6 #include "vg/vg_perlin.h"
8 #include "ent_skateshop.h"
11 static void player__skate_bind(void){
12 struct player_avatar
*av
= localplayer
.playeravatar
;
13 struct skeleton
*sk
= &av
->sk
;
15 rb_update_transform( &localplayer
.rb
);
17 struct { struct skeleton_anim
**anim
; const char *name
; }
19 { &player_skate
.anim_grind
, "pose_grind" },
20 { &player_skate
.anim_grind_jump
, "pose_grind_jump" },
21 { &player_skate
.anim_stand
, "pose_stand" },
22 { &player_skate
.anim_highg
, "pose_highg" },
23 { &player_skate
.anim_air
, "pose_air" },
24 { &player_skate
.anim_slide
, "pose_slide" },
25 { &player_skate
.anim_push
, "push" },
26 { &player_skate
.anim_push_reverse
, "push_reverse" },
27 { &player_skate
.anim_ollie
, "ollie" },
28 { &player_skate
.anim_ollie_reverse
,"ollie_reverse" },
29 { &player_skate
.anim_grabs
, "grabs" }
32 for( u32 i
=0; i
<vg_list_size(bindings
); i
++ )
33 *bindings
[i
].anim
= skeleton_get_anim( sk
, bindings
[i
].name
);
36 static void player__skate_kill_audio(void){
38 if( player_skate
.aud_main
){
39 player_skate
.aud_main
=
40 audio_channel_fadeout( player_skate
.aud_main
, 0.1f
);
42 if( player_skate
.aud_air
){
43 player_skate
.aud_air
=
44 audio_channel_fadeout( player_skate
.aud_air
, 0.1f
);
46 if( player_skate
.aud_slide
){
47 player_skate
.aud_slide
=
48 audio_channel_fadeout( player_skate
.aud_slide
, 0.1f
);
54 * Collision detection routines
60 * Does collision detection on a sphere vs world, and applies some smoothing
61 * filters to the manifold afterwards
63 static int skate_collide_smooth( m4x3f mtx
, rb_sphere
*sphere
, rb_ct
*man
){
64 world_instance
*world
= world_current_instance();
67 len
= rb_sphere__scene( mtx
, sphere
, NULL
, &world
->rb_geo
.inf
.scene
, man
,
68 k_material_flag_walking
);
70 for( int i
=0; i
<len
; i
++ ){
71 man
[i
].rba
= &localplayer
.rb
;
75 rb_manifold_filter_coplanar( man
, len
, 0.03f
);
78 rb_manifold_filter_backface( man
, len
);
79 rb_manifold_filter_joint_edges( man
, len
, 0.03f
);
80 rb_manifold_filter_pairs( man
, len
, 0.03f
);
82 int new_len
= rb_manifold_apply_filtered( man
, len
);
96 static int skate_grind_scansq( v3f pos
, v3f dir
, float r
,
97 struct grind_info
*inf
){
98 world_instance
*world
= world_current_instance();
101 v3_copy( dir
, plane
);
102 v3_normalize( plane
);
103 plane
[3] = v3_dot( plane
, pos
);
106 v3_add( pos
, (v3f
){ r
, r
, r
}, box
[1] );
107 v3_sub( pos
, (v3f
){ r
, r
, r
}, box
[0] );
116 int sample_count
= 0;
122 v3_cross( plane
, localplayer
.basis
[1], support_axis
);
123 v3_normalize( support_axis
);
126 bh_iter_init_box( 0, &it
, box
);
129 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
130 u32
*ptri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
133 struct world_surface
*surf
= world_tri_index_surface(world
,ptri
[0]);
134 if( !(surf
->info
.flags
& k_material_flag_grindable
) )
137 for( int j
=0; j
<3; j
++ )
138 v3_copy( world
->scene_geo
.arrvertices
[ptri
[j
]].co
, tri
[j
] );
140 for( int j
=0; j
<3; j
++ ){
144 struct grind_sample
*sample
= &samples
[ sample_count
];
147 if( plane_segment( plane
, tri
[i0
], tri
[i1
], co
) ){
149 v3_sub( co
, pos
, d
);
150 if( v3_length2( d
) > r
*r
)
154 v3_sub( tri
[1], tri
[0], va
);
155 v3_sub( tri
[2], tri
[0], vb
);
156 v3_cross( va
, vb
, normal
);
158 sample
->normal
[0] = v3_dot( support_axis
, normal
);
159 sample
->normal
[1] = v3_dot( localplayer
.basis
[1], normal
);
160 sample
->co
[0] = v3_dot( support_axis
, d
);
161 sample
->co
[1] = v3_dot( localplayer
.basis
[1], d
);
163 v3_copy( normal
, sample
->normal3
); /* normalize later
164 if we want to us it */
166 v3_muls( tri
[0], 1.0f
/3.0f
, sample
->centroid
);
167 v3_muladds( sample
->centroid
, tri
[1], 1.0f
/3.0f
, sample
->centroid
);
168 v3_muladds( sample
->centroid
, tri
[2], 1.0f
/3.0f
, sample
->centroid
);
170 v2_normalize( sample
->normal
);
173 if( sample_count
== vg_list_size( samples
) )
174 goto too_many_samples
;
181 if( sample_count
< 2 )
189 v2_fill( min_co
, INFINITY
);
190 v2_fill( max_co
, -INFINITY
);
192 v3_zero( average_direction
);
193 v3_zero( average_normal
);
195 int passed_samples
= 0;
197 for( int i
=0; i
<sample_count
-1; i
++ ){
198 struct grind_sample
*si
, *sj
;
202 for( int j
=i
+1; j
<sample_count
; j
++ ){
208 /* non overlapping */
209 if( v2_dist2( si
->co
, sj
->co
) >= (0.01f
*0.01f
) )
212 /* not sharp angle */
213 if( v2_dot( si
->normal
, sj
->normal
) >= 0.7f
)
218 v3_sub( sj
->centroid
, si
->centroid
, v0
);
219 if( v3_dot( v0
, si
->normal3
) >= 0.0f
||
220 v3_dot( v0
, sj
->normal3
) <= 0.0f
)
223 v2_minv( sj
->co
, min_co
, min_co
);
224 v2_maxv( sj
->co
, max_co
, max_co
);
227 v3_copy( si
->normal3
, n0
);
228 v3_copy( sj
->normal3
, n1
);
229 v3_cross( n0
, n1
, dir
);
232 /* make sure the directions all face a common hemisphere */
233 v3_muls( dir
, vg_signf(v3_dot(dir
,plane
)), dir
);
234 v3_add( average_direction
, dir
, average_direction
);
236 float yi
= v3_dot( localplayer
.basis
[1], si
->normal3
),
237 yj
= v3_dot( localplayer
.basis
[1], sj
->normal3
);
239 if( yi
> yj
) v3_add( si
->normal3
, average_normal
, average_normal
);
240 else v3_add( sj
->normal3
, average_normal
, average_normal
);
246 if( !passed_samples
)
249 if( (v3_length2( average_direction
) <= 0.001f
) ||
250 (v3_length2( average_normal
) <= 0.001f
) )
253 float div
= 1.0f
/(float)passed_samples
;
254 v3_normalize( average_direction
);
255 v3_normalize( average_normal
);
258 v2_add( min_co
, max_co
, average_coord
);
259 v2_muls( average_coord
, 0.5f
, average_coord
);
261 v3_muls( support_axis
, average_coord
[0], inf
->co
);
262 inf
->co
[1] += average_coord
[1];
263 v3_add( pos
, inf
->co
, inf
->co
);
264 v3_copy( average_normal
, inf
->n
);
265 v3_copy( average_direction
, inf
->dir
);
267 vg_line_point( inf
->co
, 0.02f
, VG__GREEN
);
268 vg_line_arrow( inf
->co
, average_direction
, 0.3f
, VG__GREEN
);
269 vg_line_arrow( inf
->co
, inf
->n
, 0.2f
, VG__CYAN
);
271 return passed_samples
;
274 static void reset_jump_info( jump_info
*inf
){
276 inf
->land_dist
= 0.0f
;
278 inf
->type
= k_prediction_unset
;
279 v3_zero( inf
->apex
);
282 static int create_jumps_to_hit_target( jump_info
*jumps
,
283 v3f target
, float max_angle_delta
,
285 /* calculate the exact 2 solutions to jump onto that grind spot */
288 v3_sub( target
, localplayer
.rb
.co
, v0
);
289 m3x3_mulv( localplayer
.invbasis
, v0
, v0
);
297 m3x3_mulv( localplayer
.invbasis
, localplayer
.rb
.v
, v_local
);
299 v2f d
= { v3_dot( ax
, v0
), v0
[1] },
300 v
= { v3_dot( ax
, v_local
), v_local
[1] };
302 float a
= atan2f( v
[1], v
[0] ),
304 root
= m
*m
*m
*m
- gravity
*(gravity
*d
[0]*d
[0] + 2.0f
*d
[1]*m
*m
);
309 root
= sqrtf( root
);
310 float a0
= atanf( (m
*m
+ root
) / (gravity
* d
[0]) ),
311 a1
= atanf( (m
*m
- root
) / (gravity
* d
[0]) );
313 if( fabsf(a0
-a
) < max_angle_delta
){
314 jump_info
*inf
= &jumps
[ valid_count
++ ];
315 reset_jump_info( inf
);
317 v3_muls( ax
, cosf( a0
) * m
, inf
->v
);
318 inf
->v
[1] += sinf( a0
) * m
;
319 m3x3_mulv( localplayer
.basis
, inf
->v
, inf
->v
);
320 inf
->land_dist
= d
[0] / (cosf(a0
)*m
);
321 inf
->gravity
= gravity
;
323 v3_copy( target
, inf
->log
[inf
->log_length
++] );
326 if( fabsf(a1
-a
) < max_angle_delta
){
327 jump_info
*inf
= &jumps
[ valid_count
++ ];
328 reset_jump_info( inf
);
330 v3_muls( ax
, cosf( a1
) * m
, inf
->v
);
331 inf
->v
[1] += sinf( a1
) * m
;
332 m3x3_mulv( localplayer
.basis
, inf
->v
, inf
->v
);
333 inf
->land_dist
= d
[0] / (cosf(a1
)*m
);
334 inf
->gravity
= gravity
;
336 v3_copy( target
, inf
->log
[inf
->log_length
++] );
343 static void player__approximate_best_trajectory(void){
344 world_instance
*world0
= world_current_instance();
346 float k_trace_delta
= k_rb_delta
* 10.0f
;
347 struct player_skate_state
*state
= &player_skate
.state
;
349 state
->air_start
= vg
.time
;
350 v3_copy( localplayer
.rb
.v
, state
->air_init_v
);
351 v3_copy( localplayer
.rb
.co
, state
->air_init_co
);
353 player_skate
.possible_jump_count
= 0;
356 v3_cross( localplayer
.rb
.v
, localplayer
.rb
.to_world
[1], axis
);
357 v3_normalize( axis
);
359 /* at high slopes, Y component is low */
360 float upness
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.basis
[1] ),
361 angle_begin
= -(1.0f
-fabsf( upness
)),
364 struct grind_info grind
;
365 int grind_located
= 0;
366 float grind_located_gravity
= k_gravity
;
369 v3f launch_v_bounds
[2];
371 for( int i
=0; i
<2; i
++ ){
372 v3_copy( localplayer
.rb
.v
, launch_v_bounds
[i
] );
373 float ang
= (float[]){ angle_begin
, angle_end
}[ i
];
377 q_axis_angle( qbias
, axis
, ang
);
378 q_mulv( qbias
, launch_v_bounds
[i
], launch_v_bounds
[i
] );
381 for( int m
=0;m
<=30; m
++ ){
383 &player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ];
384 reset_jump_info( inf
);
386 v3f launch_co
, launch_v
, co0
, co1
;
387 v3_copy( localplayer
.rb
.co
, launch_co
);
388 v3_copy( localplayer
.rb
.v
, launch_v
);
389 v3_copy( launch_co
, co0
);
390 world_instance
*trace_world
= world0
;
392 float vt
= (float)m
* (1.0f
/30.0f
),
393 ang
= vg_lerpf( angle_begin
, angle_end
, vt
) * 0.15f
;
396 q_axis_angle( qbias
, axis
, ang
);
397 q_mulv( qbias
, launch_v
, launch_v
);
399 float yaw_sketch
= 1.0f
-fabsf(upness
);
401 float yaw_bias
= ((float)(m
%3) - 1.0f
) * 0.08f
* yaw_sketch
;
402 q_axis_angle( qbias
, localplayer
.rb
.to_world
[1], yaw_bias
);
403 q_mulv( qbias
, launch_v
, launch_v
);
405 float gravity_bias
= vg_lerpf( 0.85f
, 1.4f
, vt
),
406 gravity
= k_gravity
* gravity_bias
;
407 inf
->gravity
= gravity
;
408 v3_copy( launch_v
, inf
->v
);
411 m3x3_copy( localplayer
.basis
, basis
);
413 for( int i
=1; i
<=50; i
++ ){
414 float t
= (float)i
* k_trace_delta
;
416 v3_muls( launch_v
, t
, co1
);
417 v3_muladds( co1
, basis
[1], -0.5f
* gravity
* t
*t
, co1
);
418 v3_add( launch_co
, co1
, co1
);
420 float launch_vy
= v3_dot( launch_v
,basis
[1] );
422 int search_for_grind
= 1;
423 if( grind_located
) search_for_grind
= 0;
424 if( launch_vy
- gravity
*t
> 0.0f
) search_for_grind
= 0;
428 v3f closest
={0.0f
,0.0f
,0.0f
};
429 if( search_for_grind
){
430 if( bh_closest_point(trace_world
->geo_bh
,co1
,closest
,1.0f
) != -1 ){
431 float min_dist
= 0.75f
;
432 min_dist
*= min_dist
;
434 if( v3_dist2( closest
, launch_co
) < min_dist
)
435 search_for_grind
= 0;
439 for( int j
=0; j
<2; j
++ ){
440 v3_muls( launch_v_bounds
[j
], t
, bound
[j
] );
441 v3_muladds( bound
[j
], basis
[1], -0.5f
*gravity
*t
*t
, bound
[j
] );
442 v3_add( launch_co
, bound
[j
], bound
[j
] );
445 float limh
= vg_minf( 2.0f
, t
),
446 minh
= vg_minf( bound
[0][1], bound
[1][1] )-limh
,
447 maxh
= vg_maxf( bound
[0][1], bound
[1][1] )+limh
;
449 if( (closest
[1] < minh
) || (closest
[1] > maxh
) ){
450 search_for_grind
= 0;
454 search_for_grind
= 0;
457 if( search_for_grind
){
459 v3_copy( launch_v
, ve
);
460 v3_muladds( ve
, basis
[1], -gravity
* t
, ve
);
462 if( skate_grind_scansq( closest
, ve
, 0.5f
, &grind
) ){
463 /* check alignment */
464 v2f v0
= { v3_dot( ve
, basis
[0] ),
465 v3_dot( ve
, basis
[2] ) },
466 v1
= { v3_dot( grind
.dir
, basis
[0] ),
467 v3_dot( grind
.dir
, basis
[2] ) };
472 float a
= v2_dot( v0
, v1
);
474 float a_min
= cosf( VG_PIf
* 0.185f
);
475 if( state
->grind_cooldown
)
476 a_min
= cosf( VG_PIf
* 0.05f
);
479 if( (fabsf(v3_dot( ve
, grind
.dir
))>=k_grind_axel_min_vel
) &&
481 (fabsf(grind
.dir
[1]) < 0.70710678118654752f
))
484 grind_located_gravity
= inf
->gravity
;
489 if( trace_world
->rendering_gate
){
490 ent_gate
*gate
= trace_world
->rendering_gate
;
491 if( gate_intersect( gate
, co1
, co0
) ){
492 m4x3_mulv( gate
->transport
, co0
, co0
);
493 m4x3_mulv( gate
->transport
