1 #ifndef PLAYER_DEVICE_SKATE_H
2 #define PLAYER_DEVICE_SKATE_H
4 #include "player_interface.h"
6 #include "player_model.h"
7 #include "player_device_common.h"
9 struct player_device_skate
16 k_skate_activity_ground
,
17 k_skate_activity_grind
40 int charging_jump
, jump_dir
;
47 struct mixedcam_state cam
;
54 struct land_prediction
77 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
79 *anim_push
, *anim_push_reverse
,
80 *anim_ollie
, *anim_ollie_reverse
,
81 *anim_grabs
, *anim_stop
;
82 rb_sphere sphere_front
, sphere_back
;
97 float debug_normal_pressure
;
100 VG_STATIC
void player_skate_bind( player_interface
*player
,
101 player_attachment
*at
)
103 struct player_device_skate
*s
= at
->storage
;
104 struct player_avatar
*av
= player
->playeravatar
;
105 struct skeleton
*sk
= &av
->sk
;
107 rb_update_transform( &player
->rb
);
108 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
109 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
110 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
111 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
112 s
->anim_push
= skeleton_get_anim( sk
, "push" );
113 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
114 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
115 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
116 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
119 VG_STATIC
void player_skate_pre_update( player_interface
*player
,
120 player_attachment
*at
)
125 * Collision detection routines
131 * Does collision detection on a sphere vs world, and applies some smoothing
132 * filters to the manifold afterwards
134 VG_STATIC
int skate_collide_smooth( player_interface
*player
,
135 m4x3f mtx
, rb_sphere
*sphere
,
138 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
141 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
143 for( int i
=0; i
<len
; i
++ )
145 man
[i
].rba
= &player
->rb
;
149 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
153 rb_manifold_filter_backface( man
, len
);
154 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
155 rb_manifold_filter_pairs( man
, len
, 0.05f
);
157 int new_len
= rb_manifold_apply_filtered( man
, len
);
158 if( len
&& !new_len
)
166 * Gets the closest grindable edge to the player within max_dist
168 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
173 bh_iter_init( 0, &it
);
177 box_init_inf( region
);
178 box_addpt( region
, p0
);
179 box_addpt( region
, p1
);
181 float k_r
= max_dist
;
182 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
183 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
185 float closest
= k_r
*k_r
;
186 struct grind_edge
*closest_edge
= NULL
;
189 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
191 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
197 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
211 VG_STATIC
int skate_grind_collide( player_interface
*player
,
212 player_attachment
*at
, rb_ct
*contact
)
215 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
216 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
217 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
218 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
220 float const k_r
= 0.25f
;
221 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
227 v3_sub( c1
, c0
, delta
);
229 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
231 contact
->p
= v3_length( delta
);
232 contact
->type
= k_contact_type_edge
;
233 contact
->element_id
= 0;
234 v3_copy( c1
, contact
->co
);
238 v3f edge_dir
, axis_dir
;
239 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
240 v3_normalize( edge_dir
);
241 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
242 v3_cross( edge_dir
, axis_dir
, contact
->n
);
261 * Trace a path given a velocity rotation.
263 * TODO: this MIGHT be worth doing RK4 on the gravity field.
