pre-velocity-change
authorhgn <hgodden00@gmail.com>
Wed, 15 Feb 2023 17:53:20 +0000 (17:53 +0000)
committerhgn <hgodden00@gmail.com>
Wed, 15 Feb 2023 17:53:20 +0000 (17:53 +0000)
common.h
maps_src/mp_gridmap.mdl
player_skate.c
player_skate.h

index 82b08082e16ad4810a75facb00d2e49f3efef959..a568d188fc73b6be5805a569d3d1811ddb6d191b 100644 (file)
--- a/common.h
+++ b/common.h
@@ -129,12 +129,12 @@ VG_STATIC float
    k_mmdecay               = 12.0f,
    k_spring_angular        = 1.0f,
 
-   k_spring_force          = 130.0f,
+   k_spring_force          = 300.0f,
    k_spring_dampener       = 5.0f,
 
-   k_grind_spring          = 100.0f,
+   k_grind_spring          = 150.0f,
    k_grind_aligment        = 10.0f,
-   k_grind_dampener        = 40.0f,
+   k_grind_dampener        = 10.0f,
 
    k_board_spring          = 100.0f,
    k_board_dampener        = 40.0f,
@@ -144,8 +144,10 @@ VG_STATIC float
 
    k_grind_decayxy         = 30.0f,
    k_grind_axel_min_vel    = 3.0f,
-   k_grind_axel_max_angle  = 0.97f, /* cosine(|a|) */
+   k_grind_axel_max_angle  = 0.95f, /* cosine(|a|) */
+   k_grind_axel_max_vangle = 0.4f,
    k_grind_max_friction    = 3.0f,
+   k_grind_max_edge_angle  = 0.97f,
 
    k_board_length          = 0.45f,
    k_board_width           = 0.13f,
index 9240f938b2f42323f9c15315b7a437a8a8b1788f..439054319d5448350e0817b3ed97f4fe347f73e4 100644 (file)
Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ
index 01e3d7a005c71b6948cbd8c345a9721a959aa440..9609b7fa0fb9b7601740f9c474fcb78c381eef92 100644 (file)
@@ -44,13 +44,13 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
       man[i].rbb = NULL;
    }
 
-   rb_manifold_filter_coplanar( man, len, 0.05f );
+   rb_manifold_filter_coplanar( man, len, 0.03f );
 
    if( len > 1 )
    {
       rb_manifold_filter_backface( man, len );
-      rb_manifold_filter_joint_edges( man, len, 0.05f );
-      rb_manifold_filter_pairs( man, len, 0.05f );
+      rb_manifold_filter_joint_edges( man, len, 0.03f );
+      rb_manifold_filter_pairs( man, len, 0.03f );
    }
    int new_len = rb_manifold_apply_filtered( man, len );
    if( len && !new_len )
@@ -152,8 +152,7 @@ struct grind_info
    v3f co, dir, n;
 };
 
-VG_STATIC int skate_grind_scansq( player_instance *player, 
-                                  v3f pos, v3f dir, float r,
+VG_STATIC int skate_grind_scansq( v3f pos, v3f dir, float r,
                                   struct grind_info *inf )
 {
    v4f plane;
@@ -164,12 +163,6 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    boxf box;
    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 );
@@ -236,13 +229,13 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
             sample_count ++;
 
             if( sample_count == vg_list_size( samples ) )
-            {
-               break;
-            }
+               goto too_many_samples;
          }
       }
    }
 
+too_many_samples:
+
    if( sample_count < 2 )
       return 0;
 
@@ -635,6 +628,12 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
          air_score      = INFINITY,
          time_to_impact = 0.0f;
 
+   v3f ground_normal,
+       grind_normal;
+
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, ground_normal );
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, grind_normal );
+
    prediction->log_length = 0;
    v3_copy( pco, prediction->apex );
 
@@ -657,6 +656,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       float l = v3_length( vdir );
       v3_muls( vdir, 1.0f/l, vdir );
 
