6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct player_avatar
*av
= localplayer
.playeravatar
;
13 struct skeleton
*sk
= &av
->sk
;
15 rb_update_transform( &localplayer
.rb
);
17 struct { struct skeleton_anim
**anim
; const char *name
; }
19 { &player_skate
.anim_grind
, "pose_grind" },
20 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
21 { &player_skate
.anim_stand
, "pose_stand" },
22 { &player_skate
.anim_highg
, "pose_highg" },
23 { &player_skate
.anim_air
, "pose_air" },
24 { &player_skate
.anim_slide
, "pose_slide" },
25 { &player_skate
.anim_push
, "push" },
26 { &player_skate
.anim_push_reverse
, "push_reverse" },
27 { &player_skate
.anim_ollie
, "ollie" },
28 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
29 { &player_skate
.anim_grabs
, "grabs" }
32 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
33 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
36 static void player__skate_kill_audio(void){
38 if( player_skate
.aud_main
){
39 player_skate
.aud_main
=
40 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
42 if( player_skate
.aud_air
){
43 player_skate
.aud_air
=
44 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
46 if( player_skate
.aud_slide
){
47 player_skate
.aud_slide
=
48 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
54 * Collision detection routines
60 * Does collision detection on a sphere vs world, and applies some smoothing
61 * filters to the manifold afterwards
63 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
64 world_instance
*world
= world_current_instance();
67 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
68 k_material_flag_walking
);
70 for( int i
=0; i
<len
; i
++ ){
71 man
[i
].rba
= &localplayer
.rb
;
75 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
78 rb_manifold_filter_backface( man
, len
);
79 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
80 rb_manifold_filter_pairs( man
, len
, 0.03f
);
82 int new_len
= rb_manifold_apply_filtered( man
, len
);
96 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
97 struct grind_info
*inf
){
98 world_instance
*world
= world_current_instance();
101 v3_copy( dir
, plane
);
102 v3_normalize( plane
);
103 plane
[3] = v3_dot( plane
, pos
);
106 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
107 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
116 int sample_count
= 0;
122 v3_cross( plane
, localplayer
.basis
[1], support_axis
);
123 v3_normalize( support_axis
);
126 bh_iter_init_box( 0, &it
, box
);
129 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
130 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
133 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
134 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
137 for( int j
=0; j
<3; j
++ )
138 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
140 for( int j
=0; j
<3; j
++ ){
144 struct grind_sample
*sample
= &samples
[ sample_count
];
147 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
149 v3_sub( co
, pos
, d
);
150 if( v3_length2( d
) > r
*r
)
154 v3_sub( tri
[1], tri
[0], va
);
155 v3_sub( tri
[2], tri
[0], vb
);
156 v3_cross( va
, vb
, normal
);
158 sample
->normal
[0] = v3_dot( support_axis
, normal
);
159 sample
->normal
[1] = v3_dot( localplayer
.basis
[1], normal
);
160 sample
->co
[0] = v3_dot( support_axis
, d
);
161 sample
->co
[1] = v3_dot( localplayer
.basis
[1], d
);
163 v3_copy( normal
, sample
->normal3
); /* normalize later
164 if we want to us it */
166 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
167 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
168 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
170 v2_normalize( sample
->normal
);
173 if( sample_count
== vg_list_size( samples
) )
174 goto too_many_samples
;
181 if( sample_count
< 2 )
184 v3f average_direction
,
188 v2_fill( min_co
, INFINITY
);
189 v2_fill( max_co
, -INFINITY
);
191 v3_zero( average_direction
);
192 v3_zero( average_normal
);
194 int passed_samples
= 0;
196 for( int i
=0; i
<sample_count
-1; i
++ ){
197 struct grind_sample
*si
, *sj
;
201 for( int j
=i
+1; j
<sample_count
; j
++ ){
207 /* non overlapping */
208 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
211 /* not sharp angle */
212 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
217 v3_sub( sj
->centroid
, si
->centroid
, v0
);
218 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
219 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
222 v2_minv( sj
->co
, min_co
, min_co
);
223 v2_maxv( sj
->co
, max_co
, max_co
);
226 v3_copy( si
->normal3
, n0
);
227 v3_copy( sj
->normal3
, n1
);
228 v3_cross( n0
, n1
, dir
);
230 if( v3_length2( dir
) <= 0.001f
)
235 /* make sure the directions all face a common hemisphere */
236 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
237 v3_add( average_direction
, dir
, average_direction
);
239 float yi
= v3_dot( localplayer
.basis
[1], si
->normal3
),
240 yj
= v3_dot( localplayer
.basis
[1], sj
->normal3
);
242 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
243 else v3_add( sj
->normal3
, average_normal
, average_normal
);
249 if( !passed_samples
)
252 if( (v3_length2( average_direction
) <= 0.001f
) ||
253 (v3_length2( average_normal
) <= 0.001f
) )
256 float div
= 1.0f
/(float)passed_samples
;
257 v3_normalize( average_direction
);
258 v3_normalize( average_normal
);
261 v2_add( min_co
, max_co
, average_coord
);
262 v2_muls( average_coord
, 0.5f
, average_coord
);
264 v3_muls( support_axis
, average_coord
[0], inf
->co
);
265 inf
->co
[1] += average_coord
[1];
266 v3_add( pos
, inf
->co
, inf
->co
);
267 v3_copy( average_normal
, inf
->n
);
268 v3_copy( average_direction
, inf
->dir
);
270 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
271 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
272 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
274 return passed_samples
;
277 static void reset_jump_info( jump_info
*inf
){
279 inf
->land_dist
= 0.0f
;
281 inf
->type
= k_prediction_unset
;
282 v3_zero( inf
->apex
);
285 static int create_jumps_to_hit_target( jump_info
*jumps
,
286 v3f target
, float max_angle_delta
,
288 /* calculate the exact 2 solutions to jump onto that grind spot */
291 v3_sub( target
, localplayer
.rb
.co
, v0
);
292 m3x3_mulv( localplayer
.invbasis
, v0
, v0
);
300 m3x3_mulv( localplayer
.invbasis
, localplayer
.rb
.v
, v_local
);
302 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
303 v
= { v3_dot( ax
, v_local
), v_local
[1] };
305 float a
= atan2f( v
[1], v
[0] ),
307 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
312 root
= sqrtf( root
);
313 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
314 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
316 if( fabsf(a0
-a
) < max_angle_delta
){
317 jump_info
*inf
= &jumps
[ valid_count
++ ];
318 reset_jump_info( inf
);
320 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
321 inf
->v
[1] += sinf( a0
) * m
;
322 m3x3_mulv( localplayer
.basis
, inf
->v
, inf
->v
);
323 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
324 inf
->gravity
= gravity
;
326 v3_copy( target
, inf
->log
[inf
->log_length
++] );
329 if( fabsf(a1
-a
) < max_angle_delta
){
330 jump_info
*inf
= &jumps
[ valid_count
++ ];
331 reset_jump_info( inf
);
333 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
334 inf
->v
[1] += sinf( a1
) * m
;
335 m3x3_mulv( localplayer
.basis
, inf
->v
, inf
->v
);
336 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
337 inf
->gravity
= gravity
;
339 v3_copy( target
, inf
->log
[inf
->log_length
++] );
346 static void player__approximate_best_trajectory(void){
347 world_instance
*world0
= world_current_instance();
349 float k_trace_delta
= k_rb_delta
* 10.0f
;
350 struct player_skate_state
*state
= &player_skate
.state
;
352 state
->air_start
= vg
.time
;
353 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
354 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
356 player_skate
.possible_jump_count
= 0;
359 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
360 v3_normalize( axis
);
362 /* at high slopes, Y component is low */
363 float upness
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.basis
[1] ),
364 angle_begin
= -(1.0f
-fabsf( upness
)),
367 struct grind_info grind
;
368 int grind_located
= 0;
369 float grind_located_gravity
= k_gravity
;
372 v3f launch_v_bounds
[2];
374 for( int i
=0; i
<2; i
++ ){
375 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
376 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
380 q_axis_angle( qbias
, axis
, ang
);
381 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
384 for( int m
=0;m
<=30; m
++ ){
386 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
387 reset_jump_info( inf
);
389 v3f launch_co
, launch_v
, co0
, co1
;
390 v3_copy( localplayer
.rb
.co
, launch_co
);
391 v3_copy( localplayer
.rb
.v
, launch_v
);
392 v3_copy( launch_co
, co0
);
393 world_instance
*trace_world
= world0
;
395 float vt
= (float)m
* (1.0f
/30.0f
),
396 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
399 q_axis_angle( qbias
, axis
, ang
);
400 q_mulv( qbias
, launch_v
, launch_v
);
402 float yaw_sketch
= 1.0f
-fabsf(upness
);
404 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
405 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
406 q_mulv( qbias
, launch_v
, launch_v
);
408 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
409 gravity
= k_gravity
* gravity_bias
;
410 inf
->gravity
= gravity
;
411 v3_copy( launch_v
, inf
->v
);
414 m3x3_copy( localplayer
.basis
, basis
);
416 for( int i
=1; i
<=50; i
++ ){
417 float t
= (float)i
* k_trace_delta
;
419 v3_muls( launch_v
, t
, co1
);
420 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
421 v3_add( launch_co
, co1
, co1
);
423 float launch_vy
= v3_dot( launch_v
,basis
[1] );
425 int search_for_grind
= 1;
426 if( grind_located
) search_for_grind
= 0;
427 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
431 v3f closest
={0.0f
,0.0f
,0.0f
};
432 if( search_for_grind
){
433 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
434 float min_dist
= 0.75f
;
435 min_dist
*= min_dist
;
437 if( v3_dist2( closest
, launch_co
) < min_dist
)
438 search_for_grind
= 0;
442 for( int j
=0; j
<2; j
++ ){
443 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
444 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
445 v3_add( launch_co
, bound
[j
], bound
[j
] );
448 float limh
= vg_minf( 2.0f
, t
),
449 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
450 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
452 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
453 search_for_grind
= 0;
457 search_for_grind
= 0;
460 if( search_for_grind
){
462 v3_copy( launch_v
, ve
);
463 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
465 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) ){
466 /* check alignment */
467 v2f v0
= { v3_dot( ve
, basis
[0] ),
468 v3_dot( ve
, basis
[2] ) },
469 v1
= { v3_dot( grind
.dir
, basis
[0] ),
470 v3_dot( grind
.dir
, basis
[2] ) };
475 float a
= v2_dot( v0
, v1
);
477 float a_min
= cosf( VG_PIf
* 0.185f
);
478 if( state
->grind_cooldown
)
479 a_min
= cosf( VG_PIf
* 0.05f
);
482 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
484 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
