going crazy
authorhgn <hgodden00@gmail.com>
Fri, 10 Feb 2023 10:56:22 +0000 (10:56 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 10 Feb 2023 10:56:22 +0000 (10:56 +0000)
common.h
maps_src/mp_gridmap.mdl
player.c
player_skate.c
player_skate.h
player_walk.c
rigidbody.h

index 6bb6951c633852a10909e05e8a3e44ca70a83238..49d2c990deca70ee59eb6b20fa09cc46861e4b73 100644 (file)
--- a/common.h
+++ b/common.h
@@ -111,7 +111,8 @@ VG_STATIC float
    k_steer_air             = 3.6f,
    k_steer_air_lerp        = 0.3f,
    k_pump_force            = 0.0f,
-   k_downforce             = 5.0f,
+   k_downforce             = 0.0f,
+   k_escape_velocity       = 1.0f,
    k_walk_downforce        = 8.0f,
    k_jump_charge_speed     = (1.0f/1.0f),
    k_jump_force            = 5.0f,
@@ -134,7 +135,10 @@ VG_STATIC float
    k_spring_dampener       = 5.0f,
 
    k_grind_spring          = 100.0f,
-   k_grind_dampener        = 1.0f;
+   k_grind_dampener        = 1.0f,
+   k_board_spring          = 2.0f,
+   k_board_dampener        = 0.2f,
+   k_board_interia         = 8.0f;
 
 
 VG_STATIC float
@@ -174,6 +178,9 @@ VG_STATIC void common_var_temp(void)
 
    VG_VAR_F32( k_grind_dampener );
    VG_VAR_F32( k_grind_spring );
+   VG_VAR_F32( k_board_spring );
+   VG_VAR_F32( k_board_dampener );
+   VG_VAR_F32( k_board_interia );
 
    VG_VAR_F32( k_walkspeed );
    VG_VAR_F32( k_stopspeed );
@@ -199,6 +206,7 @@ VG_STATIC void common_var_temp(void)
    VG_VAR_F32( k_cog_damp );
 
    VG_VAR_F32( k_cog_mass_ratio );
+   VG_VAR_F32( k_escape_velocity );
    VG_VAR_F32( k_downforce );
 
    VG_VAR_F32( k_spring_force );
index 676155a61d3ae5d944bd35154a1a14d29d199fa2..e20369b630d48456e26a3d2c25e5e9290f083a88 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
index 5c9f8cfe21d441e0766fae3ad9f1e22bd4eeb591..d86c8c8c7d6d80b0b41aba491955f08205860bce 100644 (file)
--- a/player.c
+++ b/player.c
@@ -222,7 +222,7 @@ VG_STATIC void player__pre_render( player_instance *player )
       {
          skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
                                            player->holdout_time, res.pose );
-         player->holdout_time -= vg.frame_delta * 4.0f;
+         player->holdout_time -= vg.frame_delta * 2.0f;
       }
 
       skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
index 87777631ae3e2b42d6477a682f82d2026a7c33cc..eb4e27e0cbbe37495939dbc1815c77fe10bfed59 100644 (file)
@@ -44,6 +44,8 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
       man[i].rbb = NULL;
    }
 
+   return len;
+
    rb_manifold_filter_coplanar( man, len, 0.05f );
 
    if( len > 1 )
@@ -170,7 +172,9 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
    m3x3_copy( player->rb.to_world, mtx );
    v3_copy( pos, mtx[3] );
 
+#if 0
    debug_sphere( mtx, r, VG__CYAN );
+#endif
    
    bh_iter it;
    bh_iter_init( 0, &it );
@@ -180,7 +184,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
    {
       v2f co;
       v2f normal;
-      v3f normal3;
+      v3f normal3,
+          centroid;
    }
    samples[48];
 
@@ -229,6 +234,10 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
             v3_copy( normal, sample->normal3 ); /* normalize later
                                                    if we want to us it */
 
