From: hgn Date: Wed, 22 Feb 2023 05:28:25 +0000 (+0000) Subject: random X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=47a76e9a5151ef020e8554d805e313650718981f;hp=f437be6ed58378d598d2408c12cc52fee3375a2b;p=carveJwlIkooP6JGAAIwe30JlM.git random --- diff --git a/maps_src/mp_mtzero.mdl b/maps_src/mp_mtzero.mdl index 7654fcb..219be46 100644 Binary files a/maps_src/mp_mtzero.mdl and b/maps_src/mp_mtzero.mdl differ diff --git a/player_model.h b/player_model.h index 6c46f08..e7114cf 100644 --- a/player_model.h +++ b/player_model.h @@ -28,6 +28,8 @@ struct player_avatar id_head, id_ik_foot_l, id_ik_foot_r, + id_wheel_l, + id_wheel_r, id_board; }; @@ -56,6 +58,8 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" ); av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" ); av->id_board = skeleton_bone_id( sk, "board" ); + av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" ); + av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" ); } #if 0 diff --git a/player_skate.c b/player_skate.c index e9aeaa7..f6ecc10 100644 --- a/player_skate.c +++ b/player_skate.c @@ -104,6 +104,10 @@ VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r, u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; v3f tri[3]; + struct world_material *mat = world_tri_index_material(ptri[0]); + if( !(mat->info.flags & k_material_flag_skate_surface) ) + continue; + for( int j=0; j<3; j++ ) v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); @@ -263,13 +267,13 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, float a = atan2f( v[1], v[0] ), m = v2_length( v ), - root = m*m*m*m - k_gravity*(k_gravity*d[0]*d[0] + 2.0f*d[1]*m*m); + root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m); if( root > 0.0f ) { root = sqrtf( root ); - float a0 = atanf( (m*m + root) / (k_gravity * d[0]) ), - a1 = atanf( (m*m - root) / (k_gravity * d[0]) ); + float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ), + a1 = atanf( (m*m - root) / (p->gravity * d[0]) ); if( fabsf(a0-a) > fabsf(a1-a) ) a0 = a1; @@ -295,7 +299,7 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, v3f p0; v3_muls( p->v, t, p0 ); - p0[1] += -0.5f * k_gravity * t*t; + p0[1] += -0.5f * p->gravity * t*t; v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] ); } @@ -329,7 +333,7 @@ void player__approximate_best_trajectory( player_instance *player ) struct grind_info grind; int grind_located = 0; - for( int m=0;m<=15; m++ ) + for( int m=0;m<=30; m++ ) { struct land_prediction *p = &s->predictions[ s->prediction_count ++ ]; @@ -343,12 +347,24 @@ void player__approximate_best_trajectory( player_instance *player ) v3_copy( player->rb.v, launch_v ); v3_copy( launch_co, co0 ); - float vt = (float)m * (1.0f/15.0f), + float vt = (float)m * (1.0f/30.0f), ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f; v4f qbias; q_axis_angle( qbias, axis, ang ); q_mulv( qbias, launch_v, launch_v ); + + float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]); + + float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch; + q_axis_angle( qbias, player->rb.to_world[1], yaw_bias ); + q_mulv( qbias, launch_v, launch_v ); + + + float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ), + gravity = k_gravity * gravity_bias; + p->gravity = gravity; + v3_copy( launch_v, p->v ); for( int i=1; i<=50; i++ ) @@ -356,17 +372,17 @@ void player__approximate_best_trajectory( player_instance *player ) float t = (float)i * k_trace_delta; v3_muls( launch_v, t, co1 ); - co1[1] += -0.5f * k_gravity * t*t; + co1[1] += -0.5f * gravity * t*t; v3_add( launch_co, co1, co1 ); - if( !grind_located && (launch_v[1] - k_gravity*t < 0.0f) ) + if( !grind_located && (launch_v[1] - gravity*t < 0.0f) ) { v3f closest; if( bh_closest_point( world.geo_bh, co1, closest, 1.0f ) != -1 ) { v3f ve; v3_copy( launch_v, ve ); - ve[1] -= k_gravity * t; + ve[1] -= gravity * t; if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ) { @@ -401,7 +417,7 @@ void player__approximate_best_trajectory( player_instance *player ) v3f ve; v3_copy( launch_v, ve ); - ve[1] -= k_gravity * t; + ve[1] -= gravity * t; struct grind_info replace_grind; if( skate_grind_scansq( co, ve, 0.3f, &replace_grind ) ) @@ -422,8 +438,10 @@ void player__approximate_best_trajectory( player_instance *player ) break; } + + if( i % 3 == 0 ) + v3_copy( co1, p->log[ p->log_length ++ ] ); - v3_copy( co1, p->log[ p->log_length ++ ] ); v3_copy( co1, co0 ); } @@ -431,12 +449,11 @@ void player__approximate_best_trajectory( player_instance *player ) s->prediction_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; if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) { @@ -445,7 +462,7 @@ void player__approximate_best_trajectory( player_instance *player ) /* determine score */ v3f ve; v3_copy( p->v, ve ); - ve[1] -= k_gravity * p->land_dist; + ve[1] -= p->gravity * p->land_dist; p->score = -v3_dot( ve, grind.n ) * 0.85f; s->prediction_count ++; @@ -498,6 +515,7 @@ void player__approximate_best_trajectory( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); + s->state.gravity_bias = best->gravity; if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ) { @@ -547,7 +565,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) v2f steer = { player->input_js1h->axis.value, player->input_js1v->axis.value }; v2_normalize_clamp( steer ); - s->land_dist = 1.0f; } VG_STATIC int player_skate_trick_input( player_instance *player ); @@ -1839,6 +1856,8 @@ VG_STATIC void player__skate_update( player_instance *player ) for( int i=0; i<2; i++ ) { v3f normal, axel; + v3_copy( player->rb.to_world[0], axel ); + if( skate_compute_surface_alignment( player, wheels[i].pos, wheels[i].colour, normal, axel ) ) { @@ -1850,11 +1869,14 @@ VG_STATIC void player__skate_update( player_instance *player ) v3_add( normal, s->surface_picture, s->surface_picture ); contact_count ++; } + + m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] ); } 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 ); @@ -1977,7 +1999,7 @@ begin_collision:; } rb_update_transform( &player->rb ); - player->rb.v[1] += -k_gravity * s->substep_delta; + player->rb.v[1] += -s->state.gravity_bias * s->substep_delta; s->substep -= s->substep_delta; @@ -2419,8 +2441,6 @@ VG_STATIC void player__skate_animate( player_instance *player, } - - /* angle correction */ if( v3_length2( s->state.up_dir ) > 0.001f ) { @@ -2464,15 +2484,15 @@ VG_STATIC void player__skate_animate( player_instance *player, - 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]; - + 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_wheels[] = { &dest->pose[av->id_wheel_r-1], + &dest->pose[av->id_wheel_l-1] }; v4f qtotal; v4f qtrickr, qyawr, qpitchr, qrollr; v3f eulerr; - v3_muls( s->board_trick_residuald, VG_TAUf, eulerr ); @@ -2512,6 +2532,18 @@ VG_STATIC void player__skate_animate( player_instance *player, kf_foot_r->co[2] += s->blend_weight * 0.3f; kf_foot_l->co[2] += s->blend_weight * 0.1f; } + + /* truck rotation */ + for( int i=0; i<2; i++ ) + { + float a = vg_minf( s->truckv0[i][0], 1.0f ); + a = -acosf( a ) * vg_signf( s->truckv0[i][1] ); + + v4f q; + q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a ); + q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q ); + q_normalize( kf_wheels[i]->q ); + } } /* transform */ diff --git a/player_skate.h