487 grind_located_gravity
= inf
->gravity
;
492 if( trace_world
->rendering_gate
){
493 ent_gate
*gate
= trace_world
->rendering_gate
;
494 if( gate_intersect( gate
, co1
, co0
) ){
495 m4x3_mulv( gate
->transport
, co0
, co0
);
496 m4x3_mulv( gate
->transport
, co1
, co1
);
497 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
498 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
499 m3x3_mul( gate
->transport
, basis
, basis
);
501 if( gate
->flags
& k_ent_gate_nonlocal
){
502 trace_world
= &world_static
.instances
[ gate
->target
];
510 float scan_radius
= k_board_radius
;
511 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
513 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
514 k_material_flag_walking
);
517 v3_lerp( co0
, co1
, t1
, co
);
518 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
520 v3_copy( n
, inf
->n
);
521 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
522 struct world_surface
*surf
=
523 world_tri_index_surface( trace_world
, tri
[0] );
525 inf
->type
= k_prediction_land
;
528 v3_copy( launch_v
, ve
);
529 v3_muladds( ve
, localplayer
.basis
[1], -gravity
* t
, ve
);
531 inf
->score
= -v3_dot( ve
, inf
->n
);
532 inf
->land_dist
= t
+ k_trace_delta
* t1
;
534 /* Bias prediction towords ramps */
535 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
538 if( surf
->info
.flags
& k_material_flag_boundary
)
539 player_skate
.possible_jump_count
--;
545 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
549 if( inf
->type
== k_prediction_unset
)
550 player_skate
.possible_jump_count
--;
554 jump_info grind_jumps
[2];
557 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
558 0.175f
*VG_PIf
, grind_located_gravity
);
560 /* knock out original landing points in the 1m area */
561 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
562 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
563 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
564 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
565 jump
->score
+= descale
*3.0f
;
568 for( int i
=0; i
<valid_count
; i
++ ){
569 jump_info
*jump
= &grind_jumps
[i
];
570 jump
->type
= k_prediction_grind
;
572 v3f launch_v
, launch_co
, co0
, co1
;
574 v3_copy( jump
->v
, launch_v
);
575 v3_copy( localplayer
.rb
.co
, launch_co
);
578 m3x3_copy( localplayer
.basis
, basis
);
580 float t
= 0.05f
* jump
->land_dist
;
581 v3_muls( launch_v
, t
, co0
);
582 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
583 v3_add( launch_co
, co0
, co0
);
585 /* rough scan to make sure we dont collide with anything */
586 for( int j
=1; j
<=16; j
++ ){
587 t
= (float)j
*(1.0f
/16.0f
);
590 t
*= jump
->land_dist
;
592 v3_muls( launch_v
, t
, co1
);
593 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
594 v3_add( launch_co
, co1
, co1
);
599 int idx
= spherecast_world( world0
, co0
,co1
,
600 k_board_radius
*0.1f
, &t1
, n
,
601 k_material_flag_walking
);
603 goto invalidated_grind
;
609 v3_copy( grind
.n
, jump
->n
);
611 /* determine score */
613 v3_copy( jump
->v
, ve
);
614 v3_muladds( ve
, localplayer
.basis
[1],
615 -jump
->gravity
*jump
->land_dist
, ve
);
616 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
618 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
627 float score_min
= INFINITY
,
628 score_max
= -INFINITY
;
630 jump_info
*best
= NULL
;
632 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
633 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
635 if( jump
->score
< score_min
)
638 score_min
= vg_minf( score_min
, jump
->score
);
639 score_max
= vg_maxf( score_max
, jump
->score
);
642 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
643 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
644 float s
= jump
->score
;
647 s
/= (score_max
-score_min
);
651 jump
->colour
= s
* 255.0f
;
655 else if( jump
->type
== k_prediction_land
)
658 jump
->colour
|= 0xff000000;
662 v3_copy( best
->n
, state
->land_normal
);
663 v3_copy( best
->v
, localplayer
.rb
.v
);
664 state
->land_dist
= best
->land_dist
;
665 state
->gravity_bias
= best
->gravity
;
667 if( best
->type
== k_prediction_grind
){
668 state
->activity
= k_skate_activity_air_to_grind
;
672 joystick_state( k_srjoystick_steer
, steer
);
673 v2_normalize_clamp( steer
);
675 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
676 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
678 state
->flip_time
= 0.0f
;
679 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
682 state
->flip_rate
= 0.0f
;
683 v3_zero( state
->flip_axis
);
687 v3_copy( localplayer
.basis
[1], state
->land_normal
);
693 * Varius physics models
694 * ------------------------------------------------
698 * Air control, no real physics
700 static void skate_apply_air_model(void){
701 struct player_skate_state
*state
= &player_skate
.state
;
703 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
704 player__approximate_best_trajectory();
706 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
707 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
709 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
712 q_axis_angle( correction
, axis
,
713 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
714 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
717 static enum trick_type
player_skate_trick_input(void);
718 static void skate_apply_trick_model(void){
719 struct player_skate_state
*state
= &player_skate
.state
;
722 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
724 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
725 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
727 v3_mul( strength
, F
, F
);
729 v3_muladds( state
->trick_residualv
, F
, k_rb_delta
,
730 state
->trick_residualv
);
731 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
732 k_rb_delta
, state
->trick_residuald
);
734 if( state
->activity
<= k_skate_activity_air_to_grind
){
735 if( v3_length2( state
->trick_vel
) < 0.0001f
)
738 int carry_on
= player_skate_trick_input();
740 /* we assume velocities share a common divisor, in which case the
741 * interval is the minimum value (if not zero) */
743 float min_rate
= 99999.0f
;
745 for( int i
=0; i
<3; i
++ ){
746 float v
= state
->trick_vel
[i
];
747 if( (v
> 0.0f
) && (v
< min_rate
) )
751 float interval
= 1.0f
/ min_rate
,
752 current
= floorf( state
->trick_time
/ interval
),
753 next_end
= (current
+1.0f
) * interval
;
756 /* integrate trick velocities */
757 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
758 state
->trick_euler
);
760 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
>= next_end
) ){
761 state
->trick_time
= 0.0f
;
762 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
763 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
764 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
765 v3_copy( state
->trick_vel
, state
->trick_residualv
);
766 v3_zero( state
->trick_vel
);
769 state
->trick_time
+= k_rb_delta
;
772 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
773 state
->trick_time
> 0.2f
)
775 player__skate_kill_audio();
776 player__dead_transition();
779 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
780 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
781 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
782 state
->trick_time
= 0.0f
;
783 v3_zero( state
->trick_vel
);
787 static void skate_apply_grab_model(void){
788 struct player_skate_state
*state
= &player_skate
.state
;
790 float grabt
= axis_state( k_sraxis_grab
);
793 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
794 state
->grab_mouse_delta
);
796 v2_normalize_clamp( state
->grab_mouse_delta
);
799 v2_zero( state
->grab_mouse_delta
);
801 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
804 static void skate_apply_steering_model(void){
805 struct player_skate_state
*state
= &player_skate
.state
;
808 joystick_state( k_srjoystick_steer
, jsteer
);
811 float steer
= jsteer
[0],
812 grab
= axis_state( k_sraxis_grab
);
814 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
817 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
822 if( state
->activity
<= k_skate_activity_air_to_grind
){
823 rate
= 6.0f
* fabsf(steer
);
827 /* rotate slower when grabbing on ground */
828 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
830 if( state
->activity
== k_skate_activity_grind_5050
){
835 else if( state
->activity
>= k_skate_activity_grind_any
){
836 rate
*= fabsf(steer
);
838 float a
= 0.8f
* -steer
* k_rb_delta
;
841 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
842 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
844 v3_normalize( player_skate
.grind_vec
);
847 else if( state
->manual_direction
){
853 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
857 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
858 addspeed
= (steer
* -top
) - current
,
859 maxaccel
= rate
* k_rb_delta
,
860 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
862 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
863 accel
, localplayer
.rb
.w
);
867 * Computes friction and surface interface model
869 static void skate_apply_friction_model(void){
870 struct player_skate_state
*state
= &player_skate
.state
;
873 * Computing localized friction forces for controlling the character
874 * Friction across X is significantly more than Z
878 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
881 if( fabsf(vel
[2]) > 0.01f
)
882 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
884 if( fabsf( slip
) > 1.2f
)
885 slip
= vg_signf( slip
) * 1.2f
;
888 state
->reverse
= -vg_signf(vel
[2]);
890 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
891 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
893 /* Pushing additive force */
895 if( !button_press( k_srbind_jump
) ){
896 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) )
898 if( (vg
.time
- state
->cur_push
) > 0.25 )
899 state
->start_push
= vg
.time
;
901 state
->cur_push
= vg
.time
;
903 double push_time
= vg
.time
- state
->start_push
;
905 float cycle_time
= push_time
*k_push_cycle_rate
,
906 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
907 amt
= accel
* VG_TIMESTEP_FIXED
,
908 current
= v3_length( vel
),
909 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
910 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
912 vel
[2] += delta
* -state
->reverse
;
916 /* Send back to velocity */
917 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
920 static void skate_apply_jump_model(void){
921 struct player_skate_state
*state
= &player_skate
.state
;
922 int charging_jump_prev
= state
->charging_jump
;
923 state
->charging_jump
= button_press( k_srbind_jump
);
925 /* Cannot charge this in air */
926 if( state
->activity
<= k_skate_activity_air_to_grind
){
927 state
->charging_jump
= 0;
931 if( state
->charging_jump
){
932 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
934 if( !charging_jump_prev
)
935 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
938 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
941 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
943 /* player let go after charging past 0.2: trigger jump */
944 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
947 /* Launch more up if alignment is up else improve velocity */
