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"
10 struct player_device_skate
17 k_skate_activity_ground
,
18 k_skate_activity_grind
46 int charging_jump
, jump_dir
;
55 /* FIXME: Sensible names */
62 struct land_prediction
87 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
89 *anim_push
, *anim_push_reverse
,
90 *anim_ollie
, *anim_ollie_reverse
,
91 *anim_grabs
, *anim_stop
;
92 rb_sphere sphere_front
, sphere_back
;
107 float debug_normal_pressure
;
110 localplayer_device_skate
;
112 VG_STATIC
void player_skate_bind( player_device
*dev
,
113 player_interface
*player
)
115 struct player_device_skate
*s
= dev
->storage
;
116 struct player_avatar
*av
= player
->playeravatar
;
117 struct skeleton
*sk
= &av
->sk
;
119 rb_update_transform( &player
->rb
);
120 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
121 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
122 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
123 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
124 s
->anim_push
= skeleton_get_anim( sk
, "push" );
125 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
126 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
127 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
128 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
130 s
->device_id_walk
= player_get_device( player
, "walk" );
134 * Collision detection routines
140 * Does collision detection on a sphere vs world, and applies some smoothing
141 * filters to the manifold afterwards
143 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
144 m4x3f mtx
, rb_sphere
*sphere
,
147 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
150 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
152 for( int i
=0; i
<len
; i
++ )
154 man
[i
].rba
= &player
->rb
;
158 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
162 rb_manifold_filter_backface( man
, len
);
163 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
164 rb_manifold_filter_pairs( man
, len
, 0.05f
);
166 int new_len
= rb_manifold_apply_filtered( man
, len
);
167 if( len
&& !new_len
)
175 * Gets the closest grindable edge to the player within max_dist
177 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
182 bh_iter_init( 0, &it
);
186 box_init_inf( region
);
187 box_addpt( region
, p0
);
188 box_addpt( region
, p1
);
190 float k_r
= max_dist
;
191 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
192 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
194 float closest
= k_r
*k_r
;
195 struct grind_edge
*closest_edge
= NULL
;
198 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
200 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
206 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
220 VG_STATIC
int skate_grind_collide( player_device
*dev
,
221 player_interface
*player
,
225 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
226 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
227 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
228 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
230 float const k_r
= 0.25f
;
231 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
237 v3_sub( c1
, c0
, delta
);
239 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
241 contact
->p
= v3_length( delta
);
242 contact
->type
= k_contact_type_edge
;
243 contact
->element_id
= 0;
244 v3_copy( c1
, contact
->co
);
248 v3f edge_dir
, axis_dir
;
249 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
250 v3_normalize( edge_dir
);
251 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
252 v3_cross( edge_dir
, axis_dir
, contact
->n
);
271 * Trace a path given a velocity rotation.
273 * TODO: this MIGHT be worth doing RK4 on the gravity field.
275 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
276 struct land_prediction
*prediction
)
278 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
279 float k_bias
= 0.96f
;
283 v3_muls( v
, k_bias
, pv
);
285 m3x3_mulv( vr
, pv
, pv
);
286 v3_muladds( pco
, pv
, pstep
, pco
);
288 struct grind_edge
*best_grind
= NULL
;
289 float closest_grind
= INFINITY
;
291 float grind_score
= INFINITY
,
292 air_score
= INFINITY
,
293 time_to_impact
= 0.0f
;
295 prediction
->log_length
= 0;
296 v3_copy( pco
, prediction
->apex
);
298 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
300 v3_copy( pco
, pco1
);
302 pv
[1] += -k_gravity
* pstep
;
304 m3x3_mulv( vr
, pv
, pv
);
305 v3_muladds( pco
, pv
, pstep
, pco
);
307 if( pco
[1] > prediction
->apex
[1] )
308 v3_copy( pco
, prediction
->apex
);
312 v3_sub( pco
, pco1
, vdir
);
314 float l
= v3_length( vdir
);
315 v3_muls( vdir
, 1.0f
/l
, vdir
);
318 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
321 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
323 float d2
= v3_dist2( c0
, c1
);
324 if( d2
< closest_grind
)
328 grind_score
= closest_grind
* 0.05f
;
335 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
338 v3_copy( n1
, prediction
->n
);
339 air_score
= -v3_dot( pv
, n1
);
341 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
342 struct world_material
*mat
= world_tri_index_material( vert_index
);
344 /* Bias prediction towords ramps */
345 if( mat
->info
.flags
& k_material_flag_skate_surface
)
348 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
349 time_to_impact
+= t1
* pstep
;
353 time_to_impact
+= pstep
;
354 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
357 if( grind_score
< air_score
)
359 prediction
->score
= grind_score
;
360 prediction
->type
= k_prediction_grind
;
362 else if( air_score
< INFINITY
)
364 prediction
->score
= air_score
;
365 prediction
->type
= k_prediction_land
;
