end of an era
authorhgn <hgodden00@gmail.com>
Fri, 17 Feb 2023 15:29:01 +0000 (15:29 +0000)
committerhgn <hgodden00@gmail.com>
Fri, 17 Feb 2023 15:29:01 +0000 (15:29 +0000)
player_skate.c
player_skate.h
skaterift.c

index 6b564ef8a11dc6c819052190ecc9981597a0de98..bee2a0ca214a0a65f50e21e1f17a6d52c4b26150 100644 (file)
@@ -60,92 +60,6 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
 
    return len;
 }
-/*
- * Gets the closest grindable edge to the player within max_dist 
- */
-VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
-                                                       v3f c0, v3f c1, 
-                                                       float max_dist )
-{
-   bh_iter it;
-   bh_iter_init( 0, &it );
-
-   boxf region;
-
-   box_init_inf( region );
-   box_addpt( region, p0 );
-   box_addpt( region, p1 );
-   
-   float k_r = max_dist;
-   v3_add( (v3f){ k_r, k_r, k_r}, region[1], region[1] );
-   v3_add( (v3f){-k_r,-k_r,-k_r}, region[0], region[0] );
-
-   float closest = k_r*k_r;
-   struct grind_edge *closest_edge = NULL;
-   
-   int idx;
-   while( bh_next( world.grind_bh, &it, region, &idx ) )
-   {
-      struct grind_edge *edge = &world.grind_edges[ idx ];
-
-      float s,t;
-      v3f pa, pb;
-
-      float d2 = 
-         closest_segment_segment( p0, p1, edge->p0, edge->p1, &s,&t, pa, pb );
-
-      if( d2 < closest )
-      {
-         closest = d2;
-         closest_edge = edge;
-         v3_copy( pa, c0 );
-         v3_copy( pb, c1 );
-      }
-   }
-
-   return closest_edge;
-}
-
-VG_STATIC int skate_grind_collide( player_instance *player, rb_ct *contact )
-{
-   v3f p0, p1, c0, c1;
-   v3_muladds( player->rb.co, player->rb.to_world[2],  0.5f, p0 );
-   v3_muladds( player->rb.co, player->rb.to_world[2], -0.5f, p1 );
-   v3_muladds( p0, player->rb.to_world[1], 0.08f, p0 );
-   v3_muladds( p1, player->rb.to_world[1], 0.08f, p1 );
-
-   float const k_r = 0.25f;
-   struct grind_edge *closest_edge = skate_collect_grind_edge( p0, p1, 
-                                                               c0, c1, k_r );
-
-   if( closest_edge )
-   {
-      v3f delta;
-      v3_sub( c1, c0, delta );
-
-      if( v3_dot( delta, player->rb.to_world[1] ) > 0.0001f )
-      {
-         contact->p = v3_length( delta );
-         contact->type = k_contact_type_edge;
-         contact->element_id = 0;
-         v3_copy( c1, contact->co );
-         contact->rba = NULL;
-         contact->rbb = NULL;
-
-         v3f edge_dir, axis_dir;
-         v3_sub( closest_edge->p1, closest_edge->p0, edge_dir );
-         v3_normalize( edge_dir );
-         v3_cross( (v3f){0.0f,1.0f,0.0f}, edge_dir, axis_dir );
-         v3_cross( edge_dir, axis_dir, contact->n );
-
-         return 1;
-      }
-      else
-         return 0;
-   }
-
-   return 0;
-}
 
 struct grind_info
 {
@@ -330,272 +244,6 @@ too_many_samples:
    return passed_samples;
 }
 
