6 VG_STATIC
void player__skate_bind( player_instance
*player
)
8 struct player_skate
*s
= &player
->_skate
;
9 struct player_avatar
*av
= player
->playeravatar
;
10 struct skeleton
*sk
= &av
->sk
;
12 rb_update_transform( &player
->rb
);
13 s
->anim_stand
= skeleton_get_anim( sk
, "pose_stand" );
14 s
->anim_highg
= skeleton_get_anim( sk
, "pose_highg" );
15 s
->anim_air
= skeleton_get_anim( sk
, "pose_air" );
16 s
->anim_slide
= skeleton_get_anim( sk
, "pose_slide" );
17 s
->anim_push
= skeleton_get_anim( sk
, "push" );
18 s
->anim_push_reverse
= skeleton_get_anim( sk
, "push_reverse" );
19 s
->anim_ollie
= skeleton_get_anim( sk
, "ollie" );
20 s
->anim_ollie_reverse
= skeleton_get_anim( sk
, "ollie_reverse" );
21 s
->anim_grabs
= skeleton_get_anim( sk
, "grabs" );
25 * Collision detection routines
31 * Does collision detection on a sphere vs world, and applies some smoothing
32 * filters to the manifold afterwards
34 VG_STATIC
int skate_collide_smooth( player_instance
*player
,
35 m4x3f mtx
, rb_sphere
*sphere
,
39 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
.rb_geo
.inf
.scene
, man
);
41 for( int i
=0; i
<len
; i
++ )
43 man
[i
].rba
= &player
->rb
;
47 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
51 rb_manifold_filter_backface( man
, len
);
52 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
53 rb_manifold_filter_pairs( man
, len
, 0.03f
);
55 int new_len
= rb_manifold_apply_filtered( man
, len
);
64 * Gets the closest grindable edge to the player within max_dist
66 VG_STATIC
struct grind_edge
*skate_collect_grind_edge( v3f p0
, v3f p1
,
71 bh_iter_init( 0, &it
);
75 box_init_inf( region
);
76 box_addpt( region
, p0
);
77 box_addpt( region
, p1
);
80 v3_add( (v3f
){ k_r
, k_r
, k_r
}, region
[1], region
[1] );
81 v3_add( (v3f
){-k_r
,-k_r
,-k_r
}, region
[0], region
[0] );
83 float closest
= k_r
*k_r
;
84 struct grind_edge
*closest_edge
= NULL
;
87 while( bh_next( world
.grind_bh
, &it
, region
, &idx
) )
89 struct grind_edge
*edge
= &world
.grind_edges
[ idx
];
95 closest_segment_segment( p0
, p1
, edge
->p0
, edge
->p1
, &s
,&t
, pa
, pb
);
109 VG_STATIC
int skate_grind_collide( player_instance
*player
, rb_ct
*contact
)
112 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], 0.5f
, p0
);
113 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[2], -0.5f
, p1
);
114 v3_muladds( p0
, player
->rb
.to_world
[1], 0.08f
, p0
);
115 v3_muladds( p1
, player
->rb
.to_world
[1], 0.08f
, p1
);
117 float const k_r
= 0.25f
;
118 struct grind_edge
*closest_edge
= skate_collect_grind_edge( p0
, p1
,
124 v3_sub( c1
, c0
, delta
);
126 if( v3_dot( delta
, player
->rb
.to_world
[1] ) > 0.0001f
)
128 contact
->p
= v3_length( delta
);
129 contact
->type
= k_contact_type_edge
;
130 contact
->element_id
= 0;
131 v3_copy( c1
, contact
->co
);
135 v3f edge_dir
, axis_dir
;
136 v3_sub( closest_edge
->p1
, closest_edge
->p0
, edge_dir
);
137 v3_normalize( edge_dir
);
138 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, edge_dir
, axis_dir
);
139 v3_cross( edge_dir
, axis_dir
, contact
->n
);
155 VG_STATIC
int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
156 struct grind_info
*inf
)
159 v3_copy( dir
, plane
);
160 v3_normalize( plane
);
161 plane
[3] = v3_dot( plane
, pos
);
164 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
165 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
168 bh_iter_init( 0, &it
);
179 int sample_count
= 0;
185 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
186 v3_normalize( support_axis
);
188 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
190 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
193 for( int j
=0; j
<3; j
++ )
194 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
196 for( int j
=0; j
<3; j
++ )
201 struct grind_sample
*sample
= &samples
[ sample_count
];
204 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
207 v3_sub( co
, pos
, d
);
208 if( v3_length2( d
) > r
*r
)
212 v3_sub( tri
[1], tri
[0], va
);
213 v3_sub( tri
[2], tri
[0], vb
);
214 v3_cross( va
, vb
, normal
);
216 sample
->normal
[0] = v3_dot( support_axis
, normal
);
217 sample
->normal
[1] = normal
[1];
218 sample
->co
[0] = v3_dot( support_axis
, d
);
219 sample
->co
[1] = d
[1];
221 v3_copy( normal
, sample
->normal3
); /* normalize later
222 if we want to us it */
224 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
225 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
226 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
228 v2_normalize( sample
->normal
);
231 if( sample_count
== vg_list_size( samples
) )
232 goto too_many_samples
;
239 if( sample_count
< 2 )
247 v2_fill( min_co
, INFINITY
);
248 v2_fill( max_co
, -INFINITY
);
250 v3_zero( average_direction
);
251 v3_zero( average_normal
);
253 int passed_samples
= 0;
255 for( int i
=0; i
<sample_count
-1; i
++ )
257 struct grind_sample
*si
, *sj
;
261 for( int j
=i
+1; j
<sample_count
; j
++ )
268 /* non overlapping */
269 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
272 /* not sharp angle */
273 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
278 v3_sub( sj
->centroid
, si
->centroid
, v0
);
279 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
280 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
283 v2_minv( sj
->co
, min_co
, min_co
);
284 v2_maxv( sj
->co
, max_co
, max_co
);
287 v3_copy( si
->normal3
, n0
);
288 v3_copy( sj
->normal3
, n1
);
289 v3_cross( n0
, n1
, dir
);
292 /* make sure the directions all face a common hemisphere */
293 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
294 v3_add( average_direction
, dir
, average_direction
);
296 if( si
->normal3
[1] > sj
->normal3
[1] )
297 v3_add( si
->normal3
, average_normal
, average_normal
);
299 v3_add( sj
->normal3
, average_normal
, average_normal
);
305 if( !passed_samples
)
308 if( (v3_length2( average_direction
) <= 0.001f
) ||
309 (v3_length2( average_normal
) <= 0.001f
) )
312 float div
= 1.0f
/(float)passed_samples
;
313 v3_normalize( average_direction
);
314 v3_normalize( average_normal
);
317 v2_add( min_co
, max_co
, average_coord
);
318 v2_muls( average_coord
, 0.5f
, average_coord
);
320 v3_muls( support_axis
, average_coord
[0], inf
->co
);
321 inf
->co
[1] += average_coord
[1];
322 v3_add( pos
, inf
->co
, inf
->co
);
323 v3_copy( average_normal
, inf
->n
);
324 v3_copy( average_direction
, inf
->dir
);
326 vg_line_pt3( inf
->co
, 0.02f
, VG__GREEN
);
327 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
328 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
330 return passed_samples
;
334 static inline void skate_grind_coordv2i( v2f co
, v2i d
)
336 const float k_inv_res
= 1.0f
/0.01f
;
337 d
[0] = floorf( co
[0] * k_inv_res
);
338 d
[1] = floorf( co
[1] * k_inv_res
);
341 static inline u32
skate_grind_hashv2i( v2i d
)
343 return (d
[0] * 92837111) ^ (d
[1] * 689287499);
346 static inline u32
skate_grind_hashv2f( v2f co
)
349 skate_grind_coordv2i( co
, d
);
350 return skate_grind_hashv2i( d
);
353 VG_STATIC
int skate_grind_scansq( player_instance
*player
, v3f pos
,
354 v3f result_co
, v3f result_dir
, v3f result_n
)
357 v3_copy( player
->rb
.v
, plane
);
358 v3_normalize( plane
);
359 plane
[3] = v3_dot( plane
, pos
);
362 float r
= k_board_length
;
363 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
364 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
366 vg_line_boxf( box
, VG__BLACK
);
369 m3x3_copy( player
->rb
.to_world
, mtx
);
370 v3_copy( pos
, mtx
[3] );
373 bh_iter_init( 0, &it
);
385 int sample_count
= 0;
391 v3_cross( plane
, (v3f
){0.0f
,1.0f
,0.0f
}, support_axis
);
392 v3_normalize( support_axis
);
394 while( bh_next( world
.geo_bh
, &it
, box
, &idx
) )
396 u32
*ptri
= &world
.scene_geo
->arrindices
[ idx
*3 ];
399 for( int j
=0; j
<3; j
++ )
400 v3_copy( world
.scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
402 for( int j
=0; j
<3; j
++ )
407 struct grind_sample
*sample
= &samples
[ sample_count
];
410 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) )
413 v3_sub( co
, pos
, d
);
414 if( v3_length2( d
) > r
*r
)
418 v3_sub( tri
[1], tri
[0], va
);
419 v3_sub( tri
[2], tri
[0], vb
);
420 v3_cross( va
, vb
, normal
);
422 sample
->normal
[0] = v3_dot( support_axis
, normal
);
423 sample
->normal
[1] = normal
[1];
424 sample
->co
[0] = v3_dot( support_axis
, d
);
425 sample
->co
[1] = d
[1];
427 v3_copy( normal
, sample
->normal3
); /* normalize later
428 if we want to us it */
430 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
431 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
432 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
434 v2_normalize( sample
->normal
);
437 if( sample_count
== vg_list_size( samples
) )
445 if( sample_count
< 2 )
450 /* spacial hashing */
452 const int k_hashmap_size
= 128;
453 u32 hashmap
[k_hashmap_size
+1];
456 for( int i
=0; i
<k_hashmap_size
+1; i
++ )
459 for( int i
=0; i
<sample_count
; i
++ )
461 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
466 for( int i
=0; i
<k_hashmap_size
; i
++ )
468 hashmap
[i
+1] += hashmap
[i
];
471 /* trash compactor */
472 for( int i
=0; i
<sample_count
; i
++ )
474 u32 h
= skate_grind_hashv2f( samples
[i
].co
) % k_hashmap_size
;
477 entries
[ hashmap
[h
] ] = i
;
486 v2_fill( min_co
, INFINITY
);
487 v2_fill( max_co
, -INFINITY
);
489 v3_zero( average_direction
);
490 v3_zero( average_normal
);
492 int passed_samples
= 0;
494 for( int i
=0; i
<sample_count
; i
++ )
496 struct grind_sample
*si
, *sj
;
500 skate_grind_coordv2i( si
->co
, start
);
502 v2i offsets
[] = { {-1,-1},{ 0,-1},{ 1,-1},
503 {-1, 0},{ 0, 0},{ 1, 0},
504 {-1, 1},{ 0, 1},{ 1, 1} };
506 for( int j
=0; j
<vg_list_size(offsets
); j
++ )
509 v2i_add( start
, offsets
[j
], cell
);
511 u32 h
= skate_grind_hashv2i( cell
) % k_hashmap_size
;
513 int start
= hashmap
[ h
],
514 end
= hashmap
[ h
+1 ];
516 for( int k
=start
; k
<end
; k
++ )
518 int idx
= entries
[ k
];
524 /* non overlapping */
