1 #ifndef PLAYER_DEVICE_SKATE_H
2 #define PLAYER_DEVICE_SKATE_H
4 #include "player_interface.h"
6 #include "player_model.h"
8 struct player_device_skate
15 k_skate_activity_ground
,
16 k_skate_activity_grind
39 int charging_jump
, jump_dir
;
46 v3f vl
, follow_cam_pos
;
47 struct teleport_gate
*follow_cam_gate
;
52 struct land_prediction
75 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
77 *anim_push
, *anim_push_reverse
,
78 *anim_ollie
, *anim_ollie_reverse
,
79 *anim_grabs
, *anim_stop
;
80 rb_sphere sphere_front
, sphere_back
;
95 float debug_normal_pressure
;
98 VG_STATIC
void player_skate_bind( player_interface
*player
,
99 player_attachment
*at
)
101 struct player_device_skate
*s
= at
->storage
;
102 struct player_avatar
*av
= player
->playeravatar
;
103 struct skeleton
*sk
= &av
->sk
;
105 rb_update_transform( &player
->rb
);
106 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
107 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
108 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
109 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
110 s
->anim_push
= skeleton_get_anim( sk
, "push" );
111 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
112 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
113 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
114 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
117 VG_STATIC
void player_skate_pre_update( player_interface
*player
,
118 player_attachment
*at
)
123 * Collision detection routines
129 * Does collision detection on a sphere vs world, and applies some smoothing
130 * filters to the manifold afterwards
132 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
133 m4x3f mtx
, rb_sphere
*sphere
,
136 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
139 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
141 for( int i
=0; i
<len
; i
++ )
143 man
[i
].rba
= &player
->rb
;
147 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
151 rb_manifold_filter_backface( man
, len
);
152 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
153 rb_manifold_filter_pairs( man
, len
, 0.05f
);
155 int new_len
= rb_manifold_apply_filtered( man
, len
);
156 if( len
&& !new_len
)
164 * Gets the closest grindable edge to the player within max_dist
166 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
171 bh_iter_init( 0, &it
);
175 box_init_inf( region
);
176 box_addpt( region
, p0
);
177 box_addpt( region
, p1
);
179 float k_r
= max_dist
;
180 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
181 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
183 float closest
= k_r
*k_r
;
184 struct grind_edge
*closest_edge
= NULL
;
187 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
189 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
195 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
209 VG_STATIC
int skate_grind_collide( player_interface
*player
,
210 player_attachment
*at
, rb_ct
*contact
)
213 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
214 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
215 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
216 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
218 float const k_r
= 0.25f
;
219 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
225 v3_sub( c1
, c0
, delta
);
227 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
229 contact
->p
= v3_length( delta
);
230 contact
->type
= k_contact_type_edge
;
231 contact
->element_id
= 0;
232 v3_copy( c1
, contact
->co
);
236 v3f edge_dir
, axis_dir
;
237 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
238 v3_normalize( edge_dir
);
239 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
240 v3_cross( edge_dir
, axis_dir
, contact
->n
);
259 * Trace a path given a velocity rotation.
261 * TODO: this MIGHT be worth doing RK4 on the gravity field.