265 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
266 struct land_prediction
*prediction
)
268 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
269 float k_bias
= 0.96f
;
273 v3_muls( v
, k_bias
, pv
);
275 m3x3_mulv( vr
, pv
, pv
);
276 v3_muladds( pco
, pv
, pstep
, pco
);
278 struct grind_edge
*best_grind
= NULL
;
279 float closest_grind
= INFINITY
;
281 float grind_score
= INFINITY
,
282 air_score
= INFINITY
;
284 prediction
->log_length
= 0;
286 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
288 v3_copy( pco
, pco1
);
290 pv
[1] += -k_gravity
* pstep
;
292 m3x3_mulv( vr
, pv
, pv
);
293 v3_muladds( pco
, pv
, pstep
, pco
);
297 v3_sub( pco
, pco1
, vdir
);
299 float l
= v3_length( vdir
);
300 v3_muls( vdir
, 1.0f
/l
, vdir
);
303 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
306 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
308 float d2
= v3_dist2( c0
, c1
);
309 if( d2
< closest_grind
)
313 grind_score
= closest_grind
* 0.05f
;
320 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
323 v3_copy( n1
, prediction
->n
);
324 air_score
= -v3_dot( pv
, n1
);
326 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
327 struct world_material
*mat
= world_tri_index_material( vert_index
);
329 /* Bias prediction towords ramps */
330 if( mat
->info
.flags
& k_material_flag_skate_surface
)
333 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
337 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
340 if( grind_score
< air_score
)
342 prediction
->score
= grind_score
;
343 prediction
->type
= k_prediction_grind
;
345 else if( air_score
< INFINITY
)
347 prediction
->score
= air_score
;
348 prediction
->type
= k_prediction_land
;
352 prediction
->score
= INFINITY
;
353 prediction
->type
= k_prediction_none
;
358 void player_approximate_best_trajectory( player_interface
*player
,
359 struct player_device_skate
*s
)
361 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
362 float best_velocity_delta
= -9999.9f
;
365 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
366 v3_normalize( axis
);
368 s
->prediction_count
= 0;
369 m3x3_identity( s
->state
.velocity_bias
);
371 float best_vmod
= 0.0f
,
372 min_score
= INFINITY
,
373 max_score
= -INFINITY
;
376 * Search a broad selection of futures
378 for( int m
=-3;m
<=12; m
++ )
380 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
382 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
387 q_axis_angle( bias_q
, axis
, vmod
);
388 q_m3x3( bias_q
, bias
);
390 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
392 if( p
->type
!= k_prediction_none
)
394 if( p
->score
< min_score
)
396 min_score
= p
->score
;
400 if( p
->score
> max_score
)
401 max_score
= p
->score
;
406 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
407 q_m3x3( vr_q
, s
->state
.velocity_bias
);
409 q_axis_angle( vr_q
, axis
, best_vmod
);
410 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
415 for( int i
=0; i
<s
->prediction_count
; i
++ )
417 struct land_prediction
*p
= &s
->predictions
[i
];
423 vg_error( "negative score! (%f)\n", l
);
427 l
/= (max_score
-min_score
);
433 p
->colour
|= 0xff000000;
439 * Varius physics models
440 * ------------------------------------------------
443 VG_STATIC
void skate_apply_grind_model( player_interface
*player
,
444 struct player_device_skate
*s
,
445 rb_ct
*manifold
, int len
)
447 /* FIXME: Queue audio events instead */
450 if( s
->state
.activity
== k_skate_activity_grind
)
454 audio_player_set_flags( &audio_player_extra
,
455 AUDIO_FLAG_SPACIAL_3D
);
456 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
457 audio_player_set_vol( &audio_player_extra
, 20.0f
);
458 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
462 s
->state
.activity
= k_skate_activity_air
;
467 v2f steer
= { player
->input_js1h
->axis
.value
,
468 player
->input_js1v
->axis
.value
};
469 v2_normalize_clamp( steer
);
471 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
472 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
476 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
477 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
480 s
->state
.slip
= 0.0f
;
481 s
->state
.activity
= k_skate_activity_grind
;
483 /* TODO: Compression */
484 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
485 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
487 if( fabsf(angle
) < 0.99f
)
490 v3_cross( player
->rb
.to_world
[1], up
, axis
);
493 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
494 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
497 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
498 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
499 m3x3_identity( s
->state
.velocity_bias
);
500 m3x3_identity( s
->state
.velocity_bias_pstep
);
502 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
