7 VG_STATIC
void player__skate_bind( player_instance
*player
)
9 struct player_skate
*s
= &player
->_skate
;
10 struct player_avatar
*av
= player
->playeravatar
;
11 struct skeleton
*sk
= &av
->sk
;
13 rb_update_transform( &player
->rb
);
14 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
15 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
16 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
17 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
18 s
->anim_push
= skeleton_get_anim( sk
, "push" );
19 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
20 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
21 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
22 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 VG_STATIC
void player__skate_kill_audio( player_instance
*player
)
27 struct player_skate
*s
= &player
->_skate
;
31 s
->aud_main
= audio_channel_fadeout( s
->aud_main
, 0.1f
);
33 s
->aud_air
= audio_channel_fadeout( s
->aud_air
, 0.1f
);
35 s
->aud_slide
= audio_channel_fadeout( s
->aud_slide
, 0.1f
);
40 * Collision detection routines
46 * Does collision detection on a sphere vs world, and applies some smoothing
47 * filters to the manifold afterwards
49 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
50 m4x3f mtx
, rb_sphere
*sphere
,
53 world_instance
*world
= get_active_world();
56 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
);
58 for( int i
=0; i
<len
; i
++ )
60 man
[i
].rba
= &player
->rb
;
64 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
68 rb_manifold_filter_backface( man
, len
);
69 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
70 rb_manifold_filter_pairs( man
, len
, 0.03f
);
72 int new_len
= rb_manifold_apply_filtered( man
, len
);
86 VG_STATIC
int skate_grind_scansq( player_instance
*player
,
87 v3f pos
, v3f dir
, float r
,
88 struct grind_info
*inf
)
90 world_instance
*world
= get_active_world();
93 v3_copy( dir
, plane
);
94 v3_normalize( plane
);
95 plane
[3] = v3_dot( plane
, pos
);
98 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
99 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
102 bh_iter_init( 0, &it
);
113 int sample_count
= 0;
119 v3_cross( plane
, player
->basis
[1], support_axis
);
120 v3_normalize( support_axis
);
122 while( bh_next( world
->geo_bh
, &it
, box
, &idx
) ){
123 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
126 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
127 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
130 for( int j
=0; j
<3; j
++ )
131 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
133 for( int j
=0; j
<3; j
++ ){
137 struct grind_sample
*sample
= &samples
[ sample_count
];
140 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
142 v3_sub( co
, pos
, d
);
143 if( v3_length2( d
) > r
*r
)
147 v3_sub( tri
[1], tri
[0], va
);
148 v3_sub( tri
[2], tri
[0], vb
);
149 v3_cross( va
, vb
, normal
);
151 sample
->normal
[0] = v3_dot( support_axis
, normal
);
152 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
153 sample
->co
[0] = v3_dot( support_axis
, d
);
154 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
156 v3_copy( normal
, sample
->normal3
); /* normalize later
157 if we want to us it */
159 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
160 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
161 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
163 v2_normalize( sample
->normal
);
166 if( sample_count
== vg_list_size( samples
) )
167 goto too_many_samples
;
174 if( sample_count
< 2 )
182 v2_fill( min_co
, INFINITY
);
183 v2_fill( max_co
, -INFINITY
);
185 v3_zero( average_direction
);
186 v3_zero( average_normal
);
188 int passed_samples
= 0;
190 for( int i
=0; i
<sample_count
-1; i
++ ){
191 struct grind_sample
*si
, *sj
;
195 for( int j
=i
+1; j
<sample_count
; j
++ ){
201 /* non overlapping */
202 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
205 /* not sharp angle */
206 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
211 v3_sub( sj
->centroid
, si
->centroid
, v0
);
212 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
213 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
216 v2_minv( sj
->co
, min_co
, min_co
);
217 v2_maxv( sj
->co
, max_co
, max_co
);
220 v3_copy( si
->normal3
, n0
);
221 v3_copy( sj
->normal3
, n1
);
222 v3_cross( n0
, n1
, dir
);
225 /* make sure the directions all face a common hemisphere */
226 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
227 v3_add( average_direction
, dir
, average_direction
);
229 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
230 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
233 v3_add( si
->normal3
, average_normal
, average_normal
);
235 v3_add( sj
->normal3
, average_normal
, average_normal
);
241 if( !passed_samples
)
244 if( (v3_length2( average_direction
) <= 0.001f
) ||
245 (v3_length2( average_normal
) <= 0.001f
) )
248 float div
= 1.0f
/(float)passed_samples
;
249 v3_normalize( average_direction
);
250 v3_normalize( average_normal
);
253 v2_add( min_co
, max_co
, average_coord
);
254 v2_muls( average_coord
, 0.5f
, average_coord
);
256 v3_muls( support_axis
, average_coord
[0], inf
->co
);
257 inf
->co
[1] += average_coord
[1];
258 v3_add( pos
, inf
->co
, inf
->co
);
259 v3_copy( average_normal
, inf
->n
);
260 v3_copy( average_direction
, inf
->dir
);
262 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
263 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
264 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
266 return passed_samples
;
269 VG_STATIC
int solve_prediction_for_target( player_instance
*player
,
270 v3f target
, float max_angle
,
271 struct land_prediction
*p
)
273 /* calculate the exact solution(s) to jump onto that grind spot */
276 v3_sub( target
, player
->rb
.co
, v0
);
277 m3x3_mulv( player
->invbasis
, v0
, v0
);
285 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
287 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
288 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
290 float a
= atan2f( v
[1], v
[0] ),
292 root
= m
*m
*m
*m
- p
->gravity
*(p
->gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
296 root
= sqrtf( root
);
297 float a0
= atanf( (m
*m
+ root
) / (p
->gravity
* d
[0]) ),
298 a1
= atanf( (m
*m
- root
) / (p
->gravity
* d
[0]) );
300 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
303 if( fabsf(a0
-a
) > max_angle
)
306 /* TODO: sweep the path before chosing the smallest dist */
311 p
->type
= k_prediction_grind
;
313 v3_muls( ax
, cosf( a0
) * m
, p
->v
);
314 p
->v
[1] += sinf( a0
) * m
;
315 m3x3_mulv( player
->basis
, p
->v
, p
->v
);
317 p
->land_dist
= d
[0] / (cosf(a0
)*m
);
320 for( int i
=0; i
<=20; i
++ )
322 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
325 v3_muls( p
->v
, t
, p0
);
326 v3_muladds( p0
, player
->basis
[1], -0.5f
* p
->gravity
* t
*t
, p0
);
328 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
338 void player__approximate_best_trajectory( player_instance
*player
)
340 world_instance
*world
= get_active_world();
342 struct player_skate
*s
= &player
->_skate
;
343 float k_trace_delta
= k_rb_delta
* 10.0f
;
345 s
->state
.air_start
= vg
.time
;
346 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
347 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
349 s
->prediction_count
= 0;
352 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
353 v3_normalize( axis
);
355 /* at high slopes, Y component is low */
356 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
357 angle_begin
= -(1.0f
-fabsf( upness
)),
360 struct grind_info grind
;
361 int grind_located
= 0;
363 for( int m
=0;m
<=30; m
++ )
365 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
370 p
->type
= k_prediction_none
;
372 v3f launch_co
, launch_v
, co0
, co1
;
373 v3_copy( player
->rb
.co
, launch_co
);
374 v3_copy( player
->rb
.v
, launch_v
);
375 v3_copy( launch_co
, co0
);
377 float vt
= (float)m
* (1.0f
/30.0f
),
378 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
381 q_axis_angle( qbias
, axis
, ang
);
382 q_mulv( qbias
, launch_v
, launch_v
);
384 float yaw_sketch
= 1.0f
-fabsf(upness
);
386 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
387 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
388 q_mulv( qbias
, launch_v
, launch_v
);
391 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
392 gravity
= k_gravity
* gravity_bias
;
393 p
->gravity
= gravity
;
395 v3_copy( launch_v
, p
->v
);
398 m3x3_copy( player
->basis
, basis
);
400 for( int i
=1; i
<=50; i
++ )
402 float t
= (float)i
* k_trace_delta
;
404 v3_muls( launch_v
, t
, co1
);
405 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