948 float aup
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.to_world
[1] ),
950 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
952 if( state
->activity
== k_skate_activity_ground
){
953 v3_copy( localplayer
.rb
.v
, jumpdir
);
954 v3_normalize( jumpdir
);
955 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
956 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
957 v3_normalize( jumpdir
);
959 v3_copy( state
->up_dir
, jumpdir
);
960 state
->grind_cooldown
= 30;
961 state
->activity
= k_skate_activity_ground
;
964 joystick_state( k_srjoystick_steer
, steer
);
966 float tilt
= steer
[0] * 0.3f
;
967 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
968 player_skate
.grind_dir
));
971 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
972 q_mulv( qtilt
, jumpdir
, jumpdir
);
974 state
->surface_cooldown
= 10;
976 float force
= k_jump_force
*state
->jump_charge
;
977 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
978 state
->jump_charge
= 0.0f
;
979 state
->jump_time
= vg
.time
;
980 player__networked_sfx( k_player_subsystem_skate
, 32,
981 k_player_skate_soundeffect_jump
,
982 localplayer
.rb
.co
, 1.0f
);
986 static void skate_apply_pump_model(void){
987 struct player_skate_state
*state
= &player_skate
.state
;
989 if( state
->activity
!= k_skate_activity_ground
){
990 v3_zero( state
->throw_v
);
994 /* Throw / collect routine
996 if( axis_state( k_sraxis_grab
) > 0.5f
){
997 if( state
->activity
== k_skate_activity_ground
){
999 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1004 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1007 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1009 if( state
->activity
== k_skate_activity_ground
){
1010 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1011 v3_muladds( localplayer
.rb
.v
, Fl
,
1012 k_mmcollect_lat
, localplayer
.rb
.v
);
1014 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1017 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1018 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1019 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1023 if( v3_length2( state
->throw_v
) > 0.0001f
){
1025 v3_copy( state
->throw_v
, dir
);
1026 v3_normalize( dir
);
1028 float max
= v3_dot( dir
, state
->throw_v
),
1029 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1030 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1034 static void skate_apply_cog_model(void){
1035 struct player_skate_state
*state
= &player_skate
.state
;
1037 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1038 v3_copy( state
->up_dir
, ideal_dir
);
1039 v3_normalize( ideal_dir
);
1041 float grab
= axis_state( k_sraxis_grab
);
1042 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1043 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1045 /* Apply velocities */
1047 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1050 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1051 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1053 float ra
= k_cog_mass_ratio
,
1054 rb
= 1.0f
-k_cog_mass_ratio
;
1056 /* Apply forces & intergrate */
1057 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1058 v3_muladds( state
->cog_v
, localplayer
.basis
[1], -9.8f
* k_rb_delta
,
1061 v3_muladds( state
->cog
, state
->cog_v
, k_rb_delta
, state
->cog
);
1064 static void skate_integrate(void){
1065 struct player_skate_state
*state
= &player_skate
.state
;
1067 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1071 if( state
->activity
>= k_skate_activity_grind_any
){
1072 rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1073 rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1074 rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1077 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1078 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1079 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1081 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1082 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1084 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1087 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1088 rb_update_transform( &localplayer
.rb
);
1091 static enum trick_type
player_skate_trick_input(void){
1092 return (button_press( k_srbind_trick0
) ) |
1093 (button_press( k_srbind_trick1
) << 1) |
1094 (button_press( k_srbind_trick2
) << 1) |
1095 (button_press( k_srbind_trick2
) );
1098 static void player__skate_pre_update(void){
1099 struct player_skate_state
*state
= &player_skate
.state
;
1101 if( button_down( k_srbind_use
) ){
1102 localplayer
.subsystem
= k_player_subsystem_walk
;
1105 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1106 localplayer
.angles
[2] = 0.0f
;
1109 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1110 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1111 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1112 v3_copy( newpos
, localplayer
.rb
.co
);
1114 player__begin_holdout( offset
);
1115 player__skate_kill_audio();
1116 player__walk_transition();
1120 if( state
->activity
<= k_skate_activity_air_to_grind
){
1121 enum trick_type trick
= k_trick_type_none
;
1122 if( (trick
= player_skate_trick_input()) ){
1123 if( (vg
.time
- state
->jump_time
) < 0.1f
){
1124 v3_zero( state
->trick_vel
);
1125 state
->trick_time
= 0.0f
;
1127 if( trick
== k_trick_type_kickflip
){
1128 state
->trick_vel
[0] = 3.0f
;
1130 else if( trick
== k_trick_type_shuvit
){
1131 state
->trick_vel
[2] = 3.0f
;
1133 else if( trick
== k_trick_type_treflip
){
1134 state
->trick_vel
[0] = 2.0f
;
1135 state
->trick_vel
[2] = 2.0f
;
1137 state
->trick_type
= trick
;
1142 state
->trick_type
= k_trick_type_none
;
1145 static void player__skate_post_update(void){
1146 struct player_skate_state
*state
= &player_skate
.state
;
1148 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1149 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1151 if( jump
->log_length
== 0 ){
1152 vg_fatal_error( "assert: jump->log_length == 0\n" );
1155 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1156 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1158 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1159 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1162 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1165 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1166 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1168 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1173 float air
= state
->activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1174 speed
= v3_length( localplayer
.rb
.v
),
1175 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1176 slide
= vg_clampf( fabsf(state
->slip
), 0.0f
, 1.0f
);
1178 if( state
->activity
>= k_skate_activity_grind_any
){
1182 f32 gate
= skaterift
.time_rate
,
1183 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1184 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1185 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1187 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1189 if( !player_skate
.aud_air
){
1190 player_skate
.aud_air
= audio_get_first_idle_channel();
1191 if( player_skate
.aud_air
)
1192 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1195 if( !player_skate
.aud_slide
){
1196 player_skate
.aud_slide
= audio_get_first_idle_channel();
1197 if( player_skate
.aud_slide
)
1198 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1202 /* brrrrrrrrrrrt sound for tiles and stuff
1203 * --------------------------------------------------------*/
1204 float sidechain_amt
= 0.0f
,
1205 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1207 if( (player_skate
.surface
== k_surface_prop_tiles
) &&
1208 (state
->activity
< k_skate_activity_grind_any
) )
1209 sidechain_amt
= 1.0f
;
1211 sidechain_amt
= 0.0f
;
1213 audio_set_lfo_frequency( 0, hz
);
1214 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1215 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1217 if( player_skate
.sample_change_cooldown
> 0.0f
){
1218 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1221 int sample_type
= k_skate_sample_concrete
;
1223 if( state
->activity
== k_skate_activity_grind_5050
){
1224 if( player_skate
.surface
== k_surface_prop_metal
)
1225 sample_type
= k_skate_sample_metal_scrape_generic
;
1227 sample_type
= k_skate_sample_concrete_scrape_metal
;
1229 else if( (state
->activity
== k_skate_activity_grind_back50
) ||
1230 (state
->activity
== k_skate_activity_grind_front50
) )
1232 if( player_skate
.surface
== k_surface_prop_metal
){
1233 sample_type
= k_skate_sample_metal_scrape_generic
;
1236 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1237 player_skate
.grind_dir
);
1238 if( fabsf(a
) > 0.70710678118654752f
)
1239 sample_type
= k_skate_sample_concrete_scrape_wood
;
1241 sample_type
= k_skate_sample_concrete_scrape_metal
;
1244 else if( state
->activity
== k_skate_activity_grind_boardslide
){
1245 if( player_skate
.surface
== k_surface_prop_metal
)
1246 sample_type
= k_skate_sample_metal_scrape_generic
;
1248 sample_type
= k_skate_sample_concrete_scrape_wood
;
1251 audio_clip
*relevant_samples
[] = {
1259 if( (player_skate
.main_sample_type
!= sample_type
) ||
1260 (!player_skate
.aud_main
) ){
1262 player_skate
.aud_main
=
1263 audio_channel_crossfade( player_skate
.aud_main
,
1264 relevant_samples
[sample_type
],
1266 player_skate
.sample_change_cooldown
= 0.1f
;
1267 player_skate
.main_sample_type
= sample_type
;
1271 if( player_skate
.aud_main
){
1272 player_skate
.aud_main
->colour
= 0x00103efe;
1273 audio_channel_set_spacial( player_skate
.aud_main
,
1274 localplayer
.rb
.co
, 40.0f
);
1275 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1276 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1277 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1279 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1280 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1283 if( player_skate
.aud_slide
){
1284 player_skate
.aud_slide
->colour
= 0x00103efe;
1285 audio_channel_set_spacial( player_skate
.aud_slide
,
1286 localplayer
.rb
.co
, 40.0f
);
1287 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1288 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1289 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1292 if( player_skate
.aud_air
){
1293 player_skate
.aud_air
->colour
= 0x00103efe;
1294 audio_channel_set_spacial( player_skate
.aud_air
,
1295 localplayer
.rb
.co
, 40.0f
);
1296 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1297 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1304 * truck alignment model at ra(local)
1305 * returns 1 if valid surface:
1306 * surface_normal will be filled out with an averaged normal vector
1307 * axel_dir will be the direction from left to right wheels
1309 * returns 0 if no good surface found
1312 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1313 v3f surface_normal
, v3f axel_dir
){
1314 world_instance
*world
= world_current_instance();
1316 v3f truck
, left
, right
;
1317 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1319 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1320 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1321 vg_line( left
, right
, colour
);