504 /* FIXME: Queue audio events instead */
507 audio_player_set_flags( &audio_player_extra
,
508 AUDIO_FLAG_SPACIAL_3D
);
509 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
510 audio_player_set_vol( &audio_player_extra
, 20.0f
);
511 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
518 * Air control, no real physics
520 VG_STATIC
void skate_apply_air_model( player_interface
*player
,
521 struct player_device_skate
*s
)
523 if( s
->state
.activity
!= k_skate_activity_air
)
526 if( s
->state
.activity_prev
!= k_skate_activity_air
)
527 player_approximate_best_trajectory( player
, s
);
529 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
535 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
536 float k_bias
= 0.98f
;
539 v3_copy( player
->rb
.co
, pco
);
540 v3_muls( player
->rb
.v
, 1.0f
, pv
);
542 float time_to_impact
= 0.0f
;
543 float limiter
= 1.0f
;
545 struct grind_edge
*best_grind
= NULL
;
546 float closest_grind
= INFINITY
;
548 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
551 for( int i
=0; i
<250; i
++ )
553 v3_copy( pco
, pco1
);
554 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
556 pv
[1] += -k_gravity
* pstep
;
557 v3_muladds( pco
, pv
, pstep
, pco
);
562 v3_sub( pco
, pco1
, vdir
);
563 contact
.dist
= v3_length( vdir
);
564 v3_divs( vdir
, contact
.dist
, vdir
);
567 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
570 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
572 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
573 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
578 float orig_dist
= contact
.dist
;
579 if( ray_world( pco1
, vdir
, &contact
) )
581 v3_copy( contact
.normal
, target_normal
);
583 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
584 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
587 time_to_impact
+= pstep
;
592 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
594 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
596 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
597 limiter
= 1.0f
-limiter
;
599 limiter
= 1.0f
-limiter
;
601 if( fabsf(angle
) < 0.99f
)
604 q_axis_angle( correction
, axis
,
605 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
606 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
610 v2f steer
= { player
->input_js1h
->axis
.value
,
611 player
->input_js1v
->axis
.value
};
612 v2_normalize_clamp( steer
);
614 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
615 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
616 * limiter
* k_rb_delta
;
617 s
->land_dist
= time_to_impact
;
618 v3_copy( target_normal
, s
->land_normal
);
621 VG_STATIC
void skate_get_board_points( player_interface
*player
,
622 struct player_device_skate
*s
,
623 v3f front
, v3f back
)
625 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
626 pos_back
= {0.0f
,0.0f
, k_board_length
};
628 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
629 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
633 * Casts and pushes a sphere-spring model into the world
635 VG_STATIC
int skate_simulate_spring( player_interface
*player
,
636 struct player_device_skate
*s
,
639 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
640 spring_k
= mod
* k_spring_force
,
641 damp_k
= mod
* k_spring_dampener
,
645 v3_copy( pos
, start
);
646 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
650 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
655 v3_sub( start
, player
->rb
.co
, delta
);
657 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
659 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
661 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
662 damp
*damp_k
*k_rb_delta
, F
);
664 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
666 /* Angular velocity */
668 v3_cross( delta
, F
, wa
);
669 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
671 v3_lerp( start
, end
, t
, pos
);
683 * Handles connection between the player and the ground
685 VG_STATIC
void skate_apply_interface_model( player_interface
*player
,
686 struct player_device_skate
*s
,
687 rb_ct
*manifold
, int len
)
689 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
690 (s
->state
.activity
== k_skate_activity_air
)) )
693 if( s
->state
.activity
== k_skate_activity_air
)
694 s
->debug_normal_pressure
= 0.0f
;
696 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
699 v3f spring0
, spring1
;
701 skate_get_board_points( player
, s
, spring1
, spring0
);
702 int spring_hit0
= skate_simulate_spring( player
, s
, spring0
),
703 spring_hit1
= skate_simulate_spring( player
, s
, spring1
);
705 v3f animavg
, animdelta
;
706 v3_add( spring0
, spring1
, animavg
);
707 v3_muls( animavg
, 0.5f
, animavg
);
709 v3_sub( spring1
, spring0
, animdelta
);
710 v3_normalize( animdelta
);
712 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
