1 #ifndef PLAYER_DEVICE_SKATE_H
2 #define PLAYER_DEVICE_SKATE_H
4 #include "player_interface.h"
6 #include "player_model.h"
7 #include "player_device_common.h"
9 struct player_device_skate
16 k_skate_activity_ground
,
17 k_skate_activity_grind
40 int charging_jump
, jump_dir
;
56 struct land_prediction
79 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
81 *anim_push
, *anim_push_reverse
,
82 *anim_ollie
, *anim_ollie_reverse
,
83 *anim_grabs
, *anim_stop
;
84 rb_sphere sphere_front
, sphere_back
;
99 float debug_normal_pressure
;
102 VG_STATIC
void player_skate_bind( player_interface
*player
,
103 player_attachment
*at
)
105 struct player_device_skate
*s
= at
->storage
;
106 struct player_avatar
*av
= player
->playeravatar
;
107 struct skeleton
*sk
= &av
->sk
;
109 rb_update_transform( &player
->rb
);
110 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
111 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
112 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
113 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
114 s
->anim_push
= skeleton_get_anim( sk
, "push" );
115 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
116 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
117 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
118 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
121 VG_STATIC
void player_skate_pre_update( player_interface
*player
,
122 player_attachment
*at
)
127 * Collision detection routines
133 * Does collision detection on a sphere vs world, and applies some smoothing
134 * filters to the manifold afterwards
136 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
137 m4x3f mtx
, rb_sphere
*sphere
,
140 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
143 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
145 for( int i
=0; i
<len
; i
++ )
147 man
[i
].rba
= &player
->rb
;
151 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
155 rb_manifold_filter_backface( man
, len
);
156 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
157 rb_manifold_filter_pairs( man
, len
, 0.05f
);
159 int new_len
= rb_manifold_apply_filtered( man
, len
);
160 if( len
&& !new_len
)
168 * Gets the closest grindable edge to the player within max_dist
170 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
175 bh_iter_init( 0, &it
);
179 box_init_inf( region
);
180 box_addpt( region
, p0
);
181 box_addpt( region
, p1
);
183 float k_r
= max_dist
;
184 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
185 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
187 float closest
= k_r
*k_r
;
188 struct grind_edge
*closest_edge
= NULL
;
191 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
193 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
199 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
213 VG_STATIC
int skate_grind_collide( player_interface
*player
,
214 player_attachment
*at
, rb_ct
*contact
)
217 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
218 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
219 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
220 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
222 float const k_r
= 0.25f
;
223 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
229 v3_sub( c1
, c0
, delta
);
231 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
233 contact
->p
= v3_length( delta
);
234 contact
->type
= k_contact_type_edge
;
235 contact
->element_id
= 0;
236 v3_copy( c1
, contact
->co
);
240 v3f edge_dir
, axis_dir
;
241 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
242 v3_normalize( edge_dir
);
243 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
244 v3_cross( edge_dir
, axis_dir
, contact
->n
);
263 * Trace a path given a velocity rotation.
265 * TODO: this MIGHT be worth doing RK4 on the gravity field.
