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]);
128 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
132 for( int j
=0; j
<3; j
++ )
133 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
135 for( int j
=0; j
<3; j
++ ){
139 struct grind_sample
*sample
= &samples
[ sample_count
];
142 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
144 v3_sub( co
, pos
, d
);
145 if( v3_length2( d
) > r
*r
)
149 v3_sub( tri
[1], tri
[0], va
);
150 v3_sub( tri
[2], tri
[0], vb
);
151 v3_cross( va
, vb
, normal
);
153 sample
->normal
[0] = v3_dot( support_axis
, normal
);
154 sample
->normal
[1] = v3_dot( player
->basis
[1], normal
);
155 sample
->co
[0] = v3_dot( support_axis
, d
);
156 sample
->co
[1] = v3_dot( player
->basis
[1], d
);
158 v3_copy( normal
, sample
->normal3
); /* normalize later
159 if we want to us it */
161 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
162 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
163 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
165 v2_normalize( sample
->normal
);
168 if( sample_count
== vg_list_size( samples
) )
169 goto too_many_samples
;
176 if( sample_count
< 2 )
184 v2_fill( min_co
, INFINITY
);
185 v2_fill( max_co
, -INFINITY
);
187 v3_zero( average_direction
);
188 v3_zero( average_normal
);
190 int passed_samples
= 0;
192 for( int i
=0; i
<sample_count
-1; i
++ ){
193 struct grind_sample
*si
, *sj
;
197 for( int j
=i
+1; j
<sample_count
; j
++ ){
203 /* non overlapping */
204 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
207 /* not sharp angle */
208 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
213 v3_sub( sj
->centroid
, si
->centroid
, v0
);
214 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
215 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
218 v2_minv( sj
->co
, min_co
, min_co
);
219 v2_maxv( sj
->co
, max_co
, max_co
);
222 v3_copy( si
->normal3
, n0
);
223 v3_copy( sj
->normal3
, n1
);
224 v3_cross( n0
, n1
, dir
);
227 /* make sure the directions all face a common hemisphere */
228 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
229 v3_add( average_direction
, dir
, average_direction
);
231 float yi
= v3_dot( player
->basis
[1], si
->normal3
),
232 yj
= v3_dot( player
->basis
[1], sj
->normal3
);
235 v3_add( si
->normal3
, average_normal
, average_normal
);
237 v3_add( sj
->normal3
, average_normal
, average_normal
);
243 if( !passed_samples
)
246 if( (v3_length2( average_direction
) <= 0.001f
) ||
247 (v3_length2( average_normal
) <= 0.001f
) )
250 float div
= 1.0f
/(float)passed_samples
;
251 v3_normalize( average_direction
);
252 v3_normalize( average_normal
);
255 v2_add( min_co
, max_co
, average_coord
);
256 v2_muls( average_coord
, 0.5f
, average_coord
);
258 v3_muls( support_axis
, average_coord
[0], inf
->co
);
259 inf
->co
[1] += average_coord
[1];
260 v3_add( pos
, inf
->co
, inf
->co
);
261 v3_copy( average_normal
, inf
->n
);
262 v3_copy( average_direction
, inf
->dir
);
264 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
265 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
266 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
268 return passed_samples
;
271 VG_STATIC
void reset_jump_info( jump_info
*inf
)
274 inf
->land_dist
= 0.0f
;
276 inf
->type
= k_prediction_unset
;
277 v3_zero( inf
->apex
);
280 VG_STATIC
int create_jumps_to_hit_target( player_instance
*player
,
282 v3f target
, float max_angle_delta
,
285 struct player_skate
*s
= &player
->_skate
;
287 /* calculate the exact 2 solutions to jump onto that grind spot */
290 v3_sub( target
, player
->rb
.co
, v0
);
291 m3x3_mulv( player
->invbasis
, v0
, v0
);
299 m3x3_mulv( player
->invbasis
, player
->rb
.v
, v_local
);
301 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
302 v
= { v3_dot( ax
, player
->rb
.v
), v_local
[1] };
304 float a
= atan2f( v
[1], v
[0] ),
306 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
311 root
= sqrtf( root
);
312 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
313 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
315 if( fabsf(a0
-a
) < max_angle_delta
){
316 jump_info
*inf
= &jumps
[ valid_count
++ ];
317 reset_jump_info( inf
);
319 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
320 inf
->v
[1] += sinf( a0
) * m
;
321 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
322 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
323 inf
->gravity
= gravity
;
325 v3_copy( target
, inf
->log
[inf
->log_length
++] );
328 if( fabsf(a1
-a
) < max_angle_delta
){
329 jump_info
*inf
= &jumps
[ valid_count
++ ];
330 reset_jump_info( inf
);
332 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
333 inf
->v
[1] += sinf( a1
) * m
;
334 m3x3_mulv( player
->basis
, inf
->v
, inf
->v
);
335 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
336 inf
->gravity
= gravity
;
338 v3_copy( target
, inf
->log
[inf
->log_length
++] );
347 int create_jump_for_target( world_instance
*world
, player_instance
*player
,
348 v3f target
, float max_angle
, jump_info
*jump
)
351 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
354 if( fabsf(a0
-a
) > max_angle
)
357 /* TODO: sweep the path before chosing the smallest dist */
362 for( int i
=0; i
<=20; i
++ )
364 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
367 v3_muls( p
->v
, t
, p0
);
368 v3_muladds( p0
, player
->basis
[1], -0.5f
* p
->gravity
* t
*t
, p0
);
370 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
382 void player__approximate_best_trajectory( player_instance
*player
)
384 world_instance
*world
= get_active_world();
386 struct player_skate
*s
= &player
->_skate
;
387 float k_trace_delta
= k_rb_delta
* 10.0f
;
389 s
->state
.air_start
= vg
.time
;
390 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
391 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
393 s
->possible_jump_count
= 0;
396 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
397 v3_normalize( axis
);
399 /* at high slopes, Y component is low */
400 float upness
= v3_dot( player
->rb
.to_world
[1], player
->basis
[1] ),
401 angle_begin
= -(1.0f
-fabsf( upness
)),
404 struct grind_info grind
;
405 int grind_located
= 0;
406 float grind_located_gravity
= k_gravity
;
408 for( int m
=0;m
<=30; m
++ ){
409 jump_info
*inf
= &s
->possible_jumps
[ s
->possible_jump_count
++ ];
410 reset_jump_info( inf
);
412 v3f launch_co
, launch_v
, co0
, co1
;
413 v3_copy( player
->rb
.co
, launch_co
);
414 v3_copy( player
->rb
.v
, launch_v
);
415 v3_copy( launch_co
, co0
);
417 float vt
= (float)m
* (1.0f
/30.0f
),
418 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
421 q_axis_angle( qbias
, axis
, ang
);
422 q_mulv( qbias
, launch_v
, launch_v
);
424 float yaw_sketch
= 1.0f
-fabsf(upness
);
426 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
427 q_axis_angle( qbias
, player
->rb
.to_world
[1], yaw_bias
);
428 q_mulv( qbias
, launch_v
, launch_v
);
431 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
432 gravity
= k_gravity
* gravity_bias
;
433 inf
->gravity
= gravity
;
434 v3_copy( launch_v
, inf
->v
);
437 m3x3_copy( player
->basis
, basis
);
439 for( int i
=1; i
<=50; i
++ ){
440 float t
= (float)i
* k_trace_delta
;
442 v3_muls( launch_v
, t
, co1
);
443 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
444 v3_add( launch_co
, co1
, co1
);
446 float launch_vy
= v3_dot( launch_v
,basis
[1] );
447 if( !grind_located
&& (launch_vy
- gravity
*t
< 0.0f
) ){
449 if( bh_closest_point( world
->geo_bh
, co1
, closest
, 1.0f
) != -1 ){
451 v3_copy( launch_v
, ve
);
452 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
454 if( skate_grind_scansq( player
, closest
, ve
, 0.5f
, &grind
) ){
455 /* check alignment */
456 v2f v0
= { v3_dot( ve
, basis
[0] ),
457 v3_dot( ve
, basis
[2] ) },
458 v1
= { v3_dot( grind
.dir
, basis
[0] ),
459 v3_dot( grind
.dir
, basis
[2] ) };
464 float a
= v2_dot( v0
, v1
);
467 if( a
>= cosf( VG_PIf
* /*0.185f*/ 0.02f
) ){
470 grind_located_gravity
= inf
->gravity
;
472 vg_success( "Grind located\n" );
480 if( world
->rendering_gate
){
481 ent_gate
*gate
= world
->rendering_gate
;
482 if( gate_intersect( gate
, co1
, co0
) ){
483 m4x3_mulv( gate
->transport
, co0
, co0
);
484 m4x3_mulv( gate
->transport
, co1
, co1
);
485 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
486 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
487 m3x3_mul( gate
->transport
, basis
, basis
);
494 int idx
= spherecast_world( world
, co0
, co1
, k_board_radius
, &t1
, n
);
497 v3_lerp( co0
, co1
, t1
, co
);
498 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
500 v3_copy( n
, inf
->n
);
501 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
502 struct world_surface
*surf
= world_tri_index_surface(world
, tri
[0]);
508 v3_copy( world
->scene_geo
->arrvertices
[tri
[0]].co
, pa
);
509 v3_copy( world
->scene_geo
->arrvertices
[tri
[1]].co
, pb
);
510 v3_copy( world
->scene_geo
->arrvertices
[tri
[2]].co
, pc
);
512 v3_sub( pb
, pa
, v0
);
513 v3_sub( pc
, pa
, v1
);
514 v3_cross( v0
, v1
, inf
->n
);
515 v3_normalize( inf
->n
);
518 * grind predictions, we want to FORCE it to land in the correct
519 * location, taking the cloest endpoint or midpoint to be the
523 inf
->type
= k_prediction_land
;
526 v3_copy( launch_v
, ve
);
527 v3_muladds( ve
, player
->basis
[1], -gravity
* t
, ve
);
529 inf
->score
= -v3_dot( ve
, inf
->n
);
530 inf