525 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
528 /* not sharp angle */
529 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
534 v3_sub( sj
->centroid
, si
->centroid
, v0
);
535 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
536 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
539 v2_minv( sj
->co
, min_co
, min_co
);
540 v2_maxv( sj
->co
, max_co
, max_co
);
543 v3_copy( si
->normal3
, n0
);
544 v3_copy( sj
->normal3
, n1
);
545 v3_cross( n0
, n1
, dir
);
548 /* make sure the directions all face a common hemisphere */
549 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
550 v3_add( average_direction
, dir
, average_direction
);
552 if( si
->normal3
[1] > sj
->normal3
[1] )
553 v3_add( si
->normal3
, average_normal
, average_normal
);
555 v3_add( sj
->normal3
, average_normal
, average_normal
);
562 if( !passed_samples
)
565 if( (v3_length2( average_direction
) <= 0.001f
) ||
566 (v3_length2( average_normal
) <= 0.001f
) )
569 float div
= 1.0f
/(float)passed_samples
;
570 v3_normalize( average_direction
);
571 v3_normalize( average_normal
);
574 v2_add( min_co
, max_co
, average_coord
);
575 v2_muls( average_coord
, 0.5f
, average_coord
);
578 v3_muls( support_axis
, average_coord
[0], result_co
);
579 result_co
[1] += average_coord
[1];
580 v3_add( pos
, result_co
, result_co
);
583 vg_line_pt3( result_co
, 0.02f
, VG__GREEN
);
586 v3_muladds( result_co
, average_direction
, 0.35f
, p0
);
587 v3_muladds( result_co
, average_direction
, -0.35f
, p1
);
588 vg_line( p0
, p1
, VG__PINK
);
591 v3_copy( average_normal
, result_n
);
592 v3_copy( average_direction
, result_dir
);
594 return passed_samples
;
599 VG_STATIC
int solve_prediction_for_target( player_instance
*player
,
600 v3f target
, float max_angle
,
601 struct land_prediction
*p
)
603 /* calculate the exact solution(s) to jump onto that grind spot */
606 v3_sub( target
, player
->rb
.co
, v0
);
613 v2f d
= { v3_dot( v0
, ax
), v0
[1] },
614 v
= { v3_dot( player
->rb
.v
, ax
), player
->rb
.v
[1] };
616 float a
= atan2f( v
[1], v
[0] ),
618 root
= m
*m
*m
*m
- k_gravity
*(k_gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
622 root
= sqrtf( root
);
623 float a0
= atanf( (m
*m
+ root
) / (k_gravity
* d
[0]) ),
624 a1
= atanf( (m
*m
- root
) / (k_gravity
* d
[0]) );
626 if( fabsf(a0
-a
) > fabsf(a1
-a
) )
629 if( fabsf(a0
-a
) > max_angle
)
632 /* TODO: sweep the path before chosing the smallest dist */
633 /* TODO: Jump in normal direction not to_world[1] */
634 /* TODO: Max Y angle */
639 p
->type
= k_prediction_grind
;
641 v3_muls( ax
, cosf( a0
) * m
, p
->v
);
642 p
->v
[1] += sinf( a0
) * m
;
643 p
->land_dist
= d
[0] / (cosf(a0
)*m
);
646 for( int i
=0; i
<=20; i
++ )
648 float t
= (float)i
* (1.0f
/20.0f
) * p
->land_dist
;
651 v3_muls( p
->v
, t
, p0
);
652 p0
[1] += -0.5f
* k_gravity
* t
*t
;
654 v3_add( player
->rb
.co
, p0
, p
->log
[ p
->log_length
++ ] );
664 void player__approximate_best_trajectory( player_instance
*player
)
666 struct player_skate
*s
= &player
->_skate
;
667 float k_trace_delta
= k_rb_delta
* 10.0f
;
669 s
->state
.air_start
= vg
.time
;
670 v3_copy( player
->rb
.v
, s
->state
.air_init_v
);
671 v3_copy( player
->rb
.co
, s
->state
.air_init_co
);
673 s
->prediction_count
= 0;
676 v3_cross( player
->rb
.v
, player
->rb
.to_world
[1], axis
);
677 v3_normalize( axis
);
679 /* at high slopes, Y component is low */
680 float angle_begin
= -(1.0f
-fabsf( player
->rb
.to_world
[1][1] )),
683 struct grind_info grind
;
684 int grind_located
= 0;
686 for( int m
=0;m
<=15; m
++ )
688 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
++ ];
693 p
->type
= k_prediction_none
;
695 v3f launch_co
, launch_v
, co0
, co1
;
696 v3_copy( player
->rb
.co
, launch_co
);
697 v3_copy( player
->rb
.v
, launch_v
);
698 v3_copy( launch_co
, co0
);
700 float vt
= (float)m
* (1.0f
/15.0f
),
701 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
704 q_axis_angle( qbias
, axis
, ang
);
705 q_mulv( qbias
, launch_v
, launch_v
);
706 v3_copy( launch_v
, p
->v
);
708 for( int i
=1; i
<=50; i
++ )
710 float t
= (float)i
* k_trace_delta
;
712 v3_muls( launch_v
, t
, co1
);
713 co1
[1] += -0.5f
* k_gravity
* t
*t
;
714 v3_add( launch_co
, co1
, co1
);
716 if( !grind_located
&& (launch_v
[1] - k_gravity
*t
< 0.0f
) )
719 if( bh_closest_point( world
.geo_bh
, co1
, closest
, 1.0f
) != -1 )
722 v3_copy( launch_v
, ve
);
723 ve
[1] -= k_gravity
* t
;
725 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) )
727 v2f v0
= { ve
[0], ve
[2] },
728 v1
= { grind
.dir
[0], grind
.dir
[2] };
733 float a
= v2_dot( v0
, v1
);
735 if( a
>= cosf( VG_PIf
* 0.125f
) )
746 int idx
= spherecast_world( co0
, co1
, k_board_radius
, &t1
, n
);
750 v3_lerp( co0
, co1
, t1
, co
);
751 v3_copy( co
, p
->log
[ p
->log_length
++ ] );
754 p
->type
= k_prediction_land
;
757 v3_copy( launch_v
, ve
);
758 ve
[1] -= k_gravity
* t
;
760 struct grind_info replace_grind
;
761 if( skate_grind_scansq( co
, ve
, 0.3f
, &replace_grind
) )
763 v3_copy( replace_grind
.n
, p
->n
);
764 p
->type
= k_prediction_grind
;
767 p
->score
= -v3_dot( ve
, p
->n
);
768 p
->land_dist
= t
+ k_trace_delta
* t1
;
773 v3_copy( co1
, p
->log
[ p
->log_length
++ ] );
777 if( p
->type
== k_prediction_none
)
778 s
->prediction_count
--;
785 /* calculate the exact solution(s) to jump onto that grind spot */
786 struct land_prediction
*p
= &s
->predictions
[ s
->prediction_count
];
788 if( solve_prediction_for_target( player
, grind
.co
, 0.125f
*VG_PIf
, p
) )
790 v3_copy( grind
.n
, p
->n
);
792 /* determine score */
795 ve
[1] -= k_gravity
* p
->land_dist
;
796 p
->score
= -v3_dot( ve
, grind
.n
) * 0.85f
;
798 s
->prediction_count
++;
803 float score_min
= INFINITY
,
804 score_max
= -INFINITY
;
806 struct land_prediction
*best
= NULL
;
808 for( int i
=0; i
<s
->prediction_count
; i
++ )
810 struct land_prediction
*p
= &s
->predictions
[i
];
812 if( p
->score
< score_min
)
815 score_min
= vg_minf( score_min
, p
->score
);
816 score_max
= vg_maxf( score_max
, p
->score
);
819 for( int i
=0; i
<s
->prediction_count
; i
++ )
821 struct land_prediction
*p
= &s
->predictions
[i
];
825 s
/= (score_max
-score_min
);
829 p
->colour
= s
* 255.0f
;
833 else if( p
->type
== k_prediction_land
)
836 p
->colour
|= 0xff000000;
841 v3_copy( best
->n
, s
->land_normal
);
842 v3_copy( best
->v
, player
->rb
.v
);
843 s
->land_dist
= best
->land_dist
;
845 v2f steer
= { player
->input_js1h
->axis
.value
,
846 player
->input_js1v
->axis
.value
};
847 v2_normalize_clamp( steer
);
849 if( (fabsf(steer
[1]) > 0.5f
) && (s
->land_dist
>= 1.5f
) )
851 s
->state
.flip_rate
= (1.0f
/s
->land_dist
) * vg_signf(steer
[1]) *
853 s
->state
.flip_time
= 0.0f
;
854 v3_copy( player
->rb
.to_world
[0], s
->state
.flip_axis
);
858 s
->state
.flip_rate
= 0.0f
;
859 v3_zero( s
->state
.flip_axis
);
864 v3_copy( (v3f
){0.0f
,1.0f
,0.0f
}, s
->land_normal
);
870 * Varius physics models
871 * ------------------------------------------------
875 * Air control, no real physics
877 VG_STATIC
void skate_apply_air_model( player_instance
*player
)
879 struct player_skate
*s
= &player
->_skate
;
881 if( s
->state
.activity_prev
!= k_skate_activity_air
)
882 player__approximate_best_trajectory( player
);
885 m3x3_mulv( s
->state
.velocity_bias
, player
->rb
.v
, player
->rb
.v
);
891 float pstep
= VG_TIMESTEP_FIXED
* 1.0f
;
892 float k_bias
= 0.98f
;
895 v3_copy( player
->rb
.co
, pco
);
896 v3_muls( player
->rb
.v
, 1.0f
, pv
);
898 float time_to_impact
= 0.0f
;
899 float limiter
= 1.0f
;
901 struct grind_edge
*best_grind
= NULL
;
902 float closest_grind
= INFINITY
;
904 v3f target_normal
= { 0.0f
, 1.0f
, 0.0f
};
907 for( int i
=0; i
<250; i
++ )
909 v3_copy( pco
, pco1
);
910 m3x3_mulv( s
->state
.velocity_bias
, pv
, pv
);
912 pv
[1] += -k_gravity
* pstep
;
913 v3_muladds( pco
, pv
, pstep
, pco
);
918 v3_sub( pco
, pco1
, vdir
);
919 contact
.dist
= v3_length( vdir
);
920 v3_divs( vdir
, contact
.dist
, vdir
);
923 struct grind_edge
*ge
= skate_collect_grind_edge( pco
, pco1
,
926 if( ge
&& (v3_dot((v3f
){0.0f
,1.0f
,0.0f
},vdir
) < -0.2f
) )
928 vg_line( ge
->p0
, ge
->p1
, 0xff0000ff );
929 vg_line_cross( pco
, 0xff0000ff, 0.25f
);
934 float orig_dist
= contact
.dist
;
935 if( ray_world( pco1
, vdir
, &contact
) )
937 v3_copy( contact
.normal
, target_normal
);
939 time_to_impact
+= (contact
.dist
/orig_dist
)*pstep
;
940 vg_line_cross( contact
.pos
, 0xffff0000, 0.25f
);
943 time_to_impact
+= pstep
;
947 float angle
= v3_dot( player
->rb
.to_world
[1], s
->land_normal
);
948 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
950 v3_cross( player
->rb
.to_world
[1], s
->land_normal
, axis
);
953 q_axis_angle( correction
, axis
,
954 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
955 q_mul( correction
, player
->rb
.q
, player
->rb
.q
);
957 v2f steer
= { player
->input_js1h
->axis
.value
,
958 player
->input_js1v
->axis
.value
};
959 v2_normalize_clamp( steer
);
961 //s->land_dist = time_to_impact;
965 VG_STATIC
int player_skate_trick_input( player_instance
*player
);
966 VG_STATIC
void skate_apply_trick_model( player_instance
*player
)
968 struct player_skate
*s
= &player
->_skate
;
971 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
973 v3_muls( s
->board_trick_residualv
, -4.0f
, Fd
);
974 v3_muls( s
->board_trick_residuald
, -10.0f
, Fs
);
976 v3_mul( strength
, F
, F
);
978 v3_muladds( s
->board_trick_residualv
, F
, k_rb_delta
,
979 s
->board_trick_residualv
);
980 v3_muladds( s
->board_trick_residuald
, s
->board_trick_residualv
,
981 k_rb_delta
, s
->board_trick_residuald
);
983 if( s
->state
.activity
== k_skate_activity_air
)
985 if( v3_length2( s
->state
.trick_vel
) < 0.0001f
)
988 int carry_on
= player_skate_trick_input( player
);
990 /* we assume velocities share a common divisor, in which case the
991 * interval is the minimum value (if not zero) */
993 float min_rate
= 99999.0f
;
995 for( int i
=0; i
