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
;
51 struct land_prediction
74 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
76 *anim_push
, *anim_push_reverse
,
77 *anim_ollie
, *anim_ollie_reverse
,
78 *anim_grabs
, *anim_stop
;
79 rb_sphere sphere_front
, sphere_back
;
94 float debug_normal_pressure
;
97 VG_STATIC
void player_skate_bind( player_interface
*player
,
98 player_attachment
*at
)
100 struct player_device_skate
*s
= at
->storage
;
101 struct player_avatar
*av
= player
->playeravatar
;
102 struct skeleton
*sk
= &av
->sk
;
104 rb_update_transform( &player
->rb
);
105 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
106 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
107 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
108 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
109 s
->anim_push
= skeleton_get_anim( sk
, "push" );
110 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
111 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
112 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
113 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
116 VG_STATIC
void player_skate_pre_update( player_interface
*player
,
117 player_attachment
*at
)
122 * Collision detection routines
128 * Does collision detection on a sphere vs world, and applies some smoothing
129 * filters to the manifold afterwards
131 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
132 m4x3f mtx
, rb_sphere
*sphere
,
135 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
138 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
140 for( int i
=0; i
<len
; i
++ )
142 man
[i
].rba
= &player
->rb
;
146 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
150 rb_manifold_filter_backface( man
, len
);
151 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
152 rb_manifold_filter_pairs( man
, len
, 0.05f
);
154 int new_len
= rb_manifold_apply_filtered( man
, len
);
155 if( len
&& !new_len
)
163 * Gets the closest grindable edge to the player within max_dist
165 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
170 bh_iter_init( 0, &it
);
174 box_init_inf( region
);
175 box_addpt( region
, p0
);
176 box_addpt( region
, p1
);
178 float k_r
= max_dist
;
179 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
180 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
182 float closest
= k_r
*k_r
;
183 struct grind_edge
*closest_edge
= NULL
;
186 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
188 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
194 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
208 VG_STATIC
int skate_grind_collide( player_interface
*player
,
209 player_attachment
*at
, rb_ct
*contact
)
212 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
213 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
214 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
215 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
217 float const k_r
= 0.25f
;
218 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
224 v3_sub( c1
, c0
, delta
);
226 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
228 contact
->p
= v3_length( delta
);
229 contact
->type
= k_contact_type_edge
;
230 contact
->element_id
= 0;
231 v3_copy( c1
, contact
->co
);
235 v3f edge_dir
, axis_dir
;
236 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
237 v3_normalize( edge_dir
);
238 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
239 v3_cross( edge_dir
, axis_dir
, contact
->n
);
258 * Trace a path given a velocity rotation.
260 * TODO: this MIGHT be worth doing RK4 on the gravity field.
262 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
263 struct land_prediction
*prediction
)
265 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
266 float k_bias
= 0.96f
;
270 v3_muls( v
, k_bias
, pv
);
272 m3x3_mulv( vr
, pv
, pv
);
273 v3_muladds( pco
, pv
, pstep
, pco
);
275 struct grind_edge
*best_grind
= NULL
;
276 float closest_grind
= INFINITY
;
278 float grind_score
= INFINITY
,
279 air_score
= INFINITY
;
281 prediction
->log_length
= 0;
283 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
285 v3_copy( pco
, pco1
);
287 pv
[1] += -k_gravity
* pstep
;
289 m3x3_mulv( vr
, pv
, pv
);
290 v3_muladds( pco
, pv
, pstep
, pco
);
294 v3_sub( pco
, pco1
, vdir
);
296 float l
= v3_length( vdir
);
297 v3_muls( vdir
, 1.0f
/l
, vdir
);
300 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
303 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
305 float d2
= v3_dist2( c0
, c1
);
306 if( d2
< closest_grind
)
310 grind_score
= closest_grind
* 0.05f
;
317 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
320 v3_copy( n1
, prediction
->n
);
321 air_score
= -v3_dot( pv
, n1
);
323 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
324 struct world_material
*mat
= world_tri_index_material( vert_index
);
326 /* Bias prediction towords ramps */
327 if( mat
->info
.flags
& k_material_flag_skate_surface
)
330 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
