6 VG_STATIC
void player__skate_bind( player_instance
*player
)
8 struct player_skate
*s
= &player
->_skate
;
9 struct player_avatar
*av
= player
->playeravatar
;
10 struct skeleton
*sk
= &av
->sk
;
12 rb_update_transform( &player
->rb
);
13 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
14 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
15 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
16 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
17 s
->anim_push
= skeleton_get_anim( sk
, "push" );
18 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
19 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
20 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
21 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 * Collision detection routines
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
34 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
35 m4x3f mtx
, rb_sphere
*sphere
,
38 debug_sphere( mtx
, sphere
->radius
, VG__BLACK
);
41 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
43 for( int i
=0; i
<len
; i
++ )
45 man
[i
].rba
= &player
->rb
;
49 rb_manifold_filter_coplanar( man
, len
, 0.05f
);
53 rb_manifold_filter_backface( man
, len
);
54 rb_manifold_filter_joint_edges( man
, len
, 0.05f
);
55 rb_manifold_filter_pairs( man
, len
, 0.05f
);
57 int new_len
= rb_manifold_apply_filtered( man
, len
);
66 * Gets the closest grindable edge to the player within max_dist
68 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
73 bh_iter_init( 0, &it
);
77 box_init_inf( region
);
78 box_addpt( region
, p0
);
79 box_addpt( region
, p1
);
82 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
83 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
85 float closest
= k_r
*k_r
;
86 struct grind_edge
*closest_edge
= NULL
;
89 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
91 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
97 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
111 VG_STATIC
int skate_grind_collide( player_instance
*player
, rb_ct
*contact
)
114 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
115 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
116 v3_muladds( p0
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p0
);
117 v3_muladds( p1
, player
->rb
.to_world
[1], 0.125f
-0.15f
, p1
);
119 float const k_r
= 0.25f
;
120 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
126 v3_sub( c1
, c0
, delta
);
128 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
130 contact
->p
= v3_length( delta
);
131 contact
->type
= k_contact_type_edge
;
132 contact
->element_id
= 0;
133 v3_copy( c1
, contact
->co
);
137 v3f edge_dir
, axis_dir
;
138 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
139 v3_normalize( edge_dir
);
140 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
141 v3_cross( edge_dir
, axis_dir
, contact
->n
);
160 * Trace a path given a velocity rotation.
162 * TODO: this MIGHT be worth doing RK4 on the gravity field.
164 VG_STATIC
void skate_score_biased_path( v3f co
, v3f v
, m3x3f vr
,
165 struct land_prediction
*prediction
)
167 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
168 float k_bias
= 0.96f
;
172 v3_muls( v
, k_bias
, pv
);
174 m3x3_mulv( vr
, pv
, pv
);
175 v3_muladds( pco
, pv
, pstep
, pco
);
177 struct grind_edge
*best_grind
= NULL
;
178 float closest_grind
= INFINITY
;
180 float grind_score
= INFINITY
,
181 air_score
= INFINITY
,
182 time_to_impact
= 0.0f
;
184 prediction
->log_length
= 0;
185 v3_copy( pco
, prediction
->apex
);
187 for( int i
=0; i
<vg_list_size(prediction
->log
); i
++ )
189 v3_copy( pco
, pco1
);
191 pv
[1] += -k_gravity
* pstep
;
193 m3x3_mulv( vr
, pv
, pv
);
194 v3_muladds( pco
, pv
, pstep
, pco
);
196 if( pco
[1] > prediction
->apex
[1] )
197 v3_copy( pco
, prediction
->apex
);
201 v3_sub( pco
, pco1
, vdir
);
203 float l
= v3_length( vdir
);
204 v3_muls( vdir
, 1.0f
/l
, vdir
);
207 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
210 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
212 float d2
= v3_dist2( c0
, c1
);
213 if( d2
< closest_grind
)
217 grind_score
= closest_grind
* 0.05f
;
224 int idx
= spherecast_world( pco1
, pco
, 0.4f
, &t1
, n1
);
227 v3_copy( n1
, prediction
->n
);
228 air_score
= -v3_dot( pv
, n1
);
230 u32 vert_index
= world
.scene_geo
->arrindices
[ idx
*3 ];
231 struct world_material
*mat
= world_tri_index_material( vert_index
);
233 /* Bias prediction towords ramps */
234 if( mat
->info
.flags
& k_material_flag_skate_surface
)
237 v3_lerp( pco1
, pco
, t1
, prediction
->log
[ prediction
->log_length
++ ] );
238 time_to_impact
+= t1
* pstep
;
242 time_to_impact
+= pstep
;
243 v3_copy( pco
, prediction
->log
[ prediction
->log_length
++ ] );
246 if( grind_score
< air_score
)
248 prediction
->score
= grind_score
;
249 prediction
->type
= k_prediction_grind
;
251 else if( air_score
< INFINITY
)
253 prediction
->score
= air_score
;
254 prediction
->type
= k_prediction_land
