6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct skeleton
*sk
= &localplayer
.skeleton
;
13 rb_update_transform( &localplayer
.rb
);
15 struct { struct skeleton_anim
**anim
; const char *name
; }
17 { &player_skate
.anim_grind
, "pose_grind" },
18 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
19 { &player_skate
.anim_stand
, "pose_stand" },
20 { &player_skate
.anim_highg
, "pose_highg" },
21 { &player_skate
.anim_air
, "pose_air" },
22 { &player_skate
.anim_slide
, "pose_slide" },
23 { &player_skate
.anim_push
, "push" },
24 { &player_skate
.anim_push_reverse
, "push_reverse" },
25 { &player_skate
.anim_ollie
, "ollie" },
26 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
27 { &player_skate
.anim_grabs
, "grabs" }
30 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
31 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
34 static void player__skate_kill_audio(void){
36 if( player_skate
.aud_main
){
37 player_skate
.aud_main
=
38 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
40 if( player_skate
.aud_air
){
41 player_skate
.aud_air
=
42 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
44 if( player_skate
.aud_slide
){
45 player_skate
.aud_slide
=
46 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
52 * Collision detection routines
58 * Does collision detection on a sphere vs world, and applies some smoothing
59 * filters to the manifold afterwards
61 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
62 world_instance
*world
= world_current_instance();
65 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
66 k_material_flag_walking
);
68 for( int i
=0; i
<len
; i
++ ){
69 man
[i
].rba
= &localplayer
.rb
;
73 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
76 rb_manifold_filter_backface( man
, len
);
77 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
78 rb_manifold_filter_pairs( man
, len
, 0.03f
);
80 int new_len
= rb_manifold_apply_filtered( man
, len
);
94 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
95 struct grind_info
*inf
){
96 world_instance
*world
= world_current_instance();
99 v3_copy( dir
, plane
);
100 v3_normalize( plane
);
101 plane
[3] = v3_dot( plane
, pos
);
104 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
105 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
114 int sample_count
= 0;
120 v3_cross( plane
, (v3f
){0,1,0}, support_axis
);
121 v3_normalize( support_axis
);
124 bh_iter_init_box( 0, &it
, box
);
127 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
128 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
131 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
132 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
135 for( int j
=0; j
<3; j
++ )
136 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
138 for( int j
=0; j
<3; j
++ ){
142 struct grind_sample
*sample
= &samples
[ sample_count
];
145 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
147 v3_sub( co
, pos
, d
);
148 if( v3_length2( d
) > r
*r
)
152 v3_sub( tri
[1], tri
[0], va
);
153 v3_sub( tri
[2], tri
[0], vb
);
154 v3_cross( va
, vb
, normal
);
156 sample
->normal
[0] = v3_dot( support_axis
, normal
);
157 sample
->normal
[1] = normal
[1];
158 sample
->co
[0] = v3_dot( support_axis
, d
);
159 sample
->co
[1] = d
[1];
161 v3_copy( normal
, sample
->normal3
); /* normalize later
162 if we want to us it */
164 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
165 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
166 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
168 v2_normalize( sample
->normal
);
171 if( sample_count
== vg_list_size( samples
) )
172 goto too_many_samples
;
179 if( sample_count
< 2 )
182 v3f average_direction
,
186 v2_fill( min_co
, INFINITY
);
187 v2_fill( max_co
, -INFINITY
);
189 v3_zero( average_direction
);
190 v3_zero( average_normal
);
192 int passed_samples
= 0;
194 for( int i
=0; i
<sample_count
-1; i
++ ){
195 struct grind_sample
*si
, *sj
;
199 for( int j
=i
+1; j
<sample_count
; j
++ ){
205 /* non overlapping */
206 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
209 /* not sharp angle */
210 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
215 v3_sub( sj
->centroid
, si
->centroid
, v0
);
216 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
217 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
220 v2_minv( sj
->co
, min_co
, min_co
);
221 v2_maxv( sj
->co
, max_co
, max_co
);
224 v3_copy( si
->normal3
, n0
);
225 v3_copy( sj
->normal3
, n1
);
226 v3_cross( n0
, n1
, dir
);
228 if( v3_length2( dir
) <= 0.001f
)
233 /* make sure the directions all face a common hemisphere */
234 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
235 v3_add( average_direction
, dir
, average_direction
);
237 float yi
= si
->normal3
[1],
240 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
241 else v3_add( sj
->normal3
, average_normal
, average_normal
);
247 if( !passed_samples
)
250 if( (v3_length2( average_direction
) <= 0.001f
) ||
251 (v3_length2( average_normal
) <= 0.001f
) )
254 float div
= 1.0f
/(float)passed_samples
;
255 v3_normalize( average_direction
);
256 v3_normalize( average_normal
);
259 v2_add( min_co
, max_co
, average_coord
);
260 v2_muls( average_coord
, 0.5f
, average_coord
);
262 v3_muls( support_axis
, average_coord
[0], inf
->co
);
263 inf
->co
[1] += average_coord
[1];
264 v3_add( pos
, inf
->co
, inf
->co
);
265 v3_copy( average_normal
, inf
->n
);
266 v3_copy( average_direction
, inf
->dir
);
268 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
269 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
270 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
272 return passed_samples
;
275 static void reset_jump_info( jump_info
*inf
){
277 inf
->land_dist
= 0.0f
;
279 inf
->type
= k_prediction_unset
;
280 v3_zero( inf
->apex
);
283 static int create_jumps_to_hit_target( jump_info
*jumps
,
284 v3f target
, float max_angle_delta
,
286 /* calculate the exact 2 solutions to jump onto that grind spot */
289 v3_sub( target
, localplayer
.rb
.co
, v0
);
296 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
297 v
= { v3_dot( ax
, localplayer
.rb
.v
), localplayer
.rb
.v
[1] };
299 float a
= atan2f( v
[1], v
[0] ),
301 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
306 root
= sqrtf( root
);
307 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
308 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
310 if( fabsf(a0
-a
) < max_angle_delta
){
311 jump_info
*inf
= &jumps
[ valid_count
++ ];
312 reset_jump_info( inf
);
314 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
315 inf
->v
[1] += sinf( a0
) * m
;
316 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
317 inf
->gravity
= gravity
;
319 v3_copy( target
, inf
->log
[inf
->log_length
++] );
322 if( fabsf(a1
-a
) < max_angle_delta
){
323 jump_info
*inf
= &jumps
[ valid_count
++ ];
324 reset_jump_info( inf
);
326 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
327 inf
->v
[1] += sinf( a1
) * m
;
328 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
329 inf
->gravity
= gravity
;
331 v3_copy( target
, inf
->log
[inf
->log_length
++] );
338 static void player__approximate_best_trajectory(void){
339 world_instance
*world0
= world_current_instance();
341 float k_trace_delta
= k_rb_delta
* 10.0f
;
342 struct player_skate_state
*state
= &player_skate
.state
;
344 state
->air_start
= vg
.time
;
345 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
346 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
348 player_skate
.possible_jump_count
= 0;
351 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
352 v3_normalize( axis
);
354 /* at high slopes, Y component is low */
355 float upness
= localplayer
.rb
.to_world
[1][1],
356 angle_begin
= -(1.0f
-fabsf( upness
)),
359 struct grind_info grind
;
360 int grind_located
= 0;
361 float grind_located_gravity
= k_gravity
;
364 v3f launch_v_bounds
[2];
366 for( int i
=0; i
<2; i
++ ){
367 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
368 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
372 q_axis_angle( qbias
, axis
, ang
);
373 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
376 for( int m
=0;m
<=30; m
++ ){
378 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
379 reset_jump_info( inf
);
381 v3f launch_co
, launch_v
, co0
, co1
;
382 v3_copy( localplayer
.rb
.co
, launch_co
);
383 v3_copy( localplayer
.rb
.v
, launch_v
);
384 v3_copy( launch_co
, co0
);
385 world_instance
*trace_world
= world0
;
387 float vt
= (float)m
* (1.0f
/30.0f
),
388 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
391 q_axis_angle( qbias
, axis
, ang
);
392 q_mulv( qbias
, launch_v
, launch_v
);
394 float yaw_sketch
= 1.0f
-fabsf(upness
);
396 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
397 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
398 q_mulv( qbias
, launch_v
, launch_v
);
400 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
401 gravity
= k_gravity
* gravity_bias
;
402 inf
->gravity
= gravity
;
403 v3_copy( launch_v
, inf
->v
);
405 for( int i
=1; i
<=50; i
++ ){
406 float t
= (float)i
* k_trace_delta
;
408 v3_muls( launch_v
, t
, co1
);
409 co1
[1] += -0.5f
* gravity
* t
*t
;
410 v3_add( launch_co
, co1
, co1
);
412 float launch_vy
= launch_v
[1];
414 int search_for_grind
= 1;
415 if( grind_located
) search_for_grind
= 0;
416 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
420 v3f closest
={0.0f
,0.0f
,0.0f
};
421 if( search_for_grind
){
422 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
423 float min_dist
= 0.75f
;
424 min_dist
*= min_dist
;
426 if( v3_dist2( closest
, launch_co
) < min_dist
)
427 search_for_grind
= 0;
431 for( int j
=0; j
<2; j
++ ){
432 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
433 bound
[j
][1] += -0.5f
*gravity
*t
*t
;
434 v3_add( launch_co
, bound
[j
], bound
[j
] );
437 float limh
= vg_minf( 2.0f
, t
),
438 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
439 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
441 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
442 search_for_grind
= 0;
446 search_for_grind
= 0;
449 if( search_for_grind
){
451 v3_copy( launch_v
, ve
);
452 ve
[1] += -gravity
* t
;
454 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) ){
455 /* check alignment */
456 v2f v0
= { ve
[0], ve
[2] },
457 v1
= { grind
.dir
[0], grind
.dir
[2] };
462 float a
= v2_dot( v0
, v1
);
464 float a_min
= cosf( VG_PIf
* 0.185f
);
465 if( state
->grind_cooldown
)
466 a_min
= cosf( VG_PIf
* 0.05f
);
469 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
471 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
474 grind_located_gravity
= inf
->gravity
;
479 if( trace_world
->rendering_gate
){
480 ent_gate
*gate
= trace_world
->rendering_gate
;
481 if( gate_intersect( gate
, co1
, co0
) ){
482 m4x3_mulv( gate
->transport
, co0
, co0
);
483 m4x3_mulv( gate
->transport
, co1
, co1
);
484 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
485 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
492 float scan_radius
= k_board_radius
;