-#if 0
-static inline void skate_grind_coordv2i( v2f co, v2i d )
-{
-   const float k_inv_res = 1.0f/0.01f;
-   d[0] = floorf( co[0] * k_inv_res );
-   d[1] = floorf( co[1] * k_inv_res );
-}
-
-static inline u32 skate_grind_hashv2i( v2i d )
-{
-   return (d[0] * 92837111) ^ (d[1] * 689287499);
-}
-
-static inline u32 skate_grind_hashv2f( v2f co )
-{
-   v2i d;
-   skate_grind_coordv2i( co, d );
-   return skate_grind_hashv2i( d );
-}
-
-VG_STATIC int skate_grind_scansq( player_instance *player, v3f pos,
-                                  v3f result_co, v3f result_dir, v3f result_n )
-{
-   v4f plane;
-   v3_copy( player->rb.v, plane );
-   v3_normalize( plane );
-   plane[3] = v3_dot( plane, pos );
-
-   boxf box;
-   float r = k_board_length;
-   v3_add( pos, (v3f){ r, r, r }, box[1] );
-   v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
-   vg_line_boxf( box, VG__BLACK );
-
-   m4x3f mtx;
-   m3x3_copy( player->rb.to_world, mtx );
-   v3_copy( pos, mtx[3] );
-   
-   bh_iter it;
-   bh_iter_init( 0, &it );
-   int idx;
-
-   struct grind_sample
-   {
-      v2f co;
-      v2f normal;
-      v3f normal3,
-          centroid;
-   }
-   samples[48];
-
-   int sample_count = 0;
-
-   v2f support_min,
-       support_max;
-
-   v3f support_axis;
-   v3_cross( plane, (v3f){0.0f,1.0f,0.0f}, support_axis );
-   v3_normalize( support_axis );
-   
-   while( bh_next( world.geo_bh, &it, box, &idx ) )
-   {
-      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
-      v3f tri[3];
-
-      for( int j=0; j<3; j++ )
-         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
-
-      for( int j=0; j<3; j++ )
-      {
-         int i0 = j,
-             i1 = (j+1) % 3;
-         
-         struct grind_sample *sample = &samples[ sample_count ];
-         v3f co;
-
-         if( plane_segment( plane, tri[i0], tri[i1], co ) )
-         {
-            v3f d;
-            v3_sub( co, pos, d );
-            if( v3_length2( d ) > r*r )
-               continue;
-
-            v3f va, vb, normal;
-            v3_sub( tri[1], tri[0], va );
-            v3_sub( tri[2], tri[0], vb );
-            v3_cross( va, vb, normal );
-
-            sample->normal[0] = v3_dot( support_axis, normal );
-            sample->normal[1] = normal[1];
-            sample->co[0]     = v3_dot( support_axis, d );
-            sample->co[1]     = d[1];
-
-            v3_copy( normal, sample->normal3 ); /* normalize later
-                                                   if we want to us it */
-
-            v3_muls(                      tri[0], 1.0f/3.0f, sample->centroid );
-            v3_muladds( sample->centroid, tri[1], 1.0f/3.0f, sample->centroid );
-            v3_muladds( sample->centroid, tri[2], 1.0f/3.0f, sample->centroid );
-
-            v2_normalize( sample->normal );
-            sample_count ++;
-
-            if( sample_count == vg_list_size( samples ) )
-            {
-               break;
-            }
-         }
-      }
-   }
-
-   if( sample_count < 2 )
-      return 0;
-
-
-
-   /* spacial hashing */
-
-   const int k_hashmap_size = 128;
-   u32 hashmap[k_hashmap_size+1];
-   u32 entries[48];
-
-   for( int i=0; i<k_hashmap_size+1; i++ )
-      hashmap[i] = 0;
-
-   for( int i=0; i<sample_count; i++ )
-   {
-      u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
-      hashmap[ h ] ++;
-   }
-
-   /* partial sums */
-   for( int i=0; i<k_hashmap_size; i++ )
-   {
-      hashmap[i+1] += hashmap[i];
-   }
-
-   /* trash compactor */
-   for( int i=0; i<sample_count; i++ )
-   {
-      u32 h = skate_grind_hashv2f( samples[i].co ) % k_hashmap_size;
-      hashmap[ h ] --;
-
-      entries[ hashmap[h] ] = i;
-   }
-
-
-   v3f 
-       average_direction,
-       average_normal;
-
-   v2f min_co, max_co;
-   v2_fill( min_co,  INFINITY );
-   v2_fill( max_co, -INFINITY );
-
-   v3_zero( average_direction );
-   v3_zero( average_normal );
-
-   int passed_samples = 0;
-   
-   for( int i=0; i<sample_count; i++ )
-   {
-      struct grind_sample *si, *sj;
-      si = &samples[i];
-
-      v2i start;
-      skate_grind_coordv2i( si->co, start );
-
-      v2i offsets[] = { {-1,-1},{ 0,-1},{ 1,-1},
-                        {-1, 0},{ 0, 0},{ 1, 0},
-                        {-1, 1},{ 0, 1},{ 1, 1} };
-
-      for( int j=0; j<vg_list_size(offsets); j++ )
-      {
-         v2i cell;
-         v2i_add( start, offsets[j], cell );
-         
-         u32 h = skate_grind_hashv2i( cell ) % k_hashmap_size;
-
-         int start = hashmap[ h ],
-             end   = hashmap[ h+1 ];
-
-         for( int k=start; k<end; k++ )
-         {
-            int idx = entries[ k ];
-            if( idx <= i )
-               continue;
-
-            sj = &samples[idx];
-
-            /* non overlapping */
-            if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
-               continue;
-
-            /* not sharp angle */
-            if( v2_dot( si->normal, sj->normal ) >= 0.7f )
-               continue;
-
-            /* not convex */
-            v3f v0;
-            v3_sub( sj->centroid, si->centroid, v0 );
-            if( v3_dot( v0, si->normal3 ) >= 0.0f ||
-                v3_dot( v0, sj->normal3 ) <= 0.0f )
-               continue;
-
-            v2_minv( sj->co, min_co, min_co );
-            v2_maxv( sj->co, max_co, max_co );
-            
-            v3f n0, n1, dir;
-            v3_copy( si->normal3, n0 );
-            v3_copy( sj->normal3, n1 );
-            v3_cross( n0, n1, dir );
-            v3_normalize( dir );
-
-            /* make sure the directions all face a common hemisphere */
-            v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
-            v3_add( average_direction, dir, average_direction );
-
-            if( si->normal3[1] > sj->normal3[1] )
-               v3_add( si->normal3, average_normal, average_normal );
-            else
-               v3_add( sj->normal3, average_normal, average_normal );
-
-            passed_samples ++;
-         }
-      }
-   }
-
-   if( !passed_samples )
-      return 0;
-
-   if( (v3_length2( average_direction ) <= 0.001f) ||
-       (v3_length2( average_normal ) <= 0.001f ) )
-      return 0;
-
-   float div = 1.0f/(float)passed_samples;
-   v3_normalize( average_direction );
-   v3_normalize( average_normal );
-
-   v2f average_coord;
-   v2_add( min_co, max_co, average_coord );
-   v2_muls( average_coord, 0.5f, average_coord );
-
-
-   v3_muls( support_axis, average_coord[0], result_co );
-   result_co[1] += average_coord[1];
-   v3_add( pos, result_co, result_co );
-   
-#if 0
-   vg_line_pt3( result_co, 0.02f, VG__GREEN );
-
-   v3f p0, p1;
-   v3_muladds( result_co, average_direction,  0.35f, p0 );
-   v3_muladds( result_co, average_direction, -0.35f, p1 );
-   vg_line( p0, p1, VG__PINK );
-#endif
-
-   v3_copy( average_normal, result_n );
-   v3_copy( average_direction, result_dir );
-
-   return passed_samples;
-}
-
-#endif
-
 VG_STATIC int solve_prediction_for_target( player_instance *player,
                                            v3f target, float max_angle,
                                            struct land_prediction *p )
@@ -630,8 +278,6 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
          return 0;
 
