console_input(default_cfg[i]);
-
- v3_zero( inst->rb.co );
- v3_zero( inst->rb.w );
- v3_zero( inst->rb.v );
- q_identity( inst->rb.q );
- m4x3_identity( inst->rb.to_world );
- m4x3_identity( inst->rb.to_local );
-}
-
-PLAYER_DEVICE_API u32 player_get_device( player_interface *player,
- const char *name )
-{
- for( u32 i=0; i<player->device_count; i++ )
- {
- player_device *dev = player->devices[i];
- if( !strcmp( name, dev->name ) )
- return i;
- }
-
- vg_fatal_exit_loop( "Invalid device name\n" );
- return -1;
-}
-
-VG_STATIC void player_use_avatar( player_interface *player,
- struct player_avatar *av )
-{
- player->playeravatar = av;
- player_setup_ragdoll_from_avatar( &player->ragdoll, av );
-}
-
-VG_STATIC void player_use_mesh( player_interface *player, glmesh *mesh )
-{
- player->playermesh = mesh;
-}
-
-/* FIXME: Seperate concepts for binding and equip.
- */
-VG_STATIC void player_add_device( player_interface *player, player_device *dev )
-{
- if( player->device_count == vg_list_size( player->devices ) )
- vg_fatal_exit_loop( "Too many devices added\n" );
-
- player->devices[ player->device_count ++ ] = dev;
-
- assert( dev->event );
- assert( dev->storage );
-
- vg_success( "Added player device '%s'\n", dev->name );
-}
-
-VG_STATIC void player_bind( player_interface *player )
-{
- for( int i=0; i<player->device_count; i++ )
- {
- player_device *dev = player->devices[i];
- dev->event( dev, player, k_player_device_event_bind, NULL );
- }
-}
-
-PLAYER_DEVICE_API void player_transition_to_device( player_interface *player,
- u32 id, void *data )
-{
- assert( id < player->device_count );
-
- player->active_device = id;
- player_device *dev = player->devices[ player->active_device ];
-
- dev->event( dev, player, k_player_device_event_custom_transition, data );
- //dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_pre_update( player_interface *player )
-{
- if( vg_input_button_down( player->input_camera ) )
- {
- if( player->camera_mode == k_camera_mode_firstperson )
- player->camera_mode = k_camera_mode_thirdperson;
- else
- player->camera_mode = k_camera_mode_firstperson;
- }
-
-#if 0
- if( vg_input_button_down( player->input_use ) )
- player->active_device ^= 0x1;
-#endif
-
-#if 0
- v3_copy( player->rb.co, player->prev_position );
-#endif
-
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_pre_update, NULL );
-}
-
-VG_STATIC void player_update( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_update, NULL );
-}
-
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
- /* FIXME: Applies to main_camera directly! */
-
- /* Pre-emptively edit the camera matrices so that the motion vectors
- * are correct */
- m4x3f transport_i;
- m4x4f transport_4;
- m4x3_invert_affine( transport, transport_i );
- m4x3_expand( transport_i, transport_4 );
- m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
- m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
-}
-
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_DEVICE_API
-void player_pass_gate( player_interface *player, teleport_gate *gate )
-{
- player->gate_waiting = gate;
-}
-
-VG_STATIC void player_post_update( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_post_update, NULL );
-}
-
-VG_STATIC void player_pre_render( player_interface *player )
-{
- player_device *dev = player->devices[ player->active_device ];
- dev->event( dev, player, k_player_device_event_animate, NULL );
-
- /* TODO: eventually, blending code goes here */
-
- m4x3f transform;
- q_m3x3( dev->pose_root_q, transform );
- v3_copy( dev->pose_root_co, transform[3] );
-
- struct skeleton *sk = &player->playeravatar->sk;
-
- skeleton_apply_pose( sk, dev->pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, dev->pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
- skeleton_debug( sk );
-
-#if 0
- if( player->dev.device->pose )
- {
- player->dev.device->pose( player, &player->dev, pose, transform );
-
- struct skeleton *sk = &player->playeravatar->sk;
-
- skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
- skeleton_debug( sk );
- }
-#endif
-
- dev->event( dev, player, k_player_device_event_post_animate, NULL );
-
- /* TODO: eventually, blending code goes here */
-
- float camera_blend_target = 1.0f;
- if( player->camera_mode == k_camera_mode_firstperson )
- camera_blend_target = 0.0f;
-
- player->camera_type_blend = vg_lerpf( player->camera_type_blend,
- camera_blend_target,
- 5.0f * vg.frame_delta );
-
- float t = player->camera_type_blend;
- camera_lerp( &dev->cam_1st, &dev->cam_3rd, t, &player->cam );
- player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
-
- if( player->gate_waiting )
- {
- /* construct plane equation for reciever gate */
- v4f plane;
- q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
- plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
-
- /* check camera polarity */
- if( v3_dot( player->cam.pos, plane ) < plane[3] )
- {
- vg_success( "Plane cleared\n" );
- player_apply_transport_to_cam( player->gate_waiting->transport );
- player->gate_waiting = NULL;
- }
- else
- {
- /* de-transform camera and player back */
- m4x3f inverse;
- m4x3_invert_affine( player->gate_waiting->transport, inverse );
- m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
- /* TODO: Find robust method for this */
- v3f fwd_dir = { cosf(player->cam.angles[0]),
- 0.0f,
- sinf(player->cam.angles[0])};