->land_dist
= t
+ k_trace_delta
* t1
;
533 /* Bias prediction towords ramps */
534 if( !(surf
->info
.flags
& k_material_flag_skate_surface
) )
541 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
546 if( inf
->type
== k_prediction_unset
)
547 s
->possible_jump_count
--;
551 jump_info grind_jumps
[2];
554 create_jumps_to_hit_target( player
, grind_jumps
, grind
.co
,
555 0.175f
*VG_PIf
, grind_located_gravity
);
557 /* knock out original landing points in the 1m area
558 * TODO: Make this a konstant */
559 for( u32 j
=0; j
<s
->possible_jump_count
; j
++ ){
560 jump_info
*jump
= &s
->possible_jumps
[ j
];
561 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
562 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
563 jump
->score
+= descale
*3.0f
;
566 for( int i
=0; i
<valid_count
; i
++ ){
567 jump_info
*jump
= &grind_jumps
[i
];
568 jump
->type
= k_prediction_grind
;
570 v3f launch_v
, launch_co
, co0
, co1
;
572 v3_copy( jump
->v
, launch_v
);
573 v3_copy( player
->rb
.co
, launch_co
);
576 m3x3_copy( player
->basis
, basis
);
578 float t
= 0.05f
* jump
->land_dist
;
579 v3_muls( launch_v
, t
, co0
);
580 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
581 v3_add( launch_co
, co0
, co0
);
584 /* rough scan to make sure we dont collide with anything */
585 for( int j
=1; j
<=16; j
++ ){
586 t
= (float)j
*(1.0f
/16.0f
);
589 t
*= jump
->land_dist
;
591 v3_muls( launch_v
, t
, co1
);
592 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
593 v3_add( launch_co
, co1
, co1
);
598 int idx
= spherecast_world( world
, co0
,co1
,
599 k_board_radius
*0.5f
, &t1
, n
);
601 goto invalidated_grind
;
608 v3_copy( grind
.n
, jump
->n
);
610 /* determine score */
612 v3_copy( jump
->v
, ve
);
613 v3_muladds( ve
, player
->basis
[1], -jump
->gravity
*jump
->land_dist
, ve
);
614 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
616 s
->possible_jumps
[ s
->possible_jump_count
++ ] = *jump
;
626 float score_min
= INFINITY
,
627 score_max
= -INFINITY
;
629 jump_info
*best
= NULL
;
631 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
632 jump_info
*jump
= &s
->possible_jumps
[i
];
634 if( jump
->score
< score_min
)
637 score_min
= vg_minf( score_min
, jump
->score
);
638 score_max
= vg_maxf( score_max
, jump
->score
);
641 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
642 jump_info
*jump
= &s
->possible_jumps
[i
];
643 float s
= jump
->score
;
646 s
/= (score_max
-score_min
);
650 jump
->colour
= s
* 255.0f
;
654 else if( jump
->type
== k_prediction_land
)
657 jump
->colour
|= 0xff000000;
661 v3_copy( best
->n
, s
->land_normal
);
662 v3_copy( best
->v
, player
->rb
.v
);
663 s
->land_dist
= best
->land_dist
;
665 v2f steer
= { player
->input_js1h
->axis
.value
,
666 player
->input_js1v
->axis
.value
};
667 v2_normalize_clamp( steer
);
668 s
->state
.gravity_bias
= best
->gravity
;
670 if( best
->type
== k_prediction_grind
){
671 s
->state
.activity
= k_skate_activity_air_to_grind
;
674 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) ){
675 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
677 s
->state
.flip_time
= 0.0f
;
678 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
681 s
->state
.flip_rate
= 0.0f
;
682 v3_zero( s
->state
.flip_axis
);
686 v3_copy( player
->basis
[1], s
->land_normal
);
692 * Varius physics models
693 * ------------------------------------------------
697 * Air control, no real physics
699 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
701 struct player_skate
*s
= &player
->_skate
;
703 if( s
->state
.activity_prev
> k_skate_activity_air_to_grind
)
704 player__approximate_best_trajectory( player
);
706 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
707 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
709 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
712 q_axis_angle( correction
, axis
,
713 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
714 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
716 v2f steer
= { player
->input_js1h
->axis
.value
,
717 player
->input_js1v
->axis
.value
};
718 v2_normalize_clamp( steer
);
721 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
722 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
724 struct player_skate
*s
= &player
->_skate
;
727 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
729 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
730 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
732 v3_mul( strength
, F
, F
);
734 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
735 s
->board_trick_residualv
);
736 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
737 k_rb_delta
, s
->board_trick_residuald
);
739 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
740 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
743 int carry_on
= player_skate_trick_input( player
);
745 /* we assume velocities share a common divisor, in which case the
746 * interval is the minimum value (if not zero) */
748 float min_rate
= 99999.0f
;
750 for( int i
=0; i
<3; i
++ ){
751 float v
= s
->state
.trick_vel
[i
];
752 if( (v
> 0.0f
) && (v
< min_rate
) )
756 float interval
= 1.0f
/ min_rate
,
757 current
= floorf( s
->state
.trick_time
/ interval
),
758 next_end
= (current
+1.0f
) * interval
;
761 /* integrate trick velocities */
762 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
763 s
->state
.trick_euler
);
765 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) ){
766 s
->state
.trick_time
= 0.0f
;
767 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
768 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
769 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
770 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
771 v3_zero( s
->state
.trick_vel
);
774 s
->state
.trick_time
+= k_rb_delta
;
777 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
778 s
->state
.trick_time
> 0.2f
)
780 player__skate_kill_audio( player
);
781 player__dead_transition( player
);
784 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
785 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
786 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
787 s
->state
.trick_time
= 0.0f
;
788 v3_zero( s
->state
.trick_vel
);
792 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
794 struct player_skate
*s
= &player
->_skate
;
796 float grabt
= player
->input_grab
->axis
.value
;
799 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
800 s
->state
.grab_mouse_delta
);
802 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
805 v2_zero( s
->state
.grab_mouse_delta
);
807 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
810 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
812 struct player_skate
*s
= &player
->_skate
;
815 float steer
= player
->input_js1h
->axis
.value
,
816 grab
= player
->input_grab
->axis
.value
;
818 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
821 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
826 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
827 rate
= 6.0f
* fabsf(steer
);
831 /* rotate slower when grabbing on ground */
832 steer
*= (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
);
834 if( s
->state
.activity
== k_skate_activity_grind_5050
){
839 else if( s
->state
.activity
>= k_skate_activity_grind_any
){
840 rate
*= fabsf(steer
);
842 float a
= 0.8f
* -steer
* k_rb_delta
;
845 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
846 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
848 v3_normalize( s
->grind_vec
);
851 else if( s
->state
.manual_direction
){
857 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
858 addspeed
= (steer
* -top
) - current
,
859 maxaccel
= rate
* k_rb_delta
,
860 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
862 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
866 * Computes friction and surface interface model
868 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
870 struct player_skate
*s
= &player
->_skate
;
873 * Computing localized friction forces for controlling the character
874 * Friction across X is significantly more than Z
878 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
881 if( fabsf(vel
[2]) > 0.01f
)
882 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
884 if( fabsf( slip
) > 1.2f
)
885 slip
= vg_signf( slip
) * 1.2f
;
887 s
->state
.slip
= slip
;
888 s
->state
.reverse
= -vg_signf(vel
[2]);
890 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
891 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
893 /* Pushing additive force */
895 if( !player
->input_jump
->button
.value
){
896 if( player
->input_push
->button
.value
||
897 (vg
.time
-s
->state
.start_push
<0.75) )
899 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
900 s
->state
.start_push
= vg
.time
;
902 s
->state
.cur_push
= vg
.time
;
904 double push_time
= vg
.time
- s
->state
.start_push
;
906 float cycle_time
= push_time
*k_push_cycle_rate
,
907 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
908 amt
= accel
* VG_TIMESTEP_FIXED
,
909 current
= v3_length( vel
),
910 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
911 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
913 vel
[2] += delta
* -s
->state
.reverse
;
917 /* Send back to velocity */
918 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
921 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