263 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
264 struct land_prediction
*prediction
)
266 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
267 float k_bias
= 0.96f
;
271 v3_muls( v
, k_bias
, pv
);
273 m3x3_mulv( vr
, pv
, pv
);
274 v3_muladds( pco
, pv
, pstep
, pco
);
276 struct grind_edge
*best_grind
= NULL
;
277 float closest_grind
= INFINITY
;
279 float grind_score
= INFINITY
,
280 air_score
= INFINITY
;
282 prediction
->log_length
= 0;
284 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
286 v3_copy( pco
, pco1
);
288 pv
[1] += -k_gravity
* pstep
;
290 m3x3_mulv( vr
, pv
, pv
);
291 v3_muladds( pco
, pv
, pstep
, pco
);
295 v3_sub( pco
, pco1
, vdir
);
297 float l
= v3_length( vdir
);
298 v3_muls( vdir
, 1.0f
/l
, vdir
);
301 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
304 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
306 float d2
= v3_dist2( c0
, c1
);
307 if( d2
< closest_grind
)
311 grind_score
= closest_grind
* 0.05f
;
318 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
321 v3_copy( n1
, prediction
->n
);
322 air_score
= -v3_dot( pv
, n1
);
324 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
325 struct world_material
*mat
= world_tri_index_material( vert_index
);
327 /* Bias prediction towords ramps */
328 if( mat
->info
.flags
& k_material_flag_skate_surface
)
331 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
335 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
338 if( grind_score
< air_score
)
340 prediction
->score
= grind_score
;
341 prediction
->type
= k_prediction_grind
;
343 else if( air_score
< INFINITY
)
345 prediction
->score
= air_score
;
346 prediction
->type
= k_prediction_land
;
350 prediction
->score
= INFINITY
;
351 prediction
->type
= k_prediction_none
;
356 void player_approximate_best_trajectory( player_interface
*player
,
357 struct player_device_skate
*s
)
359 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
360 float best_velocity_delta
= -9999.9f
;
363 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
364 v3_normalize( axis
);
366 s
->prediction_count
= 0;
367 m3x3_identity( s
->state
.velocity_bias
);
369 float best_vmod
= 0.0f
,
370 min_score
= INFINITY
,
371 max_score
= -INFINITY
;
374 * Search a broad selection of futures
376 for( int m
=-3;m
<=12; m
++ )
378 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
380 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
385 q_axis_angle( bias_q
, axis
, vmod
);
386 q_m3x3( bias_q
, bias
);
388 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
390 if( p
->type
!= k_prediction_none
)
392 if( p
->score
< min_score
)
394 min_score
= p
->score
;
398 if( p
->score
> max_score
)
399 max_score
= p
->score
;
404 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
405 q_m3x3( vr_q
, s
->state
.velocity_bias
);
407 q_axis_angle( vr_q
, axis
, best_vmod
);
408 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
413 for( int i
=0; i
<s
->prediction_count
; i
++ )
415 struct land_prediction
*p
= &s
->predictions
[i
];
421 vg_error( "negative score! (%f)\n", l
);
425 l
/= (max_score
-min_score
);
431 p
->colour
|= 0xff000000;
437 * Varius physics models
438 * ------------------------------------------------
441 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
442 struct player_device_skate
*s
,
443 rb_ct
*manifold
, int len
)
445 /* FIXME: Queue audio events instead */
448 if( s
->state
.activity
== k_skate_activity_grind
)
452 audio_player_set_flags( &audio_player_extra
,
453 AUDIO_FLAG_SPACIAL_3D
);
454 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
455 audio_player_set_vol( &audio_player_extra
, 20.0f
);
456 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
460 s
->state
.activity
= k_skate_activity_air
;
465 v2f steer
= { player
->input_js1h
->axis
.value
,
466 player
->input_js1v
->axis
.value
};
467 v2_normalize_clamp( steer
);
469 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
470 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
474 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
475 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
478 s
->state
.slip
= 0.0f
;
479 s
->state
.activity
= k_skate_activity_grind
;
481 /* TODO: Compression */
482 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
483 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
485 if( fabsf(angle
) < 0.99f
)
488 v3_cross( player
->rb
.to_world
[1], up
, axis
);
491 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
492 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
495 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
496 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
497 m3x3_identity( s
->state
.velocity_bias
);
498 m3x3_identity( s
->state
.velocity_bias_pstep
);
500 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
502 /* FIXME: Queue audio events instead */
505 audio_player_set_flags( &audio_player_extra
,
506 AUDIO_FLAG_SPACIAL_3D
);
507 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
508 audio_player_set_vol( &audio_player_extra
, 20.0f
);
509 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
516 * Air control, no real physics