;
258 prediction
->score
= INFINITY
;
259 prediction
->type
= k_prediction_none
;
262 prediction
->land_dist
= time_to_impact
;
266 void player_approximate_best_trajectory( player_instance
*player
)
268 struct player_skate
*s
= &player
->_skate
;
270 float pstep
= VG_TIMESTEP_FIXED
* 10.0f
;
271 float best_velocity_delta
= -9999.9f
;
274 v3_cross( player
->rb
.to_world
[1], player
->rb
.v
, axis
);
275 v3_normalize( axis
);
277 s
->prediction_count
= 0;
278 m3x3_identity( s
->state
.velocity_bias
);
280 float best_vmod
= 0.0f
,
281 min_score
= INFINITY
,
282 max_score
= -INFINITY
;
284 v3_zero( s
->state
.apex
);
288 * Search a broad selection of futures
290 for( int m
=-3;m
<=12; m
++ )
292 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
294 float vmod
= ((float)m
/ 15.0f
)*0.09f
;
299 q_axis_angle( bias_q
, axis
, vmod
);
300 q_m3x3( bias_q
, bias
);
302 skate_score_biased_path( player
->rb
.co
, player
->rb
.v
, bias
, p
);
304 if( p
->type
!= k_prediction_none
)
306 if( p
->score
< min_score
)
308 min_score
= p
->score
;
310 s
->land_dist
= p
->land_dist
;
311 v3_copy( p
->apex
, s
->state
.apex
);
314 if( p
->score
> max_score
)
315 max_score
= p
->score
;
320 q_axis_angle( vr_q
, axis
, best_vmod
*0.1f
);
321 q_m3x3( vr_q
, s
->state
.velocity_bias
);
323 q_axis_angle( vr_q
, axis
, best_vmod
);
324 q_m3x3( vr_q
, s
->state
.velocity_bias_pstep
);
329 for( int i
=0; i
<s
->prediction_count
; i
++ )
331 struct land_prediction
*p
= &s
->predictions
[i
];
337 vg_error( "negative score! (%f)\n", l
);
341 l
/= (max_score
-min_score
);
347 p
->colour
|= 0xff000000;
351 v2f steer
= { player
->input_js1h
->axis
.value
,
352 player
->input_js1v
->axis
.value
};
353 v2_normalize_clamp( steer
);
355 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.0f
) )
357 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
359 s
->state
.flip_time
= 0.0f
;
360 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
364 s
->state
.flip_rate
= 0.0f
;
365 v3_zero( s
->state
.flip_axis
);
371 * Varius physics models
372 * ------------------------------------------------
375 VG_STATIC
void skate_apply_grind_model( player_instance
*player
,
376 rb_ct
*manifold
, int len
)
378 struct player_skate
*s
= &player
->_skate
;
380 /* FIXME: Queue audio events instead */
383 if( s
->state
.activity
== k_skate_activity_grind
)
387 audio_player_set_flags( &audio_player_extra
,
388 AUDIO_FLAG_SPACIAL_3D
);
389 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
390 audio_player_set_vol( &audio_player_extra
, 20.0f
);
391 audio_player_playclip( &audio_player_extra
, &audio_board
[6] );
395 s
->state
.activity
= k_skate_activity_air
;
400 v2f steer
= { player
->input_js1h
->axis
.value
,
401 player
->input_js1v
->axis
.value
};
402 v2_normalize_clamp( steer
);
404 s
->state
.steery
-= steer
[0] * k_steer_air
* k_rb_delta
;
405 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
* k_rb_delta
;
409 q_axis_angle( rotate
, player
->rb
.to_world
[0], siX
);
410 q_mul( rotate
, player
.rb
.q
, player
.rb
.q
);
413 s
->state
.slip
= 0.0f
;
414 s
->state
.activity
= k_skate_activity_grind
;
416 /* TODO: Compression */
417 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
418 float angle
= v3_dot( player
->rb
.to_world
[1], up
);
420 if( fabsf(angle
) < 0.99f
)
423 v3_cross( player
->rb
.to_world
[1], up
, axis
);
426 q_axis_angle( correction
, axis
, k_rb_delta
* 10.0f
* acosf(angle
) );
427 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
430 float const DOWNFORCE
= -k_downforce
*1.2f
*VG_TIMESTEP_FIXED
;
431 v3_muladds( player
->rb
.v
, manifold
->n
, DOWNFORCE
, player
->rb
.v
);
432 m3x3_identity( s
->state
.velocity_bias
);
433 m3x3_identity( s
->state
.velocity_bias_pstep
);
435 if( s
->state
.activity_prev
!= k_skate_activity_grind
)
437 /* FIXME: Queue audio events instead */
440 audio_player_set_flags( &audio_player_extra
,
441 AUDIO_FLAG_SPACIAL_3D
);
442 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
443 audio_player_set_vol( &audio_player_extra
, 20.0f
);
444 audio_player_playclip( &audio_player_extra
, &audio_board
[5] );
451 * Air control, no real physics
453 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
455 struct player_skate
*s
= &player
->_skate
;
457 if( s
->state
.activity
!= k_skate_activity_air
)
460 if( s
->state
.activity_prev
!= k_skate_activity_air
)
461 player_approximate_best_trajectory( player
);
463 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
469 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
470 float k_bias
= 0.98f
;
473 v3_copy( player
->rb
.co
, pco
);
474 v3_muls( player
->rb
.v
, 1.0f
, pv
);
476 float time_to_impact
= 0.0f
;
477 float limiter
= 1.0f
;
479 struct grind_edge
*best_grind
= NULL
;
480 float closest_grind
= INFINITY
;
482 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
485 for( int i
=0; i
<250; i
++ )
487 v3_copy( pco
, pco1
);
488 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