+            v3_muls(                      tri[0], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
+            v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
+
             v2_normalize( sample->normal );
             sample_count ++;
 
@@ -264,29 +273,38 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
 
          sj = &samples[j];
 
-         if( v2_dist2( si->co, sj->co ) <= (0.01f*0.01f) &&
-             v2_dot( si->normal, sj->normal ) < 0.7f )
-         {
-            /* TODO: Filter concave */
+         /* non overlapping */
+         if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
+            continue;
 
-            v3f p0;
-            v3_muls( support_axis, sj->co[0], p0 );
-            p0[1] += sj->co[1];
+         /* not sharp angle */
+         if( v2_dot( si->normal, sj->normal ) >= 0.7f )
+            continue;
 
-            v3_add( average_position, p0, average_position );
-            
-            v3f n0, n1, dir;
-            v3_copy( si->normal3, n0 );
-            v3_copy( sj->normal3, n1 );
-            v3_cross( n0, n1, dir );
-            v3_normalize( dir );
+         /* not convex */
+         v3f v0;
+         v3_sub( sj->centroid, si->centroid, v0 );
+         if( v3_dot( v0, si->normal3 ) >= 0.0f ||
+             v3_dot( v0, sj->normal3 ) <= 0.0f )
+            continue;
 
-            /* make sure the directions all face a common hemisphere */
-            v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
+         v3f p0;
+         v3_muls( support_axis, sj->co[0], p0 );
+         p0[1] += sj->co[1];
 
-            v3_add( average_direction, dir, average_direction );
-            passed_samples ++;
-         }
+         v3_add( average_position, p0, average_position );
+         
+         v3f n0, n1, dir;
+         v3_copy( si->normal3, n0 );
+         v3_copy( sj->normal3, n1 );
+         v3_cross( n0, n1, dir );
+         v3_normalize( dir );
+
+         /* make sure the directions all face a common hemisphere */
+         v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
+
+         v3_add( average_direction, dir, average_direction );
+         passed_samples ++;
       }
    }
 
@@ -305,6 +323,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
    v3_muladds( average_position, average_direction, -0.35f, p1 );
    vg_line( p0, p1, VG__PINK );
 
+#if 0
    if( passed_samples )
    {
       v3f displacement, dir;
@@ -335,6 +354,9 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3f ra )
 
       /* Constraint based */
    }
+#endif
+
+   return passed_samples;
 }
 
 /*
@@ -589,8 +611,10 @@ VG_STATIC void skate_apply_grind_model( player_instance *player,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
 
+#if 0
    s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
    s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
+#endif
    
 #if 0
    v4f rotate;
@@ -720,7 +744,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
       limiter *= limiter;
       limiter = 1.0f-limiter;
 
-      if( fabsf(angle) < 0.99f )
+      if( fabsf(angle) < 0.9999f )
       {
          v4f correction;
          q_axis_angle( correction, axis, 
@@ -733,9 +757,11 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
 
+#if 0
    s->state.steery -= steer[0] * k_steer_air * VG_TIMESTEP_FIXED;
    s->state.steerx += steer[1] * s->state.reverse * k_steer_air 
                                                          * limiter * k_rb_delta;
+#endif
    s->land_dist = time_to_impact;
    v3_copy( target_normal, s->land_normal );
 }
@@ -1062,7 +1088,23 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
          steer = input * (1.0f-(s->state.jump_charge+grab)*0.4f),
          steer_scaled = vg_signf(steer) * powf(steer,2.0f) * k_steer_ground;
 
-   s->state.steery -= steer_scaled * k_rb_delta;
+   v3f steer_axis;
+   v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis );
+
+   float current  = v3_dot( player->rb.to_world[1], player->rb.w ),
+         addspeed = (steer_scaled * -1.0f) - current,
+         maxaccel = 26.0f * k_rb_delta,
+         accel    = vg_clampf( addspeed, -maxaccel, maxaccel );
+
+   v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
+
+
+#if 0
+   player_accelerate( player->rb.w, steer_axis,
+                      fabsf(steer_scaled) * 1.0f, 30.0f );
+
+   //s->state.steery -= steer_scaled * k_rb_delta;
+#endif
 }
 
