7 VG_STATIC
void player__skate_bind( player_instance
*player
)
9 struct player_skate
*s
= &player
->_skate
;
10 struct player_avatar
*av
= player
->playeravatar
;
11 struct skeleton
*sk
= &av
->sk
;
13 rb_update_transform( &player
->rb
);
14 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
15 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
16 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
17 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
18 s
->anim_push
= skeleton_get_anim( sk
, "push" );
19 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
20 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
21 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
22 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
27 struct player_skate
*s
= &player
->_skate
;
31 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
33 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
35 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
40 * Collision detection routines
46 * Does collision detection on a sphere vs world, and applies some smoothing
47 * filters to the manifold afterwards
49 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
50 m4x3f mtx
, rb_sphere
*sphere
,
53 world_instance
*world
= get_active_world();
56 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
58 for( int i
=0; i
<len
; i
++ )
60 man
[i
].rba
= &player
->rb
;
64 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
68 rb_manifold_filter_backface( man
, len
);
69 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
70 rb_manifold_filter_pairs( man
, len
, 0.03f
);
72 int new_len
= rb_manifold_apply_filtered( man
, len
);
86 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
87 v3f pos
, v3f dir
, float r
,
88 struct grind_info
*inf
)
90 world_instance
*world
= get_active_world();
93 v3_copy( dir
, plane
);
94 v3_normalize( plane
);
95 plane
[3] = v3_dot( plane
, pos
);
98 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
99 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
102 bh_iter_init( 0, &it
);
113 int sample_count
= 0;
119 v3_cross( plane
, player
->basis
[1], support_axis
);
120 v3_normalize( support_axis
);
122 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
123 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
126 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
128 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
132 for( int j
=0; j
<3; j
++ )
133 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
135 for( int j
=0; j
<3; j
++ ){
139 struct grind_sample
*sample
= &samples
[ sample_count
];
142 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
144 v3_sub( co
, pos
, d
);
145 if( v3_length2( d
) > r
*r
)
149 v3_sub( tri
[1], tri
[0], va
);
150 v3_sub( tri
[2], tri
[0], vb
);
151 v3_cross( va
, vb
, normal
);
153 sample
->normal
[0] = v3_dot( support_axis
, normal
);
154 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
155 sample
->co
[0] = v3_dot( support_axis
, d
);
156 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
158 v3_copy( normal
, sample
->normal3
); /* normalize later
159 if we want to us it */
161 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
162 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
163 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
165 v2_normalize( sample
->normal
);
168 if( sample_count
== vg_list_size( samples
) )
169 goto too_many_samples
;
176 if( sample_count
< 2 )
184 v2_fill( min_co
, INFINITY
);
185 v2_fill( max_co
, -INFINITY
);
187 v3_zero( average_direction
);
188 v3_zero( average_normal
);
190 int passed_samples
= 0;
192 for( int i
=0; i
<sample_count
-1; i
++ ){
193 struct grind_sample
*si
, *sj
;
197 for( int j
=i
+1; j
<sample_count
; j
++ ){
203 /* non overlapping */
204 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
207 /* not sharp angle */
208 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
213 v3_sub( sj
->centroid
, si
->centroid
, v0
);
214 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
215 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
218 v2_minv( sj
->co
, min_co
, min_co
);
219 v2_maxv( sj
->co
, max_co
, max_co
);
222 v3_copy( si
->normal3
, n0
);
223 v3_copy( sj
->normal3
, n1
);
224 v3_cross( n0
, n1
, dir
);
227 /* make sure the directions all face a common hemisphere */
228 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
229 v3_add( average_direction
, dir
, average_direction
);
231 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
232 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
235 v3_add( si
->normal3
, average_normal
, average_normal
);
237 v3_add( sj
->normal3
, average_normal
, average_normal
);
243 if( !passed_samples
)
246 if( (v3_length2( average_direction
) <= 0.001f
) ||
247 (v3_length2( average_normal
) <= 0.001f
) )
250 float div
= 1.0f
/(float)passed_samples
;
251 v3_normalize( average_direction
);
252 v3_normalize( average_normal
);
255 v2_add( min_co
, max_co
, average_coord
);
256 v2_muls( average_coord
, 0.5f
, average_coord
);
258 v3_muls( support_axis
, average_coord
[0], inf
->co
);
259 inf
->co
[1] += average_coord
[1];
260 v3_add( pos
, inf
->co
, inf
->co
);
261 v3_copy( average_normal
, inf
->n
);
262 v3_copy( average_direction
, inf
->dir
);
264 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
265 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
266 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
268 return passed_samples
;
271 VG_STATIC
void reset_jump_info( jump_info
*inf
)
274 inf
->land_dist
= 0.0f
;
276 inf
->type
= k_prediction_unset
;
277 v3_zero( inf
->apex
);
280 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
282 v3f target
, float max_angle_delta
,
285 struct player_skate
*s
= &player
->_skate
;
287 /* calculate the exact 2 solutions to jump onto that grind spot */
290 v3_sub( target
, player
->rb
.co
, v0
);
291 m3x3_mulv( player
->invbasis
, v0
, v0
);
299 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
301 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
302 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
304 float a
= atan2f( v
[1], v
[0] ),
306 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
311 root
= sqrtf( root
);
312 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
313 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
315 if( fabsf(a0
-a
) < max_angle_delta
){
316 jump_info
*inf
= &jumps
[ valid_count
++ ];
317 reset_jump_info( inf
);
319 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
320 inf
->v
[1] += sinf( a0
) * m
;
321 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
322 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
323 inf
->gravity
= gravity
;
326 if( fabsf(a1
-a
) < max_angle_delta
){
327 jump_info
*inf
= &jumps
[ valid_count
++ ];
328 reset_jump_info( inf
);
330 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
331 inf
->v
[1] += sinf( a1
) * m
;
332 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
333 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
334 inf
->gravity
= gravity
;
343 int create_jump_for_target( world_instance
*world
, player_instance
*player
,
344 v3f target
, float max_angle
, jump_info
*jump
)
347 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
350 if( fabsf(a0
-a
) > max_angle
)
353 /* TODO: sweep the path before chosing the smallest dist */
358 for( int i
=0; i
<=20; i
++ )
360 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
363 v3_muls( p
->v
, t
, p0
);
364 v3_muladds( p0
, player
->basis
[1], -0.5f
* p
->gravity
* t
*t
, p0
);
366 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
378 void player__approximate_best_trajectory( player_instance
*player
)
380 world_instance
*world
= get_active_world();
382 struct player_skate
*s
= &player
->_skate
;
383 float k_trace_delta
= k_rb_delta
* 10.0f
;
385 s
->state
.air_start
= vg
.time
;
386 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
387 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
389 s
->possible_jump_count
= 0;
392 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
393 v3_normalize( axis
);
395 /* at high slopes, Y component is low */
396 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
397 angle_begin
= -(1.0f
-fabsf( upness
)),
400 struct grind_info grind
;
401 int grind_located
= 0;
402 float grind_located_gravity
= k_gravity
;
404 for( int m
=0;m
<=30; m
++ ){
405 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
406 reset_jump_info( inf
);
408 v3f launch_co
, launch_v
, co0
, co1
;
409 v3_copy( player
->rb
.co
, launch_co
);
410 v3_copy( player
->rb
.v
, launch_v
);
411 v3_copy( launch_co
, co0
);
413 float vt
= (float)m
* (1.0f
/30.0f
),
414 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
417 q_axis_angle( qbias
, axis
, ang
);
418 q_mulv( qbias
, launch_v
, launch_v
);
420 float yaw_sketch
= 1.0f
-fabsf(upness
);
422 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
423 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
424 q_mulv( qbias
, launch_v
, launch_v
);