923 struct player_skate
*s
= &player
->_skate
;
924 int charging_jump_prev
= s
->state
.charging_jump
;
925 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
927 /* Cannot charge this in air */
928 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
929 s
->state
.charging_jump
= 0;
933 if( s
->state
.charging_jump
){
934 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
936 if( !charging_jump_prev
)
937 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
940 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
943 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
945 /* player let go after charging past 0.2: trigger jump */
946 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) ){
949 /* Launch more up if alignment is up else improve velocity */
950 float aup
= v3_dot( player
->basis
[1], player
->rb
.to_world
[1] ),
952 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
954 if( s
->state
.activity
== k_skate_activity_ground
){
955 v3_copy( player
->rb
.v
, jumpdir
);
956 v3_normalize( jumpdir
);
957 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
958 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
959 v3_normalize( jumpdir
);
961 v3_copy( s
->state
.up_dir
, jumpdir
);
962 s
->state
.activity
= k_skate_activity_ground
;
963 s
->grind_cooldown
= 0;
965 float tilt
= player
->input_js1h
->axis
.value
* 0.3f
;
966 tilt
*= vg_signf(v3_dot( player
->rb
.v
, s
->grind_dir
));
969 q_axis_angle( qtilt
, s
->grind_dir
, tilt
);
970 q_mulv( qtilt
, jumpdir
, jumpdir
);
973 float force
= k_jump_force
*s
->state
.jump_charge
;
974 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
975 s
->state
.jump_charge
= 0.0f
;
976 s
->state
.jump_time
= vg
.time
;
978 v2f steer
= { player
->input_js1h
->axis
.value
,
979 player
->input_js1v
->axis
.value
};
980 v2_normalize_clamp( steer
);
983 audio_oneshot_3d( &audio_jumps
[rand()%2], player
->rb
.co
, 40.0f
, 1.0f
);
988 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
990 struct player_skate
*s
= &player
->_skate
;
992 if( s
->state
.activity
!= k_skate_activity_ground
){
993 v3_zero( s
->state
.throw_v
);
997 /* Throw / collect routine
999 * TODO: Max speed boost
1001 if( player
->input_grab
->axis
.value
> 0.5f
){
1002 if( s
->state
.activity
== k_skate_activity_ground
){
1004 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1009 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1012 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1014 if( s
->state
.activity
== k_skate_activity_ground
){
1015 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1016 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1019 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1020 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1021 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1025 if( v3_length2( s
->state
.throw_v
) > 0.0001f
){
1027 v3_copy( s
->state
.throw_v
, dir
);
1028 v3_normalize( dir
);
1030 float max
= v3_dot( dir
, s
->state
.throw_v
),
1031 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1032 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1036 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1038 struct player_skate
*s
= &player
->_skate
;
1040 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1041 v3_copy( s
->state
.up_dir
, ideal_dir
);
1042 v3_normalize( ideal_dir
);
1044 v3_muladds( player
->rb
.co
, ideal_dir
,
1045 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1046 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1048 /* Apply velocities */
1050 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1053 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1054 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1056 float ra
= k_cog_mass_ratio
,
1057 rb
= 1.0f
-k_cog_mass_ratio
;
1059 /* Apply forces & intergrate */
1060 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1061 v3_muladds( s
->state
.cog_v
, player
->basis
[1], -9.8f
* k_rb_delta
,
1064 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1068 VG_STATIC
void skate_integrate( player_instance
*player
)
1070 struct player_skate
*s
= &player
->_skate
;
1072 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1073 decay_rate_y
= 1.0f
;
1075 if( s
->state
.activity
>= k_skate_activity_grind_any
){
1076 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1077 decay_rate_y
= decay_rate
;
1080 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1081 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1082 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1084 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1085 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1086 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1088 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1089 rb_update_transform( &player
->rb
);
1096 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1098 return (player
->input_trick0
->button
.value
) |
1099 (player
->input_trick1
->button
.value
<< 1) |
1100 (player
->input_trick2
->button
.value
<< 1) |
1101 (player
->input_trick2
->button
.value
);
1104 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1106 struct player_skate
*s
= &player
->_skate
;
1108 if( vg_input_button_down( player
->input_use
) ){
1109 player
->subsystem
= k_player_subsystem_walk
;
1112 v3_copy( player
->cam
.angles
, angles
);
1115 player
->holdout_time
= 0.25f
;
1116 player__skate_kill_audio( player
);
1117 player__walk_transition( player
, angles
);
1121 if( vg_input_button_down( player
->input_reset
) ){
1122 player
->rb
.co
[1] += 2.0f
;
1123 s
->state
.cog
[1] += 2.0f
;
1124 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1125 v3_zero( player
->rb
.w
);
1126 v3_zero( player
->rb
.v
);
1128 rb_update_transform( &player
->rb
);
1132 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
1133 (trick_id
= player_skate_trick_input( player
)) )
1135 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
){
1136 v3_zero( s
->state
.trick_vel
);
1137 s
->state
.trick_time
= 0.0f
;
1139 if( trick_id
== 1 ){
1140 s
->state
.trick_vel
[0] = 3.0f
;
1142 else if( trick_id
== 2 ){
1143 s
->state
.trick_vel
[2] = 3.0f
;
1145 else if( trick_id
== 3 ){
1146 s
->state
.trick_vel
[0] = 2.0f
;
1147 s
->state
.trick_vel
[2] = 2.0f
;
1153 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1155 struct player_skate
*s
= &player
->_skate
;
1157 for( int i
=0; i
<s
->possible_jump_count
; i
++ ){
1158 jump_info
*jump
= &s
->possible_jumps
[i
];
1160 if( jump
->log_length
== 0 ){
1161 vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
1164 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1165 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1167 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1168 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1171 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1174 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1175 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1177 vg_line_pt3( jump
->apex
, 0.02f
, 0xffffffff );
1181 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1186 float air
= s
->state
.activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1187 speed
= v3_length( player
->rb
.v
),
1188 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1189 slide
= vg_clampf( fabsf(s
->state
.slip
), 0.0f
, 1.0f
),
1191 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
),
1192 vol_air
= sqrtf( air
*attn
* 0.5f
),
1193 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
);
1195 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1197 s
->aud_main
= audio_request_channel( &audio_board
[0], flags
);
1200 s
->aud_air
= audio_request_channel( &audio_board
[1], flags
);
1203 s
->aud_slide
= audio_request_channel( &audio_board
[2], flags
);
1206 /* brrrrrrrrrrrt sound for tiles and stuff
1207 * --------------------------------------------------------*/
1208 float sidechain_amt
= 0.0f
,
1211 if( s
->surface
== k_surface_prop_tiles
)
1212 sidechain_amt
= 1.0f
;
1214 sidechain_amt
= 0.0f
;
1216 audio_set_lfo_frequency( 0, hz
);
1217 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1218 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1221 s
->aud_main
->colour
= 0x00103efe;
1222 audio_channel_set_spacial( s
->aud_main
, player
->rb
.co
, 40.0f
);
1223 audio_channel_slope_volume( s
->aud_main
, 0.05f
, vol_main
);
1224 audio_channel_sidechain_lfo( s
->aud_main
, 0, sidechain_amt
);
1226 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1227 audio_channel_set_sampling_rate( s
->aud_main
, rate
);
1231 s
->aud_slide
->colour
= 0x00103efe;
1232 audio_channel_set_spacial( s
->aud_slide
, player
->rb
.co
, 40.0f
);
1233 audio_channel_slope_volume( s
->aud_slide
, 0.05f
, vol_slide
);
1234 audio_channel_sidechain_lfo( s
->aud_slide
, 0, sidechain_amt
);
1238 s
->aud_air
->colour
= 0x00103efe;
1239 audio_channel_set_spacial( s
->aud_air
, player
->rb
.co
, 40.0f
);
1240 audio_channel_slope_volume( s
->aud_air
, 0.05f
, vol_air
);
1247 * truck alignment model at ra(local)
1248 * returns 1 if valid surface:
1249 * surface_normal will be filled out with an averaged normal vector
1250 * axel_dir will be the direction from left to right wheels
1252 * returns 0 if no good surface found
1255 int skate_compute_surface_alignment( player_instance
*player
,
1257 v3f surface_normal
, v3f axel_dir