, co1
, co1
);
494 m3x3_mulv( gate
->transport
, launch_v
, launch_v
);
495 m4x3_mulv( gate
->transport
, launch_co
, launch_co
);
496 m3x3_mul( gate
->transport
, basis
, basis
);
498 if( gate
->flags
& k_ent_gate_nonlocal
){
499 trace_world
= &world_static
.instances
[ gate
->target
];
507 float scan_radius
= k_board_radius
;
508 scan_radius
*= vg_clampf( t
, 0.02f
, 1.0f
);
510 int idx
= spherecast_world( trace_world
, co0
, co1
, scan_radius
, &t1
, n
,
511 k_material_flag_walking
);
514 v3_lerp( co0
, co1
, t1
, co
);
515 v3_copy( co
, inf
->log
[ inf
->log_length
++ ] );
517 v3_copy( n
, inf
->n
);
518 u32
*tri
= &trace_world
->scene_geo
.arrindices
[ idx
*3 ];
519 struct world_surface
*surf
=
520 world_tri_index_surface( trace_world
, tri
[0] );
522 inf
->type
= k_prediction_land
;
525 v3_copy( launch_v
, ve
);
526 v3_muladds( ve
, localplayer
.basis
[1], -gravity
* t
, ve
);
528 inf
->score
= -v3_dot( ve
, inf
->n
);
529 inf
->land_dist
= t
+ k_trace_delta
* t1
;
531 /* Bias prediction towords ramps */
532 if( !(surf
->info
.flags
& k_material_flag_skate_target
) )
535 if( surf
->info
.flags
& k_material_flag_boundary
)
536 player_skate
.possible_jump_count
--;
542 v3_copy( co1
, inf
->log
[ inf
->log_length
++ ] );
546 if( inf
->type
== k_prediction_unset
)
547 player_skate
.possible_jump_count
--;
551 jump_info grind_jumps
[2];
554 create_jumps_to_hit_target( grind_jumps
, grind
.co
,
555 0.175f
*VG_PIf
, grind_located_gravity
);
557 /* knock out original landing points in the 1m area */
558 for( u32 j
=0; j
<player_skate
.possible_jump_count
; j
++ ){
559 jump_info
*jump
= &player_skate
.possible_jumps
[ j
];
560 float dist
= v3_dist2( jump
->log
[jump
->log_length
-1], grind
.co
);
561 float descale
= 1.0f
-vg_minf(1.0f
,dist
);
562 jump
->score
+= descale
*3.0f
;
565 for( int i
=0; i
<valid_count
; i
++ ){
566 jump_info
*jump
= &grind_jumps
[i
];
567 jump
->type
= k_prediction_grind
;
569 v3f launch_v
, launch_co
, co0
, co1
;
571 v3_copy( jump
->v
, launch_v
);
572 v3_copy( localplayer
.rb
.co
, launch_co
);
575 m3x3_copy( localplayer
.basis
, basis
);
577 float t
= 0.05f
* jump
->land_dist
;
578 v3_muls( launch_v
, t
, co0
);
579 v3_muladds( co0
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co0
);
580 v3_add( launch_co
, co0
, co0
);
582 /* rough scan to make sure we dont collide with anything */
583 for( int j
=1; j
<=16; j
++ ){
584 t
= (float)j
*(1.0f
/16.0f
);
587 t
*= jump
->land_dist
;
589 v3_muls( launch_v
, t
, co1
);
590 v3_muladds( co1
, basis
[1], -0.5f
* jump
->gravity
* t
*t
, co1
);
591 v3_add( launch_co
, co1
, co1
);
596 int idx
= spherecast_world( world0
, co0
,co1
,
597 k_board_radius
*0.1f
, &t1
, n
,
598 k_material_flag_walking
);
600 goto invalidated_grind
;
606 v3_copy( grind
.n
, jump
->n
);
608 /* determine score */
610 v3_copy( jump
->v
, ve
);
611 v3_muladds( ve
, localplayer
.basis
[1],
612 -jump
->gravity
*jump
->land_dist
, ve
);
613 jump
->score
= -v3_dot( ve
, grind
.n
) * 0.9f
;
615 player_skate
.possible_jumps
[ player_skate
.possible_jump_count
++ ] =
624 float score_min
= INFINITY
,
625 score_max
= -INFINITY
;
627 jump_info
*best
= NULL
;
629 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
630 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
632 if( jump
->score
< score_min
)
635 score_min
= vg_minf( score_min
, jump
->score
);
636 score_max
= vg_maxf( score_max
, jump
->score
);
639 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
640 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
641 float s
= jump
->score
;
644 s
/= (score_max
-score_min
);
648 jump
->colour
= s
* 255.0f
;
652 else if( jump
->type
== k_prediction_land
)
655 jump
->colour
|= 0xff000000;
659 v3_copy( best
->n
, state
->land_normal
);
660 v3_copy( best
->v
, localplayer
.rb
.v
);
661 state
->land_dist
= best
->land_dist
;
662 state
->gravity_bias
= best
->gravity
;
664 if( best
->type
== k_prediction_grind
){
665 state
->activity
= k_skate_activity_air_to_grind
;
669 joystick_state( k_srjoystick_steer
, steer
);
670 v2_normalize_clamp( steer
);
672 if( (fabsf(steer
[1]) > 0.5f
) && (state
->land_dist
>= 1.5f
) ){
673 state
->flip_rate
= (1.0f
/state
->land_dist
) * vg_signf(steer
[1]) *
675 state
->flip_time
= 0.0f
;
676 v3_copy( localplayer
.rb
.to_world
[0], state
->flip_axis
);
679 state
->flip_rate
= 0.0f
;
680 v3_zero( state
->flip_axis
);
684 v3_copy( localplayer
.basis
[1], state
->land_normal
);
690 * Varius physics models
691 * ------------------------------------------------
695 * Air control, no real physics
697 static void skate_apply_air_model(void){
698 struct player_skate_state
*state
= &player_skate
.state
;
700 if( state
->activity_prev
> k_skate_activity_air_to_grind
)
701 player__approximate_best_trajectory();
703 float angle
= v3_dot( localplayer
.rb
.to_world
[1], state
->land_normal
);
704 angle
= vg_clampf( angle
, -1.0f
, 1.0f
);
706 v3_cross( localplayer
.rb
.to_world
[1], state
->land_normal
, axis
);
709 q_axis_angle( correction
, axis
,
710 acosf(angle
)*2.0f
*VG_TIMESTEP_FIXED
);
711 q_mul( correction
, localplayer
.rb
.q
, localplayer
.rb
.q
);
714 static enum trick_type
player_skate_trick_input(void);
715 static void skate_apply_trick_model(void){
716 struct player_skate_state
*state
= &player_skate
.state
;
719 v3f strength
= { 3.7f
, 3.6f
, 8.0f
};
721 v3_muls( state
->trick_residualv
, -4.0f
, Fd
);
722 v3_muls( state
->trick_residuald
, -10.0f
, Fs
);
724 v3_mul( strength
, F
, F
);
726 v3_muladds( state
->trick_residualv
, F
, k_rb_delta
,
727 state
->trick_residualv
);
728 v3_muladds( state
->trick_residuald
, state
->trick_residualv
,
729 k_rb_delta
, state
->trick_residuald
);
731 if( state
->activity
<= k_skate_activity_air_to_grind
){
732 if( v3_length2( state
->trick_vel
) < 0.0001f
)
735 int carry_on
= player_skate_trick_input();
737 /* we assume velocities share a common divisor, in which case the
738 * interval is the minimum value (if not zero) */
740 float min_rate
= 99999.0f
;
742 for( int i
=0; i
<3; i
++ ){
743 float v
= state
->trick_vel
[i
];
744 if( (v
> 0.0f
) && (v
< min_rate
) )
748 float interval
= 1.0f
/ min_rate
,
749 current
= floorf( state
->trick_time
/ interval
),
750 next_end
= (current
+1.0f
) * interval
;
753 /* integrate trick velocities */
754 v3_muladds( state
->trick_euler
, state
->trick_vel
, k_rb_delta
,
755 state
->trick_euler
);
757 if( !carry_on
&& (state
->trick_time
+ k_rb_delta
>= next_end
) ){
758 state
->trick_time
= 0.0f
;
759 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
760 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
761 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
762 v3_copy( state
->trick_vel
, state
->trick_residualv
);
763 v3_zero( state
->trick_vel
);
766 state
->trick_time
+= k_rb_delta
;
769 if( (v3_length2(state
->trick_vel
) >= 0.0001f
) &&
770 state
->trick_time
> 0.2f
)
772 player__skate_kill_audio();
773 player__dead_transition();
776 state
->trick_euler
[0] = roundf( state
->trick_euler
[0] );
777 state
->trick_euler
[1] = roundf( state
->trick_euler
[1] );
778 state
->trick_euler
[2] = roundf( state
->trick_euler
[2] );
779 state
->trick_time
= 0.0f
;
780 v3_zero( state
->trick_vel
);
784 static void skate_apply_grab_model(void){
785 struct player_skate_state
*state
= &player_skate
.state
;
787 float grabt
= axis_state( k_sraxis_grab
);
790 v2_muladds( state
->grab_mouse_delta
, vg
.mouse_delta
, 0.02f
,
791 state
->grab_mouse_delta
);
793 v2_normalize_clamp( state
->grab_mouse_delta
);
796 v2_zero( state
->grab_mouse_delta
);
798 state
->grabbing
= vg_lerpf( state
->grabbing
, grabt
, 8.4f
*k_rb_delta
);
801 static void skate_apply_steering_model(void){
802 struct player_skate_state
*state
= &player_skate
.state
;
805 joystick_state( k_srjoystick_steer
, jsteer
);
808 float steer
= jsteer
[0],
809 grab
= axis_state( k_sraxis_grab
);
811 steer
= vg_signf( steer
) * steer
*steer
* k_steer_ground
;
814 v3_muls( localplayer
.rb
.to_world
[1], -vg_signf( steer
), steer_axis
);
819 if( state
->activity
<= k_skate_activity_air_to_grind
){
820 rate
= 6.0f
* fabsf(steer
);
824 /* rotate slower when grabbing on ground */
825 steer
*= (1.0f
-(state
->jump_charge
+grab
)*0.4f
);
827 if( state
->activity
== k_skate_activity_grind_5050
){
832 else if( state
->activity
>= k_skate_activity_grind_any
){
833 rate
*= fabsf(steer
);
835 float a
= 0.8f
* -steer
* k_rb_delta
;
838 q_axis_angle( q
, localplayer
.rb
.to_world
[1], a
);
839 q_mulv( q
, player_skate
.grind_vec
, player_skate
.grind_vec
);
841 v3_normalize( player_skate
.grind_vec
);
844 else if( state
->manual_direction
){
850 top
*= 1.0f
+v3_length( state
->throw_v
)*k_mmthrow_steer
;
854 float current
= v3_dot( localplayer
.rb
.to_world
[1], localplayer
.rb
.w
),
855 addspeed
= (steer
* -top
) - current
,
856 maxaccel
= rate
* k_rb_delta
,
857 accel
= vg_clampf( addspeed
, -maxaccel
, maxaccel
);
859 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1],
860 accel
, localplayer
.rb
.w
);
864 * Computes friction and surface interface model
866 static void skate_apply_friction_model(void){
867 struct player_skate_state
*state
= &player_skate
.state
;
870 * Computing localized friction forces for controlling the character
871 * Friction across X is significantly more than Z
875 m3x3_mulv( localplayer
.rb
.to_local
, localplayer
.rb
.v
, vel
);
878 if( fabsf(vel
[2]) > 0.01f
)
879 slip
= fabsf(-vel
[0] / vel
[2]) * vg_signf(vel
[0]);
881 if( fabsf( slip
) > 1.2f
)
882 slip
= vg_signf( slip
) * 1.2f
;
885 state
->reverse
= -vg_signf(vel
[2]);
887 vel
[0] += vg_cfrictf( vel
[0], k_friction_lat
* k_rb_delta
);
888 vel
[2] += vg_cfrictf( vel
[2], k_friction_resistance
* k_rb_delta
);
890 /* Pushing additive force */
892 if( !button_press( k_srbind_jump
) ){
893 if( button_press( k_srbind_push
) || (vg
.time
-state
->start_push
<0.75) )
895 if( (vg
.time
- state
->cur_push
) > 0.25 )
896 state
->start_push
= vg
.time
;
898 state
->cur_push
= vg
.time
;
900 double push_time
= vg
.time
- state
->start_push
;
902 float cycle_time
= push_time
*k_push_cycle_rate
,
903 accel
= k_push_accel
* (sinf(cycle_time
)*0.5f
+0.5f
),
904 amt
= accel
* VG_TIMESTEP_FIXED
,
905 current
= v3_length( vel
),
906 new_vel
= vg_minf( current
+ amt
, k_max_push_speed
),
907 delta
= new_vel
- vg_minf( current
, k_max_push_speed
);
909 vel
[2] += delta
* -state
->reverse
;
913 /* Send back to velocity */
914 m3x3_mulv( localplayer
.rb
.to_world
, vel
, localplayer
.rb
.v
);
917 static void skate_apply_jump_model(void){
918 struct player_skate_state
*state
= &player_skate
.state
;
919 int charging_jump_prev
= state
->charging_jump
;
920 state
->charging_jump
= button_press( k_srbind_jump
);
922 /* Cannot charge this in air */
923 if( state
->activity
<= k_skate_activity_air_to_grind
){
924 state
->charging_jump
= 0;
928 if( state
->charging_jump
){
929 state
->jump_charge
+= k_rb_delta
* k_jump_charge_speed
;
931 if( !charging_jump_prev
)
932 state
->jump_dir
= state
->reverse
>0.0f
? 1: 0;
935 state
->jump_charge
-= k_jump_charge_speed
* k_rb_delta
;
938 state
->jump_charge
= vg_clampf( state
->jump_charge
, 0.0f
, 1.0f
);
940 /* player let go after charging past 0.2: trigger jump */
941 if( (!state
->charging_jump
) && (state
->jump_charge
> 0.2f
) ){
944 /* Launch more up if alignment is up else improve velocity */
945 float aup
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.to_world
[1] ),
947 dir
= mod
+ fabsf(aup
)*(1.0f
-mod
);
949 if( state
->activity
== k_skate_activity_ground
){
950 v3_copy( localplayer
.rb
.v
, jumpdir
);
951 v3_normalize( jumpdir
);
952 v3_muls( jumpdir
, 1.0f
-dir
, jumpdir
);
953 v3_muladds( jumpdir
, localplayer
.rb
.to_world
[1], dir
