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
41 int charging_jump
, jump_dir
;
57 struct land_prediction
80 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
82 *anim_push
, *anim_push_reverse
,
83 *anim_ollie
, *anim_ollie_reverse
,
84 *anim_grabs
, *anim_stop
;
85 rb_sphere sphere_front
, sphere_back
;
100 float debug_normal_pressure
;
103 localplayer_device_skate
;
105 VG_STATIC
void player_skate_bind( player_device
*dev
,
106 player_interface
*player
)
108 struct player_device_skate
*s
= dev
->storage
;
109 struct player_avatar
*av
= player
->playeravatar
;
110 struct skeleton
*sk
= &av
->sk
;
112 rb_update_transform( &player
->rb
);
113 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
114 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
115 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
116 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
117 s
->anim_push
= skeleton_get_anim( sk
, "push" );
118 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
119 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
120 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
121 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
123 s
->device_id_walk
= player_get_device( player
, "walk" );
127 * Collision detection routines
133 * Does collision detection on a sphere vs world, and applies some smoothing
134 * filters to the manifold afterwards
136 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
137 m4x3f mtx
, rb_sphere
*sphere
,
140 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
143 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
145 for( int i
=0; i
<len
; i
++ )
147 man
[i
].rba
= &player
->rb
;
151 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
155 rb_manifold_filter_backface( man
, len
);
156 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
157 rb_manifold_filter_pairs( man
, len
, 0.05f
);
159 int new_len
= rb_manifold_apply_filtered( man
, len
);
160 if( len
&& !new_len
)
168 * Gets the closest grindable edge to the player within max_dist
170 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
175 bh_iter_init( 0, &it
);
179 box_init_inf( region
);
180 box_addpt( region
, p0
);
181 box_addpt( region
, p1
);
183 float k_r
= max_dist
;
184 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
185 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
187 float closest
= k_r
*k_r
;
188 struct grind_edge
*closest_edge
= NULL
;
191 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
193 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
199 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
213 VG_STATIC
int skate_grind_collide( player_device
*dev
,
214 player_interface
*player
,
218 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
219 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
220 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
221 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
223 float const k_r
= 0.25f
;
224 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
230 v3_sub( c1
, c0
, delta
);
232 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
234 contact
->p
= v3_length( delta
);
235 contact
->type
= k_contact_type_edge
;
236 contact
->element_id
= 0;
237 v3_copy( c1
, contact
->co
);
241 v3f edge_dir
, axis_dir
;
242 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
243 v3_normalize( edge_dir
);
244 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
245 v3_cross( edge_dir
, axis_dir
, contact
->n
);
264 * Trace a path given a velocity rotation.
266 * TODO: this MIGHT be worth doing RK4 on the gravity field.
268 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
269 struct land_prediction
*prediction
)
271 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
272 float k_bias
= 0.96f
;
276 v3_muls( v
, k_bias
, pv
);
278 m3x3_mulv( vr
, pv
, pv
);
279 v3_muladds( pco
, pv
, pstep
, pco
);
281 struct grind_edge
*best_grind
= NULL
;
282 float closest_grind
= INFINITY
;
284 float grind_score
= INFINITY
,
285 air_score
= INFINITY
;
287 prediction
->log_length
= 0;
289 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
291 v3_copy( pco
, pco1
);
293 pv
[1] += -k_gravity
* pstep
;
295 m3x3_mulv( vr
, pv
, pv
);
296 v3_muladds( pco
, pv
, pstep
, pco
);
300 v3_sub( pco
, pco1
, vdir
);
302 float l
= v3_length( vdir
);
303 v3_muls( vdir
, 1.0f
/l
, vdir
);
306 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
309 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
311 float d2
= v3_dist2( c0
, c1
);
312 if( d2
< closest_grind
)
316 grind_score
= closest_grind
* 0.05f
;
323 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
326 v3_copy( n1
, prediction
->n
);
327 air_score
= -v3_dot( pv
, n1
);
329 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
330 struct world_material
*mat
= world_tri_index_material( vert_index
);
332 /* Bias prediction towords ramps */
