minor improvements to jump/grind
[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
7 VG_STATIC void player__skate_bind( player_instance *player )
8 {
9 struct player_skate *s = &player->_skate;
10 struct player_avatar *av = player->playeravatar;
11 struct skeleton *sk = &av->sk;
12
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" );
23 }
24
25 VG_STATIC void player__skate_kill_audio( player_instance *player )
26 {
27 struct player_skate *s = &player->_skate;
28
29 audio_lock();
30 if( s->aud_main )
31 s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
32 if( s->aud_air )
33 s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
34 if( s->aud_slide )
35 s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
36 audio_unlock();
37 }
38
39 /*
40 * Collision detection routines
41 *
42 *
43 */
44
45 /*
46 * Does collision detection on a sphere vs world, and applies some smoothing
47 * filters to the manifold afterwards
48 */
49 VG_STATIC int skate_collide_smooth( player_instance *player,
50 m4x3f mtx, rb_sphere *sphere,
51 rb_ct *man )
52 {
53 world_instance *world = get_active_world();
54
55 int len = 0;
56 len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
57
58 for( int i=0; i<len; i++ )
59 {
60 man[i].rba = &player->rb;
61 man[i].rbb = NULL;
62 }
63
64 rb_manifold_filter_coplanar( man, len, 0.03f );
65
66 if( len > 1 )
67 {
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 );
71 }
72 int new_len = rb_manifold_apply_filtered( man, len );
73 if( len && !new_len )
74 len = 1;
75 else
76 len = new_len;
77
78 return len;
79 }
80
81 struct grind_info
82 {
83 v3f co, dir, n;
84 };
85
86 VG_STATIC int skate_grind_scansq( player_instance *player,
87 v3f pos, v3f dir, float r,
88 struct grind_info *inf )
89 {
90 world_instance *world = get_active_world();
91
92 v4f plane;
93 v3_copy( dir, plane );
94 v3_normalize( plane );
95 plane[3] = v3_dot( plane, pos );
96
97 boxf box;
98 v3_add( pos, (v3f){ r, r, r }, box[1] );
99 v3_sub( pos, (v3f){ r, r, r }, box[0] );
100
101 bh_iter it;
102 bh_iter_init( 0, &it );
103 int idx;
104
105 struct grind_sample
106 {
107 v2f co;
108 v2f normal;
109 v3f normal3,
110 centroid;
111 }
112 samples[48];
113 int sample_count = 0;
114
115 v2f support_min,
116 support_max;
117
118 v3f support_axis;
119 v3_cross( plane, player->basis[1], support_axis );
120 v3_normalize( support_axis );
121
122 while( bh_next( world->geo_bh, &it, box, &idx ) ){
123 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
124 v3f tri[3];
125
126 struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
127 #if 0
128 if( !(surf->info.flags & k_material_flag_skate_surface) )
129 continue;
130 #endif
131
132 for( int j=0; j<3; j++ )
133 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
134
135 for( int j=0; j<3; j++ ){
136 int i0 = j,
137 i1 = (j+1) % 3;
138
139 struct grind_sample *sample = &samples[ sample_count ];
140 v3f co;
141
142 if( plane_segment( plane, tri[i0], tri[i1], co ) ){
143 v3f d;
144 v3_sub( co, pos, d );
145 if( v3_length2( d ) > r*r )
146 continue;
147
148 v3f va, vb, normal;
149 v3_sub( tri[1], tri[0], va );
150 v3_sub( tri[2], tri[0], vb );
151 v3_cross( va, vb, normal );
152
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 );
157
158 v3_copy( normal, sample->normal3 ); /* normalize later
159 if we want to us it */
160
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 );
164
165 v2_normalize( sample->normal );
166 sample_count ++;
167
168 if( sample_count == vg_list_size( samples ) )
169 goto too_many_samples;
170 }
171 }
172 }
173
174 too_many_samples:
175
176 if( sample_count < 2 )
177 return 0;
178
179 v3f
180 average_direction,
181 average_normal;
182
183 v2f min_co, max_co;
184 v2_fill( min_co, INFINITY );
185 v2_fill( max_co, -INFINITY );
186
187 v3_zero( average_direction );
188 v3_zero( average_normal );
189
190 int passed_samples = 0;
191
192 for( int i=0; i<sample_count-1; i++ ){
193 struct grind_sample *si, *sj;
194
195 si = &samples[i];
196
197 for( int j=i+1; j<sample_count; j++ ){
198 if( i == j )
199 continue;
200
201 sj = &samples[j];
202
203 /* non overlapping */
204 if( v2_dist2( si->co, sj->co ) >= (0.01f*0.01f) )
205 continue;
206
207 /* not sharp angle */
208 if( v2_dot( si->normal, sj->normal ) >= 0.7f )
209 continue;
210
211 /* not convex */
212 v3f v0;
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 )
216 continue;
217
218 v2_minv( sj->co, min_co, min_co );
219 v2_maxv( sj->co, max_co, max_co );
220
221 v3f n0, n1, dir;
222 v3_copy( si->normal3, n0 );
223 v3_copy( sj->normal3, n1 );
224 v3_cross( n0, n1, dir );
225 v3_normalize( dir );
226
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 );
230
231 float yi = v3_dot( player->basis[1], si->normal3 ),
232 yj = v3_dot( player->basis[1], sj->normal3 );
233
234 if( yi > yj )
235 v3_add( si->normal3, average_normal, average_normal );
236 else
237 v3_add( sj->normal3, average_normal, average_normal );
238
239 passed_samples ++;
240 }
241 }
242
243 if( !passed_samples )
244 return 0;
245
246 if( (v3_length2( average_direction ) <= 0.001f) ||
247 (v3_length2( average_normal ) <= 0.001f ) )
248 return 0;
249
250 float div = 1.0f/(float)passed_samples;
251 v3_normalize( average_direction );
252 v3_normalize( average_normal );
253
254 v2f average_coord;
255 v2_add( min_co, max_co, average_coord );
256 v2_muls( average_coord, 0.5f, average_coord );
257
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 );
263
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 );
267
268 return passed_samples;
269 }
270
271 VG_STATIC void reset_jump_info( jump_info *inf )
272 {
273 inf->log_length = 0;
274 inf->land_dist = 0.0f;
275 inf->score = 0.0f;
276 inf->type = k_prediction_unset;
277 v3_zero( inf->apex );
278 }
279
280 VG_STATIC int create_jumps_to_hit_target( player_instance *player,
281 jump_info *jumps,
282 v3f target, float max_angle_delta,
283 float gravity )
284 {
285 struct player_skate *s = &player->_skate;
286
287 /* calculate the exact 2 solutions to jump onto that grind spot */
288
289 v3f v0;
290 v3_sub( target, player->rb.co, v0 );
291 m3x3_mulv( player->invbasis, v0, v0 );
292
293 v3f ax;
294 v3_copy( v0, ax );
295 ax[1] = 0.0f;
296 v3_normalize( ax );
297
298 v3f v_local;
299 m3x3_mulv( player->invbasis, player->rb.v, v_local );
300
301 v2f d = { v3_dot( ax, v0 ), v0[1] },
302 v = { v3_dot( ax, player->rb.v ), v_local[1] };
303
304 float a = atan2f( v[1], v[0] ),
305 m = v2_length( v ),
306 root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
307
308 int valid_count = 0;
309
310 if( root > 0.0f ){
311 root = sqrtf( root );
312 float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
313 a1 = atanf( (m*m - root) / (gravity * d[0]) );
314
315 if( fabsf(a0-a) < max_angle_delta ){
316 jump_info *inf = &jumps[ valid_count ++ ];
317 reset_jump_info( inf );
318
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;
324 }
325
326 if( fabsf(a1-a) < max_angle_delta ){
327 jump_info *inf = &jumps[ valid_count ++ ];
328 reset_jump_info( inf );
329
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;
335 }
336 }
337
338 return valid_count;
339 }
340
341 #if 0
342 VG_STATIC
343 int create_jump_for_target( world_instance *world, player_instance *player,
344 v3f target, float max_angle, jump_info *jump )
345 {
346
347 if( fabsf(a0-a) > fabsf(a1-a) )
348 a0 = a1;
349
350 if( fabsf(a0-a) > max_angle )
351 return 0;
352
353 /* TODO: sweep the path before chosing the smallest dist */
354
355
356 #if 0
357 /* add a trace */
358 for( int i=0; i<=20; i++ )
359 {
360 float t = (float)i * (1.0f/20.0f) * p->land_dist;
361
362 v3f p0;
363 v3_muls( p->v, t, p0 );
364 v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
365
366 v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
367 }
368 #endif
369
370 return 1;
371 }
372 else
373 return 0;
374 }
375 #endif
376
377 VG_STATIC
378 void player__approximate_best_trajectory( player_instance *player )
379 {
380 world_instance *world = get_active_world();
381
382 struct player_skate *s = &player->_skate;