427 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
428 gravity
= k_gravity
* gravity_bias
;
429 inf
->gravity
= gravity
;
430 v3_copy( launch_v
, inf
->v
);
433 m3x3_copy( player
->basis
, basis
);
435 for( int i
=1; i
<=50; i
++ ){
436 float t
= (float)i
* k_trace_delta
;
438 v3_muls( launch_v
, t
, co1
);
439 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
440 v3_add( launch_co
, co1
, co1
);
442 float launch_vy
= v3_dot( launch_v
,basis
[1] );
443 if( !grind_located
&& (launch_vy
- gravity
*t
< 0.0f
) ){
445 if( bh_closest_point( world
->geo_bh
, co1
, closest
, 1.0f
) != -1 ){
447 v3_copy( launch_v
, ve
);
448 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
450 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
451 /* check alignment */
452 v2f v0
= { v3_dot( ve
, basis
[0] ),
453 v3_dot( ve
, basis
[2] ) },
454 v1
= { v3_dot( grind
.dir
, basis
[0] ),
455 v3_dot( grind
.dir
, basis
[2] ) };
460 float a
= v2_dot( v0
, v1
);
463 if( a
>= cosf( VG_PIf
* /*0.185f*/ 0.02f
) ){
466 grind_located_gravity
= inf
->gravity
;
468 vg_success( "Grind located\n" );
476 if( world
->rendering_gate
){
477 ent_gate
*gate
= world
->rendering_gate
;
478 if( gate_intersect( gate
, co1
, co0
) ){
479 m4x3_mulv( gate
->transport
, co0
, co0
);
480 m4x3_mulv( gate
->transport
, co1
, co1
);
481 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
482 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
483 m3x3_mul( gate
->transport
, basis
, basis
);
490 int idx
= spherecast_world( world
, co0
, co1
, k_board_radius
, &t1
, n
);
493 v3_lerp( co0
, co1
, t1
, co
);
494 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
496 v3_copy( n
, inf
->n
);
497 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
498 struct world_surface
*surf
= world_tri_index_surface(world
, tri
[0]);
504 v3_copy( world
->scene_geo
->arrvertices
[tri
[0]].co
, pa
);
505 v3_copy( world
->scene_geo
->arrvertices
[tri
[1]].co
, pb
);
506 v3_copy( world
->scene_geo
->arrvertices
[tri
[2]].co
, pc
);
508 v3_sub( pb
, pa
, v0
);
509 v3_sub( pc
, pa
, v1
);
510 v3_cross( v0
, v1
, inf
->n
);
511 v3_normalize( inf
->n
);
514 inf
->type
= k_prediction_land
;
517 v3_copy( launch_v
, ve
);
518 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
520 inf
->score
= -v3_dot( ve
, inf
->n
);
521 inf
->land_dist
= t
+ k_trace_delta
* t1
;
524 /* Bias prediction towords ramps */
525 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
532 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
537 if( inf
->type
== k_prediction_unset
)
538 s
->possible_jump_count
--;
542 jump_info grind_jumps
[2];
545 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
546 0.25f
*VG_PIf
, grind_located_gravity
);
548 for( int i
=0; i
<valid_count
; i
++ ){
549 jump_info
*jump
= &grind_jumps
[i
];
550 jump
->type
= k_prediction_grind
;
552 v3f launch_v
, launch_co
, co0
, co1
;
554 v3_copy( jump
->v
, launch_v
);
555 v3_copy( player
->rb
.co
, launch_co
);
558 m3x3_copy( player
->basis
, basis
);
560 float t
= 0.05f
* jump
->land_dist
;
561 v3_muls( launch_v
, t
, co0
);
562 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
563 v3_add( launch_co
, co0
, co0
);
565 /* rough scan to make sure we dont collide with anything */
566 for( int j
=1; j
<=16; j
++ ){
567 t
= (float)j
*(1.0f
/16.0f
);
570 t
*= jump
->land_dist
;
572 v3_muls( launch_v
, t
, co1
);
573 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
574 v3_add( launch_co
, co1
, co1
);
579 int idx
= spherecast_world( world
, co0
,co1
,
580 k_board_radius
*0.5f
, &t1
, n
);
582 goto invalidated_grind
;
588 v3_copy( grind
.n
, jump
->n
);
590 /* determine score */
592 v3_copy( jump
->v
, ve
);
593 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
594 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
596 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
604 float score_min
= INFINITY
,
605 score_max
= -INFINITY
;
607 jump_info
*best
= NULL
;
609 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
610 jump_info
*jump
= &s
->possible_jumps
[i
];
612 if( jump
->score
< score_min
)
615 score_min
= vg_minf( score_min
, jump
->score
);
616 score_max
= vg_maxf( score_max
, jump
->score
);
619 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
620 jump_info
*jump
= &s
->possible_jumps
[i
];
621 float s
= jump
->score
;
624 s
/= (score_max
-score_min
);
628 jump
->colour
= s
* 255.0f
;
632 else if( jump
->type
== k_prediction_land
)
635 jump
->colour
|= 0xff000000;
639 v3_copy( best
->n
, s
->land_normal
);
640 v3_copy( best
->v
, player
->rb
.v
);
641 s
->land_dist
= best
->land_dist
;
643 v2f steer
= { player
->input_js1h
->axis
.value
,
644 player
->input_js1v
->axis
.value
};
645 v2_normalize_clamp( steer
);
646 s
->state
.gravity_bias
= best
->gravity
;
648 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
649 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
651 s
->state
.flip_time
= 0.0f
;
652 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
655 s
->state
.flip_rate
= 0.0f
;
656 v3_zero( s
->state
.flip_axis
);
660 v3_copy( player
->basis
[1], s
->land_normal
);
666 * Varius physics models
667 * ------------------------------------------------
671 * Air control, no real physics
673 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
675 struct player_skate
*s
= &player
->_skate
;
677 if( s
->state
.activity_prev
!= k_skate_activity_air
)
678 player__approximate_best_trajectory( player
);
680 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
681 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
683 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
686 q_axis_angle( correction
, axis
,
687 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
688 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
690 v2f steer
= { player
->input_js1h
->axis
.value
,
691 player
->input_js1v
->axis
.value
};
692 v2_normalize_clamp( steer
);
695 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
696 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
698 struct player_skate
*s
= &player
->_skate
;
701 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
703 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
704 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
706 v3_mul( strength
, F
, F
);
708 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
709 s
->board_trick_residualv
);
710 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
711 k_rb_delta
, s
->board_trick_residuald
);
713 if( s
->state
.activity
== k_skate_activity_air
){
714 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
717 int carry_on
= player_skate_trick_input( player
);
719 /* we assume velocities share a common divisor, in which case the
720 * interval is the minimum value (if not zero) */
722 float min_rate
= 99999.0f
;
724 for( int i
=0; i
<3; i
++ ){
725 float v
= s
->state
.trick_vel
[i
];
726 if( (v
> 0.0f
) && (v
< min_rate
) )
730 float interval
= 1.0f
/ min_rate
,
731 current
= floorf( s
->state
.trick_time
/ interval
),
732 next_end
= (current
+1.0f
) * interval
;
735 /* integrate trick velocities */
736 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
737 s
->state
.trick_euler
);
739 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
740 s
->state
.trick_time
= 0.0f
;
741 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
742 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
743 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
744 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
745 v3_zero( s
->state
.trick_vel
);
748 s
->state
.trick_time
+= k_rb_delta
;
751 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
752 s
->state
.trick_time
> 0.2f
)
754 player__skate_kill_audio( player
);
755 player__dead_transition( player
);
758 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
759 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
760 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
761 s
->state
.trick_time
= 0.0f
;
762 v3_zero( s
->state
.trick_vel
);
766 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
768 struct player_skate
*s
= &player
->_skate
;
770 float grabt
= player
->input_grab
->axis
.value
;
773 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
774 s
->state
.grab_mouse_delta
);
776 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
779 v2_zero( s
->state
.grab_mouse_delta
);
781 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
784 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
786 struct player_skate
*s
= &player
->_skate
;
789 float steer
= player
->input_js1h
->axis
.value
,
790 grab
= player
->input_grab
->axis
.value
;
792 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
795 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
800 if( s
->state
.activity
== k_skate_activity_air
){
801 rate
= 6.0f
* fabsf(steer
);
805 /* rotate slower when grabbing on ground */
806 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
808 if( s
->state
.activity
== k_skate_activity_grind_5050
){
813 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