493 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
495 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
496 k_material_flag_walking
);
499 v3_lerp( co0
, co1
, t1
, co
);
500 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
502 v3_copy( n
, inf
->n
);
503 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
504 struct world_surface
*surf
=
505 world_tri_index_surface( trace_world
, tri
[0] );
507 inf
->type
= k_prediction_land
;
510 v3_copy( launch_v
, ve
);
511 ve
[1] += -gravity
* t
;
513 inf
->score
= -v3_dot( ve
, inf
->n
);
514 inf
->land_dist
= t
+ k_trace_delta
* t1
;
516 /* Bias prediction towords ramps */
517 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
520 if( surf
->info
.flags
& k_material_flag_boundary
)
521 player_skate
.possible_jump_count
--;
527 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
531 if( inf
->type
== k_prediction_unset
)
532 player_skate
.possible_jump_count
--;
536 jump_info grind_jumps
[2];
539 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
540 0.175f
*VG_PIf
, grind_located_gravity
);
542 /* knock out original landing points in the 1m area */
543 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
544 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
545 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
546 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
547 jump
->score
+= descale
*3.0f
;
550 for( int i
=0; i
<valid_count
; i
++ ){
551 jump_info
*jump
= &grind_jumps
[i
];
552 jump
->type
= k_prediction_grind
;
554 v3f launch_v
, launch_co
, co0
, co1
;
556 v3_copy( jump
->v
, launch_v
);
557 v3_copy( localplayer
.rb
.co
, launch_co
);
559 float t
= 0.05f
* jump
->land_dist
;
560 v3_muls( launch_v
, t
, co0
);
561 co0
[1] += -0.5f
* jump
->gravity
* t
*t
;
562 v3_add( launch_co
, co0
, co0
);
564 /* rough scan to make sure we dont collide with anything */
565 for( int j
=1; j
<=16; j
++ ){
566 t
= (float)j
*(1.0f
/16.0f
);
569 t
*= jump
->land_dist
;
571 v3_muls( launch_v
, t
, co1
);
572 co1
[1] += -0.5f
* jump
->gravity
* t
*t
;
573 v3_add( launch_co
, co1
, co1
);
578 int idx
= spherecast_world( world0
, co0
,co1
,
579 k_board_radius
*0.1f
, &t1
, n
,
580 k_material_flag_walking
);
582 goto invalidated_grind
;
588 v3_copy( grind
.n
, jump
->n
);
590 /* determine score */
592 v3_copy( jump
->v
, ve
);
593 ve
[1] += -jump
->gravity
*jump
->land_dist
;
594 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
596 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
605 float score_min
= INFINITY
,
606 score_max
= -INFINITY
;
608 jump_info
*best
= NULL
;
610 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
611 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
613 if( jump
->score
< score_min
)
616 score_min
= vg_minf( score_min
, jump
->score
);
617 score_max
= vg_maxf( score_max
, jump
->score
);
620 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
621 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
622 float s
= jump
->score
;
625 s
/= (score_max
-score_min
);
629 jump
->colour
= s
* 255.0f
;
633 else if( jump
->type
== k_prediction_land
)
636 jump
->colour
|= 0xff000000;
640 v3_copy( best
->n
, state
->land_normal
);
641 v3_copy( best
->v
, localplayer
.rb
.v
);
642 state
->land_dist
= best
->land_dist
;
643 state
->gravity_bias
= best
->gravity
;
645 if( best
->type
== k_prediction_grind
){
646 state
->activity
= k_skate_activity_air_to_grind
;
650 joystick_state( k_srjoystick_steer
, steer
);
651 v2_normalize_clamp( steer
);
653 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
654 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
656 state
->flip_time
= 0.0f
;
657 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
660 state
->flip_rate
= 0.0f
;
661 v3_zero( state
->flip_axis
);
665 v3_copy( (v3f
){0,1,0}, state
->land_normal
);
670 * Varius physics models
671 * ------------------------------------------------
675 * Air control, no real physics
677 static void skate_apply_air_model(void){
678 struct player_skate_state
*state
= &player_skate
.state
;
680 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
681 player__approximate_best_trajectory();
683 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
684 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
686 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
689 q_axis_angle( correction
, axis
,
690 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
691 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
694 static enum trick_type
player_skate_trick_input(void);
695 static void skate_apply_trick_model(void){
696 struct player_skate_state
*state
= &player_skate
.state
;
699 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
701 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
702 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
704 v3_mul( strength
, F
, F
);
706 v3_muladds( state
->trick_residualv
, F
, k_rb_delta
,
707 state
->trick_residualv
);
708 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
709 k_rb_delta
, state
->trick_residuald
);
711 if( state
->activity
<= k_skate_activity_air_to_grind
){
712 if( v3_length2( state
->trick_vel
) < 0.0001f
)
715 int carry_on
= player_skate_trick_input();
717 /* we assume velocities share a common divisor, in which case the
718 * interval is the minimum value (if not zero) */
720 float min_rate
= 99999.0f
;
722 for( int i
=0; i
<3; i
++ ){
723 float v
= state
->trick_vel
[i
];
724 if( (v
> 0.0f
) && (v
< min_rate
) )
728 float interval
= 1.0f
/ min_rate
,
729 current
= floorf( state
->trick_time
/ interval
),
730 next_end
= (current
+1.0f
) * interval
;
733 /* integrate trick velocities */
734 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
735 state
->trick_euler
);
737 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
>= next_end
) ){
738 state
->trick_time
= 0.0f
;
739 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
740 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
741 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
742 v3_copy( state
->trick_vel
, state
->trick_residualv
);
743 v3_zero( state
->trick_vel
);
746 state
->trick_time
+= k_rb_delta
;
749 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
750 state
->trick_time
> 0.2f
)
752 player__skate_kill_audio();
753 player__dead_transition();
756 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
757 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
758 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
759 state
->trick_time
= 0.0f
;
760 v3_zero( state
->trick_vel
);
764 static void skate_apply_grab_model(void){
765 struct player_skate_state
*state
= &player_skate
.state
;
767 float grabt
= axis_state( k_sraxis_grab
);
770 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
771 state
->grab_mouse_delta
);
773 v2_normalize_clamp( state
->grab_mouse_delta
);
776 v2_zero( state
->grab_mouse_delta
);
778 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
781 static void skate_apply_steering_model(void){
782 struct player_skate_state
*state
= &player_skate
.state
;
785 joystick_state( k_srjoystick_steer
, jsteer
);
788 float steer
= jsteer
[0],
789 grab
= axis_state( k_sraxis_grab
);
791 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
794 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
799 if( state
->activity
<= k_skate_activity_air_to_grind
){
800 rate
= 6.0f
* fabsf(steer
);
804 /* rotate slower when grabbing on ground */
805 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
807 if( state
->activity
== k_skate_activity_grind_5050
){
812 else if( state
->activity
>= k_skate_activity_grind_any
){
813 rate
*= fabsf(steer
);
815 float a
= 0.8f
* -steer
* k_rb_delta
;
818 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
819 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
821 v3_normalize( player_skate
.grind_vec
);
824 else if( state
->manual_direction
){
830 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
834 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
835 addspeed
= (steer
* -top
) - current
,
836 maxaccel
= rate
* k_rb_delta
,
837 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
839 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
840 accel
, localplayer
.rb
.w
);
844 * Computes friction and surface interface model
846 static void skate_apply_friction_model(void){
847 struct player_skate_state
*state
= &player_skate
.state
;
850 * Computing localized friction forces for controlling the character
851 * Friction across X is significantly more than Z
855 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
858 if( fabsf(vel
[2]) > 0.01f
)
859 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
861 if( fabsf( slip
) > 1.2f
)
862 slip
= vg_signf( slip
) * 1.2f
;
865 state
->reverse
= -vg_signf(vel
[2]);
867 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
868 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
870 /* Pushing additive force */
872 if( !button_press( k_srbind_jump
) ){
873 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) )
875 if( (vg
.time
- state
->cur_push
) > 0.25 )
876 state
->start_push
= vg
.time
;
878 state
->cur_push
= vg
.time
;
880 double push_time
= vg
.time
- state
->start_push
;
882 float cycle_time
= push_time
*k_push_cycle_rate
,
883 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
884 amt
= accel
* VG_TIMESTEP_FIXED
,
885 current
= v3_length( vel
),
886 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
887 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
889 vel
[2] += delta
* -state
->reverse
;
893 /* Send back to velocity */
894 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
897 static void skate_apply_jump_model(void){
898 struct player_skate_state
*state
= &player_skate
.state
;
899 int charging_jump_prev
= state
->charging_jump
;
900 state
->charging_jump
= button_press( k_srbind_jump
);
902 /* Cannot charge this in air */
903 if( state
->activity
<= k_skate_activity_air_to_grind
){
904 state
->charging_jump
= 0;
908 if( state
->charging_jump
){
909 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
911 if( !charging_jump_prev
)
912 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
915 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
918 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
920 /* player let go after charging past 0.2: trigger jump */
921 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
924 /* Launch more up if alignment is up else improve velocity */
925 float aup
= localplayer
.rb
.to_world
[1][1],
927 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
929 if( state
->activity
== k_skate_activity_ground
){
930 v3_copy( localplayer
.rb
.v
, jumpdir
);
931 v3_normalize( jumpdir
);
932 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
933 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
934 v3_normalize( jumpdir
);
936 v3_copy( state
->up_dir
, jumpdir
);
937 state
->grind_cooldown
= 30;
938 state
->activity
= k_skate_activity_ground
;
941 joystick_state( k_srjoystick_steer
, steer
);
943 float tilt
= steer
[0] * 0.3f
;
944 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