 VG_STATIC void skate_apply_jump_model( player_instance *player )
@@ -1117,9 +1159,11 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
 
+#if 0
       float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
       s->state.steery_s = -steer[0] * maxspin;
       s->state.steerx = s->state.steerx_s;
+#endif
       s->state.lift_frames ++;
 
       /* FIXME audio events */
@@ -1219,20 +1263,24 @@ VG_STATIC void skate_collision_response( player_instance *player,
       {
          struct contact *ct = &manifold[i];
          
-         v3f dv, delta;
+         v3f rv, delta;
          v3_sub( ct->co, player->rb.co, delta ); 
-         v3_cross( player->rb.w, delta, dv );
-         v3_add( player->rb.v, dv, dv );
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
+
+         v3f raCn;
+         v3_cross( delta, ct->n, raCn );
 
-         float vn = -v3_dot( dv, ct->n );
-         vn += ct->bias;
+         float normal_mass = 1.0f / (1.0f + v3_dot(raCn,raCn));
+         float vn = v3_dot( rv, ct->n );
+         float lambda = normal_mass * ( -vn + ct->bias );
 
          float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
+         ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+         lambda = ct->norm_impulse - temp;
 
          v3f impulse;
-         v3_muls( ct->n, vn, impulse );
+         v3_muls( ct->n, lambda, impulse );
 
          if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
              fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
@@ -1252,13 +1300,18 @@ VG_STATIC void skate_collision_response( player_instance *player,
           * components.
           */
          
-         float wy = v3_dot( player->rb.to_world[1], impulse ) * 0.8f,
+         float wy = v3_dot( player->rb.to_world[1], impulse ) * 1.0f,
                wx = v3_dot( player->rb.to_world[0], impulse ) * 1.0f,
-               wz = v3_dot( player->rb.to_world[2], impulse ) * 2.0f;
+               wz = v3_dot( player->rb.to_world[2], impulse ) * 1.0f;
 
          v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
          v3_muladds( player->rb.w, player->rb.to_world[0], wx, player->rb.w );
          v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
+
+
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
+         vn = v3_dot( rv, ct->n );
       }
    }
 }
@@ -1274,15 +1327,23 @@ VG_STATIC void skate_integrate( player_instance *player )
    v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
 #endif
 
-   float decay_rate = 0.5f*0.125f;
+   float decay_rate = 1.0f - (k_rb_delta * 3.0f);
 
+#if 0
    if( s->state.activity == k_skate_activity_air )
    {
       float dist = 1.0f-(s->land_dist/4.0f);
       decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
    }
+#endif
+
+   float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+         wy = v3_dot( player->rb.w, player->rb.to_world[1] ),
+         wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
 
-   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+   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 );
+   v3_muladds( player->rb.w, player->rb.to_world[2], wz, player->rb.w );
 
 #ifndef SKATE_CCD
    if( v3_length2( player->rb.w ) > 0.0f )
@@ -1299,6 +1360,7 @@ VG_STATIC void skate_integrate( player_instance *player )
 #endif
 
    /* integrate steering velocities */
+#if 0
    v4f rotate; 
    float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
 
@@ -1313,6 +1375,7 @@ VG_STATIC void skate_integrate( player_instance *player )
 
    s->state.steerx = 0.0f;
    s->state.steery = 0.0f;
+#endif
 
    s->state.flip_time += s->state.flip_rate * k_rb_delta;
    rb_update_transform( &player->rb );
@@ -1346,6 +1409,17 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       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.lift_frames > 0) &&
        (trick_id = player_skate_trick_input( player )) )
@@ -1404,6 +1478,7 @@ VG_STATIC void player__skate_update( player_instance *player )
    float l = k_board_length,
          w = 0.13f;
 