714 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
715 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
717 float angle
= -atan2f( dy
, dx
);
718 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
720 int lift_frames_limit
= 1;
722 /* Surface connection */
723 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
725 s
->state
.lift_frames
++;
727 if( s
->state
.lift_frames
>= lift_frames_limit
)
728 s
->state
.activity
= k_skate_activity_air
;
733 v3_zero( surface_avg
);
735 for( int i
=0; i
<len
; i
++ )
736 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
737 v3_normalize( surface_avg
);
739 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
741 s
->state
.lift_frames
++;
743 if( s
->state
.lift_frames
>= lift_frames_limit
)
744 s
->state
.activity
= k_skate_activity_air
;
748 s
->state
.activity
= k_skate_activity_ground
;
749 s
->state
.lift_frames
= 0;
752 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
753 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
754 DOWNFORCE
, player
->rb
.v
);
756 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
757 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
758 v3_normalize( projected
);
760 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
761 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
763 if( fabsf(angle
) < 0.9999f
)
766 q_axis_angle( correction
, axis
,
767 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
768 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
774 VG_STATIC
void skate_apply_grab_model( player_interface
*player
,
775 struct player_device_skate
*s
)
777 float grabt
= player
->input_grab
->axis
.value
;
781 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
782 s
->state
.grab_mouse_delta
);
784 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
787 v2_zero( s
->state
.grab_mouse_delta
);
789 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
793 * Computes friction and surface interface model
795 VG_STATIC
void skate_apply_friction_model( player_interface
*player
,
796 struct player_device_skate
*s
)
798 if( s
->state
.activity
!= k_skate_activity_ground
)
802 * Computing localized friction forces for controlling the character
803 * Friction across X is significantly more than Z
807 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
810 if( fabsf(vel
[2]) > 0.01f
)
811 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
813 if( fabsf( slip
) > 1.2f
)
814 slip
= vg_signf( slip
) * 1.2f
;
816 s
->state
.slip
= slip
;
817 s
->state
.reverse
= -vg_signf(vel
[2]);
819 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
820 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
822 /* Pushing additive force */
824 if( !player
->input_jump
->button
.value
)
826 if( player
->input_push
->button
.value
)
828 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
829 s
->state
.start_push
= vg
.time
;
831 s
->state
.cur_push
= vg
.time
;
833 double push_time
= vg
.time
- s
->state
.start_push
;
835 float cycle_time
= push_time
*k_push_cycle_rate
,
836 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
837 amt
= accel
* VG_TIMESTEP_FIXED
,
838 current
= v3_length( vel
),
839 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
840 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
842 vel
[2] += delta
* -s
->state
.reverse
;
846 /* Send back to velocity */
847 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
850 float input
= player
->input_js1h
->axis
.value
,
851 grab
= player
->input_grab
->axis
.value
,
852 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
853 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
855 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
858 VG_STATIC
void skate_apply_jump_model( player_interface
*player
,
859 struct player_device_skate
*s
)
861 int charging_jump_prev
= s
->state
.charging_jump
;
862 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
864 /* Cannot charge this in air */
865 if( s
->state
.activity
!= k_skate_activity_ground
)
866 s
->state
.charging_jump
= 0;
868 if( s
->state
.charging_jump
)
870 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
872 if( !charging_jump_prev
)
873 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
877 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
880 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
882 if( s
->state
.activity
== k_skate_activity_air
)
885 /* player let go after charging past 0.2: trigger jump */
886 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
890 /* Launch more up if alignment is up else improve velocity */
891 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
893 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
895 v3_copy( player
->rb
.v
, jumpdir
);
896 v3_normalize( jumpdir
);
897 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
898 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