814 rate
*= fabsf(steer
);
816 float a
= 0.8f
* -steer
* k_rb_delta
;
819 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
820 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
822 v3_normalize( s
->grind_vec
);
825 else if( s
->state
.manual_direction
){
831 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
832 addspeed
= (steer
* -top
) - current
,
833 maxaccel
= rate
* k_rb_delta
,
834 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
836 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
840 * Computes friction and surface interface model
842 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
844 struct player_skate
*s
= &player
->_skate
;
847 * Computing localized friction forces for controlling the character
848 * Friction across X is significantly more than Z
852 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
855 if( fabsf(vel
[2]) > 0.01f
)
856 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
858 if( fabsf( slip
) > 1.2f
)
859 slip
= vg_signf( slip
) * 1.2f
;
861 s
->state
.slip
= slip
;
862 s
->state
.reverse
= -vg_signf(vel
[2]);
864 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
865 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
867 /* Pushing additive force */
869 if( !player
->input_jump
->button
.value
){
870 if( player
->input_push
->button
.value
||
871 (vg
.time
-s
->state
.start_push
<0.75) )
873 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
874 s
->state
.start_push
= vg
.time
;
876 s
->state
.cur_push
= vg
.time
;
878 double push_time
= vg
.time
- s
->state
.start_push
;
880 float cycle_time
= push_time
*k_push_cycle_rate
,
881 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
882 amt
= accel
* VG_TIMESTEP_FIXED
,
883 current
= v3_length( vel
),
884 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
885 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
887 vel
[2] += delta
* -s
->state
.reverse
;
891 /* Send back to velocity */
892 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
895 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
897 struct player_skate
*s
= &player
->_skate
;
898 int charging_jump_prev
= s
->state
.charging_jump
;
899 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
901 /* Cannot charge this in air */
902 if( s
->state
.activity
== k_skate_activity_air
){
903 s
->state
.charging_jump
= 0;
907 if( s
->state
.charging_jump
){
908 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
910 if( !charging_jump_prev
)
911 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
914 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
917 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
919 /* player let go after charging past 0.2: trigger jump */
920 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
923 /* Launch more up if alignment is up else improve velocity */
924 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
926 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
928 if( s
->state
.activity
== k_skate_activity_ground
){
929 v3_copy( player
->rb
.v
, jumpdir
);
930 v3_normalize( jumpdir
);
931 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
932 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
933 v3_normalize( jumpdir
);
935 v3_copy( s
->state
.up_dir
, jumpdir
);
938 float force
= k_jump_force
*s
->state
.jump_charge
;
939 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
940 s
->state
.jump_charge
= 0.0f
;
941 s
->state
.jump_time
= vg
.time
;
942 s
->state
.activity
= k_skate_activity_air
;
944 v2f steer
= { player
->input_js1h
->axis
.value
,
945 player
->input_js1v
->axis
.value
};
946 v2_normalize_clamp( steer
);
947 skate_apply_air_model( player
);
950 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
951 s
->state
.steery_s
= -steer
[0] * maxspin
;
952 s
->state
.steerx
= s
->state
.steerx_s
;
953 s
->state
.lift_frames
++;
957 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
962 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
964 struct player_skate
*s
= &player
->_skate
;
966 if( s
->state
.activity
!= k_skate_activity_ground
){
967 v3_zero( s
->state
.throw_v
);
971 /* Throw / collect routine
973 * TODO: Max speed boost
975 if( player
->input_grab
->axis
.value
> 0.5f
){
976 if( s
->state
.activity
== k_skate_activity_ground
){
978 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
983 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
986 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
988 if( s
->state
.activity
== k_skate_activity_ground
){
989 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
990 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
993 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
994 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
995 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
999 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1001 v3_copy( s
->state
.throw_v
, dir
);
1002 v3_normalize( dir
);
1004 float max
= v3_dot( dir
, s
->state
.throw_v
),
1005 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1006 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1010 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1012 struct player_skate
*s
= &player
->_skate
;
1014 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1015 v3_copy( s
->state
.up_dir
, ideal_dir
);
1016 v3_normalize( ideal_dir
);
1018 v3_muladds( player
->rb
.co
, ideal_dir
,
1019 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1020 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1022 /* Apply velocities */
1024 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1027 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1028 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1030 float ra
= k_cog_mass_ratio
,
1031 rb
= 1.0f
-k_cog_mass_ratio
;
1033 /* Apply forces & intergrate */
1034 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1035 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1038 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1042 VG_STATIC
void skate_integrate( player_instance
*player
)
1044 struct player_skate
*s
= &player
->_skate
;
1046 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1047 decay_rate_y
= 1.0f
;
1049 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1050 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1051 decay_rate_y
= decay_rate
;
1054 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1055 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1056 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1058 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1059 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1060 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1062 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1063 rb_update_transform( &player
->rb
);
1070 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1072 return (player
->input_trick0
->button
.value
) |
1073 (player
->input_trick1
->button
.value
<< 1) |
1074 (player
->input_trick2
->button
.value
<< 1) |
1075 (player
->input_trick2
->button
.value
);
1078 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1080 struct player_skate
*s
= &player
->_skate
;
1082 if( vg_input_button_down( player
->input_use
) ){
1083 player
->subsystem
= k_player_subsystem_walk
;
1086 v3_copy( player
->cam
.angles
, angles
);
1089 player
->holdout_time
= 0.25f
;
1090 player__skate_kill_audio( player
);
1091 player__walk_transition( player
, angles
);
1095 if( vg_input_button_down( player
->input_reset
) ){
1096 player
->rb
.co
[1] += 2.0f
;
1097 s
->state
.cog
[1] += 2.0f
;
1098 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1099 v3_zero( player
->rb
.w
);
1100 v3_zero( player
->rb
.v
);
1102 rb_update_transform( &player
->rb
);
1106 if( (s
->state
.activity
== k_skate_activity_air
) &&
1107 (trick_id
= player_skate_trick_input( player
)) )
1109 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1110 v3_zero( s
->state
.trick_vel
);
1111 s
->state
.trick_time
= 0.0f
;
1113 if( trick_id
== 1 ){
1114 s
->state
.trick_vel
[0] = 3.0f
;
1116 else if( trick_id
== 2 ){
1117 s
->state
.trick_vel
[2] = 3.0f
;
1119 else if( trick_id
== 3 ){
1120 s
->state
.trick_vel
[0] = 2.0f
;
1121 s
->state
.trick_vel
[2] = 2.0f
;
1127 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1129 struct player_skate
*s
= &player
->_skate
;
1131 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1132 jump_info
*jump
= &s
->possible_jumps
[i
];
1134 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1135 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1137 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1138 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1141 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1144 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1145 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1147 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1151 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1156 float air
= s
->state
.activity