267 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
268 struct land_prediction
*prediction
)
270 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
271 float k_bias
= 0.96f
;
275 v3_muls( v
, k_bias
, pv
);
277 m3x3_mulv( vr
, pv
, pv
);
278 v3_muladds( pco
, pv
, pstep
, pco
);
280 struct grind_edge
*best_grind
= NULL
;
281 float closest_grind
= INFINITY
;
283 float grind_score
= INFINITY
,
284 air_score
= INFINITY
;
286 prediction
->log_length
= 0;
288 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
290 v3_copy( pco
, pco1
);
292 pv
[1] += -k_gravity
* pstep
;
294 m3x3_mulv( vr
, pv
, pv
);
295 v3_muladds( pco
, pv
, pstep
, pco
);
299 v3_sub( pco
, pco1
, vdir
);
301 float l
= v3_length( vdir
);
302 v3_muls( vdir
, 1.0f
/l
, vdir
);
305 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
308 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
310 float d2
= v3_dist2( c0
, c1
);
311 if( d2
< closest_grind
)
315 grind_score
= closest_grind
* 0.05f
;
322 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
325 v3_copy( n1
, prediction
->n
);
326 air_score
= -v3_dot( pv
, n1
);
328 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
329 struct world_material
*mat
= world_tri_index_material( vert_index
);
331 /* Bias prediction towords ramps */
332 if( mat
->info
.flags
& k_material_flag_skate_surface
)
335 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
339 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
342 if( grind_score
< air_score
)
344 prediction
->score
= grind_score
;
345 prediction
->type
= k_prediction_grind
;
347 else if( air_score
< INFINITY
)
349 prediction
->score
= air_score
;
350 prediction
->type
= k_prediction_land
;
354 prediction
->score
= INFINITY
;
355 prediction
->type
= k_prediction_none
;
360 void player_approximate_best_trajectory( player_interface
*player
,
361 struct player_device_skate
*s
)
363 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
364 float best_velocity_delta
= -9999.9f
;
367 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
368 v3_normalize( axis
);
370 s
->prediction_count
= 0;
371 m3x3_identity( s
->state
.velocity_bias
);
373 float best_vmod
= 0.0f
,
374 min_score
= INFINITY
,
375 max_score
= -INFINITY
;
378 * Search a broad selection of futures
380 for( int m
=-3;m
<=12; m
++ )
382 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
384 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
389 q_axis_angle( bias_q
, axis
, vmod
);
390 q_m3x3( bias_q
, bias
);
392 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
394 if( p
->type
!= k_prediction_none
)
396 if( p
->score
< min_score
)
398 min_score
= p
->score
;
402 if( p
->score
> max_score
)
403 max_score
= p
->score
;
408 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
409 q_m3x3( vr_q
, s
->state
.velocity_bias
);
411 q_axis_angle( vr_q
, axis
, best_vmod
);
412 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
417 for( int i
=0; i
<s
->prediction_count
; i
++ )
419 struct land_prediction
*p
= &s
->predictions
[i
];
425 vg_error( "negative score! (%f)\n", l
);
429 l
/= (max_score
-min_score
);
435 p
->colour
|= 0xff000000;
441 * Varius physics models
442 * ------------------------------------------------
445 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
446 struct player_device_skate
*s
,
447 rb_ct
*manifold
, int len
)
449 /* FIXME: Queue audio events instead */
452 if( s
->state
.activity
== k_skate_activity_grind
)
456 audio_player_set_flags( &audio_player_extra
,
457 AUDIO_FLAG_SPACIAL_3D
);
458 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
459 audio_player_set_vol( &audio_player_extra
, 20.0f
);
460 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
464 s
->state
.activity
= k_skate_activity_air
;
469 v2f steer
= { player
->input_js1h
->axis
.value
,
470 player
->input_js1v
->axis
.value
};
471 v2_normalize_clamp( steer
);
473 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
474 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
478 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
479 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
482 s
->state
.slip
= 0.0f
;
483 s
->state
.activity
= k_skate_activity_grind
;
485 /* TODO: Compression */
486 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
487 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
489 if( fabsf(angle
) < 0.99f
)
492 v3_cross( player
->rb
.to_world
[1], up
, axis
);
495 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
496 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
499 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
500 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
501 m3x3_identity( s
->state
.velocity_bias
);
502 m3x3_identity( s
->state
.velocity_bias_pstep
);
504 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
506 /* FIXME: Queue audio events instead */
509 audio_player_set_flags( &audio_player_extra