945 player_skate
.grind_dir
));
948 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
949 q_mulv( qtilt
, jumpdir
, jumpdir
);
951 state
->surface_cooldown
= 10;
953 float force
= k_jump_force
*state
->jump_charge
;
954 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
955 state
->jump_charge
= 0.0f
;
956 state
->jump_time
= vg
.time
;
957 player__networked_sfx( k_player_subsystem_skate
, 32,
958 k_player_skate_soundeffect_jump
,
959 localplayer
.rb
.co
, 1.0f
);
963 static void skate_apply_pump_model(void){
964 struct player_skate_state
*state
= &player_skate
.state
;
966 if( state
->activity
!= k_skate_activity_ground
){
967 v3_zero( state
->throw_v
);
971 /* Throw / collect routine
973 if( axis_state( k_sraxis_grab
) > 0.5f
){
974 if( state
->activity
== k_skate_activity_ground
){
976 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
981 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
984 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
986 if( state
->activity
== k_skate_activity_ground
){
987 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
988 v3_muladds( localplayer
.rb
.v
, Fl
,
989 k_mmcollect_lat
, localplayer
.rb
.v
);
991 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
994 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
995 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
996 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1000 if( v3_length2( state
->throw_v
) > 0.0001f
){
1002 v3_copy( state
->throw_v
, dir
);
1003 v3_normalize( dir
);
1005 float max
= v3_dot( dir
, state
->throw_v
),
1006 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1007 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1011 static void skate_apply_cog_model(void){
1012 struct player_skate_state
*state
= &player_skate
.state
;
1014 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1015 v3_copy( state
->up_dir
, ideal_dir
);
1016 v3_normalize( ideal_dir
);
1018 float grab
= axis_state( k_sraxis_grab
);
1019 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1020 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1022 /* Apply velocities */
1024 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1027 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1028 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1030 float ra
= k_cog_mass_ratio
,
1031 rb
= 1.0f
-k_cog_mass_ratio
;
1033 /* Apply forces & intergrate */
1034 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1035 state
->cog_v
[1] += -9.8f
* k_rb_delta
;
1036 v3_muladds( state
->cog
, state
->cog_v
, k_rb_delta
, state
->cog
);
1039 static void skate_integrate(void){
1040 struct player_skate_state
*state
= &player_skate
.state
;
1042 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1046 if( state
->activity
>= k_skate_activity_grind_any
){
1047 rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1048 rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1049 rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1052 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1053 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1054 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1056 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1057 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1059 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1062 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1063 rb_update_transform( &localplayer
.rb
);
1066 static enum trick_type
player_skate_trick_input(void){
1067 return (button_press( k_srbind_trick0
) ) |
1068 (button_press( k_srbind_trick1
) << 1) |
1069 (button_press( k_srbind_trick2
) << 1) |
1070 (button_press( k_srbind_trick2
) );
1073 static void player__skate_pre_update(void){
1074 struct player_skate_state
*state
= &player_skate
.state
;
1076 if( button_down( k_srbind_use
) ){
1077 localplayer
.subsystem
= k_player_subsystem_walk
;
1080 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1081 localplayer
.angles
[2] = 0.0f
;
1084 m4x3_mulv( localplayer
.rb
.to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, newpos
);
1085 v3_add( newpos
, (v3f
){0.0f
,-1.0f
,0.0f
}, newpos
);
1086 v3_sub( localplayer
.rb
.co
, newpos
, offset
);
1087 v3_copy( newpos
, localplayer
.rb
.co
);
1089 player__begin_holdout( offset
);
1090 player__skate_kill_audio();
1091 player__walk_transition();
1095 if( state
->activity
<= k_skate_activity_air_to_grind
){
1096 enum trick_type trick
= k_trick_type_none
;
1097 if( (trick
= player_skate_trick_input()) ){
1098 if( (vg
.time
- state
->jump_time
) < 0.1f
){
1099 v3_zero( state
->trick_vel
);
1100 state
->trick_time
= 0.0f
;
1102 if( trick
== k_trick_type_kickflip
){
1103 state
->trick_vel
[0] = 3.0f
;
1105 else if( trick
== k_trick_type_shuvit
){
1106 state
->trick_vel
[2] = 3.0f
;
1108 else if( trick
== k_trick_type_treflip
){
1109 state
->trick_vel
[0] = 2.0f
;
1110 state
->trick_vel
[2] = 2.0f
;
1112 state
->trick_type
= trick
;
1117 state
->trick_type
= k_trick_type_none
;
1120 static void player__skate_post_update(void){
1121 struct player_skate_state
*state
= &player_skate
.state
;
1123 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1124 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1126 if( jump
->log_length
== 0 ){
1127 vg_fatal_error( "assert: jump->log_length == 0\n" );
1130 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1131 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1133 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1134 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1137 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1140 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1141 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1143 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1148 float air
= state
->activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1149 speed
= v3_length( localplayer
.rb
.v
),
1150 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1151 slide
= vg_clampf( fabsf(state
->slip
), 0.0f
, 1.0f
);
1153 if( state
->activity
>= k_skate_activity_grind_any
){
1157 f32 gate
= skaterift
.time_rate
,
1158 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1159 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1160 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1162 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1164 if( !player_skate
.aud_air
){
1165 player_skate
.aud_air
= audio_get_first_idle_channel();
1166 if( player_skate
.aud_air
)
1167 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1170 if( !player_skate
.aud_slide
){
1171 player_skate
.aud_slide
= audio_get_first_idle_channel();
1172 if( player_skate
.aud_slide
)
1173 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1177 /* brrrrrrrrrrrt sound for tiles and stuff
1178 * --------------------------------------------------------*/
1179 float sidechain_amt
= 0.0f
,
1180 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1182 if( (player_skate
.surface
== k_surface_prop_tiles
) &&
1183 (state
->activity
< k_skate_activity_grind_any
) )
1184 sidechain_amt
= 1.0f
;
1186 sidechain_amt
= 0.0f
;
1188 audio_set_lfo_frequency( 0, hz
);
1189 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1190 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1192 if( player_skate
.sample_change_cooldown
> 0.0f
){
1193 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1196 int sample_type
= k_skate_sample_concrete
;
1198 if( state
->activity
== k_skate_activity_grind_5050
){
1199 if( player_skate
.surface
== k_surface_prop_metal
)
1200 sample_type
= k_skate_sample_metal_scrape_generic
;
1202 sample_type
= k_skate_sample_concrete_scrape_metal
;
1204 else if( (state
->activity
== k_skate_activity_grind_back50
) ||
1205 (state
->activity
== k_skate_activity_grind_front50
) )
1207 if( player_skate
.surface
== k_surface_prop_metal
){
1208 sample_type
= k_skate_sample_metal_scrape_generic
;
1211 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1212 player_skate
.grind_dir
);
1213 if( fabsf(a
) > 0.70710678118654752f
)
1214 sample_type
= k_skate_sample_concrete_scrape_wood
;
1216 sample_type
= k_skate_sample_concrete_scrape_metal
;
1219 else if( state
->activity
== k_skate_activity_grind_boardslide
){
1220 if( player_skate
.surface
== k_surface_prop_metal
)
1221 sample_type
= k_skate_sample_metal_scrape_generic
;
1223 sample_type
= k_skate_sample_concrete_scrape_wood
;
1226 audio_clip
*relevant_samples
[] = {
1234 if( (player_skate
.main_sample_type
!= sample_type
) ||
1235 (!player_skate
.aud_main
) ){
1237 player_skate
.aud_main
=
1238 audio_channel_crossfade( player_skate
.aud_main
,
1239 relevant_samples
[sample_type
],
1241 player_skate
.sample_change_cooldown
= 0.1f
;
1242 player_skate
.main_sample_type
= sample_type
;
1246 if( player_skate
.aud_main
){
1247 player_skate
.aud_main
->colour
= 0x00103efe;
1248 audio_channel_set_spacial( player_skate
.aud_main
,
1249 localplayer
.rb
.co
, 40.0f
);
1250 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1251 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1252 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1254 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1255 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1258 if( player_skate
.aud_slide
){
1259 player_skate
.aud_slide
->colour
= 0x00103efe;
1260 audio_channel_set_spacial( player_skate
.aud_slide
,
1261 localplayer
.rb
.co
, 40.0f
);
1262 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1263 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1264 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1267 if( player_skate
.aud_air
){
1268 player_skate
.aud_air
->colour
= 0x00103efe;
1269 audio_channel_set_spacial( player_skate
.aud_air
,
1270 localplayer
.rb
.co
, 40.0f
);
1271 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1272 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1279 * truck alignment model at ra(local)
1280 * returns 1 if valid surface:
1281 * surface_normal will be filled out with an averaged normal vector
1282 * axel_dir will be the direction from left to right wheels
1284 * returns 0 if no good surface found
1287 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1288 v3f surface_normal
, v3f axel_dir
){
1289 world_instance
*world
= world_current_instance();
1291 v3f truck
, left
, right
;
1292 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1294 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1295 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1296 vg_line( left
, right
, colour
);
1298 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1300 ray_hit ray_l
, ray_r
;
1303 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1305 int res_l
= 0, res_r
= 0;
1307 for( int i
=0; i
<8; i
++ ){
1308 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1309 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1310 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1311 ray_l
.dist
= 2.1f
* k_board_radius
;
1313 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1319 for( int i