+#if 0
       v3f c0, c1;
       struct grind_edge *ge = skate_collect_grind_edge( pco, pco1,
                                                         c0, c1, 0.4f );
@@ -671,6 +671,26 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
             grind_score = closest_grind * 0.05f;
          }
       }
+#endif
+
+      /* TODO: binary search grind once we find it, do not need to
+       *       recompute scansq, or collision. only distance
+       */
+
+      v3f closest;
+      if( bh_closest_point( world.geo_bh, pco, closest, k_board_length ) != -1 )
+      {
+         struct grind_info inf;
+         if( skate_grind_scansq( closest, vdir, 0.5f, &inf ) )
+         {
+            float score = -v3_dot( pv, inf.n ) * 0.06f;
+
+            if( (score > 0.0f) && (score < grind_score) )
+            {
+               grind_score = score;
+            }
+         }
+      }
 
       v3f n1;
 
@@ -678,7 +698,7 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       int idx = spherecast_world( pco1, pco, 0.4f, &t1, n1 );
       if( idx != -1 )
       {
-         v3_copy( n1, prediction->n );
+         v3_copy( n1, ground_normal );
          air_score = -v3_dot( pv, n1 );
          
          u32 vert_index = world.scene_geo->arrindices[ idx*3 ];
@@ -701,11 +721,13 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
    {
       prediction->score = grind_score; 
       prediction->type = k_prediction_grind;
+      v3_copy( grind_normal, prediction->n );
    }
    else if( air_score < INFINITY )
    {
       prediction->score = air_score;
       prediction->type = k_prediction_land;
+      v3_copy( ground_normal, prediction->n );
    }
    else
    {
@@ -736,6 +758,9 @@ void player__approximate_best_trajectory( player_instance *player )
          max_score   = -INFINITY;
 
    v3_zero( s->state.apex );
+   v3_copy( (v3f){0.0f,1.0f,0.0f}, s->land_normal );  
+         /* TODO: Make part of state */
+
    s->land_dist = 0.0f;
 
    /*
@@ -763,6 +788,9 @@ void player__approximate_best_trajectory( player_instance *player )
             best_vmod = vmod;
             s->land_dist = p->land_dist;
             v3_copy( p->apex, s->state.apex );
+            v3_copy( p->n, s->land_normal );
+
+            /* TODO: Store this as pointer? */
          }
 
          if( p->score > max_score )
@@ -794,10 +822,13 @@ void player__approximate_best_trajectory( player_instance *player )
       l -= min_score;
       l /= (max_score-min_score);
       l  = 1.0f - l;
-      l *= 255.0f;
 
-      p->colour = l;
-      p->colour <<= 8;
+      p->score = l;
+      p->colour = l * 255.0f;
+
+      if( p->type == k_prediction_land )
+         p->colour <<= 8;
+      
       p->colour |= 0xff000000;
    }
 
@@ -826,85 +857,6 @@ void player__approximate_best_trajectory( player_instance *player )
  * ------------------------------------------------
  */
 