,
510 AUDIO_FLAG_SPACIAL_3D
);
511 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
512 audio_player_set_vol( &audio_player_extra
, 20.0f
);
513 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
520 * Air control, no real physics
522 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
523 struct player_device_skate
*s
)
525 if( s
->state
.activity
!= k_skate_activity_air
)
528 if( s
->state
.activity_prev
!= k_skate_activity_air
)
529 player_approximate_best_trajectory( player
, s
);
531 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
537 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
538 float k_bias
= 0.98f
;
541 v3_copy( player
->rb
.co
, pco
);
542 v3_muls( player
->rb
.v
, 1.0f
, pv
);
544 float time_to_impact
= 0.0f
;
545 float limiter
= 1.0f
;
547 struct grind_edge
*best_grind
= NULL
;
548 float closest_grind
= INFINITY
;
550 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
553 for( int i
=0; i
<250; i
++ )
555 v3_copy( pco
, pco1
);
556 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
558 pv
[1] += -k_gravity
* pstep
;
559 v3_muladds( pco
, pv
, pstep
, pco
);
564 v3_sub( pco
, pco1
, vdir
);
565 contact
.dist
= v3_length( vdir
);
566 v3_divs( vdir
, contact
.dist
, vdir
);
569 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
572 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
574 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
575 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
580 float orig_dist
= contact
.dist
;
581 if( ray_world( pco1
, vdir
, &contact
) )
583 v3_copy( contact
.normal
, target_normal
);
585 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
586 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
589 time_to_impact
+= pstep
;
594 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
596 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
598 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
599 limiter
= 1.0f
-limiter
;
601 limiter
= 1.0f
-limiter
;
603 if( fabsf(angle
) < 0.99f
)
606 q_axis_angle( correction
, axis
,
607 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
608 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
612 v2f steer
= { player
->input_js1h
->axis
.value
,
613 player
->input_js1v
->axis
.value
};
614 v2_normalize_clamp( steer
);
616 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
617 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
618 * limiter
* k_rb_delta
;
619 s
->land_dist
= time_to_impact
;
620 v3_copy( target_normal
, s
->land_normal
);
623 VG_STATIC
void skate_get_board_points( player_interface
*player
,
624 struct player_device_skate
*s
,
625 v3f front
, v3f back
)
627 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
628 pos_back
= {0.0f
,0.0f
, k_board_length
};
630 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
631 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
635 * Casts and pushes a sphere-spring model into the world
637 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
638 struct player_device_skate
*s
,
641 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
642 spring_k
= mod
* k_spring_force
,
643 damp_k
= mod
* k_spring_dampener
,
647 v3_copy( pos
, start
);
648 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
652 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
657 v3_sub( start
, player
->rb
.co
, delta
);
659 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
661 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
663 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
664 damp
*damp_k
*k_rb_delta
, F
);
666 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
668 /* Angular velocity */
670 v3_cross( delta
, F
, wa
);
671 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
673 v3_lerp( start
, end
, t
, pos
);
685 * Handles connection between the player and the ground
687 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
688 struct player_device_skate
*s
,
689 rb_ct
*manifold
, int len
)
691 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
692 (s
->state
.activity
== k_skate_activity_air
)) )
695 if( s
->state
.activity
== k_skate_activity_air
)
696 s
->debug_normal_pressure
= 0.0f
;
698 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
701 v3f spring0
, spring1
;
703 skate_get_board_points( player
, s
, spring1
, spring0
);
704 int spring_hit0
= skate_simulate_spring( player
, s
, spring0
),
705 spring_hit1
= skate_simulate_spring( player
, s
, spring1
);
707 v3f animavg
, animdelta
;
708 v3_add( spring0
, spring1
, animavg
);
709 v3_muls( animavg
, 0.5f
, animavg
);
711 v3_sub( spring1
, spring0
, animdelta
);
712 v3_normalize( animdelta
);
714 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
716 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
717 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
719 float angle
= -atan2f( dy
, dx
);