490 pv
[1] += -k_gravity
* pstep
;
491 v3_muladds( pco
, pv
, pstep
, pco
);
496 v3_sub( pco
, pco1
, vdir
);
497 contact
.dist
= v3_length( vdir
);
498 v3_divs( vdir
, contact
.dist
, vdir
);
501 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
504 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
506 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
507 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
512 float orig_dist
= contact
.dist
;
513 if( ray_world( pco1
, vdir
, &contact
) )
515 v3_copy( contact
.normal
, target_normal
);
517 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
518 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
521 time_to_impact
+= pstep
;
526 float angle
= v3_dot( player
->rb
.to_world
[1], target_normal
);
528 v3_cross( player
->rb
.to_world
[1], target_normal
, axis
);
530 limiter
= vg_minf( 5.0f
, time_to_impact
)/5.0f
;
531 limiter
= 1.0f
-limiter
;
533 limiter
= 1.0f
-limiter
;
535 if( fabsf(angle
) < 0.99f
)
538 q_axis_angle( correction
, axis
,
539 acosf(angle
)*(1.0f
-limiter
)*2.0f
*VG_TIMESTEP_FIXED
);
540 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
544 v2f steer
= { player
->input_js1h
->axis
.value
,
545 player
->input_js1v
->axis
.value
};
546 v2_normalize_clamp( steer
);
548 s
->state
.steery
-= steer
[0] * k_steer_air
* VG_TIMESTEP_FIXED
;
549 s
->state
.steerx
+= steer
[1] * s
->state
.reverse
* k_steer_air
550 * limiter
* k_rb_delta
;
551 s
->land_dist
= time_to_impact
;
552 v3_copy( target_normal
, s
->land_normal
);
555 VG_STATIC
void skate_get_board_points( player_instance
*player
,
556 v3f front
, v3f back
)
558 v3f pos_front
= {0.0f
,0.0f
,-k_board_length
},
559 pos_back
= {0.0f
,0.0f
, k_board_length
};
561 m4x3_mulv( player
->rb
.to_world
, pos_front
, front
);
562 m4x3_mulv( player
->rb
.to_world
, pos_back
, back
);
566 * Casts and pushes a sphere-spring model into the world
568 VG_STATIC
int skate_simulate_spring( player_instance
*player
,
571 struct player_skate
*s
= &player
->_skate
;
573 float mod
= 0.7f
* player
->input_grab
->axis
.value
+ 0.3f
,
574 spring_k
= mod
* k_spring_force
,
575 damp_k
= mod
* k_spring_dampener
,
579 v3_copy( pos
, start
);
580 v3_muladds( pos
, player
->rb
.to_world
[1], -disp_k
, end
);
584 int hit_info
= spherecast_world( start
, end
, 0.2f
, &t
, n
);
589 v3_sub( start
, player
->rb
.co
, delta
);
591 float displacement
= vg_clampf( 1.0f
-t
, 0.0f
, 1.0f
),
593 vg_maxf( 0.0f
, v3_dot( player
->rb
.to_world
[1], player
->rb
.v
) );
595 v3_muls( player
->rb
.to_world
[1], displacement
*spring_k
*k_rb_delta
-
596 damp
*damp_k
*k_rb_delta
, F
);
598 v3_muladds( player
->rb
.v
, F
, 1.0f
, player
->rb
.v
);
600 /* Angular velocity */
602 v3_cross( delta
, F
, wa
);
603 v3_muladds( player
->rb
.w
, wa
, k_spring_angular
, player
->rb
.w
);
605 v3_lerp( start
, end
, t
, pos
);
617 * Handles connection between the player and the ground
619 VG_STATIC
void skate_apply_interface_model( player_instance
*player
,
620 rb_ct
*manifold
, int len
)
622 struct player_skate
*s
= &player
->_skate
;
624 if( !((s
->state
.activity
== k_skate_activity_ground
) ||
625 (s
->state
.activity
== k_skate_activity_air
)) )
628 if( s
->state
.activity
== k_skate_activity_air
)
629 s
->debug_normal_pressure
= 0.0f
;
631 s
->debug_normal_pressure
= v3_dot( player
->rb
.to_world
[1], player
->rb
.v
);
634 v3f spring0
, spring1
;
636 skate_get_board_points( player
, spring1
, spring0
);
637 int spring_hit0
= 0, //skate_simulate_spring( player, s, spring0 ),
638 spring_hit1
= 0; //skate_simulate_spring( player, s, spring1 );
640 v3f animavg
, animdelta
;
641 v3_add( spring0
, spring1
, animavg
);
642 v3_muls( animavg
, 0.5f
, animavg
);
644 v3_sub( spring1
, spring0
, animdelta
);
645 v3_normalize( animdelta
);
647 m4x3_mulv( player
->rb
.to_local
, animavg
, s
->board_offset
);
649 float dx
= -v3_dot( animdelta
, player
->rb
.to_world
[2] ),
650 dy
= v3_dot( animdelta
, player
->rb
.to_world
[1] );
652 float angle
= -atan2f( dy
, dx
);
653 q_axis_angle( s
->board_rotation
, (v3f
){1.0f
,0.0f
,0.0f
}, angle
);
655 int lift_frames_limit
= 6;
657 /* Surface connection */
658 if( len
== 0 && !(spring_hit0
&& spring_hit1
) )
660 s
->state
.lift_frames
++;
662 if( s
->state
.lift_frames
>= lift_frames_limit
)
663 s
->state
.activity
= k_skate_activity_air
;
668 v3_zero( surface_avg
);
670 for( int i
=0; i
<len
; i
++ )
671 v3_add( surface_avg
, manifold
[i
].n
, surface_avg
);
672 v3_normalize( surface_avg
);
674 if( v3_dot( player
->rb
.v
, surface_avg
) > 0.7f
)
676 s
->state
.lift_frames
++;
678 if( s
->state
.lift_frames
>= lift_frames_limit
)
679 s
->state
.activity
= k_skate_activity_air
;
683 s
->state
.activity
= k_skate_activity_ground
;
684 s
->state
.lift_frames
= 0;
687 float const DOWNFORCE
= -k_downforce
*VG_TIMESTEP_FIXED
;
688 v3_muladds( player
->rb
.v
, player
->rb
.to_world
[1],
689 DOWNFORCE
, player
->rb
.v
);
691 float d