333 if( mat
->info
.flags
& k_material_flag_skate_surface
)
336 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
340 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
343 if( grind_score
< air_score
)
345 prediction
->score
= grind_score
;
346 prediction
->type
= k_prediction_grind
;
348 else if( air_score
< INFINITY
)
350 prediction
->score
= air_score
;
351 prediction
->type
= k_prediction_land
;
355 prediction
->score
= INFINITY
;
356 prediction
->type
= k_prediction_none
;
361 void player_approximate_best_trajectory( player_interface
*player
,
362 struct player_device_skate
*s
)
364 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
365 float best_velocity_delta
= -9999.9f
;
368 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
369 v3_normalize( axis
);
371 s
->prediction_count
= 0;
372 m3x3_identity( s
->state
.velocity_bias
);
374 float best_vmod
= 0.0f
,
375 min_score
= INFINITY
,
376 max_score
= -INFINITY
;
379 * Search a broad selection of futures
381 for( int m
=-3;m
<=12; m
++ )
383 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
385 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
390 q_axis_angle( bias_q
, axis
, vmod
);
391 q_m3x3( bias_q
, bias
);
393 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
395 if( p
->type
!= k_prediction_none
)
397 if( p
->score
< min_score
)
399 min_score
= p
->score
;
403 if( p
->score
> max_score
)
404 max_score
= p
->score
;
409 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
410 q_m3x3( vr_q
, s
->state
.velocity_bias
);
412 q_axis_angle( vr_q
, axis
, best_vmod
);
413 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
418 for( int i
=0; i
<s
->prediction_count
; i
++ )
420 struct land_prediction
*p
= &s
->predictions
[i
];
426 vg_error( "negative score! (%f)\n", l
);
430 l
/= (max_score
-min_score
);
436 p
->colour
|= 0xff000000;
442 * Varius physics models
443 * ------------------------------------------------
446 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
447 struct player_device_skate
*s
,
448 rb_ct
*manifold
, int len
)
450 /* FIXME: Queue audio events instead */
453 if( s
->state
.activity
== k_skate_activity_grind
)
457 audio_player_set_flags( &audio_player_extra
,
458 AUDIO_FLAG_SPACIAL_3D
);
459 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
460 audio_player_set_vol( &audio_player_extra
, 20.0f
);
461 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
465 s
->state
.activity
= k_skate_activity_air
;
470 v2f steer
= { player
->input_js1h
->axis
.value
,
471 player
->input_js1v
->axis
.value
};
472 v2_normalize_clamp( steer
);
474 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
475 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
479 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
480 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
483 s
->state
.slip
= 0.0f
;
484 s
->state
.activity
= k_skate_activity_grind
;
486 /* TODO: Compression */
487 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
488 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
490 if( fabsf(angle
) < 0.99f
)
493 v3_cross( player
->rb
.to_world
[1], up
, axis
);
496 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
497 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
500 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
501 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
502 m3x3_identity( s
->state
.velocity_bias
);
503 m3x3_identity( s
->state
.velocity_bias_pstep
);
505 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
507 /* FIXME: Queue audio events instead */
510 audio_player_set_flags( &audio_player_extra
,
511 AUDIO_FLAG_SPACIAL_3D
);
512 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
513 audio_player_set_vol( &audio_player_extra
, 20.0f
);
514 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
521 * Air control, no real physics
523 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
524 struct player_device_skate
*s
)
526 if( s
->state
.activity
!= k_skate_activity_air
)
529 if( s
->state
.activity_prev
!= k_skate_activity_air
)
530 player_approximate_best_trajectory( player
, s
);
532 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
538 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
539 float k_bias
= 0.98f
;
542 v3_copy( player
->rb
.co
, pco
);
543 v3_muls( player
->rb
.v
, 1.0f
, pv
);
545 float time_to_impact
= 0.0f
;
546 float limiter
= 1.0f
;
548 struct grind_edge
*best_grind
= NULL
;
549 float closest_grind
= INFINITY
;
551 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
554 for( int i
=0; i
<250; i
++ )
556 v3_copy( pco
, pco1
);
557 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
559 pv
[1] += -k_gravity
* pstep
;
560 v3_muladds( pco
, pv
, pstep
, pco
);
565 v3_sub( pco
, pco1
, vdir
);
566 contact
.dist
= v3_length( vdir
);
567 v3_divs( vdir
, contact
.dist
, vdir