<3; i
++ )
997 float v
= s
->state
.trick_vel
[i
];
998 if( (v
> 0.0f
) && (v
< min_rate
) )
1002 float interval
= 1.0f
/ min_rate
,
1003 current
= floorf( s
->state
.trick_time
/ interval
),
1004 next_end
= (current
+1.0f
) * interval
;
1007 /* integrate trick velocities */
1008 v3_muladds( s
->state
.trick_euler
, s
->state
.trick_vel
, k_rb_delta
,
1009 s
->state
.trick_euler
);
1011 if( !carry_on
&& (s
->state
.trick_time
+ k_rb_delta
>= next_end
) )
1013 s
->state
.trick_time
= 0.0f
;
1014 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1015 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1016 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1017 v3_copy( s
->state
.trick_vel
, s
->board_trick_residualv
);
1018 v3_zero( s
->state
.trick_vel
);
1021 s
->state
.trick_time
+= k_rb_delta
;
1025 if( (v3_length2(s
->state
.trick_vel
) >= 0.0001f
) &&
1026 s
->state
.trick_time
> 0.2f
)
1028 player__dead_transition( player
);
1031 s
->state
.trick_euler
[0] = roundf( s
->state
.trick_euler
[0] );
1032 s
->state
.trick_euler
[1] = roundf( s
->state
.trick_euler
[1] );
1033 s
->state
.trick_euler
[2] = roundf( s
->state
.trick_euler
[2] );
1034 s
->state
.trick_time
= 0.0f
;
1035 v3_zero( s
->state
.trick_vel
);
1039 VG_STATIC
void skate_apply_grab_model( player_instance
*player
)
1041 struct player_skate
*s
= &player
->_skate
;
1043 float grabt
= player
->input_grab
->axis
.value
;
1047 v2_muladds( s
->state
.grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
1048 s
->state
.grab_mouse_delta
);
1050 v2_normalize_clamp( s
->state
.grab_mouse_delta
);
1053 v2_zero( s
->state
.grab_mouse_delta
);
1055 s
->state
.grabbing
= vg_lerpf( s
->state
.grabbing
, grabt
, 8.4f
*k_rb_delta
);
1058 VG_STATIC
void skate_apply_steering_model( player_instance
*player
)
1060 struct player_skate
*s
= &player
->_skate
;
1063 float input
= player
->input_js1h
->axis
.value
,
1064 grab
= player
->input_grab
->axis
.value
,
1065 steer
= input
* (1.0f
-(s
->state
.jump_charge
+grab
)*0.4f
),
1066 steer_scaled
= vg_signf(steer
) * powf(steer
,2.0f
) * k_steer_ground
;
1069 v3_muls( player
->rb
.to_world
[1], -vg_signf( steer_scaled
), steer_axis
);
1074 if( s
->state
.activity
== k_skate_activity_air
)
1076 rate
= 6.0f
* fabsf(steer_scaled
);
1080 else if( s
->state
.activity
>= k_skate_activity_grind_any
)
1082 rate
*= fabsf(steer_scaled
);
1084 float a
= 0.8f
* -steer_scaled
* k_rb_delta
;
1087 q_axis_angle( q
, player
->rb
.to_world
[1], a
);
1088 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
1091 float tilt
= player
->input_js1v
->axis
.value
;
1092 tilt
*= tilt
* 0.8f
* k_rb_delta
;
1094 q_axis_angle( q
, player
->rb
.to_world
[0], tilt
);
1095 q_mulv( q
, s
->grind_vec
, s
->grind_vec
);
1098 v3_normalize( s
->grind_vec
);
1101 else if( s
->state
.manual_direction
)
1107 float current
= v3_dot( player
->rb
.to_world
[1], player
->rb
.w
),
1108 addspeed
= (steer_scaled
* -top
) - current
,
1109 maxaccel
= rate
* k_rb_delta
,
1110 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
1112 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], accel
, player
->rb
.w
);
1116 * Computes friction and surface interface model
1118 VG_STATIC
void skate_apply_friction_model( player_instance
*player
)
1120 struct player_skate
*s
= &player
->_skate
;
1123 * Computing localized friction forces for controlling the character
1124 * Friction across X is significantly more than Z
1128 m3x3_mulv( player
->rb
.to_local
, player
->rb
.v
, vel
);
1131 if( fabsf(vel
[2]) > 0.01f
)
1132 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
1134 if( fabsf( slip
) > 1.2f
)
1135 slip
= vg_signf( slip
) * 1.2f
;
1137 s
->state
.slip
= slip
;
1138 s
->state
.reverse
= -vg_signf(vel
[2]);
1140 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
1141 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
1143 /* Pushing additive force */
1145 if( !player
->input_jump
->button
.value
)
1147 if( player
->input_push
->button
.value
)
1149 if( (vg
.time
- s
->state
.cur_push
) > 0.25 )
1150 s
->state
.start_push
= vg
.time
;
1152 s
->state
.cur_push
= vg
.time
;
1154 double push_time
= vg
.time
- s
->state
.start_push
;
1156 float cycle_time
= push_time
*k_push_cycle_rate
,
1157 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
1158 amt
= accel
* VG_TIMESTEP_FIXED
,
1159 current
= v3_length( vel
),
1160 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
1161 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
1163 vel
[2] += delta
* -s
->state
.reverse
;
1167 /* Send back to velocity */
1168 m3x3_mulv( player
->rb
.to_world
, vel
, player
->rb
.v
);
1171 VG_STATIC
void skate_apply_jump_model( player_instance
*player
)
1173 struct player_skate
*s
= &player
->_skate
;
1174 int charging_jump_prev
= s
->state
.charging_jump
;
1175 s
->state
.charging_jump
= player
->input_jump
->button
.value
;
1177 /* Cannot charge this in air */
1178 if( s
->state
.activity
== k_skate_activity_air
)
1180 s
->state
.charging_jump
= 0;
1184 if( s
->state
.charging_jump
)
1186 s
->state
.jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
1188 if( !charging_jump_prev
)
1189 s
->state
.jump_dir
= s
->state
.reverse
>0.0f
? 1: 0;
1193 s
->state
.jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
1196 s
->state
.jump_charge
= vg_clampf( s
->state
.jump_charge
, 0.0f
, 1.0f
);
1198 /* player let go after charging past 0.2: trigger jump */
1199 if( (!s
->state
.charging_jump
) && (s
->state
.jump_charge
> 0.2f
) )
1203 /* Launch more up if alignment is up else improve velocity */
1204 float aup
= v3_dot( (v3f
){0.0f
,1.0f
,0.0f
}, player
->rb
.to_world
[1] ),
1206 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
1208 v3_copy( player
->rb
.v
, jumpdir
);
1209 v3_normalize( jumpdir
);
1210 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
1211 v3_muladds( jumpdir
, player
->rb
.to_world
[1], dir
, jumpdir
);
1212 v3_normalize( jumpdir
);
1214 float force
= k_jump_force
*s
->state
.jump_charge
;
1215 v3_muladds( player
->rb
.v
, jumpdir
, force
, player
->rb
.v
);
1216 s
->state
.jump_charge
= 0.0f
;
1217 s
->state
.jump_time
= vg
.time
;
1218 s
->state
.activity
= k_skate_activity_air
;
1220 v2f steer
= { player
->input_js1h
->axis
.value
,
1221 player
->input_js1v
->axis
.value
};
1222 v2_normalize_clamp( steer
);
1226 float maxspin
= k_steer_air
* k_rb_delta
* k_spin_boost
;
1227 s
->state
.steery_s
= -steer
[0] * maxspin
;
1228 s
->state
.steerx
= s
->state
.steerx_s
;
1229 s
->state
.lift_frames
++;
1232 /* FIXME audio events */
1235 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
1236 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
1237 audio_player_set_vol( &audio_player_extra
, 20.0f
);
1238 audio_player_playclip( &audio_player_extra
, &audio_jumps
[rand()%2] );
1244 VG_STATIC
void skate_apply_pump_model( player_instance
*player
)
1246 struct player_skate
*s
= &player
->_skate
;
1248 /* Throw / collect routine
1250 * TODO: Max speed boost
1252 if( player
->input_grab
->axis
.value
> 0.5f
)
1254 if( s
->state
.activity
== k_skate_activity_ground
)
1257 v3_muls( player
->rb
.to_world
[1], k_mmthrow_scale
, s
->state
.throw_v
);
1263 float doty
= v3_dot( player
->rb
.to_world
[1], s
->state
.throw_v
);
1266 v3_muladds( s
->state
.throw_v
, player
->rb
.to_world
[1], -doty
, Fl
);
1268 if( s
->state
.activity
== k_skate_activity_ground
)
1270 v3_muladds( player
->rb
.v
, Fl
, k_mmcollect_lat
, player
->rb
.v
);
1271 v3_muladds( s
->state
.throw_v
, Fl
, -k_mmcollect_lat
, s
->state
.throw_v
);
1274 v3_muls( player
->rb
.to_world
[1], -doty
, Fv
);
1275 v3_muladds( player
->rb
.v
, Fv
, k_mmcollect_vert
, player
->rb
.v
);
1276 v3_muladds( s
->state
.throw_v
, Fv
, k_mmcollect_vert
, s
->state
.throw_v
);
1280 if( v3_length2( s
->state
.throw_v
) > 0.0001f
)
1283 v3_copy( s
->state
.throw_v
, dir
);
1284 v3_normalize( dir
);
1286 float max
= v3_dot( dir
, s
->state
.throw_v
),
1287 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1288 v3_muladds( s
->state
.throw_v
, dir
, -amt
, s
->state
.throw_v
);
1292 VG_STATIC
void skate_apply_cog_model( player_instance
*player
)
1294 struct player_skate
*s
= &player
->_skate
;
1296 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1297 v3_copy( s
->state
.up_dir
, ideal_dir
);
1298 v3_normalize( ideal_dir
);
1300 v3_muladds( player
->rb
.co
, ideal_dir
,
1301 1.0f
-player
->input_grab
->axis
.value
, ideal_cog
);
1302 v3_sub( ideal_cog
, s
->state
.cog
, ideal_diff
);
1304 /* Apply velocities */
1306 v3_sub( player
->rb
.v
, s
->state
.cog_v
, rv
);
1309 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1310 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1312 float ra
= k_cog_mass_ratio
,
1313 rb
= 1.0f
-k_cog_mass_ratio
;
1315 /* Apply forces & intergrate */
1316 v3_muladds( s
->state
.cog_v
, F
, -rb
, s
->state
.cog_v
);
1317 s
->state
.cog_v
[1] += -9.8f
* k_rb_delta
;
1318 v3_muladds( s
->state
.cog
, s
->state
.cog_v
, k_rb_delta
, s
->state
.cog
);
1322 VG_STATIC
void skate_integrate( player_instance
*player
)
1324 struct player_skate
*s
= &player
->_skate
;
1326 float decay_rate
= 1.0f
- (k_rb_delta
* 3.0f
),
1327 decay_rate_y
= 1.0f
;
1329 if( s
->state
.activity
>= k_skate_activity_grind_any
)
1331 decay_rate
= 1.0f
-vg_lerpf( 3.0f
, 20.0f
, s
->grind_strength
) * k_rb_delta
;
1332 decay_rate_y
= decay_rate
;
1335 float wx
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[0] ) * decay_rate
,
1336 wy
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[1] ) * decay_rate_y
,
1337 wz
= v3_dot( player
->rb
.w
, player
->rb
.to_world
[2] ) * decay_rate
;
1339 v3_muls( player
->rb
.to_world
[0], wx
, player
->rb
.w
);
1340 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[1], wy
, player
->rb
.w
);
1341 v3_muladds( player
->rb
.w
, player
->rb
.to_world
[2], wz
, player
->rb
.w
);
1343 s
->state
.flip_time
+= s
->state
.flip_rate
* k_rb_delta
;
1344 rb_update_transform( &player
->rb