899 v3_normalize( jumpdir
);
901 float force
= k_jump_force
*s
->state
.jump_charge
;
902 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
903 s
->state
.jump_charge
= 0.0f
;
905 s
->state
.jump_time
= vg
.time
;
907 v2f steer
= { player
->input_js1h
->axis
.value
,
908 player
->input_js1v
->axis
.value
};
909 v2_normalize_clamp( steer
);
911 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
912 s
->state
.steery_s
= -steer
[0] * maxspin
;
913 s
->state
.steerx_s
= steer
[1] * s
->state
.reverse
* maxspin
;
914 s
->state
.steerx
= s
->state
.steerx_s
;
915 s
->state
.steery
= s
->state
.steery_s
;
917 /* FIXME audio events */
920 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
921 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
922 audio_player_set_vol( &audio_player_extra
, 20.0f
);
923 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
929 VG_STATIC
void skate_apply_pump_model( player_interface
*player
,
930 struct player_device_skate
*s
)
932 /* Throw / collect routine
934 * TODO: Max speed boost
936 if( player
->input_grab
->axis
.value
> 0.5f
)
938 if( s
->state
.activity
== k_skate_activity_ground
)
941 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
947 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
950 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
952 if( s
->state
.activity
== k_skate_activity_ground
)
954 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
955 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
958 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
959 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
960 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
964 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
967 v3_copy( s
->state
.throw_v
, dir
);
970 float max
= v3_dot( dir
, s
->state
.throw_v
),
971 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
972 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
976 VG_STATIC
void skate_apply_cog_model( player_interface
*player
,
977 struct player_device_skate
*s
)
979 v3f ideal_cog
, ideal_diff
;
980 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
981 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
982 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
984 /* Apply velocities */
986 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
989 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
990 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
992 float ra
= k_cog_mass_ratio
,
993 rb
= 1.0f
-k_cog_mass_ratio
;
995 /* Apply forces & intergrate */
996 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
997 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
998 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1001 VG_STATIC
void skate_collision_response( player_interface
*player
,
1002 struct player_device_skate
*s
,
1003 rb_ct
*manifold
, int len
)
1005 for( int j
=0; j
<10; j
++ )
1007 for( int i
=0; i
<len
; i
++ )
1009 struct contact
*ct
= &manifold
[i
];
1012 v3_sub( ct
->co
, player
->rb
.co
, delta
);
1013 v3_cross( player
->rb
.w
, delta
, dv
);
1014 v3_add( player
->rb
.v
, dv
, dv
);
1016 float vn
= -v3_dot( dv
, ct
->n
);
1019 float temp
= ct
->norm_impulse
;
1020 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
1021 vn
= ct
->norm_impulse
- temp
;
1024 v3_muls( ct
->n
, vn
, impulse
);
1026 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
1027 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
1036 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
1037 v3_cross( delta
, impulse
, impulse
);
1040 * W Impulses are limited to the Y and X axises, we don't really want
1041 * roll angular velocities being included.
1043 * Can also tweak the resistance of each axis here by scaling the wx,wy
1047 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
1048 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
1050 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1051 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1056 VG_STATIC
void skate_integrate( player_interface
*player
,
1057 struct player_device_skate
*s
)
1059 /* integrate rigidbody velocities */
1060 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1061 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1062 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1064 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, player
->rb
.w
);
1065 if( v3_length2( player
->rb
.w
) > 0.0f
)
1069 v3_copy( player
->rb
.w
, axis
);
1071 float mag
= v3_length( axis
);
1072 v3_divs( axis
, mag
, axis
);
1073 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1074 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1077 /* integrate steering velocities */