383 float k_trace_delta = k_rb_delta * 10.0f;
384
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 );
388
389 s->possible_jump_count = 0;
390
391 v3f axis;
392 v3_cross( player->rb.v, player->rb.to_world[1], axis );
393 v3_normalize( axis );
394
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 )),
398 angle_end = 1.0f;
399
400 struct grind_info grind;
401 int grind_located = 0;
402 float grind_located_gravity = k_gravity;
403
404 for( int m=0;m<=30; m++ ){
405 jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
406 reset_jump_info( inf );
407
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 );
412
413 float vt = (float)m * (1.0f/30.0f),
414 ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
415
416 v4f qbias;
417 q_axis_angle( qbias, axis, ang );
418 q_mulv( qbias, launch_v, launch_v );
419
420 float yaw_sketch = 1.0f-fabsf(upness);
421
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 );
425
426
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 );
431
432 m3x3f basis;
433 m3x3_copy( player->basis, basis );
434
435 for( int i=1; i<=50; i++ ){
436 float t = (float)i * k_trace_delta;
437
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 );
441
442 float launch_vy = v3_dot( launch_v,basis[1] );
443 if( !grind_located && (launch_vy - gravity*t < 0.0f) ){
444 v3f closest;
445 if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
446 v3f ve;
447 v3_copy( launch_v, ve );
448 v3_muladds( ve, basis[1], -gravity * t, ve );
449
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] ) };
456
457 v2_normalize( v0 );
458 v2_normalize( v1 );
459
460 float a = v2_dot( v0, v1 );
461
462 #if 0
463 if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
464 #endif
465 grind_located = 1;
466 grind_located_gravity = inf->gravity;
467
468 vg_success( "Grind located\n" );
469 #if 0
470 }
471 #endif
472 }
473 }
474 }
475
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 );
484 }
485 }
486
487 float t1;
488 v3f n;
489
490 int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
491 if( idx != -1 ){
492 v3f co;
493 v3_lerp( co0, co1, t1, co );
494 v3_copy( co, inf->log[ inf->log_length ++ ] );
495
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]);
499
500 #if 0
501 v3f v0, v1;
502 v3f pa, pb, pc;
503
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 );
507
508 v3_sub( pb, pa, v0 );
509 v3_sub( pc, pa, v1 );
510 v3_cross( v0, v1, inf->n );
511 v3_normalize( inf->n );
512 #endif
513
514 inf->type = k_prediction_land;
515
516 v3f ve;
517 v3_copy( launch_v, ve );
518 v3_muladds( ve, player->basis[1], -gravity * t, ve );
519
520 inf->score = -v3_dot( ve, inf->n );
521 inf->land_dist = t + k_trace_delta * t1;
522
523
524 /* Bias prediction towords ramps */
525 if( !(surf->info.flags & k_material_flag_skate_surface) )
526 inf->score *= 10.0f;
527
528 break;
529 }
530
531 if( i % 3 == 0 )
532 v3_copy( co1, inf->log[ inf->log_length ++ ] );
533
534 v3_copy( co1, co0 );
535 }
536
537 if( inf->type == k_prediction_unset )
538 s->possible_jump_count --;
539 }
540
541 if( grind_located ){
542 jump_info grind_jumps[2];
543
544 int valid_count =
545 create_jumps_to_hit_target( player, grind_jumps, grind.co,
546 0.25f*VG_PIf, grind_located_gravity );
547
548 for( int i=0; i<valid_count; i++ ){
549 jump_info *jump = &grind_jumps[i];
550 jump->type = k_prediction_grind;
551
552 v3f launch_v, launch_co, co0, co1;
553
554 v3_copy( jump->v, launch_v );
555 v3_copy( player->rb.co, launch_co );
556
557 m3x3f basis;
558 m3x3_copy( player->basis, basis );
559
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 );
564
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);
568 t *= 0.9f;
569 t += 0.05f;
570 t *= jump->land_dist;
571
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 );
575
576 float t1;
577 v3f n;
578
579 int idx = spherecast_world( world, co0,co1,
580 k_board_radius*0.5f, &t1, n);
581 if( idx != -1 ){
582 goto invalidated_grind;
583 }
584
585 v3_copy( co1, co0 );
586 }
587
588 v3_copy( grind.n, jump->n );
589
590 /* determine score */
591 v3f ve;
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;
595
596 s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
597
598 continue;
599 invalidated_grind:;
600 }
601 }
602
603
604 float score_min = INFINITY,
605 score_max = -INFINITY;
606
607 jump_info *best = NULL;
608
609 for( int i=0; i<s->possible_jump_count; i ++ ){
610 jump_info *jump = &s->possible_jumps[i];
611
612 if( jump->score < score_min )
613 best = jump;
614
615 score_min = vg_minf( score_min, jump->score );
616 score_max = vg_maxf( score_max, jump->score );
617 }
618
619 for( int i=0; i<s->possible_jump_count; i ++ ){
620 jump_info *jump = &s->possible_jumps[i];
621 float s = jump->score;
622
623 s -= score_min;
624 s /= (score_max-score_min);
625 s = 1.0f - s;
626
627 jump->score = s;
628 jump->colour = s * 255.0f;
629
630 if( jump == best )
631 jump->colour <<= 16;
632 else if( jump->type == k_prediction_land )
633 jump->colour <<= 8;
634
635 jump->colour |= 0xff000000;
636 }
637
638 if( best ){
639 v3_copy( best->n, s->land_normal );
640 v3_copy( best->v, player->rb.v );
641 s->land_dist = best->land_dist;
642
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;
647
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]) *
650 s->state.reverse ;
651 s->state.flip_time = 0.0f;
652 v3_copy( player->rb.to_world[0], s->state.flip_axis );
653 }
654 else{
655 s->state.flip_rate = 0.0f;
656 v3_zero( s->state.flip_axis );
657 }
658 }
659 else{
660 v3_copy( player->basis[1], s->land_normal );
661 }
662 }
663
664 /*
665 *
666 * Varius physics models
667 * ------------------------------------------------
668 */
669
670 /*
671 * Air control, no real physics
672 */
673 VG_STATIC void skate_apply_air_model( player_instance *player )
674 {
675 struct player_skate *s = &player->_skate;
676
677 if( s->state.activity_prev != k_skate_activity_air )
678 player__approximate_best_trajectory( player );
679
680 float angle = v3_dot( player->rb.to_world[1], s->land_normal );
681 angle = vg_clampf( angle, -1.0f, 1.0f );
682 v3f axis;
683 v3_cross( player->rb.to_world[1], s->land_normal, axis );
684
685 v4f correction;
686 q_axis_angle( correction, axis,
687 acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
688 q_mul( correction, player->rb.q, player->rb.q );
689
690 v2f steer = { player->input_js1h->axis.value,
691 player->input_js1v->axis.value };
692 v2_normalize_clamp( steer );
693 }
694
695 VG_STATIC int player_skate_trick_input( player_instance *player );
696 VG_STATIC void skate_apply_trick_model( player_instance *player )
697 {
698 struct player_skate *s = &player->_skate;
699
700 v3f Fd, Fs, F;
701 v3f strength = { 3.7f, 3.6f, 8.0f };
702
703 v3_muls( s->board_trick_residualv, -4.0f , Fd );
704 v3_muls( s->board_trick_residuald, -10.0f, Fs );
705 v3_add( Fd, Fs, F );
706 v3_mul( strength, F, F );
707
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 );
712
713 if( s->state.activity == k_skate_activity_air ){
714 if( v3_length2( s->state.trick_vel ) < 0.0001f )
715 return;
716
717 int carry_on = player_skate_trick_input( player );
718
719 /* we assume velocities share a common divisor, in which case the
720 * interval is the minimum value (if not zero) */
721
722 float min_rate = 99999.0f;
723
724 for( int i=0; i<3; i++ ){
725 float v = s->state.trick_vel[i];
726 if( (v > 0.0f) && (v < min_rate) )
727 min_rate = v;
728 }
729
730 float interval = 1.0f / min_rate,
731 current = floorf( s->state.trick_time / interval ),
732 next_end = (current+1.0f) * interval;
733
734
735 /* integrate trick velocities */
736 v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
737 s->state.trick_euler );
738
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 );
746 }
747
748 s->state.trick_time += k_rb_delta;
749 }
750 else{
751 if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
752 s->state.trick_time > 0.2f)
753 {
754 player__skate_kill_audio( player );
755 player__dead_transition( player );
756 }
757