518 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
519 struct player_device_skate
*s
)
521 if( s
->state
.activity
!= k_skate_activity_air
)
524 if( s
->state
.activity_prev
!= k_skate_activity_air
)
525 player_approximate_best_trajectory( player
, s
);
527 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
533 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
534 float k_bias
= 0.98f
;
537 v3_copy( player
->rb
.co
, pco
);
538 v3_muls( player
->rb
.v
, 1.0f
, pv
);
540 float time_to_impact
= 0.0f
;
541 float limiter
= 1.0f
;
543 struct grind_edge
*best_grind
= NULL
;
544 float closest_grind
= INFINITY
;
546 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
549 for( int i
=0; i
<250; i
++ )
551 v3_copy( pco
, pco1
);
552 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
554 pv
[1] += -k_gravity
* pstep
;
555 v3_muladds( pco
, pv
, pstep
, pco
);
560 v3_sub( pco
, pco1
, vdir
);
561 contact
.dist
= v3_length( vdir
);
562 v3_divs( vdir
, contact
.dist
, vdir
);
565 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
568 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
570 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
571 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
576 float orig_dist
= contact
.dist
;
577 if( ray_world( pco1
, vdir
, &contact
) )
579 v3_copy( contact
.normal
, target_normal
);
581 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
582 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
585 time_to_impact
+= pstep
;
590 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
592 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
594 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
595 limiter
= 1.0f
-limiter
;
597 limiter
= 1.0f
-limiter
;
599 if( fabsf(angle
) < 0.99f
)
602 q_axis_angle( correction
, axis
,
603 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
604 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
608 v2f steer
= { player
->input_js1h
->axis
.value
,
609 player
->input_js1v
->axis
.value
};
610 v2_normalize_clamp( steer
);
612 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
613 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
614 * limiter
* k_rb_delta
;
615 s
->land_dist
= time_to_impact
;
616 v3_copy( target_normal
, s
->land_normal
);
619 VG_STATIC
void skate_get_board_points( player_interface
*player
,
620 struct player_device_skate
*s
,
621 v3f front
, v3f back
)
623 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
624 pos_back
= {0.0f
,0.0f
, k_board_length
};
626 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
627 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
631 * Casts and pushes a sphere-spring model into the world
633 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
634 struct player_device_skate
*s
,
637 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
638 spring_k
= mod
* k_spring_force
,
639 damp_k
= mod
* k_spring_dampener
,
643 v3_copy( pos
, start
);
644 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
648 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
653 v3_sub( start
, player
->rb
.co
, delta
);
655 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
657 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
659 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
660 damp
*damp_k
*k_rb_delta
, F
);
662 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
664 /* Angular velocity */
666 v3_cross( delta
, F
, wa
);
667 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
669 v3_lerp( start
, end
, t
, pos
);
681 * Handles connection between the player and the ground
683 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
684 struct player_device_skate
*s
,
685 rb_ct
*manifold
, int len
)
687 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
688 (s
->state
.activity
== k_skate_activity_air
)) )
691 if( s
->state
.activity
== k_skate_activity_air
)
692 s
->debug_normal_pressure
= 0.0f
;
694 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
697 v3f spring0
, spring1
;
699 skate_get_board_points( player
, s
, spring1
, spring0
);
700 int spring_hit0
= skate_simulate_spring( player
, s
, spring0
),
701 spring_hit1
= skate_simulate_spring( player
, s
, spring1
);
703 v3f animavg
, animdelta
;
704 v3_add( spring0
, spring1
, animavg
);
705 v3_muls( animavg
, 0.5f
, animavg
);
707 v3_sub( spring1
, spring0
, animdelta
);
708 v3_normalize( animdelta
);
710 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
712 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
713 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
715 float angle
= -atan2f( dy
, dx
);
716 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
718 int lift_frames_limit
= 1;
720 /* Surface connection */
721 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
723 s
->state
.lift_frames
++;
725 if( s
->state
.lift_frames
>= lift_frames_limit
)
726 s
->state
.activity
= k_skate_activity_air
;
731 v3_zero( surface_avg
);
733 for( int i
=0; i
<len
; i
++ )
734 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
735 v3_normalize( surface_avg
);
737 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