369 prediction
->score
= INFINITY
;
370 prediction
->type
= k_prediction_none
;
373 prediction
->land_dist
= time_to_impact
;
377 void player_approximate_best_trajectory( player_interface
*player
,
378 struct player_device_skate
*s
)
380 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
381 float best_velocity_delta
= -9999.9f
;
384 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
385 v3_normalize( axis
);
387 s
->prediction_count
= 0;
388 m3x3_identity( s
->state
.velocity_bias
);
390 float best_vmod
= 0.0f
,
391 min_score
= INFINITY
,
392 max_score
= -INFINITY
;
394 v3_zero( s
->state
.apex
);
398 * Search a broad selection of futures
400 for( int m
=-3;m
<=12; m
++ )
402 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
404 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
409 q_axis_angle( bias_q
, axis
, vmod
);
410 q_m3x3( bias_q
, bias
);
412 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
414 if( p
->type
!= k_prediction_none
)
416 if( p
->score
< min_score
)
418 min_score
= p
->score
;
420 s
->land_dist
= p
->land_dist
;
421 v3_copy( p
->apex
, s
->state
.apex
);
424 if( p
->score
> max_score
)
425 max_score
= p
->score
;
430 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
431 q_m3x3( vr_q
, s
->state
.velocity_bias
);
433 q_axis_angle( vr_q
, axis
, best_vmod
);
434 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
439 for( int i
=0; i
<s
->prediction_count
; i
++ )
441 struct land_prediction
*p
= &s
->predictions
[i
];
447 vg_error( "negative score! (%f)\n", l
);
451 l
/= (max_score
-min_score
);
457 p
->colour
|= 0xff000000;
461 v2f steer
= { player
->input_js1h
->axis
.value
,
462 player
->input_js1v
->axis
.value
};
463 v2_normalize_clamp( steer
);
465 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.0f
) )
467 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
469 s
->state
.flip_time
= 0.0f
;
470 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
474 s
->state
.flip_rate
= 0.0f
;
475 v3_zero( s
->state
.flip_axis
);
481 * Varius physics models
482 * ------------------------------------------------
485 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
486 struct player_device_skate
*s
,
487 rb_ct
*manifold
, int len
)
489 /* FIXME: Queue audio events instead */
492 if( s
->state
.activity
== k_skate_activity_grind
)
496 audio_player_set_flags( &audio_player_extra
,
497 AUDIO_FLAG_SPACIAL_3D
);
498 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
499 audio_player_set_vol( &audio_player_extra
, 20.0f
);
500 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
504 s
->state
.activity
= k_skate_activity_air
;
509 v2f steer
= { player
->input_js1h
->axis
.value
,
510 player
->input_js1v
->axis
.value
};
511 v2_normalize_clamp( steer
);
513 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
514 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
518 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
519 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
522 s
->state
.slip
= 0.0f
;
523 s
->state
.activity
= k_skate_activity_grind
;
525 /* TODO: Compression */
526 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
527 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
529 if( fabsf(angle
) < 0.99f
)
532 v3_cross( player
->rb
.to_world
[1], up
, axis
);
535 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
536 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
539 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
540 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
541 m3x3_identity( s
->state
.velocity_bias
);
542 m3x3_identity( s
->state
.velocity_bias_pstep
);
544 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
546 /* FIXME: Queue audio events instead */
549 audio_player_set_flags( &audio_player_extra
,
550 AUDIO_FLAG_SPACIAL_3D
);
551 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
552 audio_player_set_vol( &audio_player_extra
, 20.0f
);
553 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
560 * Air control, no real physics
562 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
563 struct player_device_skate
*s
)
565 if( s
->state
.activity
!= k_skate_activity_air
)
568 if( s
->state
.activity_prev
!= k_skate_activity_air
)
569 player_approximate_best_trajectory( player
, s
);
571 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
577 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
578 float k_bias
= 0.98f
;
581 v3_copy( player
->rb
.co
, pco
);
582 v3_muls( player
->rb
.v
, 1.0f
, pv
);
584 float time_to_impact
= 0.0f
;
585 float limiter
= 1.0f
;
587 struct grind_edge
*best_grind
= NULL
;
588 float closest_grind
= INFINITY
;
590 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
593 for( int i
=0; i
<250; i
++ )
595 v3_copy( pco
, pco1
);
596 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
598 pv
[1] += -k_gravity
* pstep
;
599 v3_muladds( pco
, pv
, pstep
, pco
);
604 v3_sub( pco
, pco1
, vdir
);
605 contact
.dist
= v3_length( vdir
);
606 v3_divs( vdir
, contact
.dist
, vdir
);
609 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
612 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
614 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
615 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
620 float orig_dist
= contact
.dist
;
621 if( ray_world( pco1
, vdir
, &contact
) )
623 v3_copy( contact
.normal
, target_normal
);
625 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
626 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
629 time_to_impact
+= pstep
;
634 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
636 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