= v3_dot( player
->rb
.to_world
[2], surface_avg
);
692 v3_muladds( surface_avg
, player
->rb
.to_world
[2], -d
, projected
);
693 v3_normalize( projected
);
695 float angle
= v3_dot( player
->rb
.to_world
[1], projected
);
696 v3_cross( player
->rb
.to_world
[1], projected
, axis
);
698 if( fabsf(angle
) < 0.9999f
)
701 q_axis_angle( correction
, axis
,
702 acosf(angle
)*4.0f
*VG_TIMESTEP_FIXED
);
703 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
709 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
711 struct player_skate
*s
= &player
->_skate
;
713 float grabt
= player
->input_grab
->axis
.value
;
717 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
718 s
->state
.grab_mouse_delta
);
720 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
723 v2_zero( s
->state
.grab_mouse_delta
);
725 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
729 * Computes friction and surface interface model
731 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
733 struct player_skate
*s
= &player
->_skate
;
735 if( s
->state
.activity
!= k_skate_activity_ground
)
739 * Computing localized friction forces for controlling the character
740 * Friction across X is significantly more than Z
744 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
747 if( fabsf(vel
[2]) > 0.01f
)
748 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
750 if( fabsf( slip
) > 1.2f
)
751 slip
= vg_signf( slip
) * 1.2f
;
753 s
->state
.slip
= slip
;
754 s
->state
.reverse
= -vg_signf(vel
[2]);
756 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
757 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
759 /* Pushing additive force */
761 if( !player
->input_jump
->button
.value
)
763 if( player
->input_push
->button
.value
)
765 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
766 s
->state
.start_push
= vg
.time
;
768 s
->state
.cur_push
= vg
.time
;
770 double push_time
= vg
.time
- s
->state
.start_push
;
772 float cycle_time
= push_time
*k_push_cycle_rate
,
773 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
774 amt
= accel
* VG_TIMESTEP_FIXED
,
775 current
= v3_length( vel
),
776 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
777 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
779 vel
[2] += delta
* -s
->state
.reverse
;
783 /* Send back to velocity */
784 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
787 float input
= player
->input_js1h
->axis
.value
,
788 grab
= player
->input_grab
->axis
.value
,
789 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
790 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
792 s
->state
.steery
-= steer_scaled
* k_rb_delta
;
795 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
797 struct player_skate
*s
= &player
->_skate
;
798 int charging_jump_prev
= s
->state
.charging_jump
;
799 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
801 /* Cannot charge this in air */
802 if( s
->state
.activity
!= k_skate_activity_ground
)
803 s
->state
.charging_jump
= 0;
805 if( s
->state
.charging_jump
)
807 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
809 if( !charging_jump_prev
)
810 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
814 s
->state
.jump_charge
-= k_jump_charge_speed
* VG_TIMESTEP_FIXED
;
817 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
819 if( s
->state
.activity
== k_skate_activity_air
)
822 /* player let go after charging past 0.2: trigger jump */
823 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
827 /* Launch more up if alignment is up else improve velocity */
828 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
830 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
832 v3_copy( player
->rb
.v
, jumpdir
);
833 v3_normalize( jumpdir
);
834 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
835 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
836 v3_normalize( jumpdir
);
838 float force
= k_jump_force
*s
->state
.jump_charge
;
839 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
840 s
->state
.jump_charge
= 0.0f
;
842 s
->state
.jump_time
= vg
.time
;
844 v2f steer
= { player
->input_js1h
->axis
.value
,
845 player
->input_js1v
->axis
.value
};
846 v2_normalize_clamp( steer
);
848 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
849 s
->state
.steery_s
= -steer
[0] * maxspin
;
850 s
->state
.steerx
= s
->state
.steerx_s
;
852 /* FIXME audio events */
855 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
856 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
857 audio_player_set_vol( &audio_player_extra
, 20.0f
);
858 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
864 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
866 struct player_skate
*s
= &player
->_skate
;
868 /* Throw / collect routine
870 * TODO: Max speed boost
872 if( player
->input_grab
->axis
.value
> 0.5f
)
874 if( s
->state
.activity
== k_skate_activity_ground
)
877 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