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 );
763 }
764 }
765
766 VG_STATIC void skate_apply_grab_model( player_instance *player )
767 {
768 struct player_skate *s = &player->_skate;
769
770 float grabt = player->input_grab->axis.value;
771
772 if( grabt > 0.5f ){
773 v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
774 s->state.grab_mouse_delta );
775
776 v2_normalize_clamp( s->state.grab_mouse_delta );
777 }
778 else
779 v2_zero( s->state.grab_mouse_delta );
780
781 s->state.grabbing = vg_lerpf( s->state.grabbing, grabt, 8.4f*k_rb_delta );
782 }
783
784 VG_STATIC void skate_apply_steering_model( player_instance *player )
785 {
786 struct player_skate *s = &player->_skate;
787
788 /* Steering */
789 float steer = player->input_js1h->axis.value,
790 grab = player->input_grab->axis.value;
791
792 steer = vg_signf( steer ) * steer*steer * k_steer_ground;
793
794 v3f steer_axis;
795 v3_muls( player->rb.to_world[1], -vg_signf( steer ), steer_axis );
796
797 float rate = 26.0f,
798 top = 1.0f;
799
800 if( s->state.activity == k_skate_activity_air ){
801 rate = 6.0f * fabsf(steer);
802 top = 1.5f;
803 }
804 else{
805 /* rotate slower when grabbing on ground */
806 steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
807
808 if( s->state.activity == k_skate_activity_grind_5050 ){
809 rate = 0.0f;
810 top = 0.0f;
811 }
812
813 else if( s->state.activity >= k_skate_activity_grind_any ){
814 rate *= fabsf(steer);
815
816 float a = 0.8f * -steer * k_rb_delta;
817
818 v4f q;
819 q_axis_angle( q, player->rb.to_world[1], a );
820 q_mulv( q, s->grind_vec, s->grind_vec );
821
822 v3_normalize( s->grind_vec );
823 }
824
825 else if( s->state.manual_direction ){
826 rate = 35.0f;
827 top = 1.5f;
828 }
829 }
830
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 );
835
836 v3_muladds( player->rb.w, player->rb.to_world[1], accel, player->rb.w );
837 }
838
839 /*
840 * Computes friction and surface interface model
841 */
842 VG_STATIC void skate_apply_friction_model( player_instance *player )
843 {
844 struct player_skate *s = &player->_skate;
845
846 /*
847 * Computing localized friction forces for controlling the character
848 * Friction across X is significantly more than Z
849 */
850
851 v3f vel;
852 m3x3_mulv( player->rb.to_local, player->rb.v, vel );
853 float slip = 0.0f;
854
855 if( fabsf(vel[2]) > 0.01f )
856 slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
857
858 if( fabsf( slip ) > 1.2f )
859 slip = vg_signf( slip ) * 1.2f;
860
861 s->state.slip = slip;
862 s->state.reverse = -vg_signf(vel[2]);
863
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 );
866
867 /* Pushing additive force */
868
869 if( !player->input_jump->button.value ){
870 if( player->input_push->button.value ||
871 (vg.time-s->state.start_push<0.75) )
872 {
873 if( (vg.time - s->state.cur_push) > 0.25 )
874 s->state.start_push = vg.time;
875
876 s->state.cur_push = vg.time;
877
878 double push_time = vg.time - s->state.start_push;
879
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 );
886
887 vel[2] += delta * -s->state.reverse;
888 }
889 }
890
891 /* Send back to velocity */
892 m3x3_mulv( player->rb.to_world, vel, player->rb.v );
893 }
894
895 VG_STATIC void skate_apply_jump_model( player_instance *player )
896 {
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;
900
901 /* Cannot charge this in air */
902 if( s->state.activity == k_skate_activity_air ){
903 s->state.charging_jump = 0;
904 return;
905 }
906
907 if( s->state.charging_jump ){
908 s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
909
910 if( !charging_jump_prev )
911 s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
912 }
913 else{
914 s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
915 }
916
917 s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
918
919 /* player let go after charging past 0.2: trigger jump */
920 if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
921 v3f jumpdir;
922
923 /* Launch more up if alignment is up else improve velocity */
924 float aup = v3_dot( player->basis[1], player->rb.to_world[1] ),
925 mod = 0.5f,
926 dir = mod + fabsf(aup)*(1.0f-mod);
927
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 );
934 }else{
935 v3_copy( s->state.up_dir, jumpdir );
936 }
937
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;
943
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 );
948
949 #if 0
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 ++;
954 #endif
955
956 audio_lock();
957 audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
958 audio_unlock();
959 }
960 }
961
962 VG_STATIC void skate_apply_pump_model( player_instance *player )
963 {
964 struct player_skate *s = &player->_skate;
965
966 if( s->state.activity != k_skate_activity_ground ){
967 v3_zero( s->state.throw_v );
968 return;
969 }
970
971 /* Throw / collect routine
972 *
973 * TODO: Max speed boost
974 */
975 if( player->input_grab->axis.value > 0.5f ){
976 if( s->state.activity == k_skate_activity_ground ){
977 /* Throw */
978 v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
979 }
980 }
981 else{
982 /* Collect */
983 float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
984
985 v3f Fl, Fv;
986 v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
987
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 );
991 }
992
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 );
996 }
997
998 /* Decay */
999 if( v3_length2( s->state.throw_v ) > 0.0001f ){
1000 v3f dir;
1001 v3_copy( s->state.throw_v, dir );
1002 v3_normalize( dir );
1003
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 );
1007 }
1008 }
1009
1010 VG_STATIC void skate_apply_cog_model( player_instance *player )
1011 {
1012 struct player_skate *s = &player->_skate;
1013
1014 v3f ideal_cog, ideal_diff, ideal_dir;
1015 v3_copy( s->state.up_dir, ideal_dir );
1016 v3_normalize( ideal_dir );
1017
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 );
1021
1022 /* Apply velocities */
1023 v3f rv;
1024 v3_sub( player->rb.v, s->state.cog_v, rv );
1025
1026 v3f F;
1027 v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
1028 v3_muladds( F, rv, -k_cog_damp * k_rb_rate, F );
1029
1030 float ra = k_cog_mass_ratio,
1031 rb = 1.0f-k_cog_mass_ratio;
1032
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,
1036 s->state.cog_v );
1037
1038 v3_muladds( s->state.cog, s->state.cog_v, k_rb_delta, s->state.cog );
1039 }
1040
1041
1042 VG_STATIC void skate_integrate( player_instance *player )
1043 {
1044 struct player_skate *s = &player->_skate;
1045
1046 float decay_rate = 1.0f - (k_rb_delta * 3.0f),
1047 decay_rate_y = 1.0f;
1048
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;
1052 }
1053
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;
1057
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 );
1061
1062 s->state.flip_time += s->state.flip_rate * k_rb_delta;
1063 rb_update_transform( &player->rb );
1064 }
1065
1066 /*
1067 * 1 2 or 3
1068 */
1069
1070 VG_STATIC int player_skate_trick_input( player_instance *player )
1071 {
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);
1076 }
1077
1078 VG_STATIC void player__skate_pre_update( player_instance *player )
1079 {
1080 struct player_skate *s = &player->_skate;
1081
1082 if( vg_input_button_down( player->input_use ) ){
1083 player->subsystem = k_player_subsystem_walk;
1084
1085 v3f angles;
1086 v3_copy( player->cam.angles, angles );
1087 angles[2] = 0.0f;
1088
1089 player->holdout_time = 0.25f;
1090 player__skate_kill_audio( player );
1091 player__walk_transition( player, angles );
1092 return;
1093 }
1094
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 );
1101
1102 rb_update_transform( &player->rb );
1103 }
1104
1105 int trick_id;
1106 if( (s->state.activity == k_skate_activity_air) &&
1107 (trick_id = player_skate_trick_input( player )) )
1108 {
1109 if( (vg.time - s->state.jump_time) < 0.1f ){
1110 v3_zero( s->state.trick_vel );
1111 s->state.trick_time = 0.0f;
1112
1113 if( trick_id == 1 ){
1114 s->state.trick_vel[0] = 3.0f;
1115 }