b/player_skate.h index 915d2aa..0a29caa 100644 --- a/player_skate.h +++ b/player_skate.h @@ -43,6 +43,8 @@ struct player_skate trick_euler; /* measured in units of TAU */ float trick_time; + + float gravity_bias; #if 0 m3x3f velocity_bias, velocity_bias_pstep; @@ -99,6 +101,8 @@ struct player_skate blend_airdir, blend_weight; + /* vectors representing the direction of the axels in localspace */ + v3f truckv0[2]; v2f wobble; /* @@ -116,6 +120,8 @@ struct player_skate v3f apex; v3f v; + float gravity; + int log_length; float score, land_dist; @@ -130,7 +136,7 @@ struct player_skate u32 colour; } - predictions[22]; + predictions[32]; u32 prediction_count; float land_dist; v3f land_normal; diff --git a/scene.h b/scene.h index 8fffe97..b4491fa 100644 --- a/scene.h +++ b/scene.h @@ -114,7 +114,6 @@ VG_STATIC void scene_add_submesh( scene *pscene, mdl_context *mdl, pscene->vertex_count += sm->vertex_count; pscene->indice_count += sm->indice_count; - } /* diff --git a/skaterift.c b/skaterift.c index fa10ecb..87fbc7f 100644 --- a/skaterift.c +++ b/skaterift.c @@ -269,7 +269,7 @@ VG_STATIC void vg_load(void) /* 'systems' are completely loaded now */ strcpy( world.world_name, "maps/mp_mtzero.mdl" ); - strcpy( world.world_name, "maps/mp_gridmap.mdl" ); + //strcpy( world.world_name, "maps/mp_gridmap.mdl" ); world_load(); vg_console_load_autos(); } diff --git a/world.h b/world.h index 5b27ef7..f70f9ee 100644 --- a/world.h +++ b/world.h @@ -305,18 +305,10 @@ VG_STATIC struct gworld *scene_no_collide, *scene_lines; - struct grind_edge - { - v3f p0, p1; - } - *grind_edges; - u32 grind_edge_count; - /* spacial mappings */ bh_tree *audio_bh, *trigger_bh, - *geo_bh, - *grind_bh; + *geo_bh; /* graphics */ glmesh mesh_route_lines; diff --git a/world_gen.h b/world_gen.h index 3a66523..bf858d7 100644 --- a/world_gen.h +++ b/world_gen.h @@ -33,6 +33,71 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, } } +VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit ) +{ + m4x3f transform; + v4f qsurface, qrandom; + v3f axis; + + v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis ); + + float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f}); + q_axis_angle( qsurface, axis, angle ); + q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); + q_mul( qsurface, qrandom, qsurface ); + q_m3x3( qsurface, transform ); + v3_copy( hit->pos, transform[3] ); + + mdl_vert verts[] = + { + { .co = { -1.00f, 0.0f, 0.0f } }, + { .co = { 1.00f, 0.0f, 0.0f } }, + { .co = { -1.00f, 1.2f, 0.0f } }, + { .co = { 1.00f, 1.2f, 0.0f } }, + { .co = { -0.25f, 2.0f, 0.0f } }, + { .co = { 0.25f, 2.0f, 0.0f } } + }; + + const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 }; + + if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices ) + vg_fatal_exit_loop( "Scene vertex buffer overflow" ); + + if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices ) + vg_fatal_exit_loop( "Scene index buffer overflow" ); + + mdl_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; + u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ]; + + mdl_vert *ref = &world.scene_geo->arrvertices[ hit->tri[0] ]; + + for( u32 i=0; ico, pvert->co ); + v3_copy( transform[1], pvert->norm ); + + pvert->colour[0] = 0; + pvert->colour[1] = 0; + pvert->colour[2] = 0; + pvert->colour[3] = 0; + pvert->weights[0] = 0; + pvert->weights[1] = 0; + pvert->weights[2] = 0; + pvert->weights[3] = 0; + + v2_copy( ref->uv, pvert->uv ); + } + + for( u32 i=0; ivertex_count; + + pscene->vertex_count += vg_list_size(verts); + pscene->indice_count += vg_list_size(indices); +} + /* Sprinkle foliage models over the map on terrain material */ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) { @@ -50,7 +115,6 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume ); volume[1] = 1.0f; - m4x3f transform; mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); @@ -76,21 +140,7 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) struct world_material *m1 = ray_hit_material( &hit ); if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) { - v4f qsurface, qrandom; - v3f axis; - - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); - - float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f}); - q_axis_angle( qsurface, axis, angle ); - q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); - q_mul( qsurface, qrandom, qsurface ); - q_m3x3( qsurface, transform ); - - v3_copy( hit.pos, transform[3] ); - scene_add_submesh( world.scene_no_collide, mfoliage, - sm_blob, transform); - + world_add_blob( world.scene_no_collide, &hit ); count ++; } } @@ -319,102 +369,6 @@ VG_STATIC void world_entities_process(void) } } -VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ item_index ]; - - box_addpt( bound, edge->p0 ); - box_addpt( bound, edge->p1 ); -} - -VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ item_index ]; - - return (edge->p0[axis] + edge->p1[axis]) * 0.5f; -} - -VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib ) -{ - struct grind_edge *edge_array = user, - *e0 = &edge_array[ ia ], - *e1 = &edge_array[ ib ], - et; - et = *e0; - *e0 = *e1; - *e1 = et; -} - -VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ index ]; - - closest_point_segment( edge->p0, edge->p1, point, closest ); -} - -VG_STATIC bh_system bh_system_edges = -{ - .expand_bound = edge_bh_expand_bound, - .item_centroid = edge_bh_centroid, - .item_closest = edge_bh_closest, - .item_swap = edge_bh_swap, - .item_debug = NULL, - .cast_ray = NULL -}; - -VG_STATIC void world_generate_edges(void) -{ - vg_info( "Generating edge array\n" ); - world.grind_edges = vg_linear_alloc( world.dynamic_vgl, - 5000*sizeof(struct grind_edge ) ); - world.grind_edge_count = 0; - - u32 fs_count = 0; - for( u32 i=0; ivertex_count; i++ ) - if( world.scene_geo->arrvertices[i].weights[0] ) - fs_count ++; - - vg_info( "Grind verts: %u\n", fs_count ); - - for( u32 i=0; iindice_count/3; i++ ) - { - u32 *ptri = &world.scene_geo->arrindices[ i*3 ]; - - for( int j=0; j<3; j++ ) - { - u32 i0 = ptri[j], - i1 = ptri[(j+1)%3]; - - mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ], - *v1 = &world.scene_geo->arrvertices[ i1 ]; - - if( v0->weights[0] ) - { - if( world.grind_edge_count == 5000 ) - vg_fatal_exit_loop( "Edge capacity exceeded" ); - - struct grind_edge *ge = - &world.grind_edges[ world.grind_edge_count ++ ]; - - v3_copy( v0->co, ge->p0 ); - v3_copy( v1->co, ge->p1 ); - } - } - } - - vg_info( "Grind edge count: %u\n", world.grind_edge_count ); - - world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges, - world.grind_edge_count*sizeof(struct grind_edge) ); - - world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, - world.grind_edges, world.grind_edge_count, - 2 ); -} - VG_STATIC void world_generate(void) { /* @@ -499,8 +453,6 @@ VG_STATIC void world_generate(void) vg_linear_del( world.dynamic_vgl, world.scene_no_collide ); world.scene_no_collide = NULL; - - world_generate_edges(); } VG_STATIC int reset_player( int argc, char const *argv[] ); @@ -707,10 +659,7 @@ VG_STATIC void world_unload(void) world.scene_geo = NULL; world.scene_no_collide = NULL; world.scene_lines = NULL; - world.grind_edges = NULL; - world.grind_edge_count = 0; - world.grind_bh = NULL; world.geo_bh = NULL; world.trigger_bh = NULL; world.audio_bh = NULL;