720 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
722 int lift_frames_limit
= 1;
724 /* Surface connection */
725 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
727 s
->state
.lift_frames
++;
729 if( s
->state
.lift_frames
>= lift_frames_limit
)
730 s
->state
.activity
= k_skate_activity_air
;
735 v3_zero( surface_avg
);
737 for( int i
=0; i
<len
; i
++ )
738 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
739 v3_normalize( surface_avg
);
741 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
743 s
->state
.lift_frames
++;
745 if( s
->state
.lift_frames
>= lift_frames_limit
)
746 s
->state
.activity
= k_skate_activity_air
;
750 s
->state
.activity
= k_skate_activity_ground
;
751 s
->state
.lift_frames
= 0;
754 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
755 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
756 DOWNFORCE
, player
->rb
.v
);
758 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
759 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
760 v3_normalize( projected
);
762 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
763 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
765 if( fabsf(angle
) < 0.9999f
)
768 q_axis_angle( correction
, axis
,
769 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
770 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
776 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
777 struct player_device_skate
*s
)
779 float grabt
= player
->input_grab
->axis
.value
;
783 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
784 s
->state
.grab_mouse_delta
);
786 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
789 v2_zero( s
->state
.grab_mouse_delta
);
791 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
795 * Computes friction and surface interface model
797 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
798 struct player_device_skate
*s
)
800 if( s
->state
.activity
!= k_skate_activity_ground
)
804 * Computing localized friction forces for controlling the character
805 * Friction across X is significantly more than Z
809 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
812 if( fabsf(vel
[2]) > 0.01f
)
813 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
815 if( fabsf( slip
) > 1.2f
)
816 slip
= vg_signf( slip
) * 1.2f
;
818 s
->state
.slip
= slip
;
819 s
->state
.reverse
= -vg_signf(vel
[2]);
821 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
822 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
824 /* Pushing additive force */
826 if( !player
->input_jump
->button
.value
)
828 if( player
->input_push
->button
.value
)
830 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
831 s
->state
.start_push
= vg
.time
;
833 s
->state
.cur_push
= vg
.time
;
835 double push_time
= vg
.time
- s
->state
.start_push
;
837 float cycle_time
= push_time
*k_push_cycle_rate
,
838 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
839 amt
= accel
* VG_TIMESTEP_FIXED
,
840 current
= v3_length( vel
),
841 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
842 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
844 vel
[2] += delta
* -s
->state
.reverse
;
848 /* Send back to velocity */
849 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
852 float input
= player
->input_js1h
->axis
.value
,
853 grab
= player
->input_grab
->axis
.value
,
854 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
855 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
857 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
860 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
861 struct player_device_skate
*s
)
863 int charging_jump_prev
= s
->state
.charging_jump
;
864 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
866 /* Cannot charge this in air */
867 if( s
->state
.activity
!= k_skate_activity_ground
)
868 s
->state
.charging_jump
= 0;
870 if( s
->state
.charging_jump
)
872 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
874 if( !charging_jump_prev
)
875 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
879 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
882 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
884 if( s
->state
.activity
== k_skate_activity_air
)
887 /* player let go after charging past 0.2: trigger jump */
888 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
892 /* Launch more up if alignment is up else improve velocity */
893 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
895 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
897 v3_copy( player
->rb
.v
, jumpdir
);
898 v3_normalize( jumpdir
);
899 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
900 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
901 v3_normalize( jumpdir
);
903 float force
= k_jump_force
*s
->state
.jump_charge
;
904 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
905 s
->state
.jump_charge
= 0.0f
;
907 s
->state
.jump_time
= vg
.time