=0; i
<8; i
++ ){
1320 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1321 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1322 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1323 ray_r
.dist
= 2.1f
* k_board_radius
;
1325 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1333 v3f tangent_average
;
1334 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1335 v3_zero( tangent_average
);
1337 if( res_l
|| res_r
){
1339 v3_copy( midpoint
, p0
);
1340 v3_copy( midpoint
, p1
);
1343 v3_copy( ray_l
.pos
, p0
);
1344 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1345 v3_add( t
, tangent_average
, tangent_average
);
1348 v3_copy( ray_r
.pos
, p1
);
1349 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1350 v3_add( t
, tangent_average
, tangent_average
);
1353 v3_sub( p1
, p0
, v0
);
1357 /* fallback: use the closes point to the trucks */
1359 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1362 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1365 for( int j
=0; j
<3; j
++ )
1366 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1368 v3f vert0
, vert1
, n
;
1369 v3_sub( verts
[1], verts
[0], vert0
);
1370 v3_sub( verts
[2], verts
[0], vert1
);
1371 v3_cross( vert0
, vert1
, n
);
1374 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1377 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1378 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1379 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1383 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1384 v3_add( t
, tangent_average
, tangent_average
);
1390 v3_muladds( truck
, v0
, k_board_width
, right
);
1391 v3_muladds( truck
, v0
, -k_board_width
, left
);
1393 vg_line( left
, right
, VG__WHITE
);
1395 v3_normalize( tangent_average
);
1396 v3_cross( v0
, tangent_average
, surface_normal
);
1397 v3_copy( v0
, axel_dir
);
1402 static void skate_weight_distribute(void){
1403 struct player_skate_state
*state
= &player_skate
.state
;
1404 v3_zero( player_skate
.weight_distribution
);
1406 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1407 localplayer
.rb
.v
) < 0.0f
?1:-1;
1410 joystick_state( k_srjoystick_steer
, steer
);
1412 if( state
->manual_direction
== 0 ){
1413 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1414 (state
->jump_charge
<= 0.01f
) )
1415 state
->manual_direction
= reverse_dir
;
1418 if( steer
[1] < 0.1f
){
1419 state
->manual_direction
= 0;
1422 if( reverse_dir
!= state
->manual_direction
){
1428 if( state
->manual_direction
){
1429 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1430 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1431 (float)state
->manual_direction
;
1434 if( state
->manual_direction
){
1437 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1439 v3_negate( plane_z
, plane_z
);
1441 v3_muladds( plane_z
, player_skate
.surface_picture
,
1442 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1443 v3_normalize( plane_z
);
1445 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1446 v3_normalize( plane_z
);
1449 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1450 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1453 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1456 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1457 k_manul_spring
, k_manul_dampener
,
1458 player_skate
.substep_delta
);
1462 static void skate_adjust_up_direction(void){
1463 struct player_skate_state
*state
= &player_skate
.state
;
1465 if( state
->activity
== k_skate_activity_ground
){
1467 v3_copy( player_skate
.surface_picture
, target
);
1469 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1470 v3_normalize( target
);
1472 v3_lerp( state
->up_dir
, target
,
1473 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1475 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1476 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1477 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1481 v3_add( localplayer
.rb
.to_world
[1], (v3f
){0,1,0}, avg
);
1482 v3_normalize( avg
);
1484 v3_lerp( state
->up_dir
, avg
,
1485 6.0f
* player_skate
.substep_delta
, state
->up_dir
);
1489 static int skate_point_visible( v3f origin
, v3f target
){
1491 v3_sub( target
, origin
, dir
);
1494 ray
.dist
= v3_length( dir
);
1495 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1498 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1499 k_material_flag_walking
) )
1505 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1506 v3_copy( inf
->dir
, mtx
[0] );
1507 v3_copy( inf
->n
, mtx
[1] );
1508 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1511 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1513 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1514 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1516 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1517 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1518 F
= a
* -dir
* k_grind_max_friction
;
1520 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1524 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1526 skate_grind_orient( inf
, mtx
);
1527 m3x3_transpose( mtx
, mtx_inv
);
1530 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1532 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1533 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1534 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1537 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1539 struct player_skate_state
*state
= &player_skate
.state
;
1542 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1544 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1545 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1547 v3_copy( ra
, player_skate
.weight_distribution
);
1550 v3_sub( inf
->co
, wsp
, delta
);
1553 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1556 skate_grind_decay( inf
, strength
);
1557 skate_grind_friction( inf
, strength
);
1559 /* yeah yeah yeah yeah */
1560 v3f raw_nplane
, axis
;
1561 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1562 v3_cross( raw_nplane
, inf
->n
, axis
);
1563 v3_normalize( axis
);
1567 skate_grind_orient( inf
, mtx
);
1568 v3f target_fwd
, fwd
, up
, target_up
;
1569 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1570 v3_copy( raw_nplane
, fwd
);
1571 v3_copy( localplayer
.rb
.to_world
[1], up
);
1572 v3_copy( inf
->n
, target_up
);
1574 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1575 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1577 v3_normalize( target_fwd
);
1578 v3_normalize( fwd
);
1581 joystick_state( k_srjoystick_steer
, steer
);
1583 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1586 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1587 q_mulv( q
, target_up
, target_up
);
1588 q_mulv( q
, target_fwd
, target_fwd
);
1590 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1595 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1596 k_grind_spring
*strength
,
1597 k_grind_dampener
*strength
,
1600 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1601 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1602 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1604 player_skate
.grind_strength
= strength
;
1607 struct grind_limit
*limit
=
1608 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1609 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1610 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1613 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1616 static void skate_5050_apply( struct grind_info
*inf_front
,
1617 struct grind_info
*inf_back
){
1618 struct player_skate_state
*state
= &player_skate
.state
;
1619 struct grind_info inf_avg
;
1621 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1622 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1623 v3_normalize( inf_avg
.dir
);
1626 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1629 v3f axis_front
, axis_back
, axis
;
1630 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1631 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1632 v3_add( axis_front
, axis_back
, axis
);
1633 v3_normalize( axis
);
1635 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1636 skate_grind_decay( &inf_avg
, 1.0f
);
1639 joystick_state( k_srjoystick_steer
, steer
);
1641 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1642 localplayer
.rb
.v
) );
1645 v3_copy( localplayer
.rb
.to_world
[1], up
);
1646 v3_copy( inf_avg
.n
, target_up
);
1647 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1648 q_mulv( q
, target_up
, target_up
);
1650 v3_zero( player_skate
.weight_distribution
);
1651 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1653 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1657 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1658 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1660 v3f fwd_nplane
, dir_nplane
;
1661 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1662 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1665 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1666 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1668 v3_normalize( fwd_nplane
);
1669 v3_normalize( dir_nplane
);
1671 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1675 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1676 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1678 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1679 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1680 delta_front
, delta_back
, delta_total
;
1682 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1683 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1685 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1686 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1687 v3_add( delta_front
, delta_back
, delta_total
);
1689 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
1693 struct grind_limit
*limit
=
1694 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1695 v3_zero( limit
->ra
);
1696 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1699 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1702 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1703 struct player_skate_state
*state
= &player_skate
.state
;
1705 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1706 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1708 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1709 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1711 /* Exit condition: lost grind tracking */
1712 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1715 /* Exit condition: cant see grind target directly */
1716 if( !skate_point_visible( wheel_co
, inf
->co
) )
1719 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1720 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1721 minv
= k_grind_axel_min_vel
*0.8f
;
1726 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1729 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1733 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1734 struct player_skate_state
*state
= &player_skate
.state
;