334 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
337 if( grind_score
< air_score
)
339 prediction
->score
= grind_score
;
340 prediction
->type
= k_prediction_grind
;
342 else if( air_score
< INFINITY
)
344 prediction
->score
= air_score
;
345 prediction
->type
= k_prediction_land
;
349 prediction
->score
= INFINITY
;
350 prediction
->type
= k_prediction_none
;
355 void player_approximate_best_trajectory( player_interface
*player
,
356 struct player_device_skate
*s
)
358 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
359 float best_velocity_delta
= -9999.9f
;
362 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
363 v3_normalize( axis
);
365 s
->prediction_count
= 0;
366 m3x3_identity( s
->state
.velocity_bias
);
368 float best_vmod
= 0.0f
,
369 min_score
= INFINITY
,
370 max_score
= -INFINITY
;
373 * Search a broad selection of futures
375 for( int m
=-3;m
<=12; m
++ )
377 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
379 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
384 q_axis_angle( bias_q
, axis
, vmod
);
385 q_m3x3( bias_q
, bias
);
387 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
389 if( p
->type
!= k_prediction_none
)
391 if( p
->score
< min_score
)
393 min_score
= p
->score
;
397 if( p
->score
> max_score
)
398 max_score
= p
->score
;
403 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
404 q_m3x3( vr_q
, s
->state
.velocity_bias
);
406 q_axis_angle( vr_q
, axis
, best_vmod
);
407 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
412 for( int i
=0; i
<s
->prediction_count
; i
++ )
414 struct land_prediction
*p
= &s
->predictions
[i
];
420 vg_error( "negative score! (%f)\n", l
);
424 l
/= (max_score
-min_score
);
430 p
->colour
|= 0xff000000;
436 * Varius physics models
437 * ------------------------------------------------
440 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
441 struct player_device_skate
*s
,
442 rb_ct
*manifold
, int len
)
444 /* FIXME: Queue audio events instead */
447 if( s
->state
.activity
== k_skate_activity_grind
)
451 audio_player_set_flags( &audio_player_extra
,
452 AUDIO_FLAG_SPACIAL_3D
);
453 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
454 audio_player_set_vol( &audio_player_extra
, 20.0f
);
455 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
459 s
->state
.activity
= k_skate_activity_air
;
464 v2f steer
= { player
->input_js1h
->axis
.value
,
465 player
->input_js1v
->axis
.value
};
466 v2_normalize_clamp( steer
);
468 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
469 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
473 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
474 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
477 s
->state
.slip
= 0.0f
;
478 s
->state
.activity
= k_skate_activity_grind
;
480 /* TODO: Compression */
481 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
482 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
484 if( fabsf(angle
) < 0.99f
)
487 v3_cross( player
->rb
.to_world
[1], up
, axis
);
490 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
491 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
494 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
495 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
496 m3x3_identity( s
->state
.velocity_bias
);
497 m3x3_identity( s
->state
.velocity_bias_pstep
);
499 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
501 /* FIXME: Queue audio events instead */
504 audio_player_set_flags( &audio_player_extra
,
505 AUDIO_FLAG_SPACIAL_3D
);
506 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
507 audio_player_set_vol( &audio_player_extra
, 20.0f
);
508 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
515 * Air control, no real physics
517 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
518 struct player_device_skate
*s
)
520 if( s
->state
.activity
!= k_skate_activity_air
)
523 if( s
->state
.activity_prev
!= k_skate_activity_air
)
524 player_approximate_best_trajectory( player
, s
);
526 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
532 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
533 float k_bias
= 0.98f
;
536 v3_copy( player
->rb
.co
, pco
);
537 v3_muls( player
->rb
.v
, 1.0f
, pv
);
539 float time_to_impact
= 0.0f
;
540 float limiter
= 1.0f
;
542 struct grind_edge
*best_grind
= NULL
;
543 float closest_grind
= INFINITY
;
545 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
548 for( int i
=0; i
<250; i
++ )
550 v3_copy( pco
, pco1
);
551 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
553 pv
[1] += -k_gravity
* pstep
;
554 v3_muladds( pco
, pv
, pstep
, pco
);
559 v3_sub( pco
, pco1
, vdir
);
560 contact
.dist
= v3_length( vdir
);
561 v3_divs( vdir
, contact
.dist
, vdir
);
564 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
567 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
569 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
570 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
575 float orig_dist
= contact
.dist
;
576 if( ray_world( pco1