);
570 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
573 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
575 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
576 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
581 float orig_dist
= contact
.dist
;
582 if( ray_world( pco1
, vdir
, &contact
) )
584 v3_copy( contact
.normal
, target_normal
);
586 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
587 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
590 time_to_impact
+= pstep
;
595 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
597 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
599 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
600 limiter
= 1.0f
-limiter
;
602 limiter
= 1.0f
-limiter
;
604 if( fabsf(angle
) < 0.99f
)
607 q_axis_angle( correction
, axis
,
608 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
609 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
613 v2f steer
= { player
->input_js1h
->axis
.value
,
614 player
->input_js1v
->axis
.value
};
615 v2_normalize_clamp( steer
);
617 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
618 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
619 * limiter
* k_rb_delta
;
620 s
->land_dist
= time_to_impact
;
621 v3_copy( target_normal
, s
->land_normal
);
624 VG_STATIC
void skate_get_board_points( player_interface
*player
,
625 struct player_device_skate
*s
,
626 v3f front
, v3f back
)
628 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
629 pos_back
= {0.0f
,0.0f
, k_board_length
};
631 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
632 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
636 * Casts and pushes a sphere-spring model into the world
638 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
639 struct player_device_skate
*s
,
642 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
643 spring_k
= mod
* k_spring_force
,
644 damp_k
= mod
* k_spring_dampener
,
648 v3_copy( pos
, start
);
649 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
653 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
658 v3_sub( start
, player
->rb
.co
, delta
);
660 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
662 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
664 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
665 damp
*damp_k
*k_rb_delta
, F
);
667 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
669 /* Angular velocity */
671 v3_cross( delta
, F
, wa
);
672 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
674 v3_lerp( start
, end
, t
, pos
);
686 * Handles connection between the player and the ground
688 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
689 struct player_device_skate
*s
,
690 rb_ct
*manifold
, int len
)
692 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
693 (s
->state
.activity
== k_skate_activity_air
)) )
696 if( s
->state
.activity
== k_skate_activity_air
)
697 s
->debug_normal_pressure
= 0.0f
;
699 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
702 v3f spring0
, spring1
;
704 skate_get_board_points( player
, s
, spring1
, spring0
);
705 int spring_hit0
= skate_simulate_spring( player
, s
, spring0
),
706 spring_hit1
= skate_simulate_spring( player
, s
, spring1
);
708 v3f animavg
, animdelta
;
709 v3_add( spring0
, spring1
, animavg
);
710 v3_muls( animavg
, 0.5f
, animavg
);
712 v3_sub( spring1
, spring0
, animdelta
);
713 v3_normalize( animdelta
);
715 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
717 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
718 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
720 float angle
= -atan2f( dy
, dx
);
721 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
723 int lift_frames_limit
= 1;
725 /* Surface connection */
726 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
728 s
->state
.lift_frames
++;
730 if( s
->state
.lift_frames
>= lift_frames_limit
)
731 s
->state
.activity
= k_skate_activity_air
;
736 v3_zero( surface_avg
);
738 for( int i
=0; i
<len
; i
++ )
739 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
740 v3_normalize( surface_avg
);
742 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
744 s
->state
.lift_frames
++;
746 if( s
->state
.lift_frames
>= lift_frames_limit
)
747 s
->state
.activity
= k_skate_activity_air
;
751 s
->state
.activity
= k_skate_activity_ground
;
752 s
->state
.lift_frames
= 0;
755 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
756 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
757 DOWNFORCE
, player
->rb
.v
);
759 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
760 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
761 v3_normalize( projected
);
763 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
764 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
766 if( fabsf(angle
) < 0.9999f
)
769 q_axis_angle( correction
, axis
,