1737 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1740 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1741 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1743 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1744 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1747 /* velocity should be at least 60% aligned */
1749 v3_cross( inf
->n
, inf
->dir
, axis
);
1750 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1751 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1753 if( v3_length2( pv
) < 0.0001f
)
1757 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1760 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1763 v3f local_co
, local_dir
, local_n
;
1764 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1765 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1766 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1768 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1770 float truck_height
= -(k_board_radius
+0.03f
);
1773 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1774 v3_add( localplayer
.rb
.v
, rv
, rv
);
1776 if( (local_co
[1] >= truck_height
) &&
1777 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1786 static void skate_boardslide_apply( struct grind_info
*inf
){
1787 struct player_skate_state
*state
= &player_skate
.state
;
1789 v3f local_co
, local_dir
, local_n
;
1790 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1791 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1792 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1795 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1797 v3_copy( intersection
, player_skate
.weight_distribution
);
1799 skate_grind_decay( inf
, 0.0125f
);
1800 skate_grind_friction( inf
, 0.25f
);
1802 /* direction alignment */
1804 v3_cross( local_dir
, local_n
, perp
);
1805 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1806 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1808 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1809 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1812 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1813 q_mulv( qbalance
, perp
, perp
);
1815 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1817 k_grind_spring
, k_grind_dampener
,
1820 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1822 k_grind_spring
, k_grind_dampener
,
1825 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1826 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1828 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1831 static int skate_boardslide_entry( struct grind_info
*inf
){
1832 struct player_skate_state
*state
= &player_skate
.state
;
1834 if( skate_grind_scansq( localplayer
.rb
.co
,
1835 localplayer
.rb
.to_world
[0], k_board_length
,
1838 v3f local_co
, local_dir
;
1839 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1840 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1842 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1843 (local_co
[1] >= 0.0f
) && /* at deck level */
1844 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1846 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1856 static int skate_boardslide_renew( struct grind_info
*inf
){
1857 struct player_skate_state
*state
= &player_skate
.state
;
1859 if( !skate_grind_scansq( localplayer
.rb
.co
,
1860 localplayer
.rb
.to_world
[0], k_board_length
,
1864 /* Exit condition: cant see grind target directly */
1866 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
1867 if( !skate_point_visible( vis
, inf
->co
) )
1870 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1871 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1872 minv
= k_grind_axel_min_vel
*0.8f
;
1877 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1883 static void skate_store_grind_vec( struct grind_info
*inf
){
1884 struct player_skate_state
*state
= &player_skate
.state
;
1887 skate_grind_orient( inf
, mtx
);
1888 m3x3_transpose( mtx
, mtx
);
1891 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
1893 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
1894 v3_normalize( player_skate
.grind_vec
);
1895 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1898 static enum skate_activity
skate_availible_grind(void){
1899 struct player_skate_state
*state
= &player_skate
.state
;
1901 if( state
->grind_cooldown
> 100 ){
1902 vg_fatal_error( "wth!\n" );
1905 /* debounces this state manager a little bit */
1906 if( state
->grind_cooldown
){
1907 state
->grind_cooldown
--;
1908 return k_skate_activity_undefined
;
1911 struct grind_info inf_back50
,
1923 joystick_state( k_srjoystick_steer
, steer
);
1925 if( state
->activity
== k_skate_activity_grind_5050
||
1926 state
->activity
== k_skate_activity_grind_back50
||
1927 state
->activity
== k_skate_activity_grind_front50
)
1929 float tilt
= steer
[1];
1931 if( fabsf(tilt
) >= 0.25f
){
1932 v3f raw
= {0.0f
,0.0f
,tilt
};
1933 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
1935 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
1937 if( way
< 0.0f
) allow_front
= 0;
1938 else allow_back
= 0;
1942 if( state
->activity
== k_skate_activity_grind_boardslide
){
1943 res_slide
= skate_boardslide_renew( &inf_slide
);
1945 else if( state
->activity
== k_skate_activity_grind_back50
){
1946 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1949 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1951 else if( state
->activity
== k_skate_activity_grind_front50
){
1952 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1955 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1957 else if( state
->activity
== k_skate_activity_grind_5050
){
1959 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1961 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1964 res_slide
= skate_boardslide_entry( &inf_slide
);
1967 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1970 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1972 if( res_back50
!= res_front50
){
1973 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
1975 res_back50
&= wants_to_do_that
;
1976 res_front50
&= wants_to_do_that
;
1980 const enum skate_activity table
[] =
1981 { /* slide | back | front */
1982 k_skate_activity_undefined
, /* 0 0 0 */
1983 k_skate_activity_grind_front50
, /* 0 0 1 */
1984 k_skate_activity_grind_back50
, /* 0 1 0 */
1985 k_skate_activity_grind_5050
, /* 0 1 1 */
1987 /* slide has priority always */
1988 k_skate_activity_grind_boardslide
, /* 1 0 0 */
1989 k_skate_activity_grind_boardslide
, /* 1 0 1 */
1990 k_skate_activity_grind_boardslide
, /* 1 1 0 */
1991 k_skate_activity_grind_boardslide
, /* 1 1 1 */
1993 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
1995 if( new_activity
== k_skate_activity_undefined
){
1996 if( state
->activity
>= k_skate_activity_grind_any
){
1997 state
->grind_cooldown
= 15;
1998 state
->surface_cooldown
= 10;
2001 else if( new_activity
== k_skate_activity_grind_boardslide
){
2002 skate_boardslide_apply( &inf_slide
);
2004 else if( new_activity
== k_skate_activity_grind_back50
){
2005 if( state
->activity
!= k_skate_activity_grind_back50
)
2006 skate_store_grind_vec( &inf_back50
);
2008 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2010 else if( new_activity
== k_skate_activity_grind_front50
){
2011 if( state
->activity
!= k_skate_activity_grind_front50
)
2012 skate_store_grind_vec( &inf_front50
);
2014 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2016 else if( new_activity
== k_skate_activity_grind_5050
)
2017 skate_5050_apply( &inf_front50
, &inf_back50
);
2019 return new_activity
;
2022 static void player__skate_update(void){
2023 struct player_skate_state
*state
= &player_skate
.state
;
2024 world_instance
*world
= world_current_instance();
2026 if( world
->water
.enabled
){
2027 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2029 player__networked_sfx( k_player_subsystem_walk
, 32,
2030 k_player_walk_soundeffect_splash
,
2031 localplayer
.rb
.co
, 1.0f
);
2033 player__skate_kill_audio();
2034 player__dead_transition();
2039 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2040 state
->activity_prev
= state
->activity
;
2042 v3_zero( normal_total
);
2044 struct board_collider
2051 enum board_collider_state
2053 k_collider_state_default
,
2054 k_collider_state_disabled
,
2055 k_collider_state_colliding
2062 { 0.0f
, 0.0f
, -k_board_length
},
2063 .radius
= k_board_radius
,
2067 { 0.0f
, 0.0f
, k_board_length
},
2068 .radius
= k_board_radius
,
2075 if( state
->activity
<= k_skate_activity_air_to_grind
){
2076 float min_dist
= 0.6f
;
2077 for( int i
=0; i
<2; i
++ ){
2079 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2081 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2082 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2086 float vy
= vg_maxf( 0.0f
, localplayer
.rb
.v
[1] );
2087 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2089 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2091 wheels
[0].pos
[1] = state
->slap
;
2092 wheels
[1].pos
[1] = state
->slap
;
2095 const int k_wheel_count
= 2;
2097 player_skate
.substep
= k_rb_delta
;
2098 player_skate
.substep_delta
= player_skate
.substep
;
2099 player_skate
.limit_count
= 0;
2101 int substep_count
= 0;
2103 v3_zero( player_skate
.surface_picture
);
2105 int prev_contacts
[2];
2107 for( int i
=0; i
<k_wheel_count
; i
++ ){
2108 wheels
[i
].state
= k_collider_state_default
;
2109 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2112 /* check if we can enter or continue grind */
2113 enum skate_activity grindable_activity
= skate_availible_grind();
2114 if( grindable_activity
!= k_skate_activity_undefined
){
2115 state
->activity
= grindable_activity
;
2119 int contact_count
= 0;
2120 for( int i
=0; i
<2; i
++ ){
2122 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2124 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2125 wheels
[i
].colour
, normal
, axel
) )
2127 rb_effect_spring_target_vector( &localplayer
.rb
,
2128 localplayer
.rb
.to_world
[0],
2130 k_surface_spring
, k_surface_dampener
,
2131 player_skate
.substep_delta
);
2133 v3_add( normal
, player_skate
.surface_picture
,
2134 player_skate
.surface_picture
);
2136 player_skate
.wheel_contacts
[i
] = 1;
2139 player_skate
.wheel_contacts
[i
] = 0;
2142 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2145 if( state
->surface_cooldown
){
2146 state
->surface_cooldown
--;
2150 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2151 for( int i
=0; i
<2; i
++ ){
2152 if( !prev_contacts
[i
] ){
2154 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2155 player__networked_sfx( k_player_subsystem_skate
, 32,
2156 k_player_skate_soundeffect_tap
,
2157 localplayer
.rb
.co
, 0.75f
);
2162 if( contact_count
){
2163 state
->activity
= k_skate_activity_ground
;
2164 state
->gravity_bias
= k_gravity
;
2165 v3_normalize( player_skate
.surface_picture
);
2167 skate_apply_friction_model();
2168 skate_weight_distribute();
2171 if( state
->activity
> k_skate_activity_air_to_grind
)
2172 state
->activity
= k_skate_activity_air
;
2174 v3_zero( player_skate
.weight_distribution
);
2175 skate_apply_air_model();
2180 if( state
->activity