== k_skate_activity_air
? 1.0f
: 0.0f
,
1157 speed
= v3_length( player
->rb
.v
),
1158 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1159 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
),
1161 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
),
1162 vol_air
= sqrtf( air
*attn
* 0.5f
),
1163 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
);
1165 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1167 s
->aud_main
= audio_request_channel( &audio_board
[0], flags
);
1170 s
->aud_air
= audio_request_channel( &audio_board
[1], flags
);
1173 s
->aud_slide
= audio_request_channel( &audio_board
[2], flags
);
1176 /* brrrrrrrrrrrt sound for tiles and stuff
1177 * --------------------------------------------------------*/
1178 float sidechain_amt
= 0.0f
,
1181 if( s
->surface
== k_surface_prop_tiles
)
1182 sidechain_amt
= 1.0f
;
1184 sidechain_amt
= 0.0f
;
1186 audio_set_lfo_frequency( 0, hz
);
1187 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1188 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1191 s
->aud_main
->colour
= 0x00103efe;
1192 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1193 audio_channel_slope_volume( s
->aud_main
, 0.05f
, vol_main
);
1194 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1196 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1197 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1201 s
->aud_slide
->colour
= 0x00103efe;
1202 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1203 audio_channel_slope_volume( s
->aud_slide
, 0.05f
, vol_slide
);
1204 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1208 s
->aud_air
->colour
= 0x00103efe;
1209 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1210 audio_channel_slope_volume( s
->aud_air
, 0.05f
, vol_air
);
1217 * truck alignment model at ra(local)
1218 * returns 1 if valid surface:
1219 * surface_normal will be filled out with an averaged normal vector
1220 * axel_dir will be the direction from left to right wheels
1222 * returns 0 if no good surface found
1225 int skate_compute_surface_alignment( player_instance
*player
,
1227 v3f surface_normal
, v3f axel_dir
)
1229 struct player_skate
*s
= &player
->_skate
;
1230 world_instance
*world
= get_active_world();
1232 v3f truck
, left
, right
;
1233 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1235 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1236 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1237 vg_line( left
, right
, colour
);
1239 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1241 ray_hit ray_l
, ray_r
;
1244 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1246 int res_l
= 0, res_r
= 0;
1248 for( int i
=0; i
<8; i
++ )
1250 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1251 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1252 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1253 ray_l
.dist
= 2.1f
* k_board_radius
;
1255 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1261 for( int i
=0; i
<8; i
++ )
1263 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1264 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1265 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1266 ray_r
.dist
= 2.1f
* k_board_radius
;
1268 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1276 v3f tangent_average
;
1277 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1278 v3_zero( tangent_average
);
1280 if( res_l
|| res_r
)
1283 v3_copy( midpoint
, p0
);
1284 v3_copy( midpoint
, p1
);
1288 v3_copy( ray_l
.pos
, p0
);
1289 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1290 v3_add( t
, tangent_average
, tangent_average
);
1294 v3_copy( ray_r
.pos
, p1
);
1295 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1296 v3_add( t
, tangent_average
, tangent_average
);
1299 v3_sub( p1
, p0
, v0
);
1304 /* fallback: use the closes point to the trucks */
1306 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1310 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1313 for( int j
=0; j
<3; j
++ )
1314 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1316 v3f vert0
, vert1
, n
;
1317 v3_sub( verts
[1], verts
[0], vert0
);
1318 v3_sub( verts
[2], verts
[0], vert1
);
1319 v3_cross( vert0
, vert1
, n
);
1322 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1325 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1326 v3_muladds( v0
, player
->rb
.to_world
[2],
1327 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1331 v3_cross( n
, player
->rb
.to_world
[0], t
);
1332 v3_add( t
, tangent_average
, tangent_average
);
1338 v3_muladds( truck
, v0
, k_board_width
, right
);
1339 v3_muladds( truck
, v0
, -k_board_width
, left
);
1341 vg_line( left
, right
, VG__WHITE
);
1343 v3_normalize( tangent_average
);
1344 v3_cross( v0
, tangent_average
, surface_normal
);
1345 v3_copy( v0
, axel_dir
);
1350 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1352 struct player_skate
*s
= &player
->_skate
;
1353 v3_zero( s
->weight_distribution
);
1355 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1357 if( s
->state
.manual_direction
== 0 ){
1358 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1359 (s
->state
.activity
== k_skate_activity_ground
) &&
1360 (s
->state
.jump_charge
<= 0.01f
) )
1361 s
->state
.manual_direction
= reverse_dir
;
1364 if( player
->input_js1v
->axis
.value
< 0.1f
){
1365 s
->state
.manual_direction
= 0;
1368 if( reverse_dir
!= s
->state
.manual_direction
){
1374 if( s
->state
.manual_direction
){
1375 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1376 s
->weight_distribution
[2] = k_board_length
* amt
*
1377 (float)s
->state
.manual_direction
;
1380 /* TODO: Fall back on land normal */
1381 /* TODO: Lerp weight distribution */
1382 if( s
->state
.manual_direction
){
1385 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1386 v3_negate( plane_z
, plane_z
);
1388 v3_muladds( plane_z
, s
->surface_picture
,
1389 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1390 v3_normalize( plane_z
);
1392 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1393 v3_normalize( plane_z
);
1396 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1397 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1400 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1403 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1404 k_manul_spring
, k_manul_dampener
,
1409 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1411 struct player_skate
*s
= &player
->_skate
;
1413 if( s
->state
.activity
== k_skate_activity_ground
){
1415 v3_copy( s
->surface_picture
, target
);
1417 target
[1] += 2.0f
* s
->surface_picture
[1];
1418 v3_normalize( target
);
1420 v3_lerp( s
->state
.up_dir
, target
,
1421 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1423 else if( s
->state
.activity
== k_skate_activity_air
)
1425 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1426 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1430 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1431 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1435 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1438 v3_sub( target
, origin
, dir
);
1441 ray
.dist
= v3_length( dir
);
1442 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1445 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1451 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1453 /* TODO: Is N and Dir really orthogonal? */
1454 v3_copy( inf
->dir
, mtx
[0] );
1455 v3_copy( inf
->n
, mtx
[1] );
1456 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1459 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1460 struct grind_info
*inf
, float strength
)
1463 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1464 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1466 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1467 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1468 F
= a
* -dir
* k_grind_max_friction
;
1470 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1473 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1474 struct grind_info
*inf
, float strength
)
1477 skate_grind_orient( inf
, mtx
);
1478 m3x3_transpose( mtx
, mtx_inv
);
1481 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1483 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1484 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1485 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1488 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1489 float sign
, struct grind_info
*inf
,
1492 struct player_skate
*s
= &player
->_skate
;
1494 /* TODO: Trash compactor this */
1495 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1497 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1498 v3_add( player
->rb
.co
, raw
, wsp
);
1500 v3_copy( ra
, s
->weight_distribution
);
1503 v3_sub( inf
->co
, wsp
, delta
);
1506 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1509 skate_grind_decay( player
, inf
, strength
);
1510 skate_grind_friction( player
, inf
, strength
);
1512 /* yeah yeah yeah yeah */
1513 v3f raw_nplane
, axis