1323 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1325 ray_hit ray_l
, ray_r
;
1328 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1330 int res_l
= 0, res_r
= 0;
1332 for( int i
=0; i
<8; i
++ ){
1333 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1334 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1335 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1336 ray_l
.dist
= 2.1f
* k_board_radius
;
1338 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1344 for( int i
=0; i
<8; i
++ ){
1345 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1346 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1347 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1348 ray_r
.dist
= 2.1f
* k_board_radius
;
1350 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1358 v3f tangent_average
;
1359 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1360 v3_zero( tangent_average
);
1362 if( res_l
|| res_r
){
1364 v3_copy( midpoint
, p0
);
1365 v3_copy( midpoint
, p1
);
1368 v3_copy( ray_l
.pos
, p0
);
1369 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1370 v3_add( t
, tangent_average
, tangent_average
);
1373 v3_copy( ray_r
.pos
, p1
);
1374 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1375 v3_add( t
, tangent_average
, tangent_average
);
1378 v3_sub( p1
, p0
, v0
);
1382 /* fallback: use the closes point to the trucks */
1384 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1387 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1390 for( int j
=0; j
<3; j
++ )
1391 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1393 v3f vert0
, vert1
, n
;
1394 v3_sub( verts
[1], verts
[0], vert0
);
1395 v3_sub( verts
[2], verts
[0], vert1
);
1396 v3_cross( vert0
, vert1
, n
);
1399 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1402 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1403 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1404 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1408 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1409 v3_add( t
, tangent_average
, tangent_average
);
1415 v3_muladds( truck
, v0
, k_board_width
, right
);
1416 v3_muladds( truck
, v0
, -k_board_width
, left
);
1418 vg_line( left
, right
, VG__WHITE
);
1420 v3_normalize( tangent_average
);
1421 v3_cross( v0
, tangent_average
, surface_normal
);
1422 v3_copy( v0
, axel_dir
);
1427 static void skate_weight_distribute(void){
1428 struct player_skate_state
*state
= &player_skate
.state
;
1429 v3_zero( player_skate
.weight_distribution
);
1431 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1432 localplayer
.rb
.v
) < 0.0f
?1:-1;
1435 joystick_state( k_srjoystick_steer
, steer
);
1437 if( state
->manual_direction
== 0 ){
1438 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1439 (state
->jump_charge
<= 0.01f
) )
1440 state
->manual_direction
= reverse_dir
;
1443 if( steer
[1] < 0.1f
){
1444 state
->manual_direction
= 0;
1447 if( reverse_dir
!= state
->manual_direction
){
1453 if( state
->manual_direction
){
1454 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1455 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1456 (float)state
->manual_direction
;
1459 if( state
->manual_direction
){
1462 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1464 v3_negate( plane_z
, plane_z
);
1466 v3_muladds( plane_z
, player_skate
.surface_picture
,
1467 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1468 v3_normalize( plane_z
);
1470 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1471 v3_normalize( plane_z
);
1474 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1475 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1478 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1481 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1482 k_manul_spring
, k_manul_dampener
,
1483 player_skate
.substep_delta
);
1487 static void skate_adjust_up_direction(void){
1488 struct player_skate_state
*state
= &player_skate
.state
;
1490 if( state
->activity
== k_skate_activity_ground
){
1492 v3_copy( player_skate
.surface_picture
, target
);
1494 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1495 v3_normalize( target
);
1497 v3_lerp( state
->up_dir
, target
,
1498 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1500 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1501 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1502 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1506 v3_add( localplayer
.rb
.to_world
[1], localplayer
.basis
[1], avg
);
1507 v3_normalize( avg
);
1509 v3_lerp( state
->up_dir
, avg
,
1510 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1514 static int skate_point_visible( v3f origin
, v3f target
){
1516 v3_sub( target
, origin
, dir
);
1519 ray
.dist
= v3_length( dir
);
1520 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1523 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1524 k_material_flag_walking
) )
1530 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1531 v3_copy( inf
->dir
, mtx
[0] );
1532 v3_copy( inf
->n
, mtx
[1] );
1533 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1536 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1538 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1539 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1541 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1542 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1543 F
= a
* -dir
* k_grind_max_friction
;
1545 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1549 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1551 skate_grind_orient( inf
, mtx
);
1552 m3x3_transpose( mtx
, mtx_inv
);
1555 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1557 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1558 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1559 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1562 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1564 struct player_skate_state
*state
= &player_skate
.state
;
1567 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1569 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1570 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1572 v3_copy( ra
, player_skate
.weight_distribution
);
1575 v3_sub( inf
->co
, wsp
, delta
);
1578 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1581 skate_grind_decay( inf
, strength
);
1582 skate_grind_friction( inf
, strength
);
1584 /* yeah yeah yeah yeah */
1585 v3f raw_nplane
, axis
;
1586 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1587 v3_cross( raw_nplane
, inf
->n
, axis
);
1588 v3_normalize( axis
);
1592 skate_grind_orient( inf
, mtx
);
1593 v3f target_fwd
, fwd
, up
, target_up
;
1594 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1595 v3_copy( raw_nplane
, fwd
);
1596 v3_copy( localplayer
.rb
.to_world
[1], up
);
1597 v3_copy( inf
->n
, target_up
);
1599 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1600 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1602 v3_normalize( target_fwd
);
1603 v3_normalize( fwd
);
1606 joystick_state( k_srjoystick_steer
, steer
);
1608 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1611 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1612 q_mulv( q
, target_up
, target_up
);
1613 q_mulv( q
, target_fwd
, target_fwd
);
1615 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1620 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1621 k_grind_spring
*strength
,
1622 k_grind_dampener
*strength
,
1625 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1626 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1627 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1629 player_skate
.grind_strength
= strength
;
1632 struct grind_limit
*limit
=
1633 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1634 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1635 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1638 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1641 static void skate_5050_apply( struct grind_info
*inf_front
,
1642 struct grind_info
*inf_back
){
1643 struct player_skate_state
*state
= &player_skate
.state
;
1644 struct grind_info inf_avg
;
1646 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1647 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1648 v3_normalize( inf_avg
.dir
);
1651 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1654 v3f axis_front
, axis_back
, axis
;
1655 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1656 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1657 v3_add( axis_front
, axis_back
, axis
);
1658 v3_normalize( axis
);
1660 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1661 skate_grind_decay( &inf_avg
, 1.0f
);
1664 joystick_state( k_srjoystick_steer
, steer
);
1666 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1667 localplayer
.rb
.v
) );
1670 v3_copy( localplayer
.rb
.to_world
[1], up
);
1671 v3_copy( inf_avg
.n
, target_up
);
1672 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1673 q_mulv( q
, target_up
, target_up
);
1675 v3_zero( player_skate
.weight_distribution
);
1676 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1678 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1682 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1683 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1685 v3f fwd_nplane
, dir_nplane
;
1686 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1687 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1690 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1691 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1693 v3_normalize( fwd_nplane
);
1694 v3_normalize( dir_nplane
);
1696 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1700 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1701 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1703 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1704 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1705 delta_front
, delta_back
, delta_total
;
1707 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1708 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1710 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1711 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1712 v3_add( delta_front
, delta_back
, delta_total
);
1714 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
1718 struct grind_limit
*limit
=
1719 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1720 v3_zero( limit
->ra
);
1721 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1724 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1727 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1728 struct player_skate_state
*state
= &player_skate
.state
;
1730 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1731 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1733 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1734 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1736 /* Exit condition: lost grind tracking */
1737 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1740 /* Exit condition: cant see grind target directly */
1741 if( !skate_point_visible( wheel_co
, inf
->co
) )
1744 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1745 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1746 minv