1116 else if( trick_id == 2 ){
1117 s->state.trick_vel[2] = 3.0f;
1118 }
1119 else if( trick_id == 3 ){
1120 s->state.trick_vel[0] = 2.0f;
1121 s->state.trick_vel[2] = 2.0f;
1122 }
1123 }
1124 }
1125 }
1126
1127 VG_STATIC void player__skate_post_update( player_instance *player )
1128 {
1129 struct player_skate *s = &player->_skate;
1130
1131 for( int i=0; i<s->possible_jump_count; i++ ){
1132 jump_info *jump = &s->possible_jumps[i];
1133
1134 for( int j=0; j<jump->log_length - 1; j ++ ){
1135 float brightness = jump->score*jump->score*jump->score;
1136 v3f p1;
1137 v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
1138 vg_line( jump->log[j], p1, jump->colour );
1139 }
1140
1141 vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
1142
1143 v3f p1;
1144 v3_add( jump->log[jump->log_length-1], jump->n, p1 );
1145 vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
1146
1147 vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
1148 }
1149
1150 #if 0
1151 vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
1152 #endif
1153
1154 audio_lock();
1155
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 ),
1160
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 );
1164
1165 const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
1166 if( !s->aud_main )
1167 s->aud_main = audio_request_channel( &audio_board[0], flags );
1168
1169 if( !s->aud_air )
1170 s->aud_air = audio_request_channel( &audio_board[1], flags );
1171
1172 if( !s->aud_slide )
1173 s->aud_slide = audio_request_channel( &audio_board[2], flags );
1174
1175
1176 /* brrrrrrrrrrrt sound for tiles and stuff
1177 * --------------------------------------------------------*/
1178 float sidechain_amt = 0.0f,
1179 hz = speed * 2.0f;
1180
1181 if( s->surface == k_surface_prop_tiles )
1182 sidechain_amt = 1.0f;
1183 else
1184 sidechain_amt = 0.0f;
1185
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 ) );
1189
1190 if( s->aud_main ){
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 );
1195
1196 float rate = 1.0f + (attn-0.5f)*0.2f;
1197 audio_channel_set_sampling_rate( s->aud_main, rate );
1198 }
1199
1200 if( s->aud_slide ){
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 );
1205 }
1206
1207 if( s->aud_air ){
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 );
1211 }
1212
1213 audio_unlock();
1214 }
1215
1216 /*
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
1221 *
1222 * returns 0 if no good surface found
1223 */
1224 VG_STATIC
1225 int skate_compute_surface_alignment( player_instance *player,
1226 v3f ra, u32 colour,
1227 v3f surface_normal, v3f axel_dir )
1228 {
1229 struct player_skate *s = &player->_skate;
1230 world_instance *world = get_active_world();
1231
1232 v3f truck, left, right;
1233 m4x3_mulv( player->rb.to_world, ra, truck );
1234
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 );
1238
1239 float k_max_truck_flex = VG_PIf * 0.25f;
1240
1241 ray_hit ray_l, ray_r;
1242
1243 v3f dir;
1244 v3_muls( player->rb.to_world[1], -1.0f, dir );
1245
1246 int res_l = 0, res_r = 0;
1247
1248 for( int i=0; i<8; i++ )
1249 {
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;
1254
1255 res_l = ray_world( world, left, dir, &ray_l );
1256
1257 if( res_l )
1258 break;
1259 }
1260
1261 for( int i=0; i<8; i++ )
1262 {
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;
1267
1268 res_r = ray_world( world, right, dir, &ray_r );
1269
1270 if( res_r )
1271 break;
1272 }
1273
1274 v3f v0;
1275 v3f midpoint;
1276 v3f tangent_average;
1277 v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
1278 v3_zero( tangent_average );
1279
1280 if( res_l || res_r )
1281 {
1282 v3f p0, p1, t;
1283 v3_copy( midpoint, p0 );
1284 v3_copy( midpoint, p1 );
1285
1286 if( res_l )
1287 {
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 );
1291 }
1292 if( res_r )
1293 {
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 );
1297 }
1298
1299 v3_sub( p1, p0, v0 );
1300 v3_normalize( v0 );
1301 }
1302 else
1303 {
1304 /* fallback: use the closes point to the trucks */
1305 v3f closest;
1306 int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
1307
1308 if( idx != -1 )
1309 {
1310 u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
1311 v3f verts[3];
1312
1313 for( int j=0; j<3; j++ )
1314 v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
1315
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 );
1320 v3_normalize( n );
1321
1322 if( v3_dot( n, player->rb.to_world[1] ) < 0.3f )
1323 return 0;
1324
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 );
1328 v3_normalize( v0 );
1329
1330 v3f t;
1331 v3_cross( n, player->rb.to_world[0], t );
1332 v3_add( t, tangent_average, tangent_average );
1333 }
1334 else
1335 return 0;
1336 }
1337
1338 v3_muladds( truck, v0, k_board_width, right );
1339 v3_muladds( truck, v0, -k_board_width, left );
1340
1341 vg_line( left, right, VG__WHITE );
1342
1343 v3_normalize( tangent_average );
1344 v3_cross( v0, tangent_average, surface_normal );
1345 v3_copy( v0, axel_dir );
1346
1347 return 1;
1348 }
1349
1350 VG_STATIC void skate_weight_distribute( player_instance *player )
1351 {
1352 struct player_skate *s = &player->_skate;
1353 v3_zero( s->weight_distribution );
1354
1355 int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
1356
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;
1362 }
1363 else{
1364 if( player->input_js1v->axis.value < 0.1f ){
1365 s->state.manual_direction = 0;
1366 }
1367 else{
1368 if( reverse_dir != s->state.manual_direction ){
1369 return;
1370 }
1371 }
1372 }
1373
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;
1378 }
1379
1380 /* TODO: Fall back on land normal */
1381 /* TODO: Lerp weight distribution */
1382 if( s->state.manual_direction ){
1383 v3f plane_z;
1384
1385 m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
1386 v3_negate( plane_z, plane_z );
1387
1388 v3_muladds( plane_z, s->surface_picture,
1389 -v3_dot( plane_z, s->surface_picture ), plane_z );
1390 v3_normalize( plane_z );
1391
1392 v3_muladds( plane_z, s->surface_picture, 0.3f, plane_z );
1393 v3_normalize( plane_z );
1394
1395 v3f p1;
1396 v3_muladds( player->rb.co, plane_z, 1.5f, p1 );
1397 vg_line( player->rb.co, p1, VG__GREEN );
1398
1399 v3f refdir;
1400 v3_muls( player->rb.to_world[2], -(float)s->state.manual_direction,
1401 refdir );
1402
1403 rb_effect_spring_target_vector( &player->rb, refdir, plane_z,
1404 k_manul_spring, k_manul_dampener,
1405 s->substep_delta );
1406 }
1407 }
1408
1409 VG_STATIC void skate_adjust_up_direction( player_instance *player )
1410 {
1411 struct player_skate *s = &player->_skate;
1412
1413 if( s->state.activity == k_skate_activity_ground ){
1414 v3f target;
1415 v3_copy( s->surface_picture, target );
1416
1417 target[1] += 2.0f * s->surface_picture[1];
1418 v3_normalize( target );
1419
1420 v3_lerp( s->state.up_dir, target,
1421 8.0f * s->substep_delta, s->state.up_dir );
1422 }
1423 else if( s->state.activity == k_skate_activity_air )
1424 {
1425 v3_lerp( s->state.up_dir, player->rb.to_world[1],
1426 8.0f * s->substep_delta, s->state.up_dir );
1427 }
1428 else
1429 {
1430 v3_lerp( s->state.up_dir, player->basis[1],
1431 12.0f * s->substep_delta, s->state.up_dir );
1432 }
1433 }
1434
1435 VG_STATIC int skate_point_visible( v3f origin, v3f target )
1436 {
1437 v3f dir;
1438 v3_sub( target, origin, dir );
1439
1440 ray_hit ray;
1441 ray.dist = v3_length( dir );
1442 v3_muls( dir, 1.0f/ray.dist, dir );
1443 ray.dist -= 0.025f;
1444
1445 if( ray_world( get_active_world(), origin, dir, &ray ) )
1446 return 0;
1447
1448 return 1;
1449 }
1450
1451 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
1452 {
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] );
1457 }
1458
1459 VG_STATIC void skate_grind_friction( player_instance *player,
1460 struct grind_info *inf, float strength )
1461 {
1462 v3f v2;
1463 v3_muladds( player->rb.to_world[2], inf->n,
1464 -v3_dot( player->rb.to_world[2], inf->n ), v2 );
1465
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;
1469