638 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
639 limiter
= 1.0f
-limiter
;
641 limiter
= 1.0f
-limiter
;
643 if( fabsf(angle
) < 0.99f
)
646 q_axis_angle( correction
, axis
,
647 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
648 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
652 v2f steer
= { player
->input_js1h
->axis
.value
,
653 player
->input_js1v
->axis
.value
};
654 v2_normalize_clamp( steer
);
656 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
657 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
658 * limiter
* k_rb_delta
;
659 s
->land_dist
= time_to_impact
;
660 v3_copy( target_normal
, s
->land_normal
);
663 VG_STATIC
void skate_get_board_points( player_interface
*player
,
664 struct player_device_skate
*s
,
665 v3f front
, v3f back
)
667 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
668 pos_back
= {0.0f
,0.0f
, k_board_length
};
670 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
671 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
675 * Casts and pushes a sphere-spring model into the world
677 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
678 struct player_device_skate
*s
,
681 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
682 spring_k
= mod
* k_spring_force
,
683 damp_k
= mod
* k_spring_dampener
,
687 v3_copy( pos
, start
);
688 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
692 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
697 v3_sub( start
, player
->rb
.co
, delta
);
699 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
701 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
703 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
704 damp
*damp_k
*k_rb_delta
, F
);
706 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
708 /* Angular velocity */
710 v3_cross( delta
, F
, wa
);
711 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
713 v3_lerp( start
, end
, t
, pos
);
725 * Handles connection between the player and the ground
727 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
728 struct player_device_skate
*s
,
729 rb_ct
*manifold
, int len
)
731 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
732 (s
->state
.activity
== k_skate_activity_air
)) )
735 if( s
->state
.activity
== k_skate_activity_air
)
736 s
->debug_normal_pressure
= 0.0f
;
738 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
741 v3f spring0
, spring1
;
743 skate_get_board_points( player
, s
, spring1
, spring0
);
744 int spring_hit0
= 0, //skate_simulate_spring( player, s, spring0 ),
745 spring_hit1
= 0; //skate_simulate_spring( player, s, spring1 );
747 v3f animavg
, animdelta
;
748 v3_add( spring0
, spring1
, animavg
);
749 v3_muls( animavg
, 0.5f
, animavg
);
751 v3_sub( spring1
, spring0
, animdelta
);
752 v3_normalize( animdelta
);
754 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
756 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
757 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
759 float angle
= -atan2f( dy
, dx
);
760 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
762 int lift_frames_limit
= 6;
764 /* Surface connection */
765 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
767 s
->state
.lift_frames
++;
769 if( s
->state
.lift_frames
>= lift_frames_limit
)
770 s
->state
.activity
= k_skate_activity_air
;
775 v3_zero( surface_avg
);
777 for( int i
=0; i
<len
; i
++ )
778 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
779 v3_normalize( surface_avg
);
781 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
783 s
->state
.lift_frames
++;
785 if( s
->state
.lift_frames
>= lift_frames_limit
)
786 s
->state
.activity
= k_skate_activity_air
;
790 s
->state
.activity
= k_skate_activity_ground
;
791 s
->state
.lift_frames
= 0;
794 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
795 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
796 DOWNFORCE
, player
->rb
.v
);
798 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
799 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
800 v3_normalize( projected
);
802 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
803 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
805 if( fabsf(angle
) < 0.9999f
)
808 q_axis_angle( correction
, axis
,
809 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
810 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
816 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
817 struct player_device_skate
*s
)
819 float grabt
= player
->input_grab
->axis
.value
;
823 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
824 s
->state
.grab_mouse_delta
);
826 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
829 v2_zero( s
->state
.grab_mouse_delta
);
831 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
835 * Computes friction and surface interface model
837 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
838 struct player_device_skate
*s
)
840 if( s
->state
.activity
!= k_skate_activity_ground
)
844 * Computing localized friction forces for controlling the character
845 * Friction across X is significantly more than Z
849 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
852 if( fabsf(vel
[2]) > 0.01f
)
853 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
855 if( fabsf( slip
) > 1.2f
)
856 slip
= vg_signf( slip
) * 1.2f
;
858 s
->state
.slip
= slip
;
859 s
->state
.reverse
= -vg_signf(vel
[2]);
861 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
862 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
864 /* Pushing additive force */
866 if( !player
->input_jump
->button
.value
)
868 if( player
->input_push
->button
.value
)