406 v3_add( launch_co
, co1
, co1
);
408 float launch_vy
= v3_dot( launch_v
,basis
[1] );
409 if( !grind_located
&& (launch_vy
- gravity
*t
< 0.0f
) )
412 if( bh_closest_point( world
->geo_bh
, co1
, closest
, 1.0f
) != -1 )
415 v3_copy( launch_v
, ve
);
416 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
418 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) )
420 /* check alignment */
421 v2f v0
= { v3_dot( ve
, basis
[0] ),
422 v3_dot( ve
, basis
[2] ) },
423 v1
= { v3_dot( grind
.dir
, basis
[0] ),
424 v3_dot( grind
.dir
, basis
[2] ) };
429 float a
= v2_dot( v0
, v1
);
431 if( a
>= cosf( VG_PIf
* 0.185f
) )
439 if( world
->rendering_gate
){
440 ent_gate
*gate
= world
->rendering_gate
;
441 if( gate_intersect( gate
, co1
, co0
) ){
442 m4x3_mulv( gate
->transport
, co0
, co0
);
443 m4x3_mulv( gate
->transport
, co1
, co1
);
444 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
445 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
446 m3x3_mul( gate
->transport
, basis
, basis
);
453 int idx
= spherecast_world( world
, co0
, co1
, k_board_radius
, &t1
, n
);
457 v3_lerp( co0
, co1
, t1
, co
);
458 v3_copy( co
, p
->log
[ p
->log_length
++ ] );
461 p
->type
= k_prediction_land
;
464 v3_copy( launch_v
, ve
);
465 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
467 struct grind_info replace_grind
;
468 if( skate_grind_scansq( player
, co
, ve
, 0.3f
, &replace_grind
) )
470 v3_copy( replace_grind
.n
, p
->n
);
471 p
->type
= k_prediction_grind
;
474 p
->score
= -v3_dot( ve
, p
->n
);
475 p
->land_dist
= t
+ k_trace_delta
* t1
;
477 u32 vert_index
= world
->scene_geo
->arrindices
[ idx
*3 ];
478 struct world_surface
*surf
=
479 world_tri_index_surface( world
, vert_index
);
481 /* Bias prediction towords ramps */
482 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
489 v3_copy( co1
, p
->log
[ p
->log_length
++ ] );
494 if( p
->type
== k_prediction_none
)
495 s
->prediction_count
--;
499 /* calculate the exact solution(s) to jump onto that grind spot */
500 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
];
501 p
->gravity
= k_gravity
;
503 if( solve_prediction_for_target( player
, grind
.co
, 0.125f
*VG_PIf
, p
) ){
504 v3_copy( grind
.n
, p
->n
);
506 /* determine score */
509 v3_muladds( ve
, player
->basis
[1], -p
->gravity
* p
->land_dist
, ve
);
510 p
->score
= -v3_dot( ve
, grind
.n
) * 0.85f
;
512 s
->prediction_count
++;
517 float score_min
= INFINITY
,
518 score_max
= -INFINITY
;
520 struct land_prediction
*best
= NULL
;
522 for( int i
=0; i
<s
->prediction_count
; i
++ ){
523 struct land_prediction
*p
= &s
->predictions
[i
];
525 if( p
->score
< score_min
)
528 score_min
= vg_minf( score_min
, p
->score
);
529 score_max
= vg_maxf( score_max
, p
->score
);
532 for( int i
=0; i
<s
->prediction_count
; i
++ ){
533 struct land_prediction
*p
= &s
->predictions
[i
];
537 s
/= (score_max
-score_min
);
541 p
->colour
= s
* 255.0f
;
545 else if( p
->type
== k_prediction_land
)
548 p
->colour
|= 0xff000000;
552 v3_copy( best
->n
, s
->land_normal
);
553 v3_copy( best
->v
, player
->rb
.v
);
554 s
->land_dist
= best
->land_dist
;
556 v2f steer
= { player
->input_js1h
->axis
.value
,
557 player
->input_js1v
->axis
.value
};
558 v2_normalize_clamp( steer
);
559 s
->state
.gravity_bias
= best
->gravity
;
561 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
562 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
564 s
->state
.flip_time
= 0.0f
;
565 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
568 s
->state
.flip_rate
= 0.0f
;
569 v3_zero( s
->state
.flip_axis
);
573 v3_copy( player
->basis
[1], s
->land_normal
);
579 * Varius physics models
580 * ------------------------------------------------
584 * Air control, no real physics
586 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
588 struct player_skate
*s
= &player
->_skate
;
590 if( s
->state
.activity_prev
!= k_skate_activity_air
)
591 player__approximate_best_trajectory( player
);
593 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
594 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
596 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
599 q_axis_angle( correction
, axis
,
600 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
601 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
603 v2f steer
= { player
->input_js1h
->axis
.value
,
604 player
->input_js1v
->axis
.value
};
605 v2_normalize_clamp( steer
);
608 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
609 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
611 struct player_skate
*s
= &player
->_skate
;
614 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
616 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
617 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
619 v3_mul( strength
, F
, F
);
621 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
622 s
->board_trick_residualv
);
623 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
624 k_rb_delta
, s
->board_trick_residuald
);
626 if( s
->state
.activity
== k_skate_activity_air
){
627 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
630 int carry_on
= player_skate_trick_input( player
);
632 /* we assume velocities share a common divisor, in which case the
633 * interval is the minimum value (if not zero) */
635 float min_rate
= 99999.0f
;
637 for( int i
=0; i
<3; i
++ ){
638 float v
= s
->state
.trick_vel
[i
];
639 if( (v
> 0.0f
) && (v
< min_rate
) )
643 float interval
= 1.0f
/ min_rate
,
644 current
= floorf( s
->state
.trick_time
/ interval
),
645 next_end
= (current
+1.0f
) * interval
;
648 /* integrate trick velocities */
649 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
650 s
->state
.trick_euler
);
652 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
653 s
->state
.trick_time
= 0.0f
;
654 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
655 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
656 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
657 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
658 v3_zero( s
->state
.trick_vel
);
661 s
->state
.trick_time
+= k_rb_delta
;
664 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
665 s
->state
.trick_time
> 0.2f
)
667 player__skate_kill_audio( player
);
668 player__dead_transition( player
);
671 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
672 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
673 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
674 s
->state
.trick_time
= 0.0f
;
675 v3_zero( s
->state
.trick_vel
);
679 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
681 struct player_skate
*s
= &player
->_skate
;
683 float grabt
= player
->input_grab
->axis
.value
;
686 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
687 s
->state
.grab_mouse_delta
);
689 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
692 v2_zero( s
->state
.grab_mouse_delta
);
694 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
697 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
699 struct player_skate
*s
= &player
->_skate
;
702 float steer
= player
->input_js1h
->axis
.value
,
703 grab
= player
->input_grab
->axis
.value
;
705 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
708 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
713 if( s
->state
.activity
== k_skate_activity_air
){
714 rate
= 6.0f
* fabsf(steer
);
718 /* rotate slower when grabbing on ground */
719 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
721 if( s
->state
.activity
== k_skate_activity_grind_5050
){
726 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
727 rate
*= fabsf(steer
);
729 float a
= 0.8f
* -steer
* k_rb_delta
;
732 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
733 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
735 v3_normalize( s
->grind_vec
);
738 else if( s
->state
.manual_direction
){
744 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
745 addspeed
= (steer
* -top
) - current
,
746 maxaccel
= rate
* k_rb_delta
,
747 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
749 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
753 * Computes friction and surface interface model
755 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
757 struct player_skate
*s
= &player
->_skate
;
760 * Computing localized friction forces for controlling the character
761 * Friction across X is significantly more than Z
765 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
768 if( fabsf(vel
[2]) > 0.01f
)
769 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
771 if( fabsf( slip
) > 1.2f
)
772 slip
= vg_signf( slip
) * 1.2f
;
774 s
->state
.slip
= slip
;