)
1259 struct player_skate
*s
= &player
->_skate
;
1260 world_instance
*world
= get_active_world();
1262 v3f truck
, left
, right
;
1263 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1265 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1266 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1267 vg_line( left
, right
, colour
);
1269 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1271 ray_hit ray_l
, ray_r
;
1274 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1276 int res_l
= 0, res_r
= 0;
1278 for( int i
=0; i
<8; i
++ )
1280 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1281 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_radius
*t
, left
);
1282 v3_muladds( left
, player
->rb
.to_world
[1], k_board_radius
, left
);
1283 ray_l
.dist
= 2.1f
* k_board_radius
;
1285 res_l
= ray_world( world
, left
, dir
, &ray_l
);
1291 for( int i
=0; i
<8; i
++ )
1293 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1294 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_radius
*t
, right
);
1295 v3_muladds( right
, player
->rb
.to_world
[1], k_board_radius
, right
);
1296 ray_r
.dist
= 2.1f
* k_board_radius
;
1298 res_r
= ray_world( world
, right
, dir
, &ray_r
);
1306 v3f tangent_average
;
1307 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1308 v3_zero( tangent_average
);
1310 if( res_l
|| res_r
)
1313 v3_copy( midpoint
, p0
);
1314 v3_copy( midpoint
, p1
);
1318 v3_copy( ray_l
.pos
, p0
);
1319 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1320 v3_add( t
, tangent_average
, tangent_average
);
1324 v3_copy( ray_r
.pos
, p1
);
1325 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1326 v3_add( t
, tangent_average
, tangent_average
);
1329 v3_sub( p1
, p0
, v0
);
1334 /* fallback: use the closes point to the trucks */
1336 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1340 u32
*tri
= &world
->scene_geo
->arrindices
[ idx
* 3 ];
1343 for( int j
=0; j
<3; j
++ )
1344 v3_copy( world
->scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1346 v3f vert0
, vert1
, n
;
1347 v3_sub( verts
[1], verts
[0], vert0
);
1348 v3_sub( verts
[2], verts
[0], vert1
);
1349 v3_cross( vert0
, vert1
, n
);
1352 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1355 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1356 v3_muladds( v0
, player
->rb
.to_world
[2],
1357 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1361 v3_cross( n
, player
->rb
.to_world
[0], t
);
1362 v3_add( t
, tangent_average
, tangent_average
);
1368 v3_muladds( truck
, v0
, k_board_width
, right
);
1369 v3_muladds( truck
, v0
, -k_board_width
, left
);
1371 vg_line( left
, right
, VG__WHITE
);
1373 v3_normalize( tangent_average
);
1374 v3_cross( v0
, tangent_average
, surface_normal
);
1375 v3_copy( v0
, axel_dir
);
1380 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1382 struct player_skate
*s
= &player
->_skate
;
1383 v3_zero( s
->weight_distribution
);
1385 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1387 if( s
->state
.manual_direction
== 0 ){
1388 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1389 (s
->state
.activity
== k_skate_activity_ground
) &&
1390 (s
->state
.jump_charge
<= 0.01f
) )
1391 s
->state
.manual_direction
= reverse_dir
;
1394 if( player
->input_js1v
->axis
.value
< 0.1f
){
1395 s
->state
.manual_direction
= 0;
1398 if( reverse_dir
!= s
->state
.manual_direction
){
1404 if( s
->state
.manual_direction
){
1405 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1406 s
->weight_distribution
[2] = k_board_length
* amt
*
1407 (float)s
->state
.manual_direction
;
1410 /* TODO: Fall back on land normal */
1411 /* TODO: Lerp weight distribution */
1412 if( s
->state
.manual_direction
){
1415 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1416 v3_negate( plane_z
, plane_z
);
1418 v3_muladds( plane_z
, s
->surface_picture
,
1419 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1420 v3_normalize( plane_z
);
1422 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1423 v3_normalize( plane_z
);
1426 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1427 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1430 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1433 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1434 k_manul_spring
, k_manul_dampener
,
1439 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1441 struct player_skate
*s
= &player
->_skate
;
1443 if( s
->state
.activity
== k_skate_activity_ground
){
1445 v3_copy( s
->surface_picture
, target
);
1447 target
[1] += 2.0f
* s
->surface_picture
[1];
1448 v3_normalize( target
);
1450 v3_lerp( s
->state
.up_dir
, target
,
1451 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1453 else if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
1454 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1455 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1458 v3_lerp( s
->state
.up_dir
, player
->basis
[1],
1459 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1463 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1466 v3_sub( target
, origin
, dir
);
1469 ray
.dist
= v3_length( dir
);
1470 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1473 if( ray_world( get_active_world(), origin
, dir
, &ray
) )
1479 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1481 /* TODO: Is N and Dir really orthogonal? */
1482 v3_copy( inf
->dir
, mtx
[0] );
1483 v3_copy( inf
->n
, mtx
[1] );
1484 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1487 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1488 struct grind_info
*inf
, float strength
)
1491 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1492 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1494 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1495 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1496 F
= a
* -dir
* k_grind_max_friction
;
1498 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1501 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1502 struct grind_info
*inf
, float strength
)
1505 skate_grind_orient( inf
, mtx
);
1506 m3x3_transpose( mtx
, mtx_inv
);
1509 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1511 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1512 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1513 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1516 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1517 float sign
, struct grind_info
*inf
,
1520 struct player_skate
*s
= &player
->_skate
;
1522 /* TODO: Trash compactor this */
1523 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1525 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1526 v3_add( player
->rb
.co
, raw
, wsp
);
1528 v3_copy( ra
, s
->weight_distribution
);
1531 v3_sub( inf
->co
, wsp
, delta
);
1534 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1537 skate_grind_decay( player
, inf
, strength
);
1538 skate_grind_friction( player
, inf
, strength
);
1540 /* yeah yeah yeah yeah */
1541 v3f raw_nplane
, axis
;
1542 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1543 v3_cross( raw_nplane
, inf
->n
, axis
);
1544 v3_normalize( axis
);
1548 skate_grind_orient( inf
, mtx
);
1549 v3f target_fwd
, fwd
, up
, target_up
;
1550 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1551 v3_copy( raw_nplane
, fwd
);
1552 v3_copy( player
->rb
.to_world
[1], up
);
1553 v3_copy( inf
->n
, target_up
);
1555 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1556 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1558 v3_normalize( target_fwd
);
1559 v3_normalize( fwd
);
1562 float way
= player
->input_js1v
->axis
.value
*
1563 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1566 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1567 q_mulv( q
, target_up
, target_up
);
1568 q_mulv( q
, target_fwd
, target_fwd
);
1570 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1575 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1576 k_grind_spring
*strength
,
1577 k_grind_dampener
*strength
,
1580 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1581 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1582 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1584 s
->grind_strength
= strength
;
1587 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1588 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1589 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1592 v3_copy( inf
->dir
, s
->grind_dir
);
1595 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1596 struct grind_info
*inf_front
,
1597 struct grind_info
*inf_back
)
1599 struct player_skate
*s
= &player
->_skate
;
1600 struct grind_info inf_avg
;
1602 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1603 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1604 v3_normalize( inf_avg
.dir
);
1606 v3f axis_front
, axis_back
, axis
;
1607 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1608 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1609 v3_add( axis_front
, axis_back
, axis
);
1610 v3_normalize( axis
);
1612 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1614 skate_grind_decay( player
, &inf_avg
, 1.0f
);
1617 float way
= player
->input_js1v
->axis
.value
*
1618 vg_signf( v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) );
1621 v3_copy( player
->rb
.to_world
[1], up
);
1622 v3_copy( inf_avg
.n