);
1351 VG_STATIC
int player_skate_trick_input( player_instance
*player
)
1353 return (player
->input_trick0
->button
.value
) |
1354 (player
->input_trick1
->button
.value
<< 1) |
1355 (player
->input_trick2
->button
.value
<< 1) |
1356 (player
->input_trick2
->button
.value
);
1359 VG_STATIC
void player__skate_pre_update( player_instance
*player
)
1361 struct player_skate
*s
= &player
->_skate
;
1363 if( vg_input_button_down( player
->input_use
) )
1365 player
->subsystem
= k_player_subsystem_walk
;
1368 v3_copy( player
->cam
.angles
, angles
);
1371 player__walk_transition( player
, angles
);
1375 if( vg_input_button_down( player
->input_reset
) )
1377 player
->rb
.co
[1] += 2.0f
;
1378 s
->state
.cog
[1] += 2.0f
;
1379 q_axis_angle( player
->rb
.q
, (v3f
){1.0f
,0.0f
,0.0f
}, VG_PIf
* 0.25f
);
1380 v3_zero( player
->rb
.w
);
1381 v3_zero( player
->rb
.v
);
1383 rb_update_transform( &player
->rb
);
1387 if( (s
->state
.activity
== k_skate_activity_air
) &&
1388 (trick_id
= player_skate_trick_input( player
)) )
1390 if( (vg
.time
- s
->state
.jump_time
) < 0.1f
)
1392 v3_zero( s
->state
.trick_vel
);
1393 s
->state
.trick_time
= 0.0f
;
1397 s
->state
.trick_vel
[0] = 3.0f
;
1399 else if( trick_id
== 2 )
1401 s
->state
.trick_vel
[2] = 3.0f
;
1403 else if( trick_id
== 3 )
1405 s
->state
.trick_vel
[0] = 2.0f
;
1406 s
->state
.trick_vel
[2] = 2.0f
;
1412 VG_STATIC
void player__skate_post_update( player_instance
*player
)
1414 struct player_skate
*s
= &player
->_skate
;
1416 for( int i
=0; i
<s
->prediction_count
; i
++ )
1418 struct land_prediction
*p
= &s
->predictions
[i
];
1420 for( int j
=0; j
<p
->log_length
- 1; j
++ )
1422 float brightness
= p
->score
*p
->score
*p
->score
;
1424 v3_lerp( p
->log
[j
], p
->log
[j
+1], brightness
, p1
);
1425 vg_line( p
->log
[j
], p1
, p
->colour
);
1428 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
1431 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
1432 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
1434 vg_line_pt3( p
->apex
, 0.02f
, 0xffffffff );
1438 vg_line_pt3( s
->state
.apex
, 0.030f
, 0xff0000ff );
1443 * truck alignment model at ra(local)
1444 * returns 1 if valid surface:
1445 * surface_normal will be filled out with an averaged normal vector
1446 * axel_dir will be the direction from left to right wheels
1448 * returns 0 if no good surface found
1451 int skate_compute_surface_alignment( player_instance
*player
,
1453 v3f surface_normal
, v3f axel_dir
)
1455 struct player_skate
*s
= &player
->_skate
;
1457 v3f truck
, left
, right
;
1458 m4x3_mulv( player
->rb
.to_world
, ra
, truck
);
1459 v3_muladds( truck
, player
->rb
.to_world
[0], -k_board_width
, left
);
1460 v3_muladds( truck
, player
->rb
.to_world
[0], k_board_width
, right
);
1462 vg_line( left
, right
, colour
);
1464 v3_muladds( left
, player
->rb
.to_world
[1], 0.1f
, left
);
1465 v3_muladds( right
, player
->rb
.to_world
[1], 0.1f
, right
);
1467 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1469 ray_hit ray_l
, ray_r
;
1474 v3_muls( player
->rb
.to_world
[1], -1.0f
, dir
);
1476 int res_l
= ray_world( left
, dir
, &ray_l
),
1477 res_r
= ray_world( right
, dir
, &ray_r
);
1479 /* ignore bad normals */
1481 if( v3_dot( ray_l
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1485 if( v3_dot( ray_r
.normal
, player
->rb
.to_world
[1] ) < 0.7071f
)
1490 v3f tangent_average
;
1491 v3_muladds( truck
, player
->rb
.to_world
[1], -k_board_radius
, midpoint
);
1492 v3_zero( tangent_average
);
1494 if( res_l
|| res_r
)
1497 v3_copy( midpoint
, p0
);
1498 v3_copy( midpoint
, p1
);
1502 v3_copy( ray_l
.pos
, p0
);
1503 v3_cross( ray_l
.normal
, player
->rb
.to_world
[0], t
);
1504 v3_add( t
, tangent_average
, tangent_average
);
1508 v3_copy( ray_r
.pos
, p1
);
1509 v3_cross( ray_r
.normal
, player
->rb
.to_world
[0], t
);
1510 v3_add( t
, tangent_average
, tangent_average
);
1513 v3_sub( p1
, p0
, v0
);
1518 /* fallback: use the closes point to the trucks */
1520 int idx
= bh_closest_point( world
.geo_bh
, midpoint
, closest
, 0.1f
);
1524 u32
*tri
= &world
.scene_geo
->arrindices
[ idx
* 3 ];
1527 for( int j
=0; j
<3; j
++ )
1528 v3_copy( world
.scene_geo
->arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1530 v3f vert0
, vert1
, n
;
1531 v3_sub( verts
[1], verts
[0], vert0
);
1532 v3_sub( verts
[2], verts
[0], vert1
);
1533 v3_cross( vert0
, vert1
, n
);
1536 if( v3_dot( n
, player
->rb
.to_world
[1] ) < 0.3f
)
1539 v3_cross( n
, player
->rb
.to_world
[2], v0
);
1540 v3_muladds( v0
, player
->rb
.to_world
[2],
1541 -v3_dot( player
->rb
.to_world
[2], v0
), v0
);
1545 v3_cross( n
, player
->rb
.to_world
[0], t
);
1546 v3_add( t
, tangent_average
, tangent_average
);
1552 v3_muladds( truck
, v0
, k_board_width
, right
);
1553 v3_muladds( truck
, v0
, -k_board_width
, left
);
1555 vg_line( left
, right
, VG__WHITE
);
1557 v3_normalize( tangent_average
);
1558 v3_cross( v0
, tangent_average
, surface_normal
);
1559 v3_copy( v0
, axel_dir
);
1564 VG_STATIC
void skate_weight_distribute( player_instance
*player
)
1566 struct player_skate
*s
= &player
->_skate
;
1567 v3_zero( s
->weight_distribution
);
1569 int reverse_dir
= v3_dot( player
->rb
.to_world
[2], player
->rb
.v
) < 0.0f
?1:-1;
1571 if( s
->state
.manual_direction
== 0 )
1573 if( (player
->input_js1v
->axis
.value
> 0.7f
) &&
1574 (s
->state
.activity
== k_skate_activity_ground
) &&
1575 (s
->state
.jump_charge
<= 0.01f
) )
1576 s
->state
.manual_direction
= reverse_dir
;
1580 if( player
->input_js1v
->axis
.value
< 0.1f
)
1582 s
->state
.manual_direction
= 0;
1586 if( reverse_dir
!= s
->state
.manual_direction
)
1589 player__dead_transition( player
);
1596 if( s
->state
.manual_direction
)
1598 float amt
= vg_minf( player
->input_js1v
->axis
.value
* 8.0f
, 1.0f
);
1599 s
->weight_distribution
[2] = k_board_length
* amt
*
1600 (float)s
->state
.manual_direction
;
1603 /* TODO: Fall back on land normal */
1604 /* TODO: Lerp weight distribution */
1605 /* TODO: Can start manual only if not charge jump */
1606 if( s
->state
.manual_direction
)
1610 m3x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, plane_z
);
1611 v3_negate( plane_z
, plane_z
);
1613 v3_muladds( plane_z
, s
->surface_picture
,
1614 -v3_dot( plane_z
, s
->surface_picture
), plane_z
);
1615 v3_normalize( plane_z
);
1617 v3_muladds( plane_z
, s
->surface_picture
, 0.3f
, plane_z
);
1618 v3_normalize( plane_z
);
1621 v3_muladds( player
->rb
.co
, plane_z
, 1.5f
, p1
);
1622 vg_line( player
->rb
.co
, p1
, VG__GREEN
);
1625 v3_muls( player
->rb
.to_world
[2], -(float)s
->state
.manual_direction
,
1628 rb_effect_spring_target_vector( &player
->rb
, refdir
, plane_z
,
1629 k_manul_spring
, k_manul_dampener
,
1634 VG_STATIC
void skate_adjust_up_direction( player_instance
*player
)
1636 struct player_skate
*s
= &player
->_skate
;
1638 if( s
->state
.activity
== k_skate_activity_ground
)
1641 v3_copy( s
->surface_picture
, target
);
1643 target
[1] += 2.0f
* s
->surface_picture
[1];
1644 v3_normalize( target
);
1646 v3_lerp( s
->state
.up_dir
, target
,
1647 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1649 else if( s
->state
.activity
== k_skate_activity_air
)
1651 v3_lerp( s
->state
.up_dir
, player
->rb
.to_world
[1],
1652 8.0f
* s
->substep_delta
, s
->state
.up_dir
);
1656 /* FIXME UNDEFINED! */
1657 vg_warn( "Undefined up target!\n" );
1659 v3_lerp( s
->state
.up_dir
, (v3f
){0.0f
,1.0f
,0.0f
},
1660 12.0f
* s
->substep_delta
, s
->state
.up_dir
);
1664 VG_STATIC
int skate_point_visible( v3f origin
, v3f target
)
1667 v3_sub( target
, origin
, dir
);
1670 ray
.dist
= v3_length( dir
);
1671 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1674 if( ray_world( origin
, dir
, &ray
) )
1680 VG_STATIC
void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
)
1682 /* TODO: Is N and Dir really orthogonal? */
1683 v3_copy( inf
->dir
, mtx
[0] );
1684 v3_copy( inf
->n
, mtx
[1] );
1685 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1688 VG_STATIC
void skate_grind_friction( player_instance
*player
,
1689 struct grind_info
*inf
, float strength
)
1692 v3_muladds( player
->rb
.to_world
[2], inf
->n
,
1693 -v3_dot( player
->rb
.to_world
[2], inf
->n
), v2
);
1695 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1696 dir
= vg_signf( v3_dot( player
->rb
.v
, inf
->dir
) ),
1697 F
= a
* -dir
* k_grind_max_friction
;
1699 v3_muladds( player
->rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
, player
->rb
.v
);
1702 VG_STATIC
void skate_grind_decay( player_instance
*player
,
1703 struct grind_info
*inf
, float strength
)
1706 skate_grind_orient( inf
, mtx
);
1707 m3x3_transpose( mtx
, mtx_inv
);
1710 m3x3_mulv( mtx_inv
, player
->rb
.v
, v_grind
);
1712 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1713 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1714 m3x3_mulv( mtx
, v_grind
, player
->rb
.v
);
1717 VG_STATIC
void skate_grind_truck_apply( player_instance
*player
,
1718 float sign
, struct grind_info
*inf
,
1721 struct player_skate
*s
= &player
->_skate
;
1723 /* TODO: Trash compactor this */
1724 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1726 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1727 v3_add( player
->rb
.co
, raw
, wsp
);
1732 v3_sub( inf
->co
, wsp
, delta
);
1735 v3_muladds( player
->rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1738 skate_grind_decay( player
, inf
, strength
);
1739 skate_grind_friction( player
, inf
, strength
);
1741 /* yeah yeah yeah yeah */
1742 v3f raw_nplane
, axis
;
1743 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1744 v3_cross( raw_nplane
, inf
->n
, axis
);
1745 v3_normalize( axis
);
1749 skate_grind_orient( inf
, mtx
);
1750 v3f target_fwd
, fwd
, up
, target_up
;
1751 m3x3_mulv( mtx
, s
->grind_vec
, target_fwd
);
1752 v3_copy( raw_nplane
, fwd
);
1753 v3_copy( player
->rb
.to_world
[1], up
);
1754 v3_copy( inf
->n
, target_up
);
