DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
1 #ifndef PLAYER_SKATE_C
2 #define PLAYER_SKATE_C
3
4 #include "player.h"
5 #include "audio.h"
6 #include "vg/vg_perlin.h"
7 #include "menu.h"
8 #include "ent_skateshop.h"
9 #include "addon.h"
10
11 static void player__skate_bind(void){
12 struct player_avatar *av = localplayer.playeravatar;
13 struct skeleton *sk = &av->sk;
14
15 rb_update_transform( &localplayer.rb );
16
17 struct { struct skeleton_anim **anim; const char *name; }
18 bindings[] = {
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" }
30 };
31
32 for( u32 i=0; i<vg_list_size(bindings); i++ )
33 *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
34 }
35
36 static void player__skate_kill_audio(void){
37 audio_lock();
38 if( player_skate.aud_main ){
39 player_skate.aud_main =
40 audio_channel_fadeout( player_skate.aud_main, 0.1f );
41 }
42 if( player_skate.aud_air ){
43 player_skate.aud_air =
44 audio_channel_fadeout( player_skate.aud_air, 0.1f );
45 }
46 if( player_skate.aud_slide ){
47 player_skate.aud_slide =
48 audio_channel_fadeout( player_skate.aud_slide, 0.1f );
49 }
50 audio_unlock();
51 }
52
53 /*
54 * Collision detection routines
55 *
56 *
57 */
58
59 /*
60 * Does collision detection on a sphere vs world, and applies some smoothing
61 * filters to the manifold afterwards
62 */
63 static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
64 world_instance *world = world_current_instance();
65
66 int len = 0;
67 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
68 k_material_flag_walking );
69
70 for( int i=0; i<len; i++ ){
71 man[i].rba = &localplayer.rb;
72 man[i].rbb = NULL;
73 }
74
75 rb_manifold_filter_coplanar( man, len, 0.03f );
76
77 if( len > 1 ){
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 );
81 }
82 int new_len = rb_manifold_apply_filtered( man, len );
83 if( len && !new_len )
84 len = 1;
85 else
86 len = new_len;
87
88 return len;
89 }
90
91 struct grind_info
92 {
93 v3f co, dir, n;
94 };
95
96 static int skate_grind_scansq( v3f pos, v3f dir, float r,
97 struct grind_info *inf ){
98 world_instance *world = world_current_instance();
99
100 v4f plane;
101 v3_copy( dir, plane );
102 v3_normalize( plane );
103 plane[3] = v3_dot( plane, pos );
104
105 boxf box;
106 v3_add( pos, (v3f){ r, r, r }, box[1] );
107 v3_sub( pos, (v3f){ r, r, r }, box[0] );
108
109 struct grind_sample{
110 v2f co;
111 v2f normal;
112 v3f normal3,
113 centroid;
114 }
115 samples[48];
116 int sample_count = 0;
117
118 v2f support_min,
119 support_max;
120
121 v3f support_axis;
122 v3_cross( plane, localplayer.basis[1], support_axis );
123 v3_normalize( support_axis );
124
125 bh_iter it;
126 bh_iter_init_box( 0, &it, box );
127 i32 idx;
128
129 while( bh_next( world->geo_bh, &it, &idx ) ){
130 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
131 v3f tri[3];
132
133 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
134 if( !(surf->info.flags & k_material_flag_grindable) )
135 continue;
136
137 for( int j=0; j<3; j++ )
138 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
139
140 for( int j=0; j<3; j++ ){
141 int i0 = j,
142 i1 = (j+1) % 3;
143
144 struct grind_sample *sample = &samples[ sample_count ];
145 v3f co;
146
147 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
148 v3f d;
149 v3_sub( co, pos, d );
150 if( v3_length2( d ) > r*r )
151 continue;
152
153 v3f va, vb, normal;
154 v3_sub( tri[1], tri[0], va );
155 v3_sub( tri[2], tri[0], vb );
156 v3_cross( va, vb, normal );
157
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 );
162
163 v3_copy( normal, sample->normal3 ); /* normalize later
164 if we want to us it */
165
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 );
169
170 v2_normalize( sample->normal );
171 sample_count ++;
172
173 if( sample_count == vg_list_size( samples ) )
174 goto too_many_samples;
175 }
176 }
177 }
178
179 too_many_samples:
180
181 if( sample_count < 2 )
182 return 0;
183
184 v3f average_direction,
185 average_normal;
186
187 v2f min_co, max_co;
188 v2_fill( min_co, INFINITY );
189 v2_fill( max_co, -INFINITY );
190
191 v3_zero( average_direction );
192 v3_zero( average_normal );
193
194 int passed_samples = 0;
195
196 for( int i=0; i<sample_count-1; i++ ){
197 struct grind_sample *si, *sj;
198
199 si = &samples[i];
200
201 for( int j=i+1; j<sample_count; j++ ){
202 if( i == j )
203 continue;
204
205 sj = &samples[j];
206
207 /* non overlapping */
208 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
209 continue;
210
211 /* not sharp angle */
212 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
213 continue;
214
215 /* not convex */
216 v3f v0;
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 )
220 continue;
221
222 v2_minv( sj->co, min_co, min_co );
223 v2_maxv( sj->co, max_co, max_co );
224
225 v3f n0, n1, dir;
226 v3_copy( si->normal3, n0 );
227 v3_copy( sj->normal3, n1 );
228 v3_cross( n0, n1, dir );
229
230 if( v3_length2( dir ) <= 0.001f )
231 continue;
232
233 v3_normalize( dir );
234
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 );
238
239 float yi = v3_dot( localplayer.basis[1], si->normal3 ),
240 yj = v3_dot( localplayer.basis[1], sj->normal3 );
241
242 if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
243 else v3_add( sj->normal3, average_normal, average_normal );
244
245 passed_samples ++;
246 }
247 }
248
249 if( !passed_samples )
250 return 0;
251
252 if( (v3_length2( average_direction ) <= 0.001f) ||
253 (v3_length2( average_normal ) <= 0.001f ) )
254 return 0;
255
256 float div = 1.0f/(float)passed_samples;
257 v3_normalize( average_direction );
258 v3_normalize( average_normal );
259
260 v2f average_coord;
261 v2_add( min_co, max_co, average_coord );
262 v2_muls( average_coord, 0.5f, average_coord );
263
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 );
269
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 );
273
274 return passed_samples;
275 }
276
277 static void reset_jump_info( jump_info *inf ){
278 inf->log_length = 0;
279 inf->land_dist = 0.0f;
280 inf->score = 0.0f;
281 inf->type = k_prediction_unset;
282 v3_zero( inf->apex );
283 }
284
285 static int create_jumps_to_hit_target( jump_info *jumps,
286 v3f target, float max_angle_delta,
287 float gravity ){
288 /* calculate the exact 2 solutions to jump onto that grind spot */
289
290 v3f v0;
291 v3_sub( target, localplayer.rb.co, v0 );
292 m3x3_mulv( localplayer.invbasis, v0, v0 );
293
294 v3f ax;
295 v3_copy( v0, ax );
296 ax[1] = 0.0f;
297 v3_normalize( ax );
298
299 v3f v_local;
300 m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local );
301
302 v2f d = { v3_dot( ax, v0 ), v0[1] },
303 v = { v3_dot( ax, v_local ), v_local[1] };
304
305 float a = atan2f( v[1], v[0] ),
306 m = v2_length( v ),
307 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
308
309 int valid_count = 0;
310
311 if( root > 0.0f ){
312 root = sqrtf( root );
313 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
314 a1 = atanf( (m*m - root) / (gravity * d[0]) );
315
316 if( fabsf(a0-a) < max_angle_delta ){
317 jump_info *inf = &jumps[ valid_count ++ ];
318 reset_jump_info( inf );
319
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;
325
326 v3_copy( target, inf->log[inf->log_length ++] );
327 }
328
329 if( fabsf(a1-a) < max_angle_delta ){
330 jump_info *inf = &jumps[ valid_count ++ ];
331 reset_jump_info( inf );
332
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;
338
339 v3_copy( target, inf->log[inf->log_length ++] );
340 }
341 }
342
343 return valid_count;
344 }
345
346 static void player__approximate_best_trajectory(void){
347 world_instance *world0 = world_current_instance();
348
349 float k_trace_delta = k_rb_delta * 10.0f;
350 struct player_skate_state *state = &player_skate.state;
351
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 );
355
356 player_skate.possible_jump_count = 0;
357
358 v3f axis;
359 v3_cross( localplayer.rb.v, localplayer.rb.to_world[1], axis );
360 v3_normalize( axis );
361
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 )),
365 angle_end = 1.0f;
366
367 struct grind_info grind;
368 int grind_located = 0;
369 float grind_located_gravity = k_gravity;
370
371
372 v3f launch_v_bounds[2];
373
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 ];
377 ang *= 0.15f;
378
379 v4f qbias;
380 q_axis_angle( qbias, axis, ang );
381 q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
382 }
383
384 for( int m=0;m<=30; m++ ){
385 jump_info *inf =
386 &player_skate.possible_jumps[ player_skate.possible_jump_count ++ ];
387 reset_jump_info( inf );
388
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;
394
395 float vt = (float)m * (1.0f/30.0f),
396 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
397
398 v4f qbias;
399 q_axis_angle( qbias, axis, ang );
400 q_mulv( qbias, launch_v, launch_v );
401
402 float yaw_sketch = 1.0f-fabsf(upness);
403
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 );
407
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 );
412
413 m3x3f basis;
414 m3x3_copy( localplayer.basis, basis );
415
416 for( int i=1; i<=50; i++ ){
417 float t = (float)i * k_trace_delta;
418