870 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
871 s
->state
.start_push
= vg
.time
;
873 s
->state
.cur_push
= vg
.time
;
875 double push_time
= vg
.time
- s
->state
.start_push
;
877 float cycle_time
= push_time
*k_push_cycle_rate
,
878 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
879 amt
= accel
* VG_TIMESTEP_FIXED
,
880 current
= v3_length( vel
),
881 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
882 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
884 vel
[2] += delta
* -s
->state
.reverse
;
888 /* Send back to velocity */
889 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
892 float input
= player
->input_js1h
->axis
.value
,
893 grab
= player
->input_grab
->axis
.value
,
894 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
895 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
897 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
900 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
901 struct player_device_skate
*s
)
903 int charging_jump_prev
= s
->state
.charging_jump
;
904 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
906 /* Cannot charge this in air */
907 if( s
->state
.activity
!= k_skate_activity_ground
)
908 s
->state
.charging_jump
= 0;
910 if( s
->state
.charging_jump
)
912 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
914 if( !charging_jump_prev
)
915 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
919 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
922 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
924 if( s
->state
.activity
== k_skate_activity_air
)
927 /* player let go after charging past 0.2: trigger jump */
928 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
932 /* Launch more up if alignment is up else improve velocity */
933 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
935 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
937 v3_copy( player
->rb
.v
, jumpdir
);
938 v3_normalize( jumpdir
);
939 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
940 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
941 v3_normalize( jumpdir
);
943 float force
= k_jump_force
*s
->state
.jump_charge
;
944 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
945 s
->state
.jump_charge
= 0.0f
;
947 s
->state
.jump_time
= vg
.time
;
949 v2f steer
= { player
->input_js1h
->axis
.value
,
950 player
->input_js1v
->axis
.value
};
951 v2_normalize_clamp( steer
);
953 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
954 s
->state
.steery_s
= -steer
[0] * maxspin
;
955 s
->state
.steerx
= s
->state
.steerx_s
;
957 /* FIXME audio events */
960 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
961 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
962 audio_player_set_vol( &audio_player_extra
, 20.0f
);
963 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
969 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
970 struct player_device_skate
*s
)
972 /* Throw / collect routine
974 * TODO: Max speed boost
976 if( player
->input_grab
->axis
.value
> 0.5f
)
978 if( s
->state
.activity
== k_skate_activity_ground
)
981 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
987 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
990 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
992 if( s
->state
.activity
== k_skate_activity_ground
)
994 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
995 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
998 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
999 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1000 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1004 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
1007 v3_copy( s
->state
.throw_v
, dir
);
1008 v3_normalize( dir
);
1010 float max
= v3_dot( dir
, s
->state
.throw_v
),
1011 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1012 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1016 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
1017 struct player_device_skate
*s
)
1019 v3f ideal_cog
, ideal_diff
;
1020 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
1021 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1022 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1024 /* Apply velocities */
1026 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1029 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1030 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1032 float ra
= k_cog_mass_ratio
,
1033 rb
= 1.0f
-k_cog_mass_ratio
;
1035 /* Apply forces & intergrate */
1036 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1037 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1038 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1041 VG_STATIC
void skate_collision_response( player_interface
*player
,
1042 struct player_device_skate
*s
,
1043 rb_ct
*manifold
, int len
)
1045 for( int j
=0; j
<10; j
++ )
1047 for( int i
=0; i
<len
; i
++ )
1049 struct contact
*ct
= &manifold
[i
];
1052 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1053 v3_cross( player
->rb
.w
, delta
, dv
);
1054 v3_add( player
->rb
.v
, dv
, dv
);
1056 float vn
= -v3_dot( dv
, ct
->n
);
1059 float temp
= ct
->norm_impulse
;
1060 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1061 vn
= ct
->norm_impulse
- temp
;
1064 v3_muls( ct
->n
, vn
, impulse
);
1066 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1067 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1076 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1077 v3_cross( delta
, impulse
, impulse
);
1080 * W Impulses are limited to the Y and X axises, we don't really want
1081 * roll angular velocities being included.