+#if 0
    v3f wheel_positions[] = 
    {
       { -w, 0.0f, -l },
@@ -1411,22 +1486,40 @@ VG_STATIC void player__skate_update( player_instance *player )
       { -w, 0.0f,  l },
       {  w, 0.0f,  l },
    };
+#else
+   v3f wheel_positions[] = 
+   {
+      { 0.0f, 0.0f, -l },
+      { 0.0f, 0.0f,  l },
+   };
+#endif
+
+   u32 wheel_colours[] =
+   {
+      VG__RED, VG__GREEN, VG__BLUE, VG__YELOW
+   };
 
    int wheel_states[] =
    {
       1, 1, 1, 1
    };
 
+   const int wheel_count = 2;
+
    if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f, -l } ) )
    {
+#if 0
       wheel_states[0] = 0;
       wheel_states[1] = 0;
+#endif
    }
 
    if( skate_grind_scansq( player, (v3f){ 0.0f, 0.0f,  l } ) )
    {
+#if 0
       wheel_states[2] = 0;
       wheel_states[3] = 0;
+#endif
    }
 
    rb_sphere collider;
@@ -1434,18 +1527,23 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    s->substep = k_rb_delta;
 
-   for( int i=0; i<4; i++ )
+
+   int substep_count = 0;
+
+begin_collision:;
+
+
+   for( int i=0; i<wheel_count; i++ )
    {
       m4x3f mtx;
       m3x3_copy( player->rb.to_world, mtx );
       m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
-      debug_sphere( mtx, collider.radius, wheel_states[i]? VG__WHITE:
-                                                           VG__BLACK );
+      debug_sphere( mtx, collider.radius, 
+                   (u32[]){ VG__BLACK, VG__WHITE, 
+                            wheel_colours[i] }[ wheel_states[i] ]);
    }
 
 
-begin_collision:;
-
 #ifdef SKATE_CCD
 
    /* calculate transform one step into future */
@@ -1468,9 +1566,9 @@ begin_collision:;
 
    /* calculate the minimum time we can move */
    float max_time = s->substep,
-         cast_radius = collider.radius - 0.05f;
+         cast_radius = collider.radius - k_penetration_slop*1.2f;
 
-   for( int i=0; i<4; i++ )
+   for( int i=0; i<wheel_count; i++ )
    {
       if( !wheel_states[i] )
          continue;
@@ -1491,7 +1589,11 @@ begin_collision:;
    }
 
    /* clamp to a fraction of delta, to prevent locking */
-   max_time = vg_minf( vg_maxf( max_time, k_rb_delta*0.025f ), s->substep );
+   float rate_lock = substep_count;
+   rate_lock *= k_rb_delta * 0.1f;
+   rate_lock *= rate_lock;
+
+   max_time = vg_maxf( max_time, rate_lock );
    s->substep_delta = max_time;
 
    /* integrate */
@@ -1532,7 +1634,7 @@ begin_collision:;
 
    rb_ct *cmanifold = manifold;
 
-   for( int i=0; i<4; i++ )
+   for( int i=0; i<wheel_count; i++ )
    {
       if( !wheel_states[i] )
          continue;
@@ -1544,6 +1646,9 @@ begin_collision:;
       
       int l = skate_collide_smooth( player, mtx, &collider, cmanifold );
 
+      if( l )
+         wheel_states[i] = 2;
+
       cmanifold += l;
       manifold_len += l;
       manifold_interface += l;
@@ -1554,6 +1659,7 @@ begin_collision:;
          manifold_back ++;
    }
 