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 );
422
423 float launch_vy = v3_dot( launch_v,basis[1] );
424
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;
428
429 /* REFACTOR */
430
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;
436
437 if( v3_dist2( closest, launch_co ) < min_dist )
438 search_for_grind = 0;
439
440 v3f bound[2];
441
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] );
446 }
447
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;
451
452 if( (closest[1] < minh) || (closest[1] > maxh) ){
453 search_for_grind = 0;
454 }
455 }
456 else
457 search_for_grind = 0;
458 }
459
460 if( search_for_grind ){
461 v3f ve;
462 v3_copy( launch_v, ve );
463 v3_muladds( ve, basis[1], -gravity * t, ve );
464
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] ) };
471
472 v2_normalize( v0 );
473 v2_normalize( v1 );
474
475 float a = v2_dot( v0, v1 );
476
477 float a_min = cosf( VG_PIf * 0.185f );
478 if( state->grind_cooldown )
479 a_min = cosf( VG_PIf * 0.05f );
480
481 /* check speed */
482 if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
483 (a >= a_min) &&
484 (fabsf(grind.dir[1]) < 0.70710678118654752f))
485 {
486 grind_located = 1;
487 grind_located_gravity = inf->gravity;
488 }
489 }
490 }
491
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 );
500
501 if( gate->flags & k_ent_gate_nonlocal ){
502 trace_world = &world_static.instances[ gate->target ];
503 }
504 }
505 }
506
507 float t1;
508 v3f n;
509
510 float scan_radius = k_board_radius;
511 scan_radius *= vg_clampf( t, 0.02f, 1.0f );
512
513 int idx = spherecast_world( trace_world, co0, co1, scan_radius, &t1, n,
514 k_material_flag_walking );
515 if( idx != -1 ){
516 v3f co;
517 v3_lerp( co0, co1, t1, co );
518 v3_copy( co, inf->log[ inf->log_length ++ ] );
519
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] );
524
525 inf->type = k_prediction_land;
526
527 v3f ve;
528 v3_copy( launch_v, ve );
529 v3_muladds( ve, localplayer.basis[1], -gravity * t, ve );
530
531 inf->score = -v3_dot( ve, inf->n );
532 inf->land_dist = t + k_trace_delta * t1;
533
534 /* Bias prediction towords ramps */
535 if( !(surf->info.flags & k_material_flag_skate_target) )
536 inf->score *= 10.0f;
537
538 if( surf->info.flags & k_material_flag_boundary )
539 player_skate.possible_jump_count --;
540
541 break;
542 }
543
544 if( i % 3 == 0 )
545 v3_copy( co1, inf->log[ inf->log_length ++ ] );
546 v3_copy( co1, co0 );
547 }
548
549 if( inf->type == k_prediction_unset )
550 player_skate.possible_jump_count --;
551 }
552
553 if( grind_located ){
554 jump_info grind_jumps[2];
555
556 int valid_count =
557 create_jumps_to_hit_target( grind_jumps, grind.co,
558 0.175f*VG_PIf, grind_located_gravity );
559
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;
566 }
567
568 for( int i=0; i<valid_count; i++ ){
569 jump_info *jump = &grind_jumps[i];
570 jump->type = k_prediction_grind;
571
572 v3f launch_v, launch_co, co0, co1;
573
574 v3_copy( jump->v, launch_v );
575 v3_copy( localplayer.rb.co, launch_co );
576
577 m3x3f basis;
578 m3x3_copy( localplayer.basis, basis );
579
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 );
584
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);
588 t *= 0.9f;
589 t += 0.05f;
590 t *= jump->land_dist;
591
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 );
595
596 float t1;
597 v3f n;
598
599 int idx = spherecast_world( world0, co0,co1,
600 k_board_radius*0.1f, &t1, n,
601 k_material_flag_walking );
602 if( idx != -1 ){
603 goto invalidated_grind;
604 }
605
606 v3_copy( co1, co0 );
607 }
608
609 v3_copy( grind.n, jump->n );
610
611 /* determine score */
612 v3f ve;
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;
617
618 player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] =
619 *jump;
620
621 continue;
622 invalidated_grind:;
623 }
624 }
625
626
627 float score_min = INFINITY,
628 score_max = -INFINITY;
629
630 jump_info *best = NULL;
631
632 for( int i=0; i<player_skate.possible_jump_count; i ++ ){
633 jump_info *jump = &player_skate.possible_jumps[i];
634
635 if( jump->score < score_min )
636 best = jump;
637
638 score_min = vg_minf( score_min, jump->score );
639 score_max = vg_maxf( score_max, jump->score );
640 }
641
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;
645
646 s -= score_min;
647 s /= (score_max-score_min);
648 s = 1.0f - s;
649
650 jump->score = s;
651 jump->colour = s * 255.0f;
652
653 if( jump == best )
654 jump->colour <<= 16;
655 else if( jump->type == k_prediction_land )
656 jump->colour <<= 8;
657
658 jump->colour |= 0xff000000;
659 }
660
661 if( best ){
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;
666
667 if( best->type == k_prediction_grind ){
668 state->activity = k_skate_activity_air_to_grind;
669 }
670
671 v2f steer;
672 joystick_state( k_srjoystick_steer, steer );
673 v2_normalize_clamp( steer );
674
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]) *
677 state->reverse ;
678 state->flip_time = 0.0f;
679 v3_copy( localplayer.rb.to_world[0], state->flip_axis );
680 }
681 else{
682 state->flip_rate = 0.0f;
683 v3_zero( state->flip_axis );
684 }
685 }
686 else{
687 v3_copy( localplayer.basis[1], state->land_normal );
688 }
689 }
690
691 /*
692 *
693 * Varius physics models
694 * ------------------------------------------------
695 */
696
697 /*
698 * Air control, no real physics
699 */
700 static void skate_apply_air_model(void){
701 struct player_skate_state *state = &player_skate.state;
702
703 if( state->activity_prev > k_skate_activity_air_to_grind )
704 player__approximate_best_trajectory();
705
706 float angle = v3_dot( localplayer.rb.to_world[1], state->land_normal );
707 angle = vg_clampf( angle, -1.0f, 1.0f );
708 v3f axis;
709 v3_cross( localplayer.rb.to_world[1], state->land_normal, axis );
710
711 v4f correction;
712 q_axis_angle( correction, axis,
713 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
714 q_mul( correction, localplayer.rb.q, localplayer.rb.q );
715 }
716
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;
720
721 v3f Fd, Fs, F;
722 v3f strength = { 3.7f, 3.6f, 8.0f };
723
724 v3_muls( state->trick_residualv, -4.0f , Fd );
725 v3_muls( state->trick_residuald, -10.0f, Fs );
726 v3_add( Fd, Fs, F );
727 v3_mul( strength, F, F );
728
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 );
733
734 if( state->activity <= k_skate_activity_air_to_grind ){
735 if( v3_length2( state->trick_vel ) < 0.0001f )
736 return;
737
738 int carry_on = player_skate_trick_input();
739
740 /* we assume velocities share a common divisor, in which case the
741 * interval is the minimum value (if not zero) */
742
743 float min_rate = 99999.0f;
744
745 for( int i=0; i<3; i++ ){
746 float v = state->trick_vel[i];
747 if( (v > 0.0f) && (v < min_rate) )
748 min_rate = v;
749 }
750
751 float interval = 1.0f / min_rate,
752 current = floorf( state->trick_time / interval ),
753 next_end = (current+1.0f) * interval;
754
755
756 /* integrate trick velocities */
757 v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
758 state->trick_euler );
759
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 );
767 }
768
769 state->trick_time += k_rb_delta;
770 }
771 else{
772 if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
773 state->trick_time > 0.2f)
774 {
775 player__skate_kill_audio();
776 player__dead_transition();
777 }
778
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 );
784 }
785 }
786
787 static void skate_apply_grab_model(void){
788 struct player_skate_state *state = &player_skate.state;
789
790 float grabt = axis_state( k_sraxis_grab );
791
792 if( grabt > 0.5f ){
793 v2_muladds( state->grab_mouse_delta, vg.mouse_delta, 0.02f,
794 state->grab_mouse_delta );
795
796 v2_normalize_clamp( state->grab_mouse_delta );
797 }
798 else
799 v2_zero( state->grab_mouse_delta );
800
801 state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
802 }
803
804 static void skate_apply_steering_model(void){
805 struct player_skate_state *state = &player_skate.state;
806
807 v2f jsteer;
808 joystick_state( k_srjoystick_steer, jsteer );
809
810 /* Steering */
811 float steer = jsteer[0],
812 grab = axis_state( k_sraxis_grab );
813
814 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
815
816 v3f steer_axis;
817 v3_muls( localplayer.rb.to_world[1], -vg_signf( steer ), steer_axis );
818
819 float rate = 26.0f,
820 top = 1.0f;
821
822 if( state->activity <= k_skate_activity_air_to_grind ){
823 rate = 6.0f * fabsf(steer);
824 top = 1.5f;
825 }
826 else{
827 /* rotate slower when grabbing on ground */
828 steer *= (1.0f-(state->jump_charge+grab)*0.4f);
829
830 if( state->activity == k_skate_activity_grind_5050 ){
831 rate = 0.0f;
832 top = 0.0f;
833 }
834
835 else if( state->activity >= k_skate_activity_grind_any ){
836 rate *= fabsf(steer);
837
838 float a = 0.8f * -steer * k_rb_delta;
839
840 v4f q;
841 q_axis_angle( q, localplayer.rb.to_world[1], a );
842 q_mulv( q, player_skate.grind_vec, player_skate.grind_vec );
843
844 v3_normalize( player_skate.grind_vec );
845 }
846
847 else if( state->manual_direction ){
848 rate = 35.0f;
849 top = 1.5f;
850 }
851
852 if( grab < 0.5f ){