= k_grind_axel_min_vel
*0.8f
;
1751 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1754 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1758 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1759 struct player_skate_state
*state
= &player_skate
.state
;
1762 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1765 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1766 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1768 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1769 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1772 /* velocity should be at least 60% aligned */
1774 v3_cross( inf
->n
, inf
->dir
, axis
);
1775 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1776 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1778 if( v3_length2( pv
) < 0.0001f
)
1782 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1785 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1788 v3f local_co
, local_dir
, local_n
;
1789 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1790 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1791 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1793 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1795 float truck_height
= -(k_board_radius
+0.03f
);
1798 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1799 v3_add( localplayer
.rb
.v
, rv
, rv
);
1801 if( (local_co
[1] >= truck_height
) &&
1802 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1811 static void skate_boardslide_apply( struct grind_info
*inf
){
1812 struct player_skate_state
*state
= &player_skate
.state
;
1814 v3f local_co
, local_dir
, local_n
;
1815 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1816 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1817 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1820 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1822 v3_copy( intersection
, player_skate
.weight_distribution
);
1824 skate_grind_decay( inf
, 0.0125f
);
1825 skate_grind_friction( inf
, 0.25f
);
1827 /* direction alignment */
1829 v3_cross( local_dir
, local_n
, perp
);
1830 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1831 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1833 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1834 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1837 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1838 q_mulv( qbalance
, perp
, perp
);
1840 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1842 k_grind_spring
, k_grind_dampener
,
1845 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1847 k_grind_spring
, k_grind_dampener
,
1850 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1851 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1853 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1856 static int skate_boardslide_entry( struct grind_info
*inf
){
1857 struct player_skate_state
*state
= &player_skate
.state
;
1859 if( skate_grind_scansq( localplayer
.rb
.co
,
1860 localplayer
.rb
.to_world
[0], k_board_length
,
1863 v3f local_co
, local_dir
;
1864 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1865 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1867 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1868 (local_co
[1] >= 0.0f
) && /* at deck level */
1869 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1871 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1881 static int skate_boardslide_renew( struct grind_info
*inf
){
1882 struct player_skate_state
*state
= &player_skate
.state
;
1884 if( !skate_grind_scansq( localplayer
.rb
.co
,
1885 localplayer
.rb
.to_world
[0], k_board_length
,
1889 /* Exit condition: cant see grind target directly */
1891 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
1892 if( !skate_point_visible( vis
, inf
->co
) )
1895 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1896 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1897 minv
= k_grind_axel_min_vel
*0.8f
;
1902 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1908 static void skate_store_grind_vec( struct grind_info
*inf
){
1909 struct player_skate_state
*state
= &player_skate
.state
;
1912 skate_grind_orient( inf
, mtx
);
1913 m3x3_transpose( mtx
, mtx
);
1916 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
1918 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
1919 v3_normalize( player_skate
.grind_vec
);
1920 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1923 static enum skate_activity
skate_availible_grind(void){
1924 struct player_skate_state
*state
= &player_skate
.state
;
1926 if( state
->grind_cooldown
> 100 ){
1927 vg_fatal_error( "wth!\n" );
1930 /* debounces this state manager a little bit */
1931 if( state
->grind_cooldown
){
1932 state
->grind_cooldown
--;
1933 return k_skate_activity_undefined
;
1936 struct grind_info inf_back50
,
1948 joystick_state( k_srjoystick_steer
, steer
);
1950 if( state
->activity
== k_skate_activity_grind_5050
||
1951 state
->activity
== k_skate_activity_grind_back50
||
1952 state
->activity
== k_skate_activity_grind_front50
)
1954 float tilt
= steer
[1];
1956 if( fabsf(tilt
) >= 0.25f
){
1957 v3f raw
= {0.0f
,0.0f
,tilt
};
1958 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
1960 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
1962 if( way
< 0.0f
) allow_front
= 0;
1963 else allow_back
= 0;
1967 if( state
->activity
== k_skate_activity_grind_boardslide
){
1968 res_slide
= skate_boardslide_renew( &inf_slide
);
1970 else if( state
->activity
== k_skate_activity_grind_back50
){
1971 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1974 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1976 else if( state
->activity
== k_skate_activity_grind_front50
){
1977 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1980 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1982 else if( state
->activity
== k_skate_activity_grind_5050
){
1984 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1986 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1989 res_slide
= skate_boardslide_entry( &inf_slide
);
1992 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1995 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1997 if( res_back50
!= res_front50
){
1998 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
2000 res_back50
&= wants_to_do_that
;
2001 res_front50
&= wants_to_do_that
;
2005 const enum skate_activity table
[] =
2006 { /* slide | back | front */
2007 k_skate_activity_undefined
, /* 0 0 0 */
2008 k_skate_activity_grind_front50
, /* 0 0 1 */
2009 k_skate_activity_grind_back50
, /* 0 1 0 */
2010 k_skate_activity_grind_5050
, /* 0 1 1 */
2012 /* slide has priority always */
2013 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2014 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2015 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2016 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2018 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2020 if( new_activity
== k_skate_activity_undefined
){
2021 if( state
->activity
>= k_skate_activity_grind_any
){
2022 state
->grind_cooldown
= 15;
2023 state
->surface_cooldown
= 10;
2026 else if( new_activity
== k_skate_activity_grind_boardslide
){
2027 skate_boardslide_apply( &inf_slide
);
2029 else if( new_activity
== k_skate_activity_grind_back50
){
2030 if( state
->activity
!= k_skate_activity_grind_back50
)
2031 skate_store_grind_vec( &inf_back50
);
2033 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2035 else if( new_activity
== k_skate_activity_grind_front50
){
2036 if( state
->activity
!= k_skate_activity_grind_front50
)
2037 skate_store_grind_vec( &inf_front50
);
2039 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2041 else if( new_activity
== k_skate_activity_grind_5050
)
2042 skate_5050_apply( &inf_front50
, &inf_back50
);
2044 return new_activity
;
2047 static void player__skate_update(void){
2048 struct player_skate_state
*state
= &player_skate
.state
;
2049 world_instance
*world
= world_current_instance();
2051 if( world
->water
.enabled
){
2052 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2054 player__networked_sfx( k_player_subsystem_walk
, 32,
2055 k_player_walk_soundeffect_splash
,
2056 localplayer
.rb
.co
, 1.0f
);
2058 player__skate_kill_audio();
2059 player__dead_transition();
2064 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2065 state
->activity_prev
= state
->activity
;
2067 v3_zero( normal_total
);
2069 struct board_collider
2076 enum board_collider_state
2078 k_collider_state_default
,
2079 k_collider_state_disabled
,
2080 k_collider_state_colliding
2087 { 0.0f
, 0.0f
, -k_board_length
},
2088 .radius
= k_board_radius
,
2092 { 0.0f
, 0.0f
, k_board_length
},
2093 .radius
= k_board_radius
,
2100 if( state
->activity
<= k_skate_activity_air_to_grind
){
2101 float min_dist
= 0.6f
;
2102 for( int i
=0; i
<2; i
++ ){
2104 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2106 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2107 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2111 float vy
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
);
2112 vy
= vg_maxf( 0.0f
, vy
);
2114 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2116 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2118 wheels
[0].pos
[1] = state
->slap
;
2119 wheels
[1].pos
[1] = state
->slap
;
2122 const int k_wheel_count
= 2;
2124 player_skate
.substep
= k_rb_delta
;
2125 player_skate
.substep_delta
= player_skate
.substep
;
2126 player_skate
.limit_count
= 0;
2128 int substep_count
= 0;
2130 v3_zero( player_skate
.surface_picture
);
2132 int prev_contacts
[2];
2134 for( int i
=0; i
<k_wheel_count
; i
++ ){
2135 wheels
[i
].state
= k_collider_state_default
;
2136 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2139 /* check if we can enter or continue grind */
2140 enum skate_activity grindable_activity
= skate_availible_grind();
2141 if( grindable_activity
!= k_skate_activity_undefined
){
2142 state
->activity
= grindable_activity
;
2146 int contact_count
= 0;
2147 for( int i
=0; i
<2; i
++ ){
2149 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2151 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2152 wheels
[i
].colour
, normal
, axel
) )
2154 rb_effect_spring_target_vector( &localplayer
.rb
,
2155 localplayer
.rb
.to_world
[0],
2157 k_surface_spring
, k_surface_dampener
,
2158 player_skate
.substep_delta
);
2160 v3_add( normal
, player_skate
.surface_picture
,
2161 player_skate
.surface_picture
);
2163 player_skate
.wheel_contacts
[i
] = 1;
2166 player_skate
.wheel_contacts
[i
] = 0;
2169 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2172 if( state
->surface_cooldown
){
2173 state
->surface_cooldown
--;
2177 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2178 for( int i
=0; i
<2; i
++ ){
2179 if( !prev_contacts
[i
] ){
2181 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2182 player__networked_sfx( k_player_subsystem_skate
, 32,
2183 k_player_skate_soundeffect_tap
,
2184 localplayer
.rb
.co
, 0.75f
);
2189 if( contact_count
){
2190 state
->activity
= k_skate_activity_ground
;
2191 state
->gravity_bias
= k_gravity
;
2192 v3_normalize( player_skate
.surface_picture
);
2194 skate_apply_friction_model();
2195 skate_weight_distribute();