883 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
886 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
888 if( s
->state
.activity
== k_skate_activity_ground
)
890 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
891 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
894 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
895 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
896 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
900 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
903 v3_copy( s
->state
.throw_v
, dir
);
906 float max
= v3_dot( dir
, s
->state
.throw_v
),
907 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
908 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
912 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
914 struct player_skate
*s
= &player
->_skate
;
916 v3f ideal_cog
, ideal_diff
;
917 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1],
918 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
919 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
921 /* Apply velocities */
923 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
926 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
927 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
929 float ra
= k_cog_mass_ratio
,
930 rb
= 1.0f
-k_cog_mass_ratio
;
932 /* Apply forces & intergrate */
933 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
934 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
935 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
938 VG_STATIC
void skate_collision_response( player_instance
*player
,
939 rb_ct
*manifold
, int len
)
941 struct player_skate
*s
= &player
->_skate
;
943 for( int j
=0; j
<10; j
++ )
945 for( int i
=0; i
<len
; i
++ )
947 struct contact
*ct
= &manifold
[i
];
950 v3_sub( ct
->co
, player
->rb
.co
, delta
);
951 v3_cross( player
->rb
.w
, delta
, dv
);
952 v3_add( player
->rb
.v
, dv
, dv
);
954 float vn
= -v3_dot( dv
, ct
->n
);
957 float temp
= ct
->norm_impulse
;
958 ct
->norm_impulse
= vg_maxf( temp
+ vn
, 0.0f
);
959 vn
= ct
->norm_impulse
- temp
;
962 v3_muls( ct
->n
, vn
, impulse
);
964 if( fabsf(v3_dot( impulse
, player
->rb
.to_world
[2] )) > 10.0f
||
965 fabsf(v3_dot( impulse
, player
->rb
.to_world
[1] )) > 50.0f
)
974 v3_add( impulse
, player
->rb
.v
, player
->rb
.v
);
975 v3_cross( delta
, impulse
, impulse
);
978 * W Impulses are limited to the Y and X axises, we don't really want
979 * roll angular velocities being included.
981 * Can also tweak the resistance of each axis here by scaling the wx,wy
985 float wy
= v3_dot( player
->rb
.to_world
[1], impulse
) * 0.8f
,
986 wx
= v3_dot( player
->rb
.to_world
[0], impulse
) * 1.0f
;
988 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
989 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[0], wx
, player
->rb
.w
);
994 VG_STATIC
void skate_integrate( player_instance
*player
)
996 struct player_skate
*s
= &player
->_skate
;
998 /* integrate rigidbody velocities */
999 v3f gravity
= { 0.0f
, -9.6f
, 0.0f
};
1000 v3_muladds( player
->rb
.v
, gravity
, k_rb_delta
, player
->rb
.v
);
1001 v3_muladds( player
->rb
.co
, player
->rb
.v
, k_rb_delta
, player
->rb
.co
);
1003 float decay_rate
= 0.5f
*0.125f
;
1005 if( s
->state
.activity
== k_skate_activity_air
)
1007 float dist
= 1.0f
-(s
->land_dist
/4.0f
);
1008 decay_rate
= 0.5f
* vg_maxf( dist
*dist
, 0.0f
);
1011 v3_lerp( player
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, decay_rate
, player
->rb
.w
);
1013 if( v3_length2( player
->rb
.w
) > 0.0f
)
1017 v3_copy( player
->rb
.w
, axis
);
1019 float mag
= v3_length( axis
);
1020 v3_divs( axis
, mag
, axis
);
1021 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
1022 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
1025 /* integrate steering velocities */
1027 float l
= (s
->state
.activity
== k_skate_activity_air
)? 0.04f
: 0.24f
;
1029 s
->state
.steery_s
= vg_lerpf( s
->state
.steery_s
, s
->state
.steery
, l
);
1030 s
->state
.steerx_s
= vg_lerpf( s
->state
.steerx_s
, s
->state
.steerx
, l
);
1032 q_axis_angle( rotate
, player
->rb
.to_world
[1], s
->state
.steery_s
);
1033 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1035 q_axis_angle( rotate
, player
->rb
.to_world
[0], s
->state
.steerx_s
);
1036 q_mul( rotate
, player
->rb
.q
, player
->rb
.q
);
1038 s
->state
.steerx
= 0.0f
;
1039 s
->state
.steery
= 0.0f
;
1041 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1042 rb_update_transform( &player
->rb
);
1045 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1047 if( vg_input_button_down( player
->input_use
) )
1049 player
->subsystem
= k_player_subsystem_walk
;
1052 v3_copy( player
->cam
.angles
, angles
);
1055 player__walk_transition( player
, angles
);
1060 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1062 struct player_skate
*s
= &player
->_skate
;
1063 for( int i
=0; i
<s
->prediction_count
; i
++ )
1065 struct land_prediction
*p
= &s
->predictions