853 top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
854 }
855 }
856
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 );
861
862 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1],
863 accel, localplayer.rb.w );
864 }
865
866 /*
867 * Computes friction and surface interface model
868 */
869 static void skate_apply_friction_model(void){
870 struct player_skate_state *state = &player_skate.state;
871
872 /*
873 * Computing localized friction forces for controlling the character
874 * Friction across X is significantly more than Z
875 */
876
877 v3f vel;
878 m3x3_mulv( localplayer.rb.to_local, localplayer.rb.v, vel );
879 float slip = 0.0f;
880
881 if( fabsf(vel[2]) > 0.01f )
882 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
883
884 if( fabsf( slip ) > 1.2f )
885 slip = vg_signf( slip ) * 1.2f;
886
887 state->slip = slip;
888 state->reverse = -vg_signf(vel[2]);
889
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 );
892
893 /* Pushing additive force */
894
895 if( !button_press( k_srbind_jump ) ){
896 if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
897 {
898 if( (vg.time - state->cur_push) > 0.25 )
899 state->start_push = vg.time;
900
901 state->cur_push = vg.time;
902
903 double push_time = vg.time - state->start_push;
904
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 );
911
912 vel[2] += delta * -state->reverse;
913 }
914 }
915
916 /* Send back to velocity */
917 m3x3_mulv( localplayer.rb.to_world, vel, localplayer.rb.v );
918 }
919
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 );
924
925 /* Cannot charge this in air */
926 if( state->activity <= k_skate_activity_air_to_grind ){
927 state->charging_jump = 0;
928 return;
929 }
930
931 if( state->charging_jump ){
932 state->jump_charge += k_rb_delta * k_jump_charge_speed;
933
934 if( !charging_jump_prev )
935 state->jump_dir = state->reverse>0.0f? 1: 0;
936 }
937 else{
938 state->jump_charge -= k_jump_charge_speed * k_rb_delta;
939 }
940
941 state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
942
943 /* player let go after charging past 0.2: trigger jump */
944 if( (!state->charging_jump) && (state->jump_charge > 0.2f) ){
945 v3f jumpdir;
946
947 /* Launch more up if alignment is up else improve velocity */
948 float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ),
949 mod = 0.5f,
950 dir = mod + fabsf(aup)*(1.0f-mod);
951
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 );
958 }else{
959 v3_copy( state->up_dir, jumpdir );
960 state->grind_cooldown = 30;
961 state->activity = k_skate_activity_ground;
962
963 v2f steer;
964 joystick_state( k_srjoystick_steer, steer );
965
966 float tilt = steer[0] * 0.3f;
967 tilt *= vg_signf(v3_dot( localplayer.rb.v,
968 player_skate.grind_dir ));
969
970 v4f qtilt;
971 q_axis_angle( qtilt, player_skate.grind_dir, tilt );
972 q_mulv( qtilt, jumpdir, jumpdir );
973 }
974 state->surface_cooldown = 10;
975
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 );
983 }
984 }
985
986 static void skate_apply_pump_model(void){
987 struct player_skate_state *state = &player_skate.state;
988
989 if( state->activity != k_skate_activity_ground ){
990 v3_zero( state->throw_v );
991 return;
992 }
993
994 /* Throw / collect routine
995 */
996 if( axis_state( k_sraxis_grab ) > 0.5f ){
997 if( state->activity == k_skate_activity_ground ){
998 /* Throw */
999 v3_muls( localplayer.rb.to_world[1], k_mmthrow_scale, state->throw_v );
1000 }
1001 }
1002 else{
1003 /* Collect */
1004 float doty = v3_dot( localplayer.rb.to_world[1], state->throw_v );
1005
1006 v3f Fl, Fv;
1007 v3_muladds( state->throw_v, localplayer.rb.to_world[1], -doty, Fl);
1008
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 );
1013 }
1014 v3_muladds( state->throw_v, Fl, -k_mmcollect_lat, state->throw_v );
1015 }
1016
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 );
1020 }
1021
1022 /* Decay */
1023 if( v3_length2( state->throw_v ) > 0.0001f ){
1024 v3f dir;
1025 v3_copy( state->throw_v, dir );
1026 v3_normalize( dir );
1027
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 );
1031 }
1032 }
1033
1034 static void skate_apply_cog_model(void){
1035 struct player_skate_state *state = &player_skate.state;
1036
1037 v3f ideal_cog, ideal_diff, ideal_dir;
1038 v3_copy( state->up_dir, ideal_dir );
1039 v3_normalize( ideal_dir );
1040
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 );
1044
1045 /* Apply velocities */
1046 v3f rv;
1047 v3_sub( localplayer.rb.v, state->cog_v, rv );
1048
1049 v3f F;
1050 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1051 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1052
1053 float ra = k_cog_mass_ratio,
1054 rb = 1.0f-k_cog_mass_ratio;
1055
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,
1059 state->cog_v );
1060
1061 v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
1062 }
1063
1064 static void skate_integrate(void){
1065 struct player_skate_state *state = &player_skate.state;
1066
1067 float rate_x = 1.0f - (k_rb_delta * 3.0f),
1068 rate_z = rate_x,
1069 rate_y = 1.0f;
1070
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);
1075 }
1076
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;
1080
1081 v3_muls( localplayer.rb.to_world[0], wx, localplayer.rb.w );
1082 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], wy,
1083 localplayer.rb.w );
1084 v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz,
1085 localplayer.rb.w );
1086
1087 state->flip_time += state->flip_rate * k_rb_delta;
1088 rb_update_transform( &localplayer.rb );
1089 }
1090
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 ) );
1096 }
1097
1098 static void player__skate_pre_update(void){
1099 struct player_skate_state *state = &player_skate.state;
1100
1101 if( button_down( k_srbind_use ) ){
1102 localplayer.subsystem = k_player_subsystem_walk;
1103
1104 v3f angles;
1105 v3_copy( localplayer.cam.angles, localplayer.angles );
1106 localplayer.angles[2] = 0.0f;
1107
1108 v3f newpos, offset;
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 );
1113
1114 player__begin_holdout( offset );
1115 player__skate_kill_audio();
1116 player__walk_transition();
1117 return;
1118 }
1119
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;
1126
1127 if( trick == k_trick_type_kickflip ){
1128 state->trick_vel[0] = 3.0f;
1129 }
1130 else if( trick == k_trick_type_shuvit ){
1131 state->trick_vel[2] = 3.0f;
1132 }
1133 else if( trick == k_trick_type_treflip ){
1134 state->trick_vel[0] = 2.0f;
1135 state->trick_vel[2] = 2.0f;
1136 }
1137 state->trick_type = trick;
1138 }
1139 }
1140 }
1141 else
1142 state->trick_type = k_trick_type_none;
1143 }
1144
1145 static void player__skate_post_update(void){
1146 struct player_skate_state *state = &player_skate.state;
1147
1148 for( int i=0; i<player_skate.possible_jump_count; i++ ){
1149 jump_info *jump = &player_skate.possible_jumps[i];
1150
1151 if( jump->log_length == 0 ){
1152 vg_fatal_error( "assert: jump->log_length == 0\n" );
1153 }
1154
1155 for( int j=0; j<jump->log_length - 1; j ++ ){
1156 float brightness = jump->score*jump->score*jump->score;
1157 v3f p1;
1158 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1159 vg_line( jump->log[j], p1, jump->colour );
1160 }
1161
1162 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1163
1164 v3f p1;
1165 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1166 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1167
1168 vg_line_point( jump->apex, 0.02f, 0xffffffff );
1169 }
1170
1171 audio_lock();
1172
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 );
1177
1178 if( state->activity >= k_skate_activity_grind_any ){
1179 slide = 0.0f;
1180 }
1181
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;
1186
1187 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1188
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 );
1193 }
1194
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 );
1199 }
1200
1201
1202 /* brrrrrrrrrrrt sound for tiles and stuff
1203 * --------------------------------------------------------*/
1204 float sidechain_amt = 0.0f,
1205 hz = vg_maxf( speed * 2.0f, 2.0f );
1206
1207 if( (player_skate.surface == k_surface_prop_tiles) &&
1208 (state->activity < k_skate_activity_grind_any) )
1209 sidechain_amt = 1.0f;
1210 else
1211 sidechain_amt = 0.0f;
1212
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 ) );
1216
1217 if( player_skate.sample_change_cooldown > 0.0f ){
1218 player_skate.sample_change_cooldown -= vg.time_frame_delta;
1219 }
1220 else{
1221 int sample_type = k_skate_sample_concrete;
1222
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;
1226 else
1227 sample_type = k_skate_sample_concrete_scrape_metal;
1228 }
1229 else if( (state->activity == k_skate_activity_grind_back50) ||
1230 (state->activity == k_skate_activity_grind_front50) )
1231 {
1232 if( player_skate.surface == k_surface_prop_metal ){
1233 sample_type = k_skate_sample_metal_scrape_generic;
1234 }
1235 else{
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;
1240 else
1241 sample_type = k_skate_sample_concrete_scrape_metal;
1242 }
1243 }
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;
1247 else
