From: hgn Date: Mon, 27 Mar 2023 22:50:30 +0000 (+0100) Subject: minor improvements to jump/grind X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=95054f3e156a1cb86d573b11516f2c65fe02679e;hp=4fa1c611e0af4c32cdcc891f8c511217a2762d65;p=carveJwlIkooP6JGAAIwe30JlM.git minor improvements to jump/grind --- diff --git a/maps_src/mp_gridmap.mdl b/maps_src/mp_gridmap.mdl index f7d2e41..cd1b899 100644 Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ diff --git a/player_interface.h b/player_interface.h deleted file mode 100644 index a304fbb..0000000 --- a/player_interface.h +++ /dev/null @@ -1,498 +0,0 @@ -#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; irb.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; idevice_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; idevice_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 diff --git a/player_model.h b/player_model.h index c800503..2567a83 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_ik_knee_l, + id_ik_knee_r, id_wheel_l, id_wheel_r, id_board; @@ -61,6 +63,8 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) 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" ); + av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" ); + av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" ); } #if 0 diff --git a/player_skate.c b/player_skate.c index 2ebcee2..25f8724 100644 --- a/player_skate.c +++ b/player_skate.c @@ -124,8 +124,10 @@ VG_STATIC int skate_grind_scansq( player_instance *player, 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] ); @@ -266,11 +268,23 @@ too_many_samples: 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 ); @@ -289,13 +303,46 @@ 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 - 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; @@ -305,17 +352,8 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, /* 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++ ) { @@ -327,12 +365,14 @@ VG_STATIC int solve_prediction_for_target( player_instance *player, 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 ) @@ -346,7 +386,7 @@ 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 ); @@ -359,15 +399,11 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ); @@ -390,15 +426,13 @@ void player__approximate_best_trajectory( player_instance *player ) 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 ); @@ -406,17 +440,14 @@ void player__approximate_best_trajectory( player_instance *player ) 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] ) }, @@ -428,10 +459,16 @@ void player__approximate_best_trajectory( player_instance *player ) 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 } } } @@ -451,65 +488,115 @@ void player__approximate_best_trajectory( player_instance *player ) 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; itype = 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:; } } @@ -517,35 +604,35 @@ void player__approximate_best_trajectory( player_instance *player ) float score_min = INFINITY, score_max = -INFINITY; - struct land_prediction *best = NULL; + jump_info *best = NULL; - for( int i=0; iprediction_count; i ++ ){ - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_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; iprediction_count; i ++ ){ - struct land_prediction *p = &s->predictions[i]; - float s = p->score; + for( int i=0; ipossible_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 ){ @@ -838,11 +925,15 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) 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 ); @@ -1037,25 +1128,23 @@ VG_STATIC void player__skate_post_update( player_instance *player ) { struct player_skate *s = &player->_skate; - for( int i=0; iprediction_count; i++ ) - { - struct land_prediction *p = &s->predictions[i]; + for( int i=0; ipossible_jump_count; i++ ){ + jump_info *jump = &s->possible_jumps[i]; - for( int j=0; jlog_length - 1; j ++ ) - { - float brightness = p->score*p->score*p->score; + for( int j=0; jlog_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 @@ -1265,30 +1354,24 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) 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; @@ -1296,8 +1379,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) /* 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 ); @@ -1328,8 +1410,7 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player ) { 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 ); @@ -1905,6 +1986,40 @@ VG_STATIC void player__skate_update( player_instance *player ) } }; + 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; @@ -1920,15 +2035,13 @@ VG_STATIC void player__skate_update( player_instance *player ) /* 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 ); @@ -1947,8 +2060,7 @@ VG_STATIC void player__skate_update( player_instance *player ) 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 ); @@ -1956,8 +2068,7 @@ VG_STATIC void player__skate_update( player_instance *player ) 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 ); @@ -1969,8 +2080,7 @@ grinding:; 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; } @@ -2023,8 +2133,7 @@ begin_collision:; /* calculate the minimum time we can move */ float max_time = s->substep; - for( int i=0; irb.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 ); @@ -2105,8 +2213,7 @@ begin_collision:; * -------------------------------------------------------------------------- */ - for( int i=0; irb.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]; @@ -2151,8 +2258,7 @@ begin_collision:; debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE ); /* add limits */ - for( int i=0; ilimit_count; i++ ) - { + for( int i=0; ilimit_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 ); @@ -2171,8 +2277,7 @@ begin_collision:; m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog ); vg_line_pt3( world_cog, 0.02f, VG__BLACK ); - for( int i=0; isubstep_delta ); rb_debug_contact( &manifold[i] ); } @@ -2202,10 +2307,8 @@ begin_collision:; 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; istate.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 ); } @@ -2597,6 +2697,9 @@ 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], + *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] }; @@ -2632,17 +2735,23 @@ VG_STATIC void player__skate_animate( player_instance *player, 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++ ) { diff --git a/player_skate.h b/player_skate.h index f1661d5..d4900dd 100644 --- a/player_skate.h +++ b/player_skate.h @@ -5,6 +5,8 @@ #define SKATE_CCD +typedef struct jump_info jump_info; + struct player_skate { struct @@ -42,14 +44,7 @@ struct player_skate v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ float trick_time; - - float gravity_bias; -#if 0 - m3x3f velocity_bias, - velocity_bias_pstep; - v3f apex; -#endif v3f up_dir; v3f head_position; @@ -100,6 +95,8 @@ struct player_skate blend_airdir, blend_weight; + float slap; + /* vectors representing the direction of the axels in localspace */ v3f truckv0[2]; v2f wobble; @@ -115,7 +112,7 @@ struct player_skate float substep, substep_delta; - struct land_prediction + struct jump_info { v3f log[50]; v3f n; @@ -131,6 +128,7 @@ struct player_skate enum prediction_type { k_prediction_none, + k_prediction_unset, k_prediction_land, k_prediction_grind } @@ -138,8 +136,9 @@ struct player_skate u32 colour; } - predictions[32]; - u32 prediction_count; + possible_jumps[36]; + u32 possible_jump_count; + float land_dist; v3f land_normal;