775 s
->state
.reverse
= -vg_signf(vel
[2]);
777 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
778 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
780 /* Pushing additive force */
782 if( !player
->input_jump
->button
.value
){
783 if( player
->input_push
->button
.value
||
784 (vg
.time
-s
->state
.start_push
<0.75) )
786 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
787 s
->state
.start_push
= vg
.time
;
789 s
->state
.cur_push
= vg
.time
;
791 double push_time
= vg
.time
- s
->state
.start_push
;
793 float cycle_time
= push_time
*k_push_cycle_rate
,
794 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
795 amt
= accel
* VG_TIMESTEP_FIXED
,
796 current
= v3_length( vel
),
797 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
798 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
800 vel
[2] += delta
* -s
->state
.reverse
;
804 /* Send back to velocity */
805 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
808 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
810 struct player_skate
*s
= &player
->_skate
;
811 int charging_jump_prev
= s
->state
.charging_jump
;
812 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
814 /* Cannot charge this in air */
815 if( s
->state
.activity
== k_skate_activity_air
){
816 s
->state
.charging_jump
= 0;
820 if( s
->state
.charging_jump
){
821 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
823 if( !charging_jump_prev
)
824 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
827 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
830 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
832 /* player let go after charging past 0.2: trigger jump */
833 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
836 /* Launch more up if alignment is up else improve velocity */
837 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
839 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
841 v3_copy( player
->rb
.v
, jumpdir
);
842 v3_normalize( jumpdir
);
843 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
844 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
845 v3_normalize( jumpdir
);
847 float force
= k_jump_force
*s
->state
.jump_charge
;
848 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
849 s
->state
.jump_charge
= 0.0f
;
850 s
->state
.jump_time
= vg
.time
;
851 s
->state
.activity
= k_skate_activity_air
;
853 v2f steer
= { player
->input_js1h
->axis
.value
,
854 player
->input_js1v
->axis
.value
};
855 v2_normalize_clamp( steer
);
856 skate_apply_air_model( player
);
859 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
860 s
->state
.steery_s
= -steer
[0] * maxspin
;
861 s
->state
.steerx
= s
->state
.steerx_s
;
862 s
->state
.lift_frames
++;
866 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
871 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
873 struct player_skate
*s
= &player
->_skate
;
875 if( s
->state
.activity
!= k_skate_activity_ground
){
876 v3_zero( s
->state
.throw_v
);
880 /* Throw / collect routine
882 * TODO: Max speed boost
884 if( player
->input_grab
->axis
.value
> 0.5f
){
885 if( s
->state
.activity
== k_skate_activity_ground
){
887 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
892 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
895 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
897 if( s
->state
.activity
== k_skate_activity_ground
){
898 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
899 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
902 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
903 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
904 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
908 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
910 v3_copy( s
->state
.throw_v
, dir
);
913 float max
= v3_dot( dir
, s
->state
.throw_v
),
914 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
915 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
919 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
921 struct player_skate
*s
= &player
->_skate
;
923 v3f ideal_cog
, ideal_diff
, ideal_dir
;
924 v3_copy( s
->state
.up_dir
, ideal_dir
);
925 v3_normalize( ideal_dir
);
927 v3_muladds( player
->rb
.co
, ideal_dir
,
928 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
929 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
931 /* Apply velocities */
933 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
936 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
937 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
939 float ra
= k_cog_mass_ratio
,
940 rb
= 1.0f
-k_cog_mass_ratio
;
942 /* Apply forces & intergrate */
943 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
944 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
947 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
951 VG_STATIC
void skate_integrate( player_instance
*player
)
953 struct player_skate
*s
= &player
->_skate
;
955 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
958 if( s
->state
.activity
>= k_skate_activity_grind_any
){
959 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
960 decay_rate_y
= decay_rate
;
963 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
964 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
965 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
967 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
968 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
969 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
971 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
972 rb_update_transform( &player
->rb
);
979 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
981 return (player
->input_trick0
->button
.value
) |
982 (player
->input_trick1
->button
.value
<< 1) |
983 (player
->input_trick2
->button
.value
<< 1) |
984 (player
->input_trick2
->button
.value
);
987 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
989 struct player_skate
*s
= &player
->_skate
;
991 if( vg_input_button_down( player
->input_use
) ){
992 player
->subsystem
= k_player_subsystem_walk
;
995 v3_copy( player
->cam
.angles
, angles
);
998 player
->holdout_time
= 0.25f
;
999 player__skate_kill_audio( player
);
1000 player__walk_transition( player
, angles
);
1004 if( vg_input_button_down( player
->input_reset
) ){
1005 player
->rb
.co
[1] += 2.0f
;
1006 s
->state
.cog
[1] += 2.0f
;
1007 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1008 v3_zero( player
->rb
.w
);
1009 v3_zero( player
->rb
.v
);
1011 rb_update_transform( &player
->rb
);
1015 if( (s
->state
.activity
== k_skate_activity_air
) &&
1016 (trick_id
= player_skate_trick_input( player
)) )
1018 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1019 v3_zero( s
->state
.trick_vel
);
1020 s
->state
.trick_time
= 0.0f
;
1022 if( trick_id
== 1 ){
1023 s
->state
.trick_vel
[0] = 3.0f
;
1025 else if( trick_id
== 2 ){
1026 s
->state
.trick_vel
[2] = 3.0f
;
1028 else if( trick_id
== 3 ){
1029 s
->state
.trick_vel
[0] = 2.0f
;
1030 s
->state
.trick_vel
[2] = 2.0f
;
1036 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1038 struct player_skate
*s
= &player
->_skate
;
1040 for( int i
=0; i
<s
->prediction_count
; i
++ )
1042 struct land_prediction
*p
= &s
->predictions
[i
];
1044 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1046 float brightness
= p
->score
*p
->score
*p
->score
;
1048 v3_lerp( p
->log
[j
], p
->log
[j
+1], brightness
, p1
);
1049 vg_line( p
->log
[j
], p1
, p
->colour
);
1052 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1055 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1056 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1058 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1062 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1067 float air
= s
->state
.activity
== k_skate_activity_air
? 1.0f
: 0.0f
,
1068 speed
= v3_length( player
->rb
.v
),
1069 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1070 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
),
1072 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
),
1073 vol_air
= sqrtf( air
*attn
* 0.5f
),
1074 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
);
1076 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1078 s
->aud_main
= audio_request_channel( &audio_board
[0], flags
);
1081 s
->aud_air
= audio_request_channel( &audio_board
[1], flags
);
1084 s
->aud_slide
= audio_request_channel( &audio_board
[2], flags
);
1087 /* brrrrrrrrrrrt sound for tiles and stuff
1088 * --------------------------------------------------------*/
1089 float sidechain_amt
= 0.0f
,
1092 if( s
->surface
== k_surface_prop_tiles
)
1093 sidechain_amt
= 1.0f
;
1095 sidechain_amt
= 0.0f