1248 sample_type = k_skate_sample_concrete_scrape_wood;
1249 }
1250
1251 audio_clip *relevant_samples[] = {
1252 &audio_board[0],
1253 &audio_board[0],
1254 &audio_board[7],
1255 &audio_board[6],
1256 &audio_board[5]
1257 };
1258
1259 if( (player_skate.main_sample_type != sample_type) ||
1260 (!player_skate.aud_main) ){
1261
1262 player_skate.aud_main =
1263 audio_channel_crossfade( player_skate.aud_main,
1264 relevant_samples[sample_type],
1265 0.06f, flags );
1266 player_skate.sample_change_cooldown = 0.1f;
1267 player_skate.main_sample_type = sample_type;
1268 }
1269 }
1270
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 );
1278
1279 float rate = 1.0f + (attn-0.5f)*0.2f;
1280 audio_channel_set_sampling_rate( player_skate.aud_main, rate );
1281 }
1282
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 );
1290 }
1291
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 );
1298 }
1299
1300 audio_unlock();
1301 }
1302
1303 /*
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
1308 *
1309 * returns 0 if no good surface found
1310 */
1311 static
1312 int skate_compute_surface_alignment( v3f ra, u32 colour,
1313 v3f surface_normal, v3f axel_dir ){
1314 world_instance *world = world_current_instance();
1315
1316 v3f truck, left, right;
1317 m4x3_mulv( localplayer.rb.to_world, ra, truck );
1318
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 );
1322
1323 float k_max_truck_flex = VG_PIf * 0.25f;
1324
1325 ray_hit ray_l, ray_r;
1326
1327 v3f dir;
1328 v3_muls( localplayer.rb.to_world[1], -1.0f, dir );
1329
1330 int res_l = 0, res_r = 0;
1331
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;
1337
1338 res_l = ray_world( world, left, dir, &ray_l, k_material_flag_walking );
1339
1340 if( res_l )
1341 break;
1342 }
1343
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;
1349
1350 res_r = ray_world( world, right, dir, &ray_r, k_material_flag_walking );
1351
1352 if( res_r )
1353 break;
1354 }
1355
1356 v3f v0;
1357 v3f midpoint;
1358 v3f tangent_average;
1359 v3_muladds( truck, localplayer.rb.to_world[1], -k_board_radius, midpoint );
1360 v3_zero( tangent_average );
1361
1362 if( res_l || res_r ){
1363 v3f p0, p1, t;
1364 v3_copy( midpoint, p0 );
1365 v3_copy( midpoint, p1 );
1366
1367 if( res_l ){
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 );
1371 }
1372 if( res_r ){
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 );
1376 }
1377
1378 v3_sub( p1, p0, v0 );
1379 v3_normalize( v0 );
1380 }
1381 else{
1382 /* fallback: use the closes point to the trucks */
1383 v3f closest;
1384 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1385
1386 if( idx != -1 ){
1387 u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
1388 v3f verts[3];
1389
1390 for( int j=0; j<3; j++ )
1391 v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
1392
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 );
1397 v3_normalize( n );
1398
1399 if( v3_dot( n, localplayer.rb.to_world[1] ) < 0.3f )
1400 return 0;
1401
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 );
1405 v3_normalize( v0 );
1406
1407 v3f t;
1408 v3_cross( n, localplayer.rb.to_world[0], t );
1409 v3_add( t, tangent_average, tangent_average );
1410 }
1411 else
1412 return 0;
1413 }
1414
1415 v3_muladds( truck, v0, k_board_width, right );
1416 v3_muladds( truck, v0, -k_board_width, left );
1417
1418 vg_line( left, right, VG__WHITE );
1419
1420 v3_normalize( tangent_average );
1421 v3_cross( v0, tangent_average, surface_normal );
1422 v3_copy( v0, axel_dir );
1423
1424 return 1;
1425 }
1426
1427 static void skate_weight_distribute(void){
1428 struct player_skate_state *state = &player_skate.state;
1429 v3_zero( player_skate.weight_distribution );
1430
1431 int reverse_dir = v3_dot( localplayer.rb.to_world[2],
1432 localplayer.rb.v ) < 0.0f?1:-1;
1433
1434 v2f steer;
1435 joystick_state( k_srjoystick_steer, steer );
1436
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;
1441 }
1442 else{
1443 if( steer[1] < 0.1f ){
1444 state->manual_direction = 0;
1445 }
1446 else{
1447 if( reverse_dir != state->manual_direction ){
1448 return;
1449 }
1450 }
1451 }
1452
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;
1457 }
1458
1459 if( state->manual_direction ){
1460 v3f plane_z;
1461
1462 m3x3_mulv( localplayer.rb.to_world, player_skate.weight_distribution,
1463 plane_z );
1464 v3_negate( plane_z, plane_z );
1465
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 );
1469
1470 v3_muladds( plane_z, player_skate.surface_picture, 0.3f, plane_z );
1471 v3_normalize( plane_z );
1472
1473 v3f p1;
1474 v3_muladds( localplayer.rb.co, plane_z, 1.5f, p1 );
1475 vg_line( localplayer.rb.co, p1, VG__GREEN );
1476
1477 v3f refdir;
1478 v3_muls( localplayer.rb.to_world[2], -(float)state->manual_direction,
1479 refdir );
1480
1481 rb_effect_spring_target_vector( &localplayer.rb, refdir, plane_z,
1482 k_manul_spring, k_manul_dampener,
1483 player_skate.substep_delta );
1484 }
1485 }
1486
1487 static void skate_adjust_up_direction(void){
1488 struct player_skate_state *state = &player_skate.state;
1489
1490 if( state->activity == k_skate_activity_ground ){
1491 v3f target;
1492 v3_copy( player_skate.surface_picture, target );
1493
1494 target[1] += 2.0f * player_skate.surface_picture[1];
1495 v3_normalize( target );
1496
1497 v3_lerp( state->up_dir, target,
1498 8.0f * player_skate.substep_delta, state->up_dir );
1499 }
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 );
1503 }
1504 else{
1505 v3f avg;
1506 v3_add( localplayer.rb.to_world[1], localplayer.basis[1], avg );
1507 v3_normalize( avg );
1508
1509 v3_lerp( state->up_dir, avg,
1510 6.0f * player_skate.substep_delta, state->up_dir );
1511 }
1512 }
1513
1514 static int skate_point_visible( v3f origin, v3f target ){
1515 v3f dir;
1516 v3_sub( target, origin, dir );
1517
1518 ray_hit ray;
1519 ray.dist = v3_length( dir );
1520 v3_muls( dir, 1.0f/ray.dist, dir );
1521 ray.dist -= 0.025f;
1522
1523 if( ray_world( world_current_instance(), origin, dir, &ray,
1524 k_material_flag_walking ) )
1525 return 0;
1526
1527 return 1;
1528 }
1529
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] );
1534 }
1535
1536 static void skate_grind_friction( struct grind_info *inf, float strength ){
1537 v3f v2;
1538 v3_muladds( localplayer.rb.to_world[2], inf->n,
1539 -v3_dot( localplayer.rb.to_world[2], inf->n ), v2 );
1540
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;
1544
1545 v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength,
1546 localplayer.rb.v );
1547 }
1548
1549 static void skate_grind_decay( struct grind_info *inf, float strength ){
1550 m3x3f mtx, mtx_inv;
1551 skate_grind_orient( inf, mtx );
1552 m3x3_transpose( mtx, mtx_inv );
1553
1554 v3f v_grind;
1555 m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
1556
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 );
1560 }
1561
1562 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
1563 float strength ){
1564 struct player_skate_state *state = &player_skate.state;
1565
1566 /* REFACTOR */
1567 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1568 v3f raw, wsp;
1569 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1570 v3_add( localplayer.rb.co, raw, wsp );
1571
1572 v3_copy( ra, player_skate.weight_distribution );
1573
1574 v3f delta;
1575 v3_sub( inf->co, wsp, delta );
1576
1577 /* spring force */
1578 v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta,
1579 localplayer.rb.v );
1580
1581 skate_grind_decay( inf, strength );
1582 skate_grind_friction( inf, strength );
1583
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 );
1589
1590 /* orientation */
1591 m3x3f mtx;
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 );
1598
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 );
1601
1602 v3_normalize( target_fwd );
1603 v3_normalize( fwd );
1604
1605 v2f steer;
1606 joystick_state( k_srjoystick_steer, steer );
1607
1608 float way = steer[1] * vg_signf( v3_dot( raw_nplane, localplayer.rb.v ) );
1609
1610 v4f q;
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 );
1614
1615 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1616 k_grind_spring,
1617 k_grind_dampener,
1618 k_rb_delta );
1619
1620 rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
1621 k_grind_spring*strength,
1622 k_grind_dampener*strength,
1623 k_rb_delta );
1624
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 );
1628
1629 player_skate.grind_strength = strength;
1630
1631 /* Fake contact */
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 );
1636 limit->p = 0.0f;
1637
1638 v3_copy( inf->dir, player_skate.grind_dir );
1639 }
1640
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;
1645
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 );
1649
1650 /* dont ask */
1651 v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,localplayer.rb.v)),
1652 inf_avg.dir );
1653
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 );
1659
1660 v3_cross( axis, inf_avg.dir, inf_avg.n );
1661 skate_grind_decay( &inf_avg, 1.0f );
1662
1663 v2f steer;
1664 joystick_state( k_srjoystick_steer, steer );
1665
1666 float way = steer[1] * vg_signf( v3_dot( localplayer.rb.to_world[2],
1667 localplayer.rb.v ) );