, target_up
);
1623 q_axis_angle( q
, player
->rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1624 q_mulv( q
, target_up
, target_up
);
1626 v3_zero( s
->weight_distribution
);
1627 s
->weight_distribution
[2] = k_board_length
* -way
;
1629 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1634 v3f fwd_nplane
, dir_nplane
;
1635 v3_muladds( player
->rb
.to_world
[2], inf_avg
.n
,
1636 -v3_dot( player
->rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1639 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1640 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1642 v3_normalize( fwd_nplane
);
1643 v3_normalize( dir_nplane
);
1645 rb_effect_spring_target_vector( &player
->rb
, fwd_nplane
, dir_nplane
,
1650 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1651 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1652 delta_front
, delta_back
, delta_total
;
1654 m4x3_mulv( player
->rb
.to_world
, pos_front
, pos_front
);
1655 m4x3_mulv( player
->rb
.to_world
, pos_back
, pos_back
);
1657 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1658 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1659 v3_add( delta_front
, delta_back
, delta_total
);
1661 v3_muladds( player
->rb
.v
, delta_total
, 50.0f
* k_rb_delta
, player
->rb
.v
);
1664 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1665 v3_zero( limit
->ra
);
1666 m3x3_mulv( player
->rb
.to_local
, inf_avg
.n
, limit
->n
);
1669 v3_copy( inf_avg
.dir
, s
->grind_dir
);
1672 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1673 struct grind_info
*inf
)
1675 struct player_skate
*s
= &player
->_skate
;
1677 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1678 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1680 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1681 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1683 /* Exit condition: lost grind tracking */
1684 if( !skate_grind_scansq( player
, grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1687 /* Exit condition: cant see grind target directly */
1688 if( !skate_point_visible( wheel_co
, inf
->co
) )
1691 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1692 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1693 minv
= k_grind_axel_min_vel
*0.8f
;
1698 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1701 v3_copy( inf
->dir
, s
->grind_dir
);
1705 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1706 struct grind_info
*inf
)
1708 struct player_skate
*s
= &player
->_skate
;
1710 /* TODO: Trash compactor this */
1711 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1714 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1715 v3_add( player
->rb
.co
, raw
, wsp
);
1717 if( skate_grind_scansq( player
, wsp
, player
->rb
.v
, 0.3, inf
) )
1719 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1722 /* velocity should be at least 60% aligned */
1724 v3_cross( inf
->n
, inf
->dir
, axis
);
1725 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1727 if( v3_length2( pv
) < 0.0001f
)
1731 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1734 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1738 /* check for vertical alignment */
1739 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1743 v3f local_co
, local_dir
, local_n
;
1744 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1745 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1746 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1748 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1750 float truck_height
= -(k_board_radius
+0.03f
);
1753 v3_cross( player
->rb
.w
, raw
, rv
);
1754 v3_add( player
->rb
.v
, rv
, rv
);
1756 if( (local_co
[1] >= truck_height
) &&
1757 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1766 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1767 struct grind_info
*inf
)
1769 struct player_skate
*s
= &player
->_skate
;
1771 v3f local_co
, local_dir
, local_n
;
1772 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1773 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1774 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1777 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1779 v3_copy( intersection
, s
->weight_distribution
);
1781 skate_grind_decay( player
, inf
, 0.1f
);
1782 skate_grind_friction( player
, inf
, 0.25f
);
1784 /* direction alignment */
1786 v3_cross( local_dir
, local_n
, perp
);
1787 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1788 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1790 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1791 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1793 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1795 k_grind_spring
, k_grind_dampener
,
1798 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1800 k_grind_spring
, k_grind_dampener
,
1803 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1804 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1806 v3_copy( inf
->dir
, s
->grind_dir
);
1809 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1810 struct grind_info
*inf
)
1812 struct player_skate
*s
= &player
->_skate
;
1814 if( skate_grind_scansq( player
, player
->rb
.co
,
1815 player
->rb
.to_world
[0], k_board_length
,
1818 v3f local_co
, local_dir
;
1819 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1820 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1822 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1823 (local_co
[1] >= 0.0f
) && /* at deck level */
1824 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1826 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1836 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1837 struct grind_info
*inf
)
1839 struct player_skate
*s
= &player
->_skate
;
1841 if( !skate_grind_scansq( player
, player
->rb
.co
,
1842 player
->rb
.to_world
[0], k_board_length
,
1846 /* Exit condition: cant see grind target directly */
1848 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1849 if( !skate_point_visible( vis
, inf
->co
) )
1852 /* Exit condition: minimum velocity not reached, but allow a bit of error
1853 * TODO: trash compactor */
1854 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1855 minv
= k_grind_axel_min_vel
*0.8f
;
1860 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1866 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1867 struct grind_info
*inf
)
1869 struct player_skate
*s
= &player
->_skate
;
1872 skate_grind_orient( inf
, mtx
);
1873 m3x3_transpose( mtx
, mtx
);
1876 v3_sub( inf
->co
, player
->rb
.co
, raw
);
1878 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
1879 v3_normalize( s
->grind_vec
);
1880 v3_copy( inf
->dir
, s
->grind_dir
);
1883 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
1885 struct player_skate
*s
= &player
->_skate
;
1887 /* debounces this state manager a little bit */
1888 if( s
->grind_cooldown
< 20 ){
1889 s
->grind_cooldown
++;
1890 return k_skate_activity_undefined
;
1893 struct grind_info inf_back50
,
1901 if( s
->state
.activity
== k_skate_activity_grind_boardslide
){
1902 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
1904 else if( s
->state
.activity
== k_skate_activity_grind_back50
){
1905 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
1906 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1908 else if( s
->state
.activity
== k_skate_activity_grind_front50
){
1909 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1910 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1912 else if( s
->state
.activity
== k_skate_activity_grind_5050
){
1913 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
1914 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1917 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
1918 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
1919 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
1921 if( res_back50
!= res_front50
){
1922 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
1924 res_back50
&= wants_to_do_that
;
1925 res_front50
&= wants_to_do_that
;
1929 const enum skate_activity table
[] =
1930 { /* slide | back | front */
1931 k_skate_activity_undefined
, /* 0 0 0 */
1932 k_skate_activity_grind_front50
, /* 0 0 1 */
1933 k_skate_activity_grind_back50
, /* 0 1 0 */
1934 k_skate_activity_grind_5050
, /* 0 1 1 */
1936 /* slide has priority always */
1937 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1938 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1939 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1940 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1942 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1944 if( new_activity
== k_skate_activity_undefined
)
1946 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1947 s
->grind_cooldown
= 5;
1949 else if( new_activity
== k_skate_activity_grind_boardslide
)
1951 skate_boardslide_apply( player
, &inf_slide
);
1953 else if( new_activity
== k_skate_activity_grind_back50
)
1955 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
1956 skate_store_grind_vec( player
, &inf_back50
);
1958 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
1960 else if( new_activity
== k_skate_activity_grind_front50
)
1962 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
1963 skate_store_grind_vec( player
, &inf_front50
);
1965 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