1083 * Can also tweak the resistance of each axis here by scaling the wx,wy
1087 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1088 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1090 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1091 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1096 VG_STATIC
void skate_integrate( player_interface
*player
,
1097 struct player_device_skate
*s
)
1099 /* integrate rigidbody velocities */
1100 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1101 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1102 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1104 float decay_rate
= 0.5f
*0.125f
;
1106 if( s
->state
.activity
== k_skate_activity_air
)
1108 float dist
= 1.0f
-(s
->land_dist
/4.0f
);
1109 decay_rate
= 0.5f
* vg_maxf( dist
*dist
, 0.0f
);
1112 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, decay_rate
, player
->rb
.w
);
1114 if( v3_length2( player
->rb
.w
) > 0.0f
)
1118 v3_copy( player
->rb
.w
, axis
);
1120 float mag
= v3_length( axis
);
1121 v3_divs( axis
, mag
, axis
);
1122 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1123 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1126 /* integrate steering velocities */
1128 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.24f
;
1130 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1131 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1133 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1134 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1136 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1137 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1139 s
->state
.steerx
= 0.0f
;
1140 s
->state
.steery
= 0.0f
;
1143 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1144 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1145 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1148 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1149 rb_update_transform( &player
->rb
);
1152 VG_STATIC
void player_skate_update( player_device
*dev
,
1153 player_interface
*player
)
1155 struct player_device_skate
*s
= dev
->storage
;
1156 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1157 s
->state
.activity_prev
= s
->state
.activity
;
1159 /* Setup colliders */
1160 m4x3f mtx_front
, mtx_back
;
1161 m3x3_identity( mtx_front
);
1162 m3x3_identity( mtx_back
);
1164 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1166 s
->sphere_back
.radius
= 0.3f
;
1167 s
->sphere_front
.radius
= 0.3f
;
1169 /* create manifold(s) */
1171 *interface_manifold
= NULL
,
1172 *grind_manifold
= NULL
;
1175 len_front
= skate_collide_smooth( player
, mtx_front
,
1176 &s
->sphere_front
, manifold
),
1177 len_back
= skate_collide_smooth( player
, mtx_back
,
1178 &s
->sphere_back
, &manifold
[len_front
] ),
1179 interface_len
= len_front
+ len_back
;
1181 /* try to slap both wheels onto the ground when landing to prevent mega
1182 * angular velocities being added */
1183 if( (s
->state
.activity
== k_skate_activity_air
) && (len_front
!= len_back
) )
1185 v3f trace_from
, trace_dir
;
1186 v3_muls( player
->rb
.to_world
[1], -1.0f
, trace_dir
);
1189 v3_copy( mtx_back
[3], trace_from
);
1191 v3_copy( mtx_front
[3], trace_from
);
1196 if( ray_world( trace_from
, trace_dir
, &ray
) )
1198 rb_ct
*ct
= &manifold
[ interface_len
];
1200 v3_copy( ray
.pos
, ct
->co
);
1201 v3_copy( ray
.normal
, ct
->n
);
1208 interface_manifold
= manifold
;
1209 grind_manifold
= manifold
+ interface_len
;
1211 int grind_len
= skate_grind_collide( dev
, player
, grind_manifold
);
1213 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1215 rb_prepare_contact( &manifold
[i
] );
1216 rb_debug_contact( &manifold
[i
] );
1219 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1220 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1222 skate_apply_pump_model( player
, s
);
1223 skate_apply_cog_model( player
, s
);
1224 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1226 skate_apply_grab_model( player
, s
);
1227 skate_apply_friction_model( player
, s
);
1228 skate_apply_jump_model( player
, s
);
1229 skate_apply_air_model( player
, s
);
1231 skate_integrate( player
, s
);
1233 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1234 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1235 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1236 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1237 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1239 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1242 teleport_gate
*gate
;
1243 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1245 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1246 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1247 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1248 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1249 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1252 m4x3_mulv( gate