- m3x3_mulv( inverse, fwd_dir, fwd_dir );
- player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
- skeleton_apply_transform( sk, inverse );
- }
- }
-
-#if 0
- v3_copy( player->dev.cam_1st.pos, player->cam.pos );
- v3_copy( player->dev.cam_1st.angles, player->cam.angles );
- player->cam.fov = player->dev.cam_1st.fov;
-#endif
-}
-
-VG_STATIC void player_render( camera *cam, player_interface *player )
-{
- shader_viewchar_use();
- vg_tex2d_bind( &tex_characters, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
- player->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
-}
-
-VG_STATIC void player_debugtext( int size, const char *fmt, ... )
-{
- char buffer[ 1024 ];
-
- va_list args;
- va_start( args, fmt );
- vsnprintf( buffer, 1024, fmt, args );
- va_end( args );
-
- ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
- vg_uictx.cursor[1] += 14*size;
-}
-
-VG_STATIC void player_ui( player_interface *player )
-{
- /* TODO: if debugger enabled */
- player_device *dev = player->devices[ player->active_device ];
-
- vg_uictx.cursor[0] = vg.window_x - 200;
- vg_uictx.cursor[1] = 0;
- vg_uictx.cursor[2] = 200;
- vg_uictx.cursor[3] = 200;
-
- struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
- vg_uictx.cursor[0] = vg.window_x;
- dev->event( dev, player, k_player_device_event_debug_ui, NULL );
-
- b[2].co[1] = vg_uictx.cursor[1];
- b[3].co[1] = vg_uictx.cursor[1];
-}
-
-VG_STATIC void player_spawn( player_interface *player,
- struct respawn_point *rp )
-{
- player_device *dev = player->devices[ player->active_device ];
- v3_copy( rp->co, player->rb.co );
-#if 0
- v3_copy( rp->co, player->prev_position );
-#endif
- v3_zero( player->rb.v );
- v3_zero( player->rb.w );
- q_identity( player->rb.q );
- rb_update_transform( &player->rb );
-
- dev->event( dev, player, k_player_device_event_respawn, rp );
-}
-
-
-VG_STATIC void player_kill( player_interface *player )
-{
-
-}
-
-/*
- * Apply per render-frame mouse look from player to angles
- */
-PLAYER_DEVICE_API
-void player_look( player_interface *player, v3f angles )
-{
- angles[2] = 0.0f;
- v2_muladds( angles, vg.mouse_delta, 0.0025f, angles );
-
- if( vg_input.controller_should_use_trackpad_look )
- {
- static v2f last_input;
- static v2f vel;
- static v2f vel_smooth;
-
- v2f input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
-
- if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
- {
- v2_sub( input, last_input, vel );
- v2_muls( vel, 1.0f/vg.time_delta, vel );
- }
- else
- {
- v2_zero( vel );
- }
-
- v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-
- v2_muladds( angles, vel_smooth, vg.time_delta, angles );
- v2_copy( input, last_input );
- }
- else
- {
- angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
- angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f;
- }
-
- angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-#endif /* PLAYER_INTERFACE_H */
-#endif
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] );
return passed_samples;
}
-VG_STATIC int solve_prediction_for_target( player_instance *player,
- v3f target, float max_angle,
- struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
+{
+ inf->log_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 )
{
- /* calculate the exact solution(s) to jump onto that grind spot */
+ 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 );
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);
+ root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
- if( root > 0.0f )
- {
+ int valid_count = 0;
+
+ 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]) );
+ float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+ a1 = atanf( (m*m - root) / (gravity * d[0]) );
+
+ if( fabsf(a0-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
+
+ 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;
+ }
+
+ if( fabsf(a1-a) < max_angle_delta ){
+ jump_info *inf = &jumps[ valid_count ++ ];
+ reset_jump_info( inf );
+
+ 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;
+ }
+ }
+
+ 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;
/* TODO: sweep the path before chosing the smallest dist */
- p->log_length = 0;
- p->land_dist = 0.0f;
- v3_zero( p->apex );
- p->type = k_prediction_grind;
-
- v3_muls( ax, cosf( a0 ) * m, p->v );
- p->v[1] += sinf( a0 ) * m;
- m3x3_mulv( player->basis, p->v, p->v );
-
- p->land_dist = d[0] / (cosf(a0)*m);
+#if 0
/* add a trace */
for( int i=0; i<=20; i++ )
{
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 )
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 );
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;
+ 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 );
float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
gravity = k_gravity * gravity_bias;
- p->gravity = gravity;
-
- v3_copy( launch_v, p->v );
+ inf->gravity = gravity;
+ v3_copy( launch_v, inf->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_add( launch_co, co1, co1 );
float launch_vy = v3_dot( launch_v,basis[1] );
- if( !grind_located && (launch_vy - gravity*t < 0.0f) )
- {
+ if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
v3f closest;
- if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
- {
+ 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 ) )
- {
+ if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
/* check alignment */
v2f v0 = { v3_dot( ve, basis[0] ),