       /* TODO: sweep the path before chosing the smallest dist */
-      /* TODO: Jump in normal direction not to_world[1] */
-      /* TODO: Max Y angle */
 
       p->log_length = 0;
       p->land_dist = 0.0f;
@@ -881,69 +527,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    if( s->state.activity_prev != k_skate_activity_air )
       player__approximate_best_trajectory( player );
 
-#if 0
-   m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
-
-   ray_hit hit;
-   /* 
-    * Prediction 
-    */
-   float pstep  = VG_TIMESTEP_FIXED * 1.0f;
-   float k_bias = 0.98f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player->rb.co, pco );
-   v3_muls( player->rb.v, 1.0f, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   struct grind_edge *best_grind = NULL;
-   float closest_grind = INFINITY;
-
-   v3f target_normal = { 0.0f, 1.0f, 0.0f };
-   int has_target = 0;
-
-   for( int i=0; i<250; i++ )
-   {
-      v3_copy( pco, pco1 );
-      m3x3_mulv( s->state.velocity_bias, pv, pv );
-
-      pv[1] += -k_gravity * pstep;
-      v3_muladds( pco, pv, pstep, pco );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-
-      v3f c0, c1;
-      struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
-                                                        c0, c1, 0.4f );
-
-      if( ge && (v3_dot((v3f){0.0f,1.0f,0.0f},vdir) < -0.2f ) ) 
-      { 
-         vg_line( ge->p0, ge->p1, 0xff0000ff ); 
-         vg_line_cross( pco, 0xff0000ff, 0.25f );
-         has_target = 1;
-         break;
-      }
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ) )
-      {
-         v3_copy( contact.normal, target_normal );
-         has_target = 1;
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         vg_line_cross( contact.pos, 0xffff0000, 0.25f );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-#endif
-
    float angle = v3_dot( player->rb.to_world[1], s->land_normal );
    angle = vg_clampf( angle, -1.0f, 1.0f );
    v3f axis; 
@@ -957,8 +540,6 @@ 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 = time_to_impact;
    s->land_dist = 1.0f;
 }
 