770 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
771 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
777 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
778 struct player_device_skate
*s
)
780 float grabt
= player
->input_grab
->axis
.value
;
784 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
785 s
->state
.grab_mouse_delta
);
787 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
790 v2_zero( s
->state
.grab_mouse_delta
);
792 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
796 * Computes friction and surface interface model
798 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
799 struct player_device_skate
*s
)
801 if( s
->state
.activity
!= k_skate_activity_ground
)
805 * Computing localized friction forces for controlling the character
806 * Friction across X is significantly more than Z
810 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
813 if( fabsf(vel
[2]) > 0.01f
)
814 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
816 if( fabsf( slip
) > 1.2f
)
817 slip
= vg_signf( slip
) * 1.2f
;
819 s
->state
.slip
= slip
;
820 s
->state
.reverse
= -vg_signf(vel
[2]);
822 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
823 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
825 /* Pushing additive force */
827 if( !player
->input_jump
->button
.value
)
829 if( player
->input_push
->button
.value
)
831 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
832 s
->state
.start_push
= vg
.time
;
834 s
->state
.cur_push
= vg
.time
;
836 double push_time
= vg
.time
- s
->state
.start_push
;
838 float cycle_time
= push_time
*k_push_cycle_rate
,
839 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
840 amt
= accel
* VG_TIMESTEP_FIXED
,
841 current
= v3_length( vel
),
842 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
843 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
845 vel
[2] += delta
* -s
->state
.reverse
;
849 /* Send back to velocity */
850 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
853 float input
= player
->input_js1h
->axis
.value
,
854 grab
= player
->input_grab
->axis
.value
,
855 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
856 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
858 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
861 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
862 struct player_device_skate
*s
)
864 int charging_jump_prev
= s
->state
.charging_jump
;
865 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
867 /* Cannot charge this in air */
868 if( s
->state
.activity
!= k_skate_activity_ground
)
869 s
->state
.charging_jump
= 0;
871 if( s
->state
.charging_jump
)
873 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
875 if( !charging_jump_prev
)
876 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
880 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
883 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
885 if( s
->state
.activity
== k_skate_activity_air
)
888 /* player let go after charging past 0.2: trigger jump */
889 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
893 /* Launch more up if alignment is up else improve velocity */
894 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
896 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
898 v3_copy( player
->rb
.v
, jumpdir
);
899 v3_normalize( jumpdir
);
900 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
901 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
902 v3_normalize( jumpdir
);
904 float force
= k_jump_force
*s
->state
.jump_charge
;
905 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
906 s
->state
.jump_charge
= 0.0f
;
908 s
->state
.jump_time
= vg
.time
;
910 v2f steer
= { player
->input_js1h
->axis
.value
,
911 player
->input_js1v
->axis
.value
};
912 v2_normalize_clamp( steer
);
914 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
915 s
->state
.steery_s
= -steer
[0] * maxspin
;
916 s
->state
.steerx_s
= steer
[1] * s
->state
.reverse
* maxspin
;
917 s
->state
.steerx
= s
->state
.steerx_s
;
918 s
->state
.steery
= s
->state
.steery_s
;
920 /* FIXME audio events */
923 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
924 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
925 audio_player_set_vol( &audio_player_extra
, 20.0f
);
926 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
932 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
933 struct player_device_skate
*s
)
935 /* Throw / collect routine
937 * TODO: Max speed boost
939 if( player
->input_grab
->axis
.value
> 0.5f
)
941 if( s
->state
.activity
== k_skate_activity_ground
)
944 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
950 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
953 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
955 if( s
->state
.activity
== k_skate_activity_ground
)
957 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