1079 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1081 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1082 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1084 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1085 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1087 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1088 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1090 s
->state
.steerx
= 0.0f
;
1091 s
->state
.steery
= 0.0f
;
1094 v3_sub( player
.rb
.v
, s
->phys
.v_prev
, s
->phys
.a
);
1095 v3_muls( s
->phys
.a
, 1.0f
/VG_TIMESTEP_FIXED
, s
->phys
.a
);
1096 v3_copy( player
.rb
.v
, s
->phys
.v_prev
);
1099 rb_update_transform( &player
->rb
);
1102 VG_STATIC
void player_skate_update( player_interface
*player
,
1103 player_attachment
*at
)
1105 struct player_device_skate
*s
= at
->storage
;
1106 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1107 s
->state
.activity_prev
= s
->state
.activity
;
1109 /* Setup colliders */
1110 m4x3f mtx_front
, mtx_back
;
1111 m3x3_identity( mtx_front
);
1112 m3x3_identity( mtx_back
);
1114 skate_get_board_points( player
, s
, mtx_front
[3], mtx_back
[3] );
1116 s
->sphere_back
.radius
= 0.3f
;
1117 s
->sphere_front
.radius
= 0.3f
;
1119 /* create manifold(s) */
1121 *interface_manifold
= NULL
,
1122 *grind_manifold
= NULL
;
1125 len_front
= skate_collide_smooth( player
, mtx_front
,
1126 &s
->sphere_front
, manifold
),
1127 len_back
= skate_collide_smooth( player
, mtx_back
,
1128 &s
->sphere_back
, &manifold
[len_front
] ),
1130 interface_len
= len_front
+ len_back
;
1132 interface_manifold
= manifold
;
1133 grind_manifold
= manifold
+ interface_len
;
1135 int grind_len
= skate_grind_collide( player
, at
, grind_manifold
);
1137 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1139 rb_prepare_contact( &manifold
[i
] );
1140 rb_debug_contact( &manifold
[i
] );
1143 skate_apply_grind_model( player
, s
, grind_manifold
, grind_len
);
1144 skate_apply_interface_model( player
, s
, manifold
, interface_len
);
1146 skate_apply_pump_model( player
, s
);
1147 skate_apply_cog_model( player
, s
);
1148 skate_collision_response( player
, s
, manifold
, interface_len
+ grind_len
);
1150 skate_apply_grab_model( player
, s
);
1151 skate_apply_friction_model( player
, s
);
1152 skate_apply_jump_model( player
, s
);
1153 skate_apply_air_model( player
, s
);
1155 skate_integrate( player
, s
);
1157 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1158 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1159 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1160 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1161 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1163 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1166 teleport_gate
*gate
;
1167 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1169 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1170 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1171 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1172 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1173 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1175 mixedcam_transport( &s
->state
.cam
, gate
);
1177 v4f transport_rotation
;
1178 m3x3_q( gate
->transport
, transport_rotation
);
1179 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1180 rb_update_transform( &player
->rb
);
1182 s
->state_gate_storage
= s
->state
;
1183 player_pass_gate( player
, gate
);
1187 VG_STATIC
void player_skate_post_update( player_interface
*player
,
1188 player_attachment
*at
)
1192 VG_STATIC
void player_skate_ui( player_interface
*player
,
1193 player_attachment
*at
)
1195 struct player_device_skate
*s
= at
->storage
;
1197 /* FIXME: Compression */
1198 player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1201 player_debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1204 player_debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1208 player_debugtext( 1, "activity: %s\n",
1209 (const char *[]){ "k_skate_activity_air",
1210 "k_skate_activity_ground",
1211 "k_skate_activity_grind }" }
1212 [s
->state
.activity
] );
1213 player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1214 s
->state
.steerx_s
, s
->state
.steery_s
,
1215 k_steer_ground
, k_steer_air
);
1218 VG_STATIC
void player_skate_animate( player_interface
*player
,
1219 player_attachment
*at
)
1221 struct player_device_skate
*s
= at
->storage
;
1222 struct player_avatar
*av
= player
->playeravatar
;
1223 struct skeleton
*sk
= &av
->sk
;
1225 /* Camera position */
1230 v3_muladds( phys
->m
, phys
->a
, VG_TIMESTEP_FIXED
, phys
->m
);
1231 v3_lerp( phys
->m
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.1f
, phys
->m
);
1233 phys
->m
[0] = vg_clampf( phys
->m
[0], -2.0f
, 2.0f
);
1234 phys
->m
[1] = vg_clampf( phys
->m
[1], -2.0f
, 2.0f
);
1235 phys
->m
[2] = vg_clampf( phys
->m
[2], -2.0f
, 2.0f
);
1236 v3_lerp( phys
->bob
, phys
->m
, 0.2f
, phys
->bob
);
1240 float kheight
= 2.0f
,