-#if 0
-VG_STATIC void skate_apply_grind_model( player_instance *player,
-                                        rb_ct *manifold, int len )
-{
-   struct player_skate *s = &player->_skate;
-
-   /* FIXME: Queue audio events instead */
-   if( len == 0 )
-   {
-      if( s->state.activity == k_skate_activity_grind )
-      {
-#if 0
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, 
-                                 AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_board[6] );
-         audio_unlock();
-#endif
-
-         s->state.activity = k_skate_activity_air;
-      }
-      return;
-   }
-
-   v2f steer = { player->input_js1h->axis.value,
-                 player->input_js1v->axis.value };
-   v2_normalize_clamp( steer );
-
-#if 0
-   s->state.steery -= steer[0] * k_steer_air * k_rb_delta;
-   s->state.steerx += steer[1] * s->state.reverse * k_steer_air * k_rb_delta;
-#endif
-   
-#if 0
-   v4f rotate;
-   q_axis_angle( rotate, player->rb.to_world[0], siX );
-   q_mul( rotate, player.rb.q, player.rb.q );
-#endif
-
-   s->state.slip = 0.0f;
-   s->state.activity = k_skate_activity_grind;
-
-   /* TODO: Compression */
-   v3f up = { 0.0f, 1.0f, 0.0f };
-   float angle = v3_dot( player->rb.to_world[1], up );
-
-   if( fabsf(angle) < 0.99f )
-   {
-      v3f axis; 
-      v3_cross( player->rb.to_world[1], up, axis );
-
-      v4f correction;
-      q_axis_angle( correction, axis, k_rb_delta * 10.0f * acosf(angle) );
-      q_mul( correction, player->rb.q, player->rb.q );
-   }
-
-   float const DOWNFORCE = -k_downforce*1.2f*VG_TIMESTEP_FIXED;
-   v3_muladds( player->rb.v, manifold->n, DOWNFORCE, player->rb.v );
-   m3x3_identity( s->state.velocity_bias );
-   m3x3_identity( s->state.velocity_bias_pstep );
-
-   if( s->state.activity_prev != k_skate_activity_grind )
-   {
-      /* FIXME: Queue audio events instead */
-#if 0
-      audio_lock();
-      audio_player_set_flags( &audio_player_extra, 
-                              AUDIO_FLAG_SPACIAL_3D );
-      audio_player_set_position( &audio_player_extra, player.rb.co );
-      audio_player_set_vol( &audio_player_extra, 20.0f );
-      audio_player_playclip( &audio_player_extra, &audio_board[5] );
-      audio_unlock();
-#endif
-   }
-}
-#endif
-
 /*
  * Air control, no real physics
  */
@@ -916,8 +868,9 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
       player__approximate_best_trajectory( player );
 
    m3x3_mulv( s->state.velocity_bias, player->rb.v, player->rb.v );
-   ray_hit hit;
 
+#if 0
+   ray_hit hit;
    /* 
     * Prediction 
     */
@@ -975,197 +928,24 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
       }
       time_to_impact += pstep;
    }
+#endif
 
-   if( has_target )
-   {
-      float angle = v3_dot( player->rb.to_world[1], target_normal );
-      v3f axis; 
-      v3_cross( player->rb.to_world[1], target_normal, axis );
-
-      limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-      limiter = 1.0f-limiter;
-      limiter *= limiter;
-      limiter = 1.0f-limiter;
+   float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+   angle = vg_clampf( angle, -1.0f, 1.0f );
+   v3f axis; 
+   v3_cross( player->rb.to_world[1], s->land_normal, axis );
 
-#if 0
-      if( fabsf(angle) < 0.9999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, 
-                        acosf(angle)*(1.0f-limiter)*2.0f*VG_TIMESTEP_FIXED );
-         q_mul( correction, player->rb.q, player->rb.q );
-      }
-#endif
-   }
+   v4f correction;
+   q_axis_angle( correction, axis, 
+                  acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
+   q_mul( correction, player->rb.q, player->rb.q );
 
    v2f steer = { player->input_js1h->axis.value,
                  player->input_js1v->axis.value };
    v2_normalize_clamp( steer );
 
