forsenRun
authorhgn <hgodden00@gmail.com>
Tue, 28 Mar 2023 17:24:06 +0000 (18:24 +0100)
committerhgn <hgodden00@gmail.com>
Tue, 28 Mar 2023 17:24:06 +0000 (18:24 +0100)
common.h
player_skate.c
player_skate.h

index 19b5a6fa5d84130b030ec431864fb0a911270aaa..fbcb7cf24cb127b56ccf1d92e1cd81cb3368b0d1 100644 (file)
--- a/common.h
+++ b/common.h
@@ -77,7 +77,7 @@ VG_STATIC float
    k_board_interia         = 8.0f,
 
    k_grind_decayxy         = 30.0f,
-   k_grind_axel_min_vel    = 3.0f,
+   k_grind_axel_min_vel    = 1.0f,
    k_grind_axel_max_angle  = 0.95f, /* cosine(|a|) */
    k_grind_axel_max_vangle = 0.4f,
    k_grind_max_friction    = 3.0f,
index 25f87248e2deb57ae0740f1775e11aefdfd8cac0..7a661cfc894554daf21d595e30a94b897825f471 100644 (file)
@@ -321,6 +321,8 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
          m3x3_mulv( player->basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a0)*m);
          inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
       }
 
       if( fabsf(a1-a) < max_angle_delta ){
@@ -332,6 +334,8 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
          m3x3_mulv( player->basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a1)*m);
          inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
       }
    }
 
@@ -510,6 +514,11 @@ void player__approximate_best_trajectory( player_instance *player )
             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;
 
@@ -543,7 +552,16 @@ void player__approximate_best_trajectory( player_instance *player )
       
       int valid_count = 
          create_jumps_to_hit_target( player, grind_jumps, grind.co, 
-                                     0.25f*VG_PIf, grind_located_gravity );
+                                     0.175f*VG_PIf, grind_located_gravity );
+
+      /* knock out original landing points in the 1m area 
+       * TODO: Make this a konstant */
+      for( u32 j=0; j<s->possible_jump_count; j++ ){
+         jump_info *jump = &s->possible_jumps[ j ];
+         float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+         float descale = 1.0f-vg_minf(1.0f,dist);
+         jump->score += descale*3.0f;
+      }
 
       for( int i=0; i<valid_count; i++ ){
          jump_info *jump = &grind_jumps[i];
@@ -562,6 +580,7 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
          v3_add( launch_co, co0, co0 );
 
+#if 0
          /* rough scan to make sure we dont collide with anything */
          for( int j=1; j<=16; j++ ){
             t  = (float)j*(1.0f/16.0f);
@@ -584,6 +603,7 @@ void player__approximate_best_trajectory( player_instance *player )
 
             v3_copy( co1, co0 );
          }
+#endif
 
          v3_copy( grind.n, jump->n );
 
@@ -595,8 +615,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
          s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
 
+#if 0
          continue;
 invalidated_grind:;
+#endif
       }
    }
 
@@ -645,6 +667,10 @@ invalidated_grind:;
       v2_normalize_clamp( steer );
       s->state.gravity_bias = best->gravity;
 
+      if( best->type == k_prediction_grind ){
+         s->state.activity = k_skate_activity_air_to_grind;
+      }
+
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
          s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
                                  s->state.reverse ;
@@ -674,7 +700,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity_prev != k_skate_activity_air )
+   if( s->state.activity_prev > k_skate_activity_air_to_grind )
       player__approximate_best_trajectory( player );
 
    float angle = v3_dot( player->rb.to_world[1], s->land_normal );
@@ -710,7 +736,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
                k_rb_delta, s->board_trick_residuald );
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
          return;
 
@@ -797,7 +823,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    float rate = 26.0f,
          top  = 1.0f;
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
    }
@@ -899,7 +925,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
    s->state.charging_jump = player->input_jump->button.value;
 
    /* Cannot charge this in air */
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       s->state.charging_jump = 0;
       return;
    }
@@ -933,25 +959,25 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
+         s->state.activity = k_skate_activity_ground;
+         s->grind_cooldown = 0;
+
+         float tilt  = player->input_js1h->axis.value * 0.3f;
+               tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+         v4f qtilt;
+         q_axis_angle( qtilt, s->grind_dir, tilt );
+         q_mulv( qtilt, jumpdir, jumpdir );
       }
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
       s->state.jump_charge = 0.0f;
       s->state.jump_time = vg.time;
-      s->state.activity = k_skate_activity_air;
 
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
-      skate_apply_air_model( player );
-
-#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;
-      s->state.lift_frames ++;
-#endif
 
       audio_lock();
       audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
@@ -1103,7 +1129,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
    }
 
    int trick_id; 
-   if( (s->state.activity == k_skate_activity_air) && 
+   if( (s->state.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
    {
       if( (vg.time - s->state.jump_time) < 0.1f ){
@@ -1130,6 +1156,10 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
    for( int i=0; i<s->possible_jump_count; i++ ){
       jump_info *jump = &s->possible_jumps[i];
+
+      if( jump->log_length == 0 ){
+         vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+      }
       
       for( int j=0; j<jump->log_length - 1; j ++ ){
          float brightness = jump->score*jump->score*jump->score;
@@ -1153,7 +1183,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
    audio_lock();
 