1756 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1757 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1759 v3_normalize( target_fwd
);
1760 v3_normalize( fwd
);
1762 float way
= player
->input_js1v
->axis
.value
*
1763 vg_signf( v3_dot( raw_nplane
, player
->rb
.v
) );
1766 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1767 q_mulv( q
, target_up
, target_up
);
1768 q_mulv( q
, target_fwd
, target_fwd
);
1770 rb_effect_spring_target_vector( &player
->rb
, up
, target_up
,
1775 rb_effect_spring_target_vector( &player
->rb
, fwd
, target_fwd
,
1776 k_grind_spring
*strength
,
1777 k_grind_dampener
*strength
,
1780 vg_line_arrow( player
->rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1781 vg_line_arrow( player
->rb
.co
, fwd
, 0.8f
, VG__RED
);
1782 vg_line_arrow( player
->rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1784 s
->grind_strength
= strength
;
1787 struct grind_limit
*limit
= &s
->limits
[ s
->limit_count
++ ];
1788 m4x3_mulv( player
->rb
.to_local
, wsp
, limit
->ra
);
1789 m3x3_mulv( player
->rb
.to_local
, inf
->n
, limit
->n
);
1792 v3_copy( inf
->dir
, s
->grind_dir
);
1795 VG_STATIC
void skate_5050_apply( player_instance
*player
,
1796 struct grind_info
*inf_front
,
1797 struct grind_info
*inf_back
)
1799 struct player_skate
*s
= &player
->_skate
;
1800 struct grind_info inf_avg
;
1803 VG_STATIC
int skate_grind_truck_renew( player_instance
*player
, float sign
,
1804 struct grind_info
*inf
)
1806 struct player_skate
*s
= &player
->_skate
;
1808 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1809 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1811 m4x3_mulv( player
->rb
.to_world
, wheel_co
, wheel_co
);
1812 m4x3_mulv( player
->rb
.to_world
, grind_co
, grind_co
);
1814 /* Exit condition: lost grind tracking */
1815 if( !skate_grind_scansq( grind_co
, player
->rb
.v
, 0.3f
, inf
) )
1818 /* Exit condition: cant see grind target directly */
1819 if( !skate_point_visible( wheel_co
, inf
->co
) )
1822 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1823 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1824 minv
= k_grind_axel_min_vel
*0.8f
;
1829 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1832 v3_copy( inf
->dir
, s
->grind_dir
);
1836 VG_STATIC
int skate_grind_truck_entry( player_instance
*player
, float sign
,
1837 struct grind_info
*inf
)
1839 struct player_skate
*s
= &player
->_skate
;
1841 /* TODO: Trash compactor this */
1842 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1845 m3x3_mulv( player
->rb
.to_world
, ra
, raw
);
1846 v3_add( player
->rb
.co
, raw
, wsp
);
1848 if( skate_grind_scansq( wsp
, player
->rb
.v
, 0.3, inf
) )
1850 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1853 /* velocity should be at least 60% aligned */
1855 v3_cross( inf
->n
, inf
->dir
, axis
);
1856 v3_muladds( player
->rb
.v
, inf
->n
, -v3_dot( player
->rb
.v
, inf
->n
), pv
);
1858 if( v3_length2( pv
) < 0.0001f
)
1862 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1865 if( v3_dot( player
->rb
.v
, inf
->n
) > 0.5f
)
1869 /* check for vertical alignment */
1870 if( v3_dot( player
->rb
.to_world
[1], inf
->n
) < k_grind_axel_max_vangle
)
1874 v3f local_co
, local_dir
, local_n
;
1875 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1876 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1877 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1879 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1881 float truck_height
= -(k_board_radius
+0.03f
);
1884 v3_cross( player
->rb
.w
, raw
, rv
);
1885 v3_add( player
->rb
.v
, rv
, rv
);
1887 if( (local_co
[1] >= truck_height
) &&
1888 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1897 VG_STATIC
void skate_boardslide_apply( player_instance
*player
,
1898 struct grind_info
*inf
)
1900 struct player_skate
*s
= &player
->_skate
;
1902 v3f local_co
, local_dir
, local_n
;
1903 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1904 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1905 m3x3_mulv( player
->rb
.to_local
, inf
->n
, local_n
);
1908 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1910 v3_copy( intersection
, s
->weight_distribution
);
1912 skate_grind_decay( player
, inf
, 0.1f
);
1913 skate_grind_friction( player
, inf
, 0.25f
);
1915 /* direction alignment */
1917 v3_cross( local_dir
, local_n
, perp
);
1918 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1919 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1921 m3x3_mulv( player
->rb
.to_world
, dir
, dir
);
1922 m3x3_mulv( player
->rb
.to_world
, perp
, perp
);
1924 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
1926 k_grind_spring
, k_grind_dampener
,
1929 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[2],
1931 k_grind_spring
, k_grind_dampener
,
1934 vg_line_arrow( player
->rb
.co
, dir
, 0.5f
, VG__GREEN
);
1935 vg_line_arrow( player
->rb
.co
, perp
, 0.5f
, VG__BLUE
);
1937 v3_copy( inf
->dir
, s
->grind_dir
);
1940 VG_STATIC
int skate_boardslide_entry( player_instance
*player
,
1941 struct grind_info
*inf
)
1943 struct player_skate
*s
= &player
->_skate
;
1945 if( skate_grind_scansq( player
->rb
.co
,
1946 player
->rb
.to_world
[0], k_board_length
,
1949 v3f local_co
, local_dir
;
1950 m4x3_mulv( player
->rb
.to_local
, inf
->co
, local_co
);
1951 m3x3_mulv( player
->rb
.to_local
, inf
->dir
, local_dir
);
1953 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1954 (local_co
[1] >= 0.0f
) && /* at deck level */
1955 (fabsf(local_dir
[0]) >= 0.5f
) ) /* perpendicular to us */
1957 if( fabsf(v3_dot( player
->rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1967 VG_STATIC
int skate_boardslide_renew( player_instance
*player
,
1968 struct grind_info
*inf
)
1970 struct player_skate
*s
= &player
->_skate
;
1972 if( !skate_grind_scansq( player
->rb
.co
,
1973 player
->rb
.to_world
[0], k_board_length
,
1977 /* Exit condition: cant see grind target directly */
1979 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.2f
, vis
);
1980 if( !skate_point_visible( vis
, inf
->co
) )
1983 /* Exit condition: minimum velocity not reached, but allow a bit of error
1984 * TODO: trash compactor */
1985 float dv
= fabsf(v3_dot( player
->rb
.v
, inf
->dir
)),
1986 minv
= k_grind_axel_min_vel
*0.8f
;
1991 if( fabsf(v3_dot( inf
->dir
, s
->grind_dir
)) < k_grind_max_edge_angle
)
1997 VG_STATIC
void skate_store_grind_vec( player_instance
*player
,
1998 struct grind_info
*inf
)
2000 struct player_skate
*s
= &player
->_skate
;
2003 skate_grind_orient( inf
, mtx
);
2004 m3x3_transpose( mtx
, mtx
);
2007 v3_sub( inf
->co
, player
->rb
.co
, raw
);
2009 m3x3_mulv( mtx
, raw
, s
->grind_vec
);
2010 v3_normalize( s
->grind_vec
);
2011 v3_copy( inf
->dir
, s
->grind_dir
);
2014 VG_STATIC
enum skate_activity
skate_availible_grind( player_instance
*player
)
2016 struct player_skate
*s
= &player
->_skate
;
2018 /* debounces this state manager a little bit */
2019 if( s
->frames_since_activity_change
< 10 )
2021 s
->frames_since_activity_change
++;
2022 return k_skate_activity_undefined
;
2025 struct grind_info inf_back50
,
2033 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
2035 res_slide
= skate_boardslide_renew( player
, &inf_slide
);
2037 else if( s
->state
.activity
== k_skate_activity_grind_back50
)
2039 res_back50
= skate_grind_truck_renew( player
, 1.0f
, &inf_back50
);
2040 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2042 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
2044 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2045 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2047 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
2049 res_front50
= skate_grind_truck_renew( player
, -1.0f
, &inf_front50
);
2050 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2054 res_slide
= skate_boardslide_entry( player
, &inf_slide
);
2055 res_back50
= skate_grind_truck_entry( player
, 1.0f
, &inf_back50
);
2056 res_front50
= skate_grind_truck_entry( player
, -1.0f
, &inf_front50
);
2058 if( res_back50
!= res_front50
)
2060 int wants_to_do_that
= fabsf(player
->input_js1v
->axis
.value
) >= 0.25f
;
2062 res_back50
&= wants_to_do_that
;
2063 res_front50
&= wants_to_do_that
;
2067 const enum skate_activity table
[] =
2068 { /* slide | back | front */
2069 k_skate_activity_undefined
, /* 0 0 0 */
2070 k_skate_activity_grind_front50
, /* 0 0 1 */
2071 k_skate_activity_grind_back50
, /* 0 1 0 */
2072 k_skate_activity_grind_5050
, /* 0 1 1 */
2074 /* slide has priority always */
2075 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2076 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2077 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2078 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2080 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2082 if( new_activity
== k_skate_activity_undefined
)
2084 s
->frames_since_activity_change
= 0;
2086 else if( new_activity
== k_skate_activity_grind_boardslide
)
2088 skate_boardslide_apply( player
, &inf_slide
);
2090 else if( new_activity
== k_skate_activity_grind_back50
)
2092 if( s
->state
.activity
!= k_skate_activity_grind_back50
)
2093 skate_store_grind_vec( player
, &inf_back50
);
2095 skate_grind_truck_apply( player
, 1.0f
, &inf_back50
, 1.0f
);
2097 else if( new_activity
== k_skate_activity_grind_front50
)
2099 if( s
->state
.activity
!= k_skate_activity_grind_front50
)
2100 skate_store_grind_vec( player
, &inf_front50
);
2102 skate_grind_truck_apply( player
, -1.0f
, &inf_front50
, 1.0f
);
2104 else if( new_activity
== k_skate_activity_grind_5050
)
2105 skate_5050_apply( player
, &inf_front50
, &inf_back50
);
2107 return new_activity
;
2110 if( s
->state
.activity
== k_skate_activity_grind_boardslide
)
2112 int res_slide
= skate_boardslide_singular( player
);
2114 const enum skate_activity table
[] =
2116 k_skate_activity_undefined
,
2117 k_skate_activity_grind_boardslide
2120 return table
[ result
];
2122 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2124 int result