-   s->land_dist = time_to_impact;
-   v3_copy( target_normal, s->land_normal );
-}
-
-#if 0
-VG_STATIC void skate_get_board_points( player_instance *player,
-                                       v3f front, v3f back )
-{
-   v3f pos_front = {0.0f,0.0f,-k_board_length},
-       pos_back  = {0.0f,0.0f, k_board_length};
-
-   m4x3_mulv( player->rb.to_world, pos_front, front );
-   m4x3_mulv( player->rb.to_world, pos_back,  back );
-}
-#endif
-
-#if 0
-/*
- * Casts and pushes a sphere-spring model into the world
- */
-VG_STATIC int skate_simulate_spring( player_instance *player,
-                                     v3f pos )
-{
-   struct player_skate *s = &player->_skate;
-
-   float mod      = 0.7f * player->input_grab->axis.value + 0.3f,
-         spring_k = mod * k_spring_force,
-         damp_k   = mod * k_spring_dampener,
-         disp_k   = 0.4f;
-
-   v3f start, end;
-   v3_copy( pos, start );
-   v3_muladds( pos, player->rb.to_world[1], -disp_k, end );
-
-   float t;
-   v3f n;
-   int hit_info = spherecast_world( start, end, 0.2f, &t, n );
-
-   if( hit_info != -1 )
-   {
-      v3f F, delta;
-      v3_sub( start, player->rb.co, delta );
-      
-      float displacement = vg_clampf( 1.0f-t, 0.0f, 1.0f ),
-            damp         = 
-         vg_maxf( 0.0f, v3_dot( player->rb.to_world[1], player->rb.v ) );
-
-      v3_muls( player->rb.to_world[1], displacement*spring_k*k_rb_delta -
-                                       damp*damp_k*k_rb_delta, F );
-
-      v3_muladds( player->rb.v, F, 1.0f, player->rb.v );
-      
-      /* Angular velocity */
-      v3f wa;
-      v3_cross( delta, F, wa );
-      v3_muladds( player->rb.w, wa, k_spring_angular, player->rb.w );
-
-      v3_lerp( start, end, t, pos );
-      return 1;
-   }
-   else
-   {
-      v3_copy( end, pos );
-      return 0;
-   }
-}
-#endif
-
-
-/* 
- * Handles connection between the player and the ground
- *
- * TODO: Must save original velocity to use here
- */
-VG_STATIC void skate_apply_interface_model( player_instance *player,
-                                            rb_ct *manifold, int len )
-{
-   struct player_skate *s = &player->_skate;
-
-   /* springs */
-
-#if 0
-   v3f spring0, spring1;
-
-   skate_get_board_points( player, spring1, spring0 );
-   int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
-       spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
-
-   v3f animavg, animdelta;
-   v3_add( spring0, spring1, animavg );
-   v3_muls( animavg, 0.5f, animavg );
-
-   v3_sub( spring1, spring0, animdelta );
-   v3_normalize( animdelta );
-
-   m4x3_mulv( player->rb.to_local, animavg, s->board_offset );
-
-   float dx = -v3_dot( animdelta, player->rb.to_world[2] ),
-         dy =  v3_dot( animdelta, player->rb.to_world[1] );
-
-   float angle = -atan2f( dy, dx );
-   q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
-
-   int lift_frames_limit = 6;
-
-   /* Surface connection */
-   if( len == 0 && !(spring_hit0 && spring_hit1) )
-   {
-      s->state.lift_frames ++;
-
-      if( s->state.lift_frames >= lift_frames_limit )
-         s->state.activity = k_skate_activity_air;
-   }
-   else
-   {
-      v3f surface_avg;
-      v3_zero( surface_avg );
-
-      for( int i=0; i<len; i++ )
-         v3_add( surface_avg, manifold[i].n, surface_avg );
-      v3_normalize( surface_avg );
-      
-      if( v3_dot( player->rb.v, surface_avg ) > 0.7f )
-      {
-         s->state.lift_frames ++;
-
-         if( s->state.lift_frames >= lift_frames_limit )
-            s->state.activity = k_skate_activity_air;
-      }
-      else
-      {
-         s->state.activity = k_skate_activity_ground;
-         s->state.lift_frames = 0;
-         v3f projected, axis;
-
-         if( s->state.activity_prev == k_skate_activity_air )
-         {
-            player->cam_land_punch_v += v3_dot( player->rb.v, surface_avg ) *
-                                          k_cam_punch;
-         }
-
-         float const DOWNFORCE = -k_downforce*VG_TIMESTEP_FIXED;
-         v3_muladds( player->rb.v, player->rb.to_world[1], 
-                     DOWNFORCE, player->rb.v );
-
-         float d = v3_dot( player->rb.to_world[2], surface_avg );
-         v3_muladds( surface_avg, player->rb.to_world[2], -d, projected );
-         v3_normalize( projected );
-
-         float angle = v3_dot( player->rb.to_world[1], projected );
-         v3_cross( player->rb.to_world[1], projected, axis );
-
-#if 0
-         if( fabsf(angle) < 0.9999f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, 
-                          acosf(angle)*4.0f*VG_TIMESTEP_FIXED );
-            q_mul( correction, player->rb.q, player->rb.q );
-         }
-#endif
-      }
-   }
-#endif
+   //s->land_dist = time_to_impact;
+   s->land_dist = 1.0f;
 }
 