->transport
, s
->state
.posl
, s
->state
.posl
);
1253 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1254 m3x3_mulv( gate
->transport
, s
->state
.dirl
, s
->state
.dirl
);
1257 mixedcam_transport( &s
->state
.cam
, gate
);
1260 v4f transport_rotation
;
1261 m3x3_q( gate
->transport
, transport_rotation
);
1262 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1263 rb_update_transform( &player
->rb
);
1265 s
->state_gate_storage
= s
->state
;
1266 player_pass_gate( player
, gate
);
1270 VG_STATIC
void player_skate_ui( player_device
*dev
, player_interface
*player
)
1272 struct player_device_skate
*s
= dev
->storage
;
1274 /* FIXME: Compression */
1275 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1278 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1281 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1285 player_debugtext( 1, "activity: %s\n",
1286 (const char *[]){ "k_skate_activity_air",
1287 "k_skate_activity_ground",
1288 "k_skate_activity_grind }" }
1289 [s
->state
.activity
] );
1290 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1291 s
->state
.steerx_s
, s
->state
.steery_s
,
1292 k_steer_ground
, k_steer_air
);
1293 player_debugtext( 1, "flip: %.4f %.4f\n", s
->state
.flip_rate
,
1294 s
->state
.flip_time
);
1297 VG_STATIC
void player_skate_animate( player_device
*dev
,
1298 player_interface
*player
)
1300 struct player_device_skate
*s
= dev
->storage
;
1301 struct player_avatar
*av
= player
->playeravatar
;
1302 struct skeleton
*sk
= &av
->sk
;
1304 /* Camera position */
1309 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1310 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1312 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1313 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1314 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1315 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1319 float kheight
= 2.0f
,
1325 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1326 v3_muls( offset
, -4.0f
, offset
);
1329 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1332 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1334 float curspeed
= v3_length( player
->rb
.v
),
1335 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1336 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1337 sign
= vg_signf( kicks
);
1339 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1340 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1343 offset
[0] += speed_wobble_2
*3.0f
;
1348 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1349 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1352 * Animation blending
1353 * ===========================================
1358 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1359 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1362 /* movement information */
1364 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1365 (s
->state
.activity
== k_skate_activity_grind
);
1367 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1368 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1369 fly
= iair
? 1.0f
: 0.0f
;
1371 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1372 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1373 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1376 mdl_keyframe apose
[32], bpose
[32];
1377 mdl_keyframe ground_pose
[32];
1379 /* when the player is moving fast he will crouch down a little bit */
1380 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1381 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1384 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1385 stand_blend
= offset
[1]*-2.0f
;
1388 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1390 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1392 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1393 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1394 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1397 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1398 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1399 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1402 double push_time
= vg
.time
- s
->state
.start_push
;
1403 s
->blend_push
= vg_lerpf( s
->blend_push
,
1404 (vg
.time
- s
->state
.cur_push
) < 0.125,
1405 6.0f
*vg
.time_delta
);
1407 float pt
= push_time
+ vg
.accumulator
;
1408 if( s
->state
.reverse
> 0.0f
)
1409 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1411 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1413 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1416 float jump_start_frame
= 14.0f
/30.0f
;
1418 float charge
= s
->state
.jump_charge
;
1419 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1421 float setup_frame
= charge
* jump_start_frame
,