958 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
961 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
962 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
963 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
967 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
970 v3_copy( s
->state
.throw_v
, dir
);
973 float max
= v3_dot( dir
, s
->state
.throw_v
),
974 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
975 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
979 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
980 struct player_device_skate
*s
)
982 v3f ideal_cog
, ideal_diff
;
983 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
984 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
985 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
987 /* Apply velocities */
989 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
992 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
993 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
995 float ra
= k_cog_mass_ratio
,
996 rb
= 1.0f
-k_cog_mass_ratio
;
998 /* Apply forces & intergrate */
999 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1000 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1001 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1004 VG_STATIC
void skate_collision_response( player_interface
*player
,
1005 struct player_device_skate
*s
,
1006 rb_ct
*manifold
, int len
)
1008 for( int j
=0; j
<10; j
++ )
1010 for( int i
=0; i
<len
; i
++ )
1012 struct contact
*ct
= &manifold
[i
];
1015 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1016 v3_cross( player
->rb
.w
, delta
, dv
);
1017 v3_add( player
->rb
.v
, dv
, dv
);
1019 float vn
= -v3_dot( dv
, ct
->n
);
1022 float temp
= ct
->norm_impulse
;
1023 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1024 vn
= ct
->norm_impulse
- temp
;
1027 v3_muls( ct
->n
, vn
, impulse
);
1029 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1030 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1039 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1040 v3_cross( delta
, impulse
, impulse
);
1043 * W Impulses are limited to the Y and X axises, we don't really want
1044 * roll angular velocities being included.
1046 * Can also tweak the resistance of each axis here by scaling the wx,wy
1050 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1051 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1053 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1054 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1059 VG_STATIC
void skate_integrate( player_interface
*player
,
1060 struct player_device_skate
*s
)
1062 /* integrate rigidbody velocities */
1063 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1064 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1065 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1067 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, player
->rb
.w
);
1068 if( v3_length2( player
->rb
.w
) > 0.0f
)
1072 v3_copy( player
->rb
.w
, axis
);
1074 float mag
= v3_length( axis
);
1075 v3_divs( axis
, mag
, axis
);
1076 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1077 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1080 /* integrate steering velocities */
1082 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1084 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1085 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1087 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1088 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1090 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1091 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1093 s
->state
.steerx
= 0.0f
;
1094 s
->state
.steery
= 0.0f
;
1097 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1098 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1099 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1102 rb_update_transform( &player
->rb
);
1105 VG_STATIC
void player_skate_update( player_device
*dev
,
1106 player_interface
*player
)
1108 struct player_device_skate
*s
= dev
->storage
;
1109 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1110 s
->state
.activity_prev
= s
->state
.activity
;
1112 /* Setup colliders */
1113 m4x3f mtx_front
, mtx_back
;
1114 m3x3_identity( mtx_front
);
1115 m3x3_identity( mtx_back
);
1117 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1119 s
->sphere_back
.radius
= 0.3f
;
1120 s
->sphere_front
.radius
= 0.3f
;
1122 /* create manifold(s) */
1124 *interface_manifold
= NULL
,
1125 *grind_manifold
= NULL
;
1128 len_front
= skate_collide_smooth( player
, mtx_front
,
1129 &s
->sphere_front
, manifold
),
1130 len_back
= skate_collide_smooth( player
, mtx_back
,
1131 &s
->sphere_back
, &manifold
[len_front
] ),
1132 interface_len
= len_front
+ len_back
;
1134 /* try to slap both wheels onto the ground when landing to prevent mega