1470 v3_muladds( player->rb.v, inf->dir, F*k_rb_delta*strength, player->rb.v );
1471 }
1472
1473 VG_STATIC void skate_grind_decay( player_instance *player,
1474 struct grind_info *inf, float strength )
1475 {
1476 m3x3f mtx, mtx_inv;
1477 skate_grind_orient( inf, mtx );
1478 m3x3_transpose( mtx, mtx_inv );
1479
1480 v3f v_grind;
1481 m3x3_mulv( mtx_inv, player->rb.v, v_grind );
1482
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 );
1486 }
1487
1488 VG_STATIC void skate_grind_truck_apply( player_instance *player,
1489 float sign, struct grind_info *inf,
1490 float strength )
1491 {
1492 struct player_skate *s = &player->_skate;
1493
1494 /* TODO: Trash compactor this */
1495 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1496 v3f raw, wsp;
1497 m3x3_mulv( player->rb.to_world, ra, raw );
1498 v3_add( player->rb.co, raw, wsp );
1499
1500 v3_copy( ra, s->weight_distribution );
1501
1502 v3f delta;
1503 v3_sub( inf->co, wsp, delta );
1504
1505 /* spring force */
1506 v3_muladds( player->rb.v, delta, k_spring_force*strength*k_rb_delta,
1507 player->rb.v );
1508
1509 skate_grind_decay( player, inf, strength );
1510 skate_grind_friction( player, inf, strength );
1511
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 );
1517
1518 /* orientation */
1519 m3x3f mtx;
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 );
1526
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 );
1529
1530 v3_normalize( target_fwd );
1531 v3_normalize( fwd );
1532
1533
1534 float way = player->input_js1v->axis.value *
1535 vg_signf( v3_dot( raw_nplane, player->rb.v ) );
1536
1537 v4f q;
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 );
1541
1542 rb_effect_spring_target_vector( &player->rb, up, target_up,
1543 k_grind_spring,
1544 k_grind_dampener,
1545 k_rb_delta );
1546
1547 rb_effect_spring_target_vector( &player->rb, fwd, target_fwd,
1548 k_grind_spring*strength,
1549 k_grind_dampener*strength,
1550 k_rb_delta );
1551
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 );
1555
1556 s->grind_strength = strength;
1557
1558 /* Fake contact */
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 );
1562 limit->p = 0.0f;
1563
1564 v3_copy( inf->dir, s->grind_dir );
1565 }
1566
1567 VG_STATIC void skate_5050_apply( player_instance *player,
1568 struct grind_info *inf_front,
1569 struct grind_info *inf_back )
1570 {
1571 struct player_skate *s = &player->_skate;
1572 struct grind_info inf_avg;
1573
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 );
1577
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 );
1583
1584 v3_cross( axis, inf_avg.dir, inf_avg.n );
1585
1586 skate_grind_decay( player, &inf_avg, 1.0f );
1587
1588
1589 float way = player->input_js1v->axis.value *
1590 vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
1591 v4f q;
1592 v3f up, target_up;
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 );
1597
1598 v3_zero( s->weight_distribution );
1599 s->weight_distribution[2] = k_board_length * -way;
1600
1601 rb_effect_spring_target_vector( &player->rb, up, target_up,
1602 k_grind_spring,
1603 k_grind_dampener,
1604 k_rb_delta );
1605
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 );
1609
1610 v3f dir;
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 );
1613
1614 v3_normalize( fwd_nplane );
1615 v3_normalize( dir_nplane );
1616
1617 rb_effect_spring_target_vector( &player->rb, fwd_nplane, dir_nplane,
1618 1000.0f,
1619 k_grind_dampener,
1620 k_rb_delta );
1621
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;
1625
1626 m4x3_mulv( player->rb.to_world, pos_front, pos_front );
1627 m4x3_mulv( player->rb.to_world, pos_back, pos_back );
1628
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 );
1632
1633 v3_muladds( player->rb.v, delta_total, 50.0f * k_rb_delta, player->rb.v );
1634
1635 /* Fake contact */
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 );
1639 limit->p = 0.0f;
1640
1641 v3_copy( inf_avg.dir, s->grind_dir );
1642 }
1643
1644 VG_STATIC int skate_grind_truck_renew( player_instance *player, float sign,
1645 struct grind_info *inf )
1646 {
1647 struct player_skate *s = &player->_skate;
1648
1649 v3f wheel_co = { 0.0f, 0.0f, sign * k_board_length },
1650 grind_co = { 0.0f, -k_board_radius, sign * k_board_length };
1651
1652 m4x3_mulv( player->rb.to_world, wheel_co, wheel_co );
1653 m4x3_mulv( player->rb.to_world, grind_co, grind_co );
1654
1655 /* Exit condition: lost grind tracking */
1656 if( !skate_grind_scansq( player, grind_co, player->rb.v, 0.3f, inf ) )
1657 return 0;
1658
1659 /* Exit condition: cant see grind target directly */
1660 if( !skate_point_visible( wheel_co, inf->co ) )
1661 return 0;
1662
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;
1666
1667 if( dv < minv )
1668 return 0;
1669
1670 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1671 return 0;
1672
1673 v3_copy( inf->dir, s->grind_dir );
1674 return 1;
1675 }
1676
1677 VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
1678 struct grind_info *inf )
1679 {
1680 struct player_skate *s = &player->_skate;
1681
1682 /* TODO: Trash compactor this */
1683 v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
1684
1685 v3f raw, wsp;
1686 m3x3_mulv( player->rb.to_world, ra, raw );
1687 v3_add( player->rb.co, raw, wsp );
1688
1689 if( skate_grind_scansq( player, wsp, player->rb.v, 0.3, inf ) )
1690 {
1691 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1692 return 0;
1693
1694 /* velocity should be at least 60% aligned */
1695 v3f pv, axis;
1696 v3_cross( inf->n, inf->dir, axis );
1697 v3_muladds( player->rb.v, inf->n, -v3_dot( player->rb.v, inf->n ), pv );
1698
1699 if( v3_length2( pv ) < 0.0001f )
1700 return 0;
1701 v3_normalize( pv );
1702
1703 if( fabsf(v3_dot( pv, inf->dir )) < k_grind_axel_max_angle )
1704 return 0;
1705
1706 if( v3_dot( player->rb.v, inf->n ) > 0.5f )
1707 return 0;
1708
1709 #if 0
1710 /* check for vertical alignment */
1711 if( v3_dot( player->rb.to_world[1], inf->n ) < k_grind_axel_max_vangle )
1712 return 0;
1713 #endif
1714
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 );
1719
1720 v2f delta = { local_co[0], local_co[2] - k_board_length*sign };
1721
1722 float truck_height = -(k_board_radius+0.03f);
1723
1724 v3f rv;
1725 v3_cross( player->rb.w, raw, rv );
1726 v3_add( player->rb.v, rv, rv );
1727
1728 if( (local_co[1] >= truck_height) &&
1729 (v2_length2( delta ) <= k_board_radius*k_board_radius) )
1730 {
1731 return 1;
1732 }
1733 }
1734
1735 return 0;
1736 }
1737
1738 VG_STATIC void skate_boardslide_apply( player_instance *player,
1739 struct grind_info *inf )
1740 {
1741 struct player_skate *s = &player->_skate;
1742
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 );
1747
1748 v3f intersection;
1749 v3_muladds( local_co, local_dir, local_co[0]/-local_dir[0],
1750 intersection );
1751 v3_copy( intersection, s->weight_distribution );
1752
1753 skate_grind_decay( player, inf, 0.1f );
1754 skate_grind_friction( player, inf, 0.25f );
1755
1756 /* direction alignment */
1757 v3f dir, perp;
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 );
1761
1762 m3x3_mulv( player->rb.to_world, dir, dir );
1763 m3x3_mulv( player->rb.to_world, perp, perp );
1764
1765 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
1766 dir,
1767 k_grind_spring, k_grind_dampener,
1768 k_rb_delta );
1769
1770 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[2],
1771 perp,
1772 k_grind_spring, k_grind_dampener,
1773 k_rb_delta );
1774
1775 vg_line_arrow( player->rb.co, dir, 0.5f, VG__GREEN );
1776 vg_line_arrow( player->rb.co, perp, 0.5f, VG__BLUE );
1777
1778 v3_copy( inf->dir, s->grind_dir );
1779 }
1780
1781 VG_STATIC int skate_boardslide_entry( player_instance *player,
1782 struct grind_info *inf )
1783 {
1784 struct player_skate *s = &player->_skate;
1785
1786 if( skate_grind_scansq( player, player->rb.co,
1787 player->rb.to_world[0], k_board_length,
1788 inf ) )
1789 {
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 );
1793
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 */
1797 {