== k_skate_activity_grind_back50
)
2181 wheels
[1].state
= k_collider_state_disabled
;
2182 if( state
->activity
== k_skate_activity_grind_front50
)
2183 wheels
[0].state
= k_collider_state_disabled
;
2184 if( state
->activity
== k_skate_activity_grind_5050
){
2185 wheels
[0].state
= k_collider_state_disabled
;
2186 wheels
[1].state
= k_collider_state_disabled
;
2189 /* all activities */
2190 skate_apply_steering_model();
2191 skate_adjust_up_direction();
2192 skate_apply_cog_model();
2193 skate_apply_jump_model();
2194 skate_apply_grab_model();
2195 skate_apply_trick_model();
2196 skate_apply_pump_model();
2201 * Phase 0: Continous collision detection
2202 * --------------------------------------------------------------------------
2205 v3f head_wp0
, head_wp1
, start_co
;
2206 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2207 v3_copy( localplayer
.rb
.co
, start_co
);
2209 /* calculate transform one step into future */
2212 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2215 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2218 v3_copy( localplayer
.rb
.w
, axis
);
2220 float mag
= v3_length( axis
);
2221 v3_divs( axis
, mag
, axis
);
2222 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2223 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2224 q_normalize( future_q
);
2227 v4_copy( localplayer
.rb
.q
, future_q
);
2229 v3f future_cg
, current_cg
, cg_offset
;
2230 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2231 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2232 v3_sub( future_cg
, current_cg
, cg_offset
);
2234 /* calculate the minimum time we can move */
2235 float max_time
= player_skate
.substep
;
2237 for( int i
=0; i
<k_wheel_count
; i
++ ){
2238 if( wheels
[i
].state
== k_collider_state_disabled
)
2241 v3f current
, future
, r_cg
;
2243 q_mulv( future_q
, wheels
[i
].pos
, future
);
2244 v3_add( future
, future_co
, future
);
2245 v3_add( cg_offset
, future
, future
);
2247 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2248 v3_add( current
, localplayer
.rb
.co
, current
);
2253 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2254 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2255 k_material_flag_walking
) != -1)
2256 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2259 /* clamp to a fraction of delta, to prevent locking */
2260 float rate_lock
= substep_count
;
2261 rate_lock
*= k_rb_delta
* 0.1f
;
2262 rate_lock
*= rate_lock
;
2264 max_time
= vg_maxf( max_time
, rate_lock
);
2265 player_skate
.substep_delta
= max_time
;
2268 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2269 player_skate
.substep_delta
, localplayer
.rb
.co
);
2270 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2273 v3_copy( localplayer
.rb
.w
, axis
);
2275 float mag
= v3_length( axis
);
2276 v3_divs( axis
, mag
, axis
);
2277 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2278 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2279 q_normalize( localplayer
.rb
.q
);
2281 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2282 v3_sub( current_cg
, future_cg
, cg_offset
);
2283 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2286 rb_update_transform( &localplayer
.rb
);
2287 localplayer
.rb
.v
[1] += -state
->gravity_bias
* player_skate
.substep_delta
;
2289 player_skate
.substep
-= player_skate
.substep_delta
;
2291 rb_ct manifold
[128];
2292 int manifold_len
= 0;
2294 * Phase -1: head detection
2295 * --------------------------------------------------------------------------
2297 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2301 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2302 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2303 k_material_flag_walking
) != -1) )
2305 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2306 rb_update_transform( &localplayer
.rb
);
2308 player__skate_kill_audio();
2309 player__dead_transition();
2314 * Phase 1: Regular collision detection
2315 * --------------------------------------------------------------------------
2318 for( int i
=0; i
<k_wheel_count
; i
++ ){
2319 if( wheels
[i
].state
== k_collider_state_disabled
)
2323 m3x3_identity( mtx
);
2324 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2326 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2328 rb_ct
*man
= &manifold
[ manifold_len
];
2330 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2332 wheels
[i
].state
= k_collider_state_colliding
;
2337 float grind_radius
= k_board_radius
* 0.75f
;
2338 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2339 .radius
=grind_radius
};
2341 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2342 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2343 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2344 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2345 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2347 rb_ct
*cman
= &manifold
[manifold_len
];
2349 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2350 cman
, k_material_flag_walking
);
2353 for( int i
=0; i
<l
; i
++ )
2354 cman
[l
].type
= k_contact_type_edge
;
2355 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2356 l
= rb_manifold_apply_filtered( cman
, l
);
2361 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2364 if( state
->activity
>= k_skate_activity_grind_any
){
2365 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2366 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2367 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2368 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2369 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2371 ct
->type
= k_contact_type_default
;
2377 * --------------------------------------------------------------------------
2382 m4x3_mulv( localplayer
.rb
.to_world
,
2383 player_skate
.weight_distribution
, world_cog
);
2384 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2386 for( int i
=0; i
<manifold_len
; i
++ ){
2387 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2388 rb_debug_contact( &manifold
[i
] );
2391 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2392 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2393 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2394 ey2
= k_board_interia
*extent
[1]*extent
[1],
2395 ez2
= k_board_interia
*extent
[2]*extent
[2];
2397 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2398 float inv_mass
= 1.0f
/mass
;
2401 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2402 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2403 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2406 m3x3_identity( iI
);
2413 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2414 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2416 for( int j
=0; j
<10; j
++ ){
2417 for( int i
=0; i
<manifold_len
; i
++ ){
2419 * regular dance; calculate velocity & total mass, apply impulse.
2422 struct contact
*ct
= &manifold
[i
];
2425 v3_sub( ct
->co
, world_cog
, delta
);
2426 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2427 v3_add( localplayer
.rb
.v
, rv
, rv
);
2430 v3_cross( delta
, ct
->n
, raCn
);
2433 m3x3_mulv( iIw
, raCn
, raCnI
);
2435 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2436 vn
= v3_dot( rv
, ct
->n
),
2437 lambda
= normal_mass
* ( -vn
);
2439 float temp
= ct
->norm_impulse
;
2440 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2441 lambda
= ct
->norm_impulse
- temp
;
2444 v3_muls( ct
->n
, lambda
, impulse
);
2446 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2447 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2448 v3_cross( delta
, impulse
, impulse
);
2449 m3x3_mulv( iIw
, impulse
, impulse
);
2450 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2452 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2453 v3_add( localplayer
.rb
.v
, rv
, rv
);
2454 vn
= v3_dot( rv
, ct
->n
);
2459 rb_depenetrate( manifold
, manifold_len
, dt
);
2460 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2461 rb_update_transform( &localplayer
.rb
);
2465 if( player_skate
.substep
>= 0.0001f
)
2466 goto begin_collision
; /* again! */
2469 * End of collision and dynamics routine
2470 * --------------------------------------------------------------------------
2473 f32 nforce
= v3_length(normal_total
);
2474 if( nforce
> 4.0f
){
2475 if( nforce
> 17.6f
){
2476 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2477 player__dead_transition();
2478 player__skate_kill_audio();
2482 f32 amt
= k_cam_punch
;
2483 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2487 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2488 localplayer
.cam_land_punch_v
);
2491 player_skate
.surface
= k_surface_prop_concrete
;
2493 for( int i
=0; i
<manifold_len
; i
++ ){
2494 rb_ct
*ct
= &manifold
[i
];
2495 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2497 if( surf
->info
.surface_prop
> player_skate
.surface
)
2498 player_skate
.surface
= surf
->info
.surface_prop
;
2501 for( int i
=0; i
<k_wheel_count
; i
++ ){
2503 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2504 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2505 vg_line_sphere( mtx
, wheels
[i
].radius
,
2506 (u32
[]){ VG__WHITE
, VG__BLACK
,
2507 wheels
[i
].colour
}[ wheels
[i
].state
]);
2511 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2513 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2516 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2518 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2519 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2520 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2521 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2522 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2523 m3x3_mulv( gate
->transport
, state
->head_position
,
2524 state
->head_position
);
2525 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2527 v4f transport_rotation
;
2528 m3x3_q( gate
->transport
, transport_rotation
);
2529 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2530 q_mul( transport_rotation
, state
->smoothed_rotation
,
2531 state
->smoothed_rotation
);
2532 rb_update_transform( &localplayer
.rb
);
2533 player__pass_gate( id
);
2536 /* FIXME: Rate limit */
2537 static int stick_frames
= 0;
2539 if( state
->activity
>= k_skate_activity_ground
)
2544 if( stick_frames
> 5 ) stick_frames
= 5;
2546 if( stick_frames
== 4 ){
2547 if( state
->activity
== k_skate_activity_ground
){
2548 if( (fabsf(state
->slip
) > 0.75f
) ){
2549 player__networked_sfx( k_player_subsystem_skate
, 128,
2550 k_player_skate_soundeffect_land_bad
,
2551 localplayer
.rb
.co
, 0.6f
);
2554 player__networked_sfx( k_player_subsystem_skate
, 128,
2555 k_player_skate_soundeffect_land_good
,
2556 localplayer
.rb
.co
, 1.0f
);
2559 else if( player_skate
.surface
== k_surface_prop_metal
){
2560 player__networked_sfx( k_player_subsystem_skate
, 128,
2561 k_player_skate_soundeffect_grind_metal
,
2562 localplayer
.rb
.co
, 1.0f
);
2565 player__networked_sfx( k_player_subsystem_skate
, 128,
2566 k_player_skate_soundeffect_grind_wood
,
2567 localplayer
.rb
.co
, 1.0f
);
2569 } else if( stick_frames