1668 v4f q;
1669 v3f up, target_up;
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 );
1674
1675 v3_zero( player_skate.weight_distribution );
1676 player_skate.weight_distribution[2] = k_board_length * -way;
1677
1678 rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
1679 k_grind_spring,
1680 k_grind_dampener,
1681 k_rb_delta );
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 );
1684
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 );
1688
1689 v3f dir;
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 );
1692
1693 v3_normalize( fwd_nplane );
1694 v3_normalize( dir_nplane );
1695
1696 rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
1697 1000.0f,
1698 k_grind_dampener,
1699 k_rb_delta );
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 );
1702
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;
1706
1707 m4x3_mulv( localplayer.rb.to_world, pos_front, pos_front );
1708 m4x3_mulv( localplayer.rb.to_world, pos_back, pos_back );
1709
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 );
1713
1714 v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta,
1715 localplayer.rb.v );
1716
1717 /* Fake contact */
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 );
1722 limit->p = 0.0f;
1723
1724 v3_copy( inf_avg.dir, player_skate.grind_dir );
1725 }
1726
1727 static int skate_grind_truck_renew( f32 sign, struct grind_info *inf ){
1728 struct player_skate_state *state = &player_skate.state;
1729
1730 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1731 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1732
1733 m4x3_mulv( localplayer.rb.to_world, wheel_co, wheel_co );
1734 m4x3_mulv( localplayer.rb.to_world, grind_co, grind_co );
1735
1736 /* Exit condition: lost grind tracking */
1737 if( !skate_grind_scansq( grind_co, localplayer.rb.v, 0.3f, inf ) )
1738 return 0;
1739
1740 /* Exit condition: cant see grind target directly */
1741 if( !skate_point_visible( wheel_co, inf->co ) )
1742 return 0;
1743
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;
1747
1748 if( dv < minv )
1749 return 0;
1750
1751 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1752 return 0;
1753
1754 v3_copy( inf->dir, player_skate.grind_dir );
1755 return 1;
1756 }
1757
1758 static int skate_grind_truck_entry( f32 sign, struct grind_info *inf ){
1759 struct player_skate_state *state = &player_skate.state;
1760
1761 /* REFACTOR */
1762 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1763
1764 v3f raw, wsp;
1765 m3x3_mulv( localplayer.rb.to_world, ra, raw );
1766 v3_add( localplayer.rb.co, raw, wsp );
1767
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 )
1770 return 0;
1771
1772 /* velocity should be at least 60% aligned */
1773 v3f pv, axis;
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 );
1777
1778 if( v3_length2( pv ) < 0.0001f )
1779 return 0;
1780 v3_normalize( pv );
1781
1782 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1783 return 0;
1784
1785 if( v3_dot( localplayer.rb.v, inf->n ) > 0.5f )
1786 return 0;
1787
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 );
1792
1793 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1794
1795 float truck_height = -(k_board_radius+0.03f);
1796
1797 v3f rv;
1798 v3_cross( localplayer.rb.w, raw, rv );
1799 v3_add( localplayer.rb.v, rv, rv );
1800
1801 if( (local_co[1] >= truck_height) &&
1802 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1803 {
1804 return 1;
1805 }
1806 }
1807
1808 return 0;
1809 }
1810
1811 static void skate_boardslide_apply( struct grind_info *inf ){
1812 struct player_skate_state *state = &player_skate.state;
1813
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 );
1818
1819 v3f intersection;
1820 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1821 intersection );
1822 v3_copy( intersection, player_skate.weight_distribution );
1823
1824 skate_grind_decay( inf, 0.0125f );
1825 skate_grind_friction( inf, 0.25f );
1826
1827 /* direction alignment */
1828 v3f dir, perp;
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 );
1832
1833 m3x3_mulv( localplayer.rb.to_world, dir, dir );
1834 m3x3_mulv( localplayer.rb.to_world, perp, perp );
1835
1836 v4f qbalance;
1837 q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
1838 q_mulv( qbalance, perp, perp );
1839
1840 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
1841 dir,
1842 k_grind_spring, k_grind_dampener,
1843 k_rb_delta );
1844
1845 rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
1846 perp,
1847 k_grind_spring, k_grind_dampener,
1848 k_rb_delta );
1849
1850 vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
1851 vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
1852
1853 v3_copy( inf->dir, player_skate.grind_dir );
1854 }
1855
1856 static int skate_boardslide_entry( struct grind_info *inf ){
1857 struct player_skate_state *state = &player_skate.state;
1858
1859 if( skate_grind_scansq( localplayer.rb.co,
1860 localplayer.rb.to_world[0], k_board_length,
1861 inf ) )
1862 {
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 );
1866
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 */
1870 {
1871 if( fabsf(v3_dot( localplayer.rb.v, inf->dir )) < k_grind_axel_min_vel )
1872 return 0;
1873
1874 return 1;
1875 }
1876 }
1877
1878 return 0;
1879 }
1880
1881 static int skate_boardslide_renew( struct grind_info *inf ){
1882 struct player_skate_state *state = &player_skate.state;
1883
1884 if( !skate_grind_scansq( localplayer.rb.co,
1885 localplayer.rb.to_world[0], k_board_length,
1886 inf ) )
1887 return 0;
1888
1889 /* Exit condition: cant see grind target directly */
1890 v3f vis;
1891 v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 0.2f, vis );
1892 if( !skate_point_visible( vis, inf->co ) )
1893 return 0;
1894
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;
1898
1899 if( dv < minv )
1900 return 0;
1901
1902 if( fabsf(v3_dot( inf->dir, player_skate.grind_dir )) < k_grind_max_edge_angle )
1903 return 0;
1904
1905 return 1;
1906 }
1907
1908 static void skate_store_grind_vec( struct grind_info *inf ){
1909 struct player_skate_state *state = &player_skate.state;
1910
1911 m3x3f mtx;
1912 skate_grind_orient( inf, mtx );
1913 m3x3_transpose( mtx, mtx );
1914
1915 v3f raw;
1916 v3_sub( inf->co, localplayer.rb.co, raw );
1917
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 );
1921 }
1922
1923 static enum skate_activity skate_availible_grind(void){
1924 struct player_skate_state *state = &player_skate.state;
1925
1926 if( state->grind_cooldown > 100 ){
1927 vg_fatal_error( "wth!\n" );
1928 }
1929
1930 /* debounces this state manager a little bit */
1931 if( state->grind_cooldown ){
1932 state->grind_cooldown --;
1933 return k_skate_activity_undefined;
1934 }
1935
1936 struct grind_info inf_back50,
1937 inf_front50,
1938 inf_slide;
1939
1940 int res_back50 = 0,
1941 res_front50 = 0,
1942 res_slide = 0;
1943
1944 int allow_back = 1,
1945 allow_front = 1;
1946
1947 v2f steer;
1948 joystick_state( k_srjoystick_steer, steer );
1949
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 )
1953 {
1954 float tilt = steer[1];
1955
1956 if( fabsf(tilt) >= 0.25f ){
1957 v3f raw = {0.0f,0.0f,tilt};
1958 m3x3_mulv( localplayer.rb.to_world, raw, raw );
1959
1960 float way = tilt * vg_signf( v3_dot( raw, localplayer.rb.v ) );
1961
1962 if( way < 0.0f ) allow_front = 0;
1963 else allow_back = 0;
1964 }
1965 }
1966
1967 if( state->activity == k_skate_activity_grind_boardslide ){
1968 res_slide = skate_boardslide_renew( &inf_slide );
1969 }
1970 else if( state->activity == k_skate_activity_grind_back50 ){
1971 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1972
1973 if( allow_front )
1974 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1975 }
1976 else if( state->activity == k_skate_activity_grind_front50 ){
1977 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1978
1979 if( allow_back )
1980 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
1981 }
1982 else if( state->activity == k_skate_activity_grind_5050 ){
1983 if( allow_front )
1984 res_front50 = skate_grind_truck_renew( -1.0f, &inf_front50 );
1985 if( allow_back )
1986 res_back50 = skate_grind_truck_renew( 1.0f, &inf_back50 );
1987 }
1988 else{
1989 res_slide = skate_boardslide_entry( &inf_slide );
1990
1991 if( allow_back )
1992 res_back50 = skate_grind_truck_entry( 1.0f, &inf_back50 );
1993
1994 if( allow_front )
1995 res_front50 = skate_grind_truck_entry( -1.0f, &inf_front50 );
1996
1997 if( res_back50 != res_front50 ){
1998 int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
1999
2000 res_back50 &= wants_to_do_that;
2001 res_front50 &= wants_to_do_that;
2002 }
2003 }
2004
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 */
2011
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 */
2017 }
2018 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
2019
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;
2024 }
2025 }
2026 else if( new_activity == k_skate_activity_grind_boardslide ){
2027 skate_boardslide_apply( &inf_slide );
2028 }
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 );
2032
2033 skate_grind_truck_apply( 1.0f, &inf_back50, 1.0f );