, vdir
, &contact
) )
578 v3_copy( contact
.normal
, target_normal
);
580 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
581 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
584 time_to_impact
+= pstep
;
589 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
591 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
593 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
594 limiter
= 1.0f
-limiter
;
596 limiter
= 1.0f
-limiter
;
598 if( fabsf(angle
) < 0.99f
)
601 q_axis_angle( correction
, axis
,
602 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
603 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
607 v2f steer
= { player
->input_js1h
->axis
.value
,
608 player
->input_js1v
->axis
.value
};
609 v2_normalize_clamp( steer
);
611 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
612 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
613 * limiter
* k_rb_delta
;
614 s
->land_dist
= time_to_impact
;
615 v3_copy( target_normal
, s
->land_normal
);
618 VG_STATIC
void skate_get_board_points( player_interface
*player
,
619 struct player_device_skate
*s
,
620 v3f front
, v3f back
)
622 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
623 pos_back
= {0.0f
,0.0f
, k_board_length
};
625 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
626 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
630 * Casts and pushes a sphere-spring model into the world
632 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
633 struct player_device_skate
*s
,
636 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
637 spring_k
= mod
* k_spring_force
,
638 damp_k
= mod
* k_spring_dampener
,
642 v3_copy( pos
, start
);
643 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
647 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
652 v3_sub( start
, player
->rb
.co
, delta
);
654 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
656 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
658 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
659 damp
*damp_k
*k_rb_delta
, F
);
661 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
663 /* Angular velocity */
665 v3_cross( delta
, F
, wa
);
666 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
668 v3_lerp( start
, end
, t
, pos
);
680 * Handles connection between the player and the ground
682 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
683 struct player_device_skate
*s
,
684 rb_ct
*manifold
, int len
)
686 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
687 (s
->state
.activity
== k_skate_activity_air
)) )
690 if( s
->state
.activity
== k_skate_activity_air
)
691 s
->debug_normal_pressure
= 0.0f
;
693 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
696 v3f spring0
, spring1
;
698 skate_get_board_points( player
, s
, spring1
, spring0
);
699 int spring_hit0
= skate_simulate_spring( player
, s
, spring0
),
700 spring_hit1
= skate_simulate_spring( player
, s
, spring1
);
702 v3f animavg
, animdelta
;
703 v3_add( spring0
, spring1
, animavg
);
704 v3_muls( animavg
, 0.5f
, animavg
);
706 v3_sub( spring1
, spring0
, animdelta
);
707 v3_normalize( animdelta
);
709 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
711 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
712 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
714 float angle
= -atan2f( dy
, dx
);
715 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
717 int lift_frames_limit
= 1;
719 /* Surface connection */
720 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
722 s
->state
.lift_frames
++;
724 if( s
->state
.lift_frames
>= lift_frames_limit
)
725 s
->state
.activity
= k_skate_activity_air
;
730 v3_zero( surface_avg
);
732 for( int i
=0; i
<len
; i
++ )
733 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
734 v3_normalize( surface_avg
);
736 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
738 s
->state
.lift_frames
++;
740 if( s
->state
.lift_frames
>= lift_frames_limit
)
741 s
->state
.activity
= k_skate_activity_air
;
745 s
->state
.activity
= k_skate_activity_ground
;
746 s
->state
.lift_frames
= 0;
749 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
750 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
751 DOWNFORCE
, player
->rb
.v
);
753 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
754 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
755 v3_normalize( projected
);
757 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
758 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
760 if( fabsf(angle
) < 0.9999f
)
763 q_axis_angle( correction
, axis
,
764 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
765 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
771 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
772 struct player_device_skate
*s
)
774 float grabt
= player
->input_grab
->axis
.value
;
778 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
779 s
->state
.grab_mouse_delta
);
781 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
784 v2_zero( s
->state
.grab_mouse_delta