739 s
->state
.lift_frames
++;
741 if( s
->state
.lift_frames
>= lift_frames_limit
)
742 s
->state
.activity
= k_skate_activity_air
;
746 s
->state
.activity
= k_skate_activity_ground
;
747 s
->state
.lift_frames
= 0;
750 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
751 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
752 DOWNFORCE
, player
->rb
.v
);
754 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
755 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
756 v3_normalize( projected
);
758 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
759 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
761 if( fabsf(angle
) < 0.9999f
)
764 q_axis_angle( correction
, axis
,
765 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
766 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
772 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
773 struct player_device_skate
*s
)
775 float grabt
= player
->input_grab
->axis
.value
;
779 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
780 s
->state
.grab_mouse_delta
);
782 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
785 v2_zero( s
->state
.grab_mouse_delta
);
787 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
791 * Computes friction and surface interface model
793 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
794 struct player_device_skate
*s
)
796 if( s
->state
.activity
!= k_skate_activity_ground
)
800 * Computing localized friction forces for controlling the character
801 * Friction across X is significantly more than Z
805 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
808 if( fabsf(vel
[2]) > 0.01f
)
809 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
811 if( fabsf( slip
) > 1.2f
)
812 slip
= vg_signf( slip
) * 1.2f
;
814 s
->state
.slip
= slip
;
815 s
->state
.reverse
= -vg_signf(vel
[2]);
817 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
818 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
820 /* Pushing additive force */
822 if( !player
->input_jump
->button
.value
)
824 if( player
->input_push
->button
.value
)
826 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
827 s
->state
.start_push
= vg
.time
;
829 s
->state
.cur_push
= vg
.time
;
831 double push_time
= vg
.time
- s
->state
.start_push
;
833 float cycle_time
= push_time
*k_push_cycle_rate
,
834 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
835 amt
= accel
* VG_TIMESTEP_FIXED
,
836 current
= v3_length( vel
),
837 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
838 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
840 vel
[2] += delta
* -s
->state
.reverse
;
844 /* Send back to velocity */
845 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
848 float input
= player
->input_js1h
->axis
.value
,
849 grab
= player
->input_grab
->axis
.value
,
850 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
851 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
853 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
856 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
857 struct player_device_skate
*s
)
859 int charging_jump_prev
= s
->state
.charging_jump
;
860 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
862 /* Cannot charge this in air */
863 if( s
->state
.activity
!= k_skate_activity_ground
)
864 s
->state
.charging_jump
= 0;
866 if( s
->state
.charging_jump
)
868 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
870 if( !charging_jump_prev
)
871 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
875 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
878 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
880 if( s
->state
.activity
== k_skate_activity_air
)
883 /* player let go after charging past 0.2: trigger jump */
884 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
888 /* Launch more up if alignment is up else improve velocity */
889 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
891 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
893 v3_copy( player
->rb
.v
, jumpdir
);
894 v3_normalize( jumpdir
);
895 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
896 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
897 v3_normalize( jumpdir
);
899 float force
= k_jump_force
*s
->state
.jump_charge
;
900 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
901 s
->state
.jump_charge
= 0.0f
;
903 s
->state
.jump_time
= vg
.time
;
905 v2f steer
= { player
->input_js1h
->axis
.value
,
906 player
->input_js1v
->axis
.value
};
907 v2_normalize_clamp( steer
);
909 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
910 s
->state
.steery_s
= -steer
[0] * maxspin
;
911 s
->state
.steerx_s
= steer
[1] * s
->state
.reverse
* maxspin
;
912 s
->state
.steerx
= s
->state
.steerx_s
;
913 s
->state
.steery
= s
->state
.steery_s
;
915 /* FIXME audio events */
918 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
919 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
920 audio_player_set_vol( &audio_player_extra
, 20.0f
);
921 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
927 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
928 struct player_device_skate
*s
)