1798 if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
1799 return 0;
1800
1801 return 1;
1802 }
1803 }
1804
1805 return 0;
1806 }
1807
1808 VG_STATIC int skate_boardslide_renew( player_instance *player,
1809 struct grind_info *inf )
1810 {
1811 struct player_skate *s = &player->_skate;
1812
1813 if( !skate_grind_scansq( player, player->rb.co,
1814 player->rb.to_world[0], k_board_length,
1815 inf ) )
1816 return 0;
1817
1818 /* Exit condition: cant see grind target directly */
1819 v3f vis;
1820 v3_muladds( player->rb.co, player->rb.to_world[1], 0.2f, vis );
1821 if( !skate_point_visible( vis, inf->co ) )
1822 return 0;
1823
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;
1828
1829 if( dv < minv )
1830 return 0;
1831
1832 if( fabsf(v3_dot( inf->dir, s->grind_dir )) < k_grind_max_edge_angle )
1833 return 0;
1834
1835 return 1;
1836 }
1837
1838 VG_STATIC void skate_store_grind_vec( player_instance *player,
1839 struct grind_info *inf )
1840 {
1841 struct player_skate *s = &player->_skate;
1842
1843 m3x3f mtx;
1844 skate_grind_orient( inf, mtx );
1845 m3x3_transpose( mtx, mtx );
1846
1847 v3f raw;
1848 v3_sub( inf->co, player->rb.co, raw );
1849
1850 m3x3_mulv( mtx, raw, s->grind_vec );
1851 v3_normalize( s->grind_vec );
1852 v3_copy( inf->dir, s->grind_dir );
1853 }
1854
1855 VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
1856 {
1857 struct player_skate *s = &player->_skate;
1858
1859 /* debounces this state manager a little bit */
1860 if( s->frames_since_activity_change < 10 )
1861 {
1862 s->frames_since_activity_change ++;
1863 return k_skate_activity_undefined;
1864 }
1865
1866 struct grind_info inf_back50,
1867 inf_front50,
1868 inf_slide;
1869
1870 int res_back50 = 0,
1871 res_front50 = 0,
1872 res_slide = 0;
1873
1874 if( s->state.activity == k_skate_activity_grind_boardslide )
1875 {
1876 res_slide = skate_boardslide_renew( player, &inf_slide );
1877 }
1878 else if( s->state.activity == k_skate_activity_grind_back50 )
1879 {
1880 res_back50 = skate_grind_truck_renew( player, 1.0f, &inf_back50 );
1881 res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
1882 }
1883 else if( s->state.activity == k_skate_activity_grind_front50 )
1884 {
1885 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1886 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1887 }
1888 else if( s->state.activity == k_skate_activity_grind_5050 )
1889 {
1890 res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
1891 res_back50 = skate_grind_truck_entry( player, 1.0f, &inf_back50 );
1892 }
1893 else
1894 {
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 );
1898
1899 if( res_back50 != res_front50 )
1900 {
1901 int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
1902
1903 res_back50 &= wants_to_do_that;
1904 res_front50 &= wants_to_do_that;
1905 }
1906 }
1907
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 */
1914
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 */
1920 }
1921 , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
1922
1923 if( new_activity == k_skate_activity_undefined )
1924 {
1925 if( s->state.activity >= k_skate_activity_grind_any )
1926 s->frames_since_activity_change = 0;
1927 }
1928 else if( new_activity == k_skate_activity_grind_boardslide )
1929 {
1930 skate_boardslide_apply( player, &inf_slide );
1931 }
1932 else if( new_activity == k_skate_activity_grind_back50 )
1933 {
1934 if( s->state.activity != k_skate_activity_grind_back50 )
1935 skate_store_grind_vec( player, &inf_back50 );
1936
1937 skate_grind_truck_apply( player, 1.0f, &inf_back50, 1.0f );
1938 }
1939 else if( new_activity == k_skate_activity_grind_front50 )
1940 {
1941 if( s->state.activity != k_skate_activity_grind_front50 )
1942 skate_store_grind_vec( player, &inf_front50 );
1943
1944 skate_grind_truck_apply( player, -1.0f, &inf_front50, 1.0f );
1945 }
1946 else if( new_activity == k_skate_activity_grind_5050 )
1947 skate_5050_apply( player, &inf_front50, &inf_back50 );
1948
1949 return new_activity;
1950 }
1951
1952 VG_STATIC void player__skate_update( player_instance *player )
1953 {
1954 struct player_skate *s = &player->_skate;
1955 world_instance *world = get_active_world();
1956
1957 v3_copy( player->rb.co, s->state.prev_pos );
1958 s->state.activity_prev = s->state.activity;
1959
1960 struct board_collider
1961 {
1962 v3f pos;
1963 float radius;
1964
1965 u32 colour;
1966
1967 enum board_collider_state
1968 {
1969 k_collider_state_default,
1970 k_collider_state_disabled,
1971 k_collider_state_colliding
1972 }
1973 state;
1974 }
1975 wheels[] =
1976 {
1977 {
1978 { 0.0f, 0.0f, -k_board_length },
1979 .radius = k_board_radius,
1980 .colour = VG__RED
1981 },
1982 {
1983 { 0.0f, 0.0f, k_board_length },
1984 .radius = k_board_radius,
1985 .colour = VG__GREEN
1986 }
1987 };
1988
1989 float slap = 0.0f;
1990
1991 if( s->state.activity == k_skate_activity_air ){
1992
1993 float min_dist = 0.6f;
1994 for( int i=0; i<2; i++ ){
1995 v3f wpos, closest;
1996 m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
1997
1998 if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
1999 min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
2000 }
2001 }
2002 min_dist -= 0.2f;
2003 float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
2004
2005 #if 0
2006 float jump_t = vg.time - s->state.jump_time;
2007 jump_t = vg_minf( o, 1.0f );
2008 #endif
2009
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;
2013 }
2014 s->slap = slap;
2015
2016
2017
2018
2019
2020
2021
2022
2023 const int k_wheel_count = 2;
2024
2025 s->substep = k_rb_delta;
2026 s->substep_delta = s->substep;
2027 s->limit_count = 0;
2028
2029 int substep_count = 0;
2030
2031 v3_zero( s->surface_picture );
2032
2033 for( int i=0; i<k_wheel_count; i++ )
2034 wheels[i].state = k_collider_state_default;
2035
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;
2040 goto grinding;
2041 }
2042
2043 int contact_count = 0;
2044 for( int i=0; i<2; i++ ){
2045 v3f normal, axel;
2046 v3_copy( player->rb.to_world[0], axel );
2047
2048 if( skate_compute_surface_alignment( player, wheels[i].pos,
2049 wheels[i].colour, normal, axel ) )
2050 {
2051 rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
2052 axel,
2053 k_surface_spring, k_surface_dampener,
2054 s->substep_delta );
2055
2056 v3_add( normal, s->surface_picture, s->surface_picture );
2057 contact_count ++;
2058 }
2059
2060 m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
2061 }
2062
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 );
2067
2068 skate_apply_friction_model( player );
2069 skate_weight_distribute( player );
2070 }
2071 else{
2072 s->state.activity = k_skate_activity_air;
2073 v3_zero( s->weight_distribution );
2074 skate_apply_air_model( player );
2075 }
2076
2077 grinding:;
2078
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;
2086 }
2087
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 );
2096
2097 begin_collision:;
2098
2099 /*
2100 * Phase 0: Continous collision detection
2101 * --------------------------------------------------------------------------
2102 */
2103
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 );
2107
2108 /* calculate transform one step into future */
2109 v3f future_co;
2110 v4f future_q;
2111 v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
2112
2113 if( v3_length2( player->rb.w ) > 0.0f )
2114 {
2115 v4f rotation;
2116 v3f axis;
2117 v3_copy( player->rb.w, axis );
2118
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 );
2124 }
2125 else
2126 v4_copy( player->rb.q, future_q );
2127
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 );
2132
2133 /* calculate the minimum time we can move */
2134 float max_time = s->substep;
2135
2136 for( int i=0; i<k_wheel_count; i++ ){
2137 if( wheels[i].state == k_collider_state_disabled )
2138 continue;
2139
2140 v3f current, future, r_cg;
2141
2142 q_mulv( future_q, wheels[i].pos, future );
2143 v3_add( future, future_co, future );
2144 v3_add( cg_offset, future, future );
2145
2146 q_mulv( player->rb.q, wheels[i].pos, current );