);
786 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
790 * Computes friction and surface interface model
792 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
793 struct player_device_skate
*s
)
795 if( s
->state
.activity
!= k_skate_activity_ground
)
799 * Computing localized friction forces for controlling the character
800 * Friction across X is significantly more than Z
804 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
807 if( fabsf(vel
[2]) > 0.01f
)
808 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
810 if( fabsf( slip
) > 1.2f
)
811 slip
= vg_signf( slip
) * 1.2f
;
813 s
->state
.slip
= slip
;
814 s
->state
.reverse
= -vg_signf(vel
[2]);
816 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
817 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
819 /* Pushing additive force */
821 if( !player
->input_jump
->button
.value
)
823 if( player
->input_push
->button
.value
)
825 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
826 s
->state
.start_push
= vg
.time
;
828 s
->state
.cur_push
= vg
.time
;
830 double push_time
= vg
.time
- s
->state
.start_push
;
832 float cycle_time
= push_time
*k_push_cycle_rate
,
833 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
834 amt
= accel
* VG_TIMESTEP_FIXED
,
835 current
= v3_length( vel
),
836 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
837 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
839 vel
[2] += delta
* -s
->state
.reverse
;
843 /* Send back to velocity */
844 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
847 float input
= player
->input_js1h
->axis
.value
,
848 grab
= player
->input_grab
->axis
.value
,
849 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
850 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
852 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
855 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
856 struct player_device_skate
*s
)
858 int charging_jump_prev
= s
->state
.charging_jump
;
859 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
861 /* Cannot charge this in air */
862 if( s
->state
.activity
!= k_skate_activity_ground
)
863 s
->state
.charging_jump
= 0;
865 if( s
->state
.charging_jump
)
867 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
869 if( !charging_jump_prev
)
870 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
874 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
877 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
879 if( s
->state
.activity
== k_skate_activity_air
)
882 /* player let go after charging past 0.2: trigger jump */
883 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
887 /* Launch more up if alignment is up else improve velocity */
888 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
890 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
892 v3_copy( player
->rb
.v
, jumpdir
);
893 v3_normalize( jumpdir
);
894 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
895 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
896 v3_normalize( jumpdir
);
898 float force
= k_jump_force
*s
->state
.jump_charge
;
899 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
900 s
->state
.jump_charge
= 0.0f
;
902 s
->state
.jump_time
= vg
.time
;
904 v2f steer
= { player
->input_js1h
->axis
.value
,
905 player
->input_js1v
->axis
.value
};
906 v2_normalize_clamp( steer
);
908 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
909 s
->state
.steery_s
= -steer
[0] * maxspin
;
910 s
->state
.steerx_s
= steer
[1] * s
->state
.reverse
* maxspin
;
911 s
->state
.steerx
= s
->state
.steerx_s
;
912 s
->state
.steery
= s
->state
.steery_s
;
914 /* FIXME audio events */
917 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
918 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
919 audio_player_set_vol( &audio_player_extra
, 20.0f
);
920 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
926 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
927 struct player_device_skate
*s
)
929 /* Throw / collect routine
931 * TODO: Max speed boost
933 if( player
->input_grab
->axis
.value
> 0.5f
)
935 if( s
->state
.activity
== k_skate_activity_ground
)
938 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
944 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
947 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
949 if( s
->state
.activity
== k_skate_activity_ground
)
951 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
952 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
955 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
956 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
957 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
961 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
964 v3_copy( s
->state
.throw_v
, dir
);
967 float max
= v3_dot( dir
, s
->state
.throw_v
),
968 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
969 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
973 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
974 struct player_device_skate