1422 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1424 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1425 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1426 setup_frame
= jump_frame
;
1428 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1430 s
->anim_ollie_reverse
;
1432 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1433 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1436 mdl_keyframe air_pose
[32];
1438 float target
= -player
->input_js1h
->axis
.value
;
1439 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1441 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1442 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1444 static v2f grab_choice
;
1446 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1447 player
->input_js2v
->axis
.value
};
1448 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1449 if( v2_length2( grab_input
) <= 0.001f
)
1450 grab_input
[0] = -1.0f
;
1452 v2_normalize_clamp( grab_input
);
1453 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1455 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1456 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1457 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1459 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1460 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1463 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dev
->pose
);
1465 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1467 /* additive effects */
1469 u32 apply_to
[] = { av
->id_hip
,
1473 av
->id_ik_elbow_r
};
1475 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1477 dev
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1478 dev
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1481 mdl_keyframe
*kf_board
= &dev
->pose
[av
->id_board
-1],
1482 *kf_foot_l
= &dev
->pose
[av
->id_ik_foot_l
-1],
1483 *kf_foot_r
= &dev
->pose
[av
->id_ik_foot_r
-1];
1486 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1488 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1489 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1490 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1493 q_m3x3( s
->board_rotation
, c
);
1496 v3_sub( kf_foot_l
->co
, bo
, d
);
1497 m3x3_mulv( c
, d
, d
);
1498 v3_add( bo
, d
, kf_foot_l
->co
);
1500 v3_sub( kf_foot_r
->co
, bo
, d
);
1501 m3x3_mulv( c
, d
, d
);
1502 v3_add( bo
, d
, kf_foot_r
->co
);
1504 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1505 q_normalize( kf_board
->q
);
1509 rb_extrapolate( &player
->rb
, dev
->pose_root_co
, dev
->pose_root_q
);
1511 v3_muladds( dev
->pose_root_co
, player
->rb
.to_world
[1], -0.28f
,
1512 dev
->pose_root_co
);
1514 v4f qresy
, qresx
, qresidual
;
1516 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1517 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1518 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1520 q_mul( qresy
, qresx
, qresidual
);
1521 q_normalize( qresidual
);
1522 q_mul( dev
->pose_root_q
, qresidual
, dev
->pose_root_q
);
1523 q_normalize( dev
->pose_root_q
);
1526 if( (s
->state
.activity
== k_skate_activity_air
) &&
1527 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
1529 float angle
= vg_clampf( s
->state
.flip_time
, -1.0f
, 1.0f
) * VG_TAUf
,
1530 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
1531 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
1533 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
1535 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
1536 q_mul( qflip
, dev
->pose_root_q
, dev
->pose_root_q
);
1537 q_normalize( dev
->pose_root_q
);
1539 v3f rotation_point
, rco
;
1540 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
1541 v3_sub( dev
->pose_root_co
, rotation_point
, rco
);
1543 /* FIXME: q_mul v3 */
1545 q_m3x3( qflip
, TEMP
);
1546 m3x3_mulv( TEMP
, rco
, rco
);
1547 v3_add( rco
, rotation_point
, dev
->pose_root_co
);
1551 if( cl_thirdperson
)
1553 if( !followcam_will_hit_gate( player
, &s
->state
.cam
) )
1556 m4x3_invert_affine( s
->state
.cam
.gate
->transport
, inverse
);
1557 m4x3_mul( inverse
, transform
, transform
);
1563 VG_STATIC
void skate_camera_vector_look( camera
*cam
, v3f v
, float C
, float k
)
1565 float yaw
= atan2f( v
[0], -v
[2] ),
1571 v
[0]*v
[0] + v
[2]*v
[2]
1575 cam
->angles
[0] = yaw
;
1576 cam
->angles
[1] = pitch
;
1579 VG_STATIC
void skate_camera_firstperson( player_device
*dev
,
1580 player_interface
*player
)
1582 struct player_device_skate
*s
= dev
->storage
;
1583 struct player_avatar
*av
= player
->playeravatar
;
1585 /* FIXME: viewpoint entity */
1586 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1587 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, dev
->cam_1st
.pos
);
1589 v3_zero( dev
->cam_1st
.angles
);
1590 dev
->cam_1st
.fov
= 119.0f
;
1596 v3_copy( player
->rb
.v
, vel_dir
);
1597 //v3_normalize( vel_dir );
1599 float tti
= s
->land_dist
;