2147 v3_add( current, player->rb.co, current );
2148
2149 float t;
2150 v3f n;
2151
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 );
2155 }
2156
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;
2161
2162 max_time = vg_maxf( max_time, rate_lock );
2163 s->substep_delta = max_time;
2164
2165 /* integrate */
2166 v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
2167 if( v3_length2( player->rb.w ) > 0.0f ){
2168 v4f rotation;
2169 v3f axis;
2170 v3_copy( player->rb.w, axis );
2171
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 );
2177
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 );
2181 }
2182
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 );
2186
2187 s->substep -= s->substep_delta;
2188
2189 rb_ct manifold[128];
2190 int manifold_len = 0;
2191
2192 /*
2193 * Phase -1: head detection
2194 * --------------------------------------------------------------------------
2195 */
2196 m4x3_mulv( player->rb.to_world, s->state.head_position, head_wp1 );
2197
2198 float t;
2199 v3f n;
2200 if( (v3_dist2( head_wp0, head_wp1 ) > 0.001f) &&
2201 (spherecast_world( world, head_wp0, head_wp1, 0.2f, &t, n ) != -1) )
2202 {
2203 v3_lerp( start_co, player->rb.co, t, player->rb.co );
2204 rb_update_transform( &player->rb );
2205
2206 player__skate_kill_audio( player );
2207 player__dead_transition( player );
2208 return;
2209 }
2210
2211 /*
2212 * Phase 1: Regular collision detection
2213 * --------------------------------------------------------------------------
2214 */
2215
2216 for( int i=0; i<k_wheel_count; i++ ){
2217 if( wheels[i].state == k_collider_state_disabled )
2218 continue;
2219
2220 m4x3f mtx;
2221 m3x3_identity( mtx );
2222 m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
2223
2224 rb_sphere collider = { .radius = wheels[i].radius };
2225
2226 rb_ct *man = &manifold[ manifold_len ];
2227
2228 int l = skate_collide_smooth( player, mtx, &collider, man );
2229 if( l )
2230 wheels[i].state = k_collider_state_colliding;
2231
2232 manifold_len += l;
2233 }
2234
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 };
2238 m4x3f mtx;
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] );
2244
2245 rb_ct *cman = &manifold[manifold_len];
2246
2247 int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
2248 cman );
2249
2250 /* weld joints */
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 );
2255
2256 manifold_len += l;
2257
2258 debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
2259
2260 /* add limits */
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 );
2266 ct->p = limit->p;
2267 ct->type = k_contact_type_default;
2268 }
2269
2270 /*
2271 * Phase 3: Dynamics
2272 * --------------------------------------------------------------------------
2273 */
2274
2275
2276 v3f world_cog;
2277 m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
2278 vg_line_pt3( world_cog, 0.02f, VG__BLACK );
2279
2280 for( int i=0; i<manifold_len; i ++ ){
2281 rb_prepare_contact( &manifold[i], s->substep_delta );
2282 rb_debug_contact( &manifold[i] );
2283 }
2284
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];
2290
2291 float mass = 2.0f * (extent[0]*extent[1]*extent[2]);
2292 float inv_mass = 1.0f/mass;
2293
2294 v3f I;
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));
2298
2299 m3x3f iI;
2300 m3x3_identity( iI );
2301 iI[0][0] = I[0];
2302 iI[1][1] = I[1];
2303 iI[2][2] = I[2];
2304 m3x3_inv( iI, iI );
2305
2306 m3x3f iIw;
2307 m3x3_mul( iI, player->rb.to_local, iIw );
2308 m3x3_mul( player->rb.to_world, iIw, iIw );
2309
2310 for( int j=0; j<10; j++ ){
2311 for( int i=0; i<manifold_len; i++ ){
2312 /*
2313 * regular dance; calculate velocity & total mass, apply impulse.
2314 */
2315
2316 struct contact *ct = &manifold[i];
2317
2318 v3f rv, delta;
2319 v3_sub( ct->co, world_cog, delta );
2320 v3_cross( player->rb.w, delta, rv );
2321 v3_add( player->rb.v, rv, rv );
2322
2323 v3f raCn;
2324 v3_cross( delta, ct->n, raCn );
2325
2326 v3f raCnI, rbCnI;
2327 m3x3_mulv( iIw, raCn, raCnI );
2328
2329 float normal_mass = 1.0f / (inv_mass + v3_dot(raCn,raCnI)),
2330 vn = v3_dot( rv, ct->n ),
2331 lambda = normal_mass * ( -vn );
2332
2333 float temp = ct->norm_impulse;
2334 ct->norm_impulse = vg_maxf( temp + lambda, 0.0f );
2335 lambda = ct->norm_impulse - temp;
2336
2337 v3f impulse;
2338 v3_muls( ct->n, lambda, impulse );
2339
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 );
2344
2345 v3_cross( player->rb.w, delta, rv );
2346 v3_add( player->rb.v, rv, rv );
2347 vn = v3_dot( rv, ct->n );
2348 }
2349 }
2350
2351 v3f dt;
2352 rb_depenetrate( manifold, manifold_len, dt );
2353 v3_add( dt, player->rb.co, player->rb.co );
2354 rb_update_transform( &player->rb );
2355
2356 substep_count ++;
2357
2358 if( s->substep >= 0.0001f )
2359 goto begin_collision; /* again! */
2360
2361 /*
2362 * End of collision and dynamics routine
2363 * --------------------------------------------------------------------------
2364 */
2365
2366 s->surface = k_surface_prop_concrete;
2367
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 );
2371
2372 if( surf->info.surface_prop != k_surface_prop_concrete )
2373 s->surface = surf->info.surface_prop;
2374 }
2375
2376 for( int i=0; i<k_wheel_count; i++ ){
2377 m4x3f mtx;
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 ]);
2383 }
2384
2385 skate_integrate( player );
2386 vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
2387
2388 ent_gate *gate =
2389 world_intersect_gates(world, player->rb.co, s->state.prev_pos );
2390
2391 if( gate ){
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 );
2400
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 );
2405
2406 s->state_gate_storage = s->state;
2407 player__pass_gate( player, gate );
2408 }
2409
2410 /* FIXME: Rate limit */
2411 static int stick_frames = 0;
2412
2413 if( s->state.activity == k_skate_activity_ground )
2414 stick_frames ++;
2415 else
2416 stick_frames = 0;
2417
2418
2419 if( stick_frames == 4 ){
2420 audio_lock();
2421 if( (fabsf(s->state.slip) > 0.75f) ){
2422 audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
2423 40.0f, 1.0f );
2424 }
2425 else{
2426 audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
2427 40.0f, 1.0f );
2428 }
2429 audio_unlock();
2430 }
2431 }
2432
2433 VG_STATIC void player__skate_im_gui( player_instance *player )
2434 {
2435 struct player_skate *s = &player->_skate;
2436 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
2437 player->rb.v[1],
2438 player->rb.v[2] );
2439 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
2440 player->rb.co[1],
2441 player->rb.co[2] );
2442 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player->rb.w[0],
2443 player->rb.w[1],
2444 player->rb.w[2] );
2445
2446 const char *activity_txt[] =
2447 {
2448 "air",
2449 "ground",
2450 "undefined (INVALID)",
2451 "grind_any (INVALID)",
2452 "grind_boardslide",
2453 "grind_noseslide",
2454 "grind_tailslide",
2455 "grind_back50",
2456 "grind_front50",
2457 "grind_5050"
2458 };
2459
2460 player__debugtext( 1, "activity: %s", activity_txt[s->state.activity] );
2461 #if 0
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 );
2465 #endif
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] );
2476 }
2477
2478 VG_STATIC void player__skate_animate( player_instance *player,
2479 player_animation *dest )
2480 {
2481 struct player_skate *s = &player->_skate;
2482 struct player_avatar *av = player->playeravatar;
2483 struct skeleton *sk = &av->sk;
2484
2485 /* Head */
2486 float kheight = 2.0f,
2487 kleg = 0.6f;
2488
2489 v3f offset;
2490 v3_zero( offset );
2491
2492 v3f cog_local, cog_ideal;
2493 m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
2494
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 );
2498
2499 v3_sub( cog_ideal, cog_local, offset );
2500
2501
2502 v3_muls( offset, 4.0f, offset );
2503 offset[1] *= -1.0f;
2504
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 );
2509
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);
2512
2513 offset[0] *= 0.26f;