;
909 v2f steer
= { player
->input_js1h
->axis
.value
,
910 player
->input_js1v
->axis
.value
};
911 v2_normalize_clamp( steer
);
913 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
914 s
->state
.steery_s
= -steer
[0] * maxspin
;
915 s
->state
.steerx_s
= steer
[1] * s
->state
.reverse
* maxspin
;
916 s
->state
.steerx
= s
->state
.steerx_s
;
917 s
->state
.steery
= s
->state
.steery_s
;
919 /* FIXME audio events */
922 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
923 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
924 audio_player_set_vol( &audio_player_extra
, 20.0f
);
925 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
931 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
932 struct player_device_skate
*s
)
934 /* Throw / collect routine
936 * TODO: Max speed boost
938 if( player
->input_grab
->axis
.value
> 0.5f
)
940 if( s
->state
.activity
== k_skate_activity_ground
)
943 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
949 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
952 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
954 if( s
->state
.activity
== k_skate_activity_ground
)
956 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
957 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
960 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
961 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
962 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
966 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
969 v3_copy( s
->state
.throw_v
, dir
);
972 float max
= v3_dot( dir
, s
->state
.throw_v
),
973 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
974 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
978 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
979 struct player_device_skate
*s
)
981 v3f ideal_cog
, ideal_diff
;
982 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
983 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
984 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
986 /* Apply velocities */
988 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
991 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
992 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
994 float ra
= k_cog_mass_ratio
,
995 rb
= 1.0f
-k_cog_mass_ratio
;
997 /* Apply forces & intergrate */
998 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
999 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1000 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1003 VG_STATIC
void skate_collision_response( player_interface
*player
,
1004 struct player_device_skate
*s
,
1005 rb_ct
*manifold
, int len
)
1007 for( int j
=0; j
<10; j
++ )
1009 for( int i
=0; i
<len
; i
++ )
1011 struct contact
*ct
= &manifold
[i
];
1014 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1015 v3_cross( player
->rb
.w
, delta
, dv
);
1016 v3_add( player
->rb
.v
, dv
, dv
);
1018 float vn
= -v3_dot( dv
, ct
->n
);
1021 float temp
= ct
->norm_impulse
;
1022 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1023 vn
= ct
->norm_impulse
- temp
;
1026 v3_muls( ct
->n
, vn
, impulse
);
1028 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1029 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1038 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1039 v3_cross( delta
, impulse
, impulse
);
1042 * W Impulses are limited to the Y and X axises, we don't really want
1043 * roll angular velocities being included.
1045 * Can also tweak the resistance of each axis here by scaling the wx,wy
1049 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1050 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1052 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1053 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1058 VG_STATIC
void skate_integrate( player_interface
*player
,
1059 struct player_device_skate
*s
)
1061 /* integrate rigidbody velocities */
1062 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1063 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1064 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1066 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, player
->rb
.w
);
1067 if( v3_length2( player
->rb
.w
) > 0.0f
)
1071 v3_copy( player
->rb
.w
, axis
);
1073 float mag
= v3_length( axis
);
1074 v3_divs( axis
, mag
, axis
);
1075 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1076 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1079 /* integrate steering velocities */
1081 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1083 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1084 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1086 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1087 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1089 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1090 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1092 s
->state
.steerx