;
1514 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1515 v3_cross( raw_nplane
, inf
->n
, axis
);
1516 v3_normalize( axis
);
1520 skate_grind_orient( inf
, mtx
);
1521 v3f target_fwd
, fwd
, up
, target_up
;
1522 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1523 v3_copy( raw_nplane
, fwd
);
1524 v3_copy( player
->rb
.to_world
[1], up
);
1525 v3_copy( inf
->n
, target_up
);
1527 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1528 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1530 v3_normalize( target_fwd
);
1531 v3_normalize( fwd
);
1534 float way
= player
->input_js1v
->axis
.value
*
1535 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1538 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1539 q_mulv( q
, target_up
, target_up
);
1540 q_mulv( q
, target_fwd
, target_fwd
);
1542 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1547 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1548 k_grind_spring
*strength
,
1549 k_grind_dampener
*strength
,
1552 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1553 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1554 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1556 s
->grind_strength
= strength
;
1559 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1560 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1561 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1564 v3_copy( inf
->dir
, s
->grind_dir
);
1567 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1568 struct grind_info
*inf_front
,
1569 struct grind_info
*inf_back
)
1571 struct player_skate
*s
= &player
->_skate
;
1572 struct grind_info inf_avg
;
1574 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1575 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1576 v3_normalize( inf_avg
.dir
);
1578 v3f axis_front
, axis_back
, axis
;
1579 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1580 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1581 v3_add( axis_front
, axis_back
, axis
);
1582 v3_normalize( axis
);
1584 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1586 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1589 float way
= player
->input_js1v
->axis
.value
*
1590 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1593 v3_copy( player
->rb
.to_world
[1], up
);
1594 v3_copy( inf_avg
.n
, target_up
);
1595 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1596 q_mulv( q
, target_up
, target_up
);
1598 v3_zero( s
->weight_distribution
);
1599 s
->weight_distribution
[2] = k_board_length
* -way
;
1601 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1606 v3f fwd_nplane
, dir_nplane
;
1607 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1608 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1611 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1612 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1614 v3_normalize( fwd_nplane
);
1615 v3_normalize( dir_nplane
);
1617 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1622 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1623 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1624 delta_front
, delta_back
, delta_total
;
1626 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1627 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1629 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1630 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1631 v3_add( delta_front
, delta_back
, delta_total
);
1633 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1636 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1637 v3_zero( limit
->ra
);
1638 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1641 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1644 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1645 struct grind_info
*inf
)
1647 struct player_skate
*s
= &player
->_skate
;
1649 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1650 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1652 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1653 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1655 /* Exit condition: lost grind tracking */
1656 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1659 /* Exit condition: cant see grind target directly */
1660 if( !skate_point_visible( wheel_co
, inf
->co
) )
1663 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1664 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1665 minv
= k_grind_axel_min_vel
*0.8f
;
1670 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1673 v3_copy( inf
->dir
, s
->grind_dir
);
1677 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1678 struct grind_info
*inf
)
1680 struct player_skate
*s
= &player
->_skate
;
1682 /* TODO: Trash compactor this */
1683 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1686 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1687 v3_add( player
->rb
.co
, raw
, wsp
);
1689 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1691 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1694 /* velocity should be at least 60% aligned */
1696 v3_cross( inf
->n
, inf
->dir
, axis
);
1697 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1699 if( v3_length2( pv
) < 0.0001f
)
1703 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1706 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1710 /* check for vertical alignment */
1711 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1715 v3f local_co
, local_dir
, local_n
;
1716 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1717 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1718 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1720 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1722 float truck_height
= -(k_board_radius
+0.03f
);
1725 v3_cross( player
->rb
.w
, raw
, rv
);
1726 v3_add( player
->rb
.v
, rv
, rv
);
1728 if( (local_co
[1] >= truck_height
) &&
1729 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1738 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1739 struct grind_info
*inf
)
1741 struct player_skate
*s
= &player
->_skate
;
1743 v3f local_co
, local_dir
, local_n
;
1744 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1745 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1746 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1749 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1751 v3_copy( intersection
, s
->weight_distribution
);
1753 skate_grind_decay( player
, inf
, 0.1f
);
1754 skate_grind_friction( player
, inf
, 0.25f
);
1756 /* direction alignment */
1758 v3_cross( local_dir
, local_n
, perp
);
1759 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1760 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1762 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1763 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1765 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1767 k_grind_spring
, k_grind_dampener
,
1770 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1772 k_grind_spring
, k_grind_dampener
,
1775 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1776 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1778 v3_copy( inf
->dir
, s
->grind_dir
);
1781 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1782 struct grind_info
*inf
)
1784 struct player_skate
*s
= &player
->_skate
;
1786 if( skate_grind_scansq( player
, player
->rb
.co
,
1787 player
->rb
.to_world
[0], k_board_length
,
1790 v3f local_co
, local_dir
;
1791 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1792 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1794 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1795 (local_co
[1] >= 0.0f
) && /* at deck level */
1796 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1798 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1808 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1809 struct grind_info
*inf
)
1811 struct player_skate
*s
= &player
->_skate
;
1813 if( !skate_grind_scansq( player
, player
->rb
.co
,
1814 player
->rb
.to_world
[0], k_board_length
,
1818 /* Exit condition: cant see grind target directly */
1820 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1821 if( !skate_point_visible( vis
, inf
->co
) )
1824 /* Exit condition: minimum velocity not reached, but allow a bit of error
1825 * TODO: trash compactor */
1826 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1827 minv
= k_grind_axel_min_vel
*0.8f
;
1832 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1838 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1839 struct grind_info
*inf
)
1841 struct player_skate
*s
= &player
->_skate
;
1844 skate_grind_orient( inf
, mtx
);
1845 m3x3_transpose( mtx
, mtx
);
1848 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1850 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1851 v3_normalize( s
->grind_vec
);
1852 v3_copy( inf
->dir
, s
->grind_dir
);
1855 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1857 struct player_skate
*s
= &player
->_skate
;
1859 /* debounces this state manager a little bit */
1860 if( s
