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
+ s->grind_cooldown = 5;
}
else if( new_activity == k_skate_activity_grind_boardslide )
{
vy = vg_maxf( 0.0f, vy );
slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
-
- wheels[0].pos[1] = slap;
- wheels[1].pos[1] = slap;
}
- s->slap = slap;
-
-
+ s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
+ wheels[0].pos[1] = s->state.slap;
+ wheels[1].pos[1] = s->state.slap;
v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
v3_muls( player->rb.to_world[1], 1.0f, mtx[2] );
v3_muladds( player->rb.to_world[3], player->rb.to_world[1],
- grind_radius + k_board_radius*0.25f+slap, mtx[3] );
+ grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
rb_ct *cman = &manifold[manifold_len];
v4f transport_rotation;
m3x3_q( gate->transport, transport_rotation );
q_mul( transport_rotation, player->rb.q, player->rb.q );
+ q_mul( transport_rotation, s->state.smoothed_rotation,
+ s->state.smoothed_rotation );
rb_update_transform( &player->rb );
s->state_gate_storage = s->state;
offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
+ v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+
/*
* Animation blending
* ===========================================
/* sliding */
{
- float desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+ float desired = 0.0f;
+ if( s->state.activity == k_skate_activity_ground )
+ desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
s->blend_slide = vg_lerpf( s->blend_slide, desired, 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_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe air_pose[32];
{
float target = -player->input_js1h->axis.value;
+
+#if 1
s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+#else
+ s->blend_airdir = 0.0f;
+#endif
float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
av->id_ik_elbow_l,
av->id_ik_elbow_r };
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ float apply_rates[] = { 1.0f,
+ 0.75f,
+ 0.75f,
+ 0.75f,
+ 0.75f };
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
}
-
/* angle correction */
- if( v3_length2( s->state.up_dir ) > 0.001f )
- {
+ if( v3_length2( s->state.up_dir ) > 0.001f ){
+
+ if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+ v4_length(s->state.smoothed_rotation) >= 1.1f ){
+ vg_warn( "FIX THIS! CARROT\n" );
+ v4_copy( player->rb.q, s->state.smoothed_rotation );
+ }
+ v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ s->state.smoothed_rotation );
+ q_normalize( s->state.smoothed_rotation );
+
+ v3f yaw_ref = {1.0f,0.0f,0.0f},
+ yaw_smooth = {1.0f,0.0f,0.0f};
+ q_mulv( player->rb.q, yaw_ref, yaw_ref );
+ q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+ m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+ float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
+ yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
+ yaw_counter_rotate = acosf( yaw_counter_rotate );
+ yaw_counter_rotate *= 1.0f-s->blend_fly;
+
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v3_normalize( ndir );
a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
v3f axis;
- v4f q;
+ v4f qfixup, qcounteryaw, qtotal;
v3_cross( up, ndir, axis );
- q_axis_angle( q, axis, a );
+ q_axis_angle( qfixup, axis, a );
+
+ q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+ q_mul( qcounteryaw, qfixup, qtotal );
+ q_normalize( qtotal );
mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-
- for( int i=0; i<vg_list_size(apply_to); i ++ )
- {
+ v3f origin;
+ v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+
+ for( int i=0; i<vg_list_size(apply_to); i ++ ){
mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
- v3f v0;
- v3_sub( kf->co, kf_hip->co, v0 );
- q_mulv( q, v0, v0 );
- v3_add( v0, kf_hip->co, kf->co );
+ v3f v0, co;
+ v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
+ v3_sub( co, origin, v0 );
+ q_mulv( qtotal, v0, v0 );
+ v3_add( v0, origin, co );
+ v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
- q_mul( q, kf->q, kf->q );
+ q_mul( qtotal, kf->q, kf->q );
q_normalize( kf->q );
}
*kf_foot_r = &dest->pose[av->id_ik_foot_r-1],
*kf_knee_l = &dest->pose[av->id_ik_knee_l-1],
*kf_knee_r = &dest->pose[av->id_ik_knee_r-1],
- *kf_hip = &dest->pose[av->id_hip],
+ *kf_hip = &dest->pose[av->id_hip-1],
*kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
&dest->pose[av->id_wheel_l-1] };
v3f euler;
v3_muls( s->state.trick_euler, VG_TAUf, euler );
+ float jump_t = vg.time-s->state.jump_time;
+
+ float k=10.0f;
+ float h = k*jump_t;
+ float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+
q_axis_angle( qyaw, (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
- q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+ q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
q_axis_angle( qroll, (v3f){0.0f,0.0f,1.0f}, euler[2] );
- q_mul( qpitch, qroll, qtrick );
- q_mul( qyaw, qtrick, qtrick );
+ q_mul( qyaw, qroll, qtrick );
+ q_mul( qpitch, 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_l->co[2] += s->blend_weight * 0.1f;
}
- kf_foot_l->co[1] += s->slap;
- kf_foot_r->co[1] += s->slap;
- kf_knee_l->co[1] += s->slap;
- kf_knee_r->co[1] += s->slap;
- kf_board->co[1] += s->slap;
- kf_hip->co[1] += s->slap * 0.25f;
-
+ kf_foot_l->co[1] += s->state.slap;
+ kf_foot_r->co[1] += s->state.slap;
+ kf_knee_l->co[1] += s->state.slap;
+ kf_knee_r->co[1] += s->state.slap;
+ kf_board->co[1] += s->state.slap;
+ kf_hip->co[1] += s->state.slap * 0.25f;
+
+ /*
+ * animation wishlist:
+ * boardslide/grind jump animations
+ * when tricking the slap should not appply or less apply
+ * not animations however DONT target grinds that are vertically down.
+ */
/* truck rotation */
for( int i=0; i<2; i++ )