2198 if( state
->activity
> k_skate_activity_air_to_grind
)
2199 state
->activity
= k_skate_activity_air
;
2201 v3_zero( player_skate
.weight_distribution
);
2202 skate_apply_air_model();
2207 if( state
->activity
== k_skate_activity_grind_back50
)
2208 wheels
[1].state
= k_collider_state_disabled
;
2209 if( state
->activity
== k_skate_activity_grind_front50
)
2210 wheels
[0].state
= k_collider_state_disabled
;
2211 if( state
->activity
== k_skate_activity_grind_5050
){
2212 wheels
[0].state
= k_collider_state_disabled
;
2213 wheels
[1].state
= k_collider_state_disabled
;
2216 /* all activities */
2217 skate_apply_steering_model();
2218 skate_adjust_up_direction();
2219 skate_apply_cog_model();
2220 skate_apply_jump_model();
2221 skate_apply_grab_model();
2222 skate_apply_trick_model();
2223 skate_apply_pump_model();
2228 * Phase 0: Continous collision detection
2229 * --------------------------------------------------------------------------
2232 v3f head_wp0
, head_wp1
, start_co
;
2233 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2234 v3_copy( localplayer
.rb
.co
, start_co
);
2236 /* calculate transform one step into future */
2239 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2242 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2245 v3_copy( localplayer
.rb
.w
, axis
);
2247 float mag
= v3_length( axis
);
2248 v3_divs( axis
, mag
, axis
);
2249 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2250 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2251 q_normalize( future_q
);
2254 v4_copy( localplayer
.rb
.q
, future_q
);
2256 v3f future_cg
, current_cg
, cg_offset
;
2257 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2258 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2259 v3_sub( future_cg
, current_cg
, cg_offset
);
2261 /* calculate the minimum time we can move */
2262 float max_time
= player_skate
.substep
;
2264 for( int i
=0; i
<k_wheel_count
; i
++ ){
2265 if( wheels
[i
].state
== k_collider_state_disabled
)
2268 v3f current
, future
, r_cg
;
2270 q_mulv( future_q
, wheels
[i
].pos
, future
);
2271 v3_add( future
, future_co
, future
);
2272 v3_add( cg_offset
, future
, future
);
2274 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2275 v3_add( current
, localplayer
.rb
.co
, current
);
2280 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2281 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2282 k_material_flag_walking
) != -1)
2283 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2286 /* clamp to a fraction of delta, to prevent locking */
2287 float rate_lock
= substep_count
;
2288 rate_lock
*= k_rb_delta
* 0.1f
;
2289 rate_lock
*= rate_lock
;
2291 max_time
= vg_maxf( max_time
, rate_lock
);
2292 player_skate
.substep_delta
= max_time
;
2295 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2296 player_skate
.substep_delta
, localplayer
.rb
.co
);
2297 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2300 v3_copy( localplayer
.rb
.w
, axis
);
2302 float mag
= v3_length( axis
);
2303 v3_divs( axis
, mag
, axis
);
2304 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2305 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2306 q_normalize( localplayer
.rb
.q
);
2308 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2309 v3_sub( current_cg
, future_cg
, cg_offset
);
2310 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2313 rb_update_transform( &localplayer
.rb
);
2314 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1],
2315 -state
->gravity_bias
* player_skate
.substep_delta
,
2318 player_skate
.substep
-= player_skate
.substep_delta
;
2320 rb_ct manifold
[128];
2321 int manifold_len
= 0;
2323 * Phase -1: head detection
2324 * --------------------------------------------------------------------------
2326 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2330 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2331 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2332 k_material_flag_walking
) != -1) )
2334 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2335 rb_update_transform( &localplayer
.rb
);
2337 player__skate_kill_audio();
2338 player__dead_transition();
2343 * Phase 1: Regular collision detection
2344 * --------------------------------------------------------------------------
2347 for( int i
=0; i
<k_wheel_count
; i
++ ){
2348 if( wheels
[i
].state
== k_collider_state_disabled
)
2352 m3x3_identity( mtx
);
2353 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2355 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2357 rb_ct
*man
= &manifold
[ manifold_len
];
2359 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2361 wheels
[i
].state
= k_collider_state_colliding
;
2366 float grind_radius
= k_board_radius
* 0.75f
;
2367 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2368 .radius
=grind_radius
};
2370 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2371 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2372 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2373 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2374 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2376 rb_ct
*cman
= &manifold
[manifold_len
];
2378 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2379 cman
, k_material_flag_walking
);
2382 for( int i
=0; i
<l
; i
++ )
2383 cman
[l
].type
= k_contact_type_edge
;
2384 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2385 l
= rb_manifold_apply_filtered( cman
, l
);
2390 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2393 if( state
->activity
>= k_skate_activity_grind_any
){
2394 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2395 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2396 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2397 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2398 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2400 ct
->type
= k_contact_type_default
;
2406 * --------------------------------------------------------------------------
2411 m4x3_mulv( localplayer
.rb
.to_world
,
2412 player_skate
.weight_distribution
, world_cog
);
2413 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2415 for( int i
=0; i
<manifold_len
; i
++ ){
2416 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2417 rb_debug_contact( &manifold
[i
] );
2420 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2421 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2422 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2423 ey2
= k_board_interia
*extent
[1]*extent
[1],
2424 ez2
= k_board_interia
*extent
[2]*extent
[2];
2426 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2427 float inv_mass
= 1.0f
/mass
;
2430 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2431 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2432 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2435 m3x3_identity( iI
);
2442 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2443 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2445 for( int j
=0; j
<10; j
++ ){
2446 for( int i
=0; i
<manifold_len
; i
++ ){
2448 * regular dance; calculate velocity & total mass, apply impulse.
2451 struct contact
*ct
= &manifold
[i
];
2454 v3_sub( ct
->co
, world_cog
, delta
);
2455 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2456 v3_add( localplayer
.rb
.v
, rv
, rv
);
2459 v3_cross( delta
, ct
->n
, raCn
);
2462 m3x3_mulv( iIw
, raCn
, raCnI
);
2464 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2465 vn
= v3_dot( rv
, ct
->n
),
2466 lambda
= normal_mass
* ( -vn
);
2468 float temp
= ct
->norm_impulse
;
2469 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2470 lambda
= ct
->norm_impulse
- temp
;
2473 v3_muls( ct
->n
, lambda
, impulse
);
2475 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2476 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2477 v3_cross( delta
, impulse
, impulse
);
2478 m3x3_mulv( iIw
, impulse
, impulse
);
2479 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2481 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2482 v3_add( localplayer
.rb
.v
, rv
, rv
);
2483 vn
= v3_dot( rv
, ct
->n
);
2488 rb_depenetrate( manifold
, manifold_len
, dt
);
2489 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2490 rb_update_transform( &localplayer
.rb
);
2494 if( player_skate
.substep
>= 0.0001f
)
2495 goto begin_collision
; /* again! */
2498 * End of collision and dynamics routine
2499 * --------------------------------------------------------------------------
2502 f32 nforce
= v3_length(normal_total
);
2503 if( nforce
> 4.0f
){
2504 if( nforce
> 17.6f
){
2505 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2506 player__dead_transition();
2507 player__skate_kill_audio();
2511 f32 amt
= k_cam_punch
;
2512 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2516 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2517 localplayer
.cam_land_punch_v
);
2520 player_skate
.surface
= k_surface_prop_concrete
;
2522 for( int i
=0; i
<manifold_len
; i
++ ){
2523 rb_ct
*ct
= &manifold
[i
];
2524 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2526 if( surf
->info
.surface_prop
> player_skate
.surface
)
2527 player_skate
.surface
= surf
->info
.surface_prop
;
2530 for( int i
=0; i
<k_wheel_count
; i
++ ){
2532 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2533 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2534 vg_line_sphere( mtx
, wheels
[i
].radius
,
2535 (u32
[]){ VG__WHITE
, VG__BLACK
,
2536 wheels
[i
].colour
}[ wheels
[i
].state
]);
2540 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2542 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2545 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2547 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2548 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2549 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2550 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2551 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2552 m3x3_mulv( gate
->transport
, state
->head_position
,
2553 state
->head_position
);
2554 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2556 v4f transport_rotation
;
2557 m3x3_q( gate
->transport
, transport_rotation
);
2558 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2559 q_mul( transport_rotation
, state
->smoothed_rotation
,
2560 state
->smoothed_rotation
);
2561 rb_update_transform( &localplayer
.rb
);
2562 player__pass_gate( id
);
2565 /* FIXME: Rate limit */
2566 static int stick_frames
= 0;
2568 if( state
->activity
>= k_skate_activity_ground
)
2573 if( stick_frames
> 5 ) stick_frames
= 5;
2575 if( stick_frames
== 4 ){
2576 if( state
->activity
== k_skate_activity_ground
){
2577 if( (fabsf(state
->slip
) > 0.75f
) ){
2578 player__networked_sfx( k_player_subsystem_skate
, 128,
2579 k_player_skate_soundeffect_land_bad
,
2580 localplayer
.rb
.co
, 0.6f
);
2583 player__networked_sfx( k_player_subsystem_skate
, 128,
2584 k_player_skate_soundeffect_land_good
,
2585 localplayer
.rb
.co
, 1.0f
);
2588 else if( player_skate
.surface
== k_surface_prop_metal
){
2589 player__networked_sfx( k_player_subsystem_skate
, 128,
2590 k_player_skate_soundeffect_grind_metal
,
2591 localplayer
.rb
.co
, 1.0f
);
2594 player__networked_sfx( k_player_subsystem_skate
, 128,