[i
];
1067 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1068 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
1070 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1073 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1074 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1076 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1079 vg_line_pt3( s
->state
.apex
, 0.200f
, 0xff0000ff );
1080 vg_line_pt3( s
->state
.apex
, 0.201f
, 0xff00ffff );
1083 VG_STATIC
void player__skate_update( player_instance
*player
)
1085 struct player_skate
*s
= &player
->_skate
;
1086 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
1087 s
->state
.activity_prev
= s
->state
.activity
;
1089 /* Setup colliders */
1090 m4x3f mtx_front
, mtx_back
;
1091 m3x3_identity( mtx_front
);
1092 m3x3_identity( mtx_back
);
1094 skate_get_board_points( player
, mtx_front
[3], mtx_back
[3] );
1096 s
->sphere_back
.radius
= 0.3f
;
1097 s
->sphere_front
.radius
= 0.3f
;
1099 /* create manifold(s) */
1101 *interface_manifold
= NULL
,
1102 *grind_manifold
= NULL
;
1105 len_front
= skate_collide_smooth( player
, mtx_front
,
1106 &s
->sphere_front
, manifold
),
1107 len_back
= skate_collide_smooth( player
, mtx_back
,
1108 &s
->sphere_back
, &manifold
[len_front
] ),
1109 interface_len
= len_front
+ len_back
;
1111 /* try to slap both wheels onto the ground when landing to prevent mega
1112 * angular velocities being added */
1113 if( (s
->state
.activity
== k_skate_activity_air
) && (len_front
!= len_back
) )
1115 v3f trace_from
, trace_dir
;
1116 v3_muls( player
->rb
.to_world
[1], -1.0f
, trace_dir
);
1119 v3_copy( mtx_back
[3], trace_from
);
1121 v3_copy( mtx_front
[3], trace_from
);
1126 if( ray_world( trace_from
, trace_dir
, &ray
) )
1128 rb_ct
*ct
= &manifold
[ interface_len
];
1130 v3_copy( ray
.pos
, ct
->co
);
1131 v3_copy( ray
.normal
, ct
->n
);
1138 interface_manifold
= manifold
;
1139 grind_manifold
= manifold
+ interface_len
;
1141 int grind_len
= skate_grind_collide( player
, grind_manifold
);
1143 for( int i
=0; i
<interface_len
+grind_len
; i
++ )
1145 rb_prepare_contact( &manifold
[i
] );
1146 rb_debug_contact( &manifold
[i
] );
1149 skate_apply_grind_model( player
, grind_manifold
, grind_len
);
1150 skate_apply_interface_model( player
, manifold
, interface_len
);
1152 skate_apply_pump_model( player
);
1153 skate_apply_cog_model( player
);
1154 skate_collision_response( player
, manifold
, interface_len
+ grind_len
);
1156 skate_apply_grab_model( player
);
1157 skate_apply_friction_model( player
);
1158 skate_apply_jump_model( player
);
1159 skate_apply_air_model( player
);
1161 skate_integrate( player
);
1163 vg_line_pt3( s
->state
.cog
, 0.1f
, VG__WHITE
);
1164 vg_line_pt3( s
->state
.cog
, 0.11f
, VG__WHITE
);
1165 vg_line_pt3( s
->state
.cog
, 0.12f
, VG__WHITE
);
1166 vg_line_pt3( s
->state
.cog
, 0.13f
, VG__WHITE
);
1167 vg_line_pt3( s
->state
.cog
, 0.14f
, VG__WHITE
);
1169 vg_line( player
->rb
.co
, s
->state
.cog
, VG__RED
);
1172 teleport_gate
*gate
;
1173 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
1175 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
1176 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
1177 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
1178 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
1179 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
1182 m3x3_mulv( gate
->transport
, s
->state
.vl
, s
->state
.vl
);
1185 mixedcam_transport( &s
->state
.cam
, gate
);
1188 v4f transport_rotation
;
1189 m3x3_q( gate
->transport
, transport_rotation
);
1190 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
1191 rb_update_transform( &player
->rb
);
1193 s
->state_gate_storage
= s
->state
;
1194 player__pass_gate( player
, gate
);
1198 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
1200 struct player_skate
*s
= &player
->_skate
;
1202 /* FIXME: Compression */
1203 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
1206 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
1209 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
1213 player__debugtext( 1, "activity: %s\n",
1214 (const char *[]){ "k_skate_activity_air",
1215 "k_skate_activity_ground",
1216 "k_skate_activity_grind }" }
1217 [s
->state
.activity
] );
1218 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
1219 s
->state
.steerx_s
, s
->state
.steery_s
,
1220 k_steer_ground
, k_steer_air
);
1221 player__debugtext( 1, "flip: %.4f %.4f\n", s
->state
.flip_rate
,
1222 s
->state
.flip_time
);
1225 VG_STATIC
void player__skate_animate( player_instance
*player
,
1226 player_animation
*dest
)
1228 struct player_skate
*s
= &player
->_skate
;
1229 struct player_avatar
*av
= player
->playeravatar
;
1230 struct skeleton
*sk
= &av
->sk
;
1233 float kheight
= 2.0f
,
1239 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, offset
);
1240 v3_muls( offset
, -4.0f
, offset
);
1242 static float speed_wobble