, jumpdir
);
954 v3_normalize( jumpdir
);
956 v3_copy( state
->up_dir
, jumpdir
);
957 state
->grind_cooldown
= 30;
958 state
->activity
= k_skate_activity_ground
;
961 joystick_state( k_srjoystick_steer
, steer
);
963 float tilt
= steer
[0] * 0.3f
;
964 tilt
*= vg_signf(v3_dot( localplayer
.rb
.v
,
965 player_skate
.grind_dir
));
968 q_axis_angle( qtilt
, player_skate
.grind_dir
, tilt
);
969 q_mulv( qtilt
, jumpdir
, jumpdir
);
971 state
->surface_cooldown
= 10;
973 float force
= k_jump_force
*state
->jump_charge
;
974 v3_muladds( localplayer
.rb
.v
, jumpdir
, force
, localplayer
.rb
.v
);
975 state
->jump_charge
= 0.0f
;
976 state
->jump_time
= vg
.time
;
979 audio_oneshot_3d( &audio_jumps
[vg_randu32()%2],
980 localplayer
.rb
.co
,40.0f
,1.0f
);
985 static void skate_apply_pump_model(void){
986 struct player_skate_state
*state
= &player_skate
.state
;
988 if( state
->activity
!= k_skate_activity_ground
){
989 v3_zero( state
->throw_v
);
993 /* Throw / collect routine
995 if( axis_state( k_sraxis_grab
) > 0.5f
){
996 if( state
->activity
== k_skate_activity_ground
){
998 v3_muls( localplayer
.rb
.to_world
[1], k_mmthrow_scale
, state
->throw_v
);
1003 float doty
= v3_dot( localplayer
.rb
.to_world
[1], state
->throw_v
);
1006 v3_muladds( state
->throw_v
, localplayer
.rb
.to_world
[1], -doty
, Fl
);
1008 if( state
->activity
== k_skate_activity_ground
){
1009 if( v3_length2(localplayer
.rb
.v
)<(20.0f
*20.0f
) ){
1010 v3_muladds( localplayer
.rb
.v
, Fl
,
1011 k_mmcollect_lat
, localplayer
.rb
.v
);
1013 v3_muladds( state
->throw_v
, Fl
, -k_mmcollect_lat
, state
->throw_v
);
1016 v3_muls( localplayer
.rb
.to_world
[1], -doty
, Fv
);
1017 v3_muladds( localplayer
.rb
.v
, Fv
, k_mmcollect_vert
, localplayer
.rb
.v
);
1018 v3_muladds( state
->throw_v
, Fv
, k_mmcollect_vert
, state
->throw_v
);
1022 if( v3_length2( state
->throw_v
) > 0.0001f
){
1024 v3_copy( state
->throw_v
, dir
);
1025 v3_normalize( dir
);
1027 float max
= v3_dot( dir
, state
->throw_v
),
1028 amt
= vg_minf( k_mmdecay
* k_rb_delta
, max
);
1029 v3_muladds( state
->throw_v
, dir
, -amt
, state
->throw_v
);
1033 static void skate_apply_cog_model(void){
1034 struct player_skate_state
*state
= &player_skate
.state
;
1036 v3f ideal_cog
, ideal_diff
, ideal_dir
;
1037 v3_copy( state
->up_dir
, ideal_dir
);
1038 v3_normalize( ideal_dir
);
1040 float grab
= axis_state( k_sraxis_grab
);
1041 v3_muladds( localplayer
.rb
.co
, ideal_dir
, 1.0f
-grab
, ideal_cog
);
1042 v3_sub( ideal_cog
, state
->cog
, ideal_diff
);
1044 /* Apply velocities */
1046 v3_sub( localplayer
.rb
.v
, state
->cog_v
, rv
);
1049 v3_muls( ideal_diff
, -k_cog_spring
* k_rb_rate
, F
);
1050 v3_muladds( F
, rv
, -k_cog_damp
* k_rb_rate
, F
);
1052 float ra
= k_cog_mass_ratio
,
1053 rb
= 1.0f
-k_cog_mass_ratio
;
1055 /* Apply forces & intergrate */
1056 v3_muladds( state
->cog_v
, F
, -rb
, state
->cog_v
);
1057 v3_muladds( state
->cog_v
, localplayer
.basis
[1], -9.8f
* k_rb_delta
,
1060 v3_muladds( state
->cog
, state
->cog_v
, k_rb_delta
, state
->cog
);
1063 static void skate_integrate(void){
1064 struct player_skate_state
*state
= &player_skate
.state
;
1066 float rate_x
= 1.0f
- (k_rb_delta
* 3.0f
),
1070 if( state
->activity
>= k_skate_activity_grind_any
){
1071 rate_x
= 1.0f
-(16.0f
*k_rb_delta
);
1072 rate_y
= 1.0f
-(10.0f
*k_rb_delta
);
1073 rate_z
= 1.0f
-(40.0f
*k_rb_delta
);
1076 float wx
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[0] ) * rate_x
,
1077 wy
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1] ) * rate_y
,
1078 wz
= v3_dot( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2] ) * rate_z
;
1080 v3_muls( localplayer
.rb
.to_world
[0], wx
, localplayer
.rb
.w
);
1081 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[1], wy
,
1083 v3_muladds( localplayer
.rb
.w
, localplayer
.rb
.to_world
[2], wz
,
1086 state
->flip_time
+= state
->flip_rate
* k_rb_delta
;
1087 rb_update_transform( &localplayer
.rb
);
1090 static enum trick_type
player_skate_trick_input(void){
1091 return (button_press( k_srbind_trick0
) ) |
1092 (button_press( k_srbind_trick1
) << 1) |
1093 (button_press( k_srbind_trick2
) << 1) |
1094 (button_press( k_srbind_trick2
) );
1097 static void player__skate_pre_update(void){
1098 struct player_skate_state
*state
= &player_skate
.state
;
1100 if( button_down( k_srbind_use
) ){
1101 localplayer
.subsystem
= k_player_subsystem_walk
;
1104 v3_copy( localplayer
.cam
.angles
, localplayer
.angles
);
1105 localplayer
.angles
[2] = 0.0f
;
1107 player__begin_holdout();
1108 player__skate_kill_audio();
1109 player__walk_transition();
1113 if( state
->activity
<= k_skate_activity_air_to_grind
){
1114 enum trick_type trick
= k_trick_type_none
;
1115 if( (trick
= player_skate_trick_input()) ){
1116 if( (vg
.time
- state
->jump_time
) < 0.1f
){
1117 v3_zero( state
->trick_vel
);
1118 state
->trick_time
= 0.0f
;
1120 if( trick
== k_trick_type_kickflip
){
1121 state
->trick_vel
[0] = 3.0f
;
1123 else if( trick
== k_trick_type_shuvit
){
1124 state
->trick_vel
[2] = 3.0f
;
1126 else if( trick
== k_trick_type_treflip
){
1127 state
->trick_vel
[0] = 2.0f
;
1128 state
->trick_vel
[2] = 2.0f
;
1130 state
->trick_type
= trick
;
1135 state
->trick_type
= k_trick_type_none
;
1138 static void player__skate_post_update(void){
1139 struct player_skate_state
*state
= &player_skate
.state
;
1141 for( int i
=0; i
<player_skate
.possible_jump_count
; i
++ ){
1142 jump_info
*jump
= &player_skate
.possible_jumps
[i
];
1144 if( jump
->log_length
== 0 ){
1145 vg_fatal_error( "assert: jump->log_length == 0\n" );
1148 for( int j
=0; j
<jump
->log_length
- 1; j
++ ){
1149 float brightness
= jump
->score
*jump
->score
*jump
->score
;
1151 v3_lerp( jump
->log
[j
], jump
->log
[j
+1], brightness
, p1
);
1152 vg_line( jump
->log
[j
], p1
, jump
->colour
);
1155 vg_line_cross( jump
->log
[jump
->log_length
-1], jump
->colour
, 0.25f
);
1158 v3_add( jump
->log
[jump
->log_length
-1], jump
->n
, p1
);
1159 vg_line( jump
->log
[jump
->log_length
-1], p1
, 0xffffffff );
1161 vg_line_point( jump
->apex
, 0.02f
, 0xffffffff );
1166 float air
= state
->activity
<= k_skate_activity_air_to_grind
? 1.0f
: 0.0f
,
1167 speed
= v3_length( localplayer
.rb
.v
),
1168 attn
= vg_minf( 1.0f
, speed
*0.1f
),
1169 slide
= vg_clampf( fabsf(state
->slip
), 0.0f
, 1.0f
);
1171 if( state
->activity
>= k_skate_activity_grind_any
){
1175 f32 gate
= skaterift
.time_rate
,
1176 vol_main
= sqrtf( (1.0f
-air
)*attn
*(1.0f
-slide
) * 0.4f
) * gate
,
1177 vol_air
= sqrtf( air
*attn
* 0.5f
) * gate
,
1178 vol_slide
= sqrtf( (1.0f
-air
)*attn
*slide
* 0.25f
) * gate
;
1180 const u32 flags
= AUDIO_FLAG_SPACIAL_3D
|AUDIO_FLAG_LOOP
;
1182 if( !player_skate
.aud_air
){
1183 player_skate
.aud_air
= audio_get_first_idle_channel();
1184 if( player_skate
.aud_air
)
1185 audio_channel_init( player_skate
.aud_air
, &audio_board
[1], flags
);
1188 if( !player_skate
.aud_slide
){
1189 player_skate
.aud_slide
= audio_get_first_idle_channel();
1190 if( player_skate
.aud_slide
)
1191 audio_channel_init( player_skate
.aud_slide
, &audio_board
[2], flags
);
1195 /* brrrrrrrrrrrt sound for tiles and stuff
1196 * --------------------------------------------------------*/
1197 float sidechain_amt
= 0.0f
,
1198 hz
= vg_maxf( speed
* 2.0f
, 2.0f
);
1200 if( (player_skate
.surface
== k_surface_prop_tiles
) &&
1201 (state
->activity
< k_skate_activity_grind_any
) )
1202 sidechain_amt
= 1.0f
;
1204 sidechain_amt
= 0.0f
;
1206 audio_set_lfo_frequency( 0, hz
);
1207 audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar
,
1208 vg_lerpf( 250.0f
, 80.0f
, attn
) );
1210 if( player_skate
.sample_change_cooldown
> 0.0f
){
1211 player_skate
.sample_change_cooldown
-= vg
.time_frame_delta
;
1214 int sample_type
= k_skate_sample_concrete
;
1216 if( state
->activity
== k_skate_activity_grind_5050
){
1217 if( player_skate
.surface
== k_surface_prop_metal
)
1218 sample_type
= k_skate_sample_metal_scrape_generic
;
1220 sample_type
= k_skate_sample_concrete_scrape_metal
;
1222 else if( (state
->activity
== k_skate_activity_grind_back50
) ||
1223 (state
->activity
== k_skate_activity_grind_front50
) )
1225 if( player_skate
.surface
== k_surface_prop_metal
){
1226 sample_type
= k_skate_sample_metal_scrape_generic
;
1229 float a
= v3_dot( localplayer
.rb
.to_world
[2],
1230 player_skate
.grind_dir
);
1231 if( fabsf(a
) > 0.70710678118654752f
)
1232 sample_type
= k_skate_sample_concrete_scrape_wood
;
1234 sample_type
= k_skate_sample_concrete_scrape_metal
;
1237 else if( state
->activity
== k_skate_activity_grind_boardslide
){
1238 if( player_skate
.surface
== k_surface_prop_metal
)
1239 sample_type
= k_skate_sample_metal_scrape_generic
;
1241 sample_type
= k_skate_sample_concrete_scrape_wood
;
1244 audio_clip
*relevant_samples
[] = {
1252 if( (player_skate
.main_sample_type
!= sample_type
) ||
1253 (!player_skate
.aud_main
) ){
1255 player_skate
.aud_main
=
1256 audio_channel_crossfade( player_skate
.aud_main
,
1257 relevant_samples
[sample_type
],
1259 player_skate
.sample_change_cooldown
= 0.1f
;
1260 player_skate
.main_sample_type
= sample_type
;
1264 if( player_skate
.aud_main
){
1265 player_skate
.aud_main
->colour
= 0x00103efe;
1266 audio_channel_set_spacial( player_skate
.aud_main
,
1267 localplayer
.rb
.co
, 40.0f
);
1268 //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
1269 audio_channel_edit_volume( player_skate
.aud_main
, vol_main
, 1 );
1270 audio_channel_sidechain_lfo( player_skate
.aud_main
, 0, sidechain_amt
);
1272 float rate
= 1.0f
+ (attn
-0.5f
)*0.2f
;
1273 audio_channel_set_sampling_rate( player_skate
.aud_main
, rate
);
1276 if( player_skate
.aud_slide
){
1277 player_skate
.aud_slide
->colour
= 0x00103efe;
1278 audio_channel_set_spacial( player_skate
.aud_slide
,
1279 localplayer
.rb
.co
, 40.0f
);
1280 //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
1281 audio_channel_edit_volume( player_skate
.aud_slide
, vol_slide
, 1 );
1282 audio_channel_sidechain_lfo( player_skate
.aud_slide
, 0, sidechain_amt
);
1285 if( player_skate
.aud_air
){
1286 player_skate
.aud_air
->colour
= 0x00103efe;
1287 audio_channel_set_spacial( player_skate
.aud_air
,
1288 localplayer
.rb
.co
, 40.0f
);
1289 //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
1290 audio_channel_edit_volume( player_skate
.aud_air
, vol_air
, 1 );
1297 * truck alignment model at ra(local)
1298 * returns 1 if valid surface:
1299 * surface_normal will be filled out with an averaged normal vector
1300 * axel_dir will be the direction from left to right wheels
1302 * returns 0 if no good surface found
1305 int skate_compute_surface_alignment( v3f ra
, u32 colour
,
1306 v3f surface_normal
, v3f axel_dir
){
1307 world_instance
*world
= world_current_instance();
1309 v3f truck
, left
, right
;
1310 m4x3_mulv( localplayer
.rb
.to_world
, ra
, truck
);
1312 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_width
, left
);
1313 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_width
, right
);
1314 vg_line( left
, right
, colour
);
1316 float k_max_truck_flex
= VG_PIf
* 0.25f
;
1318 ray_hit ray_l
, ray_r
;
1321 v3_muls( localplayer
.rb
.to_world
[1], -1.0f
, dir
);
1323 int res_l
= 0, res_r
= 0;
1325 for( int i
=0; i
<8; i
++ ){
1326 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1327 v3_muladds( truck
, localplayer
.rb
.to_world
[0], -k_board_radius
*t
, left
);
1328 v3_muladds( left
, localplayer
.rb
.to_world
[1], k_board_radius
, left
);
1329 ray_l
.dist
= 2.1f
* k_board_radius
;
1331 res_l
= ray_world( world
, left
, dir
, &ray_l
, k_material_flag_walking
);
1337 for( int i
=0; i
<8; i
++ ){
1338 float t
= 1.0f
- (float)i
* (1.0f
/8.0f
);
1339 v3_muladds( truck
, localplayer
.rb
.to_world