@@ -1076,6 +657,11 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
       rate = 6.0f * fabsf(steer_scaled);
       top  = 1.5f;
    }
+   else if( s->state.activity == k_skate_activity_grind_5050 )
+   {
+      rate = 0.0f;
+      top  = 0.0f;
+   }
 
    else if( s->state.activity >= k_skate_activity_grind_any )
    {
@@ -1087,14 +673,6 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
       q_axis_angle( q, player->rb.to_world[1], a );
       q_mulv( q, s->grind_vec, s->grind_vec );
 
-#if 0
-      float tilt = player->input_js1v->axis.value;
-      tilt *= tilt * 0.8f * k_rb_delta;
-
-      q_axis_angle( q, player->rb.to_world[0], tilt );
-      q_mulv( q, s->grind_vec, s->grind_vec );
-#endif
-
       v3_normalize( s->grind_vec );
    }
 
@@ -1456,34 +1034,45 @@ int skate_compute_surface_alignment( player_instance *player,
 
    v3f truck, left, right;
    m4x3_mulv( player->rb.to_world, ra, truck );
+
    v3_muladds( truck, player->rb.to_world[0], -k_board_width, left  );
    v3_muladds( truck, player->rb.to_world[0],  k_board_width, right );
-   
    vg_line( left, right, colour );
 
-   v3_muladds( left,  player->rb.to_world[1], 0.1f, left  );
-   v3_muladds( right, player->rb.to_world[1], 0.1f, right );
-
    float k_max_truck_flex = VG_PIf * 0.25f;
    
    ray_hit ray_l, ray_r;
-   ray_l.dist = 0.2f;
-   ray_r.dist = 0.2f;
 
    v3f dir;
    v3_muls( player->rb.to_world[1], -1.0f, dir );
 
-   int res_l = ray_world( left, dir, &ray_l ),
-       res_r = ray_world( right, dir, &ray_r );
+   int res_l = 0, res_r = 0;
+
+   for( int i=0; i<8; i++ )
+   {
+      float t = 1.0f - (float)i * (1.0f/8.0f);
+      v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
+      v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
+      ray_l.dist = 2.1f * k_board_radius;
+
+      res_l = ray_world( left, dir, &ray_l );
+
+      if( res_l )
+         break;
+   }
 
-   /* ignore bad normals */
-   if( res_l )
-      if( v3_dot( ray_l.normal, player->rb.to_world[1] ) < 0.7071f )
-         res_l = 0;
+   for( int i=0; i<8; i++ )
+   {
+      float t = 1.0f - (float)i * (1.0f/8.0f);
+      v3_muladds( truck, player->rb.to_world[0],  k_board_radius*t, right );
+      v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
+      ray_r.dist = 2.1f * k_board_radius;
 
-   if( res_r )
-      if( v3_dot( ray_r.normal, player->rb.to_world[1] ) < 0.7071f )
-         res_r = 0;
+      res_r = ray_world( right, dir, &ray_r );
+
+      if( res_r )
+         break;
+   }
 
    v3f v0;
    v3f midpoint;
@@ -1726,7 +1315,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    m3x3_mulv( player->rb.to_world, ra, raw );
    v3_add( player->rb.co, raw, wsp );
 
-
+   v3_copy( ra, s->weight_distribution );
 
    v3f delta;
    v3_sub( inf->co, wsp, delta );
@@ -1759,9 +1348,12 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    v3_normalize( target_fwd );
    v3_normalize( fwd );
 