*s
)
976 v3f ideal_cog
, ideal_diff
;
977 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
978 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
979 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
981 /* Apply velocities */
983 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
986 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
987 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
989 float ra
= k_cog_mass_ratio
,
990 rb
= 1.0f
-k_cog_mass_ratio
;
992 /* Apply forces & intergrate */
993 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
994 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
995 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
998 VG_STATIC
void skate_collision_response( player_interface
*player
,
999 struct player_device_skate
*s
,
1000 rb_ct
*manifold
, int len
)
1002 for( int j
=0; j
<10; j
++ )
1004 for( int i
=0; i
<len
; i
++ )
1006 struct contact
*ct
= &manifold
[i
];
1009 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1010 v3_cross( player
->rb
.w
, delta
, dv
);
1011 v3_add( player
->rb
.v
, dv
, dv
);
1013 float vn
= -v3_dot( dv
, ct
->n
);
1016 float temp
= ct
->norm_impulse
;
1017 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1018 vn
= ct
->norm_impulse
- temp
;
1021 v3_muls( ct
->n
, vn
, impulse
);
1023 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1024 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1033 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1034 v3_cross( delta
, impulse
, impulse
);
1037 * W Impulses are limited to the Y and X axises, we don't really want
1038 * roll angular velocities being included.
1040 * Can also tweak the resistance of each axis here by scaling the wx,wy
1044 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1045 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1047 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1048 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1053 VG_STATIC
void skate_integrate( player_interface
*player
,
1054 struct player_device_skate
*s
)
1056 /* integrate rigidbody velocities */
1057 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1058 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1059 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1061 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, player
->rb
.w
);
1062 if( v3_length2( player
->rb
.w
) > 0.0f
)
1066 v3_copy( player
->rb
.w
, axis
);
1068 float mag
= v3_length( axis
);
1069 v3_divs( axis
, mag
, axis
);
1070 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1071 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1074 /* integrate steering velocities */
1076 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1078 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1079 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1081 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1082 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1084 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1085 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1087 s
->state
.steerx
= 0.0f
;
1088 s
->state
.steery
= 0.0f
;
1091 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1092 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1093 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1096 rb_update_transform( &player
->rb
);
1099 VG_STATIC
void player_skate_update( player_interface
*player
,
1100 player_attachment
*at
)
1102 struct player_device_skate
*s
= at
->storage
;
1103 s
->state
.activity_prev
= s
->state
.activity
;
1105 /* Setup colliders */
1106 m4x3f mtx_front
, mtx_back
;
1107 m3x3_identity( mtx_front
);
1108 m3x3_identity( mtx_back
);
1110 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1112 s
->sphere_back
.radius
= 0.3f
;
1113 s
->sphere_front
.radius
= 0.3f
;
1115 /* create manifold(s) */
1117 *interface_manifold
= NULL
,
1118 *grind_manifold
= NULL
;
1121 len_front
= skate_collide_smooth( player
, mtx_front
,
1122 &s
->sphere_front
, manifold
),
1123 len_back
= skate_collide_smooth( player
, mtx_back
,
1124 &s
->sphere_back
, &manifold
[len_front
] ),
1126 interface_len
= len_front
+ len_back
;
1128 interface_manifold
= manifold
;
1129 grind_manifold
= manifold
+ interface_len
;
1131 int grind_len
= skate_grind_collide( player
, at
, grind_manifold
);
1133 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1135 rb_prepare_contact( &manifold
[i
] );
1136 rb_debug_contact( &manifold
[i
] );
1139 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1140 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1142 skate_apply_pump_model( player
, s
);
1143 skate_apply_cog_model( player
, s
);
1144 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1146 skate_apply_grab_model( player
, s
);
1147 skate_apply_friction_model( player
, s
);
1148 skate_apply_jump_model( player
, s
);
1149 skate_apply_air_model( player
, s
);
1151 skate_integrate( player
, s
);