[0], k_board_radius
*t
, right
);
1340 v3_muladds( right
, localplayer
.rb
.to_world
[1], k_board_radius
, right
);
1341 ray_r
.dist
= 2.1f
* k_board_radius
;
1343 res_r
= ray_world( world
, right
, dir
, &ray_r
, k_material_flag_walking
);
1351 v3f tangent_average
;
1352 v3_muladds( truck
, localplayer
.rb
.to_world
[1], -k_board_radius
, midpoint
);
1353 v3_zero( tangent_average
);
1355 if( res_l
|| res_r
){
1357 v3_copy( midpoint
, p0
);
1358 v3_copy( midpoint
, p1
);
1361 v3_copy( ray_l
.pos
, p0
);
1362 v3_cross( ray_l
.normal
, localplayer
.rb
.to_world
[0], t
);
1363 v3_add( t
, tangent_average
, tangent_average
);
1366 v3_copy( ray_r
.pos
, p1
);
1367 v3_cross( ray_r
.normal
, localplayer
.rb
.to_world
[0], t
);
1368 v3_add( t
, tangent_average
, tangent_average
);
1371 v3_sub( p1
, p0
, v0
);
1375 /* fallback: use the closes point to the trucks */
1377 int idx
= bh_closest_point( world
->geo_bh
, midpoint
, closest
, 0.1f
);
1380 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
* 3 ];
1383 for( int j
=0; j
<3; j
++ )
1384 v3_copy( world
->scene_geo
.arrvertices
[ tri
[j
] ].co
, verts
[j
] );
1386 v3f vert0
, vert1
, n
;
1387 v3_sub( verts
[1], verts
[0], vert0
);
1388 v3_sub( verts
[2], verts
[0], vert1
);
1389 v3_cross( vert0
, vert1
, n
);
1392 if( v3_dot( n
, localplayer
.rb
.to_world
[1] ) < 0.3f
)
1395 v3_cross( n
, localplayer
.rb
.to_world
[2], v0
);
1396 v3_muladds( v0
, localplayer
.rb
.to_world
[2],
1397 -v3_dot( localplayer
.rb
.to_world
[2], v0
), v0
);
1401 v3_cross( n
, localplayer
.rb
.to_world
[0], t
);
1402 v3_add( t
, tangent_average
, tangent_average
);
1408 v3_muladds( truck
, v0
, k_board_width
, right
);
1409 v3_muladds( truck
, v0
, -k_board_width
, left
);
1411 vg_line( left
, right
, VG__WHITE
);
1413 v3_normalize( tangent_average
);
1414 v3_cross( v0
, tangent_average
, surface_normal
);
1415 v3_copy( v0
, axel_dir
);
1420 static void skate_weight_distribute(void){
1421 struct player_skate_state
*state
= &player_skate
.state
;
1422 v3_zero( player_skate
.weight_distribution
);
1424 int reverse_dir
= v3_dot( localplayer
.rb
.to_world
[2],
1425 localplayer
.rb
.v
) < 0.0f
?1:-1;
1428 joystick_state( k_srjoystick_steer
, steer
);
1430 if( state
->manual_direction
== 0 ){
1431 if( (steer
[1] > 0.7f
) && (state
->activity
== k_skate_activity_ground
) &&
1432 (state
->jump_charge
<= 0.01f
) )
1433 state
->manual_direction
= reverse_dir
;
1436 if( steer
[1] < 0.1f
){
1437 state
->manual_direction
= 0;
1440 if( reverse_dir
!= state
->manual_direction
){
1446 if( state
->manual_direction
){
1447 float amt
= vg_minf( steer
[1] * 8.0f
, 1.0f
);
1448 player_skate
.weight_distribution
[2] = k_board_length
* amt
*
1449 (float)state
->manual_direction
;
1452 if( state
->manual_direction
){
1455 m3x3_mulv( localplayer
.rb
.to_world
, player_skate
.weight_distribution
,
1457 v3_negate( plane_z
, plane_z
);
1459 v3_muladds( plane_z
, player_skate
.surface_picture
,
1460 -v3_dot( plane_z
, player_skate
.surface_picture
), plane_z
);
1461 v3_normalize( plane_z
);
1463 v3_muladds( plane_z
, player_skate
.surface_picture
, 0.3f
, plane_z
);
1464 v3_normalize( plane_z
);
1467 v3_muladds( localplayer
.rb
.co
, plane_z
, 1.5f
, p1
);
1468 vg_line( localplayer
.rb
.co
, p1
, VG__GREEN
);
1471 v3_muls( localplayer
.rb
.to_world
[2], -(float)state
->manual_direction
,
1474 rb_effect_spring_target_vector( &localplayer
.rb
, refdir
, plane_z
,
1475 k_manul_spring
, k_manul_dampener
,
1476 player_skate
.substep_delta
);
1480 static void skate_adjust_up_direction(void){
1481 struct player_skate_state
*state
= &player_skate
.state
;
1483 if( state
->activity
== k_skate_activity_ground
){
1485 v3_copy( player_skate
.surface_picture
, target
);
1487 target
[1] += 2.0f
* player_skate
.surface_picture
[1];
1488 v3_normalize( target
);
1490 v3_lerp( state
->up_dir
, target
,
1491 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1493 else if( state
->activity
<= k_skate_activity_air_to_grind
){
1494 v3_lerp( state
->up_dir
, localplayer
.rb
.to_world
[1],
1495 8.0f
* player_skate
.substep_delta
, state
->up_dir
);
1498 v3_lerp( state
->up_dir
, localplayer
.basis
[1],
1499 12.0f
* player_skate
.substep_delta
, state
->up_dir
);
1503 static int skate_point_visible( v3f origin
, v3f target
){
1505 v3_sub( target
, origin
, dir
);
1508 ray
.dist
= v3_length( dir
);
1509 v3_muls( dir
, 1.0f
/ray
.dist
, dir
);
1512 if( ray_world( world_current_instance(), origin
, dir
, &ray
,
1513 k_material_flag_walking
) )
1519 static void skate_grind_orient( struct grind_info
*inf
, m3x3f mtx
){
1520 v3_copy( inf
->dir
, mtx
[0] );
1521 v3_copy( inf
->n
, mtx
[1] );
1522 v3_cross( mtx
[0], mtx
[1], mtx
[2] );
1525 static void skate_grind_friction( struct grind_info
*inf
, float strength
){
1527 v3_muladds( localplayer
.rb
.to_world
[2], inf
->n
,
1528 -v3_dot( localplayer
.rb
.to_world
[2], inf
->n
), v2
);
1530 float a
= 1.0f
-fabsf( v3_dot( v2
, inf
->dir
) ),
1531 dir
= vg_signf( v3_dot( localplayer
.rb
.v
, inf
->dir
) ),
1532 F
= a
* -dir
* k_grind_max_friction
;
1534 v3_muladds( localplayer
.rb
.v
, inf
->dir
, F
*k_rb_delta
*strength
,
1538 static void skate_grind_decay( struct grind_info
*inf
, float strength
){
1540 skate_grind_orient( inf
, mtx
);
1541 m3x3_transpose( mtx
, mtx_inv
);
1544 m3x3_mulv( mtx_inv
, localplayer
.rb
.v
, v_grind
);
1546 float decay
= 1.0f
- ( k_rb_delta
* k_grind_decayxy
* strength
);
1547 v3_mul( v_grind
, (v3f
){ 1.0f
, decay
, decay
}, v_grind
);
1548 m3x3_mulv( mtx
, v_grind
, localplayer
.rb
.v
);
1551 static void skate_grind_truck_apply( float sign
, struct grind_info
*inf
,
1553 struct player_skate_state
*state
= &player_skate
.state
;
1556 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1558 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1559 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1561 v3_copy( ra
, player_skate
.weight_distribution
);
1564 v3_sub( inf
->co
, wsp
, delta
);
1567 v3_muladds( localplayer
.rb
.v
, delta
, k_spring_force
*strength
*k_rb_delta
,
1570 skate_grind_decay( inf
, strength
);
1571 skate_grind_friction( inf
, strength
);
1573 /* yeah yeah yeah yeah */
1574 v3f raw_nplane
, axis
;
1575 v3_muladds( raw
, inf
->n
, -v3_dot( inf
->n
, raw
), raw_nplane
);
1576 v3_cross( raw_nplane
, inf
->n
, axis
);
1577 v3_normalize( axis
);
1581 skate_grind_orient( inf
, mtx
);
1582 v3f target_fwd
, fwd
, up
, target_up
;
1583 m3x3_mulv( mtx
, player_skate
.grind_vec
, target_fwd
);
1584 v3_copy( raw_nplane
, fwd
);
1585 v3_copy( localplayer
.rb
.to_world
[1], up
);
1586 v3_copy( inf
->n
, target_up
);
1588 v3_muladds( target_fwd
, inf
->n
, -v3_dot(inf
->n
,target_fwd
), target_fwd
);
1589 v3_muladds( fwd
, inf
->n
, -v3_dot(inf
->n
,fwd
), fwd
);
1591 v3_normalize( target_fwd
);
1592 v3_normalize( fwd
);
1595 joystick_state( k_srjoystick_steer
, steer
);
1597 float way
= steer
[1] * vg_signf( v3_dot( raw_nplane
, localplayer
.rb
.v
) );
1600 q_axis_angle( q
, axis
, VG_PIf
*0.125f
* way
);
1601 q_mulv( q
, target_up
, target_up
);
1602 q_mulv( q
, target_fwd
, target_fwd
);
1604 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1609 rb_effect_spring_target_vector( &localplayer
.rb
, fwd
, target_fwd
,
1610 k_grind_spring
*strength
,
1611 k_grind_dampener
*strength
,
1614 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1615 vg_line_arrow( localplayer
.rb
.co
, fwd
, 0.8f
, VG__RED
);
1616 vg_line_arrow( localplayer
.rb
.co
, target_fwd
, 1.0f
, VG__YELOW
);
1618 player_skate
.grind_strength
= strength
;
1621 struct grind_limit
*limit
=
1622 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1623 m4x3_mulv( localplayer
.rb
.to_local
, wsp
, limit
->ra
);
1624 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, limit
->n
);
1627 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1630 static void skate_5050_apply( struct grind_info
*inf_front
,
1631 struct grind_info
*inf_back
){
1632 struct player_skate_state
*state
= &player_skate
.state
;
1633 struct grind_info inf_avg
;
1635 v3_sub( inf_front
->co
, inf_back
->co
, inf_avg
.dir
);
1636 v3_muladds( inf_back
->co
, inf_avg
.dir
, 0.5f
, inf_avg
.co
);
1637 v3_normalize( inf_avg
.dir
);
1640 v3_muls( inf_avg
.dir
, vg_signf(v3_dot(inf_avg
.dir
,localplayer
.rb
.v
)),
1643 v3f axis_front
, axis_back
, axis
;
1644 v3_cross( inf_front
->dir
, inf_front
->n
, axis_front
);
1645 v3_cross( inf_back
->dir
, inf_back
->n
, axis_back
);
1646 v3_add( axis_front
, axis_back
, axis
);
1647 v3_normalize( axis
);
1649 v3_cross( axis
, inf_avg
.dir
, inf_avg
.n
);
1650 skate_grind_decay( &inf_avg
, 1.0f
);
1653 joystick_state( k_srjoystick_steer
, steer
);
1655 float way
= steer
[1] * vg_signf( v3_dot( localplayer
.rb
.to_world
[2],
1656 localplayer
.rb
.v
) );
1659 v3_copy( localplayer
.rb
.to_world
[1], up
);
1660 v3_copy( inf_avg
.n
, target_up
);
1661 q_axis_angle( q
, localplayer
.rb
.to_world
[0], VG_PIf
*0.25f
* -way
);
1662 q_mulv( q
, target_up
, target_up
);
1664 v3_zero( player_skate
.weight_distribution
);
1665 player_skate
.weight_distribution
[2] = k_board_length
* -way
;
1667 rb_effect_spring_target_vector( &localplayer
.rb
, up
, target_up
,
1671 vg_line_arrow( localplayer
.rb
.co
, up
, 1.0f
, VG__GREEN
);
1672 vg_line_arrow( localplayer
.rb
.co
, target_up
, 1.0f
, VG__GREEN
);
1674 v3f fwd_nplane
, dir_nplane
;
1675 v3_muladds( localplayer
.rb
.to_world
[2], inf_avg
.n
,
1676 -v3_dot( localplayer
.rb
.to_world
[2], inf_avg
.n
), fwd_nplane
);
1679 v3_muls( inf_avg
.dir
, v3_dot( fwd_nplane
, inf_avg
.dir
), dir
);
1680 v3_muladds( dir
, inf_avg
.n
, -v3_dot( dir
, inf_avg
.n
), dir_nplane
);
1682 v3_normalize( fwd_nplane
);
1683 v3_normalize( dir_nplane
);
1685 rb_effect_spring_target_vector( &localplayer
.rb
, fwd_nplane
, dir_nplane
,
1689 vg_line_arrow( localplayer
.rb
.co
, fwd_nplane
, 0.8f
, VG__RED
);
1690 vg_line_arrow( localplayer
.rb
.co
, dir_nplane
, 0.8f
, VG__RED
);
1692 v3f pos_front
= { 0.0f
, -k_board_radius
, -1.0f
* k_board_length
},
1693 pos_back
= { 0.0f
, -k_board_radius
, 1.0f
* k_board_length
},
1694 delta_front
, delta_back
, delta_total
;
1696 m4x3_mulv( localplayer
.rb
.to_world
, pos_front
, pos_front
);
1697 m4x3_mulv( localplayer
.rb
.to_world
, pos_back
, pos_back
);
1699 v3_sub( inf_front
->co
, pos_front
, delta_front
);
1700 v3_sub( inf_back
->co
, pos_back
, delta_back
);
1701 v3_add( delta_front
, delta_back
, delta_total
);
1703 v3_muladds( localplayer
.rb
.v
, delta_total
, 50.0f
* k_rb_delta
,
1707 struct grind_limit
*limit
=
1708 &player_skate
.limits
[ player_skate
.limit_count
++ ];
1709 v3_zero( limit
->ra
);
1710 m3x3_mulv( localplayer
.rb
.to_local
, inf_avg
.n
, limit
->n
);
1713 v3_copy( inf_avg
.dir
, player_skate
.grind_dir
);
1716 static int skate_grind_truck_renew( f32 sign
, struct grind_info
*inf
){
1717 struct player_skate_state
*state
= &player_skate
.state
;
1719 v3f wheel_co
= { 0.0f
, 0.0f
, sign
* k_board_length
},
1720 grind_co
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1722 m4x3_mulv( localplayer
.rb
.to_world
, wheel_co
, wheel_co
);
1723 m4x3_mulv( localplayer
.rb
.to_world
, grind_co
, grind_co
);
1725 /* Exit condition: lost grind tracking */
1726 if( !skate_grind_scansq( grind_co
, localplayer
.rb
.v
, 0.3f
, inf
) )
1729 /* Exit condition: cant see grind target directly */
1730 if( !skate_point_visible( wheel_co
, inf
->co
) )
1733 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1734 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1735 minv
= k_grind_axel_min_vel
*0.8f
;
1740 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1743 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1747 static int skate_grind_truck_entry( f32 sign