1967 else if( new_activity
== k_skate_activity_grind_5050
)
1968 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
1970 return new_activity
;
1973 VG_STATIC
void player__skate_update( player_instance
*player
)
1975 struct player_skate
*s
= &player
->_skate
;
1976 world_instance
*world
= get_active_world();
1978 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1979 s
->state
.activity_prev
= s
->state
.activity
;
1981 struct board_collider
1988 enum board_collider_state
1990 k_collider_state_default
,
1991 k_collider_state_disabled
,
1992 k_collider_state_colliding
1999 { 0.0f
, 0.0f
, -k_board_length
},
2000 .radius
= k_board_radius
,
2004 { 0.0f
, 0.0f
, k_board_length
},
2005 .radius
= k_board_radius
,
2012 if( s
->state
.activity
<= k_skate_activity_air_to_grind
){
2014 float min_dist
= 0.6f
;
2015 for( int i
=0; i
<2; i
++ ){
2017 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, wpos
);
2019 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2020 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2024 float vy
= v3_dot( player
->basis
[1], player
->rb
.v
);
2025 vy
= vg_maxf( 0.0f
, vy
);
2027 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2029 s
->state
.slap
= vg_lerpf( s
->state
.slap
, slap
, 10.0f
*k_rb_delta
);
2031 wheels
[0].pos
[1] = s
->state
.slap
;
2032 wheels
[1].pos
[1] = s
->state
.slap
;
2038 const int k_wheel_count
= 2;
2040 s
->substep
= k_rb_delta
;
2041 s
->substep_delta
= s
->substep
;
2044 int substep_count
= 0;
2046 v3_zero( s
->surface_picture
);
2048 for( int i
=0; i
<k_wheel_count
; i
++ )
2049 wheels
[i
].state
= k_collider_state_default
;
2051 /* check if we can enter or continue grind */
2052 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2053 if( grindable_activity
!= k_skate_activity_undefined
){
2054 s
->state
.activity
= grindable_activity
;
2058 int contact_count
= 0;
2059 for( int i
=0; i
<2; i
++ ){
2061 v3_copy( player
->rb
.to_world
[0], axel
);
2063 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2064 wheels
[i
].colour
, normal
, axel
) )
2066 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2068 k_surface_spring
, k_surface_dampener
,
2071 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2075 m3x3_mulv( player
->rb
.to_local
, axel
, s
->truckv0
[i
] );
2078 if( contact_count
){
2079 s
->state
.activity
= k_skate_activity_ground
;
2080 s
->state
.gravity_bias
= k_gravity
;
2081 v3_normalize( s
->surface_picture
);
2083 skate_apply_friction_model( player
);
2084 skate_weight_distribute( player
);
2087 if( s
->state
.activity
> k_skate_activity_air_to_grind
)
2088 s
->state
.activity
= k_skate_activity_air
;
2090 v3_zero( s
->weight_distribution
);
2091 skate_apply_air_model( player
);
2096 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2097 wheels
[1].state
= k_collider_state_disabled
;
2098 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2099 wheels
[0].state
= k_collider_state_disabled
;
2100 if( s
->state
.activity
== k_skate_activity_grind_5050
){
2101 wheels
[0].state
= k_collider_state_disabled
;
2102 wheels
[1].state
= k_collider_state_disabled
;
2105 /* all activities */
2106 skate_apply_steering_model( player
);
2107 skate_adjust_up_direction( player
);
2108 skate_apply_cog_model( player
);
2109 skate_apply_jump_model( player
);
2110 skate_apply_grab_model( player
);
2111 skate_apply_trick_model( player
);
2112 skate_apply_pump_model( player
);
2117 * Phase 0: Continous collision detection
2118 * --------------------------------------------------------------------------
2121 v3f head_wp0
, head_wp1
, start_co
;
2122 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2123 v3_copy( player
->rb
.co
, start_co
);
2125 /* calculate transform one step into future */
2128 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2130 if( v3_length2( player
->rb
.w
) > 0.0f
)
2134 v3_copy( player
->rb
.w
, axis
);
2136 float mag
= v3_length( axis
);
2137 v3_divs( axis
, mag
, axis
);
2138 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2139 q_mul( rotation
, player
->rb
.q
, future_q
);
2140 q_normalize( future_q
);
2143 v4_copy( player
->rb
.q
, future_q
);
2145 v3f future_cg
, current_cg
, cg_offset
;
2146 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2147 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2148 v3_sub( future_cg
, current_cg
, cg_offset
);
2150 /* calculate the minimum time we can move */
2151 float max_time
= s
->substep
;
2153 for( int i
=0; i
<k_wheel_count
; i
++ ){
2154 if( wheels
[i
].state
== k_collider_state_disabled
)
2157 v3f current
, future
, r_cg
;
2159 q_mulv( future_q
, wheels
[i
].pos
, future
);
2160 v3_add( future
, future_co
, future
);
2161 v3_add( cg_offset
, future
, future
);
2163 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2164 v3_add( current
, player
->rb
.co
, current
);
2169 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2170 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
) != -1)
2171 max_time
= vg_minf( max_time
, t
* s
->substep
);
2174 /* clamp to a fraction of delta, to prevent locking */
2175 float rate_lock
= substep_count
;
2176 rate_lock
*= k_rb_delta
* 0.1f
;
2177 rate_lock
*= rate_lock
;
2179 max_time
= vg_maxf( max_time
, rate_lock
);
2180 s
->substep_delta
= max_time
;
2183 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2184 if( v3_length2( player
->rb
.w
) > 0.0f
){
2187 v3_copy( player
->rb
.w
, axis
);
2189 float mag
= v3_length( axis
);
2190 v3_divs( axis
, mag
, axis
);
2191 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2192 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2193 q_normalize( player
->rb
.q
);
2195 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2196 v3_sub( current_cg
, future_cg
, cg_offset
);
2197 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2200 rb_update_transform( &player
->rb
);
2201 v3_muladds( player
->rb
.v
, player
->basis
[1],
2202 -s
->state
.gravity_bias
* s
->substep_delta
, player
->rb
.v
);
2204 s
->substep
-= s
->substep_delta
;
2206 rb_ct manifold
[128];
2207 int manifold_len
= 0;
2210 * Phase -1: head detection
2211 * --------------------------------------------------------------------------
2213 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2217 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2218 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2220 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2221 rb_update_transform( &player
->rb
);
2223 player__skate_kill_audio( player
);
2224 player__dead_transition( player
);
2229 * Phase 1: Regular collision detection
2230 * --------------------------------------------------------------------------
2233 for( int i
=0; i
<k_wheel_count
; i
++ ){
2234 if( wheels
[i
].state
== k_collider_state_disabled
)
2238 m3x3_identity( mtx
);
2239 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2241 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2243 rb_ct
*man
= &manifold
[ manifold_len
];
2245 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2247 wheels
[i
].state
= k_collider_state_colliding
;
2252 float grind_radius
= k_board_radius
* 0.75f
;
2253 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2254 .radius
=grind_radius
};
2256 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2257 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2258 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2259 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2260 grind_radius
+ k_board_radius
*0.25f
+s
->state
.slap
, mtx
[3] );
2262 rb_ct
*cman
= &manifold
[manifold_len
];
2264 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2268 for( int i
=0; i
<l
; i
++ )
2269 cman
[l
].type
= k_contact_type_edge
;
2270 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2271 l
= rb_manifold_apply_filtered( cman
, l
);
2275 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2278 for( int i
=0; i
<s
->limit_count
; i
++ ){
2279 struct grind_limit
*limit
= &s
->limits
[i
];
2280 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2281 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2282 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2284 ct
->type
= k_contact_type_default
;
2289 * --------------------------------------------------------------------------
2294 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2295 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2297 for( int i
=0; i
<manifold_len
; i
++ ){
2298 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2299 rb_debug_contact( &manifold
[i
] );
2302 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2303 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2304 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2305 ey2
= k_board_interia
*extent
[1]*extent
[1],
2306 ez2
= k_board_interia
*extent
[2]*extent
[2];
2308 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2309 float inv_mass
= 1.0f
/mass
;
2312 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2313 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2314 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2317 m3x3_identity( iI
);
2324 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2325 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2327 for( int j
=0; j
<10; j
++ ){
2328 for( int i
=0; i
<manifold_len
; i
++ ){
2330 * regular dance; calculate velocity & total mass, apply impulse.