1153 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1154 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1155 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1156 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1157 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1159 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1162 VG_STATIC
void player_skate_post_update( player_interface
*player
,
1163 player_attachment
*at
)
1167 VG_STATIC
void player_skate_ui( player_interface
*player
,
1168 player_attachment
*at
)
1170 struct player_device_skate
*s
= at
->storage
;
1172 /* FIXME: Compression */
1173 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1176 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1179 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1183 player_debugtext( 1, "activity: %s\n",
1184 (const char *[]){ "k_skate_activity_air",
1185 "k_skate_activity_ground",
1186 "k_skate_activity_grind }" }
1187 [s
->state
.activity
] );
1188 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1189 s
->state
.steerx_s
, s
->state
.steery_s
,
1190 k_steer_ground
, k_steer_air
);
1193 VG_STATIC
void player_skate_pose( player_interface
*player
,
1194 player_attachment
*at
,
1195 player_pose pose
, m4x3f transform
)
1197 struct player_device_skate
*s
= at
->storage
;
1198 struct player_avatar
*av
= player
->playeravatar
;
1199 struct skeleton
*sk
= &av
->sk
;
1201 /* Camera position */
1206 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1207 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1209 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1210 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1211 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1212 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1216 float kheight
= 2.0f
,
1222 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1223 v3_muls( offset
, -4.0f
, offset
);
1226 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1229 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1231 float curspeed
= v3_length( player
->rb
.v
),
1232 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1233 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1234 sign
= vg_signf( kicks
);
1236 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1237 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1240 offset
[0] += speed_wobble_2
*3.0f
;
1245 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1246 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1249 * Animation blending
1250 * ===========================================
1255 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1256 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1259 /* movement information */
1261 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1262 (s
->state
.activity
== k_skate_activity_grind
);
1264 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1265 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1266 fly
= iair
? 1.0f
: 0.0f
;
1268 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1269 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1270 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1273 mdl_keyframe apose
[32], bpose
[32];
1274 mdl_keyframe ground_pose
[32];
1276 /* when the player is moving fast he will crouch down a little bit */
1277 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1278 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1281 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1282 stand_blend
= offset
[1]*-2.0f
;
1285 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1287 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1289 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1290 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1291 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1294 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1295 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1296 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1299 double push_time
= vg
.time
- s
->state
.start_push
;
1300 s
->blend_push
= vg_lerpf( s
->blend_push
,
1301 (vg
.time
- s
->state
.cur_push
) < 0.125,
1302 6.0f
*vg
.time_delta
);
1304 float pt
= push_time
+ vg
.accumulator
;
1305 if( s
->state
.reverse
> 0.0f
)
1306 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1308 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1310 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1313 float jump_start_frame
= 14.0f
/30.0f
;
1315 float charge
= s
->state
.jump_charge
;
1316 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1318 float setup_frame
= charge
* jump_start_frame
,
1319 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1321 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1322 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1323 setup_frame
= jump_frame
;
1325 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1327 s
->anim_ollie_reverse
;
1329 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1330 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1333 mdl_keyframe air_pose
[32];