= 0.0f
, speed_wobble_2
= 0.0f
;
1244 float curspeed
= v3_length( player
->rb
.v
),
1245 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
1246 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
1247 sign
= vg_signf( kicks
);
1249 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
1250 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], speed_wobble
, 2.4f
*vg
.time_delta
);
1253 offset
[0] += speed_wobble_2
*3.0f
;
1258 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
1259 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
1262 * Animation blending
1263 * ===========================================
1268 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
1269 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
1272 /* movement information */
1274 int iair
= (s
->state
.activity
== k_skate_activity_air
) ||
1275 (s
->state
.activity
== k_skate_activity_grind
);
1277 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
1278 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
1279 fly
= iair
? 1.0f
: 0.0f
;
1281 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
1282 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
1283 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
1286 mdl_keyframe apose
[32], bpose
[32];
1287 mdl_keyframe ground_pose
[32];
1289 /* when the player is moving fast he will crouch down a little bit */
1290 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
1291 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
1294 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
1295 stand_blend
= offset
[1]*-2.0f
;
1298 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
1300 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
1302 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
1303 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
1304 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
1307 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
1308 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
1309 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
1312 double push_time
= vg
.time
- s
->state
.start_push
;
1313 s
->blend_push
= vg_lerpf( s
->blend_push
,
1314 (vg
.time
- s
->state
.cur_push
) < 0.125,
1315 6.0f
*vg
.time_delta
);
1317 float pt
= push_time
+ vg
.accumulator
;
1318 if( s
->state
.reverse
> 0.0f
)
1319 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
1321 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
1323 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
1326 float jump_start_frame
= 14.0f
/30.0f
;
1328 float charge
= s
->state
.jump_charge
;
1329 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
1331 float setup_frame
= charge
* jump_start_frame
,
1332 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
1334 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
1335 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
1336 setup_frame
= jump_frame
;
1338 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
1340 s
->anim_ollie_reverse
;
1342 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
1343 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
1346 mdl_keyframe air_pose
[32];
1348 float target
= -player
->input_js1h
->axis
.value
;
1349 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
1351 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
1352 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
1354 static v2f grab_choice
;
1356 v2f grab_input
= { player
->input_js2h
->axis
.value
,
1357 player
->input_js2v
->axis
.value
};
1358 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
1359 if( v2_length2( grab_input
) <= 0.001f
)
1360 grab_input
[0] = -1.0f
;
1362 v2_normalize_clamp( grab_input
);
1363 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
1365 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
1366 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
1367 grab_frame
= ang_unit
* (15.0f
/30.0f
);
1369 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
1370 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
1373 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
1375 float add_grab_mod
= 1.0f
- s
->blend_fly
;
1377 /* additive effects */
1379 u32 apply_to
[] = { av
->id_hip
,
1383 av
->id_ik_elbow_r
};
1385 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
1387 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
1388 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
1391 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
1392 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
1393 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
1396 v3_muls( s
->board_offset
, add_grab_mod
, bo
);
1398 v3_add( bo
, kf_board
->co
, kf_board
->co
);
1399 v3_add( bo
, kf_foot_l
->co
, kf_foot_l
->co
);
1400 v3_add( bo
, kf_foot_r
->co
, kf_foot_r
->co
);
1403 q_m3x3( s
->board_rotation
, c
);
1406 v3_sub( kf_foot_l
->co
, bo
, d
);
1407 m3x3_mulv( c
, d
, d
);
1408 v3_add( bo