 VG_STATIC int player_skate_trick_input( player_instance *player );
@@ -1274,20 +1054,38 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    v3f steer_axis;
    v3_muls( player->rb.to_world[1], -vg_signf( steer_scaled ), steer_axis );
 
-   float rate = 26.0f;
+   float rate = 26.0f,
+         top  = 1.0f;
 
    if( s->state.activity == k_skate_activity_air )
    {
       rate = 6.0f * fabsf(steer_scaled);
+      top  = 1.5f;
    }
 
    else if( s->state.activity >= k_skate_activity_grind_any )
    {
       rate *= fabsf(steer_scaled);
+
+      float a = 0.8f * -steer_scaled * k_rb_delta;
+
+      v4f q;
+      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 );
    }
 
    float current  = v3_dot( player->rb.to_world[1], player->rb.w ),
-         addspeed = (steer_scaled * -1.0f) - current,
+         addspeed = (steer_scaled * -top) - current,
          maxaccel = rate * k_rb_delta,
          accel    = vg_clampf( addspeed, -maxaccel, maxaccel );
 
@@ -1595,13 +1393,17 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-#if 0
    for( int i=0; i<s->prediction_count; i++ )
    {
       struct land_prediction *p = &s->predictions[i];
       
       for( int j=0; j<p->log_length - 1; j ++ )
-         vg_line( p->log[j], p->log[j+1], p->colour );
+      {
+         float brightness = p->score*p->score*p->score;
+         v3f p1;
+         v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
+         vg_line( p->log[j], p1, p->colour );
+      }
 
       vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
 
@@ -1612,9 +1414,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       vg_line_pt3( p->apex, 0.02f, 0xffffffff );
    }
 
-   vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
-   vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
-#endif
+   vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
 }
 
 /*
@@ -1863,63 +1663,95 @@ VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
    v3_cross( mtx[0], mtx[1], mtx[2] );
 }
 
-VG_STATIC void skate_grind_truck_apply( player_instance *player,
-                                        v3f grind_co, struct grind_info *inf,
-                                        float strength )
+VG_STATIC void skate_grind_friction( player_instance *player,
+                                     struct grind_info *inf, float strength )
 {
-   struct player_skate *s = &player->_skate;
+   v3f v2;
+   v3_muladds( player->rb.to_world[2], inf->n, 
+               -v3_dot( player->rb.to_world[2], inf->n ), v2 );
 
-   v3f delta;
-   v3_sub( inf->co, grind_co, delta );
+   float a        = 1.0f-fabsf( v3_dot( v2, inf->dir ) ),
+         dir      = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
+         F        = a * -dir * k_grind_max_friction;
 
+   v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+}
+
+VG_STATIC void skate_grind_decay( player_instance *player,
+                                  struct grind_info *inf, float strength )
+{
    m3x3f mtx, mtx_inv;
    skate_grind_orient( inf, mtx );
    m3x3_transpose( mtx, mtx_inv );
 
-   /* decay 'force' */
    v3f v_grind;
    m3x3_mulv( mtx_inv, player->rb.v, v_grind );
 
    float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
    v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
    m3x3_mulv( mtx, v_grind, player->rb.v );
+}
+
+VG_STATIC void skate_grind_truck_apply( player_instance *player,
+                                        v3f grind_co, struct grind_info *inf,
+                                        float strength )
+{
+   struct player_skate *s = &player->_skate;
+
+   v3f delta;
+   v3_sub( inf->co, grind_co, delta );
 
    /* spring force */
    v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta, 
                player->rb.v );
 
-   /* friction force */
-   float a        = 1.0f-fabsf( v3_dot( player->rb.to_world[2], inf->dir ) ),
-         dir      = vg_signf( v3_dot( player->rb.v, inf->dir ) ),
-         F        = a * -dir * k_grind_max_friction;
+   skate_grind_decay( player, inf, strength );
+   skate_grind_friction( player, inf, strength );
 