2333 struct contact
*ct
= &manifold
[i
];
2336 v3_sub( ct
->co
, world_cog
, delta
);
2337 v3_cross( player
->rb
.w
, delta
, rv
);
2338 v3_add( player
->rb
.v
, rv
, rv
);
2341 v3_cross( delta
, ct
->n
, raCn
);
2344 m3x3_mulv( iIw
, raCn
, raCnI
);
2346 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2347 vn
= v3_dot( rv
, ct
->n
),
2348 lambda
= normal_mass
* ( -vn
);
2350 float temp
= ct
->norm_impulse
;
2351 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2352 lambda
= ct
->norm_impulse
- temp
;
2355 v3_muls( ct
->n
, lambda
, impulse
);
2357 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2358 v3_cross( delta
, impulse
, impulse
);
2359 m3x3_mulv( iIw
, impulse
, impulse
);
2360 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2362 v3_cross( player
->rb
.w
, delta
, rv
);
2363 v3_add( player
->rb
.v
, rv
, rv
);
2364 vn
= v3_dot( rv
, ct
->n
);
2369 rb_depenetrate( manifold
, manifold_len
, dt
);
2370 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2371 rb_update_transform( &player
->rb
);
2375 if( s
->substep
>= 0.0001f
)
2376 goto begin_collision
; /* again! */
2379 * End of collision and dynamics routine
2380 * --------------------------------------------------------------------------
2383 s
->surface
= k_surface_prop_concrete
;
2385 for( int i
=0; i
<manifold_len
; i
++ ){
2386 rb_ct
*ct
= &manifold
[i
];
2387 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2389 if( surf
->info
.surface_prop
!= k_surface_prop_concrete
)
2390 s
->surface
= surf
->info
.surface_prop
;
2393 for( int i
=0; i
<k_wheel_count
; i
++ ){
2395 m3x3_copy( player
->rb
.to_world
, mtx
);
2396 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2397 debug_sphere( mtx
, wheels
[i
].radius
,
2398 (u32
[]){ VG__WHITE
, VG__BLACK
,
2399 wheels
[i
].colour
}[ wheels
[i
].state
]);
2402 skate_integrate( player
);
2403 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2406 world_intersect_gates(world
, player
->rb
.co
, s
->state
.prev_pos
);
2409 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2410 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2411 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2412 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2413 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2414 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2415 s
->state
.head_position
);
2416 m3x3_mulv( gate
->transport
, s
->state
.up_dir
, s
->state
.up_dir
);
2418 v4f transport_rotation
;
2419 m3x3_q( gate
->transport
, transport_rotation
);
2420 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2421 q_mul( transport_rotation
, s
->state
.smoothed_rotation
,
2422 s
->state
.smoothed_rotation
);
2423 rb_update_transform( &player
->rb
);
2425 s
->state_gate_storage
= s
->state
;
2426 player__pass_gate( player
, gate
);
2429 /* FIXME: Rate limit */
2430 static int stick_frames
= 0;
2432 if( s
->state
.activity
== k_skate_activity_ground
)
2438 if( stick_frames
== 4 ){
2440 if( (fabsf(s
->state
.slip
) > 0.75f
) ){
2441 audio_oneshot_3d( &audio_lands
[rand()%2+3], player
->rb
.co
,
2445 audio_oneshot_3d( &audio_lands
[rand()%3], player
->rb
.co
,
2452 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2454 struct player_skate
*s
= &player
->_skate
;
2455 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2458 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2461 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2465 const char *activity_txt
[] =
2470 "undefined (INVALID)",
2471 "grind_any (INVALID)",
2480 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2482 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2483 s
->state
.steerx_s
, s
->state
.steery_s
,
2484 k_steer_ground
, k_steer_air
);
2486 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2487 s
->state
.flip_time
);
2488 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2489 s
->state
.trick_vel
[0],
2490 s
->state
.trick_vel
[1],
2491 s
->state
.trick_vel
[2] );
2492 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2493 s
->state
.trick_euler
[0],
2494 s
->state
.trick_euler
[1],
2495 s
->state
.trick_euler
[2] );
2498 VG_STATIC
void player__skate_animate( player_instance
*player
,
2499 player_animation
*dest
)
2501 struct player_skate
*s
= &player
->_skate
;
2502 struct player_avatar
*av
= player
->playeravatar
;
2503 struct skeleton
*sk
= &av
->sk
;
2506 float kheight
= 2.0f
,
2512 v3f cog_local
, cog_ideal
;
2513 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2515 v3_copy( s
->state
.up_dir
, cog_ideal
);
2516 v3_normalize( cog_ideal
);
2517 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2519 v3_sub( cog_ideal
, cog_local
, offset
);
2522 v3_muls( offset
, 4.0f
, offset
);
2525 float curspeed
= v3_length( player
->rb
.v
),
2526 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2527 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2528 sign
= vg_signf( kicks
);
2530 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2531 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2534 offset
[0] += s
->wobble
[1]*3.0f
;
2539 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2540 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2542 v3_muls( offset
, 0.3f
, TEMP_TPV_EXTRA
);
2545 * Animation blending
2546 * ===========================================
2551 float desired
= 0.0f
;
2552 if( s
->state
.activity
== k_skate_activity_ground
)
2553 desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2555 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2558 /* movement information */
2560 int iair
= s
->state
.activity
<= k_skate_activity_air_to_grind
;
2562 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2563 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2564 fly
= iair
? 1.0f
: 0.0f
,
2565 wdist
= s
->weight_distribution
[2] / k_board_length
;
2567 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2568 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2569 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 3.4f
*vg
.time_delta
);
2570 s
->blend_weight
= vg_lerpf( s
->blend_weight
, wdist
, 9.0f
*vg
.time_delta
);
2573 mdl_keyframe apose
[32], bpose
[32];
2574 mdl_keyframe ground_pose
[32];
2576 /* when the player is moving fast he will crouch down a little bit */
2577 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2578 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2581 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2582 stand_blend
= offset
[1]*-2.0f
;
2585 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2587 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2589 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2590 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2591 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2594 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2595 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2596 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2599 double push_time
= vg
.time
- s
->state
.start_push
;
2600 s
->blend_push
= vg_lerpf( s
->blend_push
,
2601 (vg
.time
- s
->state
.cur_push
) < 0.125,
2602 6.0f
*vg
.time_delta
);
2604 float pt
= push_time
+ vg
.accumulator
;
2605 if( s
->state
.reverse
> 0.0f
)
2606 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2608 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2610 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2613 float jump_start_frame
= 14.0f
/30.0f
;
2615 float charge
= s
->state
.jump_charge
;
2616 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2618 float setup_frame
= charge
* jump_start_frame
,
2619 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2621 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2622 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2623 setup_frame
= jump_frame
;
2625 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2627 s
->anim_ollie_reverse
;
2629 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2630 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2633 mdl_keyframe air_pose
[32];
2635 float target
= -player
->input_js1h
->axis
.value
;
2638 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2640 s
->blend_airdir
= 0.0f
;
2643 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2644 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2646 static v2f grab_choice
;
2648 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2649 player
->input_js2v
->axis
.value
};
2650 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2651 if( v2_length2( grab_input
) <= 0.001f
)
2652 grab_input
[0] = -1.0f
;
2654 v2_normalize_clamp( grab_input
);