1335 float target
= -player
->input_js1h
->axis
.value
;
1336 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1338 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1339 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1341 static v2f grab_choice
;
1343 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1344 player
->input_js2v
->axis
.value
};
1345 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1346 if( v2_length2( grab_input
) <= 0.001f
)
1347 grab_input
[0] = -1.0f
;
1349 v2_normalize_clamp( grab_input
);
1350 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1352 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1353 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1354 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1356 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1357 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1360 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, pose
);
1362 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1364 /* additive effects */
1366 u32 apply_to
[] = { av
->id_hip
,
1370 av
->id_ik_elbow_r
};
1372 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1374 pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1375 pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1378 mdl_keyframe
*kf_board
= &pose
[av
->id_board
-1],
1379 *kf_foot_l
= &pose
[av
->id_ik_foot_l
-1],
1380 *kf_foot_r
= &pose
[av
->id_ik_foot_r
-1];
1383 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1385 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1386 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1387 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1390 q_m3x3( s
->board_rotation
, c
);
1393 v3_sub( kf_foot_l
->co
, bo
, d
);
1394 m3x3_mulv( c
, d
, d
);
1395 v3_add( bo
, d
, kf_foot_l
->co
);
1397 v3_sub( kf_foot_r
->co
, bo
, d
);
1398 m3x3_mulv( c
, d
, d
);
1399 v3_add( bo
, d
, kf_foot_r
->co
);
1401 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1402 q_normalize( kf_board
->q
);
1406 rb_extrapolate_transform( &player
->rb
, transform
);
1409 v3_muladds( player
.visual_transform
[3], phys
->rb
.up
, -0.2f
,
1410 player
.visual_transform
[3] );
1413 v4f qresy
, qresx
, qresidual
;
1415 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1416 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1417 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1419 q_mul( qresy
, qresx
, qresidual
);
1420 q_m3x3( qresidual
, mtx_residual
);
1421 m3x3_mul( transform
, mtx_residual
, transform
);
1424 VG_STATIC
void player_skate_get_camera( player_interface
*player
,
1425 player_attachment
*at
, camera
*cam
)
1427 struct player_device_skate
*s
= at
->storage
;
1428 struct player_avatar
*av
= player
->playeravatar
;
1430 /* FIXME: viewpoint entity */
1431 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1432 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, cam
->pos
);
1434 v3_zero( cam
->angles
);
1441 v3_copy( player
->rb
.v
, vel_dir
);
1442 //v3_normalize( vel_dir );
1444 float tti
= s
->land_dist
;
1446 v3_copy( s
->land_normal
, norm
);
1448 if( s
->state
.activity
== k_skate_activity_ground
)
1451 v3_copy( player
->rb
.to_world
[1], norm
);
1454 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1455 //v3_normalize( flat_dir );
1457 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1458 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1460 float *v
= s
->state
.vl
,
1461 yaw
= atan2f( v
[0], -v
[2] ),
1467 v
[0]*v
[0] + v
[2]*v
[2]
1472 cam
->angles
[0] = yaw
;
1473 cam
->angles
[1] = pitch
;
1476 VG_STATIC
void player_skate_transport( player_interface
*player
,
1477 player_attachment
*at
,
1478 teleport_gate
*gate
)
1480 struct player_device_skate
*s
= at
->storage
;
1482 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1483 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1484 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1485 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1486 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1487 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1489 v4f transport_rotation
;
1490 m3x3_q( gate
->transport
, transport_rotation
);
1491 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1492 rb_update_transform( &player
->rb
);
1494 s
->state_gate_storage
= s
->state
;
1497 VG_STATIC
void player_skate_reset( player_interface
*player
,
1498 player_attachment
*at
,
1499 struct respawn_point
*rp
)
1501 struct player_device_skate
*s
= at
->storage
;
1502 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1505 VG_STATIC player_device player_device_skate
=
1507 .pre_update
= player_skate_pre_update
,
1508 .update
= player_skate_update
,
1509 .post_update
= player_skate_post_update
,
1510 .get_camera
= player_skate_get_camera
,
1511 .debug_ui
= player_skate_ui
,
1512 .bind
= player_skate_bind
,
1513 .pose
= player_skate_pose
,
1514 .gate_transport
= player_skate_transport
,
1515 .reset
= player_skate_reset
1518 #endif /* PLAYER_DEVICE_SKATE_H */