930 /* Throw / collect routine
932 * TODO: Max speed boost
934 if( player
->input_grab
->axis
.value
> 0.5f
)
936 if( s
->state
.activity
== k_skate_activity_ground
)
939 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
945 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
948 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
950 if( s
->state
.activity
== k_skate_activity_ground
)
952 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
953 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
956 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
957 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
958 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
962 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
965 v3_copy( s
->state
.throw_v
, dir
);
968 float max
= v3_dot( dir
, s
->state
.throw_v
),
969 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
970 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
974 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
975 struct player_device_skate
*s
)
977 v3f ideal_cog
, ideal_diff
;
978 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
979 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
980 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
982 /* Apply velocities */
984 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
987 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
988 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
990 float ra
= k_cog_mass_ratio
,
991 rb
= 1.0f
-k_cog_mass_ratio
;
993 /* Apply forces & intergrate */
994 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
995 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
996 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
999 VG_STATIC
void skate_collision_response( player_interface
*player
,
1000 struct player_device_skate
*s
,
1001 rb_ct
*manifold
, int len
)
1003 for( int j
=0; j
<10; j
++ )
1005 for( int i
=0; i
<len
; i
++ )
1007 struct contact
*ct
= &manifold
[i
];
1010 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1011 v3_cross( player
->rb
.w
, delta
, dv
);
1012 v3_add( player
->rb
.v
, dv
, dv
);
1014 float vn
= -v3_dot( dv
, ct
->n
);
1017 float temp
= ct
->norm_impulse
;
1018 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1019 vn
= ct
->norm_impulse
- temp
;
1022 v3_muls( ct
->n
, vn
, impulse
);
1024 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1025 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1034 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1035 v3_cross( delta
, impulse
, impulse
);
1038 * W Impulses are limited to the Y and X axises, we don't really want
1039 * roll angular velocities being included.
1041 * Can also tweak the resistance of each axis here by scaling the wx,wy
1045 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1046 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1048 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1049 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1054 VG_STATIC
void skate_integrate( player_interface
*player
,
1055 struct player_device_skate
*s
)
1057 /* integrate rigidbody velocities */
1058 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1059 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1060 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1062 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, player
->rb
.w
);
1063 if( v3_length2( player
->rb
.w
) > 0.0f
)
1067 v3_copy( player
->rb
.w
, axis
);
1069 float mag
= v3_length( axis
);
1070 v3_divs( axis
, mag
, axis
);
1071 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1072 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1075 /* integrate steering velocities */
1077 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1079 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1080 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1082 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1083 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1085 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1086 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1088 s
->state
.steerx
= 0.0f
;
1089 s
->state
.steery
= 0.0f
;
1092 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1093 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1094 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1097 rb_update_transform( &player
->rb
);
1100 VG_STATIC
void player_skate_update( player_interface
*player
,
1101 player_attachment
*at
)
1103 struct player_device_skate
*s
= at
->storage
;
1104 s
->state
.activity_prev
= s
->state
.activity
;
1106 /* Setup colliders */
1107 m4x3f mtx_front
, mtx_back
;
1108 m3x3_identity( mtx_front
);
1109 m3x3_identity( mtx_back
);
1111 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1113 s
->sphere_back
.radius
= 0.3f
;
1114 s
->sphere_front
.radius
= 0.3f
;
1116 /* create manifold(s) */
1118 *interface_manifold
= NULL
,
1119 *grind_manifold
= NULL
;
1122 len_front
= skate_collide_smooth( player
, mtx_front
,
1123 &s
->sphere_front
, manifold
),
1124 len_back
= skate_collide_smooth( player
, mtx_back
,
1125 &s
->sphere_back
, &manifold