->frames_since_activity_change
< 10 )
1862 s
->frames_since_activity_change
++;
1863 return k_skate_activity_undefined
;
1866 struct grind_info inf_back50
,
1874 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
1876 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1878 else if( s
->state
.activity
== k_skate_activity_grind_back50
)
1880 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1881 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1883 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
1885 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1886 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1888 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
1890 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1891 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1895 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1896 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1897 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1899 if( res_back50
!= res_front50
)
1901 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1903 res_back50
&= wants_to_do_that
;
1904 res_front50
&= wants_to_do_that
;
1908 const enum skate_activity table
[] =
1909 { /* slide | back | front */
1910 k_skate_activity_undefined
, /* 0 0 0 */
1911 k_skate_activity_grind_front50
, /* 0 0 1 */
1912 k_skate_activity_grind_back50
, /* 0 1 0 */
1913 k_skate_activity_grind_5050
, /* 0 1 1 */
1915 /* slide has priority always */
1916 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1917 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1918 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1919 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1921 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1923 if( new_activity
== k_skate_activity_undefined
)
1925 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1926 s
->frames_since_activity_change
= 0;
1928 else if( new_activity
== k_skate_activity_grind_boardslide
)
1930 skate_boardslide_apply( player
, &inf_slide
);
1932 else if( new_activity
== k_skate_activity_grind_back50
)
1934 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1935 skate_store_grind_vec( player
, &inf_back50
);
1937 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
1939 else if( new_activity
== k_skate_activity_grind_front50
)
1941 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
1942 skate_store_grind_vec( player
, &inf_front50
);
1944 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
1946 else if( new_activity
== k_skate_activity_grind_5050
)
1947 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
1949 return new_activity
;
1952 VG_STATIC
void player__skate_update( player_instance
*player
)
1954 struct player_skate
*s
= &player
->_skate
;
1955 world_instance
*world
= get_active_world();
1957 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1958 s
->state
.activity_prev
= s
->state
.activity
;
1960 struct board_collider
1967 enum board_collider_state
1969 k_collider_state_default
,
1970 k_collider_state_disabled
,
1971 k_collider_state_colliding
1978 { 0.0f
, 0.0f
, -k_board_length
},
1979 .radius
= k_board_radius
,
1983 { 0.0f
, 0.0f
, k_board_length
},
1984 .radius
= k_board_radius
,
1991 if( s
->state
.activity
== k_skate_activity_air
){
1993 float min_dist
= 0.6f
;
1994 for( int i
=0; i
<2; i
++ ){
1996 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
1998 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
1999 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2003 float o
= vg_clampf( min_dist
/0.5f
, 0.0f
, 1.0f
);
2006 float jump_t
= vg
.time
- s
->state
.jump_time
;
2007 jump_t
= vg_minf( o
, 1.0f
);
2010 slap
= o
*0.3f
;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
2011 wheels
[0].pos
[1] = slap
;
2012 wheels
[1].pos
[1] = slap
;
2023 const int k_wheel_count
= 2;
2025 s
->substep
= k_rb_delta
;
2026 s
->substep_delta
= s
->substep
;
2029 int substep_count
= 0;
2031 v3_zero( s
->surface_picture
);
2033 for( int i
=0; i
<k_wheel_count
; i
++ )
2034 wheels
[i
].state
= k_collider_state_default
;
2036 /* check if we can enter or continue grind */
2037 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2038 if( grindable_activity
!= k_skate_activity_undefined
){
2039 s
->state
.activity
= grindable_activity
;
2043 int contact_count
= 0;
2044 for( int i
=0; i
<2; i
++ ){
2046 v3_copy( player
->rb
.to_world
[0], axel
);
2048 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2049 wheels
[i
].colour
, normal
, axel
) )
2051 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2053 k_surface_spring
, k_surface_dampener
,
2056 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2060 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2063 if( contact_count
){
2064 s
->state
.activity
= k_skate_activity_ground
;
2065 s
->state
.gravity_bias
= k_gravity
;
2066 v3_normalize( s
->surface_picture
);
2068 skate_apply_friction_model( player
);
2069 skate_weight_distribute( player
);
2072 s
->state
.activity
= k_skate_activity_air
;
2073 v3_zero( s
->weight_distribution
);
2074 skate_apply_air_model( player
);
2079 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2080 wheels
[1].state
= k_collider_state_disabled
;
2081 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2082 wheels
[0].state
= k_collider_state_disabled
;
2083 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2084 wheels
[0].state
= k_collider_state_disabled
;
2085 wheels
[1].state
= k_collider_state_disabled
;
2088 /* all activities */
2089 skate_apply_steering_model( player
);
2090 skate_adjust_up_direction( player
);
2091 skate_apply_cog_model( player
);
2092 skate_apply_jump_model( player
);
2093 skate_apply_grab_model( player
);
2094 skate_apply_trick_model( player
);
2095 skate_apply_pump_model( player
);
2100 * Phase 0: Continous collision detection
2101 * --------------------------------------------------------------------------
2104 v3f head_wp0
, head_wp1
, start_co
;
2105 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2106 v3_copy( player
->rb
.co
, start_co
);
2108 /* calculate transform one step into future */
2111 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2113 if( v3_length2( player
->rb
.w
) > 0.0f
)
2117 v3_copy( player
->rb
.w
, axis
);
2119 float mag
= v3_length( axis
);
2120 v3_divs( axis
, mag
, axis
);
2121 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2122 q_mul( rotation
, player
->rb
.q
, future_q
);
2123 q_normalize( future_q
);
2126 v4_copy( player
->rb
.q
, future_q
);
2128 v3f future_cg
, current_cg
, cg_offset
;
2129 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2130 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2131 v3_sub( future_cg
, current_cg
, cg_offset
);
2133 /* calculate the minimum time we can move */
2134 float max_time
= s
->substep
;
2136 for( int i
=0; i
<k_wheel_count
; i
++ ){
2137 if( wheels
[i
].state
== k_collider_state_disabled
)
2140 v3f current
, future
, r_cg
;
2142 q_mulv( future_q
, wheels
[i
].pos
, future
);
2143 v3_add( future
, future_co
, future
);
2144 v3_add( cg_offset
, future
, future
);
2146 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2147 v3_add( current
, player
->rb
.co
, current
);
2152 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2153 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2154 max_time
= vg_minf( max_time
, t
* s
->substep
);
2157 /* clamp to a fraction of delta, to prevent locking */
2158 float rate_lock
= substep_count
;
2159 rate_lock
*= k_rb_delta
* 0.1f
;
2160 rate_lock
*= rate_lock
;
2162 max_time
= vg_maxf( max_time
, rate_lock
);
2163 s
->substep_delta
= max_time
;
2166 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2167 if( v3_length2( player
->rb
.w
) > 0.0f
){
2170 v3_copy( player
->rb
.w
, axis
);
2172 float mag
= v3_length( axis
);
2173 v3_divs( axis
, mag
, axis
);
2174 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2175 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2176 q_normalize( player
->rb
.q
);
2178 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2179 v3_sub( current_cg
, future_cg
, cg_offset
);
2180 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2183 rb_update_transform( &player
->rb
);
2184 v3_muladds( player
->rb
.v
, player
->basis
[1],
2185 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2187 s
->substep
-= s
->substep_delta
;
2189 rb_ct manifold
[128];
2190 int manifold_len
= 0;
2193 * Phase -1: head detection
2194 * --------------------------------------------------------------------------
2196 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2200 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2201 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2203 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2204 rb_update_transform( &player
->rb
);
2206 player__skate_kill_audio( player
);
2207 player__dead_transition( player
);
2212 * Phase 1: Regular collision detection
2213 * --------------------------------------------------------------------------
2216 for( int i