= 0.0f
;
1093 s
->state
.steery
= 0.0f
;
1096 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1097 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1098 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1101 rb_update_transform( &player
->rb
);
1104 VG_STATIC
void player_skate_update( player_interface
*player
,
1105 player_attachment
*at
)
1107 struct player_device_skate
*s
= at
->storage
;
1108 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1109 s
->state
.activity_prev
= s
->state
.activity
;
1111 /* Setup colliders */
1112 m4x3f mtx_front
, mtx_back
;
1113 m3x3_identity( mtx_front
);
1114 m3x3_identity( mtx_back
);
1116 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1118 s
->sphere_back
.radius
= 0.3f
;
1119 s
->sphere_front
.radius
= 0.3f
;
1121 /* create manifold(s) */
1123 *interface_manifold
= NULL
,
1124 *grind_manifold
= NULL
;
1127 len_front
= skate_collide_smooth( player
, mtx_front
,
1128 &s
->sphere_front
, manifold
),
1129 len_back
= skate_collide_smooth( player
, mtx_back
,
1130 &s
->sphere_back
, &manifold
[len_front
] ),
1131 interface_len
= len_front
+ len_back
;
1133 /* try to slap both wheels onto the ground when landing to prevent mega
1134 * angular velocities being added */
1135 if( (s
->state
.activity
== k_skate_activity_air
) && (len_front
!= len_back
) )
1137 v3f trace_from
, trace_dir
;
1138 v3_muls( player
->rb
.to_world
[1], -1.0f
, trace_dir
);
1141 v3_copy( mtx_back
[3], trace_from
);
1143 v3_copy( mtx_front
[3], trace_from
);
1148 if( ray_world( trace_from
, trace_dir
, &ray
) )
1150 rb_ct
*ct
= &manifold
[ interface_len
];
1152 v3_copy( ray
.pos
, ct
->co
);
1153 v3_copy( ray
.normal
, ct
->n
);
1160 interface_manifold
= manifold
;
1161 grind_manifold
= manifold
+ interface_len
;
1163 int grind_len
= skate_grind_collide( player
, at
, grind_manifold
);
1165 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1167 rb_prepare_contact( &manifold
[i
] );
1168 rb_debug_contact( &manifold
[i
] );
1171 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1172 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1174 skate_apply_pump_model( player
, s
);
1175 skate_apply_cog_model( player
, s
);
1176 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1178 skate_apply_grab_model( player
, s
);
1179 skate_apply_friction_model( player
, s
);
1180 skate_apply_jump_model( player
, s
);
1181 skate_apply_air_model( player
, s
);
1183 skate_integrate( player
, s
);
1185 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1186 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1187 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1188 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1189 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1191 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1194 teleport_gate
*gate
;
1195 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1197 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1198 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1199 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1200 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1201 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1202 m4x3_mulv( gate
->transport
, s
->state
.posl
, s
->state
.posl
);
1203 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1206 mixedcam_transport( &s
->state
.cam
, gate
);
1209 v4f transport_rotation
;
1210 m3x3_q( gate
->transport
, transport_rotation
);
1211 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1212 rb_update_transform( &player
->rb
);
1214 s
->state_gate_storage
= s
->state
;
1215 player_pass_gate( player
, gate
);
1219 VG_STATIC
void player_skate_post_update( player_interface
*player
,
1220 player_attachment
*at
)
1224 VG_STATIC
void player_skate_ui( player_interface
*player
,
1225 player_attachment
*at
)
1227 struct player_device_skate
*s
= at
->storage
;
1229 /* FIXME: Compression */
1230 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1233 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1236 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1240 player_debugtext( 1, "activity: %s\n",
1241 (const char *[]){ "k_skate_activity_air",
1242 "k_skate_activity_ground",
1243 "k_skate_activity_grind }" }
1244 [s
->state
.activity
] );
1245 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1246 s
->state
.steerx_s
, s
->state
.steery_s
,
1247 k_steer_ground
, k_steer_air
);
1250 VG_STATIC
void player_skate_animate( player_interface
*player
,
1251 player_attachment
*at
)
1253 struct player_device_skate
*s
= at
->storage
;
1254 struct player_avatar
*av
= player
->playeravatar
;
1255 struct skeleton
*sk
= &av
->sk
;
1257 /* Camera position */
1262 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1263 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1265 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1266 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1267 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1268 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1272 float kheight