, struct grind_info
*inf
){
1748 struct player_skate_state
*state
= &player_skate
.state
;
1751 v3f ra
= { 0.0f
, -k_board_radius
, sign
* k_board_length
};
1754 m3x3_mulv( localplayer
.rb
.to_world
, ra
, raw
);
1755 v3_add( localplayer
.rb
.co
, raw
, wsp
);
1757 if( skate_grind_scansq( wsp
, localplayer
.rb
.v
, 0.3, inf
) ){
1758 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1761 /* velocity should be at least 60% aligned */
1763 v3_cross( inf
->n
, inf
->dir
, axis
);
1764 v3_muladds( localplayer
.rb
.v
, inf
->n
,
1765 -v3_dot( localplayer
.rb
.v
, inf
->n
), pv
);
1767 if( v3_length2( pv
) < 0.0001f
)
1771 if( fabsf(v3_dot( pv
, inf
->dir
)) < k_grind_axel_max_angle
)
1774 if( v3_dot( localplayer
.rb
.v
, inf
->n
) > 0.5f
)
1777 v3f local_co
, local_dir
, local_n
;
1778 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1779 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1780 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1782 v2f delta
= { local_co
[0], local_co
[2] - k_board_length
*sign
};
1784 float truck_height
= -(k_board_radius
+0.03f
);
1787 v3_cross( localplayer
.rb
.w
, raw
, rv
);
1788 v3_add( localplayer
.rb
.v
, rv
, rv
);
1790 if( (local_co
[1] >= truck_height
) &&
1791 (v2_length2( delta
) <= k_board_radius
*k_board_radius
) )
1800 static void skate_boardslide_apply( struct grind_info
*inf
){
1801 struct player_skate_state
*state
= &player_skate
.state
;
1803 v3f local_co
, local_dir
, local_n
;
1804 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1805 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1806 m3x3_mulv( localplayer
.rb
.to_local
, inf
->n
, local_n
);
1809 v3_muladds( local_co
, local_dir
, local_co
[0]/-local_dir
[0],
1811 v3_copy( intersection
, player_skate
.weight_distribution
);
1813 skate_grind_decay( inf
, 0.0125f
);
1814 skate_grind_friction( inf
, 0.25f
);
1816 /* direction alignment */
1818 v3_cross( local_dir
, local_n
, perp
);
1819 v3_muls( local_dir
, vg_signf(local_dir
[0]), dir
);
1820 v3_muls( perp
, vg_signf(perp
[2]), perp
);
1822 m3x3_mulv( localplayer
.rb
.to_world
, dir
, dir
);
1823 m3x3_mulv( localplayer
.rb
.to_world
, perp
, perp
);
1826 q_axis_angle( qbalance
, dir
, local_co
[0]*k_grind_balance
);
1827 q_mulv( qbalance
, perp
, perp
);
1829 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[0],
1831 k_grind_spring
, k_grind_dampener
,
1834 rb_effect_spring_target_vector( &localplayer
.rb
, localplayer
.rb
.to_world
[2],
1836 k_grind_spring
, k_grind_dampener
,
1839 vg_line_arrow( localplayer
.rb
.co
, dir
, 0.5f
, VG__GREEN
);
1840 vg_line_arrow( localplayer
.rb
.co
, perp
, 0.5f
, VG__BLUE
);
1842 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1845 static int skate_boardslide_entry( struct grind_info
*inf
){
1846 struct player_skate_state
*state
= &player_skate
.state
;
1848 if( skate_grind_scansq( localplayer
.rb
.co
,
1849 localplayer
.rb
.to_world
[0], k_board_length
,
1852 v3f local_co
, local_dir
;
1853 m4x3_mulv( localplayer
.rb
.to_local
, inf
->co
, local_co
);
1854 m3x3_mulv( localplayer
.rb
.to_local
, inf
->dir
, local_dir
);
1856 if( (fabsf(local_co
[2]) <= k_board_length
) && /* within wood area */
1857 (local_co
[1] >= 0.0f
) && /* at deck level */
1858 (fabsf(local_dir
[0]) >= 0.25f
) ) /* perpendicular to us */
1860 if( fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)) < k_grind_axel_min_vel
)
1870 static int skate_boardslide_renew( struct grind_info
*inf
){
1871 struct player_skate_state
*state
= &player_skate
.state
;
1873 if( !skate_grind_scansq( localplayer
.rb
.co
,
1874 localplayer
.rb
.to_world
[0], k_board_length
,
1878 /* Exit condition: cant see grind target directly */
1880 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 0.2f
, vis
);
1881 if( !skate_point_visible( vis
, inf
->co
) )
1884 /* Exit condition: minimum velocity not reached, but allow a bit of error */
1885 float dv
= fabsf(v3_dot( localplayer
.rb
.v
, inf
->dir
)),
1886 minv
= k_grind_axel_min_vel
*0.8f
;
1891 if( fabsf(v3_dot( inf
->dir
, player_skate
.grind_dir
)) < k_grind_max_edge_angle
)
1897 static void skate_store_grind_vec( struct grind_info
*inf
){
1898 struct player_skate_state
*state
= &player_skate
.state
;
1901 skate_grind_orient( inf
, mtx
);
1902 m3x3_transpose( mtx
, mtx
);
1905 v3_sub( inf
->co
, localplayer
.rb
.co
, raw
);
1907 m3x3_mulv( mtx
, raw
, player_skate
.grind_vec
);
1908 v3_normalize( player_skate
.grind_vec
);
1909 v3_copy( inf
->dir
, player_skate
.grind_dir
);
1912 static enum skate_activity
skate_availible_grind(void){
1913 struct player_skate_state
*state
= &player_skate
.state
;
1915 if( state
->grind_cooldown
> 100 ){
1916 vg_fatal_error( "wth!\n" );
1919 /* debounces this state manager a little bit */
1920 if( state
->grind_cooldown
){
1921 state
->grind_cooldown
--;
1922 return k_skate_activity_undefined
;
1925 struct grind_info inf_back50
,
1937 joystick_state( k_srjoystick_steer
, steer
);
1939 if( state
->activity
== k_skate_activity_grind_5050
||
1940 state
->activity
== k_skate_activity_grind_back50
||
1941 state
->activity
== k_skate_activity_grind_front50
)
1943 float tilt
= steer
[1];
1945 if( fabsf(tilt
) >= 0.25f
){
1946 v3f raw
= {0.0f
,0.0f
,tilt
};
1947 m3x3_mulv( localplayer
.rb
.to_world
, raw
, raw
);
1949 float way
= tilt
* vg_signf( v3_dot( raw
, localplayer
.rb
.v
) );
1951 if( way
< 0.0f
) allow_front
= 0;
1952 else allow_back
= 0;
1956 if( state
->activity
== k_skate_activity_grind_boardslide
){
1957 res_slide
= skate_boardslide_renew( &inf_slide
);
1959 else if( state
->activity
== k_skate_activity_grind_back50
){
1960 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1963 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1965 else if( state
->activity
== k_skate_activity_grind_front50
){
1966 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1969 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1971 else if( state
->activity
== k_skate_activity_grind_5050
){
1973 res_front50
= skate_grind_truck_renew( -1.0f
, &inf_front50
);
1975 res_back50
= skate_grind_truck_renew( 1.0f
, &inf_back50
);
1978 res_slide
= skate_boardslide_entry( &inf_slide
);
1981 res_back50
= skate_grind_truck_entry( 1.0f
, &inf_back50
);
1984 res_front50
= skate_grind_truck_entry( -1.0f
, &inf_front50
);
1986 if( res_back50
!= res_front50
){
1987 int wants_to_do_that
= fabsf(steer
[1]) >= 0.25f
;
1989 res_back50
&= wants_to_do_that
;
1990 res_front50
&= wants_to_do_that
;
1994 const enum skate_activity table
[] =
1995 { /* slide | back | front */
1996 k_skate_activity_undefined
, /* 0 0 0 */
1997 k_skate_activity_grind_front50
, /* 0 0 1 */
1998 k_skate_activity_grind_back50
, /* 0 1 0 */
1999 k_skate_activity_grind_5050
, /* 0 1 1 */
2001 /* slide has priority always */
2002 k_skate_activity_grind_boardslide
, /* 1 0 0 */
2003 k_skate_activity_grind_boardslide
, /* 1 0 1 */
2004 k_skate_activity_grind_boardslide
, /* 1 1 0 */
2005 k_skate_activity_grind_boardslide
, /* 1 1 1 */
2007 , new_activity
= table
[ res_slide
<< 2 | res_back50
<< 1 | res_front50
];
2009 if( new_activity
== k_skate_activity_undefined
){
2010 if( state
->activity
>= k_skate_activity_grind_any
){
2011 state
->grind_cooldown
= 15;
2012 state
->surface_cooldown
= 10;
2015 else if( new_activity
== k_skate_activity_grind_boardslide
){
2016 skate_boardslide_apply( &inf_slide
);
2018 else if( new_activity
== k_skate_activity_grind_back50
){
2019 if( state
->activity
!= k_skate_activity_grind_back50
)
2020 skate_store_grind_vec( &inf_back50
);
2022 skate_grind_truck_apply( 1.0f
, &inf_back50
, 1.0f
);
2024 else if( new_activity
== k_skate_activity_grind_front50
){
2025 if( state
->activity
!= k_skate_activity_grind_front50
)
2026 skate_store_grind_vec( &inf_front50
);
2028 skate_grind_truck_apply( -1.0f
, &inf_front50
, 1.0f
);
2030 else if( new_activity
== k_skate_activity_grind_5050
)
2031 skate_5050_apply( &inf_front50
, &inf_back50
);
2033 return new_activity
;
2036 static void player__skate_update(void){
2037 struct player_skate_state
*state
= &player_skate
.state
;
2038 world_instance
*world
= world_current_instance();
2040 if( world
->water
.enabled
){
2041 if( localplayer
.rb
.co
[1]+0.25f
< world
->water
.height
){
2042 audio_oneshot_3d( &audio_splash
, localplayer
.rb
.co
, 40.0f
, 1.0f
);
2043 player__skate_kill_audio();
2044 player__dead_transition();
2049 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
2050 state
->activity_prev
= state
->activity
;
2052 v3_zero( normal_total
);
2054 struct board_collider
2061 enum board_collider_state
2063 k_collider_state_default
,
2064 k_collider_state_disabled
,
2065 k_collider_state_colliding
2072 { 0.0f
, 0.0f
, -k_board_length
},
2073 .radius
= k_board_radius
,
2077 { 0.0f
, 0.0f
, k_board_length
},
2078 .radius
= k_board_radius
,
2085 if( state
->activity
<= k_skate_activity_air_to_grind
){
2086 float min_dist
= 0.6f
;
2087 for( int i
=0; i
<2; i
++ ){
2089 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, wpos
);
2091 if( bh_closest_point( world
->geo_bh
, wpos
, closest
, min_dist
) != -1 ){
2092 min_dist
= vg_minf( min_dist
, v3_dist( closest
, wpos
) );
2096 float vy
= v3_dot( localplayer
.basis
[1], localplayer
.rb
.v
);
2097 vy
= vg_maxf( 0.0f
, vy
);
2099 slap
= vg_clampf( (min_dist
/0.5f
) + vy
, 0.0f
, 1.0f
)*0.3f
;
2101 state
->slap
= vg_lerpf( state
->slap
, slap
, 10.0f
*k_rb_delta
);
2103 wheels
[0].pos
[1] = state
->slap
;
2104 wheels
[1].pos
[1] = state
->slap
;
2107 const int k_wheel_count
= 2;
2109 player_skate
.substep
= k_rb_delta
;
2110 player_skate
.substep_delta
= player_skate
.substep
;
2111 player_skate
.limit_count
= 0;
2113 int substep_count
= 0;
2115 v3_zero( player_skate
.surface_picture
);
2117 int prev_contacts
[2];
2119 for( int i
=0; i
<k_wheel_count
; i
++ ){
2120 wheels
[i
].state
= k_collider_state_default
;
2121 prev_contacts
[i
] = player_skate
.wheel_contacts
[i
];
2124 /* check if we can enter or continue grind */
2125 enum skate_activity grindable_activity
= skate_availible_grind();
2126 if( grindable_activity
!= k_skate_activity_undefined
){
2127 state
->activity
= grindable_activity
;
2131 int contact_count
= 0;
2132 for( int i
=0; i
<2; i
++ ){
2134 v3_copy( localplayer
.rb
.to_world
[0], axel
);
2136 if( skate_compute_surface_alignment( wheels
[i
].pos
,
2137 wheels
[i
].colour
, normal
, axel
) )
2139 rb_effect_spring_target_vector( &localplayer
.rb
,
2140 localplayer
.rb
.to_world
[0],
2142 k_surface_spring
, k_surface_dampener
,
2143 player_skate
.substep_delta
);
2145 v3_add( normal
, player_skate
.surface_picture
,
2146 player_skate
.surface_picture
);
2148 player_skate
.wheel_contacts
[i
] = 1;
2151 player_skate
.wheel_contacts
[i
] = 0;
2154 m3x3_mulv( localplayer
.rb
.to_local
, axel
, player_skate
.truckv0
[i
] );
2157 if( state
->surface_cooldown
){
2158 state
->surface_cooldown
--;
2162 if( (prev_contacts
[0]+prev_contacts
[1] == 1) && (contact_count
== 2) ){
2164 for( int i
=0; i
<2; i
++ ){
2165 if( !prev_contacts
[i
] ){
2167 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, co
);
2168 audio_oneshot_3d( &audio_taps
[vg_randu32()%4], co
, 40.0f
, 0.75f
);
2174 if( contact_count
){
2175 state
->activity
= k_skate_activity_ground
;
2176 state
->gravity_bias
= k_gravity
;
2177 v3_normalize( player_skate
.surface_picture
);
2179 skate_apply_friction_model();
2180 skate_weight_distribute();
2183 if( state
->activity
> k_skate_activity_air_to_grind
)
2184 state
->activity
= k_skate_activity_air
;
2186 v3_zero( player_skate
.weight_distribution
);
2187 skate_apply_air_model();
2192 if( state
->activity
== k_skate_activity_grind_back50
)
2193 wheels
[1].state
= k_collider_state_disabled
;
2194 if( state
->activity