+#if 0
    /* try to slap both wheels onto the ground when landing to prevent mega 
     * angular velocities being added */
    if( (s->state.activity == k_skate_activity_air) && 
@@ -1586,10 +1692,14 @@ begin_collision:;
 
    int grind_len = skate_grind_collide( player, cmanifold );
    manifold_len += grind_len;
+#endif
+
+   int grind_len = 0;
+
+   v3f surface_normal = {0.0f,0.0f,0.0f};
 
    for( int i=0; i<manifold_len; i ++ )
    {
-#ifdef SKATE_CCD
       rb_ct *ct = &manifold[i];
       ct->bias = -0.2f * 
                   (s->substep_delta * 3600.0f)
@@ -1598,16 +1708,136 @@ begin_collision:;
       ct->norm_impulse = 0.0f;
       ct->tangent_impulse[0] = 0.0f;
       ct->tangent_impulse[1] = 0.0f;
-#else
-      rb_prepare_contact( &manifold[i] );
+
+      v3_add( ct->n, surface_normal, surface_normal );
+   }
+
+   if( manifold_len )
+   {
+      v3_muls( surface_normal, 1.0f/(float)manifold_len, surface_normal );
+
+      float a = v3_dot( player->rb.to_world[1], surface_normal );
+
+      if( a <= 0.9999f )
+      {
+         v3f axis;
+         v3_cross( surface_normal, player->rb.to_world[1], axis );
+
+         float Fs = -a * k_board_spring,
+               Fd = -v3_dot( player->rb.w, axis ) * k_board_dampener;
+
+         v3_muladds( player->rb.w, axis, (Fs+Fd) * s->substep_delta,
+                     player->rb.w );
+      }
+   }
+
+   v3f extent = { w, 0.1f, k_board_length };
+   float ex2 = k_board_interia*extent[0]*extent[0],
+         ey2 = k_board_interia*extent[1]*extent[1],
+         ez2 = k_board_interia*extent[2]*extent[2];
+
+   float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
+   float inv_mass = 1.0f/mass;
+
+   v3f I;
+   I[0] = ((1.0f/12.0f) * mass * (ey2+ez2));
+   I[1] = ((1.0f/12.0f) * mass * (ex2+ez2));
+   I[2] = ((1.0f/12.0f) * mass * (ex2+ey2));
+
+   m3x3f iI;
+   m3x3_identity( iI );
+   iI[0][0] = I[0];
+   iI[1][1] = I[1];
+   iI[2][2] = I[2];
+   m3x3_inv( iI, iI );
+
+   m3x3f iIw;
+   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++ )
+      {
+         struct contact *ct = &manifold[i];
+         
+         v3f rv, delta;
+         v3_sub( ct->co, player->rb.co, delta ); 
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
+
+         v3f raCn;
+         v3_cross( delta, ct->n, raCn );
+
+         v3f raCnI, rbCnI;
+         m3x3_mulv( iIw, raCn, raCnI );
+
+         float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI));
+         float vn = v3_dot( rv, ct->n );
+
+
+
+
+         float lambda = normal_mass * ( -vn + ct->bias );
+
+         float temp = ct->norm_impulse;
+         ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
+         lambda = ct->norm_impulse - temp;
+
+         v3f impulse;
+         v3_muls( ct->n, lambda, impulse );
+
+#if 0
+         if( fabsf(v3_dot( impulse, player->rb.to_world[2] )) > 10.0f ||
+             fabsf(v3_dot( impulse, player->rb.to_world[1] )) > 50.0f )
+         {
+            player__dead_transition( player );
+            return;
+         }
 #endif
+
+         v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
+         v3_cross( delta, impulse, impulse );
+         m3x3_mulv( iIw, impulse, impulse );
+         v3_add( impulse, player->rb.w, player->rb.w );
+
+         v3_cross( player->rb.w, delta, rv );
+         v3_add( player->rb.v, rv, rv );
+         vn = v3_dot( rv, ct->n );
+
+      }
    }
 
-   skate_collision_response( player, manifold, manifold_len );
+
+
+
+
+
+
+   substep_count ++;
+
 
    if( s->substep >= 0.0001f )
       goto begin_collision;
 