[len_front
] ),
1127 interface_len
= len_front
+ len_back
;
1129 interface_manifold
= manifold
;
1130 grind_manifold
= manifold
+ interface_len
;
1132 int grind_len
= skate_grind_collide( player
, at
, grind_manifold
);
1134 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1136 rb_prepare_contact( &manifold
[i
] );
1137 rb_debug_contact( &manifold
[i
] );
1140 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1141 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1143 skate_apply_pump_model( player
, s
);
1144 skate_apply_cog_model( player
, s
);
1145 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1147 skate_apply_grab_model( player
, s
);
1148 skate_apply_friction_model( player
, s
);
1149 skate_apply_jump_model( player
, s
);
1150 skate_apply_air_model( player
, s
);
1152 skate_integrate( player
, s
);
1154 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1155 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1156 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1157 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1158 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1160 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1163 VG_STATIC
void player_skate_post_update( player_interface
*player
,
1164 player_attachment
*at
)
1168 VG_STATIC
void player_skate_ui( player_interface
*player
,
1169 player_attachment
*at
)
1171 struct player_device_skate
*s
= at
->storage
;
1173 /* FIXME: Compression */
1174 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1177 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1180 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1184 player_debugtext( 1, "activity: %s\n",
1185 (const char *[]){ "k_skate_activity_air",
1186 "k_skate_activity_ground",
1187 "k_skate_activity_grind }" }
1188 [s
->state
.activity
] );
1189 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1190 s
->state
.steerx_s
, s
->state
.steery_s
,
1191 k_steer_ground
, k_steer_air
);
1194 VG_STATIC
void skate_camera_thirdperson_nextpos( player_interface
*player
,
1195 struct player_device_skate
*s
,
1196 struct player_avatar
*av
,
1197 v3f next_pos
, v3f d
);
1199 VG_STATIC
void player_skate_pose( player_interface
*player
,
1200 player_attachment
*at
,
1201 player_pose pose
, m4x3f transform
)
1203 struct player_device_skate
*s
= at
->storage
;
1204 struct player_avatar
*av
= player
->playeravatar
;
1205 struct skeleton
*sk
= &av
->sk
;
1207 /* Camera position */
1212 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1213 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1215 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1216 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1217 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1218 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1222 float kheight
= 2.0f
,
1228 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1229 v3_muls( offset
, -4.0f
, offset
);
1232 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1235 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1237 float curspeed
= v3_length( player
->rb
.v
),
1238 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1239 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1240 sign
= vg_signf( kicks
);
1242 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1243 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1246 offset
[0] += speed_wobble_2
*3.0f
;
1251 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1252 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1255 * Animation blending
1256 * ===========================================
1261 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1262 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1265 /* movement information */
1267 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1268 (s
->state
.activity
== k_skate_activity_grind
);
1270 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1271 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1272 fly
= iair
? 1.0f
: 0.0f
;
1274 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1275 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1276 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1279 mdl_keyframe apose
[32], bpose
[32];
1280 mdl_keyframe ground_pose
[32];
1282 /* when the player is moving fast he will crouch down a little bit */
1283 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1284 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1287 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1288 stand_blend
= offset
[1]*-2.0f
;
1291 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1293 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1295 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1296 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1297 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1300 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1301 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1302 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1305 double push_time
= vg
.time
- s
->state
.start_push
;
1306 s
->blend_push
= vg_lerpf( s
->blend_push
,
1307 (vg
.time
- s