-   float air   = s->state.activity == k_skate_activity_air? 1.0f: 0.0f,
+   float air   = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
          speed = v3_length( player->rb.v ),
          attn  = vg_minf( 1.0f, speed*0.1f ),
          slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ),
@@ -1420,13 +1450,11 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
       v3_lerp( s->state.up_dir, target,
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else if( s->state.activity == k_skate_activity_air )
-   {
+   else if( s->state.activity <= k_skate_activity_air_to_grind ){
       v3_lerp( s->state.up_dir, player->rb.to_world[1],
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else
-   {
+   else{
       v3_lerp( s->state.up_dir, player->basis[1],
                12.0f * s->substep_delta, s->state.up_dir );
    }
@@ -1793,7 +1821,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player,
 
       if( (fabsf(local_co[2]) <= k_board_length) &&   /* within wood area */
           (local_co[1] >= 0.0f) &&                    /* at deck level */
-          (fabsf(local_dir[0]) >= 0.5f) )             /* perpendicular to us */
+          (fabsf(local_dir[0]) >= 0.25f) )            /* perpendicular to us */
       {
          if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
             return 0;
@@ -1857,9 +1885,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    struct player_skate *s = &player->_skate;
 
    /* debounces this state manager a little bit */
-   if( s->frames_since_activity_change < 10 )
-   {
-      s->frames_since_activity_change ++;
+   if( s->grind_cooldown < 20 ){
+      s->grind_cooldown ++;
       return k_skate_activity_undefined;
    }
 
@@ -1871,33 +1898,27 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        res_front50 = 0,
        res_slide   = 0;
 
-   if( s->state.activity == k_skate_activity_grind_boardslide )
-   {
+   if( s->state.activity == k_skate_activity_grind_boardslide ){
       res_slide = skate_boardslide_renew( player, &inf_slide );
    }
-   else if( s->state.activity == k_skate_activity_grind_back50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_back50 ){
       res_back50  = skate_grind_truck_renew( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_front50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_front50 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_5050 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else
-   {
+   else{
       res_slide   = skate_boardslide_entry( player, &inf_slide );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
 
-      if( res_back50 != res_front50 )
-      {
+      if( res_back50 != res_front50 ){
          int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
 
          res_back50  &= wants_to_do_that;
@@ -1922,8 +1943,10 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 
    if(      new_activity == k_skate_activity_undefined )
    {
+#if 0
       if( s->state.activity >= k_skate_activity_grind_any )
          s->frames_since_activity_change = 0;
+#endif
    }
    else if( new_activity == k_skate_activity_grind_boardslide )
    {
@@ -1988,7 +2011,7 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    float slap = 0.0f;
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
 
       float min_dist = 0.6f;
       for( int i=0; i<2; i++ ){
@@ -2000,14 +2023,11 @@ VG_STATIC void player__skate_update( player_instance *player )
          }
       }
       min_dist -= 0.2f;
-      float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
+      float vy = v3_dot( player->basis[1], player->rb.v );
+            vy = vg_maxf( 0.0f, vy );
 
-#if 0
-      float jump_t = vg.time - s->state.jump_time;
-            jump_t = vg_minf( o, 1.0f );
-#endif
+      slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
 
-      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;
    }
@@ -2069,7 +2089,9 @@ VG_STATIC void player__skate_update( player_instance *player )
       skate_weight_distribute( player );
    }
    else{
-      s->state.activity = k_skate_activity_air;
+      if( s->state.activity > k_skate_activity_air_to_grind )
+         s->state.activity = k_skate_activity_air;
+
       v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
    }
@@ -2446,6 +2468,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
    const char *activity_txt[] = 
    {
       "air",
+      "air_to_grind",
       "ground",
       "undefined (INVALID)",
       "grind_any (INVALID)",
@@ -2532,7 +2555,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* movement information */
    {
-      int iair = s->state.activity == k_skate_activity_air;
+      int iair = s->state.activity <= k_skate_activity_air_to_grind;
 
       float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
             dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
@@ -2772,7 +2795,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
 
    v4f qflip;
-   if( (s->state.activity == k_skate_activity_air) &&
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
       float t     = s->state.flip_time;
@@ -2819,7 +2842,7 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_air )
+   if( s->state.activity <= k_skate_activity_air_to_grind )
       s->blend_fly = 1.0f;
    else
       s->blend_fly = 0.0f;
index d4900dd8d24fa476109236aa224192428cf9046b..ee1a236e4273fe79303477c25b5e6cdcc41a91ca 100644 (file)
@@ -14,6 +14,7 @@ struct player_skate
       enum skate_activity
       {
          k_skate_activity_air,
+         k_skate_activity_air_to_grind,
          k_skate_activity_ground,
          k_skate_activity_undefined,
          k_skate_activity_grind_any,
@@ -147,7 +148,7 @@ struct player_skate
        grind_vec,
        grind_dir;
 
-   u32 frames_since_activity_change;
+   u32 grind_cooldown;
 
    float grind_strength;