2514 offset[0] += s->wobble[1]*3.0f;
2515
2516 offset[1] *= -0.3f;
2517 offset[2] *= 0.01f;
2518
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);
2521
2522 /*
2523 * Animation blending
2524 * ===========================================
2525 */
2526
2527 /* sliding */
2528 {
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);
2531 }
2532
2533 /* movement information */
2534 {
2535 int iair = s->state.activity == k_skate_activity_air;
2536
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;
2541
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 );
2546 }
2547
2548 mdl_keyframe apose[32], bpose[32];
2549 mdl_keyframe ground_pose[32];
2550 {
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 );
2554
2555 /* stand/crouch */
2556 float dir_frame = s->blend_z * (15.0f/30.0f),
2557 stand_blend = offset[1]*-2.0f;
2558
2559 v3f local_cog;
2560 m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
2561
2562 stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
2563
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 );
2567
2568 /* sliding */
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 );
2572
2573 /* pushing */
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 );
2578
2579 float pt = push_time + vg.accumulator;
2580 if( s->state.reverse > 0.0f )
2581 skeleton_sample_anim( sk, s->anim_push, pt, bpose );
2582 else
2583 skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
2584
2585 skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
2586
2587 /* trick setup */
2588 float jump_start_frame = 14.0f/30.0f;
2589
2590 float charge = s->state.jump_charge;
2591 s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
2592
2593 float setup_frame = charge * jump_start_frame,
2594 setup_blend = vg_minf( s->blend_jump, 1.0f );
2595
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;
2599
2600 struct skeleton_anim *jump_anim = s->state.jump_dir?
2601 s->anim_ollie:
2602 s->anim_ollie_reverse;
2603
2604 skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
2605 skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
2606 }
2607
2608 mdl_keyframe air_pose[32];
2609 {
2610 float target = -player->input_js1h->axis.value;
2611 s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
2612
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 );
2615
2616 static v2f grab_choice;
2617
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;
2623 else
2624 v2_normalize_clamp( grab_input );
2625 v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
2626
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);
2630
2631 skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
2632 skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
2633 }
2634
2635 skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
2636
2637 float add_grab_mod = 1.0f - s->blend_fly;
2638
2639 /* additive effects */
2640 {
2641 u32 apply_to[] = { av->id_hip,
2642 av->id_ik_hand_l,
2643 av->id_ik_hand_r,
2644 av->id_ik_elbow_l,
2645 av->id_ik_elbow_r };
2646
2647 for( int i=0; i<vg_list_size(apply_to); i ++ )
2648 {
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;
2651 }
2652
2653
2654 /* angle correction */
2655 if( v3_length2( s->state.up_dir ) > 0.001f )
2656 {
2657 v3f ndir;
2658 m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
2659 v3_normalize( ndir );
2660
2661 v3f up = { 0.0f, 1.0f, 0.0f };
2662
2663 float a = v3_dot( ndir, up );
2664 a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
2665
2666 v3f axis;
2667 v4f q;
2668
2669 v3_cross( up, ndir, axis );
2670 q_axis_angle( q, axis, a );
2671
2672 mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
2673
2674 for( int i=0; i<vg_list_size(apply_to); i ++ )
2675 {
2676 mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
2677
2678 v3f v0;
2679 v3_sub( kf->co, kf_hip->co, v0 );
2680 q_mulv( q, v0, v0 );
2681 v3_add( v0, kf_hip->co, kf->co );
2682
2683 q_mul( q, kf->q, kf->q );
2684 q_normalize( kf->q );
2685 }
2686
2687 v3f p1, p2;
2688 m3x3_mulv( player->rb.to_world, up, p1 );
2689 m3x3_mulv( player->rb.to_world, ndir, p2 );
2690
2691 vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
2692 vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
2693 }
2694
2695
2696
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] };
2705
2706 v4f qtotal;
2707 v4f qtrickr, qyawr, qpitchr, qrollr;
2708 v3f eulerr;
2709
2710 v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
2711
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] );
2715
2716 q_mul( qpitchr, qrollr, qtrickr );
2717 q_mul( qyawr, qtrickr, qtotal );
2718 q_normalize( qtotal );
2719
2720 q_mul( qtotal, kf_board->q, kf_board->q );
2721
2722
2723 /* trick rotation */
2724 v4f qtrick, qyaw, qpitch, qroll;
2725 v3f euler;
2726 v3_muls( s->state.trick_euler, VG_TAUf, euler );
2727
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] );
2731
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 );
2736
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;
2741 }
2742 else{
2743 kf_foot_r->co[2] += s->blend_weight * 0.3f;
2744 kf_foot_l->co[2] += s->blend_weight * 0.1f;
2745 }
2746
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;
2753
2754
2755 /* truck rotation */
2756 for( int i=0; i<2; i++ )
2757 {
2758 float a = vg_minf( s->truckv0[i][0], 1.0f );
2759 a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
2760
2761 v4f q;
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 );
2765 }
2766 }
2767
2768 /* transform */
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 );
2771
2772 float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
2773
2774 v4f qflip;
2775 if( (s->state.activity == k_skate_activity_air) &&
2776 (fabsf(s->state.flip_rate) > 0.01f) )
2777 {
2778 float t = s->state.flip_time;
2779 sign = vg_signf( t );
2780
2781 t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
2782 t = sign * (1.0f-t*t);
2783
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 );
2787
2788 angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
2789
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 );
2793
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 );
2797
2798 q_mulv( qflip, rco, rco );
2799 v3_add( rco, rotation_point, dest->root_co );
2800 }
2801
2802 skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
2803 }
2804
2805 VG_STATIC void player__skate_post_animate( player_instance *player )
2806 {
2807 struct player_skate *s = &player->_skate;
2808 struct player_avatar *av = player->playeravatar;
2809
2810 player->cam_velocity_influence = 1.0f;
2811
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 );
2816 }
2817
2818 VG_STATIC void player__skate_reset_animator( player_instance *player )
2819 {
2820 struct player_skate *s = &player->_skate;
2821
2822 if( s->state.activity == k_skate_activity_air )
2823 s->blend_fly = 1.0f;
2824 else
2825 s->blend_fly = 0.0f;
2826
2827 s->blend_slide = 0.0f;
2828 s->blend_z = 0.0f;
2829 s->blend_x = 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;
2834 }
2835
2836 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
2837 {
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;
2842 #if 0
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;
2847 #endif
2848 s->state.reverse = 0.0f;
2849 s->state.slip = 0.0f;
2850 v3_copy( player->rb.co, s->state.prev_pos );
2851
2852 #if 0
2853 m3x3_identity( s->state.velocity_bias );
2854 m3x3_identity( s->state.velocity_bias_pstep );
2855 #endif
2856
2857 v3_zero( s->state.throw_v );
2858 v3_zero( s->state.trick_vel );
2859 v3_zero( s->state.trick_euler );
2860 }
2861
2862 VG_STATIC void player__skate_reset( player_instance *player,
2863 ent_spawn *rp )
2864 {
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 );
2870
2871 s->state.activity = k_skate_activity_air;
2872 s->state.activity_prev = k_skate_activity_air;
2873
2874 player__skate_clear_mechanics( player );
2875 player__skate_reset_animator( player );
2876
2877 v3_zero( s->state.head_position );
2878 s->state.head_position[1] = 1.8f;
2879 }
2880
2881 #endif /* PLAYER_SKATE_C */