->state
.cur_push
) < 0.125,
1308 6.0f
*vg
.time_delta
);
1310 float pt
= push_time
+ vg
.accumulator
;
1311 if( s
->state
.reverse
> 0.0f
)
1312 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1314 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1316 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1319 float jump_start_frame
= 14.0f
/30.0f
;
1321 float charge
= s
->state
.jump_charge
;
1322 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1324 float setup_frame
= charge
* jump_start_frame
,
1325 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1327 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1328 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1329 setup_frame
= jump_frame
;
1331 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1333 s
->anim_ollie_reverse
;
1335 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1336 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1339 mdl_keyframe air_pose
[32];
1341 float target
= -player
->input_js1h
->axis
.value
;
1342 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1344 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1345 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1347 static v2f grab_choice
;
1349 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1350 player
->input_js2v
->axis
.value
};
1351 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1352 if( v2_length2( grab_input
) <= 0.001f
)
1353 grab_input
[0] = -1.0f
;
1355 v2_normalize_clamp( grab_input
);
1356 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1358 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1359 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1360 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1362 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1363 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1366 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, pose
);
1368 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1370 /* additive effects */
1372 u32 apply_to
[] = { av
->id_hip
,
1376 av
->id_ik_elbow_r
};
1378 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1380 pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1381 pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1384 mdl_keyframe
*kf_board
= &pose
[av
->id_board
-1],
1385 *kf_foot_l
= &pose
[av
->id_ik_foot_l
-1],
1386 *kf_foot_r
= &pose
[av
->id_ik_foot_r
-1];
1389 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1391 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1392 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1393 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1396 q_m3x3( s
->board_rotation
, c
);
1399 v3_sub( kf_foot_l
->co
, bo
, d
);
1400 m3x3_mulv( c
, d
, d
);
1401 v3_add( bo
, d
, kf_foot_l
->co
);
1403 v3_sub( kf_foot_r
->co
, bo
, d
);
1404 m3x3_mulv( c
, d
, d
);
1405 v3_add( bo
, d
, kf_foot_r
->co
);
1407 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1408 q_normalize( kf_board
->q
);
1412 rb_extrapolate_transform( &player
->rb
, transform
);
1414 v3_muladds( transform
[3], player
->rb
.to_world
[1], -0.28f
, transform
[3] );
1416 v4f qresy
, qresx
, qresidual
;
1418 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1419 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1420 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1422 q_mul( qresy
, qresx
, qresidual
);
1423 q_m3x3( qresidual
, mtx_residual
);
1424 m3x3_mul( transform
, mtx_residual
, transform
);
1426 if( cl_thirdperson
&& s
->state
.follow_cam_gate
)
1429 skate_camera_thirdperson_nextpos( player
, s
, av
, next_pos
, d
);
1431 if( !gate_intersect_plane( s
->state
.follow_cam_gate
,
1432 next_pos
, s
->state
.follow_cam_pos
, _
) )
1435 m4x3_invert_affine( s
->state
.follow_cam_gate
->transport
, inverse
);
1436 m4x3_mul( inverse
, transform
, transform
);
1441 VG_STATIC
void skate_camera_vector_look( camera
*cam
, v3f v
, float C
, float k
)
1443 float yaw
= atan2f( v
[0], -v
[2] ),
1449 v
[0]*v
[0] + v
[2]*v
[2]
1453 cam
->angles
[0] = yaw
;
1454 cam
->angles
[1] = pitch
;
1457 VG_STATIC
void skate_camera_firstperson( player_interface
*player
,
1458 struct player_device_skate
*s
,
1459 struct player_avatar
*av
, camera
*cam
)
1461 /* FIXME: viewpoint entity */
1462 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1463 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, cam
->pos
);
1465 v3_zero( cam
->angles
);
1472 v3_copy( player
->rb
.v
, vel_dir
);
1473 //v3_normalize( vel_dir );
1475 float tti
= s
->land_dist
;
1477 v3_copy( s
->land_normal
, norm
);
1479 if( s
->state
.activity
== k_skate_activity_ground
)
1482 v3_copy( player
->rb
.to_world
[1], norm
);
1485 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1486 //v3_normalize( flat_dir );
1488 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1489 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1491 skate_camera_vector_look( cam
, s
->state
.vl
, 0.7f
, 0.5f
);
1494 /* this is a little yucky but needs to be done so we can use this 'prediction'
1495 * in the pose function. its unfortunate. too bad
1497 * FIXME: Can do better with FREEDOM MODE + api ordering.