1135 * angular velocities being added */
1136 if( (s
->state
.activity
== k_skate_activity_air
) && (len_front
!= len_back
) )
1138 v3f trace_from
, trace_dir
;
1139 v3_muls( player
->rb
.to_world
[1], -1.0f
, trace_dir
);
1142 v3_copy( mtx_back
[3], trace_from
);
1144 v3_copy( mtx_front
[3], trace_from
);
1149 if( ray_world( trace_from
, trace_dir
, &ray
) )
1151 rb_ct
*ct
= &manifold
[ interface_len
];
1153 v3_copy( ray
.pos
, ct
->co
);
1154 v3_copy( ray
.normal
, ct
->n
);
1161 interface_manifold
= manifold
;
1162 grind_manifold
= manifold
+ interface_len
;
1164 int grind_len
= skate_grind_collide( dev
, player
, grind_manifold
);
1166 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1168 rb_prepare_contact( &manifold
[i
] );
1169 rb_debug_contact( &manifold
[i
] );
1172 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1173 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1175 skate_apply_pump_model( player
, s
);
1176 skate_apply_cog_model( player
, s
);
1177 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1179 skate_apply_grab_model( player
, s
);
1180 skate_apply_friction_model( player
, s
);
1181 skate_apply_jump_model( player
, s
);
1182 skate_apply_air_model( player
, s
);
1184 skate_integrate( player
, s
);
1186 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1187 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1188 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1189 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1190 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1192 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1195 teleport_gate
*gate
;
1196 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1198 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1199 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1200 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1201 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1202 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1203 m4x3_mulv( gate
->transport
, s
->state
.posl
, s
->state
.posl
);
1204 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1207 mixedcam_transport( &s
->state
.cam
, gate
);
1210 v4f transport_rotation
;
1211 m3x3_q( gate
->transport
, transport_rotation
);
1212 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1213 rb_update_transform( &player
->rb
);
1215 s
->state_gate_storage
= s
->state
;
1216 player_pass_gate( player
, gate
);
1220 VG_STATIC
void player_skate_ui( player_device
*dev
, player_interface
*player
)
1222 struct player_device_skate
*s
= dev
->storage
;
1224 /* FIXME: Compression */
1225 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1228 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1231 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1235 player_debugtext( 1, "activity: %s\n",
1236 (const char *[]){ "k_skate_activity_air",
1237 "k_skate_activity_ground",
1238 "k_skate_activity_grind }" }
1239 [s
->state
.activity
] );
1240 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1241 s
->state
.steerx_s
, s
->state
.steery_s
,
1242 k_steer_ground
, k_steer_air
);
1245 VG_STATIC
void player_skate_animate( player_device
*dev
,
1246 player_interface
*player
)
1248 struct player_device_skate
*s
= dev
->storage
;
1249 struct player_avatar
*av
= player
->playeravatar
;
1250 struct skeleton
*sk
= &av
->sk
;
1252 /* Camera position */
1257 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1258 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1260 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1261 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1262 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1263 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1267 float kheight
= 2.0f
,
1273 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1274 v3_muls( offset
, -4.0f
, offset
);
1277 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1280 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1282 float curspeed
= v3_length( player
->rb
.v
),
1283 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1284 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1285 sign
= vg_signf( kicks
);
1287 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1288 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1291 offset
[0] += speed_wobble_2
*3.0f
;
1296 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1297 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1300 * Animation blending
1301 * ===========================================
1306 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1307 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1310 /* movement information */
1312 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1313 (s
->state
.activity
== k_skate_activity_grind
);
1315 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1316 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1317 fly