1601 v3_copy( s
->land_normal
, norm
);
1603 if( s
->state
.activity
== k_skate_activity_ground
)
1606 v3_copy( player
->rb
.to_world
[1], norm
);
1609 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1610 //v3_normalize( flat_dir );
1612 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1613 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1615 skate_camera_vector_look( &dev
->cam_1st
, s
->state
.vl
, 1.0f
, 0.25f
);
1618 VG_STATIC
void skate_camera_thirdperson( player_device
*dev
,
1619 player_interface
*player
)
1621 struct player_device_skate
*s
= dev
->storage
;
1622 struct player_avatar
*av
= player
->playeravatar
;
1624 v3f origin
, dir
, target
;
1625 v3_copy( player
->rb
.co
, origin
);
1626 v3_add( origin
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
1627 v3_sub( origin
, s
->state
.posl
, dir
);
1629 if( v3_length2( dir
) < 0.1f
*0.1f
)
1630 v3_copy( (v3f
){ 0.0f
, 0.0f
, 1.0f
}, dir
); /* FIXME */
1632 v3_normalize( dir
);
1634 if( s
->state
.activity
== k_skate_activity_air
)
1635 dir
[1] *= vg_maxf( 0.0f
, 1.0f
- (s
->land_dist
/2.0f
) );
1638 v3_muladds( origin
, dir
, -2.0f
, target
);
1640 v3_lerp( s
->state
.posl
, target
, vg
.frame_delta
* 15.0f
, s
->state
.posl
);
1641 v3_lerp( s
->state
.dirl
, dir
, 18.0f
*vg
.time_delta
, s
->state
.dirl
);
1643 v3_copy( s
->state
.posl
, dev
->cam_3rd
.pos
);
1644 skate_camera_vector_look( &dev
->cam_3rd
, s
->state
.dirl
, 1.0f
, 0.2f
);
1647 VG_STATIC
void player_skate_post_animate( player_device
*dev
,
1648 player_interface
*player
)
1650 struct player_device_skate
*s
= dev
->storage
;
1651 struct player_avatar
*av
= player
->playeravatar
;
1653 v3_zero( dev
->cam_1st
.pos
);
1654 v3_zero( dev
->cam_1st
.angles
);
1655 dev
->cam_1st
.fov
= 90.0f
;
1657 skate_camera_thirdperson( dev
, player
);
1658 skate_camera_firstperson( dev
, player
);
1660 /* FIXME: Organize this. Its int wrong fucking place */
1661 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1662 vp1
= {0.0f
,0.1f
,-0.6f
};
1664 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1665 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1668 VG_STATIC
void player_skate_reset( player_device
*dev
,
1669 player_interface
*player
,
1670 struct respawn_point
*rp
)
1672 struct player_device_skate
*s
= dev
->storage
;
1673 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1676 mixedcam_reset( player
, &s
->state
.cam
);
1680 VG_STATIC
int player_skate_event( player_device
*dev
, player_interface
*player
,
1681 enum player_device_event_type ev
,
1684 struct player_device_skate
*s
= dev
->storage
;
1686 if( ev
== k_player_device_event_bind
)
1687 player_skate_bind( dev
, player
);
1688 else if( ev
== k_player_device_event_respawn
)
1689 player_skate_reset( dev
, player
, data
);
1690 else if( ev
== k_player_device_event_pre_update
)
1692 if( vg_input_button_down( player
->input_use
) )
1694 struct device_transition_walk inf
;
1695 v3_copy( player
->cam
.angles
, inf
.angles
);
1696 inf
.angles
[2] = 0.0f
;
1698 player_transition_to_device( player
, s
->device_id_walk
, &inf
);
1702 else if( ev
== k_player_device_event_custom_transition
)
1704 /* transition coming in from walking */
1705 struct device_transition_skateboard
*inf
= data
;
1707 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1708 atan2f( inf
->dir
[0], inf
->dir
[2] ) );
1709 v3_copy( player
->cam
.pos
, s
->state
.posl
);
1712 euler_m3x3( player
->cam
.angles
, temp
);
1713 v3_muls( temp
[2], -1.0f
, s
->state
.dirl
);
1715 rb_update_transform( &player
->rb
);
1716 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1717 v3_copy( player
->rb
.v
, s
->state
.cog_v
);
1719 else if( ev
== k_player_device_event_update
)
1721 player_skate_update( dev
, player
);
1723 else if( ev
== k_player_device_event_post_update
)
1725 for( int i
=0; i
<s
->prediction_count
; i
++ )
1727 struct land_prediction
*p
= &s
->predictions
[i
];
1729 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1730 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
1732 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1735 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1736 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1738 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1741 vg_line_pt3( s
->state
.apex
, 0.200f
, 0xff0000ff );
1742 vg_line_pt3( s
->state
.apex
, 0.201f
, 0xff00ffff );
1744 else if( ev
== k_player_device_event_animate
)
1746 player_skate_animate( dev
, player
);
1748 else if( ev
== k_player_device_event_post_animate
)
1750 player_skate_post_animate( dev
, player
);
1752 else if( ev
== k_player_device_event_debug_ui
)
1754 player_skate_ui( dev
, player
);
1762 VG_STATIC player_device player_device_skate
=
1764 .name
= "skateboard",
1765 .event
= player_skate_event
,
1766 .storage
= &localplayer_device_skate
1769 #endif /* PLAYER_DEVICE_SKATE_H */