== k_skate_activity_grind_front50
)
2195 wheels
[0].state
= k_collider_state_disabled
;
2196 if( state
->activity
== k_skate_activity_grind_5050
){
2197 wheels
[0].state
= k_collider_state_disabled
;
2198 wheels
[1].state
= k_collider_state_disabled
;
2201 /* all activities */
2202 skate_apply_steering_model();
2203 skate_adjust_up_direction();
2204 skate_apply_cog_model();
2205 skate_apply_jump_model();
2206 skate_apply_grab_model();
2207 skate_apply_trick_model();
2208 skate_apply_pump_model();
2213 * Phase 0: Continous collision detection
2214 * --------------------------------------------------------------------------
2217 v3f head_wp0
, head_wp1
, start_co
;
2218 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp0
);
2219 v3_copy( localplayer
.rb
.co
, start_co
);
2221 /* calculate transform one step into future */
2224 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
, player_skate
.substep
,
2227 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2230 v3_copy( localplayer
.rb
.w
, axis
);
2232 float mag
= v3_length( axis
);
2233 v3_divs( axis
, mag
, axis
);
2234 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep
);
2235 q_mul( rotation
, localplayer
.rb
.q
, future_q
);
2236 q_normalize( future_q
);
2239 v4_copy( localplayer
.rb
.q
, future_q
);
2241 v3f future_cg
, current_cg
, cg_offset
;
2242 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, current_cg
);
2243 q_mulv( future_q
, player_skate
.weight_distribution
, future_cg
);
2244 v3_sub( future_cg
, current_cg
, cg_offset
);
2246 /* calculate the minimum time we can move */
2247 float max_time
= player_skate
.substep
;
2249 for( int i
=0; i
<k_wheel_count
; i
++ ){
2250 if( wheels
[i
].state
== k_collider_state_disabled
)
2253 v3f current
, future
, r_cg
;
2255 q_mulv( future_q
, wheels
[i
].pos
, future
);
2256 v3_add( future
, future_co
, future
);
2257 v3_add( cg_offset
, future
, future
);
2259 q_mulv( localplayer
.rb
.q
, wheels
[i
].pos
, current
);
2260 v3_add( current
, localplayer
.rb
.co
, current
);
2265 float cast_radius
= wheels
[i
].radius
- k_penetration_slop
* 2.0f
;
2266 if( spherecast_world( world
, current
, future
, cast_radius
, &t
, n
,
2267 k_material_flag_walking
) != -1)
2268 max_time
= vg_minf( max_time
, t
* player_skate
.substep
);
2271 /* clamp to a fraction of delta, to prevent locking */
2272 float rate_lock
= substep_count
;
2273 rate_lock
*= k_rb_delta
* 0.1f
;
2274 rate_lock
*= rate_lock
;
2276 max_time
= vg_maxf( max_time
, rate_lock
);
2277 player_skate
.substep_delta
= max_time
;
2280 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.v
,
2281 player_skate
.substep_delta
, localplayer
.rb
.co
);
2282 if( v3_length2( localplayer
.rb
.w
) > 0.0f
){
2285 v3_copy( localplayer
.rb
.w
, axis
);
2287 float mag
= v3_length( axis
);
2288 v3_divs( axis
, mag
, axis
);
2289 q_axis_angle( rotation
, axis
, mag
*player_skate
.substep_delta
);
2290 q_mul( rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2291 q_normalize( localplayer
.rb
.q
);
2293 q_mulv( localplayer
.rb
.q
, player_skate
.weight_distribution
, future_cg
);
2294 v3_sub( current_cg
, future_cg
, cg_offset
);
2295 v3_add( localplayer
.rb
.co
, cg_offset
, localplayer
.rb
.co
);
2298 rb_update_transform( &localplayer
.rb
);
2299 v3_muladds( localplayer
.rb
.v
, localplayer
.basis
[1],
2300 -state
->gravity_bias
* player_skate
.substep_delta
,
2303 player_skate
.substep
-= player_skate
.substep_delta
;
2305 rb_ct manifold
[128];
2306 int manifold_len
= 0;
2308 * Phase -1: head detection
2309 * --------------------------------------------------------------------------
2311 m4x3_mulv( localplayer
.rb
.to_world
, state
->head_position
, head_wp1
);
2315 if( (v3_dist2( head_wp0
, head_wp1
) > 0.001f
) &&
2316 (spherecast_world( world
, head_wp0
, head_wp1
, 0.2f
, &t
, n
,
2317 k_material_flag_walking
) != -1) )
2319 v3_lerp( start_co
, localplayer
.rb
.co
, t
, localplayer
.rb
.co
);
2320 rb_update_transform( &localplayer
.rb
);
2322 player__skate_kill_audio();
2323 player__dead_transition();
2328 * Phase 1: Regular collision detection
2329 * --------------------------------------------------------------------------
2332 for( int i
=0; i
<k_wheel_count
; i
++ ){
2333 if( wheels
[i
].state
== k_collider_state_disabled
)
2337 m3x3_identity( mtx
);
2338 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2340 rb_sphere collider
= { .radius
= wheels
[i
].radius
};
2342 rb_ct
*man
= &manifold
[ manifold_len
];
2344 int l
= skate_collide_smooth( mtx
, &collider
, man
);
2346 wheels
[i
].state
= k_collider_state_colliding
;
2351 float grind_radius
= k_board_radius
* 0.75f
;
2352 rb_capsule capsule
= { .height
= (k_board_length
+0.2f
)*2.0f
,
2353 .radius
=grind_radius
};
2355 v3_muls( localplayer
.rb
.to_world
[0], 1.0f
, mtx
[0] );
2356 v3_muls( localplayer
.rb
.to_world
[2], -1.0f
, mtx
[1] );
2357 v3_muls( localplayer
.rb
.to_world
[1], 1.0f
, mtx
[2] );
2358 v3_muladds( localplayer
.rb
.to_world
[3], localplayer
.rb
.to_world
[1],
2359 grind_radius
+ k_board_radius
*0.25f
+state
->slap
, mtx
[3] );
2361 rb_ct
*cman
= &manifold
[manifold_len
];
2363 int l
= rb_capsule__scene( mtx
, &capsule
, NULL
, &world
->rb_geo
.inf
.scene
,
2364 cman
, k_material_flag_walking
);
2367 for( int i
=0; i
<l
; i
++ )
2368 cman
[l
].type
= k_contact_type_edge
;
2369 rb_manifold_filter_joint_edges( cman
, l
, 0.03f
);
2370 l
= rb_manifold_apply_filtered( cman
, l
);
2375 vg_line_capsule( mtx
, capsule
.radius
, capsule
.height
, VG__WHITE
);
2378 if( state
->activity
>= k_skate_activity_grind_any
){
2379 for( int i
=0; i
<player_skate
.limit_count
; i
++ ){
2380 struct grind_limit
*limit
= &player_skate
.limits
[i
];
2381 rb_ct
*ct
= &manifold
[ manifold_len
++ ];
2382 m4x3_mulv( localplayer
.rb
.to_world
, limit
->ra
, ct
->co
);
2383 m3x3_mulv( localplayer
.rb
.to_world
, limit
->n
, ct
->n
);
2385 ct
->type
= k_contact_type_default
;
2391 * --------------------------------------------------------------------------
2396 m4x3_mulv( localplayer
.rb
.to_world
,
2397 player_skate
.weight_distribution
, world_cog
);
2398 vg_line_point( world_cog
, 0.02f
, VG__BLACK
);
2400 for( int i
=0; i
<manifold_len
; i
++ ){
2401 rb_prepare_contact( &manifold
[i
], player_skate
.substep_delta
);
2402 rb_debug_contact( &manifold
[i
] );
2405 /* yes, we are currently rebuilding mass matrices every frame. too bad! */
2406 v3f extent
= { k_board_width
, 0.1f
, k_board_length
};
2407 float ex2
= k_board_interia
*extent
[0]*extent
[0],
2408 ey2
= k_board_interia
*extent
[1]*extent
[1],
2409 ez2
= k_board_interia
*extent
[2]*extent
[2];
2411 float mass
= 2.0f
* (extent
[0]*extent
[1]*extent
[2]);
2412 float inv_mass
= 1.0f
/mass
;
2415 I
[0] = ((1.0f
/12.0f
) * mass
* (ey2
+ez2
));
2416 I
[1] = ((1.0f
/12.0f
) * mass
* (ex2
+ez2
));
2417 I
[2] = ((1.0f
/12.0f
) * mass
* (ex2
+ey2
));
2420 m3x3_identity( iI
);
2427 m3x3_mul( iI
, localplayer
.rb
.to_local
, iIw
);
2428 m3x3_mul( localplayer
.rb
.to_world
, iIw
, iIw
);
2430 for( int j
=0; j
<10; j
++ ){
2431 for( int i
=0; i
<manifold_len
; i
++ ){
2433 * regular dance; calculate velocity & total mass, apply impulse.
2436 struct contact
*ct
= &manifold
[i
];
2439 v3_sub( ct
->co
, world_cog
, delta
);
2440 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2441 v3_add( localplayer
.rb
.v
, rv
, rv
);
2444 v3_cross( delta
, ct
->n
, raCn
);
2447 m3x3_mulv( iIw
, raCn
, raCnI
);
2449 float normal_mass
= 1.0f
/ (inv_mass
+ v3_dot(raCn
,raCnI
)),
2450 vn
= v3_dot( rv
, ct
->n
),
2451 lambda
= normal_mass
* ( -vn
);
2453 float temp
= ct
->norm_impulse
;
2454 ct
->norm_impulse
= vg_maxf( temp
+ lambda
, 0.0f
);
2455 lambda
= ct
->norm_impulse
- temp
;
2458 v3_muls( ct
->n
, lambda
, impulse
);
2460 v3_muladds( normal_total
, impulse
, inv_mass
, normal_total
);
2461 v3_muladds( localplayer
.rb
.v
, impulse
, inv_mass
, localplayer
.rb
.v
);
2462 v3_cross( delta
, impulse
, impulse
);
2463 m3x3_mulv( iIw
, impulse
, impulse
);
2464 v3_add( impulse
, localplayer
.rb
.w
, localplayer
.rb
.w
);
2466 v3_cross( localplayer
.rb
.w
, delta
, rv
);
2467 v3_add( localplayer
.rb
.v
, rv
, rv
);
2468 vn
= v3_dot( rv
, ct
->n
);
2473 rb_depenetrate( manifold
, manifold_len
, dt
);
2474 v3_add( dt
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2475 rb_update_transform( &localplayer
.rb
);
2479 if( player_skate
.substep
>= 0.0001f
)
2480 goto begin_collision
; /* again! */
2483 * End of collision and dynamics routine
2484 * --------------------------------------------------------------------------
2487 f32 nforce
= v3_length(normal_total
);
2488 if( nforce
> 4.0f
){
2489 if( nforce
> 17.6f
){
2490 v3_muladds( localplayer
.rb
.v
, normal_total
, -1.0f
, localplayer
.rb
.v
);
2491 player__dead_transition();
2492 player__skate_kill_audio();
2496 f32 amt
= k_cam_punch
;
2497 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
){
2501 v3_muladds( localplayer
.cam_land_punch_v
, normal_total
, amt
,
2502 localplayer
.cam_land_punch_v
);
2505 player_skate
.surface
= k_surface_prop_concrete
;
2507 for( int i
=0; i
<manifold_len
; i
++ ){
2508 rb_ct
*ct
= &manifold
[i
];
2509 struct world_surface
*surf
= world_contact_surface( world
, ct
);
2511 if( surf
->info
.surface_prop
> player_skate
.surface
)
2512 player_skate
.surface
= surf
->info
.surface_prop
;
2515 for( int i
=0; i
<k_wheel_count
; i
++ ){
2517 m3x3_copy( localplayer
.rb
.to_world
, mtx
);
2518 m4x3_mulv( localplayer
.rb
.to_world
, wheels
[i
].pos
, mtx
[3] );
2519 vg_line_sphere( mtx
, wheels
[i
].radius
,
2520 (u32
[]){ VG__WHITE
, VG__BLACK
,
2521 wheels
[i
].colour
}[ wheels
[i
].state
]);
2525 vg_line_point( state
->cog
, 0.02f
, VG__WHITE
);
2527 u32 id
= world_intersect_gates( world
, localplayer
.rb
.co
, state
->prev_pos
);
2530 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
2532 m4x3_mulv( gate
->transport
, localplayer
.rb
.co
, localplayer
.rb
.co
);
2533 m3x3_mulv( gate
->transport
, localplayer
.rb
.v
, localplayer
.rb
.v
);
2534 m4x3_mulv( gate
->transport
, state
->cog
, state
->cog
);
2535 m3x3_mulv( gate
->transport
, state
->cog_v
, state
->cog_v
);
2536 m3x3_mulv( gate
->transport
, state
->throw_v
, state
->throw_v
);
2537 m3x3_mulv( gate
->transport
, state
->head_position
,
2538 state
->head_position
);
2539 m3x3_mulv( gate
->transport
, state
->up_dir
, state
->up_dir
);
2541 v4f transport_rotation
;
2542 m3x3_q( gate
->transport
, transport_rotation
);
2543 q_mul( transport_rotation
, localplayer
.rb
.q
, localplayer
.rb
.q
);
2544 q_mul( transport_rotation
, state
->smoothed_rotation
,
2545 state
->smoothed_rotation
);
2546 rb_update_transform( &localplayer
.rb
);
2547 player__pass_gate( id
);
2550 /* FIXME: Rate limit */
2551 static int stick_frames
= 0;
2553 if( state
->activity
>= k_skate_activity_ground
)
2558 if( stick_frames
> 5 ) stick_frames
= 5;
2560 if( stick_frames
== 4 ){
2563 if( state
->activity
== k_skate_activity_ground
){
2564 if( (fabsf(state
->slip
) > 0.75f
) ){
2565 audio_oneshot_3d( &audio_lands
[vg_randu32()%2+3], localplayer
.rb
.co
,
2569 audio_oneshot_3d( &audio_lands
[vg_randu32()%3], localplayer
.rb
.co
,
2573 else if( player_skate
.surface
== k_surface_prop_metal
){
2574 audio_oneshot_3d( &audio_board
[3], localplayer
.rb
.co
, 40.0f
, 1.0f
);
2577 audio_oneshot_3d( &audio_board
[8], localplayer
.rb
.co
, 40.0f
, 1.0f
);
2581 } else if( stick_frames
== 0 ){
2586 static void player__skate_im_gui(void){
2587 struct player_skate_state
*state
= &player_skate
.state
;
2588 player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer
.rb
.v
[0],
2589 localplayer
.rb
.v
[1],
2590 localplayer
.rb
.v
[2] );
2591 player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer
.rb
.co
[0],
2592 localplayer