== 0 ){
2570 /* TODO: EXIT SOUNDS */
2574 static void player__skate_im_gui(void){
2575 struct player_skate_state
*state
= &player_skate
.state
;
2576 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2577 localplayer
.rb
.v
[1],
2578 localplayer
.rb
.v
[2] );
2579 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2580 localplayer
.rb
.co
[1],
2581 localplayer
.rb
.co
[2] );
2582 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2583 localplayer
.rb
.w
[1],
2584 localplayer
.rb
.w
[2] );
2586 const char *activity_txt
[] = {
2590 "undefined (INVALID)",
2591 "grind_any (INVALID)",
2593 "grind_metallic (INVALID)",
2599 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2601 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2602 state
->steerx_s
, state
->steery_s
,
2603 k_steer_ground
, k_steer_air
);
2605 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2607 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2608 state
->trick_vel
[0],
2609 state
->trick_vel
[1],
2610 state
->trick_vel
[2] );
2611 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2612 state
->trick_euler
[0],
2613 state
->trick_euler
[1],
2614 state
->trick_euler
[2] );
2617 static void player__skate_animate(void){
2618 struct player_skate_state
*state
= &player_skate
.state
;
2619 struct player_skate_animator
*animator
= &player_skate
.animator
;
2622 float kheight
= 2.0f
,
2625 v3_zero( animator
->offset
);
2627 v3f cog_local
, cog_ideal
;
2628 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2630 v3_copy( state
->up_dir
, cog_ideal
);
2631 v3_normalize( cog_ideal
);
2632 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2634 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2636 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2637 animator
->offset
[1] *= -1.0f
;
2639 float curspeed
= v3_length( localplayer
.rb
.v
),
2640 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2641 kicks
= (vg_randf64()-0.5f
)*2.0f
*kickspeed
,
2642 sign
= vg_signf( kicks
);
2644 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2645 6.0f
*vg
.time_delta
);
2646 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2647 2.4f
*vg
.time_delta
);
2649 animator
->offset
[0] *= 0.26f
;
2650 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2652 animator
->offset
[1] *= -0.3f
;
2653 animator
->offset
[2] *= 0.01f
;
2655 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2656 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2657 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2660 v3_mul( animator
->offset
, (v3f
){1.0f
,0.3f
,1.0f
}, cam_offset
);
2661 v3_copy( cam_offset
, localplayer
.cam_control
.tpv_offset_extra
);
2663 /* localized vectors */
2664 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2667 * Animation blending
2668 * ===========================================
2673 float desired
= 0.0f
;
2674 if( state
->activity
== k_skate_activity_ground
)
2675 desired
= vg_clampf( fabsf( state
->slip
), 0.0f
, 1.0f
);
2677 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2680 /* movement information */
2681 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2683 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2684 dirx
= state
->slip
< 0.0f
? 0.0f
: 1.0f
,
2685 fly
= iair
? 1.0f
: 0.0f
,
2686 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2688 if( state
->activity
>= k_skate_activity_grind_any
)
2691 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2692 animator
->x
= vg_lerpf( animator
->x
, dirx
, 0.6f
*vg
.time_delta
);
2693 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2694 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2696 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2697 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2698 animator
->reverse
= state
->reverse
;
2700 if( fabsf(state
->slip
) > 0.3f
){
2701 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2702 state
->delayed_slip_dir
= vg_signf(slide_x
);
2706 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2707 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2709 f32 grind_frame
= 0.5f
;
2711 if( state
->activity
== k_skate_activity_grind_front50
)
2713 else if( state
->activity
== k_skate_activity_grind_back50
)
2716 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2717 5.0f
*vg
.time_delta
);
2720 animator
->push_time
= vg
.time
- state
->start_push
;
2721 animator
->push
= vg_lerpf( animator
->push
,
2722 (vg
.time
- state
->cur_push
) < 0.125,
2723 6.0f
*vg
.time_delta
);
2726 animator
->jump_charge
= state
->jump_charge
;
2727 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2728 8.4f
*vg
.time_delta
);
2731 animator
->jump_dir
= state
->jump_dir
;
2732 f32 jump_start_frame
= 14.0f
/30.0f
;
2733 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2734 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2735 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2736 animator
->jump_time
= jump_frame
;
2739 float jump_t
= vg
.time
-state
->jump_time
;
2742 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2743 extra
*= state
->slap
* 4.0f
;
2745 v3_add( state
->trick_euler
, state
->trick_residuald
,
2746 animator
->board_euler
);
2747 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2749 animator
->board_euler
[0] *= 0.5f
;
2750 animator
->board_euler
[1] += extra
;
2751 animator
->trick_type
= state
->trick_type
;
2754 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2757 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2758 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2761 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2762 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2763 animator
->board_lean
=
2764 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2766 /* feet placement */
2767 struct player_board
*board
=
2768 addon_cache_item_if_loaded( k_addon_type_board
,
2769 localplayer
.board_view_slot
);
2771 if( animator
->weight
> 0.0f
){
2772 animator
->foot_offset
[0] =
2773 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2776 animator
->foot_offset
[1] =
2777 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
2781 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
2782 animator
->slap
= state
->slap
;
2783 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
2784 vg
.time_delta
*10.0f
);
2786 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
2787 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
2788 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
2789 8.4f
*vg
.time_delta
);
2793 joystick_state( k_srjoystick_grab
, grab_input
);
2794 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
2796 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
2797 else v2_normalize_clamp( grab_input
);
2798 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
2799 animator
->grabbing
= state
->grabbing
;
2802 joystick_state( k_srjoystick_steer
, animator
->steer
);
2804 animator
->airdir
= vg_lerpf( animator
->airdir
, -animator
->steer
[0],
2805 2.4f
*vg
.time_delta
);
2809 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
2810 (fabsf(state
->flip_rate
) > 0.01f
) ){
2811 float substep
= vg
.time_fixed_extrapolate
;
2812 float t
= state
->flip_time
+state
->flip_rate
*substep
*k_rb_delta
;
2813 sign
= vg_signf( t
);
2815 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2816 t
= sign
* (1.0f
-t
*t
);
2818 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2819 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
2820 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2821 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
2822 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
2825 q_identity( animator
->qflip
);
2827 /* counter-rotation */
2828 if( v3_length2( state
->up_dir
) > 0.001f
){
2829 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
2830 2.0f
*vg
.time_frame_delta
,
2831 state
->smoothed_rotation
);
2832 q_normalize( state
->smoothed_rotation
);
2834 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2835 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2836 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
2837 yaw_smooth
[1] = 0.0f
;
2838 v3_normalize( yaw_smooth
);
2840 f32 yaw_counter_rotate
= yaw_smooth
[0];
2841 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
2842 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2843 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
2846 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
2847 v3_normalize( ndir
);
2849 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2850 float a
= v3_dot( ndir
, up
);
2851 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2854 v4f qcounteryaw
, qfixup
;
2856 v3_cross( up
, ndir
, axis
);
2857 q_axis_angle( qfixup
, axis
, a
*2.0f
);
2859 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
2860 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
2862 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
2863 q_normalize( animator
->qfixuptotal
);
2866 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
2867 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
2869 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
2870 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
2872 else q_identity( animator
->qfixuptotal
);
2873 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
2876 static void player__skate_pose( void *_animator
, player_pose
*pose
){
2877 struct skeleton
*sk
= &localplayer
.skeleton
;
2878 struct player_skate_animator
*animator
= _animator
;
2880 pose
->type
= k_player_pose_type_ik
;
2881 v3_copy( animator
->root_co
, pose
->root_co
);
2882 v4_copy( animator
->root_q
, pose
->root_q
);
2886 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
2887 v3_copy( pose
->root_co
, ext_co
);
2888 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
2890 /* apply flip rotation at midpoint */
2891 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
2892 q_normalize( pose
->root_q
);
2894 v3f rotation_point
, rco
;
2895 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
2896 v3_sub( pose
->root_co
, rotation_point
, rco
);
2898 q_mulv( animator
->qflip
, rco
, rco
);
2899 v3_add( rco
, rotation_point
, pose
->root_co
);
2902 * ---------------------------------------------------------------------- */
2904 mdl_keyframe apose
[32], bpose
[32];
2905 mdl_keyframe ground_pose
[32];
2908 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
2909 stand_blend
= animator
->offset
[1]*-2.0f
;
2911 pose
->board
.lean
= animator
->board_lean
;
2913 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
2915 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
2916 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
2917 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2920 skeleton_sample_anim( sk
, player_skate
.anim_slide
, animator
->x
* 0.5f
,
2922 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
2924 if( animator
->reverse
> 0.0f
){
2925 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
2929 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
2930 animator
->push_time
, bpose
);
