random
authorhgn <hgodden00@gmail.com>
Wed, 22 Feb 2023 05:28:25 +0000 (05:28 +0000)
committerhgn <hgodden00@gmail.com>
Wed, 22 Feb 2023 05:28:25 +0000 (05:28 +0000)
maps_src/mp_mtzero.mdl
player_model.h
player_skate.c
player_skate.h
scene.h
skaterift.c
world.h
world_gen.h

index 7654fcb64215a6088932293588978ba012f8cf5c..219be463775cdf0ebcfd6757569d4a46ee0a1694 100644 (file)
Binary files a/maps_src/mp_mtzero.mdl and b/maps_src/mp_mtzero.mdl differ
index 6c46f08e4c18601048272135d1740f3f4cca3885..e7114cf6e71ab912746033919939ab9726f85425 100644 (file)
@@ -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
index e9aeaa747b3bcf7473a9942f4a2522a0f3684205..f6ecc10d6a0dfe9f955e6c28ff52f9104d2ba3ec 100644 (file)
@@ -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 */
index 915d2aa5a7750b7885df0eebe60f912c85695ba2..0a29caa9b9b0f8fc14e9c2eedb7961db3a5b217d 100644 (file)
@@ -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 8fffe9780f9232b92af4568ee97219966df68607..b4491fa083f3d2000906171e07642944b24339f1 100644 (file)
--- 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;
-
 }
 
 /*
index fa10ecb3e87736da6b1ad1e0f954247b420e2927..87fbc7f5cab1c017e2ca3d1b3d00055a1377b895 100644 (file)
@@ -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 5b27ef7951b7479ad9c715bef7abafb5f366e65c..f70f9ee87efc680ff40da95cb1064b7466f2283b 100644 (file)
--- 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;
index 3a66523991d09c1efac6812fb7c48a40c8b6532e..bf858d78b05cee3d690aea84763393ee137641f4 100644 (file)
@@ -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; i<vg_list_size(verts); i++ )
+   {
+      mdl_vert *pvert = &dst_verts[ i ],
+               *src   = &verts[ i ];
+
+      m4x3_mulv( transform, src->co,   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; i<vg_list_size(indices); i++ )
+      dst_indices[i] = indices[i] + pscene->vertex_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; i<world.scene_geo->vertex_count; i++ )
-      if( world.scene_geo->arrvertices[i].weights[0] )
-         fs_count ++;
-
-   vg_info( "Grind verts: %u\n", fs_count );
-
-   for( u32 i=0; i<world.scene_geo->indice_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;