2655 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2657 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2658 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2659 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2661 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2662 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2665 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2667 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2669 /* additive effects */
2671 u32 apply_to
[] = { av
->id_hip
,
2675 av
->id_ik_elbow_r
};
2677 float apply_rates
[] = { 1.0f
,
2683 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2684 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2685 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2688 /* angle correction */
2689 if( v3_length2( s
->state
.up_dir
) > 0.001f
){
2691 if( v4_length(s
->state
.smoothed_rotation
) <= 0.1f
||
2692 v4_length(s
->state
.smoothed_rotation
) >= 1.1f
){
2693 vg_warn( "FIX THIS! CARROT\n" );
2694 v4_copy( player
->rb
.q
, s
->state
.smoothed_rotation
);
2696 v4_lerp( s
->state
.smoothed_rotation
, player
->rb
.q
, 2.0f
*vg
.frame_delta
,
2697 s
->state
.smoothed_rotation
);
2698 q_normalize( s
->state
.smoothed_rotation
);
2700 v3f yaw_ref
= {1.0f
,0.0f
,0.0f
},
2701 yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2702 q_mulv( player
->rb
.q
, yaw_ref
, yaw_ref
);
2703 q_mulv( s
->state
.smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2704 m3x3_mulv( player
->rb
.to_local
, yaw_smooth
, yaw_smooth
);
2705 m3x3_mulv( player
->rb
.to_local
, yaw_ref
, yaw_ref
);
2707 float yaw_counter_rotate
= v3_dot(yaw_ref
,yaw_smooth
);
2708 yaw_counter_rotate
= vg_clampf(yaw_counter_rotate
,-1.0f
,1.0f
);
2709 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2710 yaw_counter_rotate
*= 1.0f
-s
->blend_fly
;
2713 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2714 v3_normalize( ndir
);
2716 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2718 float a
= v3_dot( ndir
, up
);
2719 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2722 v4f qfixup
, qcounteryaw
, qtotal
;
2724 v3_cross( up
, ndir
, axis
);
2725 q_axis_angle( qfixup
, axis
, a
);
2727 q_axis_angle( qcounteryaw
, (v3f
){0.0f
,1.0f
,0.0f
}, yaw_counter_rotate
);
2728 q_mul( qcounteryaw
, qfixup
, qtotal
);
2729 q_normalize( qtotal
);
2731 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2733 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
2735 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2736 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2739 v3_add( kf
->co
, av
->sk
.bones
[apply_to
[i
]].co
, co
);
2740 v3_sub( co
, origin
, v0
);
2741 q_mulv( qtotal
, v0
, v0
);
2742 v3_add( v0
, origin
, co
);
2743 v3_sub( co
, av
->sk
.bones
[apply_to
[i
]].co
, kf
->co
);
2745 q_mul( qtotal
, kf
->q
, kf
->q
);
2746 q_normalize( kf
->q
);
2750 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2751 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2753 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2754 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2759 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2760 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2761 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1],
2762 *kf_knee_l
= &dest
->pose
[av
->id_ik_knee_l
-1],
2763 *kf_knee_r
= &dest
->pose
[av
->id_ik_knee_r
-1],
2764 *kf_hip
= &dest
->pose
[av
->id_hip
-1],
2765 *kf_wheels
[] = { &dest
->pose
[av
->id_wheel_r
-1],
2766 &dest
->pose
[av
->id_wheel_l
-1] };
2769 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2772 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2774 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2775 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2776 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2778 q_mul( qpitchr
, qrollr
, qtrickr
);
2779 q_mul( qyawr
, qtrickr
, qtotal
);
2780 q_normalize( qtotal
);
2782 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2785 /* trick rotation */
2786 v4f qtrick
, qyaw
, qpitch
, qroll
;
2788 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2790 float jump_t
= vg
.time
-s
->state
.jump_time
;
2794 float extra
= h
*exp(1.0-h
) * (s
->state
.jump_dir
?1.0f
:-1.0f
);
2796 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2797 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] + extra
);
2798 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2800 q_mul( qyaw
, qroll
, qtrick
);
2801 q_mul( qpitch
, qtrick
, qtrick
);
2802 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2803 q_normalize( kf_board
->q
);
2806 /* foot weight distribution */
2807 if( s
->blend_weight
> 0.0f
){
2808 kf_foot_l
->co
[2] += s
->blend_weight
* 0.2f
;
2809 kf_foot_r
->co
[2] += s
->blend_weight
* 0.1f
;
2812 kf_foot_r
->co
[2] += s
->blend_weight
* 0.3f
;
2813 kf_foot_l
->co
[2] += s
->blend_weight
* 0.1f
;
2816 kf_foot_l
->co
[1] += s
->state
.slap
;
2817 kf_foot_r
->co
[1] += s
->state
.slap
;
2818 kf_knee_l
->co
[1] += s
->state
.slap
;
2819 kf_knee_r
->co
[1] += s
->state
.slap
;
2820 kf_board
->co
[1] += s
->state
.slap
;
2821 kf_hip
->co
[1] += s
->state
.slap
* 0.25f
;
2824 * animation wishlist:
2825 * boardslide/grind jump animations
2826 * when tricking the slap should not appply or less apply
2827 * not animations however DONT target grinds that are vertically down.
2830 /* truck rotation */
2831 for( int i
=0; i
<2; i
++ )
2833 float a
= vg_minf( s
->truckv0
[i
][0], 1.0f
);
2834 a
= -acosf( a
) * vg_signf( s
->truckv0
[i
][1] );
2837 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
2838 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
2839 q_normalize( kf_wheels
[i
]->q
);
2844 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2845 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2847 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2850 if( (s
->state
.activity
<= k_skate_activity_air_to_grind
) &&
2851 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2853 float t
= s
->state
.flip_time
;
2854 sign
= vg_signf( t
);
2856 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2857 t
= sign
* (1.0f
-t
*t
);
2859 float angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2860 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2861 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2863 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2865 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2866 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2867 q_normalize( dest
->root_q
);
2869 v3f rotation_point
, rco
;
2870 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2871 v3_sub( dest
->root_co
, rotation_point
, rco
);
2873 q_mulv( qflip
, rco
, rco
);
2874 v3_add( rco
, rotation_point
, dest
->root_co
);
2877 skeleton_copy_pose( sk
, dest
->pose
, player
->holdout_pose
);
2880 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2882 struct player_skate
*s
= &player
->_skate
;
2883 struct player_avatar
*av
= player
->playeravatar
;
2885 player
->cam_velocity_influence
= 1.0f
;
2887 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
2888 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2889 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2890 s
->state
.head_position
);
2893 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2895 struct player_skate
*s
= &player
->_skate
;
2897 if( s
->state
.activity
<= k_skate_activity_air_to_grind
)
2898 s
->blend_fly
= 1.0f
;
2900 s
->blend_fly
= 0.0f
;
2902 s
->blend_slide
= 0.0f
;
2905 s
->blend_stand
= 0.0f
;
2906 s
->blend_push
= 0.0f
;
2907 s
->blend_jump
= 0.0f
;
2908 s
->blend_airdir
= 0.0f
;
2911 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2913 struct player_skate
*s
= &player
->_skate
;
2914 s
->state
.jump_charge
= 0.0f
;
2915 s
->state
.lift_frames
= 0;
2916 s
->state
.flip_rate
= 0.0f
;
2918 s
->state
.steery
= 0.0f
;
2919 s
->state
.steerx
= 0.0f
;
2920 s
->state
.steery_s
= 0.0f
;
2921 s
->state
.steerx_s
= 0.0f
;
2923 s
->state
.reverse
= 0.0f
;
2924 s
->state
.slip
= 0.0f
;
2925 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2928 m3x3_identity( s
->state
.velocity_bias
);
2929 m3x3_identity( s
->state
.velocity_bias_pstep
);
2932 v3_zero( s
->state
.throw_v
);
2933 v3_zero( s
->state
.trick_vel
);
2934 v3_zero( s
->state
.trick_euler
);
2937 VG_STATIC
void player__skate_reset( player_instance
*player
,
2940 struct player_skate
*s
= &player
->_skate
;
2941 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
2942 v3_zero( player
->rb
.v
);
2943 v3_zero( s
->state
.cog_v
);
2944 v4_copy( rp
->transform
.q
, player
->rb
.q
);
2946 s
->state
.activity
= k_skate_activity_air
;
2947 s
->state
.activity_prev
= k_skate_activity_air
;
2949 player__skate_clear_mechanics( player
);
2950 player__skate_reset_animator( player
);
2952 v3_zero( s
->state
.head_position
);
2953 s
->state
.head_position
[1] = 1.8f
;
2956 #endif /* PLAYER_SKATE_C */