1246 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1247 v3_muls( offset
, -4.0f
, offset
);
1250 m3x3_mulv( player
.inv_visual_transform
, phys
->bob
, offset
);
1253 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1255 float curspeed
= v3_length( player
->rb
.v
),
1256 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1257 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1258 sign
= vg_signf( kicks
);
1260 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1261 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1264 offset
[0] += speed_wobble_2
*3.0f
;
1269 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1270 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1273 * Animation blending
1274 * ===========================================
1279 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1280 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1283 /* movement information */
1285 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1286 (s
->state
.activity
== k_skate_activity_grind
);
1288 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1289 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1290 fly
= iair
? 1.0f
: 0.0f
;
1292 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1293 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1294 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1297 mdl_keyframe apose
[32], bpose
[32];
1298 mdl_keyframe ground_pose
[32];
1300 /* when the player is moving fast he will crouch down a little bit */
1301 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1302 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1305 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1306 stand_blend
= offset
[1]*-2.0f
;
1309 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1311 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1313 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1314 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1315 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1318 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1319 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1320 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1323 double push_time
= vg
.time
- s
->state
.start_push
;
1324 s
->blend_push
= vg_lerpf( s
->blend_push
,
1325 (vg
.time
- s
->state
.cur_push
) < 0.125,
1326 6.0f
*vg
.time_delta
);
1328 float pt
= push_time
+ vg
.accumulator
;
1329 if( s
->state
.reverse
> 0.0f
)
1330 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1332 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1334 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1337 float jump_start_frame
= 14.0f
/30.0f
;
1339 float charge
= s
->state
.jump_charge
;
1340 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1342 float setup_frame
= charge
* jump_start_frame
,
1343 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1345 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1346 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1347 setup_frame
= jump_frame
;
1349 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1351 s
->anim_ollie_reverse
;
1353 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1354 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1357 mdl_keyframe air_pose
[32];
1359 float target
= -player
->input_js1h
->axis
.value
;
1360 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1362 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1363 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1365 static v2f grab_choice
;
1367 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1368 player
->input_js2v
->axis
.value
};
1369 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1370 if( v2_length2( grab_input
) <= 0.001f
)
1371 grab_input
[0] = -1.0f
;
1373 v2_normalize_clamp( grab_input
);
1374 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1376 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1377 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1378 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1380 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1381 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1384 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, at
->pose
);
1386 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1388 /* additive effects */
1390 u32 apply_to
[] = { av
->id_hip
,
1394 av
->id_ik_elbow_r
};
1396 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1398 at
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1399 at
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1402 mdl_keyframe
*kf_board
= &at
->pose
[av
->id_board
-1],
1403 *kf_foot_l
= &at
->pose
[av
->id_ik_foot_l
-1],
1404 *kf_foot_r
= &at
->pose
[av
->id_ik_foot_r
-1];