= iair
? 1.0f
: 0.0f
;
1319 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1320 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1321 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1324 mdl_keyframe apose
[32], bpose
[32];
1325 mdl_keyframe ground_pose
[32];
1327 /* when the player is moving fast he will crouch down a little bit */
1328 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1329 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1332 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1333 stand_blend
= offset
[1]*-2.0f
;
1336 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1338 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1340 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1341 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1342 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1345 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1346 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1347 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1350 double push_time
= vg
.time
- s
->state
.start_push
;
1351 s
->blend_push
= vg_lerpf( s
->blend_push
,
1352 (vg
.time
- s
->state
.cur_push
) < 0.125,
1353 6.0f
*vg
.time_delta
);
1355 float pt
= push_time
+ vg
.accumulator
;
1356 if( s
->state
.reverse
> 0.0f
)
1357 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1359 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1361 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1364 float jump_start_frame
= 14.0f
/30.0f
;
1366 float charge
= s
->state
.jump_charge
;
1367 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1369 float setup_frame
= charge
* jump_start_frame
,
1370 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1372 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1373 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1374 setup_frame
= jump_frame
;
1376 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1378 s
->anim_ollie_reverse
;
1380 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1381 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1384 mdl_keyframe air_pose
[32];
1386 float target
= -player
->input_js1h
->axis
.value
;
1387 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1389 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1390 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1392 static v2f grab_choice
;
1394 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1395 player
->input_js2v
->axis
.value
};
1396 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1397 if( v2_length2( grab_input
) <= 0.001f
)
1398 grab_input
[0] = -1.0f
;
1400 v2_normalize_clamp( grab_input
);
1401 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1403 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1404 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1405 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1407 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1408 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1411 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dev
->pose
);
1413 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1415 /* additive effects */
1417 u32 apply_to
[] = { av
->id_hip
,
1421 av
->id_ik_elbow_r
};
1423 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1425 dev
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1426 dev
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1429 mdl_keyframe
*kf_board
= &dev
->pose
[av
->id_board
-1],
1430 *kf_foot_l
= &dev
->pose
[av
->id_ik_foot_l
-1],
1431 *kf_foot_r
= &dev
->pose
[av
->id_ik_foot_r
-1];
1434 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1436 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1437 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1438 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1441 q_m3x3( s
->board_rotation
, c
);
1444 v3_sub( kf_foot_l
->co
, bo
, d
);
1445 m3x3_mulv( c
, d
, d
);
1446 v3_add( bo
, d
, kf_foot_l
->co
);
1448 v3_sub( kf_foot_r
->co
, bo
, d
);
1449 m3x3_mulv( c
, d
, d
);
1450 v3_add( bo
, d
, kf_foot_r
->co
);
1452 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1453 q_normalize( kf_board
->q
);
1457 rb_extrapolate( &player
->rb
, dev
->pose_root_co
, dev
->pose_root_q
);
1459 v3_muladds( dev
->pose_root_co
, player
->rb
.to_world
[1], -0.28f
,
1460 dev
->pose_root_co
);
1462 v4f qresy
, qresx
, qresidual
;
1464 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1465 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1466 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1468 q_mul( qresy
, qresx
, qresidual
);
1469 q_normalize( qresidual
);
1470 q_mul( dev
->pose_root_q
, qresidual
, dev
->pose_root_q
);
1471 q_normalize( dev
->pose_root_q
);
1474 if( cl_thirdperson
)
1476 if( !followcam_will_hit_gate( player
, &s
->state
.cam