;
1097 audio_set_lfo_frequency( 0, hz
);
1098 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1099 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1102 s
->aud_main
->colour
= 0x00103efe;
1103 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1104 audio_channel_slope_volume( s
->aud_main
, 0.05f
, vol_main
);
1105 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1107 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1108 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1112 s
->aud_slide
->colour
= 0x00103efe;
1113 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1114 audio_channel_slope_volume( s
->aud_slide
, 0.05f
, vol_slide
);
1115 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1119 s
->aud_air
->colour
= 0x00103efe;
1120 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1121 audio_channel_slope_volume( s
->aud_air
, 0.05f
, vol_air
);
1128 * truck alignment model at ra(local)
1129 * returns 1 if valid surface:
1130 * surface_normal will be filled out with an averaged normal vector
1131 * axel_dir will be the direction from left to right wheels
1133 * returns 0 if no good surface found
1136 int skate_compute_surface_alignment( player_instance
*player
,
1138 v3f surface_normal
, v3f axel_dir
)
1140 struct player_skate
*s
= &player
->_skate
;
1141 world_instance
*world
= get_active_world();
1143 v3f truck
, left
, right
;
1144 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1146 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1147 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1148 vg_line( left
, right
, colour
);
1150 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1152 ray_hit ray_l
, ray_r
;
1155 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1157 int res_l
= 0, res_r
= 0;
1159 for( int i
=0; i
<8; i
++ )
1161 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1162 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1163 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1164 ray_l
.dist
= 2.1f
* k_board_radius
;
1166 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1172 for( int i
=0; i
<8; i
++ )
1174 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1175 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1176 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1177 ray_r
.dist
= 2.1f
* k_board_radius
;
1179 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1187 v3f tangent_average
;
1188 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1189 v3_zero( tangent_average
);
1191 if( res_l
|| res_r
)
1194 v3_copy( midpoint
, p0
);
1195 v3_copy( midpoint
, p1
);
1199 v3_copy( ray_l
.pos
, p0
);
1200 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1201 v3_add( t
, tangent_average
, tangent_average
);
1205 v3_copy( ray_r
.pos
, p1
);
1206 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1207 v3_add( t
, tangent_average
, tangent_average
);
1210 v3_sub( p1
, p0
, v0
);
1215 /* fallback: use the closes point to the trucks */
1217 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1221 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1224 for( int j
=0; j
<3; j
++ )
1225 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1227 v3f vert0
, vert1
, n
;
1228 v3_sub( verts
[1], verts
[0], vert0
);
1229 v3_sub( verts
[2], verts
[0], vert1
);
1230 v3_cross( vert0
, vert1
, n
);
1233 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1236 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1237 v3_muladds( v0
, player
->rb
.to_world
[2],
1238 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1242 v3_cross( n
, player
->rb
.to_world
[0], t
);
1243 v3_add( t
, tangent_average
, tangent_average
);
1249 v3_muladds( truck
, v0
, k_board_width
, right
);
1250 v3_muladds( truck
, v0
, -k_board_width
, left
);
1252 vg_line( left
, right
, VG__WHITE
);
1254 v3_normalize( tangent_average
);
1255 v3_cross( v0
, tangent_average
, surface_normal
);
1256 v3_copy( v0
, axel_dir
);
1261 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1263 struct player_skate
*s
= &player
->_skate
;
1264 v3_zero( s
->weight_distribution
);
1266 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1268 if( s
->state
.manual_direction
== 0 )
1270 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1271 (s
->state
.activity
== k_skate_activity_ground
) &&
1272 (s
->state
.jump_charge
<= 0.01f
) )
1273 s
->state
.manual_direction
= reverse_dir
;
1277 if( player
->input_js1v
->axis
.value
< 0.1f
)
1279 s
->state
.manual_direction
= 0;
1283 if( reverse_dir
!= s
->state
.manual_direction
)
1290 if( s
->state
.manual_direction
)
1292 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1293 s
->weight_distribution
[2] = k_board_length
* amt
*
1294 (float)s
->state
.manual_direction
;
1297 /* TODO: Fall back on land normal */
1298 /* TODO: Lerp weight distribution */
1299 if( s
->state
.manual_direction
)
1303 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1304 v3_negate( plane_z
, plane_z
);
1306 v3_muladds( plane_z
, s
->surface_picture
,
1307 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1308 v3_normalize( plane_z
);
1310 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1311 v3_normalize( plane_z
);
1314 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1315 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1318 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1321 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1322 k_manul_spring
, k_manul_dampener
,
1327 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1329 struct player_skate
*s
= &player
->_skate
;
1331 if( s
->state
.activity
== k_skate_activity_ground
)
1334 v3_copy( s
->surface_picture
, target
);
1336 target
[1] += 2.0f
* s
->surface_picture
[1];
1337 v3_normalize( target
);
1339 v3_lerp( s
->state
.up_dir
, target
,
1340 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1342 else if( s
->state
.activity
== k_skate_activity_air
)
1344 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1345 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1349 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1350 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1354 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1357 v3_sub( target
, origin
, dir
);
1360 ray
.dist
= v3_length( dir
);
1361 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1364 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1370 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1372 /* TODO: Is N and Dir really orthogonal? */
1373 v3_copy( inf
->dir
, mtx
[0] );
1374 v3_copy( inf
->n
, mtx
[1] );
1375 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1378 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1379 struct grind_info
*inf
, float strength
)
1382 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1383 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1385 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1386 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1387 F
= a
* -dir
* k_grind_max_friction
;
1389 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1392 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1393 struct grind_info
*inf
, float strength
)
1396 skate_grind_orient( inf
, mtx
);
1397 m3x3_transpose( mtx
, mtx_inv
);
1400 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1402 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1403 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1404 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1407 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1408 float sign
, struct grind_info
*inf
,
1411 struct player_skate
*s
= &player
->_skate
;
1413 /* TODO: Trash compactor this */
1414 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1416 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1417 v3_add( player
->rb
.co
, raw
, wsp
);
1419 v3_copy( ra
, s
->weight_distribution
);
1422 v3_sub( inf
->co
, wsp
, delta
);
1425 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1428 skate_grind_decay( player
, inf
, strength
);
1429 skate_grind_friction( player
, inf
, strength
);
1431 /* yeah yeah yeah yeah */
1432 v3f raw_nplane
, axis
;
1433 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1434 v3_cross( raw_nplane
, inf
->n
, axis
);
1435 v3_normalize( axis
);
1439 skate_grind_orient( inf
, mtx
);
1440 v3f target_fwd
, fwd
, up
, target_up
;
1441 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1442 v3_copy( raw_nplane
, fwd
);
1443 v3_copy( player
->rb
.to_world
[1], up
);
1444 v3_copy( inf
->n
, target_up
);
1446 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1447 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1449 v3_normalize( target_fwd