2595 k_player_skate_soundeffect_grind_wood
,
2596 localplayer
.rb
.co
, 1.0f
);
2598 } else if( stick_frames
== 0 ){
2599 /* TODO: EXIT SOUNDS */
2603 static void player__skate_im_gui(void){
2604 struct player_skate_state
*state
= &player_skate
.state
;
2605 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2606 localplayer
.rb
.v
[1],
2607 localplayer
.rb
.v
[2] );
2608 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2609 localplayer
.rb
.co
[1],
2610 localplayer
.rb
.co
[2] );
2611 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2612 localplayer
.rb
.w
[1],
2613 localplayer
.rb
.w
[2] );
2615 const char *activity_txt
[] = {
2619 "undefined (INVALID)",
2620 "grind_any (INVALID)",
2622 "grind_metallic (INVALID)",
2628 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2630 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2631 state
->steerx_s
, state
->steery_s
,
2632 k_steer_ground
, k_steer_air
);
2634 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2636 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2637 state
->trick_vel
[0],
2638 state
->trick_vel
[1],
2639 state
->trick_vel
[2] );
2640 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2641 state
->trick_euler
[0],
2642 state
->trick_euler
[1],
2643 state
->trick_euler
[2] );
2646 static void player__skate_animate(void){
2647 struct player_skate_state
*state
= &player_skate
.state
;
2648 struct player_skate_animator
*animator
= &player_skate
.animator
;
2651 float kheight
= 2.0f
,
2654 v3_zero( animator
->offset
);
2656 v3f cog_local
, cog_ideal
;
2657 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2659 v3_copy( state
->up_dir
, cog_ideal
);
2660 v3_normalize( cog_ideal
);
2661 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2663 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2665 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2666 animator
->offset
[1] *= -1.0f
;
2668 float curspeed
= v3_length( localplayer
.rb
.v
),
2669 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2670 kicks
= (vg_randf64()-0.5f
)*2.0f
*kickspeed
,
2671 sign
= vg_signf( kicks
);
2673 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2674 6.0f
*vg
.time_delta
);
2675 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2676 2.4f
*vg
.time_delta
);
2678 animator
->offset
[0] *= 0.26f
;
2679 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2681 animator
->offset
[1] *= -0.3f
;
2682 animator
->offset
[2] *= 0.01f
;
2684 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2685 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2686 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2689 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2690 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2692 /* localized vectors */
2693 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2696 * Animation blending
2697 * ===========================================
2702 float desired
= 0.0f
;
2703 if( state
->activity
== k_skate_activity_ground
)
2704 desired
= vg_clampf( fabsf( state
->slip
), 0.0f
, 1.0f
);
2706 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2709 /* movement information */
2710 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2712 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2713 dirx
= state
->slip
< 0.0f
? 0.0f
: 1.0f
,
2714 fly
= iair
? 1.0f
: 0.0f
,
2715 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2717 if( state
->activity
>= k_skate_activity_grind_any
)
2720 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2721 animator
->x
= vg_lerpf( animator
->x
, dirx
, 0.6f
*vg
.time_delta
);
2722 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2723 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2725 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2726 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2727 animator
->reverse
= state
->reverse
;
2729 if( fabsf(state
->slip
) > 0.3f
){
2730 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2731 state
->delayed_slip_dir
= vg_signf(slide_x
);
2735 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2736 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2738 f32 grind_frame
= 0.5f
;
2740 if( state
->activity
== k_skate_activity_grind_front50
)
2742 else if( state
->activity
== k_skate_activity_grind_back50
)
2745 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2746 5.0f
*vg
.time_delta
);
2749 animator
->push_time
= vg
.time
- state
->start_push
;
2750 animator
->push
= vg_lerpf( animator
->push
,
2751 (vg
.time
- state
->cur_push
) < 0.125,
2752 6.0f
*vg
.time_delta
);
2755 animator
->jump_charge
= state
->jump_charge
;
2756 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2757 8.4f
*vg
.time_delta
);
2760 animator
->jump_dir
= state
->jump_dir
;
2761 f32 jump_start_frame
= 14.0f
/30.0f
;
2762 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2763 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2764 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2765 animator
->jump_time
= jump_frame
;
2768 float jump_t
= vg
.time
-state
->jump_time
;
2771 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2772 extra
*= state
->slap
* 4.0f
;
2774 v3_add( state
->trick_euler
, state
->trick_residuald
,
2775 animator
->board_euler
);
2776 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2778 animator
->board_euler
[0] *= 0.5f
;
2779 animator
->board_euler
[1] += extra
;
2780 animator
->trick_type
= state
->trick_type
;
2783 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2786 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2787 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2790 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2791 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2792 animator
->board_lean
=
2793 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2795 /* feet placement */
2796 struct player_board
*board
=
2797 addon_cache_item_if_loaded( k_addon_type_board
,
2798 localplayer
.board_view_slot
);
2800 if( animator
->weight
> 0.0f
){
2801 animator
->foot_offset
[0] =
2802 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2805 animator
->foot_offset
[1] =
2806 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
2810 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
2811 animator
->slap
= state
->slap
;
2812 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
2813 vg
.time_delta
*10.0f
);
2815 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
2816 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
2817 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
2818 8.4f
*vg
.time_delta
);
2822 joystick_state( k_srjoystick_grab
, grab_input
);
2823 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
2825 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
2826 else v2_normalize_clamp( grab_input
);
2827 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
2828 animator
->grabbing
= state
->grabbing
;
2831 joystick_state( k_srjoystick_steer
, animator
->steer
);
2833 animator
->airdir
= vg_lerpf( animator
->airdir
, -animator
->steer
[0],
2834 2.4f
*vg
.time_delta
);
2838 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
2839 (fabsf(state
->flip_rate
) > 0.01f
) ){
2840 float substep
= vg
.time_fixed_extrapolate
;
2841 float t
= state
->flip_time
+state
->flip_rate
*substep
*k_rb_delta
;
2842 sign
= vg_signf( t
);
2844 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2845 t
= sign
* (1.0f
-t
*t
);
2847 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2848 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
2849 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2850 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
2851 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
2854 q_identity( animator
->qflip
);
2856 /* counter-rotation */
2857 if( v3_length2( state
->up_dir
) > 0.001f
){
2858 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
2859 2.0f
*vg
.time_frame_delta
,
2860 state
->smoothed_rotation
);
2861 q_normalize( state
->smoothed_rotation
);
2863 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2864 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2865 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
2866 yaw_smooth
[1] = 0.0f
;
2867 v3_normalize( yaw_smooth
);
2869 f32 yaw_counter_rotate
= yaw_smooth
[0];
2870 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
2871 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2872 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
2875 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
2876 v3_normalize( ndir
);
2878 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2879 float a
= v3_dot( ndir
, up
);
2880 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2883 v4f qcounteryaw
, qfixup
;
2885 v3_cross( up
, ndir
, axis
);
2886 q_axis_angle( qfixup
, axis
, a
*2.0f
);
2888 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
2889 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
2891 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
2892 q_normalize( animator
->qfixuptotal
);
2895 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
2896 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
2898 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
2899 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
2901 else q_identity( animator
->qfixuptotal
);
2902 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
2905 static void player__skate_pose( void *_animator
, player_pose
*pose
){
2906 struct player_avatar
*av
= localplayer
.playeravatar
;
2907 struct skeleton
*sk
= &av
->sk
;
2908 struct player_skate_animator
*animator
= _animator
;
2910 pose
->type
= k_player_pose_type_ik
;
2911 v3_copy( animator
->root_co
, pose
->root_co
);
2912 v4_copy( animator
->root_q
, pose
->root_q
);
2916 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
2917 v3_copy( pose
->root_co
, ext_co
);
2918 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
2920 /* apply flip rotation at midpoint */
2921 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
2922 q_normalize( pose
->root_q
);
2924 v3f rotation_point
, rco
;
2925 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
2926 v3_sub( pose
->root_co
, rotation_point
, rco
);
2928 q_mulv( animator
->qflip
, rco
, rco
);
2929 v3_add( rco
, rotation_point
, pose
->root_co
);
2932 * ---------------------------------------------------------------------- */
2934 mdl_keyframe apose
[32], bpose
[32];
2935 mdl_keyframe ground_pose
[32];
2938 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
2939 stand_blend
= animator
->offset
[1]*-2.0f
;
2941 pose
->board
.lean
= animator
->board_lean
;
2943 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
2945 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
2946 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
2947 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2950 skeleton_sample_anim( sk
, player_skate
.anim_slide
, animator
->x
* 0.5f
,
2952 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
2954 if( animator
->reverse
> 0.0f
){
2955 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
2959 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
2960 animator
->push_time
, bpose
);
2962 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