, d
, kf_foot_l
->co
);
1410 v3_sub( kf_foot_r
->co
, bo
, d
);
1411 m3x3_mulv( c
, d
, d
);
1412 v3_add( bo
, d
, kf_foot_r
->co
);
1414 q_mul( s
->board_rotation
, kf_board
->q
, kf_board
->q
);
1415 q_normalize( kf_board
->q
);
1419 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
1420 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.28f
, dest
->root_co
);
1422 v4f qresy
, qresx
, qresidual
;
1424 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
1425 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
1426 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
1428 q_mul( qresy
, qresx
, qresidual
);
1429 q_normalize( qresidual
);
1430 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
1431 q_normalize( dest
->root_q
);
1434 if( (s
->state
.activity
== k_skate_activity_air
) &&
1435 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
1437 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
1438 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
1439 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
1440 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
1442 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
1444 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
1445 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
1446 q_normalize( dest
->root_q
);
1448 v3f rotation_point
, rco
;
1449 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
1450 v3_sub( dest
->root_co
, rotation_point
, rco
);
1452 /* FIXME: q_mul v3 */
1454 q_m3x3( qflip
, TEMP
);
1455 m3x3_mulv( TEMP
, rco
, rco
);
1456 v3_add( rco
, rotation_point
, dest
->root_co
);
1460 VG_STATIC
void skate_camera_firstperson( player_instance
*player
)
1462 struct player_skate
*s
= &player
->_skate
;
1463 struct player_avatar
*av
= player
->playeravatar
;
1465 /* FIXME: viewpoint entity */
1466 v3f vp
= {-0.1f
,1.8f
,0.0f
};
1467 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
-1 ], vp
, player
->fpv_pos
);
1468 v3_zero( player
->fpv_angles
);
1474 v3_copy( player
->rb
.v
, vel_dir
);
1475 //v3_normalize( vel_dir );
1477 float tti
= s
->land_dist
;
1479 v3_copy( s
->land_normal
, norm
);
1481 if( s
->state
.activity
== k_skate_activity_ground
)
1484 v3_copy( player
->rb
.to_world
[1], norm
);
1487 v3_muladds( vel_dir
, norm
, -v3_dot(vel_dir
,norm
), flat_dir
);
1488 //v3_normalize( flat_dir );
1490 v3_lerp( flat_dir
, vel_dir
, vg_clampf( tti
/ 2.0f
, 0.4f
, 1.0f
), look_dir
);
1491 v3_lerp( s
->state
.vl
, look_dir
, 4.0f
*vg
.time_delta
, s
->state
.vl
);
1492 player_vector_angles( player
->fpv_angles
, s
->state
.vl
, 1.0f
, 0.25f
);
1495 VG_STATIC
void skate_camera_thirdperson( player_instance
*player
)
1497 struct player_skate
*s
= &player
->_skate
;
1498 struct player_avatar
*av
= player
->playeravatar
;
1500 v3f origin
, dir
, target
;
1501 v3_copy( player
->rb
.co
, origin
);
1502 v3_add( origin
, (v3f
){0.0f
,1.35f
,0.0f
}, origin
);
1503 player_set_follower_subject( player
, origin
);
1506 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
1508 struct player_skate
*s
= &player
->_skate
;
1509 struct player_avatar
*av
= player
->playeravatar
;
1511 skate_camera_thirdperson( player
);
1512 skate_camera_firstperson( player
);
1513 player
->cam_angles_override_strength
= 0.0f
;
1514 player
->cam_position_override_strength
= 0.0f
;
1519 /* FIXME: Organize this. Its int wrong fucking place */
1520 v3f vp0
= {0.0f
,0.1f
, 0.6f
},
1521 vp1
= {0.0f
,0.1f
,-0.6f
};
1523 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp0
, TEMP_BOARD_0
);
1524 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_board
], vp1
, TEMP_BOARD_1
);
1527 VG_STATIC
void player__skate_reset( player_instance
*player
,
1528 struct respawn_point
*rp
)
1530 struct player_skate
*s
= &player
->_skate
;
1531 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1534 mixedcam_reset( player
, &s
->state
.cam
);
1538 VG_STATIC
void player__skate_transition( player_instance
*player
,
1540 enum skate_activity init_acitivity
)
1542 struct player_skate
*s
= &player
->_skate
;
1543 s
->state
.activity_prev
= k_skate_activity_ground
;
1544 s
->state
.activity
= init_acitivity
;
1547 v3_copy( init_velocity
, dir
);
1548 v3_normalize( dir
);
1550 vg_info( "init velocity: %f %f %f\n", init_velocity
[0],
1554 q_axis_angle( player
->rb
.q
, (v3f
){0.0f
,1.0f
,0.0f
},
1555 atan2f( -dir
[0], -dir
[2] ) );
1557 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
1558 v3_copy( init_velocity
, s
->state
.cog_v
);
1559 v3_copy( init_velocity
, s
->state
.vl
);
1560 v3_copy( init_velocity
, player
->rb
.v
);
1562 rb_update_transform( &player
->rb
);
1564 if( init_acitivity
== k_skate_activity_air
)
1566 player_approximate_best_trajectory( player
);
1567 s
->blend_fly
= 1.0f
;
1570 s
->blend_fly
= 0.0f
;
1572 s
->blend_slide
= 0.0f
;
1575 s
->blend_stand
= 0.0f
;
1576 s
->blend_push
= 0.0f
;
1577 s
->blend_jump
= 0.0f
;
1578 s
->blend_airdir
= 0.0f
;
1581 #endif /* PLAYER_SKATE_C */