float rate = 26.0f,
top = 1.0f;
+ f32 skid_target = 0.0f;
+
if( state->activity <= k_skate_activity_air_to_grind ){
rate = 6.0f * fabsf(steer);
top = 1.5f;
rate = 35.0f;
top = 1.5f;
}
-
+ else {
+ f32 skid = axis_state(k_sraxis_skid);
+ if( fabsf(skid) > 0.1f ){
+ skid_target = skid;
+ }
+ }
+
if( grab < 0.5f ){
top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
}
}
+ vg_slewf( &state->skid, skid_target, k_rb_delta*(1.0f/0.1f) );
+ steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f,
+ fabsf(state->skid*0.8f) );
+
float current = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
addspeed = (steer * -top) - current,
maxaccel = rate * k_rb_delta,
state->slip = slip;
state->reverse = -vg_signf(vel[2]);
+ f32 lat = k_friction_lat;
+
+ if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
+ lat = k_friction_lat * 2.0f;
+ }
+
vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
/* Pushing additive force */
- if( !button_press( k_srbind_jump ) ){
- if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
- {
+ if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
+ if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
if( (vg.time - state->cur_push) > 0.25 )
state->start_push = vg.time;
v3f cam_offset;
v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
- v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
/* localized vectors */
m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
{
float desired = 0.0f;
if( state->activity == k_skate_activity_ground )
- desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
+ desired = vg_clampf( vg_maxf(fabsf( state->slip ),
+ fabsf( state->skid ) ), 0.0f, 1.0f );
animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
+
+ f32 dirx = 0.0f;
+ if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
+ if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
+ if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
+ dirx = vg_signf( state->slip );
+ vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
}
+
+ cam_offset[0] += animator->slide * -animator->x;
+ v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
/* movement information */
int iair = state->activity <= k_skate_activity_air_to_grind;
float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
- dirx = state->slip < 0.0f? 0.0f: 1.0f,
- fly = iair? 1.0f: 0.0f,
+ fly = iair? 1.0f: 0.0f,
wdist= player_skate.weight_distribution[2] / k_board_length;
if( state->activity >= k_skate_activity_grind_any )
wdist = 0.0f;
animator->z = vg_lerpf( animator->z, dirz, 2.4f*vg.time_delta );
- animator->x = vg_lerpf( animator->x, dirx, 0.6f*vg.time_delta );
+ animator->skid = state->skid;
animator->fly = vg_lerpf( animator->fly, fly, 3.4f*vg.time_delta );
animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
animator->grabbing = state->grabbing;
/* steer */
- joystick_state( k_srjoystick_steer, animator->steer );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ animator->airdir = vg_lerpf( animator->airdir,
+ -steer[0], 2.4f*vg.time_delta );
- animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
- 2.4f*vg.time_delta );
+ animator->steer[0] = steer[0];
+ animator->steer[1] = vg_lerpf( animator->steer[1],
+ steer[0], 4.0f*vg.time_delta );
/* flip angle */
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
/* sliding */
- skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f,
- bpose );
+ f32 slide_frame = animator->x * 0.25f + 0.25f;
+ skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
+
+ mdl_keyframe mirrored[32];
+ for( u32 i=1; i<sk->bone_count; i ++ ){
+
+ mdl_keyframe *dest = &mirrored[i-1];
+ u8 mapping = localplayer.skeleton_mirror[i];
+
+ if( mapping ) *dest = bpose[mapping-1]; /* R */
+ else *dest = bpose[i-1]; /* L */
+
+ dest->co[2] *= -1.0f;
+ dest->q[0] *= -1.0f;
+ dest->q[1] *= -1.0f;
+ }
+ skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
+
+
+
+
+
skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
if( animator->reverse > 0.0f ){
*kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
*kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
*kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
- *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1];
+ *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1],
+ *kf_hip = &pose->keyframes[localplayer.id_hip-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
q_inv( qrot, qrot );
q_mul( qrot, kf_head->q, kf_head->q );
q_normalize( kf_head->q );
+
+
+ /* hand placement */
+
+ u32 hand_id = animator->z < 0.5f?
+ localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
+
+ v3f sample_co;
+ m4x3f mmdl;
+ q_m3x3( pose->root_q, mmdl );
+ q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
+ v3_add( mmdl[3], pose->root_co, mmdl[3] );
+ m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
+
+ v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
+ vg_line_point( sample_co, 0.04f, 0xff0000ff );
+
+ v3f dir;
+ v3_muls( mmdl[1], -1.0f, dir );
+ ray_hit hit = { .dist = 1.5f };
+ if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
+ vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
+ vg_line( sample_co, hit.pos, 0xffffffff );
+
+ f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) *
+ 2.0f * fabsf(animator->z*2.0f-1.0f);
+
+ f32 d = (hit.dist - 0.3f) * amt;
+ pose->keyframes[hand_id-1].co[1] -= d;
+ kf_hip->co[1] -= d*0.4f;
+ }
+
+ /* skid */
+ f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
+ u8 skidders[] = { localplayer.id_ik_foot_l,
+ localplayer.id_ik_foot_r,
+ localplayer.id_board };
+ v4f qskid;
+ q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
+
+ for( u32 i=0; i<vg_list_size(skidders); i ++ ){
+ mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
+ keyframe_rotate_around( kf,
+ (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt},
+ sk->bones[skidders[i]].co, qskid );
+ }
}
}
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
- bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
+ bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->z );
bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
/* these could likely be pressed down into single bits if needed */