=0; i
<k_wheel_count
; i
++ ){
2217 if( wheels
[i
].state
== k_collider_state_disabled
)
2221 m3x3_identity( mtx
);
2222 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2224 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2226 rb_ct
*man
= &manifold
[ manifold_len
];
2228 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2230 wheels
[i
].state
= k_collider_state_colliding
;
2235 float grind_radius
= k_board_radius
* 0.75f
;
2236 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2237 .radius
=grind_radius
};
2239 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2240 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2241 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2242 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2243 grind_radius
+ k_board_radius
*0.25f
+slap
, mtx
[3] );
2245 rb_ct
*cman
= &manifold
[manifold_len
];
2247 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2251 for( int i
=0; i
<l
; i
++ )
2252 cman
[l
].type
= k_contact_type_edge
;
2253 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2254 l
= rb_manifold_apply_filtered( cman
, l
);
2258 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2261 for( int i
=0; i
<s
->limit_count
; i
++ ){
2262 struct grind_limit
*limit
= &s
->limits
[i
];
2263 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2264 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2265 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2267 ct
->type
= k_contact_type_default
;
2272 * --------------------------------------------------------------------------
2277 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2278 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2280 for( int i
=0; i
<manifold_len
; i
++ ){
2281 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2282 rb_debug_contact( &manifold
[i
] );
2285 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2286 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2287 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2288 ey2
= k_board_interia
*extent
[1]*extent
[1],
2289 ez2
= k_board_interia
*extent
[2]*extent
[2];
2291 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2292 float inv_mass
= 1.0f
/mass
;
2295 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2296 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2297 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2300 m3x3_identity( iI
);
2307 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2308 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2310 for( int j
=0; j
<10; j
++ ){
2311 for( int i
=0; i
<manifold_len
; i
++ ){
2313 * regular dance; calculate velocity & total mass, apply impulse.
2316 struct contact
*ct
= &manifold
[i
];
2319 v3_sub( ct
->co
, world_cog
, delta
);
2320 v3_cross( player
->rb
.w
, delta
, rv
);
2321 v3_add( player
->rb
.v
, rv
, rv
);
2324 v3_cross( delta
, ct
->n
, raCn
);
2327 m3x3_mulv( iIw
, raCn
, raCnI
);
2329 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2330 vn
= v3_dot( rv
, ct
->n
),
2331 lambda
= normal_mass
* ( -vn
);
2333 float temp
= ct
->norm_impulse
;
2334 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2335 lambda
= ct
->norm_impulse
- temp
;
2338 v3_muls( ct
->n
, lambda
, impulse
);
2340 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2341 v3_cross( delta
, impulse
, impulse
);
2342 m3x3_mulv( iIw
, impulse
, impulse
);
2343 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2345 v3_cross( player
->rb
.w
, delta
, rv
);
2346 v3_add( player
->rb
.v
, rv
, rv
);
2347 vn
= v3_dot( rv
, ct
->n
);
2352 rb_depenetrate( manifold
, manifold_len
, dt
);
2353 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2354 rb_update_transform( &player
->rb
);
2358 if( s
->substep
>= 0.0001f
)
2359 goto begin_collision
; /* again! */
2362 * End of collision and dynamics routine
2363 * --------------------------------------------------------------------------
2366 s
->surface
= k_surface_prop_concrete
;
2368 for( int i
=0; i
<manifold_len
; i
++ ){
2369 rb_ct
*ct
= &manifold
[i
];
2370 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2372 if( surf
->info
.surface_prop
!= k_surface_prop_concrete
)
2373 s
->surface
= surf
->info
.surface_prop
;
2376 for( int i
=0; i
<k_wheel_count
; i
++ ){
2378 m3x3_copy( player
->rb
.to_world
, mtx
);
2379 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2380 debug_sphere( mtx
, wheels
[i
].radius
,
2381 (u32
[]){ VG__WHITE
, VG__BLACK
,
2382 wheels
[i
].colour
}[ wheels
[i
].state
]);
2385 skate_integrate( player
);
2386 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2389 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2392 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2393 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2394 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2395 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2396 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2397 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2398 s
->state
.head_position
);
2399 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2401 v4f transport_rotation
;
2402 m3x3_q( gate
->transport
, transport_rotation
);
2403 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2404 rb_update_transform( &player
->rb
);
2406 s
->state_gate_storage
= s
->state
;
2407 player__pass_gate( player
, gate
);
2410 /* FIXME: Rate limit */
2411 static int stick_frames
= 0;
2413 if( s
->state
.activity
== k_skate_activity_ground
)
2419 if( stick_frames
== 4 ){
2421 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2422 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2426 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2433 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2435 struct player_skate
*s
= &player
->_skate
;
2436 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2439 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2442 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2446 const char *activity_txt
[] =
2450 "undefined (INVALID)",
2451 "grind_any (INVALID)",
2460 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2462 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2463 s
->state
.steerx_s
, s
->state
.steery_s
,
2464 k_steer_ground
, k_steer_air
);
2466 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2467 s
->state
.flip_time
);
2468 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2469 s
->state
.trick_vel
[0],
2470 s
->state
.trick_vel
[1],
2471 s
->state
.trick_vel
[2] );
2472 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2473 s
->state
.trick_euler
[0],
2474 s
->state
.trick_euler
[1],
2475 s
->state
.trick_euler
[2] );
2478 VG_STATIC
void player__skate_animate( player_instance
*player
,
2479 player_animation
*dest
)
2481 struct player_skate
*s
= &player
->_skate
;
2482 struct player_avatar
*av
= player
->playeravatar
;
2483 struct skeleton
*sk
= &av
->sk
;
2486 float kheight
= 2.0f
,
2492 v3f cog_local
, cog_ideal
;
2493 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2495 v3_copy( s
->state
.up_dir
, cog_ideal
);
2496 v3_normalize( cog_ideal
);
2497 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2499 v3_sub( cog_ideal
, cog_local
, offset
);
2502 v3_muls( offset
, 4.0f
, offset
);
2505 float curspeed
= v3_length( player
->rb
.v
),
2506 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2507 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2508 sign
= vg_signf( kicks
);
2510 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2511 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2514 offset
[0] += s
->wobble
[1]*3.0f
;
2519 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2520 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2523 * Animation blending
2524 * ===========================================
2529 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2530 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2533 /* movement information */
2535 int iair
= s
->state
.activity
== k_skate_activity_air
;
2537 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2538 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2539 fly
= iair
? 1.0f
: 0.0f
,
2540 wdist
= s
->weight_distribution
[2] / k_board_length
;
2542 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2543 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2544 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2545 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2548 mdl_keyframe apose
[32], bpose
[32];
2549 mdl_keyframe ground_pose
[32];
2551 /* when the player is moving fast he will crouch down a little bit */
2552 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2553 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2556 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2557 stand_blend
= offset
[1]*-2.0f
;