) )
1479 m4x3_invert_affine( s
->state
.cam
.gate
->transport
, inverse
);
1480 m4x3_mul( inverse
, transform
, transform
);
1486 VG_STATIC
void skate_camera_vector_look( camera
*cam
, v3f v
, float C
, float k
)
1488 float yaw
= atan2f( v
[0], -v
[2] ),
1494 v
[0]*v
[0] + v
[2]*v
[2]
1498 cam
->angles
[0] = yaw
;
1499 cam
->angles
[1] = pitch
;
1502 VG_STATIC
void skate_camera_firstperson( player_device
*dev
,
1503 player_interface
*player
)
1505 struct player_device_skate
*s
= dev
->storage
;
1506 struct player_avatar
*av
= player
->playeravatar
;
1508 /* FIXME: viewpoint entity */
1509 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1510 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, dev
->cam_1st
.pos
);
1512 v3_zero( dev
->cam_1st
.angles
);
1513 dev
->cam_1st
.fov
= 119.0f
;
1519 v3_copy( player
->rb
.v
, vel_dir
);
1520 //v3_normalize( vel_dir );
1522 float tti
= s
->land_dist
;
1524 v3_copy( s
->land_normal
, norm
);
1526 if( s
->state
.activity
== k_skate_activity_ground
)
1529 v3_copy( player
->rb
.to_world
[1], norm
);
1532 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1533 //v3_normalize( flat_dir );
1535 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1536 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1538 skate_camera_vector_look( &dev
->cam_1st
, s
->state
.vl
, 1.0f
, 0.25f
);
1541 VG_STATIC
void skate_camera_thirdperson( player_device
*dev
,
1542 player_interface
*player
)
1544 struct player_device_skate
*s
= dev
->storage
;
1545 struct player_avatar
*av
= player
->playeravatar
;
1547 v3f origin
, dir
, target
;
1548 v3_copy( player
->rb
.co
, origin
);
1549 v3_add( origin
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
1550 v3_sub( origin
, s
->state
.posl
, dir
);
1552 if( v3_length2( dir
) < 0.1f
*0.1f
)
1553 v3_copy( (v3f
){ 0.0f
, 0.0f
, 1.0f
}, dir
); /* FIXME */
1555 v3_normalize( dir
);
1557 v3_muladds( origin
, dir
, -2.0f
, target
);
1558 v3_lerp( s
->state
.posl
, target
, vg
.frame_delta
* 12.0f
, s
->state
.posl
);
1560 v3_copy( s
->state
.posl
, dev
->cam_3rd
.pos
);
1561 skate_camera_vector_look( &dev
->cam_3rd
, dir
, 1.0f
, 0.0f
);
1562 dev
->cam_3rd
.fov
= 100.0f
;
1565 VG_STATIC
void player_skate_post_animate( player_device
*dev
,
1566 player_interface
*player
)
1568 struct player_device_skate
*s
= dev
->storage
;
1569 struct player_avatar
*av
= player
->playeravatar
;
1571 v3_zero( dev
->cam_1st
.pos
);
1572 v3_zero( dev
->cam_1st
.angles
);
1573 dev
->cam_1st
.fov
= 90.0f
;
1575 skate_camera_thirdperson( dev
, player
);
1576 skate_camera_firstperson( dev
, player
);
1578 /* FIXME: Organize this. Its int wrong fucking place */
1579 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1580 vp1
= {0.0f
,0.1f
,-0.6f
};
1582 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1583 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1586 VG_STATIC
void player_skate_reset( player_device
*dev
,
1587 player_interface
*player
,
1588 struct respawn_point
*rp
)
1590 struct player_device_skate
*s
= dev
->storage
;
1591 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1594 mixedcam_reset( player
, &s
->state
.cam
);
1598 VG_STATIC
int player_skate_event( player_device
*dev
, player_interface
*player
,
1599 enum player_device_event_type ev
,
1602 struct player_device_skate
*s
= dev
->storage
;
1604 if( ev
== k_player_device_event_bind
)
1605 player_skate_bind( dev
, player
);
1606 else if( ev
== k_player_device_event_respawn
)
1607 player_skate_reset( dev
, player
, data
);
1608 else if( ev
== k_player_device_event_pre_update
)
1610 if( vg_input_button_down( player
->input_use
) )
1612 struct device_transition_walk inf
;
1613 v3_copy( player
->cam
.angles
, inf
.angles
);
1614 inf
.angles
[2] = 0.0f
;
1616 player_transition_to_device( player
, s
->device_id_walk
, &inf
);
1620 else if( ev
== k_player_device_event_custom_transition
)
1622 /* transition coming in from walking */
1623 struct device_transition_skateboard
*inf
= data
;
1625 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1626 atan2f( inf
->dir
[0], inf
->dir
[2] ) );
1627 v3_copy( player
->cam
.pos
, s
->state
.posl
);
1629 rb_update_transform( &player
->rb
);
1630 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1631 v3_copy( player
->rb
.v
, s
->state
.cog_v
);
1633 else if( ev
== k_player_device_event_update
)
1635 player_skate_update( dev
, player
);
1637 else if( ev
== k_player_device_event_animate
)
1639 player_skate_animate( dev
, player
);
1641 else if( ev
== k_player_device_event_post_animate
)
1643 player_skate_post_animate( dev
, player
);
1645 else if( ev
== k_player_device_event_debug_ui
)
1647 player_skate_ui( dev
, player
);
1655 VG_STATIC player_device player_device_skate
=
1657 .name
= "skateboard",
1658 .event
= player_skate_event
,
1659 .storage
= &localplayer_device_skate
1662 #endif /* PLAYER_DEVICE_SKATE_H */