.rb
.co
[1],
2593 localplayer
.rb
.co
[2] );
2594 player__debugtext( 1, "W: %5.2f %5.2f %5.2f",localplayer
.rb
.w
[0],
2595 localplayer
.rb
.w
[1],
2596 localplayer
.rb
.w
[2] );
2598 const char *activity_txt
[] = {
2602 "undefined (INVALID)",
2603 "grind_any (INVALID)",
2605 "grind_metallic (INVALID)",
2611 player__debugtext( 1, "activity: %s", activity_txt
[state
->activity
] );
2613 player__debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]",
2614 state
->steerx_s
, state
->steery_s
,
2615 k_steer_ground
, k_steer_air
);
2617 player__debugtext( 1, "flip: %.4f %.4f", state
->flip_rate
,
2619 player__debugtext( 1, "trickv: %.2f %.2f %.2f",
2620 state
->trick_vel
[0],
2621 state
->trick_vel
[1],
2622 state
->trick_vel
[2] );
2623 player__debugtext( 1, "tricke: %.2f %.2f %.2f",
2624 state
->trick_euler
[0],
2625 state
->trick_euler
[1],
2626 state
->trick_euler
[2] );
2629 static void player__skate_animate(void){
2630 struct player_skate_state
*state
= &player_skate
.state
;
2631 struct player_skate_animator
*animator
= &player_skate
.animator
;
2634 float kheight
= 2.0f
,
2637 v3_zero( animator
->offset
);
2639 v3f cog_local
, cog_ideal
;
2640 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, cog_local
);
2642 v3_copy( state
->up_dir
, cog_ideal
);
2643 v3_normalize( cog_ideal
);
2644 m3x3_mulv( localplayer
.rb
.to_local
, cog_ideal
, cog_ideal
);
2646 v3_sub( cog_ideal
, cog_local
, animator
->offset
);
2648 v3_muls( animator
->offset
, 4.0f
, animator
->offset
);
2649 animator
->offset
[1] *= -1.0f
;
2651 float curspeed
= v3_length( localplayer
.rb
.v
),
2652 kickspeed
= vg_clampf( curspeed
*(1.0f
/40.0f
), 0.0f
, 1.0f
),
2653 kicks
= (vg_randf64()-0.5f
)*2.0f
*kickspeed
,
2654 sign
= vg_signf( kicks
);
2656 animator
->wobble
[0] = vg_lerpf( animator
->wobble
[0], kicks
*kicks
*sign
,
2657 6.0f
*vg
.time_delta
);
2658 animator
->wobble
[1] = vg_lerpf( animator
->wobble
[1], animator
->wobble
[0],
2659 2.4f
*vg
.time_delta
);
2661 animator
->offset
[0] *= 0.26f
;
2662 animator
->offset
[0] += animator
->wobble
[1]*3.0f
;
2664 animator
->offset
[1] *= -0.3f
;
2665 animator
->offset
[2] *= 0.01f
;
2667 animator
->offset
[0]=vg_clampf(animator
->offset
[0],-0.8f
,0.8f
)*
2668 (1.0f
-fabsf(animator
->slide
)*0.9f
);
2669 animator
->offset
[1]=vg_clampf(animator
->offset
[1],-0.5f
,0.0f
);
2671 v3_muls( animator
->offset
, 0.3f
, localplayer
.cam_control
.tpv_offset_extra
);
2673 /* localized vectors */
2674 m4x3_mulv( localplayer
.rb
.to_local
, state
->cog
, animator
->local_cog
);
2677 * Animation blending
2678 * ===========================================
2683 float desired
= 0.0f
;
2684 if( state
->activity
== k_skate_activity_ground
)
2685 desired
= vg_clampf( fabsf( state
->slip
), 0.0f
, 1.0f
);
2687 animator
->slide
= vg_lerpf( animator
->slide
, desired
, 2.4f
*vg
.time_delta
);
2690 /* movement information */
2691 int iair
= state
->activity
<= k_skate_activity_air_to_grind
;
2693 float dirz
= state
->reverse
> 0.0f
? 0.0f
: 1.0f
,
2694 dirx
= state
->slip
< 0.0f
? 0.0f
: 1.0f
,
2695 fly
= iair
? 1.0f
: 0.0f
,
2696 wdist
= player_skate
.weight_distribution
[2] / k_board_length
;
2698 if( state
->activity
>= k_skate_activity_grind_any
)
2701 animator
->z
= vg_lerpf( animator
->z
, dirz
, 2.4f
*vg
.time_delta
);
2702 animator
->x
= vg_lerpf( animator
->x
, dirx
, 0.6f
*vg
.time_delta
);
2703 animator
->fly
= vg_lerpf( animator
->fly
, fly
, 3.4f
*vg
.time_delta
);
2704 animator
->weight
= vg_lerpf( animator
->weight
, wdist
, 9.0f
*vg
.time_delta
);
2706 float stand
= 1.0f
- vg_clampf( curspeed
* 0.03f
, 0.0f
, 1.0f
);
2707 animator
->stand
= vg_lerpf( animator
->stand
, stand
, 6.0f
*vg
.time_delta
);
2708 animator
->reverse
= state
->reverse
;
2710 if( fabsf(state
->slip
) > 0.3f
){
2711 f32 slide_x
= v3_dot(localplayer
.rb
.v
, localplayer
.rb
.to_world
[0]);
2712 state
->delayed_slip_dir
= vg_signf(slide_x
);
2716 f32 grind
=state
->activity
>= k_skate_activity_grind_any
? 1.0f
: 0.0f
;
2717 animator
->grind
= vg_lerpf( animator
->grind
, grind
, 5.0f
*vg
.time_delta
);
2719 f32 grind_frame
= 0.5f
;
2721 if( state
->activity
== k_skate_activity_grind_front50
)
2723 else if( state
->activity
== k_skate_activity_grind_back50
)
2726 animator
->grind_balance
= vg_lerpf( animator
->grind_balance
, grind_frame
,
2727 5.0f
*vg
.time_delta
);
2730 animator
->push_time
= vg
.time
- state
->start_push
;
2731 animator
->push
= vg_lerpf( animator
->push
,
2732 (vg
.time
- state
->cur_push
) < 0.125,
2733 6.0f
*vg
.time_delta
);
2736 animator
->jump_charge
= state
->jump_charge
;
2737 animator
->jump
= vg_lerpf( animator
->jump
, animator
->jump_charge
,
2738 8.4f
*vg
.time_delta
);
2741 animator
->jump_dir
= state
->jump_dir
;
2742 f32 jump_start_frame
= 14.0f
/30.0f
;
2743 animator
->jump_time
= animator
->jump_charge
* jump_start_frame
;
2744 f32 jump_frame
= (vg
.time
- state
->jump_time
) + jump_start_frame
;
2745 if( jump_frame
>= jump_start_frame
&& jump_frame
<= (40.0f
/30.0f
) )
2746 animator
->jump_time
= jump_frame
;
2749 float jump_t
= vg
.time
-state
->jump_time
;
2752 float extra
= h
*exp(1.0-h
) * (state
->jump_dir
?1.0f
:-1.0f
);
2753 extra
*= state
->slap
* 4.0f
;
2755 v3_add( state
->trick_euler
, state
->trick_residuald
,
2756 animator
->board_euler
);
2757 v3_muls( animator
->board_euler
, VG_TAUf
, animator
->board_euler
);
2759 animator
->board_euler
[0] *= 0.5f
;
2760 animator
->board_euler
[1] += extra
;
2761 animator
->trick_type
= state
->trick_type
;
2764 f32 lean1
, lean2
= animator
->steer
[0] * animator
->reverse
* -0.36f
,
2767 lean1
= animator
->slide
* animator
->delayed_slip_dir
;
2768 if( fabsf(lean1
)>fabsf(lean2
) ) lean
= lean1
;
2771 if( ((int)roundf(animator
->board_euler
[0]/VG_PIf
)) % 2 ) lean
= -lean
;
2772 lean
= vg_clampf( lean
, -1.0f
, 1.0f
);
2773 animator
->board_lean
=
2774 vg_lerpf(animator
->board_lean
, lean
, vg
.time_delta
*18.0f
);
2776 /* feet placement */
2777 struct player_board
*board
=
2778 addon_cache_item_if_loaded( k_addon_type_board
,
2779 localplayer
.board_view_slot
);
2781 if( animator
->weight
> 0.0f
){
2782 animator
->foot_offset
[0] =
2783 board
->truck_positions
[k_board_truck_back
][2]+0.3f
;
2786 animator
->foot_offset
[1] =
2787 board
->truck_positions
[k_board_truck_front
][2]-0.3f
;
2791 f32 slapm
= vg_maxf( 1.0f
-v3_length2( state
->trick_vel
), 0.0f
);
2792 animator
->slap
= state
->slap
;
2793 animator
->subslap
= vg_lerpf( animator
->subslap
, slapm
,
2794 vg
.time_delta
*10.0f
);
2796 f32 l
= ((state
->activity
< k_skate_activity_ground
) &&
2797 v3_length2(state
->trick_vel
) > 0.1f
)? 1: 0;
2798 animator
->trick_foot
= vg_lerpf( animator
->trick_foot
, l
,
2799 8.4f
*vg
.time_delta
);
2803 joystick_state( k_srjoystick_grab
, grab_input
);
2804 v2_add( state
->grab_mouse_delta
, grab_input
, grab_input
);
2806 if( v2_length2( grab_input
) <= 0.001f
) grab_input
[0] = -1.0f
;
2807 else v2_normalize_clamp( grab_input
);
2808 v2_lerp( animator
->grab
, grab_input
, 2.4f
*vg
.time_delta
, animator
->grab
);
2809 animator
->grabbing
= state
->grabbing
;
2812 joystick_state( k_srjoystick_steer
, animator
->steer
);
2814 animator
->airdir
= vg_lerpf( animator
->airdir
, -animator
->steer
[0],
2815 2.4f
*vg
.time_delta
);
2819 if( (state
->activity
<= k_skate_activity_air_to_grind
) &&
2820 (fabsf(state
->flip_rate
) > 0.01f
) ){
2821 float substep
= vg
.time_fixed_extrapolate
;
2822 float t
= state
->flip_time
+state
->flip_rate
*substep
*k_rb_delta
;
2823 sign
= vg_signf( t
);
2825 t
= 1.0f
- vg_minf( 1.0f
, fabsf( t
* 1.1f
) );
2826 t
= sign
* (1.0f
-t
*t
);
2828 f32 angle
= vg_clampf( t
, -1.0f
, 1.0f
) * VG_TAUf
,
2829 distm
= state
->land_dist
* fabsf(state
->flip_rate
) * 3.0f
,
2830 blend
= vg_clampf( 1.0f
-distm
, 0.0f
, 1.0f
);
2831 angle
= vg_lerpf( angle
, vg_signf(state
->flip_rate
)*VG_TAUf
, blend
);
2832 q_axis_angle( animator
->qflip
, state
->flip_axis
, angle
);
2835 q_identity( animator
->qflip
);
2837 /* counter-rotation */
2838 if( v3_length2( state
->up_dir
) > 0.001f
){
2839 v4_lerp( state
->smoothed_rotation
, localplayer
.rb
.q
,
2840 2.0f
*vg
.time_frame_delta
,
2841 state
->smoothed_rotation
);
2842 q_normalize( state
->smoothed_rotation
);
2844 v3f yaw_smooth
= {1.0f
,0.0f
,0.0f
};
2845 q_mulv( state
->smoothed_rotation
, yaw_smooth
, yaw_smooth
);
2846 m3x3_mulv( localplayer
.rb
.to_local
, yaw_smooth
, yaw_smooth
);
2847 yaw_smooth
[1] = 0.0f
;
2848 v3_normalize( yaw_smooth
);
2850 f32 yaw_counter_rotate
= yaw_smooth
[0];
2851 yaw_counter_rotate
= vg_maxf( 0.7f
, yaw_counter_rotate
);
2852 yaw_counter_rotate
= acosf( yaw_counter_rotate
);
2853 yaw_counter_rotate
*= 1.0f
-animator
->fly
;
2856 m3x3_mulv( localplayer
.rb
.to_local
, state
->up_dir
, ndir
);
2857 v3_normalize( ndir
);
2859 v3f up
= { 0.0f
, 1.0f
, 0.0f
};
2860 float a
= v3_dot( ndir
, up
);
2861 a
= acosf( vg_clampf( a
, -1.0f
, 1.0f
) );
2864 v4f qcounteryaw
, qfixup
;
2866 v3_cross( up
, ndir
, axis
);
2867 q_axis_angle( qfixup
, axis
, a
*2.0f
);
2869 v3_cross( (v3f
){1.0f
,0.0f
,0.0f
}, yaw_smooth
, axis
);
2870 q_axis_angle( qcounteryaw
, axis
, yaw_counter_rotate
);
2872 q_mul( qcounteryaw
, qfixup
, animator
->qfixuptotal
);
2873 q_normalize( animator
->qfixuptotal
);
2876 m3x3_mulv( localplayer
.rb
.to_world
, up
, p1
);
2877 m3x3_mulv( localplayer
.rb
.to_world
, ndir
, p2
);
2879 vg_line_arrow( localplayer
.rb
.co
, p1
, 0.5f
, VG__PINK
);
2880 vg_line_arrow( localplayer
.rb
.co
, p2
, 0.5f
, VG__PINK
);
2882 else q_identity( animator
->qfixuptotal
);
2883 rb_extrapolate( &localplayer
.rb
, animator
->root_co
, animator
->root_q
);
2886 static void player__skate_pose( void *_animator
, player_pose
*pose
){
2887 struct player_avatar
*av
= localplayer
.playeravatar
;
2888 struct skeleton
*sk
= &av
->sk
;
2889 struct player_skate_animator
*animator
= _animator
;
2891 pose
->type
= k_player_pose_type_ik
;
2892 v3_copy( animator
->root_co
, pose
->root_co
);
2893 v4_copy( animator
->root_q
, pose
->root_q
);
2897 q_mulv( pose
->root_q
, (v3f
){0.0f
,1.0f
,0.0f
}, ext_up
);
2898 v3_copy( pose
->root_co
, ext_co
);
2899 v3_muladds( pose
->root_co
, ext_up
, -0.1f
, pose
->root_co
);
2901 /* apply flip rotation at midpoint */
2902 q_mul( animator
->qflip
, pose
->root_q
, pose
->root_q
);
2903 q_normalize( pose
->root_q
);
2905 v3f rotation_point
, rco
;
2906 v3_muladds( ext_co
, ext_up
, 0.5f
, rotation_point
);
2907 v3_sub( pose
->root_co
, rotation_point
, rco
);
2909 q_mulv( animator
->qflip
, rco
, rco
);
2910 v3_add( rco
, rotation_point
, pose
->root_co
);
2913 * ---------------------------------------------------------------------- */
2915 mdl_keyframe apose
[32], bpose
[32];
2916 mdl_keyframe ground_pose
[32];
2919 f32 dir_frame
= animator
->z
* (15.0f
/30.0f
),
2920 stand_blend
= animator
->offset
[1]*-2.0f
;
2922 pose
->board
.lean
= animator
->board_lean
;
2924 stand_blend
= vg_clampf( 1.0f
-animator
->local_cog
[1], 0, 1 );
2926 skeleton_sample_anim( sk
, player_skate
.anim_stand
, dir_frame
, apose
);
2927 skeleton_sample_anim( sk
, player_skate
.anim_highg
, dir_frame
, bpose
);
2928 skeleton_lerp_pose( sk
, apose
, bpose
, stand_blend
, apose
);
2931 skeleton_sample_anim( sk
, player_skate
.anim_slide
, animator
->x
* 0.5f
,
2933 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->slide
, apose
);
2935 if( animator
->reverse
> 0.0f
){
2936 skeleton_sample_anim( sk
, player_skate
.anim_push
, animator
->push_time
,
2940 skeleton_sample_anim( sk
, player_skate
.anim_push_reverse
,
2941 animator
->push_time
, bpose
);
2943 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->push
, apose
);
2945 struct skeleton_anim
*jump_anim
= animator
->jump_dir
?