2034 }
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 );
2038
2039 skate_grind_truck_apply( -1.0f, &inf_front50, 1.0f );
2040 }
2041 else if( new_activity == k_skate_activity_grind_5050 )
2042 skate_5050_apply( &inf_front50, &inf_back50 );
2043
2044 return new_activity;
2045 }
2046
2047 static void player__skate_update(void){
2048 struct player_skate_state *state = &player_skate.state;
2049 world_instance *world = world_current_instance();
2050
2051 if( world->water.enabled ){
2052 if( localplayer.rb.co[1]+0.25f < world->water.height ){
2053 #if 0
2054 player__networked_sfx( k_player_subsystem_walk, 32,
2055 k_player_walk_soundeffect_splash,
2056 localplayer.rb.co, 1.0f );
2057 #endif
2058 player__skate_kill_audio();
2059 player__dead_transition();
2060 return;
2061 }
2062 }
2063
2064 v3_copy( localplayer.rb.co, state->prev_pos );
2065 state->activity_prev = state->activity;
2066 v3f normal_total;
2067 v3_zero( normal_total );
2068
2069 struct board_collider
2070 {
2071 v3f pos;
2072 float radius;
2073
2074 u32 colour;
2075
2076 enum board_collider_state
2077 {
2078 k_collider_state_default,
2079 k_collider_state_disabled,
2080 k_collider_state_colliding
2081 }
2082 state;
2083 }
2084 wheels[] =
2085 {
2086 {
2087 { 0.0f, 0.0f, -k_board_length },
2088 .radius = k_board_radius,
2089 .colour = VG__RED
2090 },
2091 {
2092 { 0.0f, 0.0f, k_board_length },
2093 .radius = k_board_radius,
2094 .colour = VG__GREEN
2095 }
2096 };
2097
2098 float slap = 0.0f;
2099
2100 if( state->activity <= k_skate_activity_air_to_grind ){
2101 float min_dist = 0.6f;
2102 for( int i=0; i<2; i++ ){
2103 v3f wpos, closest;
2104 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, wpos );
2105
2106 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
2107 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2108 }
2109 }
2110 min_dist -= 0.2f;
2111 float vy = v3_dot( localplayer.basis[1], localplayer.rb.v );
2112 vy = vg_maxf( 0.0f, vy );
2113
2114 slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
2115 }
2116 state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
2117
2118 wheels[0].pos[1] = state->slap;
2119 wheels[1].pos[1] = state->slap;
2120
2121
2122 const int k_wheel_count = 2;
2123
2124 player_skate.substep = k_rb_delta;
2125 player_skate.substep_delta = player_skate.substep;
2126 player_skate.limit_count = 0;
2127
2128 int substep_count = 0;
2129
2130 v3_zero( player_skate.surface_picture );
2131
2132 int prev_contacts[2];
2133
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];
2137 }
2138
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;
2143 goto grinding;
2144 }
2145
2146 int contact_count = 0;
2147 for( int i=0; i<2; i++ ){
2148 v3f normal, axel;
2149 v3_copy( localplayer.rb.to_world[0], axel );
2150
2151 if( skate_compute_surface_alignment( wheels[i].pos,
2152 wheels[i].colour, normal, axel ) )
2153 {
2154 rb_effect_spring_target_vector( &localplayer.rb,
2155 localplayer.rb.to_world[0],
2156 axel,
2157 k_surface_spring, k_surface_dampener,
2158 player_skate.substep_delta );
2159
2160 v3_add( normal, player_skate.surface_picture,
2161 player_skate.surface_picture );
2162 contact_count ++;
2163 player_skate.wheel_contacts[i] = 1;
2164 }
2165 else{
2166 player_skate.wheel_contacts[i] = 0;
2167 }
2168
2169 m3x3_mulv( localplayer.rb.to_local, axel, player_skate.truckv0[i] );
2170 }
2171
2172 if( state->surface_cooldown ){
2173 state->surface_cooldown --;
2174 contact_count = 0;
2175 }
2176
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] ){
2180 v3f co;
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 );
2185 }
2186 }
2187 }
2188
2189 if( contact_count ){
2190 state->activity = k_skate_activity_ground;
2191 state->gravity_bias = k_gravity;
2192 v3_normalize( player_skate.surface_picture );
2193
2194 skate_apply_friction_model();
2195 skate_weight_distribute();
2196 }
2197 else{
2198 if( state->activity > k_skate_activity_air_to_grind )
2199 state->activity = k_skate_activity_air;
2200
2201 v3_zero( player_skate.weight_distribution );
2202 skate_apply_air_model();
2203 }
2204
2205 grinding:;
2206
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;
2214 }
2215
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();
2224
2225 begin_collision:;
2226
2227 /*
2228 * Phase 0: Continous collision detection
2229 * --------------------------------------------------------------------------
2230 */
2231
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 );
2235
2236 /* calculate transform one step into future */
2237 v3f future_co;
2238 v4f future_q;
2239 v3_muladds( localplayer.rb.co, localplayer.rb.v, player_skate.substep,
2240 future_co );
2241
2242 if( v3_length2( localplayer.rb.w ) > 0.0f ){
2243 v4f rotation;
2244 v3f axis;
2245 v3_copy( localplayer.rb.w, axis );
2246
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 );
2252 }
2253 else
2254 v4_copy( localplayer.rb.q, future_q );
2255
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 );
2260
2261 /* calculate the minimum time we can move */
2262 float max_time = player_skate.substep;
2263
2264 for( int i=0; i<k_wheel_count; i++ ){
2265 if( wheels[i].state == k_collider_state_disabled )
2266 continue;
2267
2268 v3f current, future, r_cg;
2269
2270 q_mulv( future_q, wheels[i].pos, future );
2271 v3_add( future, future_co, future );
2272 v3_add( cg_offset, future, future );
2273
2274 q_mulv( localplayer.rb.q, wheels[i].pos, current );
2275 v3_add( current, localplayer.rb.co, current );
2276
2277 float t;
2278 v3f n;
2279
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 );
2284 }
2285
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;
2290
2291 max_time = vg_maxf( max_time, rate_lock );
2292 player_skate.substep_delta = max_time;
2293
2294 /* integrate */
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 ){
2298 v4f rotation;
2299 v3f axis;
2300 v3_copy( localplayer.rb.w, axis );
2301
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 );
2307
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 );
2311 }
2312
2313 rb_update_transform( &localplayer.rb );
2314 v3_muladds( localplayer.rb.v, localplayer.basis[1],
2315 -state->gravity_bias * player_skate.substep_delta,
2316 localplayer.rb.v );
2317
2318 player_skate.substep -= player_skate.substep_delta;
2319
2320 rb_ct manifold[128];
2321 int manifold_len = 0;
2322 /*
2323 * Phase -1: head detection
2324 * --------------------------------------------------------------------------
2325 */
2326 m4x3_mulv( localplayer.rb.to_world, state->head_position, head_wp1 );
2327
2328 float t;
2329 v3f n;
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) )
2333 {
2334 v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
2335 rb_update_transform( &localplayer.rb );
2336
2337 player__skate_kill_audio();
2338 player__dead_transition();
2339 return;
2340 }
2341
2342 /*
2343 * Phase 1: Regular collision detection
2344 * --------------------------------------------------------------------------
2345 */
2346
2347 for( int i=0; i<k_wheel_count; i++ ){
2348 if( wheels[i].state == k_collider_state_disabled )
2349 continue;
2350
2351 m4x3f mtx;
2352 m3x3_identity( mtx );
2353 m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
2354
2355 rb_sphere collider = { .radius = wheels[i].radius };
2356
2357 rb_ct *man = &manifold[ manifold_len ];
2358
2359 int l = skate_collide_smooth( mtx, &collider, man );
2360 if( l )
2361 wheels[i].state = k_collider_state_colliding;
2362
2363 manifold_len += l;
2364 }
2365
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 };
2369 m4x3f mtx;
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] );
2375
2376 rb_ct *cman = &manifold[manifold_len];
2377
2378 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2379 cman, k_material_flag_walking );
2380
2381 /* weld joints */
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 );
2386
2387 manifold_len += l;
2388
2389 if( vg_lines.draw )
2390 vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2391
2392 /* add limits */
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 );
2399 ct->p = limit->p;
2400 ct->type = k_contact_type_default;
2401 }
2402 }
2403
2404 /*
2405 * Phase 3: Dynamics
2406 * --------------------------------------------------------------------------
2407 */
2408
2409
2410 v3f world_cog;
2411 m4x3_mulv( localplayer.rb.to_world,
2412 player_skate.weight_distribution, world_cog );
2413 vg_line_point( world_cog, 0.02f, VG__BLACK );
2414
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] );
2418 }
2419
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];
2425
2426 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2427 float inv_mass = 1.0f/mass;
2428
2429 v3f I;
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));
2433
2434 m3x3f iI;
2435 m3x3_identity( iI );
2436 iI[0][0] = I[0];
2437 iI[1][1] = I[1];
2438 iI[2][2] = I[2];
2439 m3x3_inv( iI, iI );
2440
2441 m3x3f iIw;
2442 m3x3_mul( iI, localplayer.rb.to_local, iIw );
2443 m3x3_mul( localplayer.rb.to_world, iIw, iIw );
2444
2445 for( int j=0; j<10; j++ ){
2446 for( int i=0; i<manifold_len; i++ ){
2447 /*
2448 * regular dance; calculate velocity & total mass, apply impulse.