);
1450 v3_normalize( fwd
);
1453 float way
= player
->input_js1v
->axis
.value
*
1454 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1457 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1458 q_mulv( q
, target_up
, target_up
);
1459 q_mulv( q
, target_fwd
, target_fwd
);
1461 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1466 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1467 k_grind_spring
*strength
,
1468 k_grind_dampener
*strength
,
1471 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1472 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1473 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1475 s
->grind_strength
= strength
;
1478 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1479 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1480 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1483 v3_copy( inf
->dir
, s
->grind_dir
);
1486 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1487 struct grind_info
*inf_front
,
1488 struct grind_info
*inf_back
)
1490 struct player_skate
*s
= &player
->_skate
;
1491 struct grind_info inf_avg
;
1493 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1494 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1495 v3_normalize( inf_avg
.dir
);
1497 v3f axis_front
, axis_back
, axis
;
1498 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1499 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1500 v3_add( axis_front
, axis_back
, axis
);
1501 v3_normalize( axis
);
1503 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1505 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1508 float way
= player
->input_js1v
->axis
.value
*
1509 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1512 v3_copy( player
->rb
.to_world
[1], up
);
1513 v3_copy( inf_avg
.n
, target_up
);
1514 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1515 q_mulv( q
, target_up
, target_up
);
1517 v3_zero( s
->weight_distribution
);
1518 s
->weight_distribution
[2] = k_board_length
* -way
;
1520 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1525 v3f fwd_nplane
, dir_nplane
;
1526 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1527 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1530 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1531 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1533 v3_normalize( fwd_nplane
);
1534 v3_normalize( dir_nplane
);
1536 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1541 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1542 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1543 delta_front
, delta_back
, delta_total
;
1545 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1546 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1548 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1549 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1550 v3_add( delta_front
, delta_back
, delta_total
);
1552 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1555 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1556 v3_zero( limit
->ra
);
1557 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1560 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1563 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1564 struct grind_info
*inf
)
1566 struct player_skate
*s
= &player
->_skate
;
1568 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1569 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1571 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1572 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1574 /* Exit condition: lost grind tracking */
1575 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1578 /* Exit condition: cant see grind target directly */
1579 if( !skate_point_visible( wheel_co
, inf
->co
) )
1582 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1583 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1584 minv
= k_grind_axel_min_vel
*0.8f
;
1589 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1592 v3_copy( inf
->dir
, s
->grind_dir
);
1596 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1597 struct grind_info
*inf
)
1599 struct player_skate
*s
= &player
->_skate
;
1601 /* TODO: Trash compactor this */
1602 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1605 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1606 v3_add( player
->rb
.co
, raw
, wsp
);
1608 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1610 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1613 /* velocity should be at least 60% aligned */
1615 v3_cross( inf
->n
, inf
->dir
, axis
);
1616 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1618 if( v3_length2( pv
) < 0.0001f
)
1622 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1625 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1629 /* check for vertical alignment */
1630 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1634 v3f local_co
, local_dir
, local_n
;
1635 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1636 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1637 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1639 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1641 float truck_height
= -(k_board_radius
+0.03f
);
1644 v3_cross( player
->rb
.w
, raw
, rv
);
1645 v3_add( player
->rb
.v
, rv
, rv
);
1647 if( (local_co
[1] >= truck_height
) &&
1648 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1657 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1658 struct grind_info
*inf
)
1660 struct player_skate
*s
= &player
->_skate
;
1662 v3f local_co
, local_dir
, local_n
;
1663 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1664 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1665 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1668 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1670 v3_copy( intersection
, s
->weight_distribution
);
1672 skate_grind_decay( player
, inf
, 0.1f
);
1673 skate_grind_friction( player
, inf
, 0.25f
);
1675 /* direction alignment */
1677 v3_cross( local_dir
, local_n
, perp
);
1678 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1679 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1681 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1682 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1684 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1686 k_grind_spring
, k_grind_dampener
,
1689 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1691 k_grind_spring
, k_grind_dampener
,
1694 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1695 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1697 v3_copy( inf
->dir
, s
->grind_dir
);
1700 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1701 struct grind_info
*inf
)
1703 struct player_skate
*s
= &player
->_skate
;
1705 if( skate_grind_scansq( player
, player
->rb
.co
,
1706 player
->rb
.to_world
[0], k_board_length
,
1709 v3f local_co
, local_dir
;
1710 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1711 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1713 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1714 (local_co
[1] >= 0.0f
) && /* at deck level */
1715 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1717 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1727 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1728 struct grind_info
*inf
)
1730 struct player_skate
*s
= &player
->_skate
;
1732 if( !skate_grind_scansq( player
, player
->rb
.co
,
1733 player
->rb
.to_world
[0], k_board_length
,
1737 /* Exit condition: cant see grind target directly */
1739 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1740 if( !skate_point_visible( vis
, inf
->co
) )
1743 /* Exit condition: minimum velocity not reached, but allow a bit of error
1744 * TODO: trash compactor */
1745 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1746 minv
= k_grind_axel_min_vel
*0.8f
;
1751 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1757 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1758 struct grind_info
*inf
)
1760 struct player_skate
*s
= &player
->_skate
;
1763 skate_grind_orient( inf
, mtx
);
1764 m3x3_transpose( mtx
, mtx
);
1767 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1769 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1770 v3_normalize( s
->grind_vec
);
1771 v3_copy( inf
->dir
, s
->grind_dir
);
1774 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1776 struct player_skate
*s
= &player
->_skate
;
1778 /* debounces this state manager a little bit */
1779 if( s
->frames_since_activity_change
< 10 )
1781 s
->frames_since_activity_change
++;
1782 return k_skate_activity_undefined
;