= skate_grind_truck_singular( player
, 1.0f
),
2125 front
= 0;//skate_truck_entry_condition( player, -1.0f );
2127 const enum skate_activity table
[] =
2128 { /* result | front */
2129 k_skate_activity_undefined
, /* 0 0 */
2130 k_skate_activity_grind_front50
, /* 0 1 */
2131 k_skate_activity_grind_back50
, /* 1 0 */
2132 k_skate_activity_grind_5050
/* 1 1 */
2135 return table
[ result
<<1 | front
];
2137 else if( s
->state
.activity
== k_skate_activity_grind_front50
)
2139 int result
= skate_grind_truck_singular( player
, -1.0f
),
2140 back
= 0;//skate_truck_entry_condition( player, 1.0f );
2142 const enum skate_activity table
[] =
2143 { /* result | back */
2144 k_skate_activity_undefined
, /* 0 0 */
2145 k_skate_activity_grind_back50
, /* 0 1 */
2146 k_skate_activity_grind_front50
, /* 1 0 */
2147 k_skate_activity_grind_5050
/* 1 1 */
2150 return table
[ result
<<1 | back
];
2152 else if( s
->state
.activity
== k_skate_activity_grind_5050
)
2155 return k_skate_activity_grind_back50
;
2159 int slide
= skate_boardslide_entry_condition( player
);
2162 return k_skate_activity_grind_boardslide
;
2164 int front
= skate_truck_entry_condition( player
, -1.0f
),
2165 back
= skate_truck_entry_condition( player
, 1.0f
);
2167 const enum skate_activity table
[] =
2168 { /* front | back */
2169 k_skate_activity_undefined
, /* 0 0 */
2170 k_skate_activity_grind_back50
, /* 0 1 */
2171 k_skate_activity_grind_front50
, /* 1 0 */
2172 k_skate_activity_grind_5050
/* 1 1 */
2175 return table
[ front
<<1 | back
];
2182 VG_STATIC
void player__skate_update( player_instance
*player
)
2184 struct player_skate
*s
= &player
->_skate
;
2185 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2186 s
->state
.activity_prev
= s
->state
.activity
;
2188 struct board_collider
2195 enum board_collider_state
2197 k_collider_state_default
,
2198 k_collider_state_disabled
,
2199 k_collider_state_colliding
2206 { 0.0f
, 0.0f
, -k_board_length
},
2207 .radius
= k_board_radius
,
2211 { 0.0f
, 0.0f
, k_board_length
},
2212 .radius
= k_board_radius
,
2217 const int k_wheel_count
= 2;
2219 s
->substep
= k_rb_delta
;
2220 s
->substep_delta
= s
->substep
;
2223 int substep_count
= 0;
2225 v3_zero( s
->surface_picture
);
2227 for( int i
=0; i
<k_wheel_count
; i
++ )
2228 wheels
[i
].state
= k_collider_state_default
;
2230 /* check if we can enter or continue grind */
2231 enum skate_activity grindable_activity
= skate_availible_grind( player
);
2232 if( grindable_activity
!= k_skate_activity_undefined
)
2234 s
->state
.activity
= grindable_activity
;
2238 int contact_count
= 0;
2239 for( int i
=0; i
<2; i
++ )
2242 if( skate_compute_surface_alignment( player
, wheels
[i
].pos
,
2243 wheels
[i
].colour
, normal
, axel
) )
2245 rb_effect_spring_target_vector( &player
->rb
, player
->rb
.to_world
[0],
2247 k_board_spring
, k_board_dampener
,
2250 v3_add( normal
, s
->surface_picture
, s
->surface_picture
);
2257 s
->state
.activity
= k_skate_activity_ground
;
2258 v3_normalize( s
->surface_picture
);
2260 skate_apply_friction_model( player
);
2261 skate_weight_distribute( player
);
2262 skate_apply_pump_model( player
);
2266 s
->state
.activity
= k_skate_activity_air
;
2267 skate_apply_air_model( player
);
2272 if( s
->state
.activity
== k_skate_activity_grind_back50
)
2273 wheels
[1].state
= k_collider_state_disabled
;
2274 if( s
->state
.activity
== k_skate_activity_grind_front50
)
2275 wheels
[0].state
= k_collider_state_disabled
;
2276 if( s
->state
.activity
== k_skate_activity_grind_5050
)
2278 wheels
[0].state
= k_collider_state_disabled
;
2279 wheels
[1].state
= k_collider_state_disabled
;
2282 /* all activities */
2283 skate_apply_steering_model( player
);
2284 skate_adjust_up_direction( player
);
2285 skate_apply_cog_model( player
);
2286 skate_apply_jump_model( player
);
2287 skate_apply_grab_model( player
);
2288 skate_apply_trick_model( player
);
2294 * Phase 0: Continous collision detection
2295 * --------------------------------------------------------------------------
2298 v3f head_wp0
, head_wp1
, start_co
;
2299 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp0
);
2300 v3_copy( player
->rb
.co
, start_co
);
2302 /* calculate transform one step into future */
2305 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep
, future_co
);
2307 if( v3_length2( player
->rb
.w
) > 0.0f
)
2311 v3_copy( player
->rb
.w
, axis
);
2313 float mag
= v3_length( axis
);
2314 v3_divs( axis
, mag
, axis
);
2315 q_axis_angle( rotation
, axis
, mag
*s
->substep
);
2316 q_mul( rotation
, player
->rb
.q
, future_q
);
2317 q_normalize( future_q
);
2320 v4_copy( player
->rb
.q
, future_q
);
2322 v3f future_cg
, current_cg
, cg_offset
;
2323 q_mulv( player
->rb
.q
, s
->weight_distribution
, current_cg
);
2324 q_mulv( future_q
, s
->weight_distribution
, future_cg
);
2325 v3_sub( future_cg
, current_cg
, cg_offset
);
2327 /* calculate the minimum time we can move */
2328 float max_time
= s
->substep
;
2330 for( int i
=0; i
<k_wheel_count
; i
++ )
2332 if( wheels
[i
].state
== k_collider_state_disabled
)
2335 v3f current
, future
, r_cg
;
2337 q_mulv( future_q
, wheels
[i
].pos
, future
);
2338 v3_add( future
, future_co
, future
);
2339 v3_add( cg_offset
, future
, future
);
2341 q_mulv( player
->rb
.q
, wheels
[i
].pos
, current
);
2342 v3_add( current
, player
->rb
.co
, current
);
2347 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2348 if( spherecast_world( current
, future
, cast_radius
, &t
, n
) != -1)
2349 max_time
= vg_minf( max_time
, t
* s
->substep
);
2352 /* clamp to a fraction of delta, to prevent locking */
2353 float rate_lock
= substep_count
;
2354 rate_lock
*= k_rb_delta
* 0.1f
;
2355 rate_lock
*= rate_lock
;
2357 max_time
= vg_maxf( max_time
, rate_lock
);
2358 s
->substep_delta
= max_time
;
2361 v3_muladds( player
->rb
.co
, player
->rb
.v
, s
->substep_delta
, player
->rb
.co
);
2362 if( v3_length2( player
->rb
.w
) > 0.0f
)
2366 v3_copy( player
->rb
.w
, axis
);
2368 float mag
= v3_length( axis
);
2369 v3_divs( axis
, mag
, axis
);
2370 q_axis_angle( rotation
, axis
, mag
*s
->substep_delta
);
2371 q_mul( rotation
, player
->rb
.q
, player
->rb
.q
);
2372 q_normalize( player
->rb
.q
);
2374 q_mulv( player
->rb
.q
, s
->weight_distribution
, future_cg
);
2375 v3_sub( current_cg
, future_cg
, cg_offset
);
2376 v3_add( player
->rb
.co
, cg_offset
, player
->rb
.co
);
2379 rb_update_transform( &player
->rb
);
2380 player
->rb
.v
[1] += -k_gravity
* s
->substep_delta
;
2382 s
->substep
-= s
->substep_delta
;
2384 rb_ct manifold
[128];
2385 int manifold_len
= 0;
2388 * Phase -1: head detection
2389 * --------------------------------------------------------------------------
2391 m4x3_mulv( player
->rb
.to_world
, s
->state
.head_position
, head_wp1
);
2395 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2396 (spherecast_world( head_wp0
, head_wp1
, 0.2f
, &t
, n
) != -1) )
2398 v3_lerp( start_co
, player
->rb
.co
, t
, player
->rb
.co
);
2399 rb_update_transform( &player
->rb
);
2401 player__dead_transition( player
);
2406 * Phase 1: Regular collision detection
2407 * --------------------------------------------------------------------------
2410 for( int i
=0; i
<k_wheel_count
; i
++ )
2412 if( wheels
[i
].state
== k_collider_state_disabled
)
2416 m3x3_identity( mtx
);
2417 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2419 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2421 rb_ct
*man
= &manifold
[ manifold_len
];
2423 int l
= skate_collide_smooth( player
, mtx
, &collider
, man
);
2425 wheels
[i
].state
= k_collider_state_colliding
;
2430 float grind_radius
= k_board_radius
* 0.75f
;
2431 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2432 .radius
=grind_radius
};
2434 v3_muls( player
->rb
.to_world
[0], 1.0f
, mtx
[0] );
2435 v3_muls( player
->rb
.to_world
[2], -1.0f
, mtx
[1] );
2436 v3_muls( player
->rb
.to_world
[1], 1.0f
, mtx
[2] );
2437 v3_muladds( player
->rb
.to_world
[3], player
->rb
.to_world
[1],
2438 grind_radius
+ k_board_radius
*0.25f
, mtx
[3] );
2440 rb_ct
*cman
= &manifold
[manifold_len
];
2442 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
.rb_geo
.inf
.scene
,
2446 for( int i
=0; i
<l
; i
++ )
2447 cman
[l
].type
= k_contact_type_edge
;
2448 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2449 l
= rb_manifold_apply_filtered( cman
, l
);
2453 debug_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2456 for( int i
=0; i
<s
->limit_count
; i
++ )
2458 struct grind_limit
*limit
= &s
->limits
[i
];
2459 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2460 m4x3_mulv( player
->rb
.to_world
, limit
->ra
, ct
->co
);
2461 m3x3_mulv( player
->rb
.to_world
, limit
->n
, ct
->n
);
2463 ct
->type
= k_contact_type_default
;
2468 * --------------------------------------------------------------------------
2473 m4x3_mulv( player
->rb
.to_world
, s
->weight_distribution
, world_cog
);
2474 vg_line_pt3( world_cog
, 0.02f
, VG__BLACK
);
2476 for( int i
=0; i
<manifold_len
; i
++ )
2478 rb_prepare_contact( &manifold
[i
], s
->substep_delta
);
2479 rb_debug_contact( &manifold
[i
] );
2482 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2483 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2484 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2485 ey2
= k_board_interia
*extent
[1]*extent
[1],
2486 ez2
= k_board_interia
*extent
[2]*extent
[2];
2488 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2489 float inv_mass
= 1.0f
/mass
;
2492 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2493 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2494 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2497 m3x3_identity( iI
);
2504 m3x3_mul( iI
, player
->rb
.to_local
, iIw
);
2505 m3x3_mul( player
->rb
.to_world
, iIw
, iIw
);
2507 for( int j
=0; j
<10; j
++ )
2509 for( int i
=0; i
<manifold_len
; i
++ )
2512 * regular dance; calculate velocity & total mass, apply impulse.