2964 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
2965 player_skate
.anim_ollie
:
2966 player_skate
.anim_ollie_reverse
;
2968 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
2969 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
2970 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2973 mdl_keyframe air_pose
[32];
2975 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2976 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
2978 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
2979 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2980 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2982 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
2983 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
2986 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
2989 mdl_keyframe
*kf_board
= &pose
->keyframes
[av
->id_board
-1],
2990 *kf_foot_l
= &pose
->keyframes
[av
->id_ik_foot_l
-1],
2991 *kf_foot_r
= &pose
->keyframes
[av
->id_ik_foot_r
-1],
2992 *kf_knee_l
= &pose
->keyframes
[av
->id_ik_knee_l
-1],
2993 *kf_knee_r
= &pose
->keyframes
[av
->id_ik_knee_r
-1],
2994 *kf_hip
= &pose
->keyframes
[av
->id_hip
-1],
2995 *kf_wheels
[] = { &pose
->keyframes
[av
->id_wheel_r
-1],
2996 &pose
->keyframes
[av
->id_wheel_l
-1] };
2999 mdl_keyframe grind_pose
[32];
3001 f32 frame
= animator
->grind_balance
* 0.5f
;
3003 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
3004 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
3005 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
3007 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
3008 animator
->grind
, pose
->keyframes
);
3009 float add_grab_mod
= 1.0f
- animator
->fly
;
3011 /* additive effects */
3012 u32 apply_to
[] = { av
->id_hip
,
3016 av
->id_ik_elbow_r
};
3018 float apply_rates
[] = { 1.0f
,
3024 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3025 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3026 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3029 /* angle 'correction' */
3031 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
3033 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3034 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3035 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
3036 animator
->qfixuptotal
);
3039 /* trick rotation */
3040 v4f qtrick
, qyaw
, qpitch
, qroll
;
3041 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3042 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3043 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3045 q_mul( qyaw
, qroll
, qtrick
);
3046 q_mul( qpitch
, qtrick
, qtrick
);
3047 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3048 q_normalize( kf_board
->q
);
3050 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3051 0.5f
* animator
->weight
);
3052 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3053 -0.5f
* animator
->weight
);
3055 kf_foot_l
->co
[1] += animator
->slap
;
3056 kf_foot_r
->co
[1] += animator
->slap
;
3057 kf_knee_l
->co
[1] += animator
->slap
;
3058 kf_knee_r
->co
[1] += animator
->slap
;
3059 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3060 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3062 if( animator
->trick_type
== k_trick_type_kickflip
){
3063 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3064 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3066 else if( animator
->trick_type
== k_trick_type_shuvit
){
3067 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.1f
;
3068 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3069 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3070 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3072 else if( animator
->trick_type
== k_trick_type_treflip
){
3073 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3074 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3075 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3076 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3080 * animation wishlist:
3081 * boardslide/grind jump animations
3082 * when tricking the slap should not appply or less apply
3083 * not animations however DONT target grinds that are vertically down.
3086 /* truck rotation */
3087 for( int i
=0; i
<2; i
++ ){
3088 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3089 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3092 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3093 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3094 q_normalize( kf_wheels
[i
]->q
);
3100 *kf_head
= &pose
->keyframes
[av
->id_head
-1],
3101 *kf_elbow_l
= &pose
->keyframes
[av
->id_ik_elbow_l
-1],
3102 *kf_elbow_r
= &pose
->keyframes
[av
->id_ik_elbow_r
-1],
3103 *kf_hand_l
= &pose
->keyframes
[av
->id_ik_hand_l
-1],
3104 *kf_hand_r
= &pose
->keyframes
[av
->id_ik_hand_r
-1];
3106 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3107 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3110 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3112 v3f origin
= {0.0f
,0.2f
,0.0f
};
3113 keyframe_rotate_around( kf_hand_l
, origin
,
3114 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3115 keyframe_rotate_around( kf_hand_r
, origin
,
3116 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3117 keyframe_rotate_around( kf_hip
, origin
,
3118 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3119 keyframe_rotate_around( kf_elbow_r
, origin
,
3120 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3121 keyframe_rotate_around( kf_elbow_l
, origin
,
3122 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3124 q_inv( qrot
, qrot
);
3125 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3126 q_normalize( kf_head
->q
);
3131 static void player__skate_post_animate(void){
3132 struct player_avatar
*av
= localplayer
.playeravatar
;
3133 struct player_skate_state
*state
= &player_skate
.state
;
3135 localplayer
.cam_velocity_influence
= 1.0f
;
3137 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3138 m4x3_mulv( localplayer
.final_mtx
[ av
->id_head
],
3139 head
, state
->head_position
);
3140 m4x3_mulv( localplayer
.rb
.to_local
,
3141 state
->head_position
, state
->head_position
);
3144 static void player__skate_reset_animator(void){
3145 struct player_skate_state
*state
= &player_skate
.state
;
3147 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3149 if( state
->activity
<= k_skate_activity_air_to_grind
)
3150 player_skate
.animator
.fly
= 1.0f
;
3152 player_skate
.animator
.fly
= 0.0f
;
3155 static void player__skate_clear_mechanics(void){
3156 struct player_skate_state
*state
= &player_skate
.state
;
3157 state
->jump_charge
= 0.0f
;
3158 state
->charging_jump
= 0;
3159 state
->jump_dir
= 0;
3160 v3_zero( state
->flip_axis
);
3161 state
->flip_time
= 0.0f
;
3162 state
->flip_rate
= 0.0f
;
3163 state
->reverse
= 0.0f
;
3165 state
->grabbing
= 0.0f
;
3166 v2_zero( state
->grab_mouse_delta
);
3168 state
->jump_time
= 0.0;
3169 state
->start_push
= 0.0;
3170 state
->cur_push
= 0.0;
3171 state
->air_start
= 0.0;
3173 v3_zero( state
->air_init_v
);
3174 v3_zero( state
->air_init_co
);
3176 state
->gravity_bias
= k_gravity
;
3177 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3178 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3179 v3_zero( state
->throw_v
);
3180 v3_zero( state
->trick_vel
);
3181 v3_zero( state
->trick_euler
);
3182 v3_zero( state
->cog_v
);
3183 state
->grind_cooldown
= 0;
3184 state
->surface_cooldown
= 0;
3185 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3186 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3187 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3188 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3189 v3_zero( player_skate
.weight_distribution
);
3192 static void player__skate_reset( ent_spawn
*rp
){
3193 struct player_skate_state
*state
= &player_skate
.state
;
3194 v3_zero( localplayer
.rb
.v
);
3195 v4_copy( rp
->transform
.q
, localplayer
.rb
.q
);
3197 state
->activity
= k_skate_activity_air
;
3198 state
->activity_prev
= k_skate_activity_air
;
3200 player__skate_clear_mechanics();
3201 player__skate_reset_animator();
3203 v3_zero( state
->head_position
);
3204 state
->head_position
[1] = 1.8f
;
3207 #include "network_compression.h"
3209 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3210 struct player_skate_animator
*animator
= data
;
3212 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3213 bitpack_qquat( ctx
, animator
->root_q
);
3215 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3216 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3217 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3218 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->z
);
3219 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3221 /* these could likely be pressed down into single bits if needed */
3222 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3223 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3224 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3225 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3226 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3227 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3229 /* just the sign bit? */
3230 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3231 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3232 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3233 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3235 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3236 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3237 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3238 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3239 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3240 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3241 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3243 /* animator->wobble is ommited */
3245 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3246 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3247 bitpack_qquat( ctx
, animator
->qflip
);
3249 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3250 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3251 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3252 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3254 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3255 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3258 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3261 if( id
== k_player_skate_soundeffect_jump
){
3262 audio_oneshot_3d( &audio_jumps
[vg_randu32()%2], pos
, 40.0f
, volume
);
3264 else if( id
== k_player_skate_soundeffect_tap
){
3265 audio_oneshot_3d( &audio_taps
[vg_randu32()%4], pos
, 40.0f
, volume
);
3267 else if( id
== k_player_skate_soundeffect_land_good
){
3268 audio_oneshot_3d( &audio_lands
[vg_randu32()%3], pos
, 40.0f
, volume
);
3270 else if( id
== k_player_skate_soundeffect_land_bad
){
3271 audio_oneshot_3d( &audio_lands
[vg_randu32()%2+3], pos
, 40.0f
, volume
);
3273 else if( id
== k_player_skate_soundeffect_grind_metal
){
3274 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3276 else if( id
== k_player_skate_soundeffect_grind_wood
){
3277 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3283 #endif /* PLAYER_SKATE_C */