= 2.0f
,
1278 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1279 v3_muls( offset
, -4.0f
, offset
);
1282 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1285 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1287 float curspeed
= v3_length( player
->rb
.v
),
1288 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1289 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1290 sign
= vg_signf( kicks
);
1292 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1293 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1296 offset
[0] += speed_wobble_2
*3.0f
;
1301 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1302 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1305 * Animation blending
1306 * ===========================================
1311 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1312 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1315 /* movement information */
1317 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1318 (s
->state
.activity
== k_skate_activity_grind
);
1320 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1321 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1322 fly
= iair
? 1.0f
: 0.0f
;
1324 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1325 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1326 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1329 mdl_keyframe apose
[32], bpose
[32];
1330 mdl_keyframe ground_pose
[32];
1332 /* when the player is moving fast he will crouch down a little bit */
1333 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1334 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1337 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1338 stand_blend
= offset
[1]*-2.0f
;
1341 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1343 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1345 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1346 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1347 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1350 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1351 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1352 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1355 double push_time
= vg
.time
- s
->state
.start_push
;
1356 s
->blend_push
= vg_lerpf( s
->blend_push
,
1357 (vg
.time
- s
->state
.cur_push
) < 0.125,
1358 6.0f
*vg
.time_delta
);
1360 float pt
= push_time
+ vg
.accumulator
;
1361 if( s
->state
.reverse
> 0.0f
)
1362 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1364 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1366 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1369 float jump_start_frame
= 14.0f
/30.0f
;
1371 float charge
= s
->state
.jump_charge
;
1372 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1374 float setup_frame
= charge
* jump_start_frame
,
1375 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1377 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1378 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1379 setup_frame
= jump_frame
;
1381 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1383 s
->anim_ollie_reverse
;
1385 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1386 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1389 mdl_keyframe air_pose
[32];
1391 float target
= -player
->input_js1h
->axis
.value
;
1392 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1394 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1395 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1397 static v2f grab_choice
;
1399 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1400 player
->input_js2v
->axis
.value
};
1401 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1402 if( v2_length2( grab_input
) <= 0.001f
)
1403 grab_input
[0] = -1.0f
;
1405 v2_normalize_clamp( grab_input
);
1406 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1408 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1409 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1410 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1412 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1413 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1416 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, at
->pose
);
1418 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1420 /* additive effects */
1422 u32 apply_to
[] = { av
->id_hip
,
1426 av
->id_ik_elbow_r
};
1428 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1430 at
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1431 at
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1434 mdl_keyframe
*kf_board
= &at
->pose
[av
->id_board
-1],
1435 *kf_foot_l
= &at
->pose
[av
->id_ik_foot_l
-1],
1436 *kf_foot_r
= &at
->pose
[av
->id_ik_foot_r