-   v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
+   /* yeah yeah yeah yeah */
+   v3f raw, axis;
+   v3_sub( grind_co, player->rb.co, raw );
+   v3_muladds( raw, inf->n, -v3_dot( inf->n, raw ), raw );
+   v3_cross( raw, inf->n, axis );
+   v3_normalize( axis );
 
    /* orientation */
-   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[1],
-                                    inf->n,
+   m3x3f mtx;
+   skate_grind_orient( inf, mtx );
+   v3f target_fwd, fwd, up, target_up;
+   m3x3_mulv( mtx, s->grind_vec, target_fwd );
+   v3_copy( raw, fwd );
+   v3_copy( player->rb.to_world[1], up );
+   v3_copy( inf->n, target_up );
+
+   v3_muladds( target_fwd, inf->n, -v3_dot(inf->n,target_fwd), target_fwd );
+   v3_muladds( fwd, inf->n, -v3_dot(inf->n,fwd), fwd );
+
+   v3_normalize( target_fwd );
+   v3_normalize( fwd );
+
+   float way = player->input_js1v->axis.value *
+                  vg_signf( v3_dot( raw, player->rb.v ) );
+               
+   v4f q;
+   q_axis_angle( q, axis, VG_PIf*0.125f * way );
+   q_mulv( q, target_up,  target_up );
+   q_mulv( q, target_fwd, target_fwd );
+
+   rb_effect_spring_target_vector( &player->rb, up, target_up,
                                     k_grind_spring, 
                                     k_grind_dampener,
                                     k_rb_delta );
-   vg_line_arrow( player->rb.co, inf->n, 1.0f, VG__GREEN );
-
-   /* TODO: This was a nice idea, but we should just apply steering to the 
-    *       target vector instead of this strange feedback loop thing! */
-   v3f target_fwd;
-   m3x3_mulv( mtx, s->grind_vec, target_fwd );
 
-   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
-                                    target_fwd,
+   rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
                                     k_grind_spring*strength, 
                                     k_grind_dampener*strength,
                                     k_rb_delta );
 
+   vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
+   vg_line_arrow( player->rb.co, fwd, 0.8f, VG__RED );
    vg_line_arrow( player->rb.co, target_fwd, 1.0f, VG__YELOW );
 
-   v3f new_target;
-   m3x3_mulv( mtx_inv, player->rb.to_world[2], new_target );
-   v3_lerp( s->grind_vec, new_target, k_rb_delta * 0.1f, s->grind_vec );
-
    s->grind_strength = strength;
 
    /* Fake contact */
@@ -1931,6 +1763,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
 
 VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
 {
+   struct player_skate *s = &player->_skate;
    struct grind_info inf;
 
    v3f wheel_co = { 0.0f, 0.0f,            sign * k_board_length },
@@ -1940,7 +1773,7 @@ VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
    m4x3_mulv( player->rb.to_world, grind_co, grind_co );
 
    /* Exit condition: lost grind tracking */
-   if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, &inf ) )
+   if( !skate_grind_scansq( grind_co, player->rb.v, 0.3f, &inf ) )
       return 0;
 
    /* Exit condition: cant see grind target directly */
@@ -1954,6 +1787,11 @@ VG_STATIC int skate_grind_truck_singular( player_instance *player, float sign )
    if( dv < minv )
       return 0;
 
+   if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+      return 0;
+
+   v3_copy( inf.dir, s->grind_dir );
+
    float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
    skate_grind_truck_apply( player, grind_co, &inf, t );
    return 1;
@@ -1971,9 +1809,7 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
    m3x3_mulv( player->rb.to_world, ra, raw );
    v3_add( player->rb.co, raw, wsp );
 
-   if( skate_grind_scansq( player,
-                           wsp, player->rb.v, 0.3, 
-                           &inf ) )
+   if( skate_grind_scansq( wsp, player->rb.v, 0.3, &inf ) )
    {
       if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
          return 0;
@@ -1990,6 +1826,11 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
       if( fabsf(v3_dot( pv, inf.dir )) < k_grind_axel_max_angle )
          return 0;
 