2946 player_skate
.anim_ollie
:
2947 player_skate
.anim_ollie_reverse
;
2949 f32 setup_blend
= vg_minf( animator
->jump
, 1.0f
);
2950 skeleton_sample_anim_clamped( sk
, jump_anim
, animator
->jump_time
, bpose
);
2951 skeleton_lerp_pose( sk
, apose
, bpose
, setup_blend
, ground_pose
);
2954 mdl_keyframe air_pose
[32];
2956 float air_frame
= (animator
->airdir
*0.5f
+0.5f
) * (15.0f
/30.0f
);
2957 skeleton_sample_anim( sk
, player_skate
.anim_air
, air_frame
, apose
);
2959 float ang
= atan2f( animator
->grab
[0], animator
->grab
[1] ),
2960 ang_unit
= (ang
+VG_PIf
) * (1.0f
/VG_TAUf
),
2961 grab_frame
= ang_unit
* (15.0f
/30.0f
);
2963 skeleton_sample_anim( sk
, player_skate
.anim_grabs
, grab_frame
, bpose
);
2964 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->grabbing
, air_pose
);
2967 skeleton_lerp_pose( sk
, ground_pose
, air_pose
, animator
->fly
,
2970 mdl_keyframe
*kf_board
= &pose
->keyframes
[av
->id_board
-1],
2971 *kf_foot_l
= &pose
->keyframes
[av
->id_ik_foot_l
-1],
2972 *kf_foot_r
= &pose
->keyframes
[av
->id_ik_foot_r
-1],
2973 *kf_knee_l
= &pose
->keyframes
[av
->id_ik_knee_l
-1],
2974 *kf_knee_r
= &pose
->keyframes
[av
->id_ik_knee_r
-1],
2975 *kf_hip
= &pose
->keyframes
[av
->id_hip
-1],
2976 *kf_wheels
[] = { &pose
->keyframes
[av
->id_wheel_r
-1],
2977 &pose
->keyframes
[av
->id_wheel_l
-1] };
2980 mdl_keyframe grind_pose
[32];
2982 f32 frame
= animator
->grind_balance
* 0.5f
;
2984 skeleton_sample_anim( sk
, player_skate
.anim_grind
, frame
, apose
);
2985 skeleton_sample_anim( sk
, player_skate
.anim_grind_jump
, frame
, bpose
);
2986 skeleton_lerp_pose( sk
, apose
, bpose
, animator
->jump
, grind_pose
);
2988 skeleton_lerp_pose( sk
, pose
->keyframes
, grind_pose
,
2989 animator
->grind
, pose
->keyframes
);
2990 float add_grab_mod
= 1.0f
- animator
->fly
;
2992 /* additive effects */
2993 u32 apply_to
[] = { av
->id_hip
,
2997 av
->id_ik_elbow_r
};
2999 float apply_rates
[] = { 1.0f
,
3005 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3006 pose
->keyframes
[apply_to
[i
]-1].co
[0] += animator
->offset
[0]*add_grab_mod
;
3007 pose
->keyframes
[apply_to
[i
]-1].co
[2] += animator
->offset
[2]*add_grab_mod
;
3010 /* angle 'correction' */
3012 v3_add( av
->sk
.bones
[av
->id_hip
].co
, kf_hip
->co
, origin
);
3014 for( int i
=0; i
<vg_list_size(apply_to
); i
++ ){
3015 mdl_keyframe
*kf
= &pose
->keyframes
[apply_to
[i
]-1];
3016 keyframe_rotate_around( kf
, origin
, av
->sk
.bones
[apply_to
[i
]].co
,
3017 animator
->qfixuptotal
);
3020 /* trick rotation */
3021 v4f qtrick
, qyaw
, qpitch
, qroll
;
3022 q_axis_angle( qyaw
, (v3f
){0.0f
,1.0f
,0.0f
}, animator
->board_euler
[0] );
3023 q_axis_angle( qpitch
, (v3f
){1.0f
,0.0f
,0.0f
}, animator
->board_euler
[1] );
3024 q_axis_angle( qroll
, (v3f
){0.0f
,0.0f
,1.0f
}, animator
->board_euler
[2] );
3026 q_mul( qyaw
, qroll
, qtrick
);
3027 q_mul( qpitch
, qtrick
, qtrick
);
3028 q_mul( kf_board
->q
, qtrick
, kf_board
->q
);
3029 q_normalize( kf_board
->q
);
3031 kf_foot_l
->co
[2] = vg_lerpf( kf_foot_l
->co
[2], animator
->foot_offset
[0],
3032 0.5f
* animator
->weight
);
3033 kf_foot_r
->co
[2] = vg_lerpf( kf_foot_r
->co
[2], animator
->foot_offset
[1],
3034 -0.5f
* animator
->weight
);
3036 kf_foot_l
->co
[1] += animator
->slap
;
3037 kf_foot_r
->co
[1] += animator
->slap
;
3038 kf_knee_l
->co
[1] += animator
->slap
;
3039 kf_knee_r
->co
[1] += animator
->slap
;
3040 kf_board
->co
[1] += animator
->slap
* animator
->subslap
;
3041 kf_hip
->co
[1] += animator
->slap
* 0.25f
;
3043 if( animator
->trick_type
== k_trick_type_kickflip
){
3044 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3045 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3047 else if( animator
->trick_type
== k_trick_type_shuvit
){
3048 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.1f
;
3049 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3050 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3051 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3053 else if( animator
->trick_type
== k_trick_type_treflip
){
3054 kf_foot_l
->co
[0] += animator
->trick_foot
* 0.2f
;
3055 kf_foot_r
->co
[0] -= animator
->trick_foot
* 0.15f
;
3056 kf_foot_l
->co
[1] -= animator
->trick_foot
* 0.18f
;
3057 kf_foot_r
->co
[1] -= animator
->trick_foot
* 0.18f
;
3061 * animation wishlist:
3062 * boardslide/grind jump animations
3063 * when tricking the slap should not appply or less apply
3064 * not animations however DONT target grinds that are vertically down.
3067 /* truck rotation */
3068 for( int i
=0; i
<2; i
++ ){
3069 float a
= vg_minf( player_skate
.truckv0
[i
][0], 1.0f
);
3070 a
= -acosf( a
) * vg_signf( player_skate
.truckv0
[i
][1] );
3073 q_axis_angle( q
, (v3f
){0.0f
,0.0f
,1.0f
}, a
);
3074 q_mul( q
, kf_wheels
[i
]->q
, kf_wheels
[i
]->q
);
3075 q_normalize( kf_wheels
[i
]->q
);
3081 *kf_head
= &pose
->keyframes
[av
->id_head
-1],
3082 *kf_elbow_l
= &pose
->keyframes
[av
->id_ik_elbow_l
-1],
3083 *kf_elbow_r
= &pose
->keyframes
[av
->id_ik_elbow_r
-1],
3084 *kf_hand_l
= &pose
->keyframes
[av
->id_ik_hand_l
-1],
3085 *kf_hand_r
= &pose
->keyframes
[av
->id_ik_hand_r
-1];
3087 float warble
= perlin1d( vg
.time
, 2.0f
, 2, 300 );
3088 warble
*= vg_maxf(animator
->grind
, fabsf(animator
->weight
)) * 0.3f
;
3091 q_axis_angle( qrot
, (v3f
){0.8f
,0.7f
,0.6f
}, warble
);
3093 v3f origin
= {0.0f
,0.2f
,0.0f
};
3094 keyframe_rotate_around( kf_hand_l
, origin
,
3095 av
->sk
.bones
[av
->id_ik_hand_l
].co
, qrot
);
3096 keyframe_rotate_around( kf_hand_r
, origin
,
3097 av
->sk
.bones
[av
->id_ik_hand_r
].co
, qrot
);
3098 keyframe_rotate_around( kf_hip
, origin
,
3099 av
->sk
.bones
[av
->id_hip
].co
, qrot
);
3100 keyframe_rotate_around( kf_elbow_r
, origin
,
3101 av
->sk
.bones
[av
->id_ik_elbow_r
].co
, qrot
);
3102 keyframe_rotate_around( kf_elbow_l
, origin
,
3103 av
->sk
.bones
[av
->id_ik_elbow_l
].co
, qrot
);
3105 q_inv( qrot
, qrot
);
3106 q_mul( qrot
, kf_head
->q
, kf_head
->q
);
3107 q_normalize( kf_head
->q
);
3112 static void player__skate_post_animate(void){
3113 struct player_avatar
*av
= localplayer
.playeravatar
;
3114 struct player_skate_state
*state
= &player_skate
.state
;
3116 localplayer
.cam_velocity_influence
= 1.0f
;
3118 v3f head
= { 0.0f
, 1.8f
, 0.0f
};
3119 m4x3_mulv( localplayer
.final_mtx
[ av
->id_head
],
3120 head
, state
->head_position
);
3121 m4x3_mulv( localplayer
.rb
.to_local
,
3122 state
->head_position
, state
->head_position
);
3125 static void player__skate_reset_animator(void){
3126 struct player_skate_state
*state
= &player_skate
.state
;
3128 memset( &player_skate
.animator
, 0, sizeof(player_skate
.animator
) );
3130 if( state
->activity
<= k_skate_activity_air_to_grind
)
3131 player_skate
.animator
.fly
= 1.0f
;
3133 player_skate
.animator
.fly
= 0.0f
;
3136 static void player__skate_clear_mechanics(void){
3137 struct player_skate_state
*state
= &player_skate
.state
;
3138 state
->jump_charge
= 0.0f
;
3139 state
->charging_jump
= 0;
3140 state
->jump_dir
= 0;
3141 v3_zero( state
->flip_axis
);
3142 state
->flip_time
= 0.0f
;
3143 state
->flip_rate
= 0.0f
;
3144 state
->reverse
= 0.0f
;
3146 state
->grabbing
= 0.0f
;
3147 v2_zero( state
->grab_mouse_delta
);
3149 state
->jump_time
= 0.0;
3150 state
->start_push
= 0.0;
3151 state
->cur_push
= 0.0;
3152 state
->air_start
= 0.0;
3154 v3_zero( state
->air_init_v
);
3155 v3_zero( state
->air_init_co
);
3157 state
->gravity_bias
= k_gravity
;
3158 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3159 v4_copy( localplayer
.rb
.q
, state
->smoothed_rotation
);
3160 v3_zero( state
->throw_v
);
3161 v3_zero( state
->trick_vel
);
3162 v3_zero( state
->trick_euler
);
3163 v3_zero( state
->cog_v
);
3164 state
->grind_cooldown
= 0;
3165 state
->surface_cooldown
= 0;
3166 v3_muladds( localplayer
.rb
.co
, localplayer
.rb
.to_world
[1], 1.0f
, state
->cog
);
3167 v3_copy( localplayer
.rb
.to_world
[1], state
->up_dir
);
3168 v3_copy( localplayer
.rb
.to_world
[1], player_skate
.surface_picture
);
3169 v3_copy( localplayer
.rb
.co
, state
->prev_pos
);
3170 v3_zero( player_skate
.weight_distribution
);
3173 static void player__skate_reset( ent_spawn
*rp
){
3174 struct player_skate_state
*state
= &player_skate
.state
;
3175 v3_zero( localplayer
.rb
.v
);
3176 v4_copy( rp
->transform
.q
, localplayer
.rb
.q
);
3178 state
->activity
= k_skate_activity_air
;
3179 state
->activity_prev
= k_skate_activity_air
;
3181 player__skate_clear_mechanics();
3182 player__skate_reset_animator();
3184 v3_zero( state
->head_position
);
3185 state
->head_position
[1] = 1.8f
;
3188 #include "network_compression.h"
3190 static void player__skate_animator_exchange( bitpack_ctx
*ctx
, void *data
){
3191 struct player_skate_animator
*animator
= data
;
3193 bitpack_bytes( ctx
, sizeof(animator
->root_co
), animator
->root_co
);
3194 bitpack_qquat( ctx
, animator
->root_q
);
3196 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->offset
);
3197 bitpack_qv3f( ctx
, 8, -1.0f
, 1.0f
, animator
->local_cog
);
3198 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slide
);
3199 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->z
);
3200 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->x
);
3202 /* these could likely be pressed down into single bits if needed */
3203 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->fly
);
3204 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind
);
3205 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->stand
);
3206 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->push
);
3207 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump
); /*??*/
3208 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->jump_charge
); /*??*/
3210 /* just the sign bit? */
3211 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->reverse
);
3212 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->delayed_slip_dir
);
3213 bitpack_bytes( ctx
, 1, &animator
->jump_dir
);
3214 bitpack_bytes( ctx
, 1, &animator
->trick_type
);
3216 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grind_balance
);
3217 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->airdir
);
3218 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->weight
);
3219 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->trick_foot
);
3220 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->slap
);
3221 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->subslap
);
3222 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &animator
->grabbing
);
3224 /* animator->wobble is ommited */
3226 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->foot_offset
);
3227 bitpack_qquat( ctx
, animator
->qfixuptotal
);
3228 bitpack_qquat( ctx
, animator
->qflip
);
3230 bitpack_qv3f( ctx
, 16, -100.0f
, 100.0f
, animator
->board_euler
);
3231 bitpack_qf32( ctx
, 8, -1.0f
, 1.0f
, &animator
->board_lean
);
3232 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->steer
);
3233 bitpack_qv2f( ctx
, 8, -1.0f
, 1.0f
, animator
->grab
);
3235 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->push_time
);
3236 bitpack_qf32( ctx
, 16, 0.0f
, 120.0f
, &animator
->jump_time
);
3239 #endif /* PLAYER_SKATE_C */