1785 struct grind_info inf_back50
,
1793 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
1795 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1797 else if( s
->state
.activity
== k_skate_activity_grind_back50
)
1799 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1800 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1802 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
1804 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1805 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1807 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
1809 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1810 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1814 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1815 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1816 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1818 if( res_back50
!= res_front50
)
1820 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1822 res_back50
&= wants_to_do_that
;
1823 res_front50
&= wants_to_do_that
;
1827 const enum skate_activity table
[] =
1828 { /* slide | back | front */
1829 k_skate_activity_undefined
, /* 0 0 0 */
1830 k_skate_activity_grind_front50
, /* 0 0 1 */
1831 k_skate_activity_grind_back50
, /* 0 1 0 */
1832 k_skate_activity_grind_5050
, /* 0 1 1 */
1834 /* slide has priority always */
1835 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1836 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1837 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1838 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1840 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1842 if( new_activity
== k_skate_activity_undefined
)
1844 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1845 s
->frames_since_activity_change
= 0;
1847 else if( new_activity
== k_skate_activity_grind_boardslide
)
1849 skate_boardslide_apply( player
, &inf_slide
);
1851 else if( new_activity
== k_skate_activity_grind_back50
)
1853 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1854 skate_store_grind_vec( player
, &inf_back50
);
1856 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
1858 else if( new_activity
== k_skate_activity_grind_front50
)
1860 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
1861 skate_store_grind_vec( player
, &inf_front50
);
1863 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
1865 else if( new_activity
== k_skate_activity_grind_5050
)
1866 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
1868 return new_activity
;
1871 VG_STATIC
void player__skate_update( player_instance
*player
)
1873 struct player_skate
*s
= &player
->_skate
;
1874 world_instance
*world
= get_active_world();
1876 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1877 s
->state
.activity_prev
= s
->state
.activity
;
1879 struct board_collider
1886 enum board_collider_state
1888 k_collider_state_default
,
1889 k_collider_state_disabled
,
1890 k_collider_state_colliding
1897 { 0.0f
, 0.0f
, -k_board_length
},
1898 .radius
= k_board_radius
,
1902 { 0.0f
, 0.0f
, k_board_length
},
1903 .radius
= k_board_radius
,
1908 const int k_wheel_count
= 2;
1910 s
->substep
= k_rb_delta
;
1911 s
->substep_delta
= s
->substep
;
1914 int substep_count
= 0;
1916 v3_zero( s
->surface_picture
);
1918 for( int i
=0; i
<k_wheel_count
; i
++ )
1919 wheels
[i
].state
= k_collider_state_default
;
1921 /* check if we can enter or continue grind */
1922 enum skate_activity grindable_activity
= skate_availible_grind( player
);
1923 if( grindable_activity
!= k_skate_activity_undefined
)
1925 s
->state
.activity
= grindable_activity
;
1929 int contact_count
= 0;
1930 for( int i
=0; i
<2; i
++ )
1933 v3_copy( player
->rb
.to_world
[0], axel
);
1935 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
1936 wheels
[i
].colour
, normal
, axel
) )
1938 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1940 k_surface_spring
, k_surface_dampener
,
1943 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
1947 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
1952 s
->state
.activity
= k_skate_activity_ground
;
1953 s
->state
.gravity_bias
= k_gravity
;
1954 v3_normalize( s
->surface_picture
);
1956 skate_apply_friction_model( player
);
1957 skate_weight_distribute( player
);
1961 s
->state
.activity
= k_skate_activity_air
;
1962 v3_zero( s
->weight_distribution
);
1963 skate_apply_air_model( player
);
1968 if( s
->state
.activity
== k_skate_activity_grind_back50
)
1969 wheels
[1].state
= k_collider_state_disabled
;
1970 if( s
->state
.activity
== k_skate_activity_grind_front50
)
1971 wheels
[0].state
= k_collider_state_disabled
;
1972 if( s
->state
.activity
== k_skate_activity_grind_5050
)
1974 wheels
[0].state
= k_collider_state_disabled
;
1975 wheels
[1].state
= k_collider_state_disabled
;
1978 /* all activities */
1979 skate_apply_steering_model( player
);
1980 skate_adjust_up_direction( player
);
1981 skate_apply_cog_model( player
);
1982 skate_apply_jump_model( player
);
1983 skate_apply_grab_model( player
);
1984 skate_apply_trick_model( player
);
1985 skate_apply_pump_model( player
);
1990 * Phase 0: Continous collision detection
1991 * --------------------------------------------------------------------------
1994 v3f head_wp0
, head_wp1
, start_co
;
1995 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
1996 v3_copy( player
->rb
.co
, start_co
);
1998 /* calculate transform one step into future */
2001 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2003 if( v3_length2( player
->rb
.w
) > 0.0f
)
2007 v3_copy( player
->rb
.w
, axis
);
2009 float mag
= v3_length( axis
);
2010 v3_divs( axis
, mag
, axis
);
2011 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2012 q_mul( rotation
, player
->rb
.q
, future_q
);
2013 q_normalize( future_q
);
2016 v4_copy( player
->rb
.q
, future_q
);
2018 v3f future_cg
, current_cg
, cg_offset
;
2019 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2020 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2021 v3_sub( future_cg
, current_cg
, cg_offset
);
2023 /* calculate the minimum time we can move */
2024 float max_time
= s
->substep
;
2026 for( int i
=0; i
<k_wheel_count
; i
++ )
2028 if( wheels
[i
].state
== k_collider_state_disabled
)
2031 v3f current
, future
, r_cg
;
2033 q_mulv( future_q
, wheels
[i
].pos
, future
);
2034 v3_add( future
, future_co
, future
);
2035 v3_add( cg_offset
, future
, future
);
2037 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2038 v3_add( current
, player
->rb
.co
, current
);
2043 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2044 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2045 max_time
= vg_minf( max_time
, t
* s
->substep
);
2048 /* clamp to a fraction of delta, to prevent locking */
2049 float rate_lock
= substep_count
;
2050 rate_lock
*= k_rb_delta
* 0.1f
;
2051 rate_lock
*= rate_lock
;
2053 max_time
= vg_maxf( max_time
, rate_lock
);
2054 s
->substep_delta
= max_time
;
2057 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2058 if( v3_length2( player
->rb
.w
) > 0.0f
)
2062 v3_copy( player
->rb
.w
, axis
);
2064 float mag
= v3_length( axis
);
2065 v3_divs( axis
, mag
, axis
);
2066 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2067 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2068 q_normalize( player
->rb
.q
);
2070 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2071 v3_sub( current_cg
, future_cg
, cg_offset
);
2072 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2075 rb_update_transform( &player
->rb
);
2076 v3_muladds( player
->rb
.v
, player
->basis
[1],
2077 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2079 s
->substep
-= s
->substep_delta
;
2081 rb_ct manifold
[128];
2082 int manifold_len
= 0;
2085 * Phase -1: head detection
2086 * --------------------------------------------------------------------------
2088 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2092 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2093 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2095 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2096 rb_update_transform( &player
->rb
);
2098 player__skate_kill_audio( player
);
2099 player__dead_transition( player
);
2104 * Phase 1: Regular collision detection
2105 * --------------------------------------------------------------------------
2108 for( int i
=0; i
<k_wheel_count
; i
++ )
2110 if( wheels
[i
].state
== k_collider_state_disabled
)
2114 m3x3_identity( mtx
);
2115 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2117 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2119 rb_ct
*man
= &manifold
[ manifold_len
];
2121 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2123 wheels