+      /* check for vertical alignment */
+      if( v3_dot( player->rb.to_world[1], inf.n ) < k_grind_axel_max_vangle )
+         return 0;
+      
+      /* TODO: new condition, opposite wheel MUST be in-air or close to it */
       
       v3f local_co, local_dir, local_n;
       m4x3_mulv( player->rb.to_local, inf.co,  local_co );
@@ -2011,7 +1852,9 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
          m3x3f mtx;
          skate_grind_orient( &inf, mtx );
          m3x3_transpose( mtx, mtx );
-         m3x3_mulv( mtx, player->rb.to_world[2], s->grind_vec );
+         m3x3_mulv( mtx, raw, s->grind_vec );
+         v3_normalize( s->grind_vec );
+         v3_copy( inf.dir, s->grind_dir );
 
          skate_grind_truck_apply( player, wsp, &inf, 1.0f );
          return 1;
@@ -2021,81 +1864,131 @@ VG_STATIC int skate_truck_entry_condition( player_instance *player, float sign )
    return 0;
 }
 
-VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+VG_STATIC void skate_boardslide_apply( player_instance *player,
+                                       struct grind_info *inf )
 {
    struct player_skate *s = &player->_skate;
 
-   /* 
-    * BOARDSLIDE
-    * ------------------------------------
-    */
+   v3f local_co, local_dir, local_n;
+   m4x3_mulv( player->rb.to_local, inf->co, local_co );
+   m3x3_mulv( player->rb.to_local, inf->dir, local_dir );
+   m3x3_mulv( player->rb.to_local, inf->n, local_n );
+
+   v3f intersection;
+   v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0], 
+               intersection );
+   v3_copy( intersection, s->weight_distribution );
 
-   struct grind_info grind_center;
-   if( skate_grind_scansq( player, 
-                           player->rb.co, 
+   skate_grind_decay( player, inf, 0.1f );
+   skate_grind_friction( player, inf, 0.25f );
+
+   /* direction alignment */
+   v3f dir, perp;
+   v3_cross( local_dir, local_n, perp );
+   v3_muls( local_dir, vg_signf(local_dir[0]), dir );
+   v3_muls( perp, vg_signf(perp[2]), perp );
+
+   m3x3_mulv( player->rb.to_world, dir, dir );
+   m3x3_mulv( player->rb.to_world, perp, perp );
+
+   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
+                                    dir, 
+                                    k_grind_spring, k_grind_dampener,
+                                    k_rb_delta );
+
+   rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
+                                    perp,
+                                    k_grind_spring, k_grind_dampener,
+                                    k_rb_delta );
+
+   vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
+   vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+}
+
+VG_STATIC int skate_boardslide_entry_condition( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   struct grind_info inf;
+   if( skate_grind_scansq( player->rb.co, 
                            player->rb.to_world[0], k_board_length,
-                           &grind_center ) )
+                           &inf ) )
    {
-      v3f local_co, local_dir, local_n;
-      m4x3_mulv( player->rb.to_local, grind_center.co, local_co );
-      m3x3_mulv( player->rb.to_local, grind_center.dir, local_dir );
-      m3x3_mulv( player->rb.to_local, grind_center.n, local_n );
+      v3f local_co, local_dir;
+      m4x3_mulv( player->rb.to_local, inf.co, local_co );
+      m3x3_mulv( player->rb.to_local, inf.dir, local_dir );
 
       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 */
       {
-         /* compute position on center line */
+         if( fabsf(v3_dot( player->rb.v, inf.dir )) < k_grind_axel_min_vel )
+            return 0;
 
-         v3f intersection;
-         v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0], 
-                     intersection );
-         v3_copy( intersection, s->weight_distribution );
+         v3_copy( inf.dir, s->grind_dir );
 
+         skate_boardslide_apply( player, &inf );
+         return 1;
+      }
+   }
 
-         /* TODO: alignment & strengths should be proportional to speed */
-         /*       dont apply correction in connecting velocities */
-         /*       friciton */
+   return 0;
+}
 
-         v3f ideal_v, diff;
-         v3_muls( grind_center.dir, 
-                  v3_dot( player->rb.v, grind_center.dir ), ideal_v );
+VG_STATIC int skate_boardslide_singular( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
 