2449 */
2450
2451 struct contact *ct = &manifold[i];
2452
2453 v3f rv, delta;
2454 v3_sub( ct->co, world_cog, delta );
2455 v3_cross( localplayer.rb.w, delta, rv );
2456 v3_add( localplayer.rb.v, rv, rv );
2457
2458 v3f raCn;
2459 v3_cross( delta, ct->n, raCn );
2460
2461 v3f raCnI, rbCnI;
2462 m3x3_mulv( iIw, raCn, raCnI );
2463
2464 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2465 vn = v3_dot( rv, ct->n ),
2466 lambda = normal_mass * ( -vn );
2467
2468 float temp = ct->norm_impulse;
2469 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2470 lambda = ct->norm_impulse - temp;
2471
2472 v3f impulse;
2473 v3_muls( ct->n, lambda, impulse );
2474
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 );
2480
2481 v3_cross( localplayer.rb.w, delta, rv );
2482 v3_add( localplayer.rb.v, rv, rv );
2483 vn = v3_dot( rv, ct->n );
2484 }
2485 }
2486
2487 v3f dt;
2488 rb_depenetrate( manifold, manifold_len, dt );
2489 v3_add( dt, localplayer.rb.co, localplayer.rb.co );
2490 rb_update_transform( &localplayer.rb );
2491
2492 substep_count ++;
2493
2494 if( player_skate.substep >= 0.0001f )
2495 goto begin_collision; /* again! */
2496
2497 /*
2498 * End of collision and dynamics routine
2499 * --------------------------------------------------------------------------
2500 */
2501
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();
2508 return;
2509 }
2510
2511 f32 amt = k_cam_punch;
2512 if( localplayer.cam_control.camera_mode == k_cam_firstperson ){
2513 amt *= 0.25f;
2514 }
2515
2516 v3_muladds( localplayer.cam_land_punch_v, normal_total, amt,
2517 localplayer.cam_land_punch_v );
2518 }
2519
2520 player_skate.surface = k_surface_prop_concrete;
2521
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 );
2525
2526 if( surf->info.surface_prop > player_skate.surface )
2527 player_skate.surface = surf->info.surface_prop;
2528 }
2529
2530 for( int i=0; i<k_wheel_count; i++ ){
2531 m4x3f mtx;
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 ]);
2537 }
2538
2539 skate_integrate();
2540 vg_line_point( state->cog, 0.02f, VG__WHITE );
2541
2542 u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
2543
2544 if( id ){
2545 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
2546
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 );
2555
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 );
2563 }
2564
2565 /* FIXME: Rate limit */
2566 static int stick_frames = 0;
2567
2568 if( state->activity >= k_skate_activity_ground )
2569 stick_frames ++;
2570 else
2571 stick_frames = 0;
2572
2573 if( stick_frames > 5 ) stick_frames = 5;
2574
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 );
2581 }
2582 else{
2583 player__networked_sfx( k_player_subsystem_skate, 128,
2584 k_player_skate_soundeffect_land_good,
2585 localplayer.rb.co, 1.0f );
2586 }
2587 }
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 );
2592 }
2593 else{
2594 player__networked_sfx( k_player_subsystem_skate, 128,
2595 k_player_skate_soundeffect_grind_wood,
2596 localplayer.rb.co, 1.0f );
2597 }
2598 } else if( stick_frames == 0 ){
2599 /* TODO: EXIT SOUNDS */
2600 }
2601 }
2602
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] );
2614
2615 const char *activity_txt[] = {
2616 "air",
2617 "air_to_grind",
2618 "ground",
2619 "undefined (INVALID)",
2620 "grind_any (INVALID)",
2621 "grind_boardslide",
2622 "grind_metallic (INVALID)",
2623 "grind_back50",
2624 "grind_front50",
2625 "grind_5050"
2626 };
2627
2628 player__debugtext( 1, "activity: %s", activity_txt[state->activity] );
2629 #if 0
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 );
2633 #endif
2634 player__debugtext( 1, "flip: %.4f %.4f", state->flip_rate,
2635 state->flip_time );
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] );
2644 }
2645
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;
2649
2650 /* Head */
2651 float kheight = 2.0f,
2652 kleg = 0.6f;
2653
2654 v3_zero( animator->offset );
2655
2656 v3f cog_local, cog_ideal;
2657 m4x3_mulv( localplayer.rb.to_local, state->cog, cog_local );
2658
2659 v3_copy( state->up_dir, cog_ideal );
2660 v3_normalize( cog_ideal );
2661 m3x3_mulv( localplayer.rb.to_local, cog_ideal, cog_ideal );
2662
2663 v3_sub( cog_ideal, cog_local, animator->offset );
2664
2665 v3_muls( animator->offset, 4.0f, animator->offset );
2666 animator->offset[1] *= -1.0f;
2667
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 );
2672
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);
2677
2678 animator->offset[0] *= 0.26f;
2679 animator->offset[0] += animator->wobble[1]*3.0f;
2680
2681 animator->offset[1] *= -0.3f;
2682 animator->offset[2] *= 0.01f;
2683
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);
2687
2688 v3f cam_offset;
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 );
2691
2692 /* localized vectors */
2693 m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
2694
2695 /*
2696 * Animation blending
2697 * ===========================================
2698 */
2699
2700 /* sliding */
2701 {
2702 float desired = 0.0f;
2703 if( state->activity == k_skate_activity_ground )
2704 desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
2705
2706 animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
2707 }
2708
2709 /* movement information */
2710 int iair = state->activity <= k_skate_activity_air_to_grind;
2711
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;
2716
2717 if( state->activity >= k_skate_activity_grind_any )
2718 wdist = 0.0f;
2719
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 );
2724
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;
2728
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);
2732 }
2733
2734 /* grinding */
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 );
2737
2738 f32 grind_frame = 0.5f;
2739
2740 if( state->activity == k_skate_activity_grind_front50 )
2741 grind_frame = 0.0f;
2742 else if( state->activity == k_skate_activity_grind_back50 )
2743 grind_frame = 1.0f;
2744
2745 animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame,
2746 5.0f*vg.time_delta );
2747
2748 /* pushing */
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 );
2753
2754 /* jumping */
2755 animator->jump_charge = state->jump_charge;
2756 animator->jump = vg_lerpf( animator->jump, animator->jump_charge,
2757 8.4f*vg.time_delta );
2758
2759 /* trick setup */
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;
2766
2767 /* trick */
2768 float jump_t = vg.time-state->jump_time;
2769 float k=17.0f;
2770 float h = k*jump_t;
2771 float extra = h*exp(1.0-h) * (state->jump_dir?1.0f:-1.0f);
2772 extra *= state->slap * 4.0f;
2773
2774 v3_add( state->trick_euler, state->trick_residuald,
2775 animator->board_euler );
2776 v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
2777
2778 animator->board_euler[0] *= 0.5f;
2779 animator->board_euler[1] += extra;
2780 animator->trick_type = state->trick_type;
2781
2782 /* board lean */
2783 f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
2784 lean;
2785
2786 lean1 = animator->slide * animator->delayed_slip_dir;
2787 if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
2788 else lean = lean2;
2789
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);
2794
2795 /* feet placement */
2796 struct player_board *board =
2797 addon_cache_item_if_loaded( k_addon_type_board,
2798 localplayer.board_view_slot );
2799 if( board ){
2800 if( animator->weight > 0.0f ){
2801 animator->foot_offset[0] =
2802 board->truck_positions[k_board_truck_back][2]+0.3f;
2803 }
2804 else{
2805 animator->foot_offset[1] =
2806 board->truck_positions[k_board_truck_front][2]-0.3f;
2807 }
2808 }
2809
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 );
2814
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 );
2819
2820 /* grab */
2821 v2f grab_input;
2822 joystick_state( k_srjoystick_grab, grab_input );
2823 v2_add( state->grab_mouse_delta, grab_input, grab_input );
2824
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;
2829
2830 /* steer */
2831 joystick_state( k_srjoystick_steer, animator->steer );
2832
2833 animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
2834 2.4f*vg.time_delta );
2835
2836
2837 /* flip angle */
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 );
2843
2844 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2845 t = sign * (1.0f-t*t);
2846
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 );
2852 }
2853 else
2854 q_identity( animator->qflip );
2855
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 );