+
+
+
    float way = player->input_js1v->axis.value *
                   vg_signf( v3_dot( raw_nplane, player->rb.v ) );
-               
+
    v4f q;
    q_axis_angle( q, axis, VG_PIf*0.125f * way );
    q_mulv( q, target_up,  target_up );
@@ -1798,6 +1390,70 @@ VG_STATIC void skate_5050_apply( player_instance *player,
 {
    struct player_skate *s = &player->_skate;
    struct grind_info inf_avg;
+
+   v3_sub( inf_front->co, inf_back->co, inf_avg.dir );
+   v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
+   v3_normalize( inf_avg.dir );
+
+   /* FIXME */
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, inf_avg.n );
+   
+   skate_grind_decay( player, &inf_avg, 1.0f );
+
+
+   float way = player->input_js1v->axis.value *
+                  vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
+   v4f q;
+   v3f up, target_up;
+   v3_copy( player->rb.to_world[1], up );
+   v3_copy( inf_avg.n, target_up );
+   q_axis_angle( q, player->rb.to_world[0], VG_PIf*0.25f * -way );
+   q_mulv( q, target_up,  target_up );
+
+   v3_zero( s->weight_distribution );
+   s->weight_distribution[2] = k_board_length * -way;
+
+   rb_effect_spring_target_vector( &player->rb, up, target_up,
+                                    k_grind_spring, 
+                                    k_grind_dampener,
+                                    k_rb_delta );
+
+   v3f fwd_nplane, dir_nplane;
+   v3_muladds( player->rb.to_world[2], inf_avg.n,
+               -v3_dot( player->rb.to_world[2], inf_avg.n ), fwd_nplane );
+
+   v3f dir;
+   v3_muls( inf_avg.dir, v3_dot( fwd_nplane, inf_avg.dir ), dir );
+   v3_muladds( dir, inf_avg.n, -v3_dot( dir, inf_avg.n ), dir_nplane );
+
+   v3_normalize( fwd_nplane );
+   v3_normalize( dir_nplane );
+
+   rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
+                                    1000.0f,
+                                    k_grind_dampener,
+                                    k_rb_delta );
+
+   v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
+       pos_back  = { 0.0f, -k_board_radius,  1.0f * k_board_length },
+       delta_front, delta_back, delta_total;
+
+   m4x3_mulv( player->rb.to_world, pos_front, pos_front );
+   m4x3_mulv( player->rb.to_world, pos_back,  pos_back  );
+
+   v3_sub( inf_front->co, pos_front, delta_front );
+   v3_sub( inf_back->co,  pos_back, delta_back );
+   v3_add( delta_front, delta_back, delta_total );
+
+   v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
+
+   /* Fake contact */
+   struct grind_limit *limit = &s->limits[ s->limit_count ++ ];
+   v3_zero( limit->ra );
+   m3x3_mulv( player->rb.to_local, inf_avg.n, limit->n );
+   limit->p = 0.0f;
+
+   v3_copy( inf_avg.dir, s->grind_dir );
 }
 
 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
@@ -2081,7 +1737,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 
    if(      new_activity == k_skate_activity_undefined )
    {
-      s->frames_since_activity_change = 0;
+      if( s->state.activity >= k_skate_activity_grind_any )
+         s->frames_since_activity_change = 0;
    }
    else if( new_activity == k_skate_activity_grind_boardslide )
    {
@@ -2105,78 +1762,6 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
       skate_5050_apply( player, &inf_front50, &inf_back50 );
 