1407 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1409 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1410 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1411 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1414 q_m3x3( s
->board_rotation
, c
);
1417 v3_sub( kf_foot_l
->co
, bo
, d
);
1418 m3x3_mulv( c
, d
, d
);
1419 v3_add( bo
, d
, kf_foot_l
->co
);
1421 v3_sub( kf_foot_r
->co
, bo
, d
);
1422 m3x3_mulv( c
, d
, d
);
1423 v3_add( bo
, d
, kf_foot_r
->co
);
1425 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1426 q_normalize( kf_board
->q
);
1430 rb_extrapolate( &player
->rb
, at
->pose_root_co
, at
->pose_root_q
);
1432 v3_muladds( at
->pose_root_co
, player
->rb
.to_world
[1], -0.28f
,
1435 v4f qresy
, qresx
, qresidual
;
1437 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1438 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1439 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1441 q_mul( qresy
, qresx
, qresidual
);
1442 q_normalize( qresidual
);
1443 q_mul( at
->pose_root_q
, qresidual
, at
->pose_root_q
);
1444 q_normalize( at
->pose_root_q
);
1447 if( cl_thirdperson
)
1449 if( !followcam_will_hit_gate( player
, &s
->state
.cam
) )
1452 m4x3_invert_affine( s
->state
.cam
.gate
->transport
, inverse
);
1453 m4x3_mul( inverse
, transform
, transform
);
1459 VG_STATIC
void skate_camera_vector_look( camera
*cam
, v3f v
, float C
, float k
)
1461 float yaw
= atan2f( v
[0], -v
[2] ),
1467 v
[0]*v
[0] + v
[2]*v
[2]
1471 cam
->angles
[0] = yaw
;
1472 cam
->angles
[1] = pitch
;
1475 VG_STATIC
void skate_camera_firstperson( player_interface
*player
,
1476 player_attachment
*at
)
1478 struct player_device_skate
*s
= at
->storage
;
1479 struct player_avatar
*av
= player
->playeravatar
;
1481 /* FIXME: viewpoint entity */
1482 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1483 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, at
->cam_1st
.pos
);
1485 v3_zero( at
->cam_1st
.angles
);
1486 at
->cam_1st
.fov
= 119.0f
;
1492 v3_copy( player
->rb
.v
, vel_dir
);
1493 //v3_normalize( vel_dir );
1495 float tti
= s
->land_dist
;
1497 v3_copy( s
->land_normal
, norm
);
1499 if( s
->state
.activity
== k_skate_activity_ground
)
1502 v3_copy( player
->rb
.to_world
[1], norm
);
1505 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1506 //v3_normalize( flat_dir );
1508 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1509 v3_lerp( s
->state
.cam
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.cam
.vl
);
1511 skate_camera_vector_look( &at
->cam_1st
, s
->state
.cam
.vl
, 0.7f
, 0.5f
);
1515 VG_STATIC
void skate_camera_thirdperson( player_interface
*player
,
1516 struct player_device_skate
*s
,
1517 struct player_avatar
*av
, camera
*cam
)
1519 v3f prev_pos
, cam_look_dir
, d
;
1521 v3_copy( s
->state
.cam
.pos
, prev_pos
);
1522 skate_camera_thirdperson_nextpos( player
, s
, av
, s
->state
.cam
.pos
, d
);
1524 if( s
->state
.cam
.gate
)
1527 if( gate_intersect_plane( s
->state
.cam
.gate
,
1528 s
->state
.cam
.pos
, prev_pos
, _
) )
1530 m4x3_mulv( s
->state
.cam
.gate
->transport
,
1531 s
->state
.cam
.pos
, s
->state
.cam
.pos
);
1532 m3x3_mulv( s
->state
.cam
.gate
->transport
, d
, d
);
1533 player_apply_transport_to_cam( s
->state
.cam
.gate
->transport
);
1535 s
->state
.cam
.gate
= NULL
;
1539 skate_camera_vector_look( cam
, d
, 1.0f
, 0.0f
);
1540 v3_copy( s
->state
.cam
.pos
, cam
->pos
);
1544 VG_STATIC
void player_skate_post_animate( player_interface
*player
,
1545 player_attachment
*at
)
1547 struct player_device_skate
*s
= at
->storage
;
1548 struct player_avatar
*av
= player
->playeravatar
;
1550 v3_zero( at
->cam_1st
.pos
);
1551 v3_zero( at
->cam_1st
.angles
);
1552 at
->cam_1st
.fov
= 90.0f
;
1555 if( cl_thirdperson
)
1556 skate_camera_thirdperson( player
, s
, av
, cam
);
1559 skate_camera_firstperson( player
, at
);
1561 /* FIXME: Organize this. Its int wrong fucking place */
1562 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1563 vp1
= {0.0f
,0.1f
,-0.6f
};
1565 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1566 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1569 VG_STATIC
void player_skate_transport( player_interface
*player
,
1570 player_attachment
*at
,
1571 teleport_gate
*gate
)
1575 VG_STATIC
void player_skate_reset( player_interface
*player
,
1576 player_attachment
*at
,
1577 struct respawn_point
*rp
)
1579 struct player_device_skate
*s
= at
->storage
;
1580 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1582 mixedcam_reset( player
, &s
->state
.cam
);
1585 VG_STATIC player_device player_device_skate
=
1587 .pre_update
= player_skate_pre_update
,
1588 .update
= player_skate_update
,
1589 .post_update
= player_skate_post_update
,
1590 .animate
= player_skate_animate
,
1591 .post_animate
= player_skate_post_animate
,
1592 .debug_ui
= player_skate_ui
,
1593 .bind
= player_skate_bind
,
1594 .reset
= player_skate_reset
1597 #endif /* PLAYER_DEVICE_SKATE_H */