+
+
+   for( int i=0; i<wheel_count; i++ )
+   {
+      m4x3f mtx;
+      m3x3_copy( player->rb.to_world, mtx );
+      m4x3_mulv( player->rb.to_world, wheel_positions[i], mtx[3] );
+      debug_sphere( mtx, collider.radius, 
+                   (u32[]){ VG__BLACK, VG__WHITE, 
+                            wheel_colours[i] }[ wheel_states[i] ]);
+   }
+
+
+
+
+
+
+
    skate_apply_grind_model( player, &manifold[manifold_interface], grind_len );
    skate_apply_interface_model( player, manifold, manifold_interface );
    
@@ -1669,9 +1899,11 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
                                              "k_skate_activity_ground",
                                              "k_skate_activity_grind }" }
                                              [s->state.activity] );
+#if 0
    player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
                         s->state.steerx_s, s->state.steery_s,
                         k_steer_ground, k_steer_air );
+#endif
    player__debugtext( 1, "flip: %.4f %.4f", s->state.flip_rate, 
                                              s->state.flip_time );
    player__debugtext( 1, "trickv: %.2f %.2f %.2f", 
@@ -1915,11 +2147,12 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    /* transform */
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   v3_muladds( dest->root_co, player->rb.to_world[1], -0.28f, dest->root_co );
+   v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
 
+   float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+#if 0
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
-   float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
    q_axis_angle( qresy, player->rb.to_world[1], s->state.steery_s*substep );
    q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
 
@@ -1927,6 +2160,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    q_normalize( qresidual );
    q_mul( dest->root_q, qresidual, dest->root_q );
    q_normalize( dest->root_q );
+#endif
 
    v4f qflip;
    if( (s->state.activity == k_skate_activity_air) &&
@@ -1984,10 +2218,12 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    s->state.jump_charge    = 0.0f;
    s->state.lift_frames    = 0;
    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;
    v3_copy( player->rb.co, s->state.prev_pos );
index 6ace410aa910d08c5d7c3abdc5a7316ae0a43e09..24e9ab9de16499693c773256c88db8f6c53f6aeb 100644 (file)
@@ -18,10 +18,10 @@ struct player_skate
       activity,
       activity_prev;
 
-      float steery,
+      float /* steery,
             steerx,
             steery_s,
-            steerx_s,
+            steerx_s, */
             reverse,
             slip;
 
index 0a6a4856e9e40f6c525d65a17a4a5f0e5973acfa..0b84ef16220140b2c72e7bd7eef64bb2b34260b1 100644 (file)
@@ -729,7 +729,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
             v4_copy( dest->root_q, player->rb.q );
             v3_muladds( dest->root_co, player->rb.to_world[1], 
-                        -0.28f * dop_t, dest->root_co );
+                        -0.1f * dop_t, dest->root_co );
 
             skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
             player->holdout_time = 1.0f;
@@ -739,7 +739,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
       else
       {
          v3_muladds( dest->root_co, player->rb.to_world[1], 
-                     -0.28f * outro_t, dest->root_co );
+                     -0.1f * outro_t, dest->root_co );
 
          skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
          player->holdout_time = 1.0f;
index 3cb601dd705e3ad6e4bb5cf980e9dc22bdd3c5ac..58b416eb072f982666a5f12ed6a4cc958b74aa90 100644 (file)
@@ -1365,7 +1365,7 @@ VG_STATIC int rb_sphere__triangle( m4x3f mtxA, rb_sphere *b,
    float d2 = v3_length2( delta ),
           r = b->radius;
 
-   if( d2 < r*r )
+   if( d2 <= r*r )
    {
       rb_ct *ct = buf;
 
@@ -1499,7 +1499,7 @@ VG_STATIC int rb_sphere__scene( m4x3f mtxA, rb_sphere *b,
 
    int count = 0;
 
-   float r = b->radius;
+   float r = b->radius + 0.1f;
    boxf box;
    v3_sub( mtxA[3], (v3f){ r,r,r }, box[0] );
    v3_add( mtxA[3], (v3f){ r,r,r }, box[1] );