1499 VG_STATIC
void skate_camera_thirdperson_nextpos( player_interface
*player
,
1500 struct player_device_skate
*s
,
1501 struct player_avatar
*av
,
1502 v3f next_pos
, v3f d
)
1506 if( s
->state
.follow_cam_gate
)
1509 m4x3_invert_affine( s
->state
.follow_cam_gate
->transport
, inverse
);
1510 m4x3_mulv( inverse
, player
->rb
.co
, origin
);
1514 v3_copy( player
->rb
.co
, origin
);
1517 v3_add( origin
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
1518 v3_sub( origin
, s
->state
.follow_cam_pos
, d
);
1520 if( v3_length2( d
) < 0.1f
*0.1f
)
1521 v3_copy( (v3f
){ 0.0f
, 0.0f
, 1.0f
}, d
);
1525 v3_muladds( origin
, d
, -2.0f
, target
);
1526 v3_lerp( s
->state
.follow_cam_pos
, target
, vg
.frame_delta
* 12.0f
, next_pos
);
1529 VG_STATIC
void skate_camera_thirdperson( player_interface
*player
,
1530 struct player_device_skate
*s
,
1531 struct player_avatar
*av
, camera
*cam
)
1533 v3f prev_pos
, cam_look_dir
, d
;
1535 v3_copy( s
->state
.follow_cam_pos
, prev_pos
);
1536 skate_camera_thirdperson_nextpos( player
, s
, av
, s
->state
.follow_cam_pos
, d
);
1538 if( s
->state
.follow_cam_gate
)
1541 if( gate_intersect_plane( s
->state
.follow_cam_gate
,
1542 s
->state
.follow_cam_pos
, prev_pos
, _
) )
1544 m4x3_mulv( s
->state
.follow_cam_gate
->transport
,
1545 s
->state
.follow_cam_pos
, s
->state
.follow_cam_pos
);
1546 m3x3_mulv( s
->state
.follow_cam_gate
->transport
, d
, d
);
1547 player_apply_transport_to_cam( s
->state
.follow_cam_gate
->transport
);
1549 s
->state
.follow_cam_gate
= NULL
;
1553 skate_camera_vector_look( cam
, d
, 1.0f
, 0.0f
);
1554 v3_copy( s
->state
.follow_cam_pos
, cam
->pos
);
1557 VG_STATIC
void player_skate_get_camera( player_interface
*player
,
1558 player_attachment
*at
, camera
*cam
)
1560 struct player_device_skate
*s
= at
->storage
;
1561 struct player_avatar
*av
= player
->playeravatar
;
1563 if( cl_thirdperson
)
1564 skate_camera_thirdperson( player
, s
, av
, cam
);
1566 skate_camera_firstperson( player
, s
, av
, cam
);
1568 /* FIXME: Organize this. Its int wrong fucking place */
1569 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1570 vp1
= {0.0f
,0.1f
,-0.6f
};
1572 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1573 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1576 VG_STATIC
void player_skate_transport( player_interface
*player
,
1577 player_attachment
*at
,
1578 teleport_gate
*gate
)
1580 struct player_device_skate
*s
= at
->storage
;
1582 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1583 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1584 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1585 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1586 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1587 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1589 v4f transport_rotation
;
1590 m3x3_q( gate
->transport
, transport_rotation
);
1591 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1592 rb_update_transform( &player
->rb
);
1594 s
->state
.follow_cam_gate
= gate
;
1595 s
->state_gate_storage
= s
->state
;
1597 if( !cl_thirdperson
)
1599 player_apply_transport_to_cam( gate
->transport
);
1603 VG_STATIC
void player_skate_reset( player_interface
*player
,
1604 player_attachment
*at
,
1605 struct respawn_point
*rp
)
1607 struct player_device_skate
*s
= at
->storage
;
1608 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1609 s
->state
.follow_cam_gate
= NULL
;
1612 VG_STATIC player_device player_device_skate
=
1614 .pre_update
= player_skate_pre_update
,
1615 .update
= player_skate_update
,
1616 .post_update
= player_skate_post_update
,
1617 .get_camera
= player_skate_get_camera
,
1618 .debug_ui
= player_skate_ui
,
1619 .bind
= player_skate_bind
,
1620 .pose
= player_skate_pose
,
1621 .gate_transport
= player_skate_transport
,
1622 .reset
= player_skate_reset
1625 #endif /* PLAYER_DEVICE_SKATE_H */