-1];
1439 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1441 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1442 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1443 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1446 q_m3x3( s
->board_rotation
, c
);
1449 v3_sub( kf_foot_l
->co
, bo
, d
);
1450 m3x3_mulv( c
, d
, d
);
1451 v3_add( bo
, d
, kf_foot_l
->co
);
1453 v3_sub( kf_foot_r
->co
, bo
, d
);
1454 m3x3_mulv( c
, d
, d
);
1455 v3_add( bo
, d
, kf_foot_r
->co
);
1457 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1458 q_normalize( kf_board
->q
);
1462 rb_extrapolate( &player
->rb
, at
->pose_root_co
, at
->pose_root_q
);
1464 v3_muladds( at
->pose_root_co
, player
->rb
.to_world
[1], -0.28f
,
1467 v4f qresy
, qresx
, qresidual
;
1469 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1470 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1471 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1473 q_mul( qresy
, qresx
, qresidual
);
1474 q_normalize( qresidual
);
1475 q_mul( at
->pose_root_q
, qresidual
, at
->pose_root_q
);
1476 q_normalize( at
->pose_root_q
);
1479 if( cl_thirdperson
)
1481 if( !followcam_will_hit_gate( player
, &s
->state
.cam
) )
1484 m4x3_invert_affine( s
->state
.cam
.gate
->transport
, inverse
);
1485 m4x3_mul( inverse
, transform
, transform
);
1491 VG_STATIC
void skate_camera_vector_look( camera
*cam
, v3f v
, float C
, float k
)
1493 float yaw
= atan2f( v
[0], -v
[2] ),
1499 v
[0]*v
[0] + v
[2]*v
[2]
1503 cam
->angles
[0] = yaw
;
1504 cam
->angles
[1] = pitch
;
1507 VG_STATIC
void skate_camera_firstperson( player_interface
*player
,
1508 player_attachment
*at
)
1510 struct player_device_skate
*s
= at
->storage
;
1511 struct player_avatar
*av
= player
->playeravatar
;
1513 /* FIXME: viewpoint entity */
1514 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1515 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, at
->cam_1st
.pos
);
1517 v3_zero( at
->cam_1st
.angles
);
1518 at
->cam_1st
.fov
= 119.0f
;
1524 v3_copy( player
->rb
.v
, vel_dir
);
1525 //v3_normalize( vel_dir );
1527 float tti
= s
->land_dist
;
1529 v3_copy( s
->land_normal
, norm
);
1531 if( s
->state
.activity
== k_skate_activity_ground
)
1534 v3_copy( player
->rb
.to_world
[1], norm
);
1537 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1538 //v3_normalize( flat_dir );
1540 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1541 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1543 skate_camera_vector_look( &at
->cam_1st
, s
->state
.vl
, 1.0f
, 0.25f
);
1546 VG_STATIC
void skate_camera_thirdperson( player_interface
*player
,
1547 player_attachment
*at
)
1549 struct player_device_skate
*s
= at
->storage
;
1550 struct player_avatar
*av
= player
->playeravatar
;
1552 v3f origin
, dir
, target
;
1553 v3_copy( player
->rb
.co
, origin
);
1554 v3_add( origin
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
1555 v3_sub( origin
, s
->state
.posl
, dir
);
1557 if( v3_length2( dir
) < 0.1f
*0.1f
)
1558 v3_copy( (v3f
){ 0.0f
, 0.0f
, 1.0f
}, dir
); /* FIXME */
1560 v3_normalize( dir
);
1562 v3_muladds( origin
, dir
, -2.0f
, target
);
1563 v3_lerp( s
->state
.posl
, target
, vg
.frame_delta
* 12.0f
, s
->state
.posl
);
1565 v3_copy( s
->state
.posl
, at
->cam_3rd
.pos
);
1566 skate_camera_vector_look( &at
->cam_3rd
, dir
, 1.0f
, 0.0f
);
1567 at
->cam_3rd
.fov
= 100.0f
;
1570 VG_STATIC
void player_skate_post_animate( player_interface
*player
,
1571 player_attachment
*at
)
1573 struct player_device_skate
*s
= at
->storage
;
1574 struct player_avatar
*av
= player
->playeravatar
;
1576 v3_zero( at
->cam_1st
.pos
);
1577 v3_zero( at
->cam_1st
.angles
);
1578 at
->cam_1st
.fov
= 90.0f
;
1580 skate_camera_thirdperson( player
, at
);
1581 skate_camera_firstperson( player
, at
);
1583 /* FIXME: Organize this. Its int wrong fucking place */
1584 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1585 vp1
= {0.0f
,0.1f
,-0.6f
};
1587 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1588 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1591 VG_STATIC
void player_skate_transport( player_interface
*player
,
1592 player_attachment
*at
,
1593 teleport_gate
*gate
)
1597 VG_STATIC
void player_skate_reset( player_interface
*player
,
1598 player_attachment
*at
,
1599 struct respawn_point
*rp
)
1601 struct player_device_skate
*s
= at
->storage
;
1602 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1605 mixedcam_reset( player
, &s
->state
.cam
);
1609 VG_STATIC player_device player_device_skate
=
1611 .pre_update
= player_skate_pre_update
,
1612 .update
= player_skate_update
,
1613 .post_update
= player_skate_post_update
,
1614 .animate
= player_skate_animate
,
1615 .post_animate
= player_skate_post_animate
,
1616 .debug_ui
= player_skate_ui
,
1617 .bind
= player_skate_bind
,
1618 .reset
= player_skate_reset
1621 #endif /* PLAYER_DEVICE_SKATE_H */