    return new_activity;
-
-#if 0
-   if( s->state.activity == k_skate_activity_grind_boardslide )
-   {
-      int res_slide = skate_boardslide_singular( player );
-
-      const enum skate_activity table[] =
-      {
-         k_skate_activity_undefined,
-         k_skate_activity_grind_boardslide
-      };
-
-      return table[ result ];
-   }
-   if( s->state.activity == k_skate_activity_grind_back50 )
-   {
-      int result = skate_grind_truck_singular( player,   1.0f ),
-          front  = 0;//skate_truck_entry_condition( player, -1.0f );
-
-      const enum skate_activity table[] =
-      {                                   /* result  | front */
-         k_skate_activity_undefined,      /* 0         0     */
-         k_skate_activity_grind_front50,  /* 0         1     */
-         k_skate_activity_grind_back50,   /* 1         0     */
-         k_skate_activity_grind_5050      /* 1         1     */
-      };
-
-      return table[ result<<1 | front ];
-   }
-   else if( s->state.activity == k_skate_activity_grind_front50 )
-   {
-      int result = skate_grind_truck_singular( player,   -1.0f ),
-          back   = 0;//skate_truck_entry_condition( player,   1.0f );
-
-      const enum skate_activity table[] =
-      {                                   /* result  | back  */
-         k_skate_activity_undefined,      /* 0         0     */
-         k_skate_activity_grind_back50,   /* 0         1     */
-         k_skate_activity_grind_front50,  /* 1         0     */
-         k_skate_activity_grind_5050      /* 1         1     */
-      };
-
-      return table[ result<<1 | back ];
-   }
-   else if( s->state.activity == k_skate_activity_grind_5050 )
-   {
-      /* FIXME */
-      return k_skate_activity_grind_back50;
-   }
-   else
-   {
-      int slide = skate_boardslide_entry_condition( player );
-
-      if( slide )
-         return k_skate_activity_grind_boardslide;
-
-      int front = skate_truck_entry_condition( player,  -1.0f ),
-          back  = skate_truck_entry_condition( player,   1.0f );
-
-      const enum skate_activity table[] =
-      {                                   /* front   | back  */
-         k_skate_activity_undefined,      /* 0         0     */
-         k_skate_activity_grind_back50,   /* 0         1     */
-         k_skate_activity_grind_front50,  /* 1         0     */
-         k_skate_activity_grind_5050      /* 1         1     */
-      };
-
-      return table[ front<<1 | back ];
-   }
-
-   return 0;
-#endif
 }
 
 VG_STATIC void player__skate_update( player_instance *player )
@@ -2264,6 +1849,7 @@ VG_STATIC void player__skate_update( player_instance *player )
    else
    {
       s->state.activity = k_skate_activity_air;
+      v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
    }
 
@@ -2287,7 +1873,6 @@ grinding:;
    skate_apply_grab_model( player );
    skate_apply_trick_model( player );
 
-
 begin_collision:;
 
    /*
@@ -2704,11 +2289,13 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
             dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
-            fly  = iair?                    1.0f: 0.0f;
+            fly  = iair?                    1.0f: 0.0f,
+            wdist= s->weight_distribution[2] / k_board_length;
 
-      s->blend_z    = vg_lerpf( s->blend_z,   dirz, 2.4f*vg.time_delta );
-      s->blend_x    = vg_lerpf( s->blend_x,   dirx, 0.6f*vg.time_delta );
-      s->blend_fly  = vg_lerpf( s->blend_fly, fly,  2.4f*vg.time_delta );
+      s->blend_z     = vg_lerpf( s->blend_z,      dirz,  2.4f*vg.time_delta );
+      s->blend_x     = vg_lerpf( s->blend_x,      dirx,  0.6f*vg.time_delta );
+      s->blend_fly   = vg_lerpf( s->blend_fly,    fly,   2.4f*vg.time_delta );
+      s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
    }
 
    mdl_keyframe apose[32], bpose[32];
@@ -2898,6 +2485,18 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( qyaw, qtrick, qtrick );
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
+
+      /* foot weight distribution */
+      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
+      {
+         kf_foot_r->co[2] += s->blend_weight * 0.3f;
+         kf_foot_l->co[2] += s->blend_weight * 0.1f;
+      }
    }
 
    /* transform */
index c26e8459f08858b5b25d950fbf1281909a2852d1..915d2aa5a7750b7885df0eebe60f912c85695ba2 100644 (file)
@@ -96,7 +96,8 @@ struct player_skate
          blend_stand,
          blend_push,
          blend_jump,
-         blend_airdir;
+         blend_airdir,
+         blend_weight;
 
    v2f wobble;
 
index 1851a73af538d7b23cbcbc57a2bc15e1434e2995..201453080afa0f45f5953f3ddbda63fa4d91da61 100644 (file)
@@ -424,6 +424,10 @@ VG_STATIC void render_scene(void)
    int player_transparent = 1,
        player_draw        = 1;
 
+   if( (localplayer.subsystem == k_player_subsystem_dead) ||
+       (localplayer.camera_mode == k_cam_thirdperson) )
+      player_transparent = 0;
+               
    if( !player_transparent && player_draw )
       player__render( &main_camera, &localplayer );