v3_dot( ve, basis[2] ) },
float a = v2_dot( v0, v1 );
- if( a >= cosf( VG_PIf * 0.185f ) )
- {
+#if 0
+ if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
+#endif
grind_located = 1;
+ grind_located_gravity = inf->gravity;
+
+ vg_success( "Grind located\n" );
+#if 0
}
+#endif
}
}
}
v3f n;
int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
- if( idx != -1 )
- {
+ 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, 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( n, p->n );
- p->type = k_prediction_land;
+ 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
+
+ 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_surface *surf =
- world_tri_index_surface( world, vert_index );
/* Bias prediction towords ramps */
if( !(surf->info.flags & k_material_flag_skate_surface) )
- p->score *= 10.0f;
+ 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;
+ jump_info grind_jumps[2];
+
+ int valid_count =
+ create_jumps_to_hit_target( player, grind_jumps, grind.co,
+ 0.25f*VG_PIf, grind_located_gravity );
+
+ for( int i=0; i<valid_count; i++ ){
+ jump_info *jump = &grind_jumps[i];
+ jump->type = k_prediction_grind;
+
+ v3f launch_v, launch_co, co0, co1;
- if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
- v3_copy( grind.n, p->n );
+ 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( world, co0,co1,
+ k_board_radius*0.5f, &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:;
}
}
float score_min = INFINITY,
score_max = -INFINITY;
- struct land_prediction *best = NULL;
+ jump_info *best = NULL;
- for( int i=0; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_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; i<s->prediction_count; i ++ ){
- struct land_prediction *p = &s->predictions[i];
- float s = p->score;
+ for( int i=0; i<s->possible_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 ){
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 );
+ }
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
{
struct player_skate *s = &player->_skate;
- for( int i=0; i<s->prediction_count; i++ )
- {
- struct land_prediction *p = &s->predictions[i];
+ for( int i=0; i<s->possible_jump_count; i++ ){
+ jump_info *jump = &s->possible_jumps[i];
- for( int j=0; j<p->log_length - 1; j ++ )
- {
- float brightness = p->score*p->score*p->score;
+ for( int j=0; j<jump->log_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
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 );
{
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 );
}
};
+ float slap = 0.0f;
+
+ if( s->state.activity == k_skate_activity_air ){
+
+ 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 o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
+
+#if 0
+ float jump_t = vg.time - s->state.jump_time;
+ jump_t = vg_minf( o, 1.0f );
+#endif
+
+ slap = o*0.3f;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
+ wheels[0].pos[1] = slap;
+ wheels[1].pos[1] = slap;
+ }
+ s->slap = slap;
+
+
+
+
+
+
+
+
const int k_wheel_count = 2;
s->substep = k_rb_delta;
/* 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 );
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( contact_count )
- {
+ 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 );
}
- else
- {
+ else{
s->state.activity = k_skate_activity_air;
v3_zero( s->weight_distribution );
skate_apply_air_model( player );
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;
}
/* calculate the minimum time we can move */
float max_time = s->substep;
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
/* integrate */
v3_muladds( player->rb.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 );
* --------------------------------------------------------------------------
*/
- for( int i=0; i<k_wheel_count; i++ )
- {
+ for( int i=0; i<k_wheel_count; i++ ){
if( wheels[i].state == k_collider_state_disabled )
continue;
v3_muls( player->rb.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+slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
- for( int i=0; i<s->limit_count; i++ )
- {
+ for( int i=0; i<s->limit_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 );
m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
vg_line_pt3( world_cog, 0.02f, VG__BLACK );
- for( int i=0; i<manifold_len; i ++ )
- {
+ for( int i=0; i<manifold_len; i ++ ){
rb_prepare_contact( &manifold[i], s->substep_delta );
rb_debug_contact( &manifold[i] );
}
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; i<manifold_len; i++ )
- {
+ for( int j=0; j<10; j++ ){
+ for( int i=0; i<manifold_len; i++ ){
/*
* regular dance; calculate velocity & total mass, apply impulse.
*/
stick_frames = 0;
- if( stick_frames == 4 )
- {
+ if( stick_frames == 4 ){
audio_lock();
- if( (fabsf(s->state.slip) > 0.75f) )
- {
+ if( (fabsf(s->state.slip) > 0.75f) ){
audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
40.0f, 1.0f );
}
- else
- {
+ else{
audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
40.0f, 1.0f );
}
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],
*kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
&dest->pose[av->id_wheel_l-1] };
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;
}
+ kf_foot_l->co[1] += s->slap;
+ kf_foot_r->co[1] += s->slap;
+ kf_knee_l->co[1] += s->slap;
+ kf_knee_r->co[1] += s->slap;
+ kf_board->co[1] += s->slap;
+ kf_hip->co[1] += s->slap * 0.25f;
+
+
/* truck rotation */
for( int i=0; i<2; i++ )
{