2862
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 );
2868
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;
2873
2874 v3f ndir;
2875 m3x3_mulv( localplayer.rb.to_local, state->up_dir, ndir );
2876 v3_normalize( ndir );
2877
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 ) );
2881
2882 v3f axis;
2883 v4f qcounteryaw, qfixup;
2884
2885 v3_cross( up, ndir, axis );
2886 q_axis_angle( qfixup, axis, a*2.0f );
2887
2888 v3_cross( (v3f){1.0f,0.0f,0.0f}, yaw_smooth, axis );
2889 q_axis_angle( qcounteryaw, axis, yaw_counter_rotate );
2890
2891 q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
2892 q_normalize( animator->qfixuptotal );
2893
2894 v3f p1, p2;
2895 m3x3_mulv( localplayer.rb.to_world, up, p1 );
2896 m3x3_mulv( localplayer.rb.to_world, ndir, p2 );
2897
2898 vg_line_arrow( localplayer.rb.co, p1, 0.5f, VG__PINK );
2899 vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
2900 }
2901 else q_identity( animator->qfixuptotal );
2902 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
2903 }
2904
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;
2909
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 );
2913
2914 /* transform */
2915 v3f ext_up,ext_co;
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 );
2919
2920 /* apply flip rotation at midpoint */
2921 q_mul( animator->qflip, pose->root_q, pose->root_q );
2922 q_normalize( pose->root_q );
2923
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 );
2927
2928 q_mulv( animator->qflip, rco, rco );
2929 v3_add( rco, rotation_point, pose->root_co );
2930
2931 /* ANIMATIONS
2932 * ---------------------------------------------------------------------- */
2933
2934 mdl_keyframe apose[32], bpose[32];
2935 mdl_keyframe ground_pose[32];
2936 {
2937 /* stand/crouch */
2938 f32 dir_frame = animator->z * (15.0f/30.0f),
2939 stand_blend = animator->offset[1]*-2.0f;
2940
2941 pose->board.lean = animator->board_lean;
2942
2943 stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
2944
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 );
2948
2949 /* sliding */
2950 skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f,
2951 bpose );
2952 skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
2953
2954 if( animator->reverse > 0.0f ){
2955 skeleton_sample_anim( sk, player_skate.anim_push, animator->push_time,
2956 bpose );
2957 }
2958 else{
2959 skeleton_sample_anim( sk, player_skate.anim_push_reverse,
2960 animator->push_time, bpose );
2961 }
2962 skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
2963
2964 struct skeleton_anim *jump_anim = animator->jump_dir?
2965 player_skate.anim_ollie:
2966 player_skate.anim_ollie_reverse;
2967
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 );
2971 }
2972
2973 mdl_keyframe air_pose[32];
2974 {
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 );
2977
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);
2981
2982 skeleton_sample_anim( sk, player_skate.anim_grabs, grab_frame, bpose );
2983 skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
2984 }
2985
2986 skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
2987 pose->keyframes );
2988
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] };
2997
2998
2999 mdl_keyframe grind_pose[32];
3000 {
3001 f32 frame = animator->grind_balance * 0.5f;
3002
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 );
3006 }
3007 skeleton_lerp_pose( sk, pose->keyframes, grind_pose,
3008 animator->grind, pose->keyframes );
3009 float add_grab_mod = 1.0f - animator->fly;
3010
3011 /* additive effects */
3012 u32 apply_to[] = { av->id_hip,
3013 av->id_ik_hand_l,
3014 av->id_ik_hand_r,
3015 av->id_ik_elbow_l,
3016 av->id_ik_elbow_r };
3017
3018 float apply_rates[] = { 1.0f,
3019 0.75f,
3020 0.75f,
3021 0.75f,
3022 0.75f };
3023
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;
3027 }
3028
3029 /* angle 'correction' */
3030 v3f origin;
3031 v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
3032
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 );
3037 }
3038
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] );
3044
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 );
3049
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 );
3054
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;
3061
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;
3065 }
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;
3071 }
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;
3077 }
3078
3079 /*
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.
3084 */
3085
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] );
3090
3091 v4f q;
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 );
3095 }
3096
3097 #if 0
3098 {
3099 mdl_keyframe
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];
3105
3106 float warble = perlin1d( vg.time, 2.0f, 2, 300 );
3107 warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
3108
3109 v4f qrot;
3110 q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
3111
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 );
3123
3124 q_inv( qrot, qrot );
3125 q_mul( qrot, kf_head->q, kf_head->q );
3126 q_normalize( kf_head->q );
3127 }
3128 #endif
3129 }
3130
3131 static void player__skate_post_animate(void){
3132 struct player_avatar *av = localplayer.playeravatar;
3133 struct player_skate_state *state = &player_skate.state;
3134
3135 localplayer.cam_velocity_influence = 1.0f;
3136
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 );
3142 }
3143
3144 static void player__skate_reset_animator(void){
3145 struct player_skate_state *state = &player_skate.state;
3146
3147 memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
3148
3149 if( state->activity <= k_skate_activity_air_to_grind )
3150 player_skate.animator.fly = 1.0f;
3151 else
3152 player_skate.animator.fly = 0.0f;
3153 }
3154
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;
3164 state->slip = 0.0f;
3165 state->grabbing = 0.0f;
3166 v2_zero( state->grab_mouse_delta );
3167 state->slap = 0.0f;
3168 state->jump_time = 0.0;
3169 state->start_push = 0.0;
3170 state->cur_push = 0.0;
3171 state->air_start = 0.0;
3172
3173 v3_zero( state->air_init_v );
3174 v3_zero( state->air_init_co );
3175
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 );
3190 }
3191
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 );
3196
3197 state->activity = k_skate_activity_air;
3198 state->activity_prev = k_skate_activity_air;
3199
3200 player__skate_clear_mechanics();
3201 player__skate_reset_animator();
3202
3203 v3_zero( state->head_position );
3204 state->head_position[1] = 1.8f;
3205 }
3206
3207 #include "network_compression.h"
3208
3209 static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
3210 struct player_skate_animator *animator = data;
3211
3212 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
3213 bitpack_qquat( ctx, animator->root_q );
3214
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 );
3220
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 ); /*??*/
3228
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 );
3234
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 );
3242
3243 /* animator->wobble is ommited */
3244
3245 bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
3246 bitpack_qquat( ctx, animator->qfixuptotal );
3247 bitpack_qquat( ctx, animator->qflip );
3248
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 );
3253
3254 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
3255 bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
3256 }
3257
3258 static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
3259 audio_lock();
3260
3261 if( id == k_player_skate_soundeffect_jump ){
3262 audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
3263 }
3264 else if( id == k_player_skate_soundeffect_tap ){
3265 audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
3266 }
3267 else if( id == k_player_skate_soundeffect_land_good ){
3268 audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
3269 }
3270 else if( id == k_player_skate_soundeffect_land_bad ){
3271 audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
3272 }
3273 else if( id == k_player_skate_soundeffect_grind_metal ){
3274 audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
3275 }
3276 else if( id == k_player_skate_soundeffect_grind_wood ){
3277 audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
3278 }
3279
3280 audio_unlock();
3281 }
3282
3283 #endif /* PLAYER_SKATE_C */