2515 struct contact
*ct
= &manifold
[i
];
2518 v3_sub( ct
->co
, world_cog
, delta
);
2519 v3_cross( player
->rb
.w
, delta
, rv
);
2520 v3_add( player
->rb
.v
, rv
, rv
);
2523 v3_cross( delta
, ct
->n
, raCn
);
2526 m3x3_mulv( iIw
, raCn
, raCnI
);
2528 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2529 vn
= v3_dot( rv
, ct
->n
),
2530 lambda
= normal_mass
* ( -vn
);
2532 float temp
= ct
->norm_impulse
;
2533 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2534 lambda
= ct
->norm_impulse
- temp
;
2537 v3_muls( ct
->n
, lambda
, impulse
);
2539 v3_muladds( player
->rb
.v
, impulse
, inv_mass
, player
->rb
.v
);
2540 v3_cross( delta
, impulse
, impulse
);
2541 m3x3_mulv( iIw
, impulse
, impulse
);
2542 v3_add( impulse
, player
->rb
.w
, player
->rb
.w
);
2544 v3_cross( player
->rb
.w
, delta
, rv
);
2545 v3_add( player
->rb
.v
, rv
, rv
);
2546 vn
= v3_dot( rv
, ct
->n
);
2551 rb_depenetrate( manifold
, manifold_len
, dt
);
2552 v3_add( dt
, player
->rb
.co
, player
->rb
.co
);
2553 rb_update_transform( &player
->rb
);
2557 if( s
->substep
>= 0.0001f
)
2558 goto begin_collision
; /* again! */
2561 * End of collision and dynamics routine
2562 * --------------------------------------------------------------------------
2565 for( int i
=0; i
<k_wheel_count
; i
++ )
2568 m3x3_copy( player
->rb
.to_world
, mtx
);
2569 m4x3_mulv( player
->rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2570 debug_sphere( mtx
, wheels
[i
].radius
,
2571 (u32
[]){ VG__WHITE
, VG__BLACK
,
2572 wheels
[i
].colour
}[ wheels
[i
].state
]);
2575 skate_integrate( player
);
2576 vg_line_pt3( s
->state
.cog
, 0.02f
, VG__WHITE
);
2578 teleport_gate
*gate
;
2579 if( (gate
= world_intersect_gates( player
->rb
.co
, s
->state
.prev_pos
)) )
2581 m4x3_mulv( gate
->transport
, player
->rb
.co
, player
->rb
.co
);
2582 m3x3_mulv( gate
->transport
, player
->rb
.v
, player
->rb
.v
);
2583 m4x3_mulv( gate
->transport
, s
->state
.cog
, s
->state
.cog
);
2584 m3x3_mulv( gate
->transport
, s
->state
.cog_v
, s
->state
.cog_v
);
2585 m3x3_mulv( gate
->transport
, s
->state
.throw_v
, s
->state
.throw_v
);
2586 m3x3_mulv( gate
->transport
, s
->state
.head_position
,
2587 s
->state
.head_position
);
2589 v4f transport_rotation
;
2590 m3x3_q( gate
->transport
, transport_rotation
);
2591 q_mul( transport_rotation
, player
->rb
.q
, player
->rb
.q
);
2592 rb_update_transform( &player
->rb
);
2594 s
->state_gate_storage
= s
->state
;
2595 player__pass_gate( player
, gate
);
2599 VG_STATIC
void player__skate_im_gui( player_instance
*player
)
2601 struct player_skate
*s
= &player
->_skate
;
2603 /* FIXME: Compression */
2604 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player
->rb
.v
[0],
2607 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player
->rb
.co
[0],
2610 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",player
->rb
.w
[0],
2614 const char *activity_txt
[] =
2618 "undefined (INVALID)",
2619 "grind_any (INVALID)",
2628 player__debugtext( 1, "activity: %s", activity_txt
[s
->state
.activity
] );
2630 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2631 s
->state
.steerx_s
, s
->state
.steery_s
,
2632 k_steer_ground
, k_steer_air
);
2634 player__debugtext( 1, "flip: %.4f %.4f", s
->state
.flip_rate
,
2635 s
->state
.flip_time
);
2636 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2637 s
->state
.trick_vel
[0],
2638 s
->state
.trick_vel
[1],
2639 s
->state
.trick_vel
[2] );
2640 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2641 s
->state
.trick_euler
[0],
2642 s
->state
.trick_euler
[1],
2643 s
->state
.trick_euler
[2] );
2646 VG_STATIC
void player__skate_animate( player_instance
*player
,
2647 player_animation
*dest
)
2649 struct player_skate
*s
= &player
->_skate
;
2650 struct player_avatar
*av
= player
->playeravatar
;
2651 struct skeleton
*sk
= &av
->sk
;
2654 float kheight
= 2.0f
,
2660 v3f cog_local
, cog_ideal
;
2661 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, cog_local
);
2663 v3_copy( s
->state
.up_dir
, cog_ideal
);
2664 v3_normalize( cog_ideal
);
2665 m3x3_mulv( player
->rb
.to_local
, cog_ideal
, cog_ideal
);
2667 v3_sub( cog_ideal
, cog_local
, offset
);
2670 v3_muls( offset
, 4.0f
, offset
);
2673 float curspeed
= v3_length( player
->rb
.v
),
2674 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2675 kicks
= (vg_randf()-0.5f
)*2.0f
*kickspeed
,
2676 sign
= vg_signf( kicks
);
2678 s
->wobble
[0] = vg_lerpf( s
->wobble
[0], kicks
*kicks
*sign
, 6.0f
*vg
.time_delta
);
2679 s
->wobble
[1] = vg_lerpf( s
->wobble
[1], s
->wobble
[0], 2.4f
*vg
.time_delta
);
2682 offset
[0] += s
->wobble
[1]*3.0f
;
2687 offset
[0]=vg_clampf(offset
[0],-0.8f
,0.8f
)*(1.0f
-fabsf(s
->blend_slide
)*0.9f
);
2688 offset
[1]=vg_clampf(offset
[1],-0.5f
,0.0f
);
2691 * Animation blending
2692 * ===========================================
2697 float desired
= vg_clampf( fabsf( s
->state
.slip
), 0.0f
, 1.0f
);
2698 s
->blend_slide
= vg_lerpf( s
->blend_slide
, desired
, 2.4f
*vg
.time_delta
);
2701 /* movement information */
2703 int iair
= s
->state
.activity
== k_skate_activity_air
;
2705 float dirz
= s
->state
.reverse
> 0.0f
? 0.0f
: 1.0f
,
2706 dirx
= s
->state
.slip
< 0.0f
? 0.0f
: 1.0f
,
2707 fly
= iair
? 1.0f
: 0.0f
;
2709 s
->blend_z
= vg_lerpf( s
->blend_z
, dirz
, 2.4f
*vg
.time_delta
);
2710 s
->blend_x
= vg_lerpf( s
->blend_x
, dirx
, 0.6f
*vg
.time_delta
);
2711 s
->blend_fly
= vg_lerpf( s
->blend_fly
, fly
, 2.4f
*vg
.time_delta
);
2714 mdl_keyframe apose
[32], bpose
[32];
2715 mdl_keyframe ground_pose
[32];
2717 /* when the player is moving fast he will crouch down a little bit */
2718 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2719 s
->blend_stand
= vg_lerpf( s
->blend_stand
, stand
, 6.0f
*vg
.time_delta
);
2722 float dir_frame
= s
->blend_z
* (15.0f
/30.0f
),
2723 stand_blend
= offset
[1]*-2.0f
;
2726 m4x3_mulv( player
->rb
.to_local
, s
->state
.cog
, local_cog
);
2728 stand_blend
= vg_clampf( 1.0f
-local_cog
[1], 0, 1 );
2730 skeleton_sample_anim( sk
, s
->anim_stand
, dir_frame
, apose
);
2731 skeleton_sample_anim( sk
, s
->anim_highg
, dir_frame
, bpose
);
2732 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2735 float slide_frame
= s
->blend_x
* (15.0f
/30.0f
);
2736 skeleton_sample_anim( sk
, s
->anim_slide
, slide_frame
, bpose
);
2737 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_slide
, apose
);
2740 double push_time
= vg
.time
- s
->state
.start_push
;
2741 s
->blend_push
= vg_lerpf( s
->blend_push
,
2742 (vg
.time
- s
->state
.cur_push
) < 0.125,
2743 6.0f
*vg
.time_delta
);
2745 float pt
= push_time
+ vg
.accumulator
;
2746 if( s
->state
.reverse
> 0.0f
)
2747 skeleton_sample_anim( sk
, s
->anim_push
, pt
, bpose
);
2749 skeleton_sample_anim( sk
, s
->anim_push_reverse
, pt
, bpose
);
2751 skeleton_lerp_pose( sk
, apose
, bpose
, s
->blend_push
, apose
);
2754 float jump_start_frame
= 14.0f
/30.0f
;
2756 float charge
= s
->state
.jump_charge
;
2757 s
->blend_jump
= vg_lerpf( s
->blend_jump
, charge
, 8.4f
*vg
.time_delta
);
2759 float setup_frame
= charge
* jump_start_frame
,
2760 setup_blend
= vg_minf( s
->blend_jump
, 1.0f
);
2762 float jump_frame
= (vg
.time
- s
->state
.jump_time
) + jump_start_frame
;
2763 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2764 setup_frame
= jump_frame
;
2766 struct skeleton_anim
*jump_anim
= s
->state
.jump_dir
?