2560 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2562 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2564 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2565 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2566 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2569 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2570 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2571 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2574 double push_time
= vg
.time
- s
->state
.start_push
;
2575 s
->blend_push
= vg_lerpf( s
->blend_push
,
2576 (vg
.time
- s
->state
.cur_push
) < 0.125,
2577 6.0f
*vg
.time_delta
);
2579 float pt
= push_time
+ vg
.accumulator
;
2580 if( s
->state
.reverse
> 0.0f
)
2581 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2583 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2585 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2588 float jump_start_frame
= 14.0f
/30.0f
;
2590 float charge
= s
->state
.jump_charge
;
2591 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2593 float setup_frame
= charge
* jump_start_frame
,
2594 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2596 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2597 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2598 setup_frame
= jump_frame
;
2600 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2602 s
->anim_ollie_reverse
;
2604 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2605 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2608 mdl_keyframe air_pose
[32];
2610 float target
= -player
->input_js1h
->axis
.value
;
2611 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2613 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2614 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2616 static v2f grab_choice
;
2618 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2619 player
->input_js2v
->axis
.value
};
2620 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2621 if( v2_length2( grab_input
) <= 0.001f
)
2622 grab_input
[0] = -1.0f
;
2624 v2_normalize_clamp( grab_input
);
2625 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2627 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2628 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2629 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2631 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2632 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2635 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2637 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2639 /* additive effects */
2641 u32 apply_to
[] = { av
->id_hip
,
2645 av
->id_ik_elbow_r
};
2647 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2649 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2650 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2654 /* angle correction */
2655 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2658 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2659 v3_normalize( ndir
);
2661 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2663 float a
= v3_dot( ndir
, up
);
2664 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2669 v3_cross( up
, ndir
, axis
);
2670 q_axis_angle( q
, axis
, a
);
2672 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2674 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2676 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2679 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2680 q_mulv( q
, v0
, v0
);
2681 v3_add( v0
, kf_hip
->co
, kf
->co
);
2683 q_mul( q
, kf
->q
, kf
->q
);
2684 q_normalize( kf
->q
);
2688 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2689 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2691 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2692 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2697 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2698 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2699 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2700 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2701 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2702 *kf_hip
= &dest
->pose
[av
->id_hip
],
2703 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2704 &dest
->pose
[av
->id_wheel_l
-1] };
2707 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2710 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2712 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2713 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2714 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2716 q_mul( qpitchr
, qrollr
, qtrickr
);
2717 q_mul( qyawr
, qtrickr
, qtotal
);
2718 q_normalize( qtotal
);
2720 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2723 /* trick rotation */
2724 v4f qtrick
, qyaw
, qpitch
, qroll
;
2726 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2728 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2729 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2730 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2732 q_mul( qpitch
, qroll
, qtrick
);
2733 q_mul( qyaw
, qtrick
, qtrick
);
2734 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2735 q_normalize( kf_board
->q
);
2737 /* foot weight distribution */
2738 if( s
->blend_weight
> 0.0f
){
2739 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2740 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2743 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2744 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2747 kf_foot_l
->co
[1] += s
->slap
;
2748 kf_foot_r
->co
[1] += s
->slap
;
2749 kf_knee_l
->co
[1] += s
->slap
;
2750 kf_knee_r
->co
[1] += s
->slap
;
2751 kf_board
->co
[1] += s
->slap
;
2752 kf_hip
->co
[1] += s
->slap
* 0.25f
;
2755 /* truck rotation */
2756 for( int i
=0; i
<2; i
++ )
2758 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2759 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2762 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2763 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2764 q_normalize( kf_wheels
[i
]->q
);
2769 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2770 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2772 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2775 if( (s
->state
.activity
== k_skate_activity_air
) &&
2776 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2778 float t
= s
->state
.flip_time
;
2779 sign
= vg_signf( t
);
2781 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2782 t
= sign
* (1.0f
-t
*t
);
2784 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2785 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2786 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2788 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2790 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2791 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2792 q_normalize( dest
->root_q
);
2794 v3f rotation_point
, rco
;
2795 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2796 v3_sub( dest
->root_co
, rotation_point
, rco
);
2798 q_mulv( qflip
, rco
, rco
);
2799 v3_add( rco
, rotation_point
, dest
->root_co
);
2802 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
2805 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2807 struct player_skate
*s
= &player
->_skate
;
2808 struct player_avatar
*av
= player
->playeravatar
;
2810 player
->cam_velocity_influence
= 1.0f
;
2812 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
2813 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2814 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2815 s
->state
.head_position
);
2818 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2820 struct player_skate
*s
= &player
->_skate
;
2822 if( s
->state
.activity
== k_skate_activity_air
)
2823 s
->blend_fly
= 1.0f
;
2825 s
->blend_fly
= 0.0f
;
2827 s
->blend_slide
= 0.0f
;
2830 s
->blend_stand
= 0.0f
;
2831 s
->blend_push
= 0.0f
;
2832 s
->blend_jump
= 0.0f
;
2833 s
->blend_airdir
= 0.0f
;
2836 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2838 struct player_skate
*s
= &player
->_skate
;
2839 s
->state
.jump_charge
= 0.0f
;
2840 s
->state
.lift_frames
= 0;
2841 s
->state
.flip_rate
= 0.0f
;
2843 s
->state
.steery
= 0.0f
;
2844 s
->state
.steerx
= 0.0f
;
2845 s
->state
.steery_s
= 0.0f
;
2846 s
->state
.steerx_s
= 0.0f
;
2848 s
->state
.reverse
= 0.0f
;
2849 s
->state
.slip
= 0.0f
;
2850 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2853 m3x3_identity( s
->state
.velocity_bias
);
2854 m3x3_identity( s
->state
.velocity_bias_pstep
);
2857 v3_zero( s
->state
.throw_v
);
2858 v3_zero( s
->state
.trick_vel
);
2859 v3_zero( s
->state
.trick_euler
);
2862 VG_STATIC
void player__skate_reset( player_instance
*player
,
2865 struct player_skate
*s
= &player
->_skate
;
2866 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2867 v3_zero( player
->rb
.v
);
2868 v3_zero( s
->state
.cog_v
);
2869 v4_copy( rp
->transform
.q
, player
->rb
.q
);
2871 s
->state
.activity
= k_skate_activity_air
;
2872 s
->state
.activity_prev
= k_skate_activity_air
;
2874 player__skate_clear_mechanics( player
);
2875 player__skate_reset_animator( player
);
2877 v3_zero( s
->state
.head_position
);
2878 s
->state
.head_position
[1] = 1.8f
;
2881 #endif /* PLAYER_SKATE_C */