[i
].state
= k_collider_state_colliding
;
2128 float grind_radius
= k_board_radius
* 0.75f
;
2129 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2130 .radius
=grind_radius
};
2132 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2133 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2134 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2135 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2136 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2138 rb_ct
*cman
= &manifold
[manifold_len
];
2140 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2144 for( int i
=0; i
<l
; i
++ )
2145 cman
[l
].type
= k_contact_type_edge
;
2146 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2147 l
= rb_manifold_apply_filtered( cman
, l
);
2151 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2154 for( int i
=0; i
<s
->limit_count
; i
++ )
2156 struct grind_limit
*limit
= &s
->limits
[i
];
2157 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2158 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2159 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2161 ct
->type
= k_contact_type_default
;
2166 * --------------------------------------------------------------------------
2171 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2172 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2174 for( int i
=0; i
<manifold_len
; i
++ )
2176 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2177 rb_debug_contact( &manifold
[i
] );
2180 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2181 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2182 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2183 ey2
= k_board_interia
*extent
[1]*extent
[1],
2184 ez2
= k_board_interia
*extent
[2]*extent
[2];
2186 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2187 float inv_mass
= 1.0f
/mass
;
2190 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2191 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2192 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2195 m3x3_identity( iI
);
2202 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2203 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2205 for( int j
=0; j
<10; j
++ )
2207 for( int i
=0; i
<manifold_len
; i
++ )
2210 * regular dance; calculate velocity & total mass, apply impulse.
2213 struct contact
*ct
= &manifold
[i
];
2216 v3_sub( ct
->co
, world_cog
, delta
);
2217 v3_cross( player
->rb
.w
, delta
, rv
);
2218 v3_add( player
->rb
.v
, rv
, rv
);
2221 v3_cross( delta
, ct
->n
, raCn
);
2224 m3x3_mulv( iIw
, raCn
, raCnI
);
2226 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2227 vn
= v3_dot( rv
, ct
->n
),
2228 lambda
= normal_mass
* ( -vn
);
2230 float temp
= ct
->norm_impulse
;
2231 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2232 lambda
= ct
->norm_impulse
- temp
;
2235 v3_muls( ct
->n
, lambda
, impulse
);
2237 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2238 v3_cross( delta
, impulse
, impulse
);
2239 m3x3_mulv( iIw
, impulse
, impulse
);
2240 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2242 v3_cross( player
->rb
.w
, delta
, rv
);
2243 v3_add( player
->rb
.v
, rv
, rv
);
2244 vn
= v3_dot( rv
, ct
->n
);
2249 rb_depenetrate( manifold
, manifold_len
, dt
);
2250 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2251 rb_update_transform( &player
->rb
);
2255 if( s
->substep
>= 0.0001f
)
2256 goto begin_collision
; /* again! */
2259 * End of collision and dynamics routine
2260 * --------------------------------------------------------------------------
2263 s
->surface
= k_surface_prop_concrete
;
2265 for( int i
=0; i
<manifold_len
; i
++ ){
2266 rb_ct
*ct
= &manifold
[i
];
2267 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2269 if( surf
->info
.surface_prop
!= k_surface_prop_concrete
)
2270 s
->surface
= surf
->info
.surface_prop
;
2273 for( int i
=0; i
<k_wheel_count
; i
++ ){
2275 m3x3_copy( player
->rb
.to_world
, mtx
);
2276 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2277 debug_sphere( mtx
, wheels
[i
].radius
,
2278 (u32
[]){ VG__WHITE
, VG__BLACK
,
2279 wheels
[i
].colour
}[ wheels
[i
].state
]);
2282 skate_integrate( player
);
2283 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2286 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2289 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2290 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2291 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2292 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2293 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2294 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2295 s
->state
.head_position
);
2296 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2298 v4f transport_rotation
;
2299 m3x3_q( gate
->transport
, transport_rotation
);
2300 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2301 rb_update_transform( &player
->rb
);
2303 s
->state_gate_storage
= s
->state
;
2304 player__pass_gate( player
, gate
);
2307 /* FIXME: Rate limit */
2308 static int stick_frames
= 0;
2310 if( s
->state
.activity
== k_skate_activity_ground
)
2316 if( stick_frames
== 4 )
2319 if( (fabsf(s
->state
.slip
) > 0.75f
) )
2321 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2326 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2333 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2335 struct player_skate
*s
= &player
->_skate
;
2336 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2339 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2342 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2346 const char *activity_txt
[] =
2350 "undefined (INVALID)",
2351 "grind_any (INVALID)",
2360 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2362 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2363 s
->state
.steerx_s
, s
->state
.steery_s
,
2364 k_steer_ground
, k_steer_air
);
2366 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2367 s
->state
.flip_time
);
2368 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2369 s
->state
.trick_vel
[0],
2370 s
->state
.trick_vel
[1],
2371 s
->state
.trick_vel
[2] );
2372 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2373 s
->state
.trick_euler
[0],
2374 s
->state
.trick_euler
[1],
2375 s
->state
.trick_euler
[2] );
2378 VG_STATIC
void player__skate_animate( player_instance
*player
,
2379 player_animation
*dest
)
2381 struct player_skate
*s
= &player
->_skate
;
2382 struct player_avatar
*av
= player
->playeravatar
;
2383 struct skeleton
*sk
= &av
->sk
;
2386 float kheight
= 2.0f
,
2392 v3f cog_local
, cog_ideal
;
2393 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2395 v3_copy( s
->state
.up_dir
, cog_ideal
);
2396 v3_normalize( cog_ideal
);
2397 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2399 v3_sub( cog_ideal
, cog_local
, offset
);
2402 v3_muls( offset
, 4.0f
, offset
);
2405 float curspeed
= v3_length( player
->rb
.v
),
2406 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2407 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2408 sign
= vg_signf( kicks
);
2410 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2411 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2414 offset
[0] += s
->wobble
[1]*3.0f
;
2419 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2420 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2423 * Animation blending
2424 * ===========================================
2429 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2430 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2433 /* movement information */
2435 int iair
= s
->state
.activity
== k_skate_activity_air
;
2437 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2438 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2439 fly
= iair
? 1.0f
: 0.0f
,
2440 wdist
= s
->weight_distribution
[2] / k_board_length
;
2442 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2443 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2444 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2445 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2448 mdl_keyframe apose
[32], bpose
[32];
2449 mdl_keyframe ground_pose
[32];
2451 /* when the player is moving fast he will crouch down a little bit */
2452 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2453 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2456 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2457 stand_blend
= offset
[1]*-2.0f
;
