commit
authorhgn <hgodden00@gmail.com>
Fri, 31 Mar 2023 10:52:31 +0000 (11:52 +0100)
committerhgn <hgodden00@gmail.com>
Fri, 31 Mar 2023 10:52:31 +0000 (11:52 +0100)
player_skate.c
player_skate.h
player_walk.c

index af41d53b99cbd6cf90a594f2e088a760445ad27f..b372aa2b487d449d23706d7f30b7ac86c29203aa 100644 (file)
@@ -502,7 +502,6 @@ void player__approximate_best_trajectory( player_instance *player )
             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] ) },
@@ -520,9 +519,9 @@ void player__approximate_best_trajectory( player_instance *player )
 
                /* check speed */
                if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
-                   (a >= a_min) )
+                   (a >= a_min) && 
+                   (fabsf(grind.dir[1]) < 0.70710678118654752f))
                {
-                  vg_success( "ding\n" );
                   grind_located = 1;
                   grind_located_gravity = inf->gravity;
                }
@@ -556,25 +555,6 @@ void player__approximate_best_trajectory( player_instance *player )
             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( 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
-            /* TODO:
-             *   grind predictions, we want to FORCE it to land in the correct
-             *   location, taking the cloest endpoint or midpoint to be the 
-             *   snapper.
-             */
-
             inf->type = k_prediction_land;
 
             v3f ve;
@@ -1155,6 +1135,14 @@ VG_STATIC void skate_integrate( player_instance *player )
  * 1 2 or 3
  */
 
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
 VG_STATIC int player_skate_trick_input( player_instance *player )
 {
    return (player->input_trick0->button.value) |
@@ -1174,22 +1162,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
-      player->holdout_time = 0.25f;
+      skate_copy_holdout( player );
+      player->holdout_time = 0.34f;
       player__skate_kill_audio( player );
       player__walk_transition( player, angles );
       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.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
@@ -2678,7 +2657,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
 }
 
 VG_STATIC void player__skate_animate( player_instance *player,
-                                     player_animation *dest )
+                                      player_animation *dest )
 {
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
@@ -2819,11 +2798,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       float target = -player->input_js1h->axis.value;
 
-#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-#else
-      s->blend_airdir = 0.0f;
-#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -3112,7 +3087,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_add( rco, rotation_point, dest->root_co );
    }
 
-   skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+   skeleton_copy_pose( sk, dest->pose, s->holdout );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -3140,19 +3115,45 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
    s->blend_slide = 0.0f;
    s->blend_z = 0.0f;
    s->blend_x = 0.0f;
+   s->blend_grind = 0.0f;
+   s->blend_grind_balance = 0.0f;
    s->blend_stand = 0.0f;
    s->blend_push = 0.0f;
    s->blend_jump = 0.0f;
    s->blend_airdir = 0.0f;
+   s->blend_weight = 0.0f;
+   s->subslap = 0.0f;
+   v2_zero( s->wobble );
+
+   v3_zero( s->board_trick_residuald );
+   v3_zero( s->board_trick_residualv );
+   v3_zero( s->truckv0[0] );
+   v3_zero( s->truckv0[1] );
 }
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    s->state.jump_charge    = 0.0f;
+   s->state.charging_jump  = 0;
+   s->state.jump_dir       = 0;
+   v3_zero( s->state.flip_axis );
+   s->state.flip_time      = 0.0f;
    s->state.flip_rate      = 0.0f;
    s->state.reverse        = 0.0f;
    s->state.slip           = 0.0f;
+   s->state.grabbing       = 0.0f;
+   v2_zero( s->state.grab_mouse_delta );
+   s->state.slap           = 0.0f;
+   s->state.jump_time      = 0.0;
+   s->state.start_push     = 0.0;
+   s->state.cur_push       = 0.0;
+   s->state.air_start      = 0.0;
+
+   v3_zero( s->state.air_init_v );
+   v3_zero( s->state.air_init_co );
+
+   s->state.gravity_bias   = k_gravity;
    v3_copy( player->rb.co, s->state.prev_pos );
    v4_copy( player->rb.q, s->state.smoothed_rotation );
    v3_zero( s->state.throw_v );
@@ -3162,6 +3163,10 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    s->grind_cooldown = 0;
    s->surface_cooldown = 0;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+   v3_copy( player->rb.to_world[1], s->state.up_dir );
+   v3_copy( player->rb.to_world[1], s->surface_picture );
+   v3_zero( s->weight_distribution );
+   v3_copy( player->rb.co, s->state.prev_pos );
 }
 
 VG_STATIC void player__skate_reset( player_instance *player,
index 2b7c60e820893dd0bb9007ababc7286e43c24a8d..5bca1a6dae5ba1ed3e279172dba9e45aa5f0f4d9 100644 (file)
@@ -27,11 +27,7 @@ struct player_skate
       activity,
       activity_prev;
 
-      float /* steery,
-            steerx,
-            steery_s,
-            steerx_s, */
-            reverse,
+      float reverse,
             slip;
 
       int manual_direction;
@@ -75,7 +71,6 @@ struct player_skate
    state,
    state_gate_storage;
 
-
    /* animation /audio */
    struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
                         *anim_air, *anim_grind, *anim_grind_jump,
@@ -118,6 +113,8 @@ struct player_skate
    }
    main_sample_type;
 
+   player_pose holdout;
+
    /*
     * Physics 
     * ----------------------------------------------------
index 6b7788c1405a9be7854e8af56382b8d47c24c12f..6d020523d0cc1bb57451dc6dc3fb992b080bb291 100644 (file)
@@ -698,8 +698,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
 
    float walk_yaw = player_get_heading_yaw( player );
 
-   if( w->state.outro_anim )
-   {
+   if( w->state.outro_anim ){
       struct player_avatar *av = player->playeravatar;
       float outro_length = (float)w->state.outro_anim->length /
                                   w->state.outro_anim->rate,
@@ -711,8 +710,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
                                     outro_time, bpose );
       skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
 
-      if( w->state.outro_type == k_walk_outro_drop_in )
-      {
+      if( w->state.outro_type == k_walk_outro_drop_in ){
          float inv_rate      = 1.0f / w->state.outro_anim->rate,
                anim_frames   = w->state.outro_anim->length * inv_rate,
                step_frames   = 12.0f * inv_rate,
@@ -744,8 +742,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
          
 
          /* the drop in bit */
-         if( step_t >= 1.0f )
-         {
+         if( step_t >= 1.0f ){
             v4f final_q;
             player_walk_drop_in_overhang_transform( player, dop_t, 
                                                     player->rb.co, final_q );
@@ -760,8 +757,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
          }
          return;
       }
-      else
-      {
+      else{
          v3_muladds( dest->root_co, player->rb.to_world[1], 
                      -0.1f * outro_t, dest->root_co );
 
@@ -769,8 +765,7 @@ VG_STATIC void player__walk_animate( player_instance *player,
          player->holdout_time = 1.0f;
       }
    }
-   else
-   {
+   else{
       skeleton_copy_pose( sk, apose, dest->pose );
    }