2932 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
2934 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
2935 player_skate
.anim_ollie
:
2936 player_skate
.anim_ollie_reverse
;
2938 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
2939 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
2940 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2943 mdl_keyframe air_pose
[32];
2945 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2946 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
2948 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
2949 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2950 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2952 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
2953 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
2956 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
2959 mdl_keyframe
*kf_board
= &pose
->keyframes
[localplayer
.id_board
-1],
2960 *kf_foot_l
= &pose
->keyframes
[localplayer
.id_ik_foot_l
-1],
2961 *kf_foot_r
= &pose
->keyframes
[localplayer
.id_ik_foot_r
-1],
2962 *kf_knee_l
= &pose
->keyframes
[localplayer
.id_ik_knee_l
-1],
2963 *kf_knee_r
= &pose
->keyframes
[localplayer
.id_ik_knee_r
-1],
2964 *kf_hip
= &pose
->keyframes
[localplayer
.id_hip
-1],
2965 *kf_wheels
[] = { &pose
->keyframes
[localplayer
.id_wheel_r
-1],
2966 &pose
->keyframes
[localplayer
.id_wheel_l
-1] };
2969 mdl_keyframe grind_pose
[32];
2971 f32 frame
= animator
->grind_balance
* 0.5f
;
2973 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
2974 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
2975 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
2977 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
2978 animator
->grind
, pose
->keyframes
);
2979 float add_grab_mod
= 1.0f
- animator
->fly
;
2981 /* additive effects */
2982 u32 apply_to
[] = { localplayer
.id_hip
,
2983 localplayer
.id_ik_hand_l
,
2984 localplayer
.id_ik_hand_r
,
2985 localplayer
.id_ik_elbow_l
,
2986 localplayer
.id_ik_elbow_r
};
2988 float apply_rates
[] = { 1.0f
,
2994 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
2995 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
2996 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
2999 /* angle 'correction' */
3001 v3_add( sk
->bones
[localplayer
.id_hip
].co
, kf_hip
->co
, origin
);
3003 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3004 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3005 keyframe_rotate_around( kf
, origin
, sk
->bones
[apply_to
[i
]].co
,
3006 animator
->qfixuptotal
);
3009 /* trick rotation */
3010 v4f qtrick
, qyaw
, qpitch
, qroll
;
3011 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3012 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3013 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3015 q_mul( qyaw
, qroll
, qtrick
);
3016 q_mul( qpitch
, qtrick
, qtrick
);
3017 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3018 q_normalize( kf_board
->q
);
3020 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3021 0.5f
* animator
->weight
);
3022 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3023 -0.5f
* animator
->weight
);
3025 kf_foot_l
->co
[1] += animator
->slap
;
3026 kf_foot_r
->co
[1] += animator
->slap
;
3027 kf_knee_l
->co
[1] += animator
->slap
;
3028 kf_knee_r
->co
[1] += animator
->slap
;
3029 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3030 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3032 if( animator
->trick_type
== k_trick_type_kickflip
){
3033 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3034 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3036 else if( animator
->trick_type
== k_trick_type_shuvit
){
3037 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.1f
;
3038 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3039 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3040 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3042 else if( animator
->trick_type
== k_trick_type_treflip
){
3043 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3044 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3045 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3046 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3050 * animation wishlist:
3051 * boardslide/grind jump animations
3052 * when tricking the slap should not appply or less apply
3053 * not animations however DONT target grinds that are vertically down.
3056 /* truck rotation */
3057 for( int i
=0; i
<2; i
++ ){
3058 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3059 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3062 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3063 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3064 q_normalize( kf_wheels
[i
]->q
);
3069 *kf_head
= &pose
->keyframes
[localplayer
.id_head
-1],
3070 *kf_elbow_l
= &pose
->keyframes
[localplayer
.id_ik_elbow_l
-1],
3071 *kf_elbow_r
= &pose
->keyframes
[localplayer
.id_ik_elbow_r
-1],
3072 *kf_hand_l
= &pose
->keyframes
[localplayer
.id_ik_hand_l
-1],
3073 *kf_hand_r
= &pose
->keyframes
[localplayer
.id_ik_hand_r
-1];
3075 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3076 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3079 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3081 v3f origin
= {0.0f
,0.2f
,0.0f
};
3082 keyframe_rotate_around( kf_hand_l
, origin
,
3083 sk
->bones
[localplayer
.id_ik_hand_l
].co
, qrot
);
3084 keyframe_rotate_around( kf_hand_r
, origin
,
3085 sk
->bones
[localplayer
.id_ik_hand_r
].co
, qrot
);
3086 keyframe_rotate_around( kf_hip
, origin
,
3087 sk
->bones
[localplayer
.id_hip
].co
, qrot
);
3088 keyframe_rotate_around( kf_elbow_r
, origin
,
3089 sk
->bones
[localplayer
.id_ik_elbow_r
].co
, qrot
);
3090 keyframe_rotate_around( kf_elbow_l
, origin
,
3091 sk
->bones
[localplayer
.id_ik_elbow_l
].co
, qrot
);
3093 q_inv( qrot
, qrot
);
3094 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3095 q_normalize( kf_head
->q
);
3099 static void player__skate_post_animate(void){
3100 struct player_skate_state
*state
= &player_skate
.state
;
3101 localplayer
.cam_velocity_influence
= 1.0f
;
3103 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3104 m4x3_mulv( localplayer
.final_mtx
[ localplayer
.id_head
],
3105 head
, state
->head_position
);
3106 m4x3_mulv( localplayer
.rb
.to_local
,
3107 state
->head_position
, state
->head_position
);
3110 static void player__skate_reset_animator(void){
3111 struct player_skate_state
*state
= &player_skate
.state
;
3113 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3115 if( state
->activity
<= k_skate_activity_air_to_grind
)
3116 player_skate
.animator
.fly
= 1.0f
;
3118 player_skate
.animator
.fly
= 0.0f
;
3121 static void player__skate_clear_mechanics(void){
3122 struct player_skate_state
*state
= &player_skate
.state
;
3123 state
->jump_charge
= 0.0f
;
3124 state
->charging_jump
= 0;
3125 state
->jump_dir
= 0;
3126 v3_zero( state
->flip_axis
);
3127 state
->flip_time
= 0.0f
;
3128 state
->flip_rate
= 0.0f
;
3129 state
->reverse
= 0.0f
;
3131 state
->grabbing
= 0.0f
;
3132 v2_zero( state
->grab_mouse_delta
);
3134 state
->jump_time
= 0.0;
3135 state
->start_push
= 0.0;
3136 state
->cur_push
= 0.0;
3137 state
->air_start
= 0.0;
3139 v3_zero( state
->air_init_v
);
3140 v3_zero( state
->air_init_co
);
3142 state
->gravity_bias
= k_gravity
;
3143 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3144 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3145 v3_zero( state
->throw_v
);
3146 v3_zero( state
->trick_vel
);
3147 v3_zero( state
->trick_euler
);
3148 v3_zero( state
->cog_v
);
3149 state
->grind_cooldown
= 0;
3150 state
->surface_cooldown
= 0;
3151 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3152 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3153 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3154 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3155 v3_zero( player_skate
.weight_distribution
);
3158 #include "network_compression.h"
3160 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3161 struct player_skate_animator
*animator
= data
;
3163 bitpack_qv3f( ctx
, 24, -1024.0f
, 1024.0f
, animator
->root_co
);
3164 bitpack_qquat( ctx
, animator
->root_q
);
3166 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3167 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3168 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3169 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->z
);
3170 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3172 /* these could likely be pressed down into single bits if needed */
3173 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3174 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3175 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3176 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3177 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3178 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3180 /* just the sign bit? */
3181 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3182 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3183 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3184 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3186 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3187 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3188 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3189 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3190 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3191 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3192 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3194 /* animator->wobble is ommited */
3196 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3197 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3198 bitpack_qquat( ctx
, animator
->qflip
);
3200 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3201 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3202 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3203 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3205 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3206 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3209 static void player__skate_sfx_oneshot( u8 id
, v3f pos
, f32 volume
){
3212 if( id
== k_player_skate_soundeffect_jump
){
3213 audio_oneshot_3d( &audio_jumps
[vg_randu32()%2], pos
, 40.0f
, volume
);
3215 else if( id
== k_player_skate_soundeffect_tap
){
3216 audio_oneshot_3d( &audio_taps
[vg_randu32()%4], pos
, 40.0f
, volume
);
3218 else if( id
== k_player_skate_soundeffect_land_good
){
3219 audio_oneshot_3d( &audio_lands
[vg_randu32()%3], pos
, 40.0f
, volume
);
3221 else if( id
== k_player_skate_soundeffect_land_bad
){
3222 audio_oneshot_3d( &audio_lands
[vg_randu32()%2+3], pos
, 40.0f
, volume
);
3224 else if( id
== k_player_skate_soundeffect_grind_metal
){
3225 audio_oneshot_3d( &audio_board
[3], pos
, 40.0f
, volume
);
3227 else if( id
== k_player_skate_soundeffect_grind_wood
){
3228 audio_oneshot_3d( &audio_board
[8], pos
, 40.0f
, volume
);
3234 #endif /* PLAYER_SKATE_C */