2768 s
->anim_ollie_reverse
;
2770 skeleton_sample_anim_clamped( sk
, jump_anim
, setup_frame
, bpose
);
2771 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2774 mdl_keyframe air_pose
[32];
2776 float target
= -player
->input_js1h
->axis
.value
;
2777 s
->blend_airdir
= vg_lerpf( s
->blend_airdir
, target
, 2.4f
*vg
.time_delta
);
2779 float air_frame
= (s
->blend_airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2780 skeleton_sample_anim( sk
, s
->anim_air
, air_frame
, apose
);
2782 static v2f grab_choice
;
2784 v2f grab_input
= { player
->input_js2h
->axis
.value
,
2785 player
->input_js2v
->axis
.value
};
2786 v2_add( s
->state
.grab_mouse_delta
, grab_input
, grab_input
);
2787 if( v2_length2( grab_input
) <= 0.001f
)
2788 grab_input
[0] = -1.0f
;
2790 v2_normalize_clamp( grab_input
);
2791 v2_lerp( grab_choice
, grab_input
, 2.4f
*vg
.time_delta
, grab_choice
);
2793 float ang
= atan2f( grab_choice
[0], grab_choice
[1] ),
2794 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2795 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2797 skeleton_sample_anim( sk
, s
->anim_grabs
, grab_frame
, bpose
);
2798 skeleton_lerp_pose( sk
, apose
, bpose
, s
->state
.grabbing
, air_pose
);
2801 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, s
->blend_fly
, dest
->pose
);
2803 float add_grab_mod
= 1.0f
- s
->blend_fly
;
2805 /* additive effects */
2807 u32 apply_to
[] = { av
->id_hip
,
2811 av
->id_ik_elbow_r
};
2813 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2815 dest
->pose
[apply_to
[i
]-1].co
[0] += offset
[0]*add_grab_mod
;
2816 dest
->pose
[apply_to
[i
]-1].co
[2] += offset
[2]*add_grab_mod
;
2822 /* angle correction */
2823 if( v3_length2( s
->state
.up_dir
) > 0.001f
)
2826 m3x3_mulv( player
->rb
.to_local
, s
->state
.up_dir
, ndir
);
2827 v3_normalize( ndir
);
2829 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2831 float a
= v3_dot( ndir
, up
);
2832 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2837 v3_cross( up
, ndir
, axis
);
2838 q_axis_angle( q
, axis
, a
);
2840 mdl_keyframe
*kf_hip
= &dest
->pose
[av
->id_hip
-1];
2842 for( int i
=0; i
<vg_list_size(apply_to
); i
++ )
2844 mdl_keyframe
*kf
= &dest
->pose
[apply_to
[i
]-1];
2847 v3_sub( kf
->co
, kf_hip
->co
, v0
);
2848 q_mulv( q
, v0
, v0
);
2849 v3_add( v0
, kf_hip
->co
, kf
->co
);
2851 q_mul( q
, kf
->q
, kf
->q
);
2852 q_normalize( kf
->q
);
2856 m3x3_mulv( player
->rb
.to_world
, up
, p1
);
2857 m3x3_mulv( player
->rb
.to_world
, ndir
, p2
);
2859 vg_line_arrow( player
->rb
.co
, p1
, 0.25f
, VG__PINK
);
2860 vg_line_arrow( player
->rb
.co
, p2
, 0.25f
, VG__PINK
);
2865 mdl_keyframe
*kf_board
= &dest
->pose
[av
->id_board
-1],
2866 *kf_foot_l
= &dest
->pose
[av
->id_ik_foot_l
-1],
2867 *kf_foot_r
= &dest
->pose
[av
->id_ik_foot_r
-1];
2871 v4f qtrickr
, qyawr
, qpitchr
, qrollr
;
2875 v3_muls( s
->board_trick_residuald
, VG_TAUf
, eulerr
);
2877 q_axis_angle( qyawr
, (v3f
){0.0f
,1.0f
,0.0f
}, eulerr
[0] * 0.5f
);
2878 q_axis_angle( qpitchr
, (v3f
){1.0f
,0.0f
,0.0f
}, eulerr
[1] );
2879 q_axis_angle( qrollr
, (v3f
){0.0f
,0.0f
,1.0f
}, eulerr
[2] );
2881 q_mul( qpitchr
, qrollr
, qtrickr
);
2882 q_mul( qyawr
, qtrickr
, qtotal
);
2883 q_normalize( qtotal
);
2885 q_mul( qtotal
, kf_board
->q
, kf_board
->q
);
2888 /* trick rotation */
2889 v4f qtrick
, qyaw
, qpitch
, qroll
;
2891 v3_muls( s
->state
.trick_euler
, VG_TAUf
, euler
);
2893 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, euler
[0] * 0.5f
);
2894 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, euler
[1] );
2895 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, euler
[2] );
2897 q_mul( qpitch
, qroll
, qtrick
);
2898 q_mul( qyaw
, qtrick
, qtrick
);
2899 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
2900 q_normalize( kf_board
->q
);
2904 rb_extrapolate( &player
->rb
, dest
->root_co
, dest
->root_q
);
2905 v3_muladds( dest
->root_co
, player
->rb
.to_world
[1], -0.1f
, dest
->root_co
);
2907 float substep
= vg_clampf( vg
.accumulator
/ VG_TIMESTEP_FIXED
, 0.0f
, 1.0f
);
2909 v4f qresy
, qresx
, qresidual
;
2911 q_axis_angle( qresy
, player
->rb
.to_world
[1], s
->state
.steery_s
*substep
);
2912 q_axis_angle( qresx
, player
->rb
.to_world
[0], s
->state
.steerx_s
*substep
);
2914 q_mul( qresy
, qresx
, qresidual
);
2915 q_normalize( qresidual
);
2916 q_mul( dest
->root_q
, qresidual
, dest
->root_q
);
2917 q_normalize( dest
->root_q
);
2921 if( (s
->state
.activity
== k_skate_activity_air
) &&
2922 (fabsf(s
->state
.flip_rate
) > 0.01f
) )
2924 float t
= s
->state
.flip_time
+ s
->state
.flip_rate
*substep
*k_rb_delta
,
2925 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2926 distm
= s
->land_dist
* fabsf(s
->state
.flip_rate
) * 3.0f
,
2927 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2929 angle
= vg_lerpf( angle
, vg_signf(s
->state
.flip_rate
) * VG_TAUf
, blend
);
2931 q_axis_angle( qflip
, s
->state
.flip_axis
, angle
);
2932 q_mul( qflip
, dest
->root_q
, dest
->root_q
);
2933 q_normalize( dest
->root_q
);
2935 v3f rotation_point
, rco
;
2936 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 0.5f
, rotation_point
);
2937 v3_sub( dest
->root_co
, rotation_point
, rco
);
2939 q_mulv( qflip
, rco
, rco
);
2940 v3_add( rco
, rotation_point
, dest
->root_co
);
2944 VG_STATIC
void player__skate_post_animate( player_instance
*player
)
2946 struct player_skate
*s
= &player
->_skate
;
2947 struct player_avatar
*av
= player
->playeravatar
;
2949 player
->cam_velocity_influence
= 1.0f
;
2951 v3f head
= { 0.0f
, 1.8f
, 0.0f
}; /* FIXME: Viewpoint entity */
2952 m4x3_mulv( av
->sk
.final_mtx
[ av
->id_head
], head
, s
->state
.head_position
);
2953 m4x3_mulv( player
->rb
.to_local
, s
->state
.head_position
,
2954 s
->state
.head_position
);
2957 VG_STATIC
void player__skate_reset_animator( player_instance
*player
)
2959 struct player_skate
*s
= &player
->_skate
;
2961 if( s
->state
.activity
== k_skate_activity_air
)
2962 s
->blend_fly
= 1.0f
;
2964 s
->blend_fly
= 0.0f
;
2966 s
->blend_slide
= 0.0f
;
2969 s
->blend_stand
= 0.0f
;
2970 s
->blend_push
= 0.0f
;
2971 s
->blend_jump
= 0.0f
;
2972 s
->blend_airdir
= 0.0f
;
2975 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
)
2977 struct player_skate
*s
= &player
->_skate
;
2978 s
->state
.jump_charge
= 0.0f
;
2979 s
->state
.lift_frames
= 0;
2980 s
->state
.flip_rate
= 0.0f
;
2982 s
->state
.steery
= 0.0f
;
2983 s
->state
.steerx
= 0.0f
;
2984 s
->state
.steery_s
= 0.0f
;
2985 s
->state
.steerx_s
= 0.0f
;
2987 s
->state
.reverse
= 0.0f
;
2988 s
->state
.slip
= 0.0f
;
2989 v3_copy( player
->rb
.co
, s
->state
.prev_pos
);
2992 m3x3_identity( s
->state
.velocity_bias
);
2993 m3x3_identity( s
->state
.velocity_bias_pstep
);
2996 v3_zero( s
->state
.throw_v
);
2997 v3_zero( s
->state
.trick_vel
);
2998 v3_zero( s
->state
.trick_euler
);
3001 VG_STATIC
void player__skate_reset( player_instance
*player
,
3002 struct respawn_point
*rp
)
3004 struct player_skate
*s
= &player
->_skate
;
3005 v3_muladds( player
->rb
.co
, player
->rb
.to_world
[1], 1.0f
, s
->state
.cog
);
3006 v3_zero( player
->rb
.v
);
3007 v3_zero( s
->state
.cog_v
);
3008 v4_copy( rp
->q
, player
->rb
.q
);
3010 s
->state
.activity
= k_skate_activity_air
;
3011 s
->state
.activity_prev
= k_skate_activity_air
;
3013 player__skate_clear_mechanics( player
);
3014 player__skate_reset_animator( player
);
3016 v3_zero( s
->state
.head_position
);
3017 s
->state
.head_position
[1] = 1.8f
;
3020 #endif /* PLAYER_SKATE_C */