-         v3_sub( ideal_v, player->rb.v, diff );
-         v3_muladds( player->rb.v, diff, k_grind_aligment * k_rb_delta,
-                     player->rb.v );
+   struct grind_info inf;
+   if( !skate_grind_scansq( player->rb.co, 
+                            player->rb.to_world[0], k_board_length,
+                            &inf ) )
+      return 0;
 
+   /* Exit condition: cant see grind target directly */
+   v3f vis;
+   v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
+   if( !skate_point_visible( vis, inf.co ) )
+      return 0;
 
-         /* direction alignment */
-         v3f dir, perp;
-         v3_cross( local_dir, local_n, perp );
-         v3_muls( local_dir, vg_signf(local_dir[0]), dir );
-         v3_muls( perp, vg_signf(perp[2]), perp );
+   /* Exit condition: minimum velocity not reached, but allow a bit of error 
+    * TODO: trash compactor */
+   float dv   = fabsf(v3_dot( player->rb.v, inf.dir )),
+         minv = k_grind_axel_min_vel*0.8f;
 
-         m3x3_mulv( player->rb.to_world, dir, dir );
-         m3x3_mulv( player->rb.to_world, perp, perp );
+   if( dv < minv )
+      return 0;
 
-         rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
-                                          dir, 
-                                          k_grind_spring, k_grind_dampener,
-                                          k_rb_delta );
+   if( fabsf(v3_dot( inf.dir, s->grind_dir )) < k_grind_max_edge_angle )
+      return 0;
+   v3_copy( inf.dir, s->grind_dir );
 
-         rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
-                                          perp,
-                                          k_grind_spring, k_grind_dampener,
-                                          k_rb_delta );
+   float t = vg_clampf( (dv-minv)/(k_grind_axel_min_vel-minv), 0.0f, 1.0f );
 
-         vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
-         vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
+   skate_boardslide_apply( player, &inf );
+   return 1;
+}
 
-         return k_skate_activity_grind_boardslide;
-      }
-   }
+VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+
+   if( s->state.activity == k_skate_activity_grind_boardslide )
+   {
+      int result = 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  = skate_truck_entry_condition( player, -1.0f );
+          front  = 0;//skate_truck_entry_condition( player, -1.0f );
 
       const enum skate_activity table[] =
       {                                   /* result  | front */
@@ -2110,7 +2003,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    else if( s->state.activity == k_skate_activity_grind_front50 )
    {
       int result = skate_grind_truck_singular( player,   -1.0f ),
-          back   = skate_truck_entry_condition( player,   1.0f );
+          back   = 0;//skate_truck_entry_condition( player,   1.0f );
 
       const enum skate_activity table[] =
       {                                   /* result  | back  */
@@ -2129,6 +2022,11 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    }
    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 );
 
@@ -2146,11 +2044,6 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    return 0;
 }
 
-VG_STATIC void skate_grind_boardslide( player_instance *player )
-{
-   
-}
-
 VG_STATIC void player__skate_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
@@ -2436,6 +2329,13 @@ begin_collision:;
 
    int l = rb_capsule__scene( mtx, &capsule, NULL, &world.rb_geo.inf.scene,
                               cman );
+
+   /* weld joints */
+   for( int i=0; i<l; i ++ )
+      cman[l].type = k_contact_type_edge;
+   rb_manifold_filter_joint_edges( cman, l, 0.03f );
+   l = rb_manifold_apply_filtered( cman, l );
+
    manifold_len += l;
 
    debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
index e3f639a7360c6ef7577c8093043d88c73ed786f5..37c90dc796326d06bedd9bdeead4cd25965b6107 100644 (file)
@@ -105,7 +105,7 @@ struct player_skate
       v3f   log[50];
       v3f   n;
       v3f   apex;
-      u32   log_length;
+      int   log_length;
       float score,
             land_dist;
 
@@ -126,7 +126,8 @@ struct player_skate
 
    v3f surface_picture,
        weight_distribution,
-       grind_vec;
+       grind_vec,
+       grind_dir;
 
    float grind_strength;