2460 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2462 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2464 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2465 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2466 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2469 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2470 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2471 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2474 double push_time
= vg
.time
- s
->state
.start_push
;
2475 s
->blend_push
= vg_lerpf( s
->blend_push
,
2476 (vg
.time
- s
->state
.cur_push
) < 0.125,
2477 6.0f
*vg
.time_delta
);
2479 float pt
= push_time
+ vg
.accumulator
;
2480 if( s
->state
.reverse
> 0.0f
)
2481 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2483 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2485 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2488 float jump_start_frame
= 14.0f
/30.0f
;
2490 float charge
= s
->state
.jump_charge
;
2491 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2493 float setup_frame
= charge
* jump_start_frame
,
2494 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2496 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2497 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2498 setup_frame
= jump_frame
;
2500 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2502 s
->anim_ollie_reverse
;
2504 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2505 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2508 mdl_keyframe air_pose
[32];
2510 float target
= -player
->input_js1h
->axis
.value
;
2511 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2513 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2514 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2516 static v2f grab_choice
;
2518 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2519 player
->input_js2v
->axis
.value
};
2520 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2521 if( v2_length2( grab_input
) <= 0.001f
)
2522 grab_input
[0] = -1.0f
;
2524 v2_normalize_clamp( grab_input
);
2525 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2527 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2528 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2529 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2531 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2532 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2535 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2537 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2539 /* additive effects */
2541 u32 apply_to
[] = { av
->id_hip
,
2545 av
->id_ik_elbow_r
};
2547 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2549 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2550 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2554 /* angle correction */
2555 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2558 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2559 v3_normalize( ndir
);
2561 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2563 float a
= v3_dot( ndir
, up
);
2564 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2569 v3_cross( up
, ndir
, axis
);
2570 q_axis_angle( q
, axis
, a
);
2572 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2574 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2576 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2579 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2580 q_mulv( q
, v0
, v0
);
2581 v3_add( v0
, kf_hip
->co
, kf
->co
);
2583 q_mul( q
, kf
->q
, kf
->q
);
2584 q_normalize( kf
->q
);
2588 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2589 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2591 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2592 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2597 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2598 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2599 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2600 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2601 &dest
->pose
[av
->id_wheel_l
-1] };
2604 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2607 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2609 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2610 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2611 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2613 q_mul( qpitchr
, qrollr
, qtrickr
);
2614 q_mul( qyawr
, qtrickr
, qtotal
);
2615 q_normalize( qtotal
);
2617 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2620 /* trick rotation */
2621 v4f qtrick
, qyaw
, qpitch
, qroll
;
2623 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2625 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2626 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2627 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2629 q_mul( qpitch
, qroll
, qtrick
);
2630 q_mul( qyaw
, qtrick
, qtrick
);
2631 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2632 q_normalize( kf_board
->q
);
2634 /* foot weight distribution */
2635 if( s
->blend_weight
> 0.0f
)
2637 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2638 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2642 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2643 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2646 /* truck rotation */
2647 for( int i
=0; i
<2; i
++ )
2649 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2650 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2653 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2654 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2655 q_normalize( kf_wheels
[i
]->q
);
2660 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2661 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2663 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2666 if( (s
->state
.activity
== k_skate_activity_air
) &&
2667 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2669 float t
= s
->state
.flip_time
;
2670 sign
= vg_signf( t
);
2672 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2673 t
= sign
* (1.0f
-t
*t
);
2675 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2676 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2677 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2679 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2681 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2682 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2683 q_normalize( dest
->root_q
);
2685 v3f rotation_point
, rco
;
2686 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2687 v3_sub( dest
->root_co
, rotation_point
, rco
);
2689 q_mulv( qflip
, rco
, rco
);
2690 v3_add( rco
, rotation_point
, dest
->root_co
);
2693 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
2696 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2698 struct player_skate
*s
= &player
->_skate
;
2699 struct player_avatar
*av
= player
->playeravatar
;
2701 player
->cam_velocity_influence
= 1.0f
;
2703 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
2704 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2705 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2706 s
->state
.head_position
);
2709 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2711 struct player_skate
*s
= &player
->_skate
;
2713 if( s
->state
.activity
== k_skate_activity_air
)
2714 s
->blend_fly
= 1.0f
;
2716 s
->blend_fly
= 0.0f
;
2718 s
->blend_slide
= 0.0f
;
2721 s
->blend_stand
= 0.0f
;
2722 s
->blend_push
= 0.0f
;
2723 s
->blend_jump
= 0.0f
;
2724 s
->blend_airdir
= 0.0f
;
2727 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2729 struct player_skate
*s
= &player
->_skate
;
2730 s
->state
.jump_charge
= 0.0f
;
2731 s
->state
.lift_frames
= 0;
2732 s
->state
.flip_rate
= 0.0f
;
2734 s
->state
.steery
= 0.0f
;
2735 s
->state
.steerx
= 0.0f
;
2736 s
->state
.steery_s
= 0.0f
;
2737 s
->state
.steerx_s
= 0.0f
;
2739 s
->state
.reverse
= 0.0f
;
2740 s
->state
.slip
= 0.0f
;
2741 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2744 m3x3_identity( s
->state
.velocity_bias
);
2745 m3x3_identity( s
->state
.velocity_bias_pstep
);
2748 v3_zero( s
->state
.throw_v
);
2749 v3_zero( s
->state
.trick_vel
);
2750 v3_zero( s
->state
.trick_euler
);
2753 VG_STATIC
void player__skate_reset( player_instance
*player
,
2756 struct player_skate
*s
= &player
->_skate
;
2757 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2758 v3_zero( player
->rb
.v
);
2759 v3_zero( s
->state
.cog_v
);
2760 v4_copy( rp
->transform
.q
, player
->rb
.q
);
2762 s
->state
.activity
= k_skate_activity_air
;
2763 s
->state
.activity_prev
= k_skate_activity_air
;
2765 player__skate_clear_mechanics( player
);
2766 player__skate_reset_animator( player
);
2768 v3_zero( s
->state
.head_position
);
2769 s
->state
.head_position
[1] = 1.